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Enemies [Outdated]

Zeta Arcade edited this page Feb 5, 2026 · 1 revision

Here are what the stats for each monster mean:

  • Name(s): The name(s) commonly used or known for the creature
  • Mod: What mod it comes from, or if it is vanilla
  • Appearance: How it looks
  • Power Level: How much Monster power the creature takes up. Generally later game moons have more power, meaning more things can spawn, and monsters with larger power occupy more space in the pool
  • Spawn Cap: Max spawn limit of the creature normally
  • Spawn No: How many of this creature spawn in at once
  • Time Spawn Curve: How the spawn rate of the creature is affected by the time of day. If unspecified, then the enemy spawns in the Indoor pool. If it says "Daytime" or "Outside", that is the morning and night-time spawns respectively.
  • Group Spawn Curve: How the spawn rate of the creature is affected by how many of it's fellow same-monsters are alive currently. If its N/A, then how many are currently alive doesn't affect it.
  • Health: How much damage is needed to kill it, in terms of Shovel hits
  • Body Value: How much it's body sells for (if it drops one), or any items it drops
  • Coin Drop Chance: Chance they drop a CodeRebirth coin on death
  • Damage: How much damage it deals to players, in terms of player HP
  • Behaviour: The general AI of the creature. For a more comprehensive breakdown of the AI, usually the vanilla wiki pages / mod pages cover it better.
  • Most Common Moon(s): The most common moons they spawn on. Note the percentages are approximations and based on the v1.3.8 of the main pack, and can change a lot between releases, but should roughly stay about the same.
  • Modpack Changes: A list of things that our modpack does that alter the behaviour or stats of a creature compared to its vanilla counterpart / default mod configs
  • Strategy/Summary: How you can play around / deal with the creature

Key Notes

Other miscellaneous information relating to how enemies work.

  • Patrol AI - A type of AI where the enemy gradually explores more "AI Nodes" around the map. Usually, they will go to the nearest node on one side, then the nearest node in the opposite direction, then go back and go 1 node further than they did before in the first direction, repeating this until they eventually explore the entire map.

Inside Enemies

Low-Threat Enemies

Enemies that generally don't pose a big threat and can often be ignored. Do not underestimate them however; Low-Threat enemies are often very capable of causing serious harm or killing players that don't pay attention to them, its just that the conditions for them to be able to kill a player are often very specific and require direction action from the player, rather than the entity seeking out the player themselves.

Snare Flea
  • Name(s): Snare Flea, Centipede
  • Mod: Vanilla
  • Appearance: A large red/beige centipede, either found running across the floor or attached to a ceiling.
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  • Power Level: 1
  • Spawn Cap: 4
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: N/A
  • Can open doors: Yes
  • Health: 3, 1% chance to be instakilled by a LethalHands punch
  • Body Value: 15-30
  • Damage: 10
  • Behaviour: Upon spawning, it will roam around the facility looking for a suitable ceiling to latch onto. During this phase, it seems unable to actually attack or latch onto a player. Upon finding a ceiling, it will then stick itself to the ceiling and lay still. Upon a player going underneath it, it will drop down on them, either attaching itself to their head and impairing their vision, or hitting the floor and then chasing the nearest player to try to get on them. Once on a player, it will then begin to damage them overtime, either until the player is dead (critical in Solo), or until someone hits it with a shovel which will knock it off. In both cases, it will then run away and try to find another ceiling to latch onto. If the player it is attached to teleports out of the facility or uses an exit, the Snare Flea is instantly killed.
  • Most Common Moon(s): Assurance (18% inside), Experimentation (13% inside), Arcadia (12% inside)
  • Modpack Changes:
  • Can mimic player voices
  • Drops a body on death
  • Has a 1% chance to die to LethalHands punches
  • Strategy/Summary: Snare Fleas are always best killed on sight as soon as possible so long as you have a shovel, as they are relatively easy to kill, and can otherwise pose a threat later if not dealt with. A single Snare Flea can very easily kill an unprepared player, especially if they are unlucky enough to not have a shovel on them to pickup and what it off, an ally to help, or near an exit. Other strategies to fight Snare Fleas include purposefully setting it off and getting it to chase you all the way to an exit, letting it get on you, and then immediately exiting to kill it, or having an ally ready to teleport you.
Hoarding Bug
  • Name(s): Hoarding Bug, Loot Bug, Lootbug
  • Mod: Vanilla
  • Appearance: A small green bug, with 4 legs, little pincer hands and red eyes. It walks around whilst passive, and flies when aggro'd.

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  • Power Level: 1
  • Spawn Cap: 8
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day. Has a chance to spawn as an Infestation, replacing most of the initial enemies on the moon with Hoarding Bugs.
  • Group Spawn Curve: Slightly increases its chance from 1x --> 1.1x when between 0-3 are alive, then gradually goes down to 0.5x between 3-10 being alive
  • Can open doors: Yes
  • Health: 3
  • Body Value: 15-30
  • Damage: 30
  • Behaviour: Patrols around the interior, gradually exploring further, and taking any scraps it finds back to it's nest. When it sees or hears a player near its nest, it will run back to it and guard it. It becomes hostile upon being attacked, upon a player picking up a scrap it deems as "their" own, or when a player hangs around them or their nest too long. It can become passive again when given a scrap. When holding scraps or items, it may attempt to use them at random (Dice are blacklisted except for in the Challenge packs). It may enter/leave the facility at random. When aggro'd, they fly at the player and orbit around them, swopping in to attack.
  • Most Common Moon(s): Assurance (15% inside), Atlantica (12% inside, 32% outside), Derelict (12% inside, 14% daytime), Solace/Adamance/Valunarion (11% inside)
  • Modpack Changes:
  • Drops a body on death
  • Can use items at random it is holding
  • Can Enter/Leave the Facility at random intervals
  • Can disperse away from its nest when others are nearby to prevent crowding
  • Can sometimes spawn outside on some moons
  • Strategy/Summary: Whilst not very dangerous on their own, Hoarding bugs become much more problematic in numbers or when one unexpectedly turns hostile. They can finish off a weakened player or waste a more healthy player's health before having to deal with more dangerous threats. They also are relatively easy to kill on their own, and their tendency to steal scraps all culminates in it being best to kill them as soon as possible to prevent further issues. In some cases, it might be advantageous to leave them alive (assuming you are able to kill them) if players are struggling to find scraps, as they will naturally find more and bring them to the nest, from which they can then be killed and stolen from later.
Hygrodere
  • Name(s): Hygrodere, Slime, Blob
  • Mod: Vanilla
  • Appearance: A large, flat, stretchy blue-ish mass of slime that is mostly circular but contorts its shape to fit the environment.
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  • Power Level: 1
  • Spawn Cap: 2
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: N/A
  • Can open doors: No
  • Health: Invincible
  • Body Value: N/A
  • Damage: 35, rapid
  • Behaviour: Will slowly move towards the nearest player, or if all players have left the facility, then the last area where a player was seen. They are omniscient (can sense players across the entire map), leading to them camping exits as thats often where players are last seen. They react slightly to being hit, speeding up slightly, and begin jiggling and moving much faster if a Boombox is turned on nearby, which also makes them passive whilst active.
  • Most Common Moon(s): Gorgonzola (18% inside, 13% outside), Atlantica (10% inside), Experimentation (8% inside)
  • Modpack Changes:
  • Can mimic player voices
  • Boombox is patched to correctly make it passive
  • Strategy/Summary: If possible, slimes should always just be shut behind a door somewhere to then prevent issues with them camping exits. However, their slow movement speed can make this annoying and time consuming. Checking for "Nearby activity detected" can help when entering to prevent dying to a slime, but in general just paying attention to how close one is to an exit, and how long its been since someone has entered can help players avoid stepping in to one. Besides exit camping and sometimes blocking paths in very narrow interiors, slimes are only deadly when combined with other enemies or traps, as the become much harder to avoid. Enemies can also push slimes if they get in the way, which can cause them to move much faster than expected.
Spore Lizard
  • Name(s): Spore Lizard, Puffer
  • Mod: Vanilla
  • Appearance: A large green lizard with no eyes and a large mouth, that releases a pink cloud of mist when startled.
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(Bozoros Clown Variant)

  • Power Level: 1
  • Spawn Cap: 2
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: N/A
  • Can open doors: Yes
  • Health: Invincible
  • Body Value: N/A
  • Damage: 20
  • Behaviour: Spore Lizards will roam around the facility randomly, regardless of where players are. If they encounter a player, they will hiss and try to run away, avoiding players as best as they can. They often however get stuck or cornered, resulting in them releasing a spore cloud which impairs vision, or even biting players that remain close to them. They also like to wander outside and back inside.
  • Most Common Moon(s): Solace (22% outside), Atlantica (7% inside)
  • Modpack Changes:
  • Can spawn outside on some moons, such as Solace
  • Can Enter/Leave the Facility at random intervals
  • Strategy/Summary: Spore Lizards are largely harmless and can usually be ignored, only being an issue in tight spaces with other enemies around. They're so harmless it is not worth the effort usually to try to contain them. Due to their habit of leaving/entering the facility periodically, they can actually be used by players to help locate exits when lost. The Spore cloud has no effect on enemies.
Butler Bees
  • Name(s): Butler Bees, Mask Hornets
  • Mod: Vanilla
  • Appearance: A small, loud swarm of brown-reddish insects, almost packed into a ball
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  • Power Level: 2 (No effect unless it spawns via a vent)
  • Spawn Cap: 1 (No effect unless it spawns via a vent)
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: N/A
  • Can open doors: No
  • Health: Invincible
  • Body Value: N/A
  • Damage: 10
  • Behaviour: They spawn immediately whenever a Butler is killed. They slowly fly towards the nearest player in range, dealing a fair amount of damage to any player caught in them.
  • Most Common Moon(s): N/A, same as a Butler's moons
  • Modpack Changes:
  • Cannot open doors anymore, meaning it can be trapped more easily
  • Strategy/Summary: Since they spawn from killing a Butler, care must be taken as to where/when a Butler is killed so the Bees can be handled more easily. As they cant open doors, killing a Butler inside an explored area that has a door to seal the bees in is ideal, though the bees can be easily baited over into a room. However, if it is an interior with no doors, such as the Flesh interior, all players can really do is avoid the bees as best as possible, sprinting away from them. Avoid running out of stamina near them, as they can rapidly deal damage and bring players to critical, preventing an escape.
Boomba
  • Name(s): Boomba, Roomba, Moving Landmine
  • Mod: LethalThings
  • Appearance: A small round Roomba (disk-shaped floor cleaning robot) with a flashing red light and small searchlight in front, making periodic beeping noises
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  • Power Level: 1
  • Spawn Cap: 4
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: N/A
  • Health: Invincible, but blows up upon being stepped on
  • Body Value: N/A
  • Damage: Same as a Landmine
  • Behaviour: They roam around randomly with a small sight range, but once they see a player they slowly chase them. Upon being stepped on, they explode, with the same lethality of a Landmine. A few heavier enemies such as Thumpers and Coilheads can set them off as well.
  • Most Common Moon(s): Assurance (10% inside), Experimentation (8% inside)
  • Modpack Changes:
  • Can be setoff by some enemies running over it
  • Strategy/Summary: Boombas are best either killed immediately, or kept around to be used against another enemy. Generally if you pay attention and manage stamina, they will be unable to sneak up on you and kill you. They can be safely detonated by sprinting over them and then jumping after to ensure you are out of range (Be careful there is no obstructions above you that can catch you and cause you to remain in the blast radius). This same tactic can timed when a killable enemy is nearby to kill it. This is especially effective against enemies that have lots of HP, as close range explosions always instakill.
Aloe
  • Name(s): Aloe
  • Mod: Biodiversity
  • Appearance: A chunky green humanoid with white eyes and dark green spikes, that can be seen huddling around with a crouch, or going prone on the floor whilst stalking. When it is in it's kidnapping phase, it has glowing yellow marks on it.
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  • Power Level: 1

  • Spawn Cap: 1

  • Spawn No.: 1

  • Time Spawn Curve: Low at the start of the day, peaks at 1x 1/3 through the day, gradually falls off to 0 at the end of the day

  • Group Spawn Curve: Normal between 0-1 alive, then gradually drops off at 2, and becomes very rare once 3 are alive. No effect since they are capped at 1.

  • Health: 6

  • Body Value: 70-80 (Rare enemy remains)

  • Damage: 25 (Instakill if enraged during kidnap phase)

  • Behaviour: They behave similarly to a bracken; roaming around out of sight of players, attempting to sneak up on them, albiet at a much higher speed. If all players inside are on full health, it will do it purely to observe them, will run away when looked at, and contact with them will do nothing. They will however slap back if attacked. However, once a player has taken any amount of damage, the Aloe will instead attempt to kidnap said player, sneaking up on them to try to drag them away to its "spot". Upon doing so, it will then heal the player up to full. During the dragging phase, the player is immune to damage and targetting from other enemies. Whilst captured, a player can escape by mashing space. Upon doing so, the Aloe will stop for a bit, before slowly chasing the player again. It's apperance changes, growing yellow glowing horns. It is much slower than during the initial kidnap phase, but it will relentlessy pursue the player and try to bring them back. Damaging the Aloe during this phase will cause it to be enraged, whereby it will instakill players it comes into contact with. If the player escapes, the Aloe will return to its original passive state, and will only true to kidnap if the player goes below full health again.

  • Most Common Moon(s): Vow (10% inside), Sorrow/March (6% inside)

  • Modpack Changes:

