Holy Key (Trait)

## Holy Key

* Old Layout
* New Layout

## Statistics

### Gameplay Impact

Creates passages through obstacles or across the map that can be traversed as a shortcut.

### Amount of Uses

3 can be accumulated at a time (Short Portal)

### Cooldown

0 Seconds (Short Portal)
150 Seconds (Long Portal)

**Holy Key** is an External Trait that belongs to the Priestess, Fiona Gilman. This trait starts the Priestess with a Holy Key tool every game.

## Trait Details

### Description

*The Priestess carries the Holy Key around and can choose to generate either a Straight Passage or an Ultra-Long Passage. Both passages created will not lead to contaminated earth or areas, and Hunters can destroy passages.*

***Straight Passage***

*Both Survivors and Hunters can pass through. Passages entered by Hunters will be destroyed after they squeeze through. At the same time, the Hunter will be stunned for a period of time, and the stun duration increases with the passage's length.*

***Ultra-Long Passage***

*Survivors entering the portal will be quickly transported to the other side after a few seconds. A residual image of Survivors that use the Ultra-Long Passage will remain at the entrance of the passage when using it. The time they remain is determined by the length of the portal.*

*Hunters can attack these images. When the images are attacked, the damage and special effects inflicted are transferred to the Survivor (with some delay), and the Survivor becomes visible for 10s.*

*Hunters cannot pass through the Ultra-Long Passage.*

***How to Use***

*Tapping the Holy Key skill button (the "1" key on PC) will create a Straight Passage to the selected location.*

*Tapping the Special Holy Key skill button (the "3" key on PC) will activate the Observe Call mode and send out a call to a selected teammate.*

*Long pressing the Special Holy Key skill button will activate the Direct Call mode and send a call to all teammates.*

*When a teammate answers the call, the Priestess will create an Ultra-long Passage between the two of them, which takes a while to complete.*

### Stats

* Energy Charge Count (Initial/Max): 2/3
* Energy Charge Duration: 70 second(s)
* Ultra-long Passage cooldown: 150 second(s)

## Gameplay

There are two types of "passages"/portals the Priestess can place on obstacles on the map - Straight and Ultra-Long.

**Straight Portals**

Straight Portals can be placed through obstacles after a short deploying animation, both Priestess and other the Survivors can enter the Straight Portal and can traverse to the other end of the portal. Hunters on the other hand can enter the Straight Portal but will destroy it in the process and get stunned upon reaching the other side.

Straight Portals can be made to disappear in three different ways, either by a Hunter attacking the Straight Portal, a Hunter entering the Straight Portal, or letting the Straight Portals disappear overtime (this is visual cued by the portal fading and blinking).

Straight Portals can also be deployed on higher levels (indicated by the red line) but both the survivors and the hunter will have to wait on the portal for a while to travel up or down.

**Ultra-Long Portals**

Priestess can call another survivor to deploy an Ultra-Long Portal. When deployed, survivors can traverse almost the entire map with it and can end chases instantly. Survivors (excluding the Priestess who made the portal) leave a residual white image upon entering it, allowing the Hunter to deal damage (even Terror Shock) to the survivor and exposing their location for 10 seconds with a white aura. Hunters cannot enter an Ultra-Long Portal but they can destroy the portal and can see the portal's location indicated by the yellow aura.

Priestesses can only have one Ultra-Long Portal deployed at a time, and each new Ultra-Long Portal spawned will immediately destroy the older one.

### Portal Placements

**Short Portals**

* Portals can be placed in certain areas that are wide obstacles, forcing the hunter to go through the portal to chase, including:
	+ The right wall of Red Church with no window.
	+ The small rooms in Sacred Heart Hospital
	+ The ship in Lakeside Village
	+ The bridge on Moonlit River Park
	+ Buildings in Eversleeping Town or Chinatown
	+ 2-Floor Building in Sacred Heart Hospital, Lakeside Village, Moonlit River Park, Leo's Memory, Chinatown and Forest of No Return.
* Portals are also very useful in rescuing teammates from Rocket Chairs.
	+ When rescuing a team-mate, place the portal directly in the chair, this will make you and the rescued teammate automatically teleport back.
	+ When a teammate is being placed in a chair, place a portal behind the chair so that when the hunter is done with their action they are automatically sent through the portal and stunned.
* Portals can be placed against most pallets, which can be used to stun hunters who go through to the right side.

**Long Distance/Global Portals**

* The hunter can see the yellow outline of long distance portals, so when you're being chased through one, hide somewhere else in case the hunter comes looking for you.
* It's risky to place Global Portals near undecoded Cipher Machines, as a Hunter with Teleport will be able to quickly reach the Cipher Machine after knocking down a Survivor's residual image.
* Other survivors might be knocked down by the hunter hitting their residual images after going through your portal, but the Priestess who created the global portal, will not leave a residual image behind. If you're playing with another priestess and you go through one of their portals, you *will* leave a residual image, therefore you will be vulnerable to the hunter's hits as well.
* Some survivors like Gardener, Grave Keeper, Seer and Perfumer can use their tools or skills to prevent taking damage once they passed through a Global Portal and the Hunter hits their residual image. These skills must be used before the damage is delivered.
* If timed exceptionally well, a Survivor who passed through a Global Portal can prevent being hit by using Flywheel Effect. It's important to note that the Flywheel Effect must be used when the damage is actually delivered, not when the Hunter hits the residual image.
* When someone is rescuing, create a long-distance portal as an escape route for them and the rescued teammate. Heal them on the other side.

### Other Tips

* If timed well, the Priestess can go back in a placed portal right before the Hunter passes through it, leaving the Hunter stranded on the opposite side of the obstacle.