Survival is about the exit, not the fight
Most Content Warning creatures do not need killing — they need avoiding. The dive is won by recording, then leaving. Two rules decide almost every death:
- Never let stamina hit zero. A dry bar means no sprint, no escape. The stamina guide shows how to budget it.
- Always keep an escape open. Film from a position where you can break toward the Diving Bell, not into a pocket.
Know the instant-kill and grab threats
A few creatures punish mistakes hard:
- Mime — contact is an instant kill (105 damage) that flings you the way you face.
- Big Slap — leap attack can hit twice for 51 each, effectively an instant kill; his grab cannot be escaped once locked.
- Snatcho — drags you into the dark at 6 damage/second for up to 20 seconds; only strong light (a flashlight) forces it to release.
- Weeping — traps a teammate in a cage behind a captcha; the rest of the team has one minute to type it or the captive dies.
- Black Hole Bot — counts down ten seconds, then grows an inescapable black hole; break line of sight to cancel it.
Tools that save dives
The Shock Stick freezes 27 of 31 creatures, the Flashlight repels light-sensitive hunters (Snatcho), and a Grabber Arm or Rescue Hook helps recover teammates and items. The item guide lists what to carry.
Get out before greedy
The last trip should always be short. The tips guide covers the low-effort habits that get teams home.
Related guides
- Stamina Guide — why a dry bar ends dives.
- Monster Behaviour Guide — what each pattern demands.
- Co-op Guide — covering the camera and the exit as a team.