  • Can mimic player voices
  • Moves much faster than usual whilst roaming and stalking, but moves slower during the kidnap phase
  • Drops a body on death
  • Strategy/Summary: Anytime an Aloe is seen, it is advised for players to avoid taking any damage, and if they do, then to always keep checking behind them, much more frequently than they would for a Bracken as the Aloe is more persistent. If grabbed, the player will need to keep trying to run away from the Aloe to find the nearest exit to escape. Since it can instakill when enraged, combat against it is not advised once it begins it's kidnapping phase. The benefit of the Aloe however is that it can heal a player to full, and players are immune to damage whilst being kidnapped, so anytime a player feels threatened whilst trying to escape, they can always let the Aloe grab them to bring them to safety and restore HP, at the cost of being back at the den again. Healing to full will not prevent the Aloe from chasing however, as it won't lose the target until they manage to escape on full health.
Prototax
  • Name(s): Prototax, Penis thing, weird mushroom thing
  • Mod: Biodiversity
  • Appearance: An almost phallic shaped simple alien creature with 4 legs, white body and a purple tip
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  • Power Level: 0.5
  • Spawn Cap: 2
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: 1x when none are alive, gradually decreases to 0x leading up to 10 being alive
  • Health: Invincible
  • Body Value: N/A
  • Damage: 20 (Spore Cloud)
  • Behaviour: They roam around randomly, and only react to being hit. When hit, they release a pink cloud of damaging spores.
  • Most Common Moon(s): Solace (27% outside)
  • Modpack Changes: N/A
  • Strategy/Summary: It can largely be ignored, only mattering if you attack it or an enemy runs into it. The Spore Clouds released actually damage players and enemies alike, which is different to the Spore Lizard cloud, which only impairs vision. The Prototax therefore could be used in tight spaces to create an area of denial for enemies.
Jimothy
  • Name(s): Jimothy, Forklift, Transporter
  • Mod: CodeRebirth
  • Appearance: A yellow forklift with a matching colour robot with a hardhat sat in the driver seat, with rotating flashing orange hazard lights.
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  • Power Level: 1
  • Spawn Cap: 4
  • Spawn No.: 1
  • Time Spawn Curve: 2.5x at first 1/4 of the day, rapidly falling off to 0x at 1/3 of the day and remaining there
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: N/A
  • Behaviour: They seek out Traps and Crates/Safes at random, picking one anywhere in the map (inside or outside), drive to it, pick it up, and then move it to a random location, both inside and outside. If they drive into a player, they can push them through the map, killing them. If attacked, they stutter briefly and then increase their speed slightly.
  • Most Common Moon(s): Valunarion (12% inside + reduced power level, 26% daytime + reduced power level), Derelict (3% Inside, 7% daytime)
  • Modpack Changes:
  • Spawns in pairs on some moons
  • Can spawn outside on some moons
  • Power Level is reduced
  • Will not spawn during a Solar Flare
  • Strategy/Summary: Jimothy is an agent of chaos, not one that players can really take advantage of or get rid of. Rather, you must play around whatever Jimothy decides to do. By Jimothy being present, the main things to note is that no trap is "set" in its spot, it can move randomly at anytime, which can be beneficial or detrimental depending on where placed. However, many combinations can be extremely deadly, such as Beartraps indoors in tight corridors, or turrets placed outside in wide areas. Jimothy also has a habit of placing large traps like SAMs directly in front of corridors or doorways, completely blocking them off. The only strategy you can alter around Jimothy is to prioritise looting crates/safes as soon as possible, as the likelyhood of him taking it indoors and making it harder to locate and retrieve is high.
Bell Crab
  • Name(s): Bell Crab, Bell Mimic, Fake Bell
  • Mod: Surfaced
  • Appearance: A small blue crab with orange pincers that hides under a Bell that looks identical to the Bell scrap.
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  • Power Level: 0.5
  • Spawn Cap: 5
  • Spawn No.: 1
  • Time Spawn Curve: 1x at the start of the day, rising to 1.7x by 2/3 of the day, and then falling off to 1x again by the end of the day
  • Group Spawn Curve: 1x when none are alive, gradually decreasing by 10% for each one alive, down to 0x when 10 are alive
  • Health: 3
  • Body Value: 80-112
  • Damage: 10
  • Behaviour: They spawn in and then go idle, giving off the appearance of a Bell scrap. When picked up, they begin rapidly pinching players until dropped, where they then quickly scuttle away, before stopping and appearing like a scrap again. Upon being struck, they yelp and scuttle away to a new spot, until the final time kills them.
  • Most Common Moon(s): Aquatis (6% inside), Gorgonzola (5% inside)
  • Modpack Changes: N/A
  • Strategy/Summary: In general, if you have a shovel, its always a good idea to smack a bell before picking it up, especially if it looks like its in a suspicous spot. When it runs away, pay attention to the direction it runs, so you can find it and strike it again. If you don't have a shovel, you dont have any way of killing / looting it effectively.
Mantis Shrimp
  • Name(s): Mantis Shrimp, Shrimp
  • Mod: Surfaced
  • Appearance: A bright blue/green Mantis Shrimp (Large shrimp with white eyes)
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  • Power Level: 0.5
  • Spawn Cap: 8
  • Spawn No.: 2
  • Time Spawn Curve: 0.5x at the start of the day, peaking at 1x at 1/5 through the day, gradually falling off to 0x by the end of the day
  • Group Spawn Curve: 1x when none are alive, gradually decreasing by 10% for each one alive, down to 0x when 10 are alive
  • Health: Invincible
  • Body Value: N/A
  • Damage: Instakill
  • Behaviour: They spawn in pairs and roam around randomly, with a small cone of vision in front of them. Upon seeing a player, they freeze and remain still and give off a low growling noise. If touched or attacked at anytime, even when roaming or when watching another player, they will punch and instakill the player touching them. After spending a while watching a player, they slowly begin backing up.
  • Most Common Moon(s): Aquatis (11% inside, 12% daytime) Atlantica (10% inside, 30% outside)
  • Modpack Changes:
  • Can spawn outside on some moons
  • Spawns in slightly smaller groups
  • Strategy/Summary: Mantis shrimps are more like a mobile hazard rather than an enemy. They do not seek out players in any way, they just kill players that touch them. They should be treated as mobile landmines, with caution taken to go around or carefully jump over them at all times. Generally, they don't walk into players, as upon seeing one they freeze. However, sometimes their vision can be poor and they can accidentally walk into a player and kill them, so caution should always be taken around them. They are particularly deadly in tight spaces, or outside inside foliage where they might be harder to spot.
Locker
  • Name(s): Locker
  • Mod: Locker
  • Appearance: A motionless, slightly tall, black, rectangular shaped robot with wheels, that emits a bright orange light and sparks when it opens and charges at a player.
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  • Power Level: 1
  • Spawn Cap: 4
  • Spawn No.: 1
  • Time Spawn Curve: 1x at the start of the day, gradually falling off to 0x by the end of the day
  • Group Spawn Curve: N/A
  • Health: Invincible, though they die if 2 crash into each other
  • Body Value: N/A
  • Damage: Instakill
  • Behaviour: It remains completely still at the Vent it spawns at until triggered. It is triggered by lights, such as from a flashlight, being scanned, or the Apparatus being held. It will then open, turn to the source, and charge at it, instaklling any player or killable enemy caught in the way. Upon reaching the source, it has a 33% chance to lunge at the nearest player again, which can repeat infinitely. When it kills players or enemies, no body is left behind to collect. If 2 Lockers collide, they kill each other. Lockers also destroy doors when they charge into them, even locked ones.
  • Most Common Moon(s): Experimentation (10% inside), Triskelion/Aquatis (6% inside)
  • Modpack Changes:
  • Can mimic player voices
  • Can setoff Mines and Big Berthas
  • Strategy/Summary: Lockers are especially deadly when they surprise players, as players only have a small window to react to what's happening and dodge out of the way. They are naturally deadlier in dark spaces where you ideally would want to be using a flashlight, and in tight spaces where it would be harder to avoid them. Equally, lockers are also one of the easiest enemies to "trap", as they don't move on their own, so you can just scan them repeatedly to get them to move to a secluded area and forget about them. This is an especially good idea if you plan to take the Apparatus, as the light from it will cause nearby lockers to constantly lunge at the player holding it, making it very hard to escape with it. On the other hand, Lockers can be used tactically to destroy doors (both normal and locked) or to kill enemies.
SCP 999
  • Name(s): SCP 999, 999, Slime, Friendly Slime, Yellow Slime
  • Mod: SCP999
  • Appearance: A small bright orange slime creature with a happy face
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  • Power Level: 0
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: 0.5x at the start of the day, up to 1x by the end of the day
  • Group Spawn Curve: 1x when none are alive, gradually decreasing by 10% for each one alive, down to 0x when 10 are alive
  • Health: Invincible, though can be collected with a Jar
  • Body Value: 100 (if placed into a Jar)
  • Damage: 2 healing per second
  • Behaviour: 999 will roam around looking for players and enemies alike. Upon encountering one, they will follow them and hug them closely, which is able to heal both players and enemies constantly. If a turret fires nearby, it will attempt to block the bullets. If a Maneater is crying, it will follow it and try to calm it. It can be collected using a Jar store item and brought to other moons.
  • Most Common Moon(s): Secret Labs (6% inside), Experimentation/Solace (5% inside)
  • Modpack Changes:
  • Nerfed healing to be much slower
  • Strategy/Summary: Whilst 999 can be very beneficial, it can also be very dangerous. Noticeably, enemies get a much better deal as they are healed "1" a second in terms of enemy HP, which is equivalent to 1 shovel hit, whereas players are healed "2" in player HP, which is only 2/100 of a player's HP a second. Because of this, 999 effectively prevents killing of enemies nearby, which is bad when dealing with enemies that constantly damage the player that almost always out-heal the 999 healing (Lootbugs), and especially bad with enemies that can instakill (Nutcrackers). However, out of combat, 999 is nice to have for allowing players to slowly heal back up to full. Collecting 999 with a Jar is a good idea as well, as this means you can control when they are active to prevent issues with them healing enemies. Solo, 999 can be used as a way to get past turrets with no way to disable them.
Nancy
  • Name(s): Nancy, Nurse, Nurse Robot, Healing Robot, Medic Robot, Medic
  • Mod: CodeRebirth
  • Appearance: A white/grey robot almost shaped like a Microscope, with a green cross on the front, with small surgical utensils and appendages, that slides around with wheels presumably underneath
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  • Power Level: 0.5
  • Spawn Cap: 1
  • Spawn No.: 2
  • Time Spawn Curve: 0.5x at the start of the day, up to 1x by the end of the day
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: 10 healing per "attack", or 20 damage per "attack" if the player moves during it
  • Behaviour: It roams around randomly, largely ignoring players. However, once a player is below max health nearby, it will begin chasing them. Upon reaching them, if the player stays still, it will quickly heal them. If the player attempts to move whilst being healed, it will damage them more.
  • Most Common Moon(s):
  • Modpack Changes:
  • Spawns more commonly than usual early in the day
  • Lowered power level from 1 --> 0.5
  • Will not spawn during a Solar Flare
  • Now spawns in pairs
  • Strategy/Summary: Nancy is fairly simple, in that it can be ignored when on full health, and is generally safe to use when damaged with no threats nearby, but is dangerous to use when being actively chased. In such situations, it is best to try to run away from said threat and Nancy at the same time. Nancy can also hurt players it attempts to heal if they move due to other factors, such as other entities pushing them, or even multiple Nancies pushing each other, so care must be taken in these situations.
Blue Lobster
  • Name(s): Blue Lobster, Scary, Lobster, Meme Lobster, FEAR INCARNATE
  • Mod: Surfaced
  • Appearance: A small Blue Lobster, that disappears in a cloud of cartoony smoke
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  • Power Level: 2
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: 1x when none are alive, gradually decreasing by 10% for each one alive, down to 0x when 10 are alive
  • Health: Invincible
  • Body Value: N/A
  • Damage: N/A
  • Behaviour: Seeks out the nearest player in the facility, then stalks them from behind, playing random noises until looked at. Upon being looked at, it plays a silly noise and then poofs into smoke, reappearing at a random location and then repeating the process.
  • Most Common Moon(s): Dine (0.85% inside)
  • Modpack Changes:
  • Can mimic player voices
  • Strategy/Summary: Besides sometimes startling or confusing players, the Blue Lobster doesn't do anything gameplay wise. All it does is add a little bit of extra confusion during tense moments.
Bagpipe Ghost
  • Name(s): Bagpipe Ghost, Blue Ghost, Scottish Ghost, Phantom Piper
  • Mod: Haunted Harpist
  • Appearance: A cartoony blue-tinted Ghost carrying a Bagpipe
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  • Power Level: 1
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: Starts at 0.5x at the start of the day, gradually decreasing down to 0x by the end of the day
  • Group Spawn Curve: 1x when none are alive, gradually decreasing down to 0.25x when 3 are alive, then going down to 0x leading up to 10 being alive.
  • Health: 6
  • Body Value: 200-350 (Bagpipes)
  • Damage: N/A
  • Behaviour: Slowly roams around, playing it's Bagpipes. Upon being startled via noise or taking damage, it will begin quickly flying away in the facility, seeking out the nearest exit. If it manages to escape, it will laugh and teleport once outside, despawning and losing the Bagpipes in the process. When startled, it will trigger nearby Enforcer Ghosts to turn aggressive.
  • Most Common Moon(s): Auralis (5% inside), Solace/Rend/Dine (3% inside)
  • Modpack Changes:
  • Reduced Bagpipe value down to 200-350 from 225-380
  • Massively reduced Bagpipe volume
  • Strategy/Summary: Due to the high value of the Bagpipes, killing it as quick as possible is important to ensure they can be collected before it escapes. However, since it will enrage all nearby Enforcer Ghosts once triggered (Who are armed with shotguns, turn fast and shoot with almost no delay, using with at least 2 spawning) this can be extremely tricky. Your best bet is to continue chasing and smacking the ghost, hoping it leads you into immediate cover away from the Enforcer ghosts, who are luckily very slow. This makes dealing with the enemy much easier in tight spaces with lots of cover, as opposed to open areas. Alternatively, if you can obtain a shotgun prior (possibly from killing an isolated Enforcer ghost quickly), you could blast the Bagpipe ghost to kill it instantly. Other methods such as Rocket Launcher or Landmine could work too. Bagpipe Ghosts can be detected before even going indoors via scanning on the terminal and seeing that a "Bagpipe" is listed as a scrap indoors.
Scrap-E
  • Name(s): Scrap-E, Janitor, Scrap Robot
  • Mod: CodeRebirth
  • Appearance: A small Wall-E like robot with a pair of treads, 3 glowing yellow eyes, a hardhat and 2 small arms.
image
  • Power Level: 1
  • Spawn Cap: 3
  • Spawn No.: 1
  • Time Spawn Curve: 1.5x at the start of the day, down to 1x by 1/4 of the day, falling off to 0x by the end of the day
  • Group Spawn Curve: N/A
  • Health: 6
  • Body Value: 15-20 (Common enemy remains)
  • Damage: 15
  • Behaviour: It roams around sweeping the area, gradually expanding its search, looking for scrap. Upon doing so, it eats it and holds it inside itself. When killed, it drops all the scraps it is holding. When attacked, it will attempt to pickup and throw players away, dealing some damage to them.
  • Most Common Moon(s): Oxyde
  • Modpack Changes:
  • Restricted to only spawning outside on Oxyde
  • Will not spawn during a Solar Flare
  • Strategy/Summary: There isn't much strategy for the creature outside of killing it immediately. If left alone, it will eventually locate and keep all scraps it finds hostage. If you are unlucky enough to not have weapon, nothing can be done to retrieve the items or prevent it from stealing more besides looting faster than it.
Peacekeeper
  • Name(s): Peacekeeper, Minigun Robot, Army Robot, Tank Robot
  • Mod: CodeRebirth
  • Appearance: A bulky, large-ish dark-green military robot with 3 red eyes, a military cap, 2 minigun arms and tank treads, with a "peace" symbol spray painted on it in white
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  • Power Level: 2
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: N/A
  • Health: 25
  • Body Value: 40-80 (Ceasefire weapon)
  • Damage: 80 (Melee), around 10~ per bullet
  • Behaviour: Very slowly roams around and remains passive, until it witnesses a player enacting violence (it has a very far vision range). Upon seeing this, it turns hostile, alternating between driving towards them slightly faster and going for melee swings, and slowing to a crawl and spraying it's miniguns ahead, facing its target, repeating on loop. On death, has a chance to drop it's Minigun (Ceasefire) as a weapon. It will follow players it sees holding a weapon.
  • Most Common Moon(s):
  • Modpack Changes:
  • Reduced Peacekeeper HP from 50 --> 25
  • Will not spawn during a Solar Flare
  • Strategy/Summary: Peacekeepers are a powerful yet passive enemy. So long as you avoid hitting them or doing combat under their eye, they will be no problem to you, hence why they are "low-threat". However, should you choose to fight one to try to obtain its minigun, you are met with a decent challenge. The melee attacks of a Peacekeeper is fast, deals high damage and lots of knockback, often able to instakill players based on what they are launched into / off of. The minigun attack is also very deadly. The main way to fight one would be to spin around them, smacking them and darting away in a gradual hit & run process to avoid their melee, and strafe around their miniguns. A quicker way to deal with one would be the use of a well placed rocket launcher or landmine, but this is more situational. The bullet spray from the Peacekeeper also deals a high amount of damage to enemies, meaning enemies can be baited into its fire for an easy kill.

Medium-Threat Enemies

Bunker Spider
  • Name(s): Bunker Spider, Spider, Sand Spider
  • Mod: Vanilla
  • Appearance: A giant, beige/sandy coloured spider with black stripes / markings, often found perched on walls near webs
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  • Power Level: 2
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: N/A
  • Health: 6
  • Body Value: 40-60
  • Damage: 30
  • Behaviour: They have 3 phases, that being roaming, nesting, and waiting. When they spawn, they being roaming, looking for somewhere to nest and placing webs around randomly. If they encounter a player, they will freeze and stare at them. If the player approaches further, they will instead chase the player. If they locate a nesting area without being aggro'd, they will then setup webs around that area, then climb onto the ceiling and wait. If a player then comes near or touches a web anywhere on the map, they will aggro and run towards the player. Spiders are known to chase players for a while. Breaking a web will also aggro them.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can mimic player voices
  • Drops a body on death
  • It creates larger, more elaborate nests and places more webs
  • Nests contain NPC human bodies, making it hard to tell if an ally has died to one or not
  • Increased move speed and health
  • Reduced contact damage
  • Is better at climbing walls and not getting stuck on Geometry
  • Strategy/Summary: Spiders can either be left alone, or fought. When in their roaming phase, they are the easiest to deal with, as they just stand still and stare at the player until approached or attacked. They can also be easily baited by hitting/touching a web during any phase. Spiders webs can be broken with melee punches or using melee weapons. To fight spiders, players should sprint backwards and swing at them with a shovel, or use something like a berserk turret or landmine to kill them. When sprinting back from a spider, be careful to not run into a web. Generally, spiders can be outrun if the player has a moderate amount of stamina. When cornered, players can safely jump over spiders. Spiders however chase players for a long time and "know" where the player they are seeking is, not relying on sight like most other enemies, making them very relentless. Leaving the facility to give them time to go back to the nest is more advised. Spiders can also be shut behind doors, as they take some time to open them.
Thumper
  • Name(s): Thumper, Crawler
  • Mod: Vanilla
  • Appearance: A slightly humanoid skin-toned creature with its lower half missing, crawling around on its chest and 2 stumps for arms, with a large toothy mouth and beady eyes
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  • Power Level: 3
  • Spawn Cap: 4
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: N/A
  • Health: 4
  • Body Value: 40-60
  • Damage: 40
  • Behaviour: Roams around the facility using standard "Patrol" AI. It has a limited cone of vision in front of it, but can see quite far away in that narrow cone. It will stomp around at a moderate pace, occasionally stopping and turning around as it continues it's search. Unlike most enemies, it will not aggro upon receiving damage, meaning it can be snuck up on and smacked from behind. Upon seeing a player, it will roar, stop all movement briefly, then begin charging, where it's speed will rapidly increase until it hits something or reaches it's target, where it will then lose momentum and repeat charging again. It can turn relatively fast when still, but struggles to turn when charging. When clos enough to a player, it will rapidly try to bite them. After not seeing a player for a while, the Thumper will roar again and return back to normal patrolling speed and behaviour.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can setoff Big Berthas and Boombas
  • Drops a body on death
  • Strategy/Summary: Whilst Thumpers can be avoided, the speed at which they sweep areas makes it more and more likely they will eventually end up finding the player. Thumpers can also spot players far away down corridors and roar outside of audible range, causing them to seemingly charge in out of nowhere, which will often kill players. Getting attacked by a Thumper by surprise usually results in death, as the first 2 hits are enough to put players on critical, basically guaranteeing the 3rd hit will kill them as they are unable to escape easily. Thumpers can also open doors quickly, preventing this from being an effective strategy. Thumpers are tricky to run away from, as on paper they are faster than players, but their poor turning speed combined with losing speed when they hit a surface means they can be lost by making many turns and forcing them to bump into obstacles. Thumpers, like spiders, can also be jumped over, which can work out nicely if they continue to then sprint further past the player, putting more distance between the two. Hiding in the corners of doorways is a double edged-sword, as sometimes this could mean the Thumper goes straight past, whilst other times it might immediately spot the player beside it in the corner and bite them. Overall, killing thumpers is the preferred way of dealing with them. If possible, the best method is to get behind them and keep smacking their body from behind, which prevents the Thumper from ever seeing or aggro'ing onto the player. Careful players can go behind the thumper as it rotates whilst patrolling, avoiding entering it's line of sight. Should the Thumper spot a player, running in and immediately smacking it to prevent it building up speed is a good idea, so long as you then keep backing up and smacking it, never giving the thumper too much distance to get a chance to build-up speed. Once as a high speed, Thumpers become impossible to hit head-on without also getting hit, so waiting until they bump into something is a good idea. Sending a Turret into Berserk right as a thumper is coming through is also a good way of damaging it.
Coil-Head
  • Name(s): Coil-head, Coil, Mannequin, Statue
  • Mod: Vanilla
  • Appearance: A humanoid mannequin robotic creature with no arms and a "naked" body and bald head, with wires and pieces of metal connecting it together
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image

(Gorgonzola Cheese Variant)

