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Rocket Chairs are a map element present in varying amounts in set areas on each Map, with its intended purpose to provide the Hunter a means to eliminate Survivors and win the match.

The most notable place with Rocket Chairs is the hunter's basement, which can spawn in one of two locations on any map. There are four chairs in the basement. Due to only having one entrance, and that hunters don't have an attack recovery animation when dropping down to a lower level, the basement is the most easily defended place.

Appearance[]

Rocket Chairs are wooden chairs with a high back and padded with red cushions. on the armrests and legs are shackles to help keep survivors in. Strapped to the back of the chair is a group of large rockets in red and blue. Old stuffed toys are usually next to the Rocket Chairs. A clock can be seen attach to the very big rocket in the back.

When a survivor runs out of time on the chair, it will 'take off' with a spin into the sky with the sound of fireworks. Only a singed circle with confetti and the Survivor's Tool (if the Tool is non-exclusive) will be left behind.

Gameplay[]

After downing a survivor, either by getting a terror shock or hitting them twice (in some cases more), the hunter must pick them up and place them in a rocket chair. Survivors will be given a chance to wiggle free if the hunter does not put them in a chair fast enough. Gardener also can disable the Rocket Chairs with a Toolkit, but the hunter can set it back up for use.

Once placed on a Rocket Chair (or "chaired") the Survivor is completely helpless (with the exception of the Mechanic and the Entomologist) and a teammate must rescue them. In the case of the Mechanic, if she has her Doll active when she is chaired, she is able to control it. In the case of the Entomologist, if her Bee Swarm has already been summoned when she is placed on the chair, she can use it to push the Hunter or fellow Survivors around.

Chair Stages[]

For Survivors, Chairs have three different stages. On the GUI, an icon of a chaired survivor will appear and the bubble will begin to fill up with yellow in a countdown. If they are not rescued before the countdown overtakes the orange bar on the status bubble, then the second time they are chaired they will be removed from the game. At maximum, a survivor can be chaired 3 times (the third time they are removed from the game), but only if they are rescued before the halfway point.

Normal Functionality[]

The below statistics are valid in the following modes: Quick Match, Rank Match, Tarot.

Chair Stage Elimination Progress Duration (Seconds) Explanation
1 0-49% 30 A Survivor being tied to a chair for the first time will enter Stage One.

A Survivor in Stage One can be rescued by another Survivor. Once the Elimination Progress Bar reaches 50%, the Survivor will enter Stage Two.

2 50-99% 30 A Survivor being tied to the chair a second time, required that they were rescued before reaching 50% Elimination Progress, will enter Stage Two.

A Survivor in Stage Two, also known as the "Middle Phase", can still be rescued by another Survivor, but can only be saved one more time. Once the Elimination Progress Bar reaches 100%, they will enter Stage Three.

3 100% 0 A Survivor being chaired a third time, required that they were rescued before reaching 100% Elimination Progress, will enter Stage Three.

This also happens to the last living Survivor, no matter if it's just their first or second chair. A Survivor in Stage Three gets sent back to the Manor, eliminated from the trial.

Duo Hunters Functionality[]

The below statistics are related to Duo Hunters Mode.

Chair Stage Elimination Progress Duration (Seconds) Explanation
1 N/A 40 A Survivor being tied to a chair for the first time will enter Stage One.

A Survivor in Stage One can't be rescued by another Survivor. The chair will be surrounded by metal spears during this stage.

2 1-99% 20 (After Stage 1)

15 (Second Chairing)

A Survivor will enter Stage Two.

A Survivor in Stage Two can be rescued by another Survivor. But the elimination bar progresses faster than in the normal gamemode, and there is no line at the halfway point. The second time a Survivor is chaired, Survivor can be sit on it another time before being eliminated and the elimination bar progresses faster than before.

3 100% 0 A Survivor being chaired a third time, required that they were rescued before reaching 100% Elimination Progress, will enter Stage Three.

This also happens to the last living Survivor, no matter if it's just the first or second chair. A Survivor in Stage Three gets sent back to the Manor, eliminated from the trial.

Persona Traits[]

The below Persona Traits can influence a Rocket Chair's behavior during a match.

Survivor Traits[]

  • Snooze - slows down the rocket chair countdown.
  • Distress - reveals teammates to each other when in a chair.
  • Symbiotic Effect - runs faster when going towards a chaired survivor.
  • Risky Move - rescue speed increased.
  • Sneak - No trail is left when running near a chaired teammate within 18 meters.
  • Savior Complex - Speed boost after the rescue.
  • Herd Mentality - Runs faster near a chaired teammate.
  • Tide Turner - Rescued survivors and the rescuer will not be knock down for 20 seconds after getting hit.

Hunter Traits[]

  • Control Freak - Countdown is speed up.
  • Berserker - Attack recovery speed increased when someone is chaired.
  • Wither - Acceleration of survivors after being hit is decreased.
  • Panic - Any chaired teammate negatively affects the other survivors.
  • Wanted Order - Discover 1 Survivor's Location when Hunter chairs 1 Survivor and 4 Survivors remaining.

