The behaviour patterns
Every creature in the enemy database lists its behaviour. The patterns that matter:
- Patrolling — moves on a route; avoid its path and you are fine. Arms, Barnacle Ball, Mime, Snail, Whisk, Puffo, Fire Monster, Eye Guy, Robot Button.
- Chasing — locks on and pursues; break line of sight and keep sprint reserved. Big Slap, Knifo, Ultra Knifo, Spider, Bomber, Larva, Mouthe, Streamer, Harpooner, Ear.
- Ambush / invisible — only dangerous once revealed. Cam Creep is invisible off-camera and snaps necks; Flicker forces you to stare and instakills.
- Capturing — grabs and holds you. Snatcho (light releases), Weeping (team captcha), Larva (throws you), Jelly (drags you), Slurper (ceiling claw), Infiltrator (drains a lone player).
The horde creatures
A horde changes the maths — you cannot trade hits with five. Shock one and fall back:
| Creature | Horde size |
|---|---|
| Knifo | 2–5 |
| Mouthe | 5 |
| Snail | 3 & 5 |
| Snatcho | 5 |
| Whisk | 3 |
| Slurper | 5 |
The non-shockable four
Black Hole Bot, Dog, Slurper, Weeping cannot be shocked. Plan a ranged or avoidance answer: keep distance from the Dog’s turret, break line of sight on the Black Hole Bot’s countdown, and never let the Weeping look at you alone.
Read the tell
Most creatures telegraph through audio before they strike. Treat a sudden sound as your cue to move; the jumpscare guide maps the audio cues. Before a deep dive, read the enemy list so the team knows the chasers from the patrollers.
Related guides
- Enemy Guide — the full 31-creature table.
- Jumpscare Guide — audio cues per level.
- Recording Guide — filming the dangerous ones safely.