  • Power Level: 1
  • Spawn Cap: 5
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: N/A
  • Health: "Invincible", but dies to 3 Knife Hits or some instakill forms of damage (E.g. Spike Traps)
  • Body Value: 50-60 (Coil-head core), 30-70 (Coil-head Head)
  • Damage: 90 (Melee), 80 (Explosion)
  • Behaviour: Roams around randomly until it finds a player, where it will then sprint towards them and try to kill them on contact with high melee damage. Upon being seen by a player, it will freeze and not move until nobody is looking at it anymore. (Note that players looking at it that cannot path to it, such as players inside of the Ship, or just a very long distance away, will not always stop it from moving). After chasing (or being watched) for 35s, they will "sleep" for around 15s. They can open doors, but take some time to do so. Upon being stabbed via a knife, they spark and then explode after a small delay. Their head can be taken during this brief period as a bonus scrap.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can mimic player voices
  • Can set off Landmines, Boombas and Big Berthas
  • Is replaced 75% of the time by a Knight on SDM interiors when a Coil-head tries to spawn
  • Can be killed via a Butler Knife, causing it to explode and drop a scrap
  • It's head can be grabbed as an additional scrap once it begins it's death animation before exploding
  • Can be killed via instakill sources of damage, such as Spike Traps
  • Strategy/Summary: Coilheads are very oppressive due to their speed and lethality. Trapping Coilheads is a high priority, as it is relatively easy + quick to do so, and completely negates them as a threat. Coilheads can be easily baited into a room to lock with a lockpicker or behind a security door, by watching them and looking away briefly to allow them to move closer. When trapping with a Lockpicker, it is important to keep looking at the Coilhead to keep it still, or else it will run up to the door to try to open it. Since this leaves the guarding player vulnerable to other enemies such as Brackens, it is advised to have a 2nd player around to help lookout for threats, and in general Coilheads are easier to deal with by having more people. If there are enough players on a team with nothing better to do and no easy way to trap it, a player can be put on duty to watch the Coilhead to prevent it attacking people. If caught by a Coilhead alone, it may be possible to backup whilst watching them to create some distance, particularly down long hallways, and then turning to sprint and shut doors behind it, to hopefully create some distance. Worst case scenario, you can sit and watch a Coilhead for a while until it falls asleep to buy some time to escape. Coilheads can also be baited onto Teleporter Traps easily to get rid of them temporarily. Be careful to not be trapped by Coilheads in a corner, as they can't be pushed, so a player fully cornered by one is effectively dead unless they can be teleported out. Coil-heads can either be baited under Spike Traps to be killed, or stabbed in the back with a Knife from a Butler. Doing so will cause them to explode on a random delay, but daring players can go in and try to grab their head as an extra scrap before they explode.
Knight
  • Name(s): Knight, Statue, Coil-head
  • Mod: ScarletDevilMansion
  • Appearance: A small, stubby classic grey knight statue wiedling a pike, that "hops" around quickly as it moves instead of moving it's limbs
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  • Power Level: 1
  • Spawn Cap: 5
  • Spawn No.: 1
  • Time Spawn Curve: N/A
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: 90
  • Behaviour: Behaves identical to a Coilhead. Has a 75% chance to replace a Coilhead whenever one spawns in one of the SDM interiors. When it spawns, it may replace one of the stationary decorate statues around the interior that match it's appearance. Seems to have a chance to follow players outside briefly.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can mimic player voices
  • Can set off Landmines, Boombas and Big Berthas
  • Spawns in by replacing Coil-heads 75% of the time on SDM interiors
  • Can escape outside to chase players (Unintended bug from StarlancerEnemyEscape)
  • Strategy/Summary: The strategy is identical to that of a Coilhead, besides the fact they can't be killed with a Knife or Spike Traps. Players in the SDM interior should always be weary of the statues nearby in case any of them randomly come alive as a Knight. The fact they can chase players outside means players should always turn to face the entrance once they have left to prevent any that do from chasing them further.
Rolling Giant
  • Name(s): Rolling Giant, Moist Critical
  • Mod: RollingGiant
  • Appearance: A creepy dark statue of a man with a long dark beard, sunken black eyes and skin-tone face, with its arms stuck to its side outwards with flowers growing on them, with wheels for it's feet
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  • Power Level: 1
  • Spawn Cap: 3
  • Spawn No.: 1
  • Time Spawn Curve: (Inside) 1x at the start of the day, gradually increasing to 1.3x by 1/3 of the day, then going back down to 1x by 2/3 of the day (Outside) 1x at the start of the day, increasing to 1.1x by 1/4 of the day, then shooting up to 1.5x between halfway across the day and 3/4 of the day, then going down to 1x again by the end of the day (Daytime) 1x at the start of the day, increasing to 1.5x 1/4 through the day, then gradually falling off to 1x again by the end of the day
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: 90
  • Behaviour: Has 3 AI types: "Coilhead", "Reverse-Coilhead" and "Fake-Coilhead". "Coilhead" behaves identical to a Coilhead, besides the fact Rolling Giants cannot be killed via Spike Traps or Knives, and Rolling Giants gradually build up and decrease speed rather than stopping/starting instantly, though their max speed is still slow enough for a player to outrun them generally. Rolling Giants are also much more sensitive as to whether they are being looked at or not compared to other player-sight based enemies, meaning they react when they are at the edges of the screen. "Reverse-Coilheads" move when looked at or when they don't have line-of-sight of a player, and stop when they have line-of-sight of a player but no players are looking at them. "Fake-Coilheads" seemingly stop when looked at, but then may chase for a random amount of time before stopping again for a random amount of time. Rolling Giants each will pick one of the AIs randomly when they spawn in. Whilst Coilheads and Reverse-Coilheads are easy to discern by testing with the camera, Fake-Coilheads are a bit trickier and require more time of observing the Rolling Giant.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can mimic player voices
  • Can set off Landmines, Boombas and Big Berthas
  • Only uses the Coilhead, ReverseCoilhead and RandomlyMoveWhenLooking AI types
  • Strategy/Summary: The first step with a Rolling Giant is to identify it's AI type. They are relatively fast when roaming around and have excellent vision in all directions, so it is best to be prepared to sprint away. If the Rolling Giant chases whilst being looked at, it is either a Reverse-Coilhead or Fake-Coilhead. If it stops, it is either a Coilhead or Fake-Coilhead. From that point, the player should assume it is a Coilhead / Reverse-Coilhead respectively, but always be on guard in case it turns out to be a Fake-Coilhead, which can be figured out by the Rolling Giant randomly breaking from its expected behaviour. Coilhead Rolling Giants are relatively easy to trap much in the same way as Coilheads, whilst Reverse-ones are much harder as looking at them even a tiny bit in a tight space can result in instant death, though it is still possible. Fake-Coilhead ones are almost impossible to trap properly, as their unpredictable movement makes them tricky to bait into an area and contain. Normal Coilhead Rolling Giants are generally the safest ones, as they are easy to prevent from attacking and are slow at moving as they don't get a chance to buildup speed. Reverse-Coilhead Rolling Giants are much deadlier as they will follow closely behind players as they always want to be in line-of-sight of players they follow, making it very easy to look at them and cause them to charge. They can also be made to charge by other players looking at them, making them even deadlier in uncoordinated teams. Fake-Coilhead Rolling Giants are mostly deadly in terms of their trickery. In terms of avoiding them, it is completely random if they decide to behave and stay still when looked at or charge, making it hard to determine how dangerous they are compared to the other two.
Butler
  • Name(s): Butler
  • Mod: Vanilla
  • Appearance: A large round humanoid creature, with small tuffs of hair and beady eyes, wearing a large black suit and welding a broom, brandishing a knife and grimace on it's face when angered. It plays a menacing hum noise when nearby, which changes to frantic horror music when angered.
image
  • Power Level: 2
  • Spawn Cap: 7
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: N/A
  • Health: 8 (2 in Singleplayer), dies instantly to Shotguns or Knives
  • Body Value: 35 (Knife)
  • Damage: 10 (Rapidly)
  • Behaviour: Roams around the interior, looking for players and sweeping it's broom. Upon finding one or more, it will then follow the nearest player loosely nearby, stalking them whilst sweeping. Brushing up against the Butler may result in it sneakily stabbing the player, whilst remaining passive. If the player it is stalking is alone for 12s, it will enter it's aggro state, where it will chase the player and attempt to rapidly stab them. If the player is able to escape for a while and then group up with other players again, the Butler will return to stalking. Upon killing a player whilst alone, the Butler will attempt to clean up the blood and cover up the scene. If the Butler is ever attacked by a player, or if the Butler is caught being aggressive by other players, it will remain aggro'd and just try to kill all nearby players. On death, it swells up and pops, pushing all nearby players back and spawning Butler Bees in it's place, whilst also dropping it's knife.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can mimic player voices
  • Bees spawned by the Butler can be trapped behind doors, making it less annoying
  • Butler knives can be used to kill Coil-heads or disable turrets, adding merit to killing Butlers
  • Silly sound effect replacements (Clientside)
  • Strategy/Summary: If playing in a large enough group where you don't need to split up often, such as early-game, the Butler can often be safely ignored and played around by just not being alone near it for too long. However, as players often get killed or split up to loot interiors more efficiently, particularly later-game, the Butler becomes more of a problem, so it's often a good idea to just kill it to prevent issues. The Butler can be killed fairly easily with a shovel solo, by just backing up, sprinting and jumping around it in circles whilst smacking it, doing your best to not let him stab you. It is also wise to choose a more open room to fight the Butler in, so there is plenty of space to strafe around it, as well as choosing a room where the Butler Bees it will spawn on death are easy to trap in. Care must be taken when it pops so it doesn't launch players into more harm or to take fall damage. The bees spawned once it is killed then need to be avoided or shut behind a door to keep them sealed away. Butlers can also be instakilled via Knives or Shotgun blasts, which makes killing multiple Butlers easier. If a Butler is ever encountered when solo, a split second decision must be made as to whether kill it or run away before it aggros. Butlers can be detected before even going indoors via scanning on the terminal and seeing that a "Knife" is listed as a scrap indoors.
Maid
  • Name(s): Maid, Sakuya, Butler
  • Mod: ScarletDevilMansion
  • Appearance: A quiet, faceless "doll" dressed up like a maid, seen cleaning surfaces with a cloth, with an appearance matching that of Sakuya Izayoi from the Touhou series, wearing a blue and white dress.
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  • Power Level: 2
  • Spawn Cap: 7
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: N/A
  • Health: 6
  • Body Value:
  • Damage: 50
  • Behaviour: Identical to a Butler, except she can also chase players outside sometimes, and instead spawns a Ghost Knight on death rather than Butler Bees.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can mimic player voices
  • Knives can be used to kill Coil-heads or disable turrets, adding value to killing Maids
  • Can escape outside to chase players (Unintended bug from StarlancerEnemyEscape)
  • Strategy/Summary: The strategy for dealing with them is largely the same as the Butler, with the main difference being the Maid deals signifiacntly more damage, meaning players fighting it need to be confident at fighting Butlers and know how to strafe around it properly. On death, the Ghost Knight that is spawned deals much higher damage than the Butler Bees (almost insta-killing players on full), but then disappears for good, making it potentially less oppressive than Bees, meaning it might be worth sacrificing a player down to critical to then have no further issues. Because of this, less care needs to be taken as to where the Maid is killed, as the resulting Ghost Knight doesn't need to be sealed away somewhere. Due to the Maid + Ghost Knight's lethality, fighting one when playing completely solo is ill-advised.
Ghost Knight
  • Name(s): Ghost Knight, Red Knight, Fake Knight
  • Mod: ScarletDevilMansion
  • Appearance: A red semi-transparent variant of the Knight, which is a grey bulky cartoony knight statue.
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  • Power Level: 0
  • Spawn Cap: 5
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: N/A
  • Health: Invincible, disappears after 1 attack
  • Body Value: N/A
  • Damage: 94
  • Behaviour: Only spawns from SDM paintings and when a Maid is killed. Mostly behaves like a Knight (Coilhead), except it still slowly moves towards players whilst being watched rather than stopping completely. Upon hitting a player, it damages them once an then dissapears fully.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can only spawn from Gifts, SDM Paintings or when a Maid is killed
  • Strategy/Summary: Due to their high damage, they can very easily finish off an already hurt player. Like Coilheads and other similar enemies, they should be watched to keep them from reaching people, but you must be careful as they will still slowly move towards you. If it is too much hassle, you could let them hit you just to get rid of it, though it will deal heavy damage and leave you vulnerable for the rest of the moon visit. As they only spawn from player actions like stealing paintings or killing Maids, they aren't a threat you need to actively look out for.
Masked
  • Name(s): Masked, Mimic, Zombie, Fake Player
  • Mod: Vanilla
  • Appearance: Identical to that of a player, including whatever cosmetics they may have. Has a chance to be holding an item.
image

image

(Mimicking a player suit/comsetics)

  • Power Level: 1
  • Spawn Cap: 10
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: Starting at 1x at 0 alive, gradually increasing up to 2.8x up to 7 being alive, then dropping to 1x between 7-10 being alive.
  • Health: 4
  • Body Value: 80% Chance to spawn with an item, of which it is a 50-50 between it being a Store Item or Random Scrap from that moon. 25% chance to drop said item on death.
  • Damage: Instakill once grab attack is complete
  • Behaviour: Masked roam around randomly, sometimes going in/out of entrances or even going back to the ship, until they stumble across a player. Upon doing so, they usually stop and stare at them for a few seconds, before approaching them, randomly alternating between running towards them and just walking. Upon touching a player, they enter a grab animation where they roar and puke blood onto them. If the animation finishes without being interrupted by them taking damage, the grabbed player is killed and turned into a Masked. Masked that manage to sneak back to the ship can sometimes be seen hiding behind furniture. They mimic the appearance of a random player in the lobby, including their models / cosmetics. If they attempt to mimic player voices, they will only mimic the voice of the player they are visually mimicking.
  • Most Common Moon(s):
  • Modpack Changes:
  • Copies player skins, including Model Replacements
  • Can mimic player voices, will do so much more than other similar enemies, and will only mimic the voice of the player's skin it is using
  • 80% Chance to spawn holding items, which have a 25% chance to be dropped
  • No longer has the arms-out zombie animation
  • Can spawn on all moons
  • Can showup on the monitor as holding an item, and no longer spin on the monitor
  • Paths better, particularly when hiding in the ship, or when using exits
  • Can set off Landmines / Boombas / Big Berthas
  • Is targeted and killed by Turrets
  • Strategy/Summary: Mimics should always be killed as soon as possible, as they can spot players from far away and track them over incredibly long distances. Even if they never spot a player, they have a habit of finding their way to exits and back to the Ship. Mimics can be killed fairly easily with a shovel by smacking them and sprinting back to prevent the mimic from running up and grabbing them. Mimics can be broken out of the kill animation on another player by being struck with a shovel or even fists, making the enemy very trivial to deal with so long as 2 people are present and 1 has a lethal melee weapon, as the mimic will be unable to secure the kill. If nobody has a melee weapon, mimics can still be stunned with fists to prevent them grabbing a player, though they will still give chase. Turrets and Landmines will also kill mimics. However, if the mimics begin amassing in numbers and killing players, stunning them to prevent them grabbing players becomes much more difficult, and instead the best option would be to just run away.
Shy Guy (SCP 96)
  • Name(s): Shy Guy, SCP 096, 096
  • Mod: Scopophobia
  • Appearance: A tall, slender white humanoid with white eyes and long claws, hunched over and cries constantly, eventually sitting down and curling into a fetal position whilst still crying. After killing a player, they get blood around their mouth and claws.
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  • Power Level: 1
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day?
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: Instakill
  • Behaviour: He briefly roams around upon spawning, slowly walking around, until he sits down, cries and remains there until disturbed. Upon being looked at by a player for around 0.25s, he will aggro and begin screaming for 15s. He stores a list of every player who has looked at him. After this, he will sprint towards the nearest player on the list and attack them, instakilling them if he reaches them. Upon doing so, he "forgets" everyone else who looked at him, and will sit down and resume crying again. Shy Guy is capable of using Entrances, and can even pathfind all the way back to the ship. If a player he wants is inside the ship, he can pry open the ship doors. Directly touching Shy Guy when he is not aggro'd seems to be safe, but making contact when he is charging at a victim will result in the colliding player being killed. Shy Guy can only calm down from killing a player. If he cannot pathfind to a victim, he will stand still and continue screaming until he can find a path. Shy Guy can spawn and instantly aggro onto a player that has picked up his Painting. Shy Guy can also be aggro'd during his spawn-in animation from a vent if a player is looking at the vent when he emerges.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can mimic player voices
  • Can set off Landmines, Boombas and Big Berthas
  • Chases players that spot it almost immediately after being seen
  • It's spawn curve patched so it can spawn more easily
  • It's power level reduced so it can spawn more easily and because it is not a very oppressive enemy
  • Has the grace period for looking at it reduced from half a second to a third of a second
  • Strategy/Summary: Shy Guy, under normal circumstances, is easy to play around. So long as you listen out for his crying, you can know he is nearby and then be careful where you look. Shy Guy does not aggro if he is at the edges of the camera, nor if the player very quickly flicks the camera over him, meaning there is some leadway to allow you to see exactly where he is without aggro'ing him. Shy Guy is difficult to trap unless he happens to spawn in an area that is suitable, as he doesn't move much and can only easily be moved by aggro'ing him, which is extremely risky. Should a player aggro shy guy, they only have a few options. If they can get back to the ship safely and leave quickly, they can escape. If they have a jetpack or have some insane level geometry to play around (Like funky fire exit positions and an interior where you can cover lots of ground quickly, such as an Elevator interior) they could potentially loop around him for a while and avoid getting caught. Emergency Dice can help with this, as they allow the player to teleport back to the Ship to then leave quickly or dodge an attack. If these are not an option, the best bet with Shy Guy is to lead him into the most secluded space possible and sacrifice yourself, letting him kill you so then he hopefully won't be seen by any other players. Shy Guy is at his most deadly when there is poor communication, causing players to investigate places where players have died, only to aggro him themselves and then get killed. Shy Guy is also particularly deadly any time there is weird quirks with the interior, such as interior Fog, spawning directly on top of someone at a vent or because of a Teleporter trap, or being a long distance away in an interior, causing players to aggro him without even realising.
Harp Ghost
  • Name(s): Harp Ghost, Harp, Ghost, Harpist
  • Mod: Haunted Harpist
  • Appearance: A cartoony white Ghost carrying a golden Harp
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  • Power Level: 1
  • Spawn Cap: 2
  • Spawn No.: 1
  • Time Spawn Curve: Starting at 1x at the start of the day, gradually decreasing down to 0.7x by 2/5 of the day, then dipping to 0.3x by 2/3 of the day, then decreasing to 0x by the end of the day.
  • Group Spawn Curve: 1x between 0-1 being alive, then gradually decreasing down to 0.7x as up to 3 are alive, then down to 0.5x
  • Health: 4
  • Body Value: 70-150 (Harp)
  • Damage: 45
  • Behaviour: Very slowly roams around randomly, playing it's Harp. Upon taking damage or being disturbed by noise repeatedly (such as players talking, footsteps, explosions), it drops the Harp, it's eyes turn red, and it runs around attacking any players on sight, never calming down again until killed.
  • Most Common Moon(s):
  • Modpack Changes:
  • It's rage mode speed is slightly reduced
  • The Harp volume is reduced slightly
  • The Harp value is massively reduced down to 70-150 from 150-300
  • Strategy/Summary: Harp Ghosts are usually worth killing due to the high value of their Harp, and since once they aggro they can be very oppressive. As soon as one is heard, players should locate and kill it immediately to secure the Harp before having to worry about other threats in the interior. If a Harp Ghost becomes aggro'd, finding it and killing it is a priority, as it is hard to escape from and deals lots of damage. If a Harp Ghost becomes aggro'd and players have no means to kill it, all they can do is try to steal the dropped Harp and make away with it as soon as possible. Harp Ghosts can occasionally get aggro'd by other enemies or sound sources, which is another reason locating and killing them quickly is advised. Harp Ghosts can be killed fairly easily with a shovel, by just smacking them and sprinting back, occasionally slowing down to let it get close enough to hit it again. Harp Ghosts can also be "instantly" killed by multiple players striking it with a shovel at once, which can be easy to setup due the Harpist not being aggro'd until too much noise is made or the first hit lands, so one quiet coordinated attack can take it out easily. Harp Ghosts can be detected before even going indoors via scanning on the terminal and seeing that a "Harp" is listed as a scrap indoors.
Manor Lord
  • Name(s): Manor Lord, Puppeteer
  • Mod: CodeRebirth
  • Appearance: A tall, slender wooden mannequin figure with multiple arms, dressed in a purple-ish robe and tall fancy hat with it's arms bundled inside, and a puppet on strings being held above it.
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  • Power Level: 3
  • Spawn Cap: 2
  • Spawn No.: 1
  • Time Spawn Curve: Starting at 0.8x at the start of the day, increasing to 1x by 1/3 of the day up to halfway through the day, then falling off to 0x by the end of the day
  • Group Spawn Curve: N/A
  • Health: 10, with an i-frame mechanic and invincibility prior to being aggro'd
  • Body Value: 70-80 (Rare enemy remains, dropped when in last phase), + a 2nd Rare enemy remains (when killed fully), Any spawned puppets turn into a Scrap, Needle is 32-64
  • Damage: 25 (When hitting a Puppet)
  • Behaviour: Roams around randomly until it sees a player without a puppet attached to it. Upon seeing a player missing a puppet, it will chase them continously until the player manages to escape outside. If they manage to get the player, they will grab them and hold them in place briefly, and then make a puppet for them before shrinking and teleporting to another random part of the interior. This behaviour repeats until it manages to find every player and make a puppet out of them, at which point it will then be completely passive if not attacked by players. Being attacked by a player without a puppet does not do anything to the player or Manor Lord, but attacking it once you have a puppet will cause it to become aggressive. When aggressive, the Manor Lord will ignore the player it is trying to kill, and instead go after their respective puppet, swiping at it with a needle to try to damage the associated player. When damaged down to 1 HP, the Manor Lord will become invincible, start a summoning animation, and spawn 2 random enemies, usually consisting of Masked, Nutcrackers or even a Jester. Upon killing all the enemies it spawns (if they are killable that is, non-killable enemies don't need to be killed) it will become damageable again, where the final hit will kill it and neutralise all puppets it has spawned into scraps. The Manor Lord reflects non-melee damage back onto the offender, making Shotguns and other ranged weapons ineffective.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can mimic player voices
  • It's power level is increased (Specifics?)
  • It's spawn cap is reduced (Specifics?)
  • Strategy/Summary: The Manor Lord can be considered in 2 ways: Either as a nuisance/"support" enemy that doesn't directly kill players but makes their life harder, or as a profitable Boss Fight. As a nuisance, it is best to fear and immediately run away from a Manor Lord on sight to avoid getting grabbed, as having a puppet is a huge nuisance as it gives the player an additional hitbox to worry about, even outside as the puppet follows players back to the ship. Trapping a Manor Lord would be the best move, but doing so is extremely tricky and would likely require a coordinated effort between players using a Lockpicker and bringing it into an enclosed space. If it ever manages to grab a player, it will teleport out and escape, which is what makes it so tricky, likely requiring the use of the Teleporter to get them out. When it comes to fighting a Manor Lord, the best method is to alternate between smacking it, then quickly turning around to push your puppet away, then striking again, and repeating until it is low. This can be very tricky, especially if other enemies or hazards show up, or if the interior doesn't give much space to play around. When low, the 2 enemies the Manor Lord are an additional problem. Masked can be tricky but are usually trivial with at least 2 players there armed. Jesters, whilst unkillable, take some time to wind and be an issue, so ideally the Manor Lord can be finished off before they can do anything. Nutcrackers are the deadliest spawn, as their shotgun blasts can hit the puppet, which also results in death for the associated player. Once the summoned enemies are dealt with, the Manor Lord should be easy to finish off. The amount of profit from killing a Manor Lord can be increased by letting it grab more players, as then more puppet scraps will spawn once it is killed, though this makes the ordeal riskier.
Rabbit Magician
  • Name(s): ?
  • Mod: CodeRebirth
  • Appearance: A small grey stuffed-rabbit doll, fitted with a magic wand, small hat and purple button eyes.
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  • Power Level: 3
  • Spawn Cap: 2
  • Spawn No.: 1
  • Time Spawn Curve: 0.5x at the start of the day, up to 1x by 1/3 of the day, remaining at 1x until the end of the day
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: Instakill (To the attached player upon being observed by another player)
  • Behaviour: Roams around the facility, then playing dead once seen. It will then latch onto a player (much like a Tulip Snake) as soon as they look away, and remain attached to them. Another player looking at it's back will cause it to instakill the player it is currently attached to, and then it will swap to attaching to the new player that looked at it.
  • Most Common Moon(s):
  • Modpack Changes: N/A
  • Strategy/Summary: Due to it's behaviour, the entity is completely harmless when Solo. It's danger arises from players not understanding the gimmick and trying to look at it when it is attached, causing it to kill the attached player and swap to the next, sowing chaos among a party. With the benefit of the hindsight, the entity is easy to play around, as players should just avoid looking at the player it is attached to with careful camera placement. This is easier if the attached player chooses to remain at the ship, so then any other players only have to be cautious when dropping off items and leaving.
Cabinet
  • Name(s): Cabinet, Box, Mimic Chest
  • Mod: CodeRebirth
  • Appearance: A dark brown wooden cabinet with a dark void inside it. When following, it grows long slender white legs. When aggro'd, it also extends out with white arms.
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  • Power Level: 3
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the whole day
  • Group Spawn Curve: 1x at 1 being alive, all the way down to 0x at 10 being alive.
  • Health: 8
  • Body Value: 90-120 (Ultra-rare enemy remains)
  • Damage: Instakill
  • Behaviour: Slowly roams around "sliding" on the floor once spawned until it encounters a player within line of sight, where it them immediately freezes and pretends to just be an item of furniture (The sliding is usually not observed for this reason). After this, it begins the stalking phase, where if all players in line of sight look away for long enough and move away, it will sprout it's legs and begin following the nearest player closely behind. If players then stop moving, so will the Cabinet eventually, where it will then sit back down and behave like a piece of furniture again. Items can be placed on top of it for it to carry around. Players looking at the Cabinet when it is still moving (legs visible) will cause it to shake and growl loudly. If this happens for too long, it will aggro, where the arms will come out and it will chase after the nearest player, trying to grab and instakill them, where it will then either remain aggro'd or return to a passive state, depending on if the other players are still nearby or are out of sight. Hitting the Cabinet or repeatedly "pestering" it's door when it is passive will send it into it's rage mode immediately.
  • Most Common Moon(s):
  • Modpack Changes:
    • Power level increased from 1 --> 3
    • Particle effects on kills removed for performance
  • Strategy/Summary: The Cabinet can be handled in several ways. The main method is to just try and ignore it, being careful to not look at it for too long whilst it follows. So long as this is respected, it should never aggro and cause an issue. This does however synergise poorly for the player when paired with a Bracken, as the player needs to look behind them often to ward it off. Luckily, the camera can be quickly flicked to spook the Bracken without fully aggro'ing the Cabinet, still make this strategy somewhat viable. This strategy allows utilising the Cabinet as a way to transport more items, as some can be placed on top of it. Alternatively, the Cabinet can be killed or trapped. Killing the Cabinet is difficult due to it's speed and instakill attacks, making it only preferable with a powerful weapon, or using the environment in clever ways, such as baiting it under a Spike Trap. Doing so will cause it to a drop decent value scrap. Trapping one is also fairly easy due to it's predictable movement, making getting it behind a Security Door or a lockable door to seal it quite easy. It should be noted Cabinets have a high power level, meaning killing one opens up more room for other enemies to spawn. Depending on the moon and the goal of players (E.g. farming nutcrackers) this could be bad or good and should be taken into account when deciding what to do with it.