External Traits & Hunter Abilities[]

The below External Traits and Hunter Abilities can influence a Rocket Chair's behavior during a match.

Survivor External Traits[]

  • Gardener (Confidence): When she's near the Rocket Chair, her Vaulting Speed is increased by 10% and Rocket Chair's Takeoff Speed is decreased by 10%. Gardener will also leave Rocket Chairs with irreparable damage when destroying them so that their Takeoff Speed is decreased by 10%.
  • Magician (Real or Fake): The Magician will instantly use Escape Artist upon being rescued from a Rocket Chair and leave an illusion on the chair to make himself invisible for 2 seconds.
  • Mercenary, Coordinator (Steel Will): The Rocket Chair countdown is decreased by 10%.
  • Mechanic (Operator): The Mechanic can control the deployed doll when be placed on a Rocket Chair, but at a higher cost. Control will be interrupted if the Mechanic is rescued.
  • Embalmer (Embalm): When a player is knocked down or placed on a Rocket Chair, they can be resurrected in that coffin using a surrogate and also receive the Tide Turner effect for 15 seconds. When the exit gate is opened, a player using Rebirth will no longer receive the Tide Turner effect. Every time a teammate rescues the Embalmer from the Rocket Chair, the number of coffins that the Embalmer can summon will increase, but an Embalmer can only summon and use one coffin at a time.
  • First Officer (Self-Hint): Rocket Chair's initial flight speed is decreased by 20%.
  • Grave Keeper (At Ease): When Grave Keeper chooses to resurface to the ground without receiving any damage, he becomes at ease, increasing his rescue speed by 50% for 5 seconds.
  • Entomologist (Entomology): The Entomologist can use Butterfly Net when be placed on a Rocket Chair.
  • Painter (Intuition): The Painter will not be affected by a Rocket Chair with 50% progress. When he is put on a Rocket Chair for the second time, the progress will return to what it was the last time he was saved.
  • Patient (Emotional Attachment): When the "Psychologist" is placed on a Rocket Chair, the Patient's interaction speed when rescuing her is increased by 50%.
  • Journalist (Exclusive): When a teammate has been tied to a Rocket Chair and is less than 25 meters from the Journalist, the illusion which is summoned by camera will move to the closest Rocket Chair and rescue the teammate. If the teammate on the Rocket Chair is rescued by another Survivor, the illusion will disappear. Under this angle, when the illusion is less than 20 meters from the Hunter, its outline will be shown to the Hunter.

Hunter External Traits & Abilities[]

  • Gamekeeper (Trap): Trap can't be placed within 20 metres of a Rocket Chair that has a Survivor on it, and any traps places beforehand automatically destroyed.
  • Soul Weaver (Cocoon Death): The Soul Weaver can use 60 Threads to wrap up a downed Survivor in a web cocoon. This replaces the need to place them in a Rocket Chair, and will count towards the 3 times they can be chaired total before they are removed from the game.
  • Photographer (Camera World): A Survivor can only be downed at then end of a Camera World if their mirror image was still in a Rocket Chair by the end.
  • "Undead" (Surrogate): "Undead" is unable to place Survivors on Rocket Chairs.
  • "Nightmare" (Raven, Bad Omen): "Nightmare" can send raven to a Rocket Chair with a Survivor on it. Once the raven reaches the target, it will hover above it. If there is a Survivor near the raven's flight path, it will hover above the Survivor's head and reveal their location for 20 seconds. And "Nightmare" also can teleport to the raven.
  • Clerk (Inspect): Clerk can inspect the rocket chair with survivor on it from a bird's eye view. She can record and replay in the area or even perform actions like moving and attacking.

Additional Details[]

  • Survivors will always rescue their teammate from one side of the rocket chair no matter which side they are interacting.
    • Survivors who are rescuing will be on the left side of the chair.
    • Survivors who are recently rescued will appear on the right side of the chair.
    • Survivors who finished rescuing will be teleported to where they interacted with the chair.
  • Whatever is left of a late survivor's non-exclusive Tool can be picked up and used by a teammate after they are gone. Exclusive tools like the Holy Key will not.
  • A rocket chair that took a survivor out of the game can no longer be used.
  • Combustion Pill increases the countdown speed of rocket chairs by 35% in Duo Hunters Mode.

Development[]

Warning! This page contains content that may be triggering.
Content warning(s) for this page: graphic violence & gore; noose imagery. If you are sensitive to these topic(s), please take caution while reading.

Rocket Chairs have beena staple of Identity V's gameplay since the game's inception, although under different appearances.

Nail Beds[]

The first introduction of an interactive map element as a mean to eliminate Survivors was during the game's first conceptual prototype, Dangerous Game. Scattered across the map were metal beds with long nails sticking out of them. The Butcher, as Hunters were referred to at the time, could carry incapacitated Survivors up to one of these and tie them to it.

Once tied, a second spiked layer would begin slowly descending on the tied up Survivor, killing them once the timer ran out. Teammates could rescue a tied up Survivor from the bed, at which point the spiked layer would rise back up into its original position.

