Currently, there are 13 entities (+1 upcoming entity) in Rooms & Doors (if excluding Red Skull then 12), all of which the player must avoid throughout their run. Some have certain gimmicks that require the player to avoid them in alternative ways.
Entity List and behaviour
Note that this is listed in numerical order, not by when an entity spawns.
Entity name | Appears in room(s) | Behavior | Strategy/How to avoid | Damage |
---|---|---|---|---|
The Void (A-10) | A-010 and beyond (Does not despawn at all). | Moves up one room when the player enters a new one. | Don't fall behind. | Instant Death |
Shell (A-40) | A-021 and beyond. | Spawns in a random locker and denies entry to anybody who tries to enter its spot. | Do not interact with it's locker, unless you need it. | 10% |
The Darkness (A-50) | A-021 and beyond. | Attacks players who have been hiding in lockers for too long (The Darkness cannot appear under tables). | Do not hide for too long, and time your hiding with the rushing entities. | 20% The first tick, and quickly increases until you die/leave the locker. |
MultiMonster (A-60) | A-020 and beyond. | Rushes towards the most recently opened room, killing anybody within its line of sight. | Hide when you hear it. | 30-40% Per tick |
Multi Monster Prime (A-60') | A-050 and beyond. | Disrupts the player's flashlight when it spawns. Behaves exactly like A-60. | Exit and reenter your hiding spot when your light becomes disrupted. | 30-40% Per tick |
Paralysis (A-90) | A-190 and beyond. | Heavily injures players who don't stop moving when it appears on their screen. | Stop moving when it appears. | 60% |
Paralysis Prime (A-90') | A-190 and beyond. | Appears after Paralysis and Heavily injures players who don't stop moving when it appears on their screen. | Stop moving when your flashlight flickers after Paralysis. | 50% |
Pnevma (A-100) | A-101 and beyond. | Attacks players who emit too much sound and/or light. | Do not run and/or have your light on while near it. | 5% Per each attack |
The Happy Scribble (A-120) | A-120 and beyond. Stops spawning past A-200, but starts spawning again after A-500. | Spawns in-front of the most recently opened room, and moves towards alive players. Emits metallic banging sounds. Behaves similarly to A-60. | Hide in a locker until it goes away. The Darkness cannot appear for A-120, but when A-120 makes a return for rooms 500-998, then The Darkness can start appearing for it. | 30-40% Per tick |
Insidæ (A-200) | A-200 and beyond. | Silent variation of A-120. Stops all ambience when it spawns, along with producing a loud thud sound and making your entire screen gray. | Same strategy for A-120, but The Darkness will start appearing again after room 500 for A-200 and A-200', so be careful. | Instant Death |
Insidæ Prime (A-200') | A-201 and beyond. | Blue variation of A-200, disrupts flashlights. Only spawns after an attack from A-200. | Refer to "A-200". Starts moving immediately after spawning, so hide a bit earlier than you would for the normal A-200. | 30-40% Per tick |
Kalypto (A-250) | A-250 and beyond. | Attacks players who aren't hiding under a table, and if you hide in a locker, blocks people from exiting the locker for long enough so The Darkness can get them. | Emits weird humming noises as its spawn indication. Hide under a table if one is available to you. Recommended to hide in a locker as late as you can so you can exit before The Darkness can get you. | 50% |
Entity/Character name | Appears in room(s) | Behavior | Strategy/How to avoid | Damage |
---|---|---|---|---|
Red Skull | Anytime. | Failsafe for when room generation fails/player goes out of bounds. Transports exploiters to The Serious Room. | Cannot be avoided, as it acts as a failsafe. It Can also appear when reporting the game | 0 But If Exploiting or beyond A-020 then it results in some damage possibly around 10 damage, or more. |
The Guest | A-001 and A-1000. | Will hand you the NVCS-3000 in the lobby after completing the game for the first time. | Does not need to be avoided. Keep your distance from the Omega symbol in the starting room as well as playing the ending cutscene. | 0 |
Entity name | Appears in room(s) | Behavior | Strategy/How to avoid | Damage |
---|---|---|---|---|
A-666 | A-666 | Instant death |
Entity name | Appears in room(s) | Behavior | Strategy/How to avoid | Damage |
---|---|---|---|---|
A-300 | A-300 and (possibly) beyond. | TBA | TBA | TBA |