High-Threat Enemies

Bracken
  • Name(s): Bracken, Flowerman
  • Mod: Vanilla
  • Appearance: A dark purple-ish brown humanoid , with green branches behind it's back creating the appearance of frills, with glowing white eyes.
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  • Power Level: 3
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: Starting at 0.45x at the start of the day, gradually increasing to 1x by 2/5 of the day and remaining there
  • Group Spawn Curve: N/A
  • Health: 5
  • Body Value: 80-100
  • Damage: Instakill
  • Behaviour: Knows where all players are in the interior, and will try and sneak up silently behind the nearest one to grab them and instakill them, dragging their body off to a randomly chosen "nest" spot in the interior. The Bracken is smart and avoids entering the line of sight of players, knowing which direction they are looking at all times and trying to avoid their vision, swiftly moving around corners and through the interior. When looked at by any player, the Bracken will flutter it's frills and make a hissing noise, and then quickly walk away as far from any players as it can. The Bracken will only kill players in this state if they happen to walk into it, it will not try to pursue them. However, the Bracken can become enraged, where it will sprint after players and try to grab+kill them before calming down again after a while. A Bracken's rage meter is maxed out anytime is it attacked, it is increased a chunk anytime it is looked at + scared away, and it will rapidly increase whilst being stared at when it is already escaping and standing still. The Bracken is therefore enraged faster by multiple players looking at it whilst it is trying to escape.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can mimic player voices
  • Random damage such as stray bullets from Nutcrackers will no longer insta-aggro the Bracken
  • Drops a body on death
  • Very low chance to spawn outside on some Forested moons
  • Strategy/Summary: Brackens are so stealthy and oppressive that players are advised to constantly flick the camera behind them to check for Brackens on any moon. Not doing so will allow a Bracken that spawns to easily sneak up on and kill a player. Where possible, killing or trapping a Bracken is always recommended due to their strength (with killing them also rewarding a decent value scrap), but this can be hard due to their movement and behaviour. Whilst they die in a few shovel hits, the fact they enrage and charge after players going for an instakill grab makes it very risky, even as a group. The most effective way to kill one is to use a ranged weapon such as a Shotgun or Rocket Launcher to dispose of it instantly, use a Zap-Gun to stun it whilst someone else hits it, or find a way to trap it to hit it, such as with a Prison Mine. When it comes to avoiding a Bracken, players should frequently look behind them to spook it away, but when it is running away they should avoid looking at it, to prevent it enraging more.
Barber
  • Name(s): Barber, Clay Surgeon, Invisible Man, Scissor Guy
  • Mod: Vanilla
  • Appearance: A purple low-fidelity clay humanoid figure with no features, white gloves and a giant pair of red scissors, that is invisible unless up close.
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  • Power Level: 1
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: Starting at 1x at the start of the day, gradually decreasing to 0x by the end of the day
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: Instakill
  • Behaviour: Patrols around randomly, only moving each time it makes "honk" noise, jumping forward. The pace of these honks increases during the day, making the entity faster as the day goes on. Upon seeing a player, it will begin trying to jump towards them and follow them through areas, able to open doors. It instakill players that make contact with the giant pair of scissors it is holding. It is only visible to players when they are close to it, but the entity itself has good vision.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can set off Landmines, Boombas and Big Berthas
  • Multiple Barbers now function properly
  • Can now open doors properly, and their drumroll is no longer desynced from their movement
  • Strategy/Summary: Barbers can be heard quite easily due to their loud honk as they move. The key to surviving Barbers, particularly in tight spaces, is to get close enough to them to see their body and orientation, and then jumping out of the way before they lunge with the next honk, being careful to avoid the scissors at all times. Whilst avoiding the Barber entirely is preferred, this sometimes isn't possible, so being close enough to see where the scissors are positioned is important to avoid it snipping you. Barbers can turn around quite abruptly as they jump, so be careful. Barbers are worth trying to trap, but this can be difficult as they can easily open doors when chasing players, making a Lockpicker less effective for this unless they are led into a deep enough room to buy time for the Lockpicker to work. Security doors are more effective with some coordination with another player.
Maneater
  • Name(s): Maneater, Baby
  • Mod: Vanilla
  • Appearance: A white maggot/bug creature with mandibles and red eyes, sometimes wearing random small cosmetics. Upon transforming into it's Adult Form, it grows much taller with longer legs and a bulkier body.
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  • Power Level: 2
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: N/A
  • Health: 5
  • Body Value: 90-100
  • Damage: Instakill
  • Behaviour: Spawns in as Baby Form, and roams around looking for players. Upon encountering a player, it will mark this player as their "favourite" and follow them. Will sometimes randomly wander off for periods of time, and will follow other players if the favourite isn't nearby when it is in following mode. Can sometimes eat items it finds in Baby mode, destroying them. Upon being scared (such as from a nearby player being hurt, nearby/loud noises etc.) it will begin crying. If it cries too much, it transforms into it's Adult mode, which is hostile. It will almost instantly transform into Adult mode if it is ever attacked. Whilst in Baby Mode, it can be picked up and shaked. Being shaked causes it to eventually stop crying, with it throwing up if it is close to transforming to the Adult mode. Being shaked or held for a long time when it is not already crying will cause it to cry, with shaking it being inneffective at stopping the crying in this case. When in Adult mode, is roams around quickly, with a habit of naturally pathfinding to areas that have players in them, "sensing" them and often camping near them if they are hidden. Upon being in line of sight of a player, it will lunge and charge at them, with it instakilling them if it hits them. If the charge fails, it flops onto the floor, before getting up and repeating. Once in Adult mode, it will never transform back into Baby Mode, but it will still mimic the crying noises it makes as a Baby to trick players. When in Baby Mode, prior to encountering a player for the first time, it has a much higher threshold before it starts crying than normal, though it can still eventually cry and transform without encountering a player. The Maneater can be brought outside or teleported back to the ship, which will result in a guaranteed transformation, even if brought back indoors.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can mimic player voices
  • Can set off Big Berthas
  • Have their HP normalised to be 5 shovel hits or 1-2 shotguns blasts depending on range, instead of 12 hits regardless of damage source, making most damage sources more viable but the Knife less viable
  • Spawn with random little cosmetics, and says "Yippee"
  • Drops a body on death
  • Strategy/Summary: The Maneater is an entity that cannot be ignored by players. As soon as it is heard roaming around or crying, players should try and locate it and identify if it is still a Baby or not. If it is still a baby, care must be taken to stop it from crying, not let it wander too far, and keep an eye out for it puking after crying to indicate it is close to transforming. Damage from sources other than players such as Shotgun Traps in the Toy Store or stray turret bullets can cause an early transformation into an Adult. Players can decide whether to dedicate a babysitter for the Maneater to try and prevent it transforming, though in most cases it will eventually transform regardless. Killing a Maneater is always a good idea, though it will require the use of a strong ranged weapon or clever use of the environment, such as a Locker enemy or Spike Trap. One of the easiest environmntal kills on a Maneater is to bait it into a Prison Mine and then smack it rapidly before it can escape. Another is to enrage it next to a turret, then strike the turret and jump on top of it whilst it shoots in a circle, hopefully killing the Maneater. The last is to bring the Maneater to a rapid "automatic" Spike Trap, and try to time placing it under to hopefully crush it after it transforms. In all these cases, the Maneater can be led there fairly easily, so long as the player is careful not to hold them for too long (as this will otherwise force it to cry and make it difficult to calm down). The Maneater can also be avoided by dumping it outside (and praying it doesn't camp the exit or find it's way back to the ship, which are both real possibilities), or trying to trap it in a room with a Lockpicker (care must be taken with this as the Lockpicker noise itself will make it cry, and it way wander to the door and try to escape prematurely). If dumped outside, running it over with the Cruiser can be another way to dispose of it. Once transformed, if not trapped, players must be extremely cautious, as the Maneater will usually find its way to them and can be very difficult to escape from.
Nutcracker
  • Name(s): Nutcracker
  • Mod: Vanilla
  • Appearance: A tall wooden figure of a Nutcracker statue, wearing the outfit with a black hat and boots, pale face, red coat and blue trousers, armed with a Shotgun. When scanning around, it's head opens to reveal a fleshy eye that squints and looks around the room.
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  • Power Level: 1
  • Spawn Cap: 10
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: 1x at 0 being alive, decreasing slightly to 0.88x at 1 being alive, increasing up to 1.7x at up to between 5-8 being alive, then decreasing down to 1x at 8-10 being alive.
  • Health: 5, but invincible whilst the eye is covered
  • Body Value: 50-70 (Body), 50 (Shotgun)
  • Damage: 5-100 (Shotgun, depending on proximity to the blast) / Instakill (Melee)
  • Behaviour: Patrols around randomly whilst being "blind", gradually exploring more of the interior. Occasionally it will stop, open it's eye, and scan around the environment. After completing a full 360-degrees scan, it will resume patrolling. It will scan more frequently if players are nearby. Upon spotting a player move whilst scanning (such as head movement, body movements, switching items, emoting etc.) the Nutcracker will become aggro'd. It can also become aggro'd by walking into a player (causing it to instakill them with the kick), or from being attacked. Whilst aggro'd, it will chase and shoot any players it sees, regardless of if the player is the one that moved originally. After a while of not seeing any more players to shoot at, it will return to patrolling like normal. When shooting, the Nutcracker will first stand still, fire a shot in the direction of the target after a small delay, then move closer and attempt to fire it's second shot at them upon seeing them again. For the 2nd shot onwards, it will also tip-toe forwards whilst preparing to fire instead of standing still. After firing the 2 shots, it will stop to reload, then resume. Upon being damaged down to 1 HP, the Nutcracker enters a frenzy mode, where the delay between shots becomes almost instant, making it much harder to fight. The Nutcracker can see a very long distance, able to spot and shoot players from outside of audible range at times. The Nutcracker is immune to damage whilst it's eye isn't visible (so whilst patrolling).
  • Most Common Moon(s):
  • Modpack Changes:
  • Drops a body on death
  • Can set off Boombas / Big Berthas
  • Strategy/Summary: The Nutcracker is an enemy that should almost always be attempted to be killed whenever the player has a means to, as the Shotgun it drops is very useful, along with a decent value body. Killing one initially normally requires a Shovel. Doing so requires the attacking player to strike the Nutcracker with hit/run tactics, by coming out of cover to bait it to shoot, entering cover whilst the shot goes off, then coming out to smack it, and repeating. The best window to strike it is after it does 2 shots and is reloading. However, since you can only get 2 hits in safely before it finishes reloading, and it has 5 total HP, and it enrages on 1 HP, the best strategy is to smack it once, hide, then smack it twice after baiting out it's 2 shots, then hide and repeat a 2nd time to finish it off. This way, the Nutcracker is killed whilst still reloading on it's lowest HP, bypassing having to deal with it on rage mode. If the player is fortunate to have a Rocket Launcher, already obtained a Shotgun, or can use sometime like a Landmine or Turret nearby, the Nutcracker can be killed quickly without the use of a Shovel. After being stunned with a flashbang, it can also be killed quickly with Shovels or Knives before it can awaken again. Care must be taken to never walk directly into a Nutracker, even when patrolling, as it will instakill the player with a kick. Communication when it is scanning to avoid players triggering it is important, as once it is enraged it becomes dangerous to everyone. If there is no means to kill the Nutcracker, it can generally be safely avoided when not dealing with other threats, but it becomes extremely deadly when paired with anything else, as almost all other enemies force the player to move or react in some way which will trigger the Nutcracker. Nutcrackers can sometimes be killed by friendly fire from other Nutcrackers getting in the way. Nutcrackers can be detected before even going indoors via scanning on the terminal and seeing that a "Shotgun" is listed as a scrap indoors (though this also possible from an Enforcer Ghost too).
Jester
  • Name(s): Jester, Jack in a Box
  • Mod: Vanilla
  • Appearance: A purple/red Jack in the Box with legs and yellow decals on each face of it's body, with 1 human arm on the side of it's crank and 2 human legs, with no other harm or visible head. When popped, it reveals a giant skull with fleshy tendrils attaching it to the box.
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  • Power Level: 3
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: 0.8x at the start of the day, gradually increasing up to 1x by the end of the day
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: Instakill
  • Behaviour: Roams around silently, looking for players. Upon finding one, it will briefly follow them (13s-18s), before stopping and winding it's crank. After winding (42s), it will pop open. If any players are inside in the interior still, it will sprint over to them if it can reach them, gradually increasing in speed and stomping around as it moves and instaklling the player if it manages to reach them. It will not go back to it's passive state until it detects all players are outside the interior. After this, it will go back in it's box and resume roaming around randomly.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can mimic player voices
  • The animation for the hand cranking speeds up as it gets closer to popping (No effect on winding speed)
  • Can set off Landmines / Boombas / Big Berthas
  • Strategy/Summary: The Jester is a very simple but deadly enemy, since it is unkillable by normal means, extremely fast once popped, and able to know where all players are inside the interior. The best counterplay is to avoid the Jester as much as possible if you happen to see it before it sees you, as this prevents it following anyone and subsequently transforming. Skillful players can bait the Jester over to an area to trap it via a Security Door / Lockpicker so they no longer have to deal with it, but this requires gradually moving it closer to the spot, as once it begins winding it isn't possible to move it. Once it pops, notices everyone is outside, and then goes back to passive, players trying to trap it must IMMEDIATELY head back to where it was before it has a chance to wander deeper into the interior, or else any progress made bringing it to the capture area is lost. Tools such as a Flaregun can be quite effective at baiting the Jester away to buy yourself time when trying to escape. The Jester is at it's most deadly when it arrives unexpectedly, due to poor communication, or when a player is lost deep in the interior and encounters one. Under such circumstances, very little can be done to survive besides hoping to find an exit quickly or teleporting out. Care must be taken when a Jester is following prior to winding, as it can block doorways and trap players if it starts winding on top of one.
Ghost Girl
  • Name(s): Ghost Girl, Girl, Dress Girl
  • Mod: Vanilla
  • Appearance: A small pale child with brown hair and a red dress, with a weird filter effect over her that makes her stand out compared to her surroundings. In our modpack, she has a reskin to look like Koishi; with a green/yellow dress, light green hair and a black hat.
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(Koishi Variant)

  • Power Level: 2
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: N/A
  • Health: Invincible, even to Earth Leviathans
  • Body Value: N/A
  • Damage: Instakill
  • Behaviour: Spawns within line-of-sight of a player it is assigned to haunting, and is invisible to all other players. This player is usually the one with either most scrap collected, or the highest insanity level (which is generally determined by how much they are alone, and how often their fear level is increased by things like bodies and enemies). A breathing sound can be heard whilst she is stalking them. Everytime the haunted player looks at Ghost Girl whilst she is stalking them, she has a chance to either stare back or run away briefly before appearing at a new location to watch the player from. After enough times of this repeating, she will aggro, chasing after the player and instakilling them if she manages to touch them. If the haunted player dies, she will swap targets to a new player. Typing "death note" into the terminal will allow players to coaz her into haunting someone else, which has a chance to either succeed or cause her to immediately start chasing the current victim. When a Ghost Girl has spawned, regardless of who she is haunting, various spooky things will occur such as doors opening/closing on their own, lights flickering, ship doors malfunctioning etc. These effects already occur on some Haunted moons, but occur consistently and more often when Ghost Girl is present, regardless of the moon. Ghost Girl is unable to directly harm players she is not haunting.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can mimic player voices
  • Once spawned on any moon that isn't classed as "Haunted", Hauntings will begin to happen, such as the ship doors malfunctioning, lights flickering, signal translator messages appearing etc.
  • The shower will actually scare away Ghost Girl now
  • "death note" can be typed into the terminal to try to get them to haunt a different player
  • Strategy/Summary: Since Ghost Girl advances through her phases of behaviour by being observed by the haunted player, she can be neutralised by simply not looking at her. This however becomes hard to avoid doing when accounting for sight-related enemies like the Coilhead and Bracken. For this reason, it is a good idea for the Haunted player to stay at the ship, as they can safely observe the terminals without aggro'ing her. Otherwise, all that can be done is to look out for her, and be prepared to run away from her if chased, using stuff like level geometry to regain stamina and hide for a bit. The shower furniture can also be used to scare her away for a bit. "Death note" can be typed into the terminal to bait her to go after someone else, which could be useful if another player would be more capable of handling her, but it runs the risk of causing her to instead immediately attack the currently haunted player instead.
Country Roads Creature
  • Name(s): Country Roads Creature, Skinny Man, Daddy Long Legs, The Creature
  • Mod: CountryRoadCreature
  • Appearance: A tall, slender, pale-white humanoid with very long limbs that crawls around on all fours, with a big smile, bald head and glowing white eyes.
image
  • Power Level: 3
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: Instakill after the grab animation
  • Behaviour: Roams around randomly looking for players, only able to see in front of it. Upon seeing a player, it stops and stares at them, playing a spooky sound effect and making the lights flicker. It then roars and chases after them. If the player manages to break line of sight of it, it will search around that area for them before roaming off elsewhere. Whilst not initially fast, the CountryRoadsCreature gradually increases in speed from the moment it first spots a player, up to it's max speed. It's speed never decreases. If it manages to succesfully grab and kill a player, or it is struck by a player, it will immediately hit max speed and remain like that for the rest of the moon trip. Players can strike it with a shovel to save a teammate that is grabbed during the brief window before it kills them. It has no relation to the CreatureHand and CreatureHead scraps besides appearance.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can mimic player voices
  • Can set off Landmines / Boombas / Big Berthas
  • Max speed multiplier increased from x2.4 --> 3x
  • Strategy/Summary: CountryRoadsCreatures are stealth-based enemies. Much like a Jester, communication between teammates and avoiding them is important. If a single person dies to one, everyone else will suffer as it will remain at max speed for the rest of the moon trip. For this reason, it is advised to try to die to anything else when cornered by one. Prior to being chased, players should do their best to avoid being seen, so that it can never begin increasing it's speed. Trapping one is very advantageous but difficult to do, with the only reliable way being to use a Security Door or sacrificing a player to bait it deep into an enclosed area to be sealed with a Lockpicker. Whilst grabbed players can be saved via stuns or another player striking it with a shovel, this doesn't help much as soon after it will pursue at max speed.
Duck
  • Name(s): Duck, Duck Song
  • Mod: CodeRebirth
  • Appearance: A yellow Duck with a very cartoony appearance, with an orange beak and large black and white eyes. After killing a player, it becomes blood stained.
image

image

(Blood stained skin after a kill)

