# Deadlock Haunts Guide: All Jungle Camps & Sinner's Sacrifice

> Every Haunt family from Deadlock's City Never Sleeps jungle rework: where it lives, which special attack to dodge, and how camp tiers set souls and respawn timers. Also covers the new fast red-light jackpot on Sinner's Sacrifice machines.

- **Game:** Deadlock
- **Category:** Map & Objectives
- **Author:** ItzMaze (https://guides-factory.com/authors/itzmaze)
- **Difficulty:** Intermediate
- **Reading time:** 14 min
- **Published:** 2026-10-23
- **Updated:** 2026-10-23
- **Tags:** city-never-sleeps, haunts, sinners-sacrifice, souls
- **Adapted from:** [All NEW HAUNTS Explained - Deadlock's New Jungle!](https://www.youtube.com/watch?v=rqhP6qHiEyU)
- **Canonical URL:** https://guides-factory.com/guides/deadlock-haunts-guide

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## 🎯 The core idea

> Haunts are Deadlock's new jungle camps from the City Never Sleeps update. Every camp is small, medium or large, and the tier sets its health, soul value and timers. Each district has its own Haunt family with its own special attack. Learn which attacks to dodge, clear camps your build can handle, and treat red lights on a Sinner's Sacrifice as a cue to swing early.

<ul class="legend"><li><span class="badge free">free</span> costs nothing</li>
<li><span class="badge cheap">cheap</span> small cost</li>
<li><span class="badge setup">setup</span> needs preparation</li>
<li><span class="badge grind">grind</span> pays off slowly</li>
<li><span class="badge skip">skip</span> the thing to stop doing</li></ul>

## Camp tiers, soul value and respawn timers

![Gutter Ghoul II and Gutter Ghoul III haunts in Chinatown showing soul values 118 and 315 in Deadlock](https://api.guides-factory.com/media/uploads/2026/10/final_0110.webp)

The September 29, 2026 City Never Sleeps update replaced the old neutral camps with Haunts. The wiki still lists "neutral creep" and "jungle creep" as other names for them. So when people talk about the new neutrals or the new jungle camps, they mean Haunts. Each Haunt belongs to one of three camp tiers. On the minimap, a triangle with no lines is a small camp, one line is a medium camp and two lines is a large camp. A Haunt's eye colour also shows its tier, so you can judge camp difficulty from a distance. Players often call these easy, medium and hard camps, and the patch history uses "Hard camp" for the large ones. Each Haunt also shows its current soul value above its head, as in the frame above (118 on a Gutter Ghoul II and 315 on a Gutter Ghoul III, about 70 minutes into a match).

| Camp tier | Base health | Base souls | Souls gained per minute | Bullet / spirit resist | First spawn | Respawn time |
| --- | --- | --- | --- | --- | --- | --- |
| Small (I) | 129 | 41 | +0.44 | 50% / 45% | 2:00 | 1:25 |
| Medium (II) | 322 | 68 | +0.73 | 50% / 45% | 5:00 | 4:50 |
| Large (III) | 1133 | 181 | +1.95 | 60% / 55% | 8:00 | 5:35 |

These are the wiki's values. The video's numbers match its scaling: 68 + 0.73 × 70 is about 119, and 181 + 1.95 × 70 is about 317. The respawn timer starts only after the last Haunt in a camp dies, so a camp you leave half-cleared doesn't respawn at all. Haunt health grows 2.1% per minute and their damage grows 0.5% per minute. Late-game camps last longer and hit harder, but the soul value also keeps rising. Shots to a Haunt's eye are critical hits.

## Jungle mechanics that changed with Haunts

![Gutter Ghoul jungle camp in Chinatown after the City Never Sleeps update in Deadlock](https://api.guides-factory.com/media/uploads/2026/10/final_0030.webp)

<span class="badge free">free</span> Haunts start out dormant. Your damage barely affects them until you are within 38.1 m or the camp is already awake. Walking past a camp wakes it up, but the Haunts won't attack until you hit them. Each Haunt has a normal ranged attack, and most also have a melee attack. According to the wiki, medium and large Haunts have a chance to use their family's special attack. In the video, tier II Haunts rarely used their special attack, while tier III Haunts used it almost as soon as the fight started. Most basic attacks deal bullet damage and most special attacks deal spirit damage. Some melee hits can be parried.

