Category:Monsters

As of now, there are 13 monsters in the main game, 15 monsters in Pain, and 5 in the testing game.

 Zombie  - First encountered in Room 30, the Zombie is the first Monster discovered by the player. Its skin is a bright green, and it wears a blue t-shirt with a black jacket and matching pants, it also has blue hair. Unlike most other Monsters, the Zombie itself has no special ability - it simply runs at the player at a moderate speed. This is a practice enemy, more than anything: however, this Monster can still get the best of you. Improper knowledge on room types (which in this stage of the game, where without prior knowledge you may find yourself lost) can easily be your downfall. The Zombie deals about 40% of your health upon hit.

In Hard Mode, the Zombie will gain a special ability - it will constantly tint the screen a deep blue, aswell as inflicting a minuscule amount of damage every few seconds. This isn't much of a cause for concern - most of the time, you will be able to escape the Zombie without losing even a quarter of your health if you are knowledgeable on room layouts.

Overall, the Zombie is arguably the easiest Monster in the game; this does not mean you can underestimate it, though.

He resides in Science Lab.

Wisp - First encountered in room 140, the Wisp can be quite threatening to new and inexperienced players. It is a shadowy figure donning a hood, with glowing red eyes. When moving, the Wisp makes no animation - likely due to it being able to fly, as seen in levels where your elevation changes. The main reason as to why the Wisp is such a frightening enemy is that it can phase through walls as if they weren't there. This paired with the fact that some rooms can have very grueling twists and turns can be a major cause for concern, especially so early on in the game.

A very reliable strategy would be to take the rooms slow and steady - the Wisp can follow you through walls, but that's about where its ferociousness ends. Making sure it's always behind you and in your line of sight effectively nullifies its advantage over you - just make sure not to back up into a wall or dead end, as the Wisp deals about 25% of your health on hit.

In Hard Mode, the Wisp will gain a passive ability to surround the player in darkness. This darkness encapsulates the player at all times until the Wisp has despawned. This can make the Wisp much more fearsome than it already is, as even with experience with room layouts, you will not be able to determine what room type you're currently in until you've found something like a corner or junction. This means that your advantage over the Wisp of being able to lead it becomes much more difficult to implement, as you won't be able to judge its distance from you or where you should and shouldn't use the strategy.

Overall, for a Monster that is discovered so early on, the Wisp can be very formidable for unexperienced players.

 Dummy  - First encountered in room 250, this Monster has a very interesting mechanic that forces players to switch their playstyles to adapt to the new foe. It is an expressionless, grey and black training dummy with no distinguishable features from its copies. When encountered for the first time, the Dummy appears as a prop - stuffed in a corner of a storage room with identical, insentient copies of itself. However, once the player attempts to open the broken door in front of them as they enter, the Dummy will begin to move towards the player. The Dummy is the fastest enemy in the game - even faster than an enraged Parasite in Hard Mode. However, it is rendered completely immobile by performing one simple action: keeping it within your line of sight. Averting your gaze will cause the Dummy to approach at impressive speeds - and, on hit, it deals about 40% of your health.

In Hard Mode, the Dummy will gain the passive ability to force all players to blink every few seconds. This mechanic enables the Dummy to move even when under the watch of a player - this can be very troublesome, especially with a group of people (this is due to the face that players will block each other's lines of sight, meaning the Dummy can move even when being directly watched.) A good strategy against this would be to time your blinks to moves that would cause the Dummy to advance anyway, such as turning a corner or using a door.

Overall, as it is an early-game enemy, the Dummy isn't too harmful. Proper coordination is key when combating this Monster on multiplayer.

 Crypto  - First encountered in room 340, this Monster has a bright blue complexion and is dressed in navy blue garbs. Its eyes are an intensely bright blue, and it constantly wears a wide frown. The Crypto can range from one of the easiest to one of the most formidable Monsters depending on certain factors: players' shared understanding of room layouts; how opaque its ability is; and even the colour of the walls! Its main ability is to constantly blind players using a glaring cyan vignette which covers the player's entire screen. This vignette will start as completely transparent; however, over the span of a few seconds the player's screen will become completely covered in the cyan box. After the box has become completely opaque for a moment, it will reset to being clear again. This repeats until the Crypto has despawned.

In Hard Mode, the Crypto gains a new ability: to nudge the players slightly in random directions. This means that while fleeing from this Monster, the Crypto can nudge you towards it by a small amount - it may also nudge you into a wall, or a dead end. This isn't so bad in practice however, as the Crypto can still easily be outran just by continuing your pace.

Overall, the Crypto can be quite forbidding without proper practice, and could be considered a taste of what to come in its difficulty when compared to earlier Monsters.

