|
Hint
|
|
Entity
|
|
Has a chance to appear in lockers.
|
|
Puddles of Void-Mass
|
|
Causes lights to flicker, giving the player a few seconds to find a place to hide, whether that be in a locker or somewhere out of sight.
|
|
Angler
|
|
^Variant of the above, fast.
|
|
Blitz
|
|
^Variant of the above, slow and leaves behind green smog.
|
|
Chainsmoker
|
|
^Variant of the above, does not cause lights to flicker and her screeching can be heard from far away.
|
|
Pinkie
|
|
^Variant of the above, goes by twice then appears to have "left" for a few seconds before rebounding one more time.
|
|
Froger
|
|
Similar in behavior as the above, but not considered a variant in its file. Forces the player into a minigame when they hide in a locker.
|
|
Pandemonium
|
|
The disgruntled shopkeeper who claims to be "your only friend."
|
|
Sebastian Solace
|
|
Has a chance to spawn in a room the player has just left, detaching from the wall and sneaking up behind the player. Runs away when spotted. They are not invulnerable to node monster attacks and will die when an encounter happens. They also happen to be edible. Yummers!
|
|
Wall-dwellers
|
|
Has a chance to appear in rooms with large windows, tries to force the player to look in her eyes and subsequently deal damage.
|
|
Eyefestation
|
|
Has a chance to spawn in dark rooms and sometimes after an angler attack. Neutral to the player unless they get too close or direct a light source at it.
|
|
Squiddles
|
|
Hides behind fake doors.
|
|
Good People
|
|
Has a rare chance of spawning when a player opens a door and jumpscares them with a loud noise.
|
|
Styx
|
|
An artificial intelligence that has breached the security system and turret defense. Can try to lead players through fake doors, activate turrets, and trigger a gauntlet.
|
|
p.AI.nter
|
|
A creature that hovers above the room during its grand encounter, using its four eyes as a light to spot the player as they work to fix malfunctioning machines.
|
|
Searchlights
|
|
Stationary, harmless humanoid figures that appear in rooms either alone or in a herd. Only spawn when the player has not encountered an angler in a while.
|
|
Abstract Art
|
|
Spawns from a red toy remote. Always remains a fixed distance away from the player and doesn't deal damage, but some find her to be unsettling.
|
|
Not-So-Imaginary Friend
|
|
Spawns only when the player is left behind by their group or if they fall out of the map.
|
|
Mr. Lopee
|
|
Humanoid plant creatures that only spawn in garden rooms. Has a rare chance to attack the player if they walk on the grass.
|
|
The DiVine
|
|
Small dark-dwelling creatures that can swarm the player if they venture out of the lit path underwater.
|
|
Parasites
|
|
White humanoid figure that appears for a split second when a player opens a new door.
|
|
Man from the Mindscape
|
|
Admin-exclusive monster than can only be spawned through commands.
|
|
Death Angel
|
|
Chases the player while slapping his ruler, killing them immediately upon contact.
|
|
The Educator
|
|
A secret monster that behaves like a node monster and insta-kills players on contact.
|
|
Multi-Monster/A-60
|
|
A collective group of entities introduced in the 'Raveyard' Halloween 2024 event. Has the appearance of a tall skeleton wearing formal, business professional clothing and black sunglasses. Chases the player and punches them to deal 35 damage.
|
|
Bouncers
|
|
An entity introduced the 'Raveyard' Halloween 2024 event. A centipede-like creature made entirely of human bones, and makeshift "eyes" that are just lit red candles with the flame acting as the pupils. Emerges from the water and lunges after the player, dealing 30 damage if hit.
|
|
Skelepede
|
|
A collective group of entities introduced the 'Raveyard' Halloween 2024 event. They appear as large stone statues with a lantern-like head with a candle inside. Remains passive until no light is directed at them or if light is directed at them for more than 3 consecutive seconds.
|
|
Candlebearers
|
|
^A variant of the above. They appear as a larger version of their counterparts, with a distinct crack spanning from the top of their torso to their left arm and leg. Instead of freezing when a light source is directed at them, they will only slow down in their pursuit of a player. They will also attack the player regardless if they are holding a light source or not.
|
|
Candlebrutes
|
|
A rare dual entity that spawns when a player attempts to pick up a revolver found in any drawer. The player is forced to spam E to 'resist her influence' as the gun slowly rotates towards them. If they do not spam E fast enough, the player will shoot themselves, effectively ending the run. The second entity appears as the silhouette of a female humanoid with glowing red eyes, sharp objects stuck in its torso, 'hanging' by a chain wrapped around its neck, and holds a knife in one hand.
|
|
Redeemer/Hanger
|
|
An entity that can only spawn in The Dredge. Appears as an enormous parasitic slug. Four creatures, all different species of fish, make up the majority of its body. It can only attack the player while they are touching the water, rushing towards them and trying to grab them with its jaws. If successful, the entity will drag the player underwater and force them into a minigame in which they will have to spam Q and/or E to 'fight back.'
|
|
Lammelse/Bottomfeeder
|
|
Small, friendly little creatures that you can trade with. They resemble a certain species of sea creature with the scientific name 𝘑𝘰𝘳𝘶𝘯𝘯𝘢 𝘱𝘢𝘳𝘷𝘢.
|
|
Deep Sea Bunnies
|
|
An entity which helps guide the player to the crystal room.
|
|
Navi AI
|
|
An entity that acts as the game's ferryman.
|
|
Lady Death
|
|
The attendant in the Gambling Room and Club Spectrum.
|
|
Rachjumper
|
|
A collective of three entities introduced in The Hunted expedition. They force the player to face three different monsters from The Hunted expedition while simultaneously surviving emissions of toxic gas, leaking magma, and the Witching Hour. Their true appearance is currently unknown.
|
|
The Hosts
|
|
A humanoid entity introduced in The Hunted expedition. He can be seen wearing the uniform of an Urbanshade guardsman. He is taller than the doorways, needing to bend down to go through them. There is a parasite attached to the back of his head, suggesting that he wasn't always like this. He will essentially play a game of 'Red Light, Green Light' with the player, never moving when they are looking at him and rushing towards them when they look away. If he reaches the player, he will bring his enlarged fists down on them, knocking them down and dealing 30 damage. Interestingly, he immediately helps them up, brushing off their shoulder and giving the player a pat.
|
|
The Crooked/Adversary
|
|
A semi-humanoid entity from The Hunted expedition, consisting of chunks of concrete and rusted steel rebar. It seems to be a mix of inorganic and organic matter, with a hole in the concrete chunk that makes its 'head' where a large, bloodshot eye sits. Despite being made of rigid materials, this entity is fully mobile and will attack the player at inopportune moments.
|
|
Rebarb
|
|
A node monster variant from The Hunted expedition that gets its name from being the smallest. It's encounter can be predicted when [The Hunted answer 2] climbs into a locker, which prompts the player to do the same thing.
|
|
Pipsqueak
|