A simple way to read “danger”
Danger is not only “monsters exist.” Danger is also long sightlines with no exits, rooms that funnel your team into one corner, and places where audio bounces in confusing ways. If you are new, mark mentally which rooms are “rotate rooms” (you pass through) versus “commit rooms” (you decide to stay and search).
If you disagree with your squad about danger, that is fine—agree on a default rule anyway. A mediocre shared plan beats three perfect solo plans executed at the same time.
Example notes (hospital-style block)
Treat the table below as a teaching format, not a guarantee of exact spawns. Early Access can rebalance loot and layouts.
| Room | Battery hints | Med hints | Risk |
|---|---|---|---|
| Emergency wing | Tool cabinets and side rooms | Staff desks and crash carts | High—tight corridors and limited sight lines |
| Surgical block | — | — | Very high—few exits, lots of blind corners |
Outdoor routes and industrial interiors
Outdoor spaces often feel safer because you can see farther—but they can also separate your squad. Industrial interiors can be the opposite: tight audio, lots of doors, and “someone forgot the rear check.” If your team has a chronic wipe pattern, it is worth asking whether the map caused it—or whether your formation did.
When you rotate, rotate like a unit: one player leads the call, one covers rear, the middle pair does not sprint ahead “because they are brave.” Bravery is a team tempo problem.