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The Gameplay of Identity V revolves around 1 "Hunter" chasing a team of 4 "Survivors" who are trying to escape the match, while the Hunter tries to stop them.


Objective[]

Survivor's Objective[]

As a Survivor, your main goal is to cooperate with your 3 teammates to decipher 5 Cipher Machines, contain the Hunter to buy time for your team, rescue your teammates from Rocket Chairs, and have as many survivors escape through the Exit Gates as possible. Alternatively, the last survivor can also escape through the Dungeon if at least 2 ciphers have been completed.

Hunter's Objective[]

As a hunter, your main goal is to chase and eliminate as many survivors as possible, using Rocket Chairs: before they can complete 5 Cipher Machines and escape through the Exit Gates. Therefore you should stall as long as possible by disrupting their decoding.

Actions[]

Mobile (Default)[]

Movement is controlled with the joystick on the bottom left-hand corner of the screen on the mobile version. Actions can be done by tapping icons on the right. The Camera can be moved by dragging your finger anywhere else on screen.

PC (Default)[]

Survivor Faction[]

Cipher Machines[]

GameKeeper2018

Survivors have to decode 5 Cipher Machines that can be located by looking for lit-up antenna, or their outline revealed by Persona Talents. While decoding the cipher machine, sometimes a calibration may be triggered and the screen has to be tapped at the right time to continue. Missing the calibration or completing the machine will temporarily halt the process and alert the hunter.

Finishing at least 5 Cipher Machines will activate the 2 Exit Gates on each map. Entering the password into the switch causes the exit gate to be opened which the survivors can then escape through. The last remaining survivor will attract Crows, which can give away their location to the Hunter. However, the final survivor can also escape through the Dungeon, a metal trap door that can appear in one of a few locations on each map.

Interactions[]

Survivors have their own Fear Radius that is denoted by a purple heartbeat on their chest. The visible and loud Heartbeat indicates that the hunter is nearby. When a survivor is being chased pursuit music will play for both the survivor being chased and the hunter doing the chasing. Hunters also have a red light in front of them that indicates which direction the Hunter is facing. It can be used to tell where the Hunter will go during a chase. Only the survivors can see the stain.

Health Status[]

Read more: Hunter/Attack Damage

Survivors must avoid as much damage from the Hunter as possible as the Hunter can put them into an injured or incapacitated state, turning the match in their favor. Hunter's Persona Talents can give negative effects to Survivors when they are wounded. Survivors can seek healing from teammates.

Injured survivors with 50% damage (after 1 normal attack) will make more noise and leave blue trails which allow Hunters to find them easier.

Incapacitated survivors with 100% damage (after 2 normal attacks) are forced to crawl and can no longer interact with anything else. They are vulnerable to be carried by the Hunter to a Rocket Chair for elimination. They are highlighted with a red outline that can be seen by their teammates. An incapacitated survivor can heal up to 90%, unless they have the trait Exit Path or the hunter has the trait After Effects. Without exit path, survivors must request assistance from their team to return back to their injured state.

Containing a Hunter[]

Pallets are wooden boards that start upright, meaning both the survivors and Hunter can go through without having to interact. Survivors can use pallets to block or pallet stun Hunters to gain distance from them. If the pallet is dropped, they can be vaulted over but if hunters destroy it, the pallet cannot be used for the rest of the match.

Windows are reusable interactions for Survivors to use to keep distance from the Hunter as they vault windows slower than the Survivors.

Terror Shock occurs when the Hunter hits a survivor during mid-interaction such as vaulting over a pallet or a window allowing the Hunter to deal double the damage. The survivor will be in an Incapacitated State hence they must be careful to avoid Terror Shock as possible.

Depending on the character, Survivors can use items (obtained by default, or from Chests). They serve as an aid in containing the hunter, rescuing or supporting the team.

Survivors can hide inside Lockers to hide from the Hunter or remove Hunter-induced status effects. But if a hunter discovers you, you will be instantly tied to balloons. Staying in a locker for too long will cause crows to circle above. Make sure you are not chased or make it obvious that you are hiding in a locker. But if a Survivor is in an injured state, they may leave blue trails under the locker, which can be seen by Hunters.

Rescuing[]

Survivors are encouraged to rescue their teammate from the Rocket Chair or he/she will be eliminated hence furthering reducing their overall manpower and increasing the Hunter's chances of winning. Rescuing must be quickly planned and executed well as most Hunters will guard the Rocket Chair to get a quick down on you for rescuing, stalling time for the Rocket Chair to take off or to not lost the recently rescued survivor for a faster elimination.

If a survivor is chaired at least 3 times, they will be eliminated from the game. However this depends on how long did they stay in the Rocket Chair such as if a survivor is rescued after the progress reaches the red line, the next time they are down and chair again or they will be eliminated or if no one rescues a survivor until the progress reaches fully, they will be eliminated straight away.