All souls from Haunts are haunted souls. You lose them if you die before they convert into secured souls, so finishing a hard camp at low health is a bad trade. Haunt souls are split evenly among all allies who damaged the Haunt. The video's main warning still applies: these jungle camps hit much harder than the old ones. <span class="badge skip">skip</span> Don't clear a large camp on your way back to base when you are low on health.

## Gutter Ghouls: the standard camp

![Abrams fighting a grouped Gutter Ghoul haunt camp in Deadlock](https://api.guides-factory.com/media/uploads/2026/10/final_0150_rbzkxvi.webp)

Gutter Ghouls look like the old neutral creeps, and the wiki notes that their game files directly replaced the old neutral files. In the video, they were the only family not tied to one district. They spawn as I, II and III. Their special attack throws toxic waste that leaves a damaging puddle. In the video it almost never fired, even from tier III Ghouls, so they are the easiest Haunts to learn on. They tend to group up, which makes them easy to hit with heavy melee. When the waste lands, move off the puddle and keep shooting.

## Crabbage Pots: parry the slam

![Crabbage Pot haunt camp with labelled soul values in a Deadlock jungle room](https://api.guides-factory.com/media/uploads/2026/10/final_0190_SodCzIT.webp)

Crabbage Pots are potted carnivorous plants that spawn as I, II and III. The video found them in the Chinatown district. Their special attack is a melee area slam, and the wiki says you can parry it. You don't need to back away. Parry the slam, then punish them. In the video, the hits did 100–200 damage at the 70-minute mark. The large camp is in an open area with little cover, and the Pots keep moving. Expect to tank some damage there or bring an area ability.

## Festival Spirits: homing fireworks

![Festival Spirit lantern haunts firing homing fireworks in Deadlock Chinatown](https://api.guides-factory.com/media/uploads/2026/10/final_0320.webp)

Festival Spirits are floating lanterns in Chinatown. They spawn as II and III and never use melee. Their special attack is a barrage of homing fireworks. The video calls it artillery, and in the video they used it more often than any other family. At about 70 minutes, one barrage did roughly 700 damage to the creator's Abrams, who had about 6,500 health. That number comes from the video and depends on the match time, because Haunt damage scales. They don't melee you, so standing close doesn't help. Kill the large Spirits quickly and stay near cover so some fireworks hit the wall.

## Slum Shrooms: the anti-heal mines

![Slum Shroom haunt spore mines on the ground in a Deadlock jungle room](https://api.guides-factory.com/media/uploads/2026/10/final_0380.webp)

Slum Shrooms are walking mushrooms in the industrial area on the Hidden King side, according to the video. They spawn as II and III. In the video, their special attack launches spores that land as small mines. The mines go off again when you step on them and fade after a short time. The wiki adds what the video leaves out: the spores deal damage over time, slow you and apply **-50% healing reduction**. Don't fight a Shroom camp while relying on healing to stay alive. Clear it at high health or skip it.

## Stage Hands: the theater lasers

![Stage Hand haunt laser leaving green fire across the Deadlock theater](https://api.guides-factory.com/media/uploads/2026/10/final_0470_Gzm8z7x.webp)

Stage Hands are puppet-like Haunts inside the theater district. They spawn as II and III. Their special attack is a beam of light that leaves fire on the ground, and the video shows that the fire hits you again when you walk back into it. In the video, the tier III beam was much wider and lasted longer than the tier II beam, and it also hit harder. Fight around the fire rather than through it. After the beam, the ground stays dangerous longer than the attack itself.

## Barrel Mimics: big explosive circle

![Barrel Mimic III haunt charging its explosive area attack circle in Deadlock](https://api.guides-factory.com/media/uploads/2026/10/final_0530.webp)

Barrel Mimics are living gunpowder barrels on the Hidden King side, according to the video. They spawn as II and III, and their special attack is an explosion that covers an area. When a tier III Mimic charges up, a large circle appears on the ground around it. In the video, the blast did a little under 300 damage, and the tier II version was much smaller. When the circle appears, step outside it. If you have a dash, wait until the blast is over before you go back in to melee.