  • Power Level: 2
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: Starting at 0.7x at the start of the day, increasing up to 1x by 2/5 of the day, gradually decreasing down to 0.84x by the end of the day
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: 0-100 (Grape), 50-200 (Lemonade)
  • Damage: Instakill if the task is failed
  • Behaviour: Roams around the facility looking for players. Upon spawning, plays the Duck Song audio globally, but is otherwise silent. Upon finding a player, it chases after them to "haunt" them, where if it reaches them it begins singing the Duck Song whilst instructing the player to collect a Grape it spawns somewhere randomly in the interior, which is marked and visible to the "haunted" player. A timer for 2 minutes then begins. If the player finds and picks up the Grape in time, the Duck is happy and wanders away, becoming passive for a while and ignoring players. It has a chance to request a 2nd item instead though, making the player find a Lemonade as well. After wandering away passive, it will eventually begin searching for players again and repeating the process. If a player fails to find the item in time, it will instakill them and turn their body into a lemonade stand. The Duck can follow players outside, but it's instakill attack acts instantly regardless of the proximity of the player to the Duck. Striking the Duck with a weapon will just anger it, causing the timer before it kills the player to be shortened.
  • Most Common Moon(s):
  • Modpack Changes:
  • Decreased power level
  • Strategy/Summary: The Duck is both a profitable and dangerous entity. It is profitable because the Grape and Lemonade scrap tied to it is spawned in by the Duck each fetch-quest it creates, meaning it is (technically) able to generate an infinite amount of scrap for players to collect. The Grape and Lemonade are of a decent value as well. Once the fetch-quest is completed, the entity is harmless for a while. The problem with the entity is when the player is unable to locate the scrap, such as when it spawns in a very large interior, behind a locked door or other inaccessible place, or if the player is already busy with something else (last player left alive trying to get out). Failure to get the scrap in time results in instant-death, which is where the danger lies. Therefore, the strategy with the Duck is to either avoid it if it is troublesome, or seek it out if you can spare the time to locate the scrap it spawns. When the Duck wanders off after a quest is finished, it may be possible to trap it in an enclosed space. The Duck can be easy to spot due to it's bright colours that glow in dark areas. If a player is spotted who does not have the time or ability to locate the scrap, it might be advisable for them to rush back to the ship and leave asap if possible to hopefully avoid getting killed. The worst time a Duck can spawn in this way is during Meltdown, as the player would be attempting to escape with the Apparatus, and instead would need to either leave asap or waste time finding the scrap. Since the Duck's quest sequence only starts once it reaches a player, it's possible to just run away from it to prevent being locked into the quest.
Ethereal Enforcer
  • Name(s): Ethereal Enforcer, Enforcer Ghost, Green Ghost, Shield Ghost, Shotgun Ghost, Bodyguard Ghost
  • Mod: Haunted Harpist
  • Appearance: A cartoony green-tinted Ghost carrying a Shotgun, often with a blue forcefield around it
image
  • Power Level: 2.5
  • Spawn Cap: 3
  • Spawn No.: 3
  • Time Spawn Curve: 0x at the start of the day, gradually increasing up to 0.3x by 3/4 of the day, shooting up to 1x by the end of the day
  • Group Spawn Curve: N/A
  • Health: 3 + a shield with 1 hit that regenerates every 25s
  • Body Value: 50 value Shotgun, no extra shells
  • Damage: 5-100 (Shotgun, depending on proximity to the blast)
  • Behaviour: Very slowly roams around the interior, often following each other in a chain behind a Bagpipe Ghost. Due to bugs, it may sometimes spawn without a Bagpipe Ghost or without other Enforcers. If the Bagpipe Ghost is attacked, or if the Enforcer is alone, it will aggro onto any players it sees. Upon doing so, it will rotate to face them and fire the Shotgun almost instantly whenever a player is it's line of fire, having to then reload after 2 shots. Drops the Shotgun on death. Seems immune to friendly fire from other Enforcer Ghosts. Once aggro'd, it never goes back to being passive.
  • Most Common Moon(s):
  • Modpack Changes:
  • Increased turn speed as it was too slow
  • Decreased health from 6 to 3
  • Strategy/Summary: Enforcer Ghosts can be detected before even going indoors via scanning on the terminal and seeing that a "Shotgun" is listed as a scrap indoors, though this is possible from a Nutcracker as well, so looking out for the "Bagpipe" of the respective Bagpipe Ghost can help too. They are deadly enemies for the same reasons Nutcrackers are, in that the Shotgun they use can instakill with a decent range, and can still deal heavy damage at further ranges. Enforcers are also starkly different to Nutcrackers in how they must be handled. "Peaking" out of cover to bait out shots like with a Nutcracker is ill-advised, as the Ghost will fire almost immediately. Instead, players should wait until the Enforcer Ghost makes its way to a corner, then immediately sprint and jump around the corner over the ghost to get behind it. The Enforcer Ghost lacks a melee attack, and turns rather slowly compared to most enemies, making the best strategy to kill it being to smack it from behind and keep spinning around it to avoid it's shotgun. With some practise, this can make it much easier to kill than a Nutcracker. The true threat of Enforcers is that they can't be as easily cheesed with a Shotgun compared to Nutcrackers, as they come with a shield that negates the first attack that hits it and refreshes every 25s, meaning more Shotgun ammo has to be wasted on it. The fact they also tend to spawn in groups can make fighting them trickier. In any case, so long as you have a shovel, it is usally a good idea to try to kill them as soon as possible to obtain the Shotguns and not worry about them anymore.
Puppet
  • Name(s): Puppet, Doll, Mannequin
  • Mod: CodeRebirth
  • Appearance: A small wooden doll with a red pin in it. Can sometimes rarely have other brightly coloured skins.
image
  • Power Level: N/A
  • Spawn Cap: N/A
  • Spawn No.: 1
  • Time Spawn Curve: N/A
  • Group Spawn Curve: N/A
  • Health: N/A
  • Body Value: 32-64 (Puppet Scrap spawned when Manor Lord is killed)
  • Damage: 25 to it's attached player upon touching any enemy (even harmless ones), instakill if it receives instakill damage (Such as a Landmine explosion)
  • Behaviour: Doesn't spawn naturally, is created by a Manor Lord whenever it grabs a player. Once spawned, it will follow the associated player, including following them outside. If the player gets too far away, it will teleport to the player. Anytime a player touches it, it is kicked away and falls over, before getting up and following again. Anytime an enemy touches it, it will damage the associated player (even if the enemy that touches it doesn't deal contact damage, such as the Blue Lobster or Tulip Snakes.), and it will instakill the associated player if it receives instakill damage, such as from a Landmine. If the associated player dies, it despawns. If the Manor Lord that created it dies, it will also die and turn into a scrap.
  • Most Common Moon(s):
  • Modpack Changes: N/A
  • Strategy/Summary: Puppets are annoying and dangerous as they effectively give the player a second hitbox to worry about, and cause some entities like the Blue Lobster to be much more deadly than usual since it will be able to damage the player via the doll easily. It also naturally makes combat much trickier, as both the enemy being fought and the player themselves can hit the doll, which will hurt the player. The best strategy to deal with dolls is to avoid being grabbed by the Manor Lord in the first place. If a doll is spawned, all a player can do it try to their best to keep the doll safe, by avoiding enemies/traps and kicking it away from harm. Since the doll teleports to far away players, running away to force a teleport can be a good way to keep it out of danger. Killing the Manor Lord will turn the doll into a profitable scrap, but fighting the Manor Lord is tricky and will require the player to repeatedly kick the doll away from the Manor Lord, as he will specifically target the doll instead of the player.
Slenderman
  • Name(s): Slenderman, Faceless Stalker
  • Mod: FacelessStalker
  • Appearance: A very tall, pale, white skinned humanoid with no features, wearing a black suit with a red tie. When enraged, it sprouts black tentacles that it uses to move.
image
  • Power Level: 1
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: N/A
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: None, though his associated pages have a base value between 50-120
  • Damage: Instakill
  • Behaviour: Normally only spawns once a page scrap is collected. Upon doing so, he will pick a player to haunt and begin making a global "booming" noise to signal that he has spawned. After 35s, he will stalk a player. Whilst stalking them, he will spawn within line of sight and stare at them. If he cannot find a spot, he will teleport every 10s or so until he does. He is invisible to all players except the one he is haunting. He will appear invisible to the haunted player at first, but will flash visible if directly spotted and play a noise. It behaves like a game of hide and seek, where he spawns within line of sight and must be looked at to "scare away", all the while playing a static noise as his anger rises that only the haunted player can hear. If the player fails to look at him, he will enrage, becoming visible to everyone and sprouting tentacles, as he charges at the haunted player for 10s, trying to instakill them on contact. If he doesn't get to them in time, he will dissapear, and then may start haunting a different player. When the associated player is killed, he will pick a new target to haunt, repeating until everyone is dead. If he chases a player and they seal him outside with the ship door, he may choose to attack another player nearby instead out of spite.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can mimic player voices
  • Only spawns from pages being taken
  • It finds a place to stalk players from faster
  • It stalks players for only half as long before it starts chasing
  • It chases players for only half as long before disappearing
  • The chance for it to play a noise when it finds a stalking spot as well as when it starts approaching a player is increased to 100%
  • Strategy/Summary: Slenderman is extremely oppressive. This is paired with him only spawning once a page is taken. The best strategy with him is to avoid picking up a page until all other scraps are collected and it is near the end of the day, to leave before he is able to kill anyone. If he does spawn earlier, either due to a page or some other effect, then any future pages found during the moon trip can be taken without consequence. The haunted player should make sure notify allies that they are being haunted, avoid doing really important tasks whereby them dying would be especially bad, and try to find Slenderman whenever he is stalking by listening for the static noise and going to it. Failure to do this and observe the Slenderman causes his rage to increase, which inevitably leads to him enrgaging after the player. It is hard to escape Slenderman when chased due to his speed, with the best strategy often being to shut the ship door, or try and duke him around the door. Sealing him outside will cause him to target another player there though, which could still result in a death. As sealing him outside when he chases causes him to target someone else, this could be done tactically to make everyone "take turns" with Slenderman across the moon trip, by having him swap to someone else. Whilst a haunted player can be designated to ship duty, this is less effective than with Ghost Girl, since Slenderman requires being looked at to be handled, not be ignored like Ghost Girl, which takes away the ship guy's attention.
Mistress
  • Name(s): Mistress, Ghost Lady, Ghost Woman, Lady in Blue
  • Mod: CodeRebirth
  • Appearance:
image
  • Power Level: 2
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: Instakill
  • Behaviour: Upon spawning, begins stalking and haunting a player. No other player can see it except the one being haunted. It will appear at random points within line of sight, staring at the player. When observed or approached, it will eventually dissapear and pick a new location immediately to stalk them from. Eventually, it will try to "attack" the player, by forcing them to look in her direction and pulling them in, like a siren in folklore. The player must resist by walking away and trying to break line of sight of her and turn the camera away more. If the play is succesful in escaping the gaze, she will stop and then begin haunting again not long after. If they fail, they are restrained and teleported to her, and then executed via a guillotine. If playing solo or if this is the last player alive, this results in a loss. If another player is alive, the player will be turned into a "severed head" scrap, and be unable to move, but they can still see and speak whilst in this state. This state is only removed once the ship leaves and the player goes into orbit.
  • Most Common Moon(s):
  • Modpack Changes:
  • Has a 2x spawn multiplier during Snowfall, Blizzard, Eclipsed, Blackout and Solar Flare
  • Has a 3x spawn multiplier during Foggy
  • Strategy/Summary: Similar to Ghost Girl and other "haunting" entities, the affected player should pay attention to where she is, notify their teammates, and avoid being tasked with important jobs in case they end up dying to the entity. There isn't much counterplay outside of just breaking her gaze whenever they are affected to avoid death. This gaze is especially deadly when combined with other enemies, as it makes it impossible to avoid many other enemy attacks, or do things like turn around to look at a Bracken or Coilhead for example.
Void Head
  • Name(s): Void Head, Dark Springman
  • Mod: WesleysInteriors
  • Appearance: A large, floating severed head of what appears to be a Coilhead, though pitch black with glowing white eyes
image

(Abduction Eyes)


image

(Void Head)

  • Power Level: 0
  • Spawn Cap: 2
  • Spawn No.: 1
  • Time Spawn Curve: N/A
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: Instakill
  • Behaviour: Only spawns inside the Rubber Rooms interior inside a dark pocket dimension area. Outside of the pocket dimension, small white eyes can occasionally be seen, that when touched teleport the player into the pocket dimension with the void head, abducting them. The Void Head inside the pocket dimension behaves similarly, to a coilhead, only moving when looked at and insta-killing them on contact. However, it does not roam on it's own. Instead, it be encountered by a player entering line of sight of it first. Also like a coilhead, it seems to deal no contact damage when touched if it is being watched.
  • Most Common Moon(s):
  • Modpack Changes:
  • N/A
  • Strategy/Summary: There isn't much unique strategy to it besides the standard coilhead practise of looking at it prevent it attacking you, and keeping some distance. The pocket dimension area itself has some scraps, so it may be worth touching the abducting eyes to get sent there for loot. Otherwise, players should look out for the abducting eyes and avoid contact to avoid being sent there.
Red Pill
  • Name(s): Red Pill, Obunga, Nextbot
  • Mod: Vanilla (Unused)
  • Appearance: A flat 2D image of "Obunga", a distorted image of Obama thats always seems to face the player. It moves around chasing them, much like the Nextbots seen in games like Garry's Mod and Roblox. Emits an orange glow.
image
  • Power Level: 2
  • Spawn Cap: 0
  • Spawn No.: 1
  • Time Spawn Curve: 1x at the start of the day, down to 0.67x by 1/10 of the day passing, all the way down to 0x by the end of the day
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: Instakill
  • Behaviour: Knows where all players are and moves towards the nearest player, instakilling them on contact. Has no other behaviours.
  • Most Common Moon(s): IKEA
  • Modpack Changes:
  • Can spawn on IKEA, whereby it normally can't spawn at all in Vanilla
  • Strategy/Summary: Due to it's primitive AI as a testing entity, all that can be done is avoid it. It's position can be given away by it's orange glow. Since it knows where all players are, it is expected to find them eventually, so players should be very cautious. It is fairly easy to trap, as it cannot open doors.

Outside Enemies

Low-Threat Enemies

Manticoil
  • Name(s): Manticoil, Bird, Double Wing
  • Mod: Vanilla
  • Appearance: A small yellow bird, seen either flying around or perched on the ground.