Hunters Group[]

Hunters have the objective to capture and eliminate all survivors as quickly as possible before all of the 5 Cipher Machines are finished which gives the Survivors a chance to escape.

Game ends when the final survivor is eliminated by being strapped into a chair or bleed out from being incapacitated, or when they escape.

Tracking Survivors[]

Hunters must find a survivor to pursuit using various tools such as Tinnitus, Persona Talents, survivor's trails and noise, Crows, shaking Cipher Machines and Hunter's abilities.

Pursuing Survivors[]

Hunters must damage and down survivors using a default attack or the Hunter's abilities until the survivor is in an incapacitated state. However the Survivors will try to contain you as much as they can to buy time for their team to decode using Pallets, Vaultable Windows and items. Hunters must quickly utilize their abilities, in game-sense and observe survivor's behavior to their advantage.

Chairing Survivors[]

Once they are incapacitated, they can be carried and strapped into the Rocket Chairs for Elimination. The Hunter doesn't need to carry them to the nearest Rocket Chair as some of them can put into the Hunter's favor such as an open area to prevent survivors from distancing you, an unfinished decoded cipher to force a survivor to stop decoding and rescue or a basement which is the most dangerous part of the map for the Survivors.

However, the survivor will attempt to struggle free if you carry them for too long and once they struggled free, you will be stunned for awhile and you will have to chase the freed survivor again.

Another threat is that some survivors are capable of rescuing a carried survivor and should it succeed, that carried survivor will be free and you have to down them again. The Hunters must be observant of their surroundings and must try to damage or gain distance from the rescuer as much as possible before carrying an incapacitated survivor to the Rocket Chair safely.

Defending[]

Once you chair a survivor into a Rocket Chair, the chair will be highlighted in red for both survivors and hunters. The survivor will be eliminated if the survivor is put in the chair at least 3 times, or if they orange bar completely fills when they are in their first or second time being chaired. If the status icon passes the halfway point (an orange line) when they are chaired for the first time, the second chair will eliminate them.

Camping[]

Hunters can choose to camp as they can incapacitate the Rescuer before they have a chance to rescue, to prevent losing sight of a recently rescued survivor, or to guard both the unfinished cipher machine and the rocket chair at the same time if another survivor is nearby.

Patrol Camping[]

Another tactic of camping if there is no survivor near the Rocket Chair. Instead of staying close to the active Rocket Chair, the Hunter will try to search for the possible rescuer. Though this grants you a higher chance of downing a rescuer, it is risky sometimes as they may slip past you or they distracted you allowing the other survivor to rescue.

It is recommend for Hunters who can transverse through maps quickly.

No Camping[]

You can choose not to camp and harass other survivors' decoding to slow down their decoding progress while the other survivor is busy trying rescuing the chaired teammate. If you down the survivor quickly enough, it will create a lot of pressure to the Survivors and halt their decoding process further.

This can be risky though and it is recommend for Hunters who can transverse through maps quickly and has good chase.

Persona Talents[]

Survivors and Hunters have their own Persona Web which allows them to choose abilities and perks they can use during the match allowing to form strategies and game-play styles. Abilities can be unlocked through Persona Points, with a default of 120 Persona Points. There are final talents located at the far North, South, East and West of the Persona Web with a maximum of Two Final perks to be chosen.

There are four Final Talent perks on each side:

Earning Points[]

During every match (except Custom Matches), players will earn Points by doing certain actions throughout the game. At the end of the game, the points are tallied up and multiplied. The points are multiplied by 2.4 and added (so points + points * multiplier) if it is a victory. And 2.2 if loss (so points + points * multiplier). Also points are multiplied by 2.2 if it is a tie.

  • More points can be earned in a match if a Mark ticket is used.
  • "Best Deduction" is given to the player with the highest points, denoting the MVP of the match.

These points will be put towards a bar outside of the match called Logic Point, and every bar that is filled with points will award the player one 4-sided Dice which can be used to progress down the Logic Path (which awards free currencies and cosmetics).

Outcome[]

Win[]

Normal Match, Rank Match[]

  • For survivors, when 3 or more survivors have escape.
  • For hunter, when eliminated more than 3 or more survivors (Flawless).

Duo Hunters[]

  • For survivors, when 5 or more survivors escape.
  • For hunter, when eliminated more than 5 or more survivors (Flawless).

Tie[]

Normal Match, Rank Match[]

For both sides, when any 2 Survivors either escaped or were eliminated. (Gone Missing/Narrow Victory)

Duo Hunters[]

For both sides, when any 4 Survivors either escaped or were eliminated. (Gone Missing/Narrow Victory)

Lose[]

Normal Match, Rank Match[]

  • For Survivors, when more than three or more are unable to escape from the map.
  • For hunters, when they eliminated less than 2 survivors (can be Zero kill). Results in defeat. (Crushed)

Duo Hunters[]

  • For Survivors, when more than three or more are unable to escape from the map.
  • For hunters, when they eliminated less than 2 survivors. Results in defeat. (Crushed)
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