Entities

Almost everything in the rooms wants you dead. Here's what each entity does, where you run into it, and the move that keeps you alive (plus the one Partypooper who's actually on your side).

Skin-Stealer

lethal

A pale, faceless thing that copies other survivors to get close. In co-op it'll wear a teammate's face and voice, so the real danger is trusting the wrong 'friend'.

How to survive: Go by how it acts, not how it looks. A Skin-Stealer moves wrong, repeats voice lines, and won't do the stuff a real player does. Keep everyone in sight, call your positions out loud, and don't follow a 'teammate' who's leading you off alone.

Smiler

high

Two glowing eyes and a wide grin hanging in the dark. Smilers live in the unlit stretches and rush you if you sit in shadow too long.

How to survive: Stay in the light. They won't step into a lit area, so hop between light sources and never stop somewhere dark. If one shows up, back toward the nearest light instead of running blind. A flashlight to the face puts it down on some levels.

Partygoer

high

The grinning, party-hatted residents of the Fun levels. They come in numbers and corner anyone who wanders in careless, lost somewhere among the streamers and confetti.

How to survive: Keep moving and keep your distance. Never let them box you into a dead-end room. Learn the route before you commit, and don't backtrack into a crowd of them. Crouch and stay quiet when one is near.

Partypooper

friendly

The one helper in the whole game. A lone party-hatted figure in the school-like Level 52 who, instead of hunting you, walks ahead and leads the way to the exit.

How to survive: Follow him and copy him. Trail the Partypooper toward the stairs, and the moment he crouches, you crouch too, because that means a Partygoer is close. He's a guide, not a threat, so the only way to lose is to wander off on your own.

Found on:Level 52

Hound

high

A fast, aggressive stalker that hunts by sound. It haunts the electrical station and the hotel corridors, and once it has your trail it commits to the chase.

How to survive: Keep your noise down and break its line of sight around corners. A flashlight in the face blinds it, which buys you the seconds you need. If it's already on you, run toward the objective instead of circling.

Windows

high

Figures that stand on the far side of a window, watching. They don't roam. The threat is getting too close to one, at which point it shatters the glass and drags you in.

How to survive: Keep your distance from any window that hasn't been blacked out. Don't walk right up to the glass to look, and route around the ones flanking a hallway instead of between them.

Deathmoth

high

Giant moths that infest the hotel and the caves. The males are docile and drop jelly you need; the big females are aggressive and will swarm you in the dark.

How to survive: Use bug spray to clear a path and to farm jelly from the males. Crouch and move slow past the females, and in the boiler room read the wall thermometers to tell where a hive is before you walk into it.

Wretch

high

A blind stalker that patrols the pitch-dark maze of Lights Out and guards houses in the suburbs. It hunts by sound, not sight.

How to survive: Crouch and it can't catch you. It shows up as a red blip on your LiDAR scanner that beeps faster the closer it gets, so when the beeps speed up, stop, crouch, and let it pass.

The Thing on Level 7

lethal

The lone predator of the drowned world. An anglerfish-looking thing that circles the houses and waits for the fog to roll in.

How to survive: Stay in a boat or inside a house, and don't dawdle. When the timed fog event hits, being out in the open water is what gets you killed. Gather what you need and keep moving toward the cave.

The Animated King

lethal

The boss of the floating Animated Kingdom. He only moves when you're not looking at him, and freezes the moment your eyes land on him.

How to survive: Keep him on screen. The fight is a hundred-second survival check, so hold your camera on him, back away while you watch, and don't get distracted long enough for him to close the gap.

Found on:Level 94

Scratcher

high

The thing roaming the too-quiet library of The End. The lights cut out on a timer, and that's when it moves.

How to survive: Work fast and keep your flashlight up in the dark spells. Collecting the tapes and switching on the central computer despawns it, so the real answer is finishing the objective, not fighting it.

Found on:The End

Aranea Membri

lethal

A fast, skull-headed spider that drops out of the vents in the hotel courtyard level. It's quicker than you are in the open.

How to survive: Don't try to outrun it down a straight hallway. Duck into a corner room and break its sightline. It tends to trigger if you take the side door, so stick to the main route through the courtyard.

Found on:Level 188

The Bacteria

high

A roaming chaser that drifts the abandoned lobbies and the rundown Level 0. It patrols rather than hunts, but it'll commit once it spots you.

How to survive: Watch its patrol and time your moves between the levers or objectives. If it locks on, duck into a side room or vent and wait it out rather than sprinting in a straight line.

Faceling

medium

The blank, humanoid figures wandering the foggy crop fields of Level 10. Rogue ones react to being looked at; the farmer variant works the field.

How to survive: Mind your gaze and keep your distance. Don't stare a Rogue Faceling down, and use the tall wheat for cover as you move turbine to turbine. They're slow if you don't provoke them.

Found on:Level 10

Bone Thief

high

The lurker of the Red Rooms in Level 0.2. It guards the stretch you have to cross once the timed gate drops.

How to survive: Finish the five electricity boxes first, then pull the lever and commit. Once the gate's timer starts you sprint for the elevator and don't stop to look back.

Found on:Level 0.2

The Clump

high

A mass that gives chase the moment it's triggered, in the red hotel of Hotel Chase and again in the flooded Dark Poolrooms.

How to survive: Follow the blue lights to the safe halls in the hotel. In the Dark Poolrooms you can lose it by ducking underwater. Either way, don't fight it, just keep to the route.

Party Host

medium

A green cake with a single blue eyeball that sits on the ceilings and walls of Level Fun+. It doesn't chase, but it screams and brings the Partygoers down on you.

How to survive: Take it out before it raises the alarm. A thrown firework kills it. If you can't reach one, slip past below its eyeline and grab your key before it notices.

Found on:Level Fun+

Mr. Kitty

lethal

The cat-like resident of the pink house on Level 974. It only holds still while you're looking straight at it, and it creeps closer every time your eyes drift away.

How to survive: Keep it on screen as much as you can while you gather toys, and never ignore it for long. Split the watching between teammates so someone always has eyes on it, and don't get cornered in a room with only one way out.

Found on:Level 974

The Eye

medium

A roaming presence in the darkened suburbs that mostly drifts and watches. More unsettling than deadly if you keep your head.

How to survive: Keep moving between the marked houses and don't linger in the open streets. It's largely passive, so the suburbs' real threats are the Wretches guarding the doors.