ManticoilFlee

  • Power Level: 1
  • Spawn Cap: 16
  • Spawn No.: 1
  • Time Spawn Curve: (Daytime) 1x at the start of the day, rising to 1.1x by 1/3 of the day, then rapidly decreasing to 0x by the end of the day
  • Group Spawn Curve: N/A
  • Health: 2
  • Body Value: 10-15
  • Damage: N/A
  • Behaviour: Swaps between flying around randomly, or perching down on the floor, often clustering in groups for both. When approached by players, they are frigthened and fly away. At midday, they despawn.
  • Most Common Moon(s):
  • Modpack Changes:
  • Drops a body on death
  • Can setoff Landmines / Boombas / Big Berthas should it ever find itself in the presence of one
  • Is targeted and killed by Turrets
  • Strategy/Summary: As these entities are passive, there isn't much strategy to them as they can largely be ignored. They are targetted by Old Birds which can make for a distraction, but this isn't very useful as they leave by midday, whereas Old Birds tend to wakeup near the end of the day. Manticoils can be killed by hostile entities walking into them, meteors, and even players if they are able to sneak up on them and strike them as they try to fly away. They drop a low value scrap though, so it's usually not worth the effort to try to hunt them.
Roaming Locust
  • Name(s): Roaming Locust, Bugs, Docile Locust Bees
  • Mod: Vanilla
  • Appearance: A swarm of flying tiny bugs that slowly move around together, and dissipate when approached by a player.
image
  • Power Level: 1
  • Spawn Cap: 5
  • Spawn No.: 1
  • Time Spawn Curve: (Daytime) 0.5x at the start of the day, rising to 1x by the middle of the day, then cutting off
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: N/A
  • Behaviour: Slowly roams around randomly. They dissipate when approached by a player, but still remain there invisible with no scan node. After a while, the insects visibly return back to the Locust swarm.
  • Most Common Moon(s):
  • Modpack Changes: N/A
  • Strategy/Summary: No strategy to note as they are completely harmless. Very new players may be slightly confused by them and mistake them for Circuit Bees, but this is usually dispelled quickly once they see the two.
Tulip Snake
  • Name(s): Tulip Snake
  • Mod: Vanilla
  • Appearance: Small grey lizard like-creatures with wings and a brightly coloured frill on their head.
image
  • Power Level: 0.5
  • Spawn Cap: 12
  • Spawn No.: 4
  • Time Spawn Curve: (Daytime) 0.5x at the start of the day, rising to 0.85x by 1/3 of the day, then gradually increasing to 1x by the end of the day
  • Group Spawn Curve: N/A
  • Health: 1, 1% chance to be instakilled by a LethalHands punch
  • Body Value: 10-20
  • Damage: N/A, though dropping players can cause fall damage, as well as jetpack damage when ramming into a wall quickly
  • Behaviour: Runs around outside searching for players. Upon seeing one, it will chase after them and try to lunge at them. If they manage to hit a player, they will latch onto their head. Several can latch onto a player at once. Periodically, they will then flap their wings, which will be in sync with other Tulip Snakes attached to the same person. If enough are attached and do this at the same time (2 or more) the player will be lifted into the air, and can control their flight with jetpack-like controls. After a while they will stop, abruptly dropping the player to the ground. This will repeat a few times, until they get "bored" and jump off the player. After this, they become "docile" for a bit, completely ignoring players but roaming around as normal. Eventually they begin searching for players again.
  • Most Common Moon(s):
  • Modpack Changes:
  • Drops a body on death
  • Can setoff Landmines / Boombas / Big Berthas should it ever finds itself in the presence of one
  • Is targeted and killed by Turrets
  • Has a 1% chance to die to LethalHands punches
  • Strategy/Summary: Tulip Snakes are a nuisance enemy. Unexpecting players can be killed by them by being dropped from high in the air, led off cliffs, or crashing into a wall or tree too fast (much like with a jetpack). They also produce noise which attracts Eyeless dogs later in the day, as well as slowing down the player and obscurring their vision, and making them a target for Anti-Air traps. For this reason it is generally beneficial to kill them as soon as possible to prevent issues later on. However, players with some experience can actually use Tulip Snakes to evade danger by flying over enemies and skipping sections of the terrain. Whether to keep them around or kill them should be determined early, so players then plan how to play around their presence/absence later in the day. Caution should be advised when taking Tulip Snakes indoors, as they can setoff traps (including Big Berthas), so it is generally ill-advised to let them wander off indoors.
Horseshoot Crab
  • Name(s): Horseshoot Crab, Horseshoot, Horseshoe Crab, Horse
  • Mod: Surfaced
  • Appearance: A small brown teardrop shaped Horseshoe crab, with a diamond shaped tail that changes colours depending on strength (Green for normal, yellow for stronger, red for strongest)
image
  • Power Level: 0.1
  • Spawn Cap: 3
  • Spawn No.: 5
  • Time Spawn Curve: (Daytime) 1x at the start of the day, gradually decreasing down to 0.5x by the end of the day
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: N/A, but the launch can deal fall damage
  • Behaviour: Has 2 AI types. Both slowly roam around randomly on the surface by making small slide motions. One type "ignores" players, and just does this regardless of what players are doing nearby. The other acknolwedges players, and will turn to face away from them whenever they are near, showing their tail to them. When stepped on by a player, they are launched by the tail in the direction the Horsehoe is facing, like a "flipper". The colour of the tail affects the launch strength. They always spawn with green tails, but if they receive "damage" they are not hurt but instead will cycle through their tail colour from Green --> Yellow --> Red --> Back to Green etc. They can also be pushed away by players in whatever direction the player is facing.
  • Most Common Moon(s):
  • Modpack Changes: N/A
  • Strategy/Summary: Horsehoots are a largely beneficial creature, as their launch mechanic can be used to quickly and reliably launch players past hazards, up onto hard to reach spots, or to bypass enemies. As only players can take advantage of the mechanic, it gives them an edge against other entities that might be chasing them. The fact they can be pushed too helps with this. The downside to Horsehoot crabs is stepping on them unexpectedly can get players killed by launching them INTO danger, off the map etc. Generally, the yellow and red tails of the Horseshoot should be avoided, as this launch distance is high enough to cause players to receive fall damage, whereby the green one is instead safe (so long as the landing destination is the same world-height or higher than the world-height of the green-tailed Horseshoot crab launching them.). Do note weathers such as Stormy and Meteor Shower are much more likely to cause yellow/red Horseshoot crabs to occur, as they can randomly damage themm. Since Horseshoots make a distinct "sliding" noise as they move around, players can listen out for it and then tread carefully when one is nearby to avoid an unexpect launch. Horseshoots are also less useful if they happen to have the "ignoring" AI, as it is random if they decide to face in a direction beneficial to the player.
Peepers
  • Name(s): Peepers, Starfish, Eyes
  • Mod: Peepers
  • Appearance: A small dark-grey/black starfish like creature, that runs around on 2 "legs", with a bright yellow eye in the middle
image
  • Power Level: 0
  • Spawn Cap: N/A
  • Spawn No.: 4
  • Time Spawn Curve: N/A, uses custom spawning logic, presumably a high spawn chance at the start of the day that drops off
  • Group Spawn Curve: N/A
  • Health: 1, also dies to stuns like Stun Grenades and Radar Boosters, as well as Laser Pointers
  • Body Value: 15-20 (Common enemy remains)
  • Damage: None, but slows the player down
  • Behaviour: Spawns in a group of 4, and tends to walk around in unison together. Upon detecting a player in range (largely by sight), they will make a noise and then begin chasing after them, lunging at them with a jump once in range. If they hit a player during this lunge they will attach to them, adding weight to the player. If they miss, they will be briefly stunned and curled up into a ball, before getting up and resuming their previous behaviour. If the player they are attached to take any damage, they will also fall off and become stunned again briefly. Whilst attached to a player, they make whispering noises anytime another "enemy" is nearby that isn't another peeper. If attacked when not attached to a player, they die. They also die to stuns or lazer pointers being flashed in their eyes.
  • Most Common Moon(s):
  • Modpack Changes:
  • Drops a body on death
  • Since it can be spectated and spoken through, it can act as a way for dead players to reliably communicate with alive ones
  • Can setoff Landmines / Boombas / Big Berthas should it ever find itself in the presence of one
  • Is targeted and killed by Turrets
  • Strategy/Summary: Peepers are a nuisance enemy. Once attached to a player, they are largely detrimental as they slow them down and their noise will attract Eyeless Dogs. However, their noise can also help alert players when threats are nearby, most notably silent entities that can be hard to spot such as Snare Fleas, Brackens and Earth Leviathans. They can even detect invisible entities like Ghost Girl if they happen to be nearby, which can giveaway that said entities have spawned long before players would find out naturally. Still, in these cases just 1 Peeper being attached suffices; any extra ones just add extra weight for no benefit. Peepers can be killed to prevent later issues by first damaging the attached player, and then striking the stunned peepers on the floor before they get up. Peepers can also sometimes be snuck up and killed outside if players are quick to strike them before being noticed. Peepers also die to things such as the Ship Door, Stuns (Like Stun Grenades, Radar Booster flashes etc.) and Laser Pointers being shined in their eye (With all 3 methods meaning the attached player doesn't need to be hurt at all). Peepers can also be killed with a well-timed shovel swing in the middle of them lunging at a player, though this is hard to time, especially since they will all jump one after another. Similar to Tulip Snakes, letting them wander off indoors is ill-advised as they can setoff traps like Big Berthas, which can cause more chaos.
Boom Bird
  • Name(s): Boom Bird, Mic Birds
  • Mod: Biodiversity
  • Appearance: A small beige bird, with the head of a large square siren/speaker
image
  • Power Level: 1
  • Spawn Cap: N/A
  • Spawn No.: 1
  • Time Spawn Curve: (Daytime) 1x in the first 1/4 of the day, gradually decreasing to 0x by the end of the day
  • Group Spawn Curve: N/A, but overtime they duplicate and spawn more, with a very high cap
  • Health: 3
  • Body Value: N/A
  • Damage: N/A
  • Behaviour: Spawns in, and will path it's way as close to the side of the ship as it can get to. Upon reaching it, it will nest there. After nesting for a little while, it will "honk", which can either spawn another Boom Bird outside somewhere or mess with the electronics of the ship (Toggle lights, open/close with ship doors, switch the radar). If left uninterrupted, they will amass into a very large group. When attacked, they stop nesting and will run away for a bit, before returning to trying to nest near the ship. After 3 hits, they die. If they see a Radar Booster that is turned on, they will follow it instead of nesting at the ship and will prioritise interacting with it (Triggering the "Hello" and making it flash) over doing anything else, keeping them "occupied".
  • Most Common Moon(s):
  • Modpack Changes:
  • Can setoff Landmines / Boombas / Big Berthas should it ever find itself in the presence of one
  • Is targeted and killed by Turrets
  • Strategy/Summary: Boom Birds can be a very impactful nuisance enemy. Whilst 1 doesn't do much, 1 is enough to create an army eventually, that will make simple tasks like getting into the ship or using the radar much more difficult. Their impact is further multiplied by many modded changes in the modpack, such as the Ship Doors being able to crush players as well as attracting dogs, which makes them a far more deadly entity. Boom Birds should be killed on sight most of the time, and players should listen out for their footsteps to locate and kill them before they can reach the ship and spawn more. Alternatively, players can occupy them with a Radar Booster, which will prevent them from tampering with electronics and keep them occupied. For this reason, it can be a good idea to always leave a Radar Booster turned on near the ship in case some happen to spawn during the day. During Stormy weather, this setup will normally kill the Boom Birds too, as the lighting will target the Radar Booster. Another counter to them is to remember to leave a shovel at the front porch of the ship, in case players come back only to be locked out by Boom Birds, so they can dispose of the birds before trying to get back into the ship. However, in some niche scenarios Boom Birds can actually be useful. For starters, they can be left to multiply to farm them for Coins. Second, their Radar Booster spam can attract dogs towards them, and if enough spam it, they can even stunlock Giants caught in them. This can be hugely beneficial, as usually there is no way for solo players to use a Radar Booster to kill a Forest Giant effectively. This strategy requires letting the Boom Birds duplicate enough to be able to spam the Radar Booster frequently enough to actually be useful though, so players need to decide if this is worth doing.
Nemo
  • Name(s): Nemo, Fish, Clownhorn Fish
  • Mod: Surfaced
  • Appearance: A small, flying orange Clownhorn Fish with a black+yellow Clown Horn in it's mouth.
image
  • Power Level: 1
  • Spawn Cap: 2
  • Spawn No.: 1
  • Time Spawn Curve: (Daytime, though can also be found inside too) 1x at the start of the day, decreasing down to 0x by the end of the day
  • Group Spawn Curve: Starting at 1x when 0 are alive, gradually decreasing down to 0x by 10 being alive
  • Health: 4, Explodes when squeezed
  • Body Value: 15-20 (Common enemy remains)
  • Damage: 0-20 (Death explosion), depending on the proximity to it when it explodes.
  • Behaviour: Roams around randomly looking for players. Upon finding one, it will follow them inside/outside. Periodically, it will honk, which grants all nearby players a temporary buff/debuff. On death, or when interacted with, it will explode like an easter egg, dealing damage and knockback, and triggering 1 final buff/debuff.
  • Most Common Moon(s):
  • Modpack Changes:
  • Drops a body on death
  • Has its HP doubled to prevent accidental kills with a shovel
  • Has its spawn cap increased to 2
  • Is made much much rarer than normal
  • Mostly spawns daytime outside on moons rather than inside
  • Since it can be spectated and spoken through, it can act as a way for dead players to reliably communicate with alive ones
  • Strategy/Summary: Nemos are largely beneficial. Usually their debuffs are uncommon and only do minor stuff, such as restrict camera movement or make the player drop all their items for a bit. The positive buffs meanwhile include things like a huge speed / movement buff, fully restoring all health etc. It is common that when Nemo is following a player, they will get fully healed several times. Thanks to Nemo, it means buffed players can be more daring in combat due to the healing and buffs. The only downside to Nemo other than the random debuffs is that damage can cause it to explode. Whilst a well-timed explosion could be used to kill enemies, it usually just hurts players and causes more chaos. Just before the ship leaves, its a good idea to kill Nemo to get an extra scrap.
Urchin
  • Name(s): Urchin
  • Mod: Surfaced
  • Appearance: A large spiky sea urchin, that can be different sizes depending on stage of growth and can come in several colours, including pink, purple and blue.
image
  • Power Level: 0
  • Spawn Cap: 4, but often exceeds it
  • Spawn No.: 1
  • Time Spawn Curve: (Daytime) 1x at the start of the day, gradually decreasing to 0x by the end of the day
  • Group Spawn Curve: N/A
  • Health: 3, though big ones split into 2 more
  • Body Value: N/A
  • Damage: Around 8-13 damage, which increases as the Urchin grows in size.
  • Behaviour: Paths around randomly very slowly, though may move slightly towards nearby players or towards entrances/exits of interiors. After a while it will grow in size, where if it isn't killed, it will split into 2 smaller ones. Damages players that are too close by extending it's spikes slightly, with the damage increasing slightly depending on the size of it.
  • Most Common Moon(s):
  • Modpack Changes:
  • Will path to and can Enter/Leave the Facility at random intervals
  • Can setoff Landmines / Boombas / Big Berthas
  • Is targeted and killed by Turrets
  • Strategy/Summary: Urchins are a nuisance enemy. If left to duplicate, they can make navigating outside much harder, as well as camp entrances. They can also enter the facility and begin duplicating indoors, which makes getting out of the exits harder and makes them much more deadly due to the tight spaces as well as being able to trigger traps like Big Berthas. Whilst the damage is low, it is enough to finish off low-HP players, or to make them targets for the Aloe / Bruce. Unlike Tulip Snakes, Boom Birds and Peepers, Urchins serve no benefit to the player besides the fact they could be used to setoff traps indoors to clear them out, though their slow speed and unpredictable movement makes it hard to take advantage of. Generally, it is best to just kill Urchins as soon as possible, preventing them from duplicating further. This can be done fairly easily with a shovel, just by being careful to not get too close and get stabbed. Lighting during stormy on conductive items is another way they can be killed. Urchins can also die to contact with enemies such as Eyeless Dogs.
Redwood Titan
  • Name(s): Redwood Titan, Redwood Giant, Red Giant, Redwood
  • Mod: CodeRebirth
  • Appearance: A humongous towering red humanoid, with bright red eyes and a large open mouth filled with spiky teeth, with spikes on the outside of it's body. It has large tree trunk-like legs and somewhat stubby arms, with it's face in the middle of it's body rather than having a head.
image
  • Power Level: 3
  • Spawn Cap: 2
  • Spawn No.: 1
  • Time Spawn Curve: 0.3x at the start of the day, mostly increasing up to 1x halfway through the day, then gradually falling off to 0.8x by the end of the day
  • Group Spawn Curve: N/A
  • Health: 69
  • Body Value: 90-120 (Ultra-rare enemy remains)
  • Damage: 10 (Stomp AoE shockwave), Instakill (Stepped on directly)
  • Behaviour: Roams around randomly outside searching for Forest Giants, stomping the ground below. Upon seeing one, it will begin quickly stomping towards it, before attemtping to pick it up and eat it. It has also been seen doing the same to Old Birds and Driftwood Giants. Whilst it generally ignores players, it will stop to either kick or jump on top of players that get too close to it. It's passive stomping can instakill players caught directly under it, or deal AoE shockwave damage to players nearby.
  • Most Common Moon(s):
  • Modpack Changes:
  • Drops a body on death
  • Can setoff Landmines / Boombas / Big Berthas should it ever find itself in the presence of one
  • Is targeted and killed by Turrets
  • Spawn cap increased from 1 to 2
  • Will not spawn during Tornado or Meteor Shower
  • Strategy/Summary: Redwood Titans (Or Redwood Giants) are more of a nuisance than a direct threat. Whilst they can be beneficial since they hunt Forest Giants who are a much more oppressive and deadly entity, their sight can be unreliable, often requiring players to actually lead the Forest Giants near the Redwood, which isn't always guaranteed to work. Redwoods are more a threat when combined with other entities, as they deny the area around them to players, which can synergise nastily with any other entities that control the space well such as Ogopogos or Forest Giants. Another unique threat they possess is if they happen to be in the path of the ship as it is leaving, they can slip into the ship briefly, which is enough to push players outside of the ship and kill them. They can even be a threat to players inside the ship when it is landed, as sometimes their feet clip inside and can still damage players, so it's advised to stay alert and get out of the way.
Guardsman
  • Name(s): Guardsman, Shopkeeper, Lantern Head, Friendly Robot
  • Mod: CodeRebirth
  • Appearance: A towering, slender robotic entity with a yellow lamp for a head, with spiky claws and guns mounted on it's shoulder.
image
  • Power Level: 0
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: 0x at the start of the day, up to 0.7x by the middle of the day, up to 1x by the end of the day
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: Invincible
  • Damage: Around 5-20, depending on proximity to the explosions. High damage towards enemies.
  • Behaviour: Roams around randomly looking for any outside entity besides players. Upon finding one, it will chase after them, shooting them with it's shoulder cannons or picking them up to destroy them. This works even on invincible enemies it encounters outside. Can be spawned in using a Guardsman Phone, an item bought in the Oxyde store.
  • Most Common Moon(s):
  • Modpack Changes:
  • Will not spawn during a Solar Flare
  • Strategy/Summary: Guardsmen are an extremely rare beneficial creature. They target and kill all other outside entities much like Old Birds, but also ignore players. The threat they possess is that players can accidentally get caught in their friendly fire and be killed. So long as you stay out of it's line of fire, they can be safely ignored and left to attack other creatures. Guardsmen can be intentionally spawned in using a Guardsman Phone, which is bought in the Oxyde store.
Cutiefly
  • Name(s): Cutiefly, Butterly, Baby Monarch
  • Mod: CodeRebirth
  • Appearance: A small brightly coloured Butterfly
image
  • Power Level: 0.5
  • Spawn Cap: 6
  • Spawn No.: 1
  • Time Spawn Curve: 1x at the start of the day, all the way down to 0x by 1/3 of the day, staying down at 0x by the end of the day
  • Group Spawn Curve: N/A
  • Health: 1, dies to any attack or direct contact
  • Body Value: 15-20 (Common enemy remains), 90-120 (Ultra-rare enemy remains from the Monarch it spawns)
  • Damage: N/A
  • Behaviour: Roams around randomly, slowly flying over the area. If a player makes direct contact with it or attacks it, it will die instantly and spawn a Monarch. If the associated Monarch ever dies, the Cutiefly will respawn.
  • Most Common Moon(s):
  • Modpack Changes:
  • ?
  • Strategy/Summary: Cutieflys are a nuisance enemy. On their own they don't do much, but any contact with them will cause them to die and spawn a Monarch, which is a very deadly and oppressive entity. For this reason, players should be extremely careful to make note of any Cutieflys they see and be careful to not run into any. They blend in very well with the environemnt, so players should be patient when treading through to avoid stepping on one. Even if a Monarch spawns and is killed, the Cutiefly will reappear, so they must still be respected. Locating Cutieflys on purpose to farm Monarchs is a strategy, but their random movements combined with being silent doesn't do much to help players locate them.
Cactus Giant
  • Name(s): Cactus Budling, Cactus Giant, Friendly Giant, Desert Giant
  • Mod: CodeRebirth
  • Appearance: A wide, stubby Forest Giant (Tall humanoid with tree-like texturing) with Cacti growing on it's back and large hollow eyes.
image
  • Power Level: 2
  • Spawn Cap: 2
  • Spawn No.: 1
  • Time Spawn Curve: 1x at the start of the evening, down to 0.75x by halfway through the evening, down to 0.5x by the end of the day
  • Group Spawn Curve: N/A
  • Health: 10
  • Body Value: 70-80 (Rare enemy remains)
  • Damage: 5/15 (Cactus Attack, random between the two), 50 (Rolling attack, can be applied twice in quick succession resulting in an instakill)
  • Behaviour: Roams around slowly and randomly, until it stops and finds somewhere to "nest". From there, it plants it's hand into the ground, and will remain there, triggering an attack that spawns Cacti very close to any player it wants on the map, including players that are indoors. When attacked, it will stop this attack and curl into a ball, and then roll around semi-randomly, sometimes altering it's path to try and crush players nearby. Eventually it will stop and then resume it's original behaviour.
  • Most Common Moon(s):
  • Modpack Changes:
  • Has a 2x spawn multiplier during Heatwave
  • Strategy/Summary: Another nuisance enemy, the Cactus Giant can largely be ignored, so long as you prepare to strike their Cacti with a melee attack. Generally the Cacti avoid spawning directly on top of players, but weird edge cases may occur where this still happens. The Cacti can even spawn in the ship. It isn't hard to notice a Cactus Giant has spawned, due to the sudden Cacti emerging underneath players it is targetting. If players feel it is enough of a nuisance, or they have come prepared with an easy means of killing it (Ranged weapon, Cruiser etc.) they can try to hunt down and kill it. Fighting it Melee is ill-advised since it's roll attack deals very high damage (50), and can sometimes be applied multiple times to the same player instead of launching them away, resulting in an instakill. However, since the Cacti Giant is more of a nuisance as well as being in the outside-nighttime enemy pool in most cases, killing it could lead to far more deadly creatures spawning instead (some of which are invincible, like Earth Leviathans and Bruce.). Do note Cacti also spawn naturally on some Desert Moons, so sudden emergance of Cacti is the sign that one has spawned. This Cacti also naturally despawns overtime, further justifying why the Cactus Giant can be ignored.

Medium-Threat Enemies

Circuit Bees
  • Name(s): Circuit Bees, Red Locust Bees, Bees
  • Mod: Vanilla
  • Appearance: A swarm of dark-red bees that usually congregate in a ball around a hive, or spread out into a cloud-like swarm when roaming or chasing someone. When roaming/chasing, they produce a yellow-ish electrical particle effect and zapping noises.

BeeChase

  • Power Level: 1
  • Spawn Cap: 6
  • Spawn No.: 1
  • Time Spawn Curve: 1x for the first 1/10 of the day, then instantly shoots down to 0x for the rest of the day
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: 40-150 (Beehive, depending on distance to the ship)
  • Damage: 10
  • Behaviour: Spawns on top of a Beehive scrap, and remains attached to it, defending it from players that come near. When a player approaches, the swarm enrages and lunges out towards them, chasing them away from the Hive before returning back to it again if the player goes far enough. If the Hive is stolen, the Bees will enrage and chase the nearest player. If the Bees end up too far from their Hive, or are unable to path to it, they begin "Roaming", where they frantically move around in random directions until they either manage to locate and path to the Hive, or they find a player to chase and kill.
  • Most Common Moon(s):
  • Modpack Changes:
  • Strategy/Summary: Circuit Bees can be seen in 2 ways; as either a Hazard, or as a source of profit. As a Hazard, Bees are mostly a nuisance. So long as players don't go near their Hive, they aren't much of a threat. Bees can be baited away from their Hive briefly to give a window to pick it up and move it if the Bees happen to be in a bad spot. Bees become a deadlier hazard when paired with other entities or hazards, such as Quicksand, Water Floods or Eyeless Dogs, as these all impair player movement in some way that increases the odds of dying to the Bees or the associated hazard.

As a source of profit, the Bees have to be played around to obtain the Hive. This usually involves playing "hot potato" with the Hive, gradually bringing it back to the ship but being careful to not hold it for too long so that the bees don't manage to catchup and kill the player holding it. Once placed on the outside of the ship, the Hive can then be collected once the ship leaves, as the Bees are left behind. The challenge mostl'y comes in the correct positioning of the Hive, as placing it too close to the walls or front of the ship leads to players being able to accidentally "trigger" them. This becomes more complicated if several Hives are to be collected, as there is little space at the back of the ship, and players can die very quickly if they are stung by multiple Bees at once.