## Past Dues: the sleep books

![Past Dues II flying book haunts in a Deadlock jungle camp](https://api.guides-factory.com/media/uploads/2026/10/final_0655.webp)

Past Dues are flying books that spawn only as I and II. There are no large Past Dues, which the video also suspected. Their special attack fires a barrage of books, and the last one puts you to sleep. The video shows a long wind-up and only about a second of sleep, because damage wakes you up the same way Haze's Sleep Dagger does. The creator cleared tier II camps several times before the attack fired at all. On their own, Past Dues are harmless. The danger comes when an enemy hero ganks you while you are asleep.

## Underhands: lasers between lanes

![Underhand haunt firing a laser beam between lanes in Deadlock](https://api.guides-factory.com/media/uploads/2026/10/final_0710.webp)

Underhands are vulture-like hands that never use melee and spawn as I, II and III. The video finds them between the yellow and blue lanes and at a matching camp on the Archmother side. Their special attack works almost exactly like the Stage Hands' attack: a laser that leaves fire on the ground. Since they never come to you, clear them from cover and stay out of the fire.

## Specimens: easy farm, with one catch

![Specimen hand-in-a-jar haunt in a small Deadlock jungle camp](https://api.guides-factory.com/media/uploads/2026/10/final_0750.webp)

Specimens are hands in jars that spawn only as I and II. They live in the small camps around the blue lane, with a matching set on the other side of the map. They have no special attack, which matches the video. But the wiki says that **medium Specimens explode when they die**, something the video doesn't mention. <span class="badge free">free</span> They walk straight toward you. The video shows how to pull a whole camp around a corner and hit them all with one heavy melee. That is an efficient early farm, but step back after the hit so the explosions don't hit you.

## Sinner's Sacrifice: how the machine pays out

![Sinner's Sacrifice machine close-up being hit with melee in Deadlock](https://api.guides-factory.com/media/uploads/2026/10/final_0820.webp)

Sinner's Sacrifice machines (also written "Sinners Sacrifice" in the patch notes) first spawn at 8:00. A machine on its own respawns 5 minutes after you break it. Some jungle camps are "hybrid camps" that contain both Haunts and machines, and a hybrid camp respawns only after every Haunt and machine in it is cleared. The map has 15 machines at 11 locations. One example is the Bell Tower in Chinatown, which has three machines. These spots are marked with their own minimap icon instead of the camp triangle. The icon is a rectangle with a circle, left over from the Vaults the machines used to be. That is why some players still call these the vault camps.

<span class="badge cheap">cheap</span> Each machine has 500 health and only takes melee damage. A light melee deals 50 and a heavy melee deals 100. The machine hits back for 80 damage per hit, or 320–640 in total depending on your mix of hits. A machine is worth 310 souls plus 3.35 per minute from the start of the match. Half of the souls come from the hits and half from the final blow. The frame at 91 minutes shows 614 souls, which matches that formula.

## Sinner's Sacrifice changes: red lights mean fast jackpot

![Sinner's Sacrifice worth 614 souls with jackpot buffs Bonus Health and Bullet Resist in Deadlock](https://api.guides-factory.com/media/uploads/2026/10/final_0845.webp)

When a machine is down to three bulbs or fewer, it picks a speed for its jackpot timing game. If you hit it while every bulb is lit, you get a jackpot and permanent buffs: **4 random buffs with a heavy melee** and only 1 with a light melee. City Never Sleeps added variable timing to this jackpot and new buff types: Spirit Resist, Ability Range, Bullet Resist and Move Speed. The game now picks between a slow speed, where the bulbs stay a steady white, and a fast speed, where they flash orange or red.

On a slow machine, nothing changed. Use the same timing as before. On a red machine, the bulbs light up much faster and the window is shorter. The video's advice is to swing once the bulbs are about halfway lit instead of waiting until almost all of them are on. <span class="badge setup">setup</span> Always check the bulb colour right before your last hit. The video estimates that about 20–30% of machines roll the fast speed (about one in four), but the wiki puts it at **40% fast and 60% slow**. Expect red machines more often than the video suggests. The frame above shows the buffs that pop up after a jackpot: +30 bonus health and +1% bullet resist, which matches the wiki's values after 30 minutes.

