Entities are level-specific threats. Learn triggers before mechanics punish the whole squad.
Smiler
high Behavior: Appears in dark zones with a visible grin. Approaches when stared at or when players linger without light discipline.
Counter: Back away without prolonged eye contact; reroute through lit corridors; keep one player on lookout while others interact.
Hound
high Behavior: Blind but hears footsteps and voice chat proximity. Patrols office and mall layouts.
Counter: Crouch-walk, stop sprinting near audio peaks, mute unnecessary noise. In mall, break line of sight behind shelves.
Howler
medium Behavior: Audio-based hunter in tight cave geometry. Scream indicates proximity.
Counter: Freeze when scream peaks, then reposition quietly after fade. Do not stack players in one choke point.
Pit
medium Behavior: Environmental pseudo-entity — floor gaps that insta-fail careless players.
Counter: Test edges solo before squad follows; use jump timing callouts in The Abyss.
Duller
medium Behavior: Warehouse stalker that accelerates when players sprint in open aisles.
Counter: Move shelf-to-shelf, cut line of sight, complete shutter tasks before final crossing.
Party Jelly
low Behavior: Low-damage distractor in party-themed levels; pushes players off route.
Counter: Ignore unless blocking exit; do not waste sprint chasing it.
Vent Dweller
high Behavior: Drops from ceiling vents when players stand under active rattles.
Counter: Listen for metal shake, cross vents in crouch, never idle under open vent grids.
Memory Worm
extreme Behavior: Large pursuit entity on crumbling and train levels; speed scales with line-of-sight duration.
Counter: Break sight with pillars and train cars; sprint only after confirmed turn away.
Caretaker
extreme Behavior: Chapter 2 hunter in Level 17; teleports when players linger on filing puzzles.
Counter: Work in pairs: one files key, one watches audio cues. Abort filing and hide when footsteps spike.
Watcher
low Behavior: Friendly voiced guide in Level 17 — not a threat.
Counter: Listen to prompts for storage code and gate location; do not confuse with Caretaker audio.
Keeper
extreme Behavior: Tall graveyard entity with long sightlines and fast re-engage after key pickup.
Counter: Grab keys then immediately break sight behind large tombstones; never loot in open moonlight.
Cruelest
extreme Behavior: Cage entity in hospital left wing — attacks when lights die unless players freeze.
Counter: Lights out = stop all input until audio confirms return; assign one player to levers only.
Titan Smiler
extreme Behavior: Oversized Smiler variant in hospital vent route; crawls behind players.
Counter: Do not look back during vent escape; crawl continuously until drop light appears.
Hoax
medium Behavior: Mall decoy entity — fake prompts and misleading audio.
Counter: Verify tasks on physical panels only; ignore whisper directions without UI confirm.