While rudimental in nature, seeing the small scale nature of the Dangerous Game project, this concept would lay the groundwork for what would later become the Execution Racks during Beta Testing, and subsequently the Rocket Chairs.

Execution Racks[]

Once development on Identity V officially began, the Nail Beds were functionally replaced by Execution Racks, also sometimes simply referred to as Hooks. They were first introduced during Early Beta and existed during Late Beta up until the fifth beta test in February 2018.

Appearance[]

NooseTyingCarryAnimation3

Thief getting tied up on an Execution Rack

They appeared as large structures composed by worn metal beams anchored to the ground, with a protruding mechanical arm bent outwards from the top from which a rope hangs loose. The Butcher could carry incapacitated Survivors to the Executon Rack and interact with it, at which point the Survivor would be violently thrown to the ground and tied at the wrists with the Rack's hanging rope. Once a Survivor is tied up, the Execution Rack's arm would bend downward, springing up again only when the Survivor was rescued or died.

The Survivor would kneel on the ground and experience visual hallucinations of ghostly hands reaching up from the ground. A unique soundtrack also played from their perspective. When killed, the Survivor would temporarily be pulled up by the rope, struggling hopelessly in the process, only to be dropped to the floor and going limp on the ground.

Gameplay[]

They functioned identically to modern Rocket Chairs, containing three separate stages for a tied Survivor and eliminating them after 60 seconds had passed, or less if the stages were advanced through. Much like with modern Rocket Chairs, a Hunter who is not careful could trigger their recovery animation if the Execution Rack was hit. The icons used for the tied up Survivor used a noose, but a halfway mark was not yet present.

With the exception of those situated in the basement, all Execution Racks could be permanently dismantled by Survivors through the use of a Toolkit. At first, dismantled Racks could not be repaired in any way by Hunters, but this was changed with the introduction of the Active Trait Abnormal, implemented alongside other Active Traits after the second public beta test in late 2017.

Design Inspiration[]

As with several other elements introduced during the game's Beta period, the Execution Racks were functionally and visually inspired by gameplay elements found within Dead by Daylight, in this case the Hooks. The Hooks serve an identical purpose, allowing the Killers to eliminate Survivors, and also appear as rudimental metal structures anchored to the ground, with a mechanical arm from which a butcher hook hangs.

Although Identity V's Execution Racks differ in some aspects, namely the use of a rope, early UI concept artworks for the game used a hook icon for Execution Racks. They are also still internally referred to as "hooks" in the game's files.

Rocket Chairs during Beta[]

RocketChairBetaTakingOff

The Rocket Chair, which replaced the Execution Rack from the fifth Beta test onwards[1]

With the start of the fifth test on February 9th, 2018, Execution Racks would be fully replaced by the newly introduced Rocket Chairs. This was one of several changes made to the game's artstyle and fear factor in order to tone down its more gruesome and violent elements, and had been in the planning since the end of the fouth beta test in early January 2018.

In terms of gameplay, they behaved identically to the replaced Execution Racks. Survivors would no longer be tied to a rope, but instead strapped to the chair with barbed wire. The previous Hunter tying animations, visual hallucinations and soundtrack were updated to fit the new design, and have remained unchanged since.

For a brief period, during the fifth beta test, the icons used for chaired Survivors were changed from orange to green and instead of a noose they would display a small silhouette of a Rocket Chair. These would ultimately be replaced by the current icons with the beginning of the sixth beta test, shortly before official release.

After Official Release[]

Rocket Chairs have remained mostly unchanged since the game's official release in April 2018. At some point in time, the halfway mark for a Survivor's chair progress was added, allowing players to easily determine what chair stage the Survivor is at. On September 19th, 2019, during Season 7, Rocket Chairs were updated so they could be repaired by any Hunter without having to equip Abnormal.

The barbed wire used to tie the Survivors to them was replaced by a safety bar during Season 13 as part of a group of changes meant to replace some of the game's persisting more violent elements.

Trivia[]

  • Certain accessories will change the appearance of rocket chairs, including Happy Birthday, Mono Mono Machine and "Mercy".
  • Before Season 12, Hunters would strap in survivors to Rocket Chairs using either barbed wire or thorns. Due to Chinese censorship, however, this was changed to a padded bar that swings down over the chest.
    • Though, this can be ignored through accessories mentioned above.
  • The appearance of rocket chairs are changed in the crossover map “Edward's Wish".
  • In older updates, hunters could only repair chairs broken by the Toolbox by using Abnormal. This was adjusted so that the hunter can repair a broken Rocket Chair any time, so long as they aren't carrying someone.
  • Rocket Chairs in the hunter's basement and some Rocket Chairs in White Sand Street Asylum will instead burrow into the ground.
  • Dismantled Rocket Chairs used to have red smoke coming off and surrounding the lower portion of the chair, however this was removed at some point.

Gallery[]

Default[]

Rocket Chair Changes[]

Concept Art[]

Rocket Chair Changes[]

Promotional Art[]

Execution Racks[]

References[]

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