## How this guide was fact-checked

The source is Ansonex's video "All NEW HAUNTS Explained - Deadlock's New Jungle!", uploaded on September 30, 2026, the day after City Never Sleeps. It was recorded in a sandbox match after 70 minutes with a heavily built Abrams, so its damage numbers are late-game numbers. As of October 19, 2026, the wiki lists no changes to Haunts after September 29, and the hero patches since then don't affect the jungle.

From the deadlock.wiki **Haunt** page: tier stats, resistances, spawn and respawn times, scaling, the dormancy range, the family list with tiers and special attacks, and the minimap markers. From the **Souls** page: how haunted souls work. From the **Sinner's Sacrifice** page: health, melee damage, retaliation, soul formula, location count, jackpot rules, the buff table and the September 29 changes.

From the video's own on-screen footage: which district each family appears in, how often each family used its special attack, the damage numbers (attributed to the video above), the length of the Past Dues sleep and the halfway-timing advice for red machines.

Corrections to the video:
- The wiki puts the fast Sinner's Sacrifice jackpot at **40%**, not the 20–30% the video estimates. The video's figure comes from about 20 machines.
- The video says Specimens have nothing special. The wiki says **medium Specimens explode on death**.
- The video describes Slum Shroom spores only as bouncing artillery. The wiki adds **slow and -50% healing reduction**.
- The video calls the Festival Spirit attack artillery. The wiki describes it as **homing fireworks**, which is why dodging sideways doesn't work as well as using cover.
- The video was unsure whether Past Dues have a tier III. The wiki confirms they don't. They spawn only as I and II.

## What this guide doesn't answer

- **The best jungle route or full clear order for each hero.** That depends on the hero and is a separate soul-farming topic.
- **An exact map of every camp.** The wiki explains how camp tiers and families work, but neither the wiki nor the video gives a complete map of every camp after the rework.
- **Exact special-attack damage numbers.** The wiki doesn't list them, and the video's numbers come from a 70-minute sandbox match, so they don't apply to early game.
- **Urn, Mid-Boss and other objectives.** These are separate map objectives outside the Haunt camps.
- **The new breakables added in the same patch.** They also give buffs, but they aren't part of Haunt camps or Sinner's Sacrifice.

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## FAQ

### What are Haunts in Deadlock?

Haunts are the jungle camps that replaced the old neutral creeps in the City Never Sleeps update on September 29, 2026. There are nine Haunt families (Gutter Ghouls, Crabbage Pots, Festival Spirits, Slum Shrooms, Stage Hands, Barrel Mimics, Past Dues, Underhands and Specimens), and each district has its own family. Medium and large Haunts can use a special attack unique to their family, such as lasers, homing fireworks or explosions.

### How long do Deadlock jungle camps take to respawn?

According to the wiki, small camps first spawn at 2:00 and respawn 1:25 after they are cleared. Medium camps spawn at 5:00 and respawn after 4:50. Large camps spawn at 8:00 and respawn after 5:35. The timer starts only when the last Haunt in the camp dies, and a hybrid camp with Sinner's Sacrifice machines also needs every machine broken.

### How many souls does a Haunt give in Deadlock?

Base values are 41 souls for a small Haunt, 68 for a medium and 181 for a large, rising by 0.44, 0.73 and 1.95 per minute from the start of the match. The current value is shown above each Haunt. Souls are split evenly among allies who damaged it, and they are haunted souls, so you lose them if you die before they convert into secured souls.

### What do the red lights on Sinner's Sacrifice mean?

Red or orange flashing bulbs mean the machine rolled the fast jackpot speed added in City Never Sleeps. The bulbs light up faster and the timing window is shorter, so swing when they are about halfway lit instead of waiting until almost all of them are on. The wiki puts the chance at 40% fast and 60% slow. The video estimated only 20 to 30%.

### Which Deadlock Haunts are the most dangerous to farm?

Slum Shrooms apply a slow and -50% healing reduction with their spore mines. Festival Spirits fire homing fireworks that hit hard late in the game, and Stage Hands and Underhands leave fire on the ground with their lasers. Large camps also have higher resists (60% bullet and 55% spirit), so don't take them at low health, because their damage scales with match time.

