Read in this order
Start with the first match, then generators, then chases. Open a killer page when you meet that power. The learning-order board is not a strength ranking.
Which [CURE] Violence District guides are published?
First match for survivors and killers
What to do in the opening minutes of a 5v1 match, before you spend Screws on a specialist killer or a full perk set.
Generators, skill checks, and exit gates
How the repair objective is described: seven generators on the map, five completions to power the gates, and what a missed skill check does.
Chases, vaults, and scarce pallets
How to spend a pallet, how Winded blocks chained speed perks, and when to leave a loop.
Spikes, hook stages, and saves
What player guides say about the three spike stages, and when a rescue helps the team instead of feeding a second down.
Screws, Emblems, and what to buy first
Which currency guides say unlocks killers and items, which one unlocks perks, and a buy order that does not assume a drop rate.
All eight killers and how their jobs differ
The roster guides agree on, what each power is for, and why a single S-to-D strength list is not trustworthy right now.
The Cure: flasks, injections, and converted survivors
Ability numbers from the May 16, 2026 release guides, the three personal perks, and what survivors can do about the power.
Survivor perks and items that have real tooltips
Perk and item effects that October 2026 guides actually describe, plus the loadout-size disagreement to settle in the lobby.
Named maps and what to learn on each
Maps that current guides actually name, which ones are called legacy, and the habits that transfer to every layout.
![[CURE] Violence District Guides Hub](/media/optimized/e88337bdf8cc149997e1a43b-500.webp)