However, the true threat Bees possess is if they roam. Roaming bees normally occur when players run too far from Bees when carrying their Hive, resulting in them getting lost and roaming around. However it can also occur if another player takes the Bees' aggro in the middle of the Hive being moved, causing them to chase the wrong player and then end up Roaming. The most uncommon but most dangerous situation is when the Hive is completely inaccessible to the Bees, such as if it spawns inside of the terrain, or the Hive is somehow lost or destroyed. In any of these cases, Bees go from a nuisance to perhaps the most deadly outside entity in the game. They are fast, track well, and deal high damage. Whilst players can handle getting stung a few times briefly when moving a Hive in short bursts or running past them, being stung constantly by Bees with no Hive is a different story. Bees can also freely go in the ship or even up the ladder, and have no way to be killed. They don't harm other entities, and aren't even distracted by a kill animation when they succesfully kill a player unlike most other outside entities. Therefore, the job of someone collecting Beehives is not really to ensure they collect the Hive, it is instead to ensure they never let Bees roam. This is a higher priority than the small bonus profit from the Hive.

It should also be noted Beehives generally have a higher value the further they are from the Ship, though it is still random.

Baboon Hawk
  • Name(s): Baboon Hawk
  • Mod: Vanilla
  • Appearance: Large green bipedal creatures, with large wing-like appendages, large dark-red eyes and a long spiky "beak", with short tuffs of brown hair on their head, seen hopping around on all-fours
image
  • Power Level: 0.5
  • Spawn Cap: 15
  • Spawn No.: 2
  • Time Spawn Curve: (Outside) Consistent across the day
  • Group Spawn Curve: 1x at 0 being alive, increasing to 2x when 1 is alive, then 2.3x when 2 are alive, then gradually falling off to 1x at 4 being alive, then falling off further to 0.21x by up to 10 being alive.
  • Health: 4
  • Body Value: 15-30
  • Damage: 20 (Around 60 DPS)
  • Behaviour: Baboon hawks have very complex dynamic AI, but it can be simplified down to a few things. Generally, they roam around the map, sometimes pathing to entrances to do the same inside the interior, or they sleep at their nest. They tend to try to travel in groups, but can sometimes run off on their own. They pickup items they encounter, which they eventually bring back to their nest. Upon seeing a player or enemy, they tend to watch them and strafe back and forth near them. They may then attack the entity if they feel angry enough, or run away. They are more likely to attack the entity if they are in a larger group, have an "alpha" of the pack present, are larger in size, if the entity is close to their nest, or if the entity is low on health, all indicating more anger and aggression. For players, this also includes if they are carrying high value scraps or not, and if they maintain eye contact. Baboon hawks are also however scared of some things, such as being outnumbered, being stared at, or when encountered away from their nest. Their "anger" and "fear" are completely seperate, meaning some actions such as eye contact can increase both meters simultaneously, resulting in unpredictable behaviour. When close to an entity or player, regardless of if they are mad or not, they will rapidly bite and deal damage to them.
  • Most Common Moon(s):
  • Modpack Changes:
  • Drops a body on death
  • Can Enter/Leave the Facility at random intervals, resulting in them looting parts of the facility and bringing items back to their nest
  • Can setoff Landmines / Boombas / Big Berthas
  • Is targeted and killed by Turrets
  • Their nests are patched to spawn in better without being blocked
  • Strategy/Summary: Baboon Hawks are an unpredictable and therefore slightly complicated entity to deal with. If possible, it is almost always beneficial to just kill them, though there may be some slight benefits to keeping them alive, such as letting them slowly attack nearby entities, letting them loot items from indoors and bring them back to the nest, or letting them setoff traps indoors. However, their roaming behaviour, combined with them being very territorial and them purposefully attacking vulnerable players makes them a very dangerous entity to keep alive. When on low health or when carrying valuable items, it is recommended to be as far away from them as possible to avoid getting jumped by them. Whilst experienced players can take Baboon Hawks easily in a 1-on-1 with a melee weapon, it is best to attack them in a group, to reduce the window of time the Baboon Hawk has to lunge at a player and try to damage them. When fighting them, straffing back and forth to avoid their attack range but remaining close enough to strike them yourself is important, with it also being good to listen out for their roars as they prepare to charge at a player. Baboon Hawks can be especially deadly when they camp entrances, as they can completely prevent a player from leaving safely by rapidly damaging them as soon as they enter/leave the facility. It's therefore good to lookout for them camping, and then either use a different entrance, attack them as a group, or carefully use hit/run to gradually kill them off to avoid getting killed.
Earth Leviathan
  • Name(s): Earth Leviathan, Worm
  • Mod: Vanilla
  • Appearance: A very large dark-green worm creature, with no eyes and a giant mouth with rows of teeth, similar to most depictions of giant worms in pop-culture. It is hidden underground until it comes up to attack.

LeviathanFrameSize2

  • Power Level: 2
  • Spawn Cap: 3
  • Spawn No.: 1
  • Time Spawn Curve: (Outside) Consistent across the day
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: Instakill
  • Behaviour: Slowly roams around randomly outside, searching for players nearby. Upon finding one, it then begins silently stalking them, always moving directly towards the nearest player. When close, it will begin making a howling noise. If the player stands directly on top of the worm, it has a random chance to begin "burrowing", which creates a rumbling noise and particles on the surface. This burrow also has a random amount of time before it finishes, whereby the worm launches itself straight up from the ground around the area, eating and instakilling any entities caught in it (even invincible enemies), launching itself into the sky in an arc before crashing down elsewhere on the map and then resuming roaming again. The place where the Worm emerges and lands also creates a large puddle of Quicksand.
  • Most Common Moon(s):
  • Modpack Changes:
  • Strategy/Summary: Earth Leviathans are a trivial enemy to deal with when prepared for them, but can be extremely deadly when they appear unexpectedly. The random delay between them coming up to eat as well as their silent approach can let them kill unexpecting players very quickly. They are especially more deadly when players have movement impaired, such as when trying to sneak past Eyeless dogs, when dealing with Flood Water, or when caught in a Beartrap. In vanilla, and as a base understanding, letting Worms come up is risky due to the random delay, but can be triggered semi-consistently enough to make them go away by forcing their emergance. This can even be done with good timing to intentionally kill other entities, though it is still largely luck-based due to the random nature of the delay if the creature attempting to be killed is still able to move. However, within the modpack they also create Quicksand wherever they emerge or land. This makes Worms far more deadly, as badly placed Quicksand can make some exteriors much harder to navigate. The Quicksand puddle is much larger than the ones normally found during Rainy weather, and can overlap with other puddles of Quicksand. It can even spawn directly on top of entrances, making leaving them safely impossible if the entrance is near the center of the Quicksand puddle. For this reason, players should be more cautious about letting Worms emerge, and try to avoid spawning Quicksand on entrances.
Ogopogo
  • Name(s): Ogopogo, Nessie, Sea Worm, Lake Monster, Loch Ness
  • Mod: Biodiversity
  • Appearance: A very large dark-blue "Nessie" like creature (Plesiosaur, large aquatic reptile with a smooth head, long neck, and a big mouth with rows of teeth), usually hidden underwater but emerges with it's long neck and big mouth to attack players.

OgopogoSnatch

  • Power Level: 2
  • Spawn Cap: 1, though varies between moons
  • Spawn No.: 1
  • Time Spawn Curve: (Outside) 1x at the start of the day, gradually falling off to 0x by the end of the day
  • Group Spawn Curve: N/A
  • Health: Invincible, but seems to die to some rare instakill situations
  • Body Value: N/A
  • Damage: Technically none, but normally kills players via fall damage (instakill usually) or drowning
  • Behaviour: Only spawns at specific spots on certain moons within a pool of water. Will roam slightly in that area in random directions, but never straying too far or leaving the water. It's body is submerged under the ground beneath the water, usually not visible. Upon a playing coming within range, it will lock onto them and begin slowly moving towards them and making a loud growling noise that can be heard across the entire moon, even indoors. During this period, the Ogopogo is "charging" up. If a player is still close to it whilst it is fully charged, it will emerge from the water and attack the player. This charge can persist for a bit even after the target has left the area, causing the Ogopogo to instantly attack a player that comes back into range again. If players remain out of range for a bit, the charge will be removed, and so entering the area again will instead cause it to repeat the originally growling behaviour and start charging again. When it attacks, it will target 1 player, grab them, lift them up high into the air, and then sink back down into the water, releasing the player some distance in the air, usually killing them via fall damage. The full attack animation will play out, even if the player manages to just barely escape being grabbed. After attacking, the Ogopogo spawns Vermin in the water to finish off any players that survive the fall damage. After attacking, the charge is fully reset, meaning it has to do the growling phase again at any other targets before attacking them. The Ogopogo can also grab the same player repeatedly if they remain in range when a charge is completed, preventing escape. Technically the Ogopogo can be killed, such as with a Nuclear Bomb scrap going off, but it is unknown if other sources of damage can kill it.
  • Most Common Moon(s):
  • Modpack Changes:
  • It's lose range is extended slightly, meaning players need to get a bit further away for it to forget them
  • Makes ambient noise inside the Mineshaft much more often
  • Can spawn more than once on the same moon
  • Removed from Gorgonzola due to being too oppressive at the Main Entrance
  • Strategy/Summary: The Ogopogo is an extremely oppressive outside enemy, though only in a limited area. The area around an Ogopogo acts as a no-go zone, as only brief dips into it are safe, as the Ogopogo will quickly aggro onto players nearby and charge it's attack. This attack can then catch players off-guard who back away and then return, expecting it to have "forgotten" them by now. Usually though, the growl gives players enough warning to back away before being attacked. Teleporting players who are grabbed by Ogopogo sounds like a good idea, but is ineffective in practise since the Ogopogo "drops" the grabbed player, resulting in them dying of fall damage in the ship, meaning they have to be teleported prior to the apex of the arc they are lifted into the air, which is a very small window. In most cases, players grabbed by Ogopogo are considered "dead", as if the fall damage doesn't kill them, then the Vermin that are spawned in the water or being re-grabbed by the Ogopogo will usually finish them off.
Vermin
  • Name(s): Vermin, Sea Leeches, Leeches, Worms
  • Mod: Biodiversity
  • Appearance: Very small, wriggly black / dark blue worm like creatures seen swimming in the water
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  • Power Level: 0
  • Spawn Cap: 8
  • Spawn No.: 1, though several are spawned by Ogopogo following an attack
  • Time Spawn Curve: N/A
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: 5, though semi-rapidly
  • Behaviour: Only spawns after an Ogopogo grabs someone, and is confined to the water. Upon seeing a player nearby, it will begin following them, sometimes even underground as they go onto land. Once the player is in water at the same height as the Vermin, it will try to rapidly attack and damage them.
  • Most Common Moon(s):
  • Modpack Changes:
  • Don't spawn naturally anymore (such as in Flooded weather), now only from when an Ogopogo attacks
  • Strategy/Summary: A simple entity, it just simply attacks and tries to kill players nearby in the water. There isn't much counterplay besides avoiding going in the water when some are present. Since they only spawns when an Ogopogo attacks, they aren't an entity players normally have to worry about.
Bruce
  • Name(s): Bruce, Shark
  • Mod: Surfaced
  • Appearance: A large flying grey shark, covered in cuts, scars, a bloodstained mouth, and several pieces of junk stuck to it's back, including a yield sign
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  • Power Level: 3
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: (Outside) 0.2x at the start of the day, peaking at 1x halfway through the day, then falling off slightly to 0.8x by the end of the day
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: Instakill
  • Behaviour: Alternates between hovering in place, and slowly moving around in random directions. Upon detecting a player who is below 100% health, he will turn towards them and slowly move directly at them. When close, he will attempt to bite them, resulting in an instakill if it lands. The range he detects hurt players increases depending on how damaged they are (30 units (99 HP --> 51 HP), 60 units (50 HP --> 21 HP), 100 units (20 HP --> 1 HP)). If not aggro'd onto a player, he will passively follow any player holding a Pickle on a Stick.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can setoff Landmines / Boombas / Big Berthas should it ever find itself in the presence of one
  • Range for chasing players at 80 HP or below is massively reduced, with the 50 HP and 20 HP range being reduced slightly as well
  • Strategy/Summary: Bruce, whilst invincible and deadly, has some counterplay. Firstly, Bruce only chases players who are damaged, and is able to see players further away if they are more hurt. Therefore, Bruce is completely harmless if players manage to stay at full health. Players can play around entities capable of healing them, such as Nemo, SCP-999, Nancy and the Aloe, to make sure they are full before leaving the interior, whilst avoiding entities that can easily deal damage in encounters, such as Baboon Hawks, Hoarding Bugs and Thumpers, due to their rather chaotic movement. Secondly, since Bruce's range depends on how damaged players are, they can still do their best to sneak around him if they aren't hurt bad. Careful management of stamina prior to Bruce approaching can leave players with plenty to sprint past him once he gets in close. Use of the environment such as Horseshoot crabs can allow players to create even more distance. The Flaregun is also very effective against Bruce, completely distracting him for a while to give players time to get past. Technically, it's possible to jump on Bruce's back and "ride" him, and he is slow at turning, so both could be played around to avoid getting eaten, albiet with it being very risky to attempt. Bruce also ignores players he is unable to path to, such as players in the ship, on top of objects such as rocks, or on top of areas accessed via ladder. Hiding in these spots will cause Bruce to roam again, which can create an opening to run by him again.
Driftwood Giant
  • Name(s): Driftwood Giant, Driftwood Menace, Driftwood, Throwing Giant
  • Mod: CodeRebirth
  • Appearance: A large beige humanoid, similar to the Forest Giant, except with a more distinct "dead-tree" texture, with small dead branches protruding from it, large dark eye sockets with white eyes in the middle, seen crawling and stomping around on all-fours like a Gorilla
  • Power Level: 2
  • Spawn Cap: 2
  • Spawn No.: 1
  • Time Spawn Curve: (Outside) 1x from the start of the day until 4/5 of the day, then shooting down to 0x for the last 1/5 of the day
  • Group Spawn Curve: 1x at 0 being alive, gradually decreasing down to 0x at 10 being alive
  • Health: 24
  • Body Value: 70-80 (Rare enemy remains)
  • Damage: 5 per slam into the ground when held (20 damage in total from 4 slams), and 5 damage per chest beat when doing AoE attack (Around 10 chest beats in total, so up to 50 damage)
  • Behaviour: Roams around looking for players or entities that it can target, able to see quite long distances away and aggro much faster than a Forest Giant. Upon seeing one, it will beat it's chest like a Gorilla, acting as an AoE attack to any players nearby. It will then run to it's target and attack them. If the target is any entity other than a player, it will just repeatedly slam the ground until it kills them. When the entity dies, the Driftwood will enter an "eating" animation where it sits and appears to feed on the corpse for some time before resuming it's roaming behaviour. If the entity it attacks is a player, it will instead grab them, slam them into the floor repeatedly, and then throw them overhead, where it will then lose aggro. Anytime it loses aggro, it will beat it's chest and perform the AoE attack, just as it does when it first sees an entity.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can setoff Landmines / Boombas / Big Berthas should it ever find itself in the presence of one
  • Is targeted and killed by Turrets
  • Temporarily disabled due to targeting bugs
  • Strategy/Summary: The Driftwood giant is a very oppressive entity due to it's great sight, speed and damage. It's throwing attack can also throw players straight into more danger or into lethal spots such as out of bounds areas. The only reason it isn't classed as a high-threat enemy is due to it's benefits. The Driftwood attacking other entities can make it a great utility to removing other threats, giving merit to keeping it alive. It also consistently throws players directly overhead behind it, meaning that if players manipulate the direction they are grabbed from, they can manipulate where they are thrown, much like utilising a Horseshoot crab for reaching hard-to-reach spots or to avoid danger, or just to get back to the Ship quickly. Whilst held by a Driftwood, players seem to be immune to being targetted by other entities, meaning it can save them. The Driftwood can be killed, but is difficult due to it spamming it's AoE attack when stunned, so it should only be attempted with a ranged weapon or when in a larger group. The Driftwood is immune to being killed by the Ship Door.
Giant Sapsucker
  • Name(s): Giant Sapsucker, Sapsucker, Giant Kiwi, Kiwi, Woodpecker, Giant Bird, Bird
  • Mod: Vanilla
  • Appearance: A very tall flightless bird, with a black feathered body, long brown legs, with red and white featers on it's heard and glowing yellow eyes
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  • Power Level: 2
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: 1x at the start of the day, down to 0x by 1/10 of the day passing, 0x for the rest of the day
  • Group Spawn Curve: N/A
  • Health: 28
  • Body Value: 40-199 per egg, of which 3 spawns in a nest. Only 1 nest can spawn each moon when a Sapsucker is present.
  • Damage: 10 to players (Very rapidly), 4 to other enemies
  • Behaviour: Alternates between roaming around it's nest and sleeping next to it. When roaming, it may walk back and forth, stand still, or peck at nearby trees. When sleeping, it will wake up to any loud noises nearby. Upon detecting a player near it's nest, it will run back to it to guard it, staring at any players near it. If players get too close to the Sapsucker or the nest, it will aggro and begin chasing them, pecking at them repeatedly even if they move some distance away from the nest. If it sees an Egg that has been stolen, it will pick it up and bring it back to the nest, and repeatedly attack players that are still holding an Egg. When an Egg hatches and cries out, it will alert the Sapsucker, who will run across the entire outdoor map to get to it to retrieve it. The Sapsucker can pry open the Ship Doors to get to crew members inside, as well as climb the Ship Ladder and crawl under tight spaces such as beneath the ship in some maps. If the Eggs are ever stolen in such a way where it cannot retrieve them, such as a Lootbug stealing the Egg and bringing it indoors, it will remain aggro'd and pace around the outside frantically, attacking any players in sight until it gets the Eggs back.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can spawn on many more moons than it can normally
  • Strategy/Summary: Despite being extremely deadly and oppressive once aggro'd, the Sapsucker is only a medium-threat enemy since it usually relies on the player to steal the Eggs and aggro it in the first place. Generally, if left alone, the Sapsucker poses little threat. The only time it does is when players need to go near the nest, such as when it spawns close to an entrance, or if all other routes have enemies/hazards present. Stealing Eggs from the nest is normally pointless, as the Egg will hatch and alert the bird long before the player manages to reach the ship. The only way to steal eggs reliably is through special means. This could include killing the Sapsucker (such as with the Cruiser, a ranged weapon, an Old Bird, or carefully strafing around it with a shovel), getting back to the ship very quickly with the Eggs (such as with an Emergency Dice, Horseshoot Crabs, Nemo buff etc.), or having multiple players steal eggs with some acting as diversions/sacrifices, whilst the others get back to the ship. If the strategy for stealing eggs does not invovle killing the Sapsucker, players should leave as soon as they get back, as the Sapsucker can and will get into the ship and kill all players in order to retrieve it's eggs. Stealing Eggs is therefore a gamble players take near the end of the day, and even then taking Apparatus might be preferable instead. The most reliable way of killing the Sapsucker is using Easter Eggs. Players can get the Sapsucker's attention, line up the throw, then throw an Egg at it's feet. If the Egg goes off in the right spot, it will instakill the Bird. If not, players can break line of sight to make it go back to the nest, then collect the Easter Egg, and repeat the process safely until it dies. This allows players to steal the Eggs, without needing any rare circumstances, player sacrifices, or expensive equipment. Another riskier option is to try and get the Bird crushed by a Crane or shut inside the Ship doors, but this is very risky and requires precise timing.
Kidnapper Fox
  • Name(s): Kidnapper Fox, Fox, Bush Wolf, Wolf
  • Mod: Vanilla (Removed, added back by YesFox)
  • Appearance: A wide, flat, rugged dark-red/brown fox-like creature, with it's head deformed so it's mouth is sideways despite looking straight on, with a long tongue it uses to pull in prey
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(Vain Shroud)

  • Power Level: 1
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: N/A
  • Group Spawn Curve: N/A
  • Health: 7
  • Body Value: 60-80
  • Damage: Instakill
  • Behaviour: Only spawns once enough Vain Shrouds have spawned in outside (25), which occur on a moon the more it is visited by players. There is 2 invisible regions, the "Nest" area and "Kill" area, with the Kill area being a smaller region inside the Nest area, of which both occur inside of Vain Shrouds, though their range far extends beyond the Vain Shrouds themselves. At first, the Fox is passive, spending about 80s hiding in it's Nest, occasionally moving between multiple Vain Shrouds. After this time has elapsed, or if a player gets too close, it begins Hunting Phase, where it tries to sneak up on players to grab them to drag them into the Kill area within it's Nest. Players staring at it can make it either run away, or immediately go in for the attack if they are too close. Players being hunted inside the Ship gets 18s before the Fox comes inside to kidnap them. When grabbed, players drop all their items and are pulled in towards it. The longer the player is being pulled for, the harder they are pulled. Once pulled to the Kill area, the Fox lunges forward and bites them, instakilling them. The Fox only retreats once it succesfully kills a player, or is attacked by another. Foxes would sometimes attack players outside the Kill area if they had been recently attacked and the player is too close.
  • Most Common Moon(s):
  • Modpack Changes:
  • Vain Shrouds no longer initially spawn at a flat 20% rate on all moons, now only spawning 15% of the time on the currently visited moon
  • Vain Shrouds spawn more (multiply) on the currently visited moon 90% of the time, but only 50% of the time on other moons not currently visited by players where they have spawned before
  • Kidnapper Foxes do not spawn until at least 25 Vain Shrouds have managed to accumulate on the moon
  • Can mimic player voices
  • Drops a body on death
  • Can setoff Landmines / Boombas / Big Berthas should it ever find itself in the presence of one
  • Is targeted and killed by Turrets
  • Strategy/Summary: Most counterplay around the Kidnapper Fox relies on preventing it from spawning in the first place. Revisiting the same moon is largely what causes Vain Shrouds to appear (15% chance to spawn on a moon each time you visit it. If one spawns, it then has a 90% chance to grow if you revisit the same moon, or a 50% chance to grow each time you land on another moon without getting rid of it.), so Vain Shrouds can be avoided by just avoiding landing on the same moons repeatedly. When they do spawn, they can be removed quite quickly and easily with Weed Killer, which is cheap, easy to use and effective. Neglecting the Vain Shrouds then causes Kidnapper Foxes to spawn. Even when they have spawned, they could be farmed as a form of extra profit as they are a killable enemy, or players can play around them by avoiding the nest, always having a shovel on hand to pickup if grabbed to free themselves, or to seek it out and kill it immediately, such as with the Cruiser.

High-Threat Enemies

Eyeless Dog
  • Name(s): Eyeless Dog, Dog, Blind Dog, Mouth Dog
  • Mod: Vanilla
  • Appearance: A large, dark-red/maroon dog/lion like creature, with a giant mouth for a head, with long sharp teeth and no eyes
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(Gorgonzola Cheese Variant)

  • Power Level: 2
  • Spawn Cap: 8
  • Spawn No.: 1
  • Time Spawn Curve: (Outside) Consistent across the day
  • Group Spawn Curve: N/A
  • Health: 12
  • Body Value: 100-110
  • Damage: Instakill on players, 3 shovel hits to enemies
  • Behaviour: Slowly roams around, listening out for players. Upon detecting a "suspicous" noise, it will lift it's head and growl to go inspect it. Suspicous noises include most player actions (Footsteps, toggling flashlights, dropping items, voice chat usage), other Eyeless dogs inspecting (effectively calling each other over), the Ship Door being opened and closed, the item dropship etc. If the noise is instead very close to them (range varies depending on the volume), the Dog will instead immediately aggro. When aggro'd, the dog will roar and then charge at the source of the noise, sliding around on the floor, damaging other entities that make contact with the mouth and instakilling any players that touch it. It may then linger for a while, or get up and charge again at the source of the noise, repeating until it eventually calms down and begins roaming again.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can mimic player voices
  • Drops a body on death
  • Can setoff Landmines / Boombas / Big Berthas should it ever find itself in the presence of one
  • Is targeted and killed by Turrets
  • Can now hear players using text chat thanks to the text-to-speech mod (MelaniesVoice)
  • Can now hear players jumping, preventing sprint-jumping cheese
  • Can now hear the Ship Doors being opened and closed, attracting them to the ship
  • Very rarely spawns indoors on some moons
  • Strategy/Summary: Eyeless dogs are very oppressive but simple entities to play around. So long as players are quiet around them, they alone do not pose much of a threat. This can be done by just crouching near them, muting your mic / avoiding speaking, and avoiding dropping items near them. Audio coming in from walkies does not alert them, meaning there is no need to turn them off. Walkies however do alert dogs when toggled, same with flashlights and other equipment. With this and some patience, dogs can be somewhat ignored as a threat, even more than other outside enemies who actively see and chase players. Rather, Dogs are elevated to a High-threat enemy because of how well they synergise with other creatures, as well as being deadly on contact. Whilst crouching and being patient is fine when just dealing with Dogs, this is often insufficient when paired with just about any other outside enemy, which often requires much faster movement and precise positioning from players to avoid, forcing players to decide between who to aggro. Dogs are also not only able to get in the Ship, but are able to perfectly pathfind to the source of a noise, including upstairs in the Ship or around various bits of terrain. Should a Dog ever find it's way indoors (such as a rare spawn), this ability is more apparent as they will path through the entire interior to reach the origin point of a noise they heard through a wall. Since Dogs can get into the ship, and can remain there if the noise persists or if they just happen to get stuck, they can often lead to situations where it becomes really hard for players to leave safely. Other enemies generally do not enter the ship or can be outrun, making dogs trickier to get away from the ship. Dogs can be safely led elsewhere if players are patient and consistently produce noise close enough to the dog to get it's attention, but far enough to not make it enrage. Even still Dogs often naturally find themselves near the Ship, especially when other dogs are making noise nearby or when the Ship Doors make noise to attract them. Some scraps also produce noise, such as Toy Robots, Cats and Whoopie Cushions, so players must be careful to make sure they aren't producing any noise to attract dogs. Since Dogs can be led easily, killing them via lightning during Stormy weather is fairly easy, though it may take some practise. You can also kill dogs by shutting them in the ship door if you time it well. Dogs are killed easily by Old Birds, and are sometimes attacked by Baboon Hawks, with Dogs usually winning if it is just 1-4, but losing if attacked repeatedly by a group.
Forest Giant
  • Name(s): Forest Giant, Forest Keeper, Giant, Titan
  • Mod: Vanilla
  • Appearance: A very tall, wide humanoid with bulky arms and legs, with brown tree-like textures and markings on it. It has some spikes over it's body, and is lacking a head, but has several large eyes and an open mouth as part of it's torso creating a head shape.
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(Bozoros Clown Variant)

  • Power Level: 3
  • Spawn Cap: 3
  • Spawn No.: 1
  • Time Spawn Curve: (Outside) Consistent across the day
  • Group Spawn Curve: N/A
  • Health: 38
  • Body Value: 80-100
  • Damage: Instakill once grab animation is done, instakill if it falls onto a player
  • Behaviour: Roams around outside, swapping between walking briefly and standing still to look around the surroundings, rotating in random directions. Mostly ignores all entities except players. Upon spotting a player, it will stare in their direction and fill it's "suspicion" meter. This meter will fill faster the closer the player is and the less they are obstructed by objects/fog. When full, the Forest Giant will begin chasing after the player and search for them. The meter slowly depletes when the player breaks line of sight, such as with trees. If the Forest Giant manages to reach and grab the player, it will slowly place them into it's mouth and eat them. The Forest Giant can only eat 1 player at a time. Any stuns will interrupt the eat animation. The Forest Giant can see players in the ship via the front door or windows, which can cause it to aggro and go to the ship, though it cannot grab players inside as long as they keep distance.
  • Most Common Moon(s):
  • Modpack Changes:
  • Drops a body on death
  • Can setoff Landmines / Boombas / Big Berthas should it ever find itself in the presence of one
  • Is targeted and killed by Turrets
  • It's AI is patched, so it correctly loses aggro on a player after they remain out of sight rather than aggro'ing instantly
  • Will use a different texture on Snowy moons
  • Forest Giants are preyed on by Redwood Titans, which also boost the spawn rates of Forest Giants when one is alive
  • Strategy/Summary: Forest Giants are among the most simple but deadly entities. They have to be played around by breaking line of sight frequently using cover, such as Rocks or trees, which requires patience. They become much more oppressive in open environments or through chokepoints, as players aren't able to as easily go around them and avoid detection. Whilst stealth in the best option, it is possible to briefly outrun Forest Giants, so one strategy is to purposefully lead them away to provide space for teammates. They can also be stunned repeatedly with a Radar Booster, which is enough to interrupt their kill animation, making them unable to directly harm players whilst stunlocked, with gives a window for them to be attacked in. However, on death they fall backwards and instakill anything caught in their path, so players hitting the Giant must be careful to not be directly behind it, even in the Ship. Forest Giants synergise very well with most other outside entities, as most other entities demand the player also hides from them or keeps moving, which can lead to the Forest Giant spotting them. The Forest Giant is immune to being killed by the Ship Door.
Old Bird
  • Name(s): Old Bird, Robot, Giant Robot
  • Mod: Vanilla
  • Appearance: A very large, tall grey robot, with metal arms and legs, and a large yellow lamp for a head. One of it's arms has a claw, whilst the other has a rocket launcher / flamethrower.
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  • Power Level: 3
  • Spawn Cap: 20
  • Spawn No.: 1
  • Time Spawn Curve: 0.23x at the start of the day, gradually increasing to 1.18x by the end of the day. Note that this is the chance for one to "spawn" by replacing an "asleep" Old Bird with an "Awake" one. Because of this, the Old Birds are already "spawned" onto the map at the start of the day.
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: 30-100 (Missile), 30 (Stomp), Instakill (Stomp, direct hit), Instakill (Flamethrower grab)
  • Behaviour: Alternates between stomping around on the ground searching for targets, and flying around in the area for searches. It's passive stomp when searching is able to kill players that stand under it. Whilst searching on the ground, it will slowly stomp around, only able to see things ahead of it (deceptively further than the headlight's cone of light though). If it doesn't see a target for a while, it will fly up in the air, where it's cone of vision massively increases to basically anything in front of it's flight path down on the ground. Upon spotting something whilst in the air, it will slowly fly towards the target, and then stomp down on them and begin attacking. When it has spotted a target on the ground or has landed to attack, it will try to face the target and shoot homing missiles at them. If the target breaks line of sight, it will walk over to where it was last seen and try to locate either the same target or a new one. It may also close the distance by flying across the floor quickly, or may fly back up into the sky if the target is much further away. At point blank range with a player, it will try to pick them up, where it then torches them in it's hand, performing a kill animation similar in practise to Forest Giants eating a player. Unlike most other entities, Old Birds target almost all killable creatures they find, not just players.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can setoff Landmines / Boombas / Big Berthas should it ever find itself in the presence of one
  • Solar Flare weather will cause Old Birds to randomly malfunction, waking up earlier or being turned off periodically
  • Their rockets are seemingly more deadly than usual, able to instakill enemies or players on directs hits
  • Strategy/Summary: Old Birds, especially when in groups and when there are no other entities to distract them, are likely the most oppressive outside entity other than roaming bees. They have great sight, are invincible, deadly, and can traverse the entire map with ease. Missiles fired by them can even fly into the ship and damage players inside, or launch players into map hazards. They naturally fly over and stomp onto the front porch of the ship, as thats often the last spot they have seen a player, resulting in unaware players being crushed and instakilled if they linger around the front of the ship. Going near them is risky due to the grab attack, and they are deadly at range still because of the Missiles. The best way to play around them is via stealth, but this can be hard as they aggro instantly upon spotting a player. However, Old Birds can also be beneficial. They can quite easily be led towards enemies that players want dead, and left there to fight them, which can create extra oppurtunities for profit and removing threats. Explosions from Old Bird missiles also create a lot of knockback, so players running in the direction they wanna go can time jumps to get "rocket jumped" towards their goal, since the missile will usually land where the player WAS briefly ago, naturally launching them ahead instead of backwards.
Monarch
  • Name(s): Monarch, Moth, Butterfly, Giant Butterfly, Giant Moth, Giant Cutiefly
  • Mod: CodeRebirth
  • Appearance: A gigantic moth with dark brown and orange markings, large black eyes and big wings, seen either crawling or flying around.
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  • Power Level: 3
  • Spawn Cap: 2
  • Spawn No.: 1
  • Time Spawn Curve: 0x through the whole day
  • Group Spawn Curve: N/A
  • Health: 10
  • Body Value: 90-120 (Ultra-rare enemy remains)
  • Damage: 33 (Bite), 20 (Applied rapidly by the Lazer, making it more an instakill)
  • Behaviour: Very rarely naturally spawns, normally only spawns once a Cutiefly is killed. It displays a popup describing "seismic activity", with it them immediately emerging from the ground. It then roams around the outside with a seemingly high aggro radius. Upon spotting a player, it will then run towards them and attempt to bite them. Occasionally (especially if the player creates a lot of distance) it will fly up into the air and fire a high-damage tracking lazer down at the floor towards the target, which it may then repeat or land and continue a ground pursuit.
  • Most Common Moon(s):
  • Modpack Changes:
  • Has a 10x spawn multiplier during Dust Clouds weather
  • Has a 2x spawn multiplier during Heatwave weather
  • Has a 1.5x spawn multiplier during Eclipsed weather
  • Has a 1x spawn multiplier during Clear weather, and a 0x spawn multiplier for all other weathers
  • Strategy/Summary: A very deadly and fast outside entity, the counterplay largely revolves around not letting it spawn in the first place by avoiding touching any Cutieflys. The Monarch is fast, kills quickly, and very relentless in it's pursuit. The lazer beam can be dodged by getting behind cover, but it tracks well and often there isn't any suitable cover nearby. The bite attack from the Monarch can be jumped over, and it can also be killed via shutting it in the ship door, which is easier to do than with most other entities due to it's large hitbox clipping into the ship. Generally, the best way to kill it is with a ranged weapon. If players are prepared with one, then Cutieflys can be farmed for Monarchs which is extremely profitable. It's also possible to just swarm it with Shovels since it has 10 HP, but fighting it in a small group is ill-advised. The lazer beam from the Monarch can also kill other entities, including other Monarchs, with the only exceptions seeming to be invincible enemies and Cutieflys, though this is difficult to utilise as it only tracks players and is generally quite accurate.

Removed Enemies

SCP 173
  • Name(s): SCP 173, 173, Statue, Peanut
  • Mod: SCP173
  • Appearance: Identical appearance to most depictions of Scp-173 in pop-culture. A humanoid, lumpy beige statue with red/green markings on it's face, depicting 2 large green eyes, with small stubby hands sticking out and small feet, with a peanut-shaped body. It's pose never changes.
  • Power Level: 4
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: x0.5 at the start of the day, increasing up to 1x by the end of the day
  • Group Spawn Curve: N/A
  • Health: Invincible
  • Body Value: N/A
  • Damage: Instakill
  • Behaviour: Spawns in and remains completely motionless until observed by a player. From there it is supposed to teleport randomly around the facility at intervals until it is observed (behaviour seems bugged, doesn't move from spawnpoint on it's own). When in line of sight of the player (it can see the player), it remains motionless and causes the player to hear a heartbeat and heavy breathing. If the player then turns to face 173 before breaking line of sight, it will now "aggro" playing a loud noise which is followed by 173 now "chasing" the player. 173 will move instantaneously towards the target anytime line of sight is broken, resulting in an instakill if the player simply turns away whilst being chased like this. If the player goes around a corner whilst remaining eye contact with it, 173 will teleport right up the corner but then continue no further, as if to not move under the player's vision. Aggro can be lost when a player goes outside or when the player manages to break line of sight a long distance away, such as down a very long corridor or trapping it somewhere. When aggro is lost, 173 will remain completely still in it's last spot, until observed again. 173 can go through doors instantly.
  • Most Common Moon(s):
  • Modpack Changes:
  • Can mimic player voices
  • Strategy/Summary: An extremely oppressive entity, 173 is much deadlier than it's Coilhead and Rolling Giant counterparts, as not looking at it for even an second when it is chasing can result in instant death. Despite that though, it is still possible to bait into an area and trap with care, such as by then teleporting the chased player out of the interior, leaving 173 stuck wherever it last was. Since it doesn't move from it's initial spawn point, players that manage to notice 173 is present without aggro'ing it can vow to just avoid that area to then never be pursued by it. If chased by it all the way to an exit, with the players managing to leave ok, players can vow to just never visit that exit again, effectively neutralising the entity. Still, the entity is a death sentence when combined with almost anything else, especially when playing solo or when encountered in time-sensitive moments, such as when Apparatus is pulled.
Stalker
  • Name(s): Stalker, Men Stalker
  • Mod: men stalker
  • Appearance:
  • Power Level: 3
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: 2x at the start of the day, increasing to 3x by the end of the day
  • Group Spawn Curve: 1x at 0 alive, falling off to 0x by 10 being alive
  • Health: 5
  • Body Value: 90-120 (Ultra-rare enemy remains)
  • Damage: High damage rapidly, effectively an instant kill after a few seconds
  • Behaviour: Spawns in and roams to the furthest point it can from players, and knows where all players are on the map. It then begins "spying" on players, trying to get in line of sight of players from as far as possible, and slinking back away anytime players turn to look at it. Each time it observes players, it's aggro increases, until it enters a "rage" mode, and chases down any players inside to kill them.
  • Most Common Moon(s):
  • Modpack Changes:
  • Strategy/Summary: There isn't much counterplay, as it is difficult to notice it has even spawned, and it is guaranteed to increase in rage overtime as it will be able to observe players and increase it. Approaching it only makes it worse, so unless players are fortunate enough to find a niche spot to trap it, they need to prepare for it to enrage and then escape much like when dealing with a Jester, albiet more unexpectedly. It can also be killed, but generally needs to be done as a group due to it's high damage and high speed.
Oni
  • Name(s): Oni, Masked, Buffed Mask, Red Mask, Samuari Masked, Seichi Masked
  • Mod: Seichi
  • Appearance: Identical to Masked/Mimics, except it comes with a red flow and red Oni mask
  • Power Level: 1
  • Spawn Cap: 8
  • Spawn No.: 1
  • Time Spawn Curve: Consistent across the day
  • Group Spawn Curve: 1x when 0 are alive, increasing up to 2.8x up to 8 being alive, and then decreasing down to 1x again between 8-10 being alive
  • Health: 5
  • Body Value: Same as a Mimic in terms of drops
  • Damage: Instakill once grab animation is done
  • Behaviour: Identical to a Mimic
  • Most Common Moon(s):
  • Modpack Changes:
  • Copies player skins, including Model Replacements
  • Can mimic player voices, will do so much more than other similar enemies, and will only mimic the voice of the player's skin it is using
  • Can spawn holding items, which have a 20% chance to be dropped
  • No longer has the arms-out zombie animation
  • Can spawn outside of Seichi in rare situations, such as from SDM paintings and Gifts
  • Can showup on the monitor as holding an item, and no longer spin on the monitor
  • Paths better, particularly when hiding in the ship, or when using exits
  • Can set off Landmines / Boombas / Big Berthas
  • Is targeted and killed by Turrets
  • Strategy/Summary: Identical to a Mimic in strategy. Only difference is that it fails at stealth due to always showing it's red Oni mask, making it not very convincing, and has more HP which can make it a bit trickier to kill solo.
Mario
  • Name(s): Mario, Super Mario
  • Mod:ReindogAndFriends
  • Appearance: A large, bulky, hyper-realistic depiction of Mario
  • Power Level: 2
  • Spawn Cap: 1
  • Spawn No.: 1
  • Time Spawn Curve: 0.3x at the start of the day, increasing up to 0.7x by 7/10 of the day, decreasing to 0x by the end of the day
  • Group Spawn Curve: N/A
  • Health: 10
  • Body Value: 70-80 (Rare enemy remains), 1-Up Mushroom
  • Damage: 45, but appears to be 80 or so due to a bug
  • Behaviour: Roams around randomly, making loud stomping noises and moving slowly. Upon spotting a player, it's speed increases and it heads straight towards them, performing a high damage punch attack everytime it gets in range. Drops a 1-Up Mushroom on death
  • Most Common Moon(s):
  • Modpack Changes:
  • Only drops 1 1-Up Mushroom instead of 1-3
  • Can set off Landmines / Boombas / Big Berthas
  • Strategy/Summary: Due to it's speed and large punch attack area, it is best killed by using pieces of the environment such as beserk turrets, or by ganging up on it with Shovels. Hit/run attacks are possible but risky to the strength of it's melee attack. Otherwise, it's best to just avoid the entity altogether.

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