 Vampire  - First encountered in room 460, the Vampire has very light pink skin with a red torso and legs. It is fitted with a wicked open grin which displays its sharp canines, as well as a ferocious look in its eyes as it chases the player. Its ability is to make players bleed for a small amount of health across about 20 seconds after a few seconds of landing a bite that deals around 15% of your health. He is quite agile: similar in speed to the Man Behind the Slaughter however not as fast as an enraged Parasite. For an enemy introduced right after the Crypto, the Vampire is quite a breath of fresh air. Their ability can be quite powerful as it prevents regen - but the truth is the Vampire will very rarely hit players to begin with, meaning there isn't much cause for concern.

In Hard Mode - as well as preventing health regen with its bleed - the Vampire gains the ability to prevent stamina regen. Alongside this, stamina is also consumed at twice the speed. This makes Vampire much more of a threat than it was before, however it isn't as powerful ingame as it sounds on paper. In some rooms, Vampire is almost guaranteed to hit you, however these are only the longest rooms - most rooms, you can outrun this Monster even with (effectively) half of your stamina.

Overall, the Vampire may take inexperienced players off guard but, overall, really can't put much of a dent in the strategy and comprehension of a more skilled player.

 Parasite  - First encountered in room 550, this Monster is the antithesis of the Vampire's difficulty, and is generally considered one of the most punishing enemies in the game. The Parasite's ability is quite a terrifying one, in that players who stray too far from it will enrage it. Enraging this Monster results in it abruptly gaining speed, which it will use to hunt down the player who attempted to outrun it. On hit, no matter if it is enraged or not, the Parasite will deal 70% of your health. Upon hitting a player while in its enraged state, it will slow its pace and become more tranquil, where it continues approaching the player albeit much slower. Enraging the Parasite then using a door will result in the Parasite entering the next room enraged - this means if you aren't certain you will be able to make it to the door without enraging the Parasite, you should slow your pace and not attempt it. The obvious and most reliable strategy to countering this Monster is very demanding, however is the only real way to ensure safety - simply, walk through the rooms instead of sprinting.

In Hard Mode, the ability the Parasite gains is possibly one of the most difficult in the game to overcome for less knowledgeable players - the Parasite renders itself completely invisible while not enraged. The only methods of identifying its location are by either listening very closely to the static sound it produces, or by allowing it to hit you, where it will render itself visible for a split second. The latter strategy is strongly advised against, for... obvious reasons. While not being able to see the Parasite can be a huge cause for concern, the key to countering this form is staying patient. There is no hope of outrunning its increased speed in Hard Mode, therefore keeping it calm is your only option.

Overall, the Parasite can be one of the most frightening Monsters in the game - as well as difficult. You cannot underestimate it when exploring the house, and you'll certainly be able to feel your patience wear thin when it's around.

 Demon  - First encountered in room 620, the Demon, similar to the Vampire, is a huge release from the tension and impatience felt when combating this Monster's predecessor. Unlike most Monsters, the Demon must actually be "summoned" before you may leave its chambers. This is done by picking up the lighter from the table, then igniting the candles by standing in the middle of the ritual and pressing E once the prompt appears. The Demon's very unique ability is that of being able to invert the player's mouse control. This inverts both the up/down axis, and the left/right axis. This sounds quite menacing, however can be quite easy to adapt to after a few rooms.

In Hard Mode, the Demon acquires the ability to randomly alternate between inverted and regular mouse control. This means that, at any moment, your mouse control could switch. This is especially brutal on corners, as you could do a complete 180 from where you wanted to go without realising. Generally, the most reliable strategy is to always give your mouse a test before proceeding around a corner to see your mouse's direction.

Overall, the Demon does pose a challenge for those not anticipating its ability or who have never encountered it, however can be adapted to and countered fairly easily.

 Golem  - First encountered in room 730, the Golem is, by far, the largest Monster in the game - and has the capability of being the most damaging, dealing around 60% of your health on a normal hit, and (approximately) a whopping 85% while charging. The golem has a very pale while complexion, with a stony torso and lower body: it assumes a cunning open-mouthed grin with droopy eyes. The golem can construct walls - while chasing the player, the Golem will occasionally assemble a stone wall in front of the player. This may only be broken by a pickaxe that the player can acquire in the Golem's room - this pickaxe is necessary to breach the wall that the Golem is hiding behind, as well as uncovering the door. It's hard mode ability is that it can make a charge attack - when the player is in the Golem's line of sight, it may dash towards the player at an impressive speed. This requires the player to constantly check their back for the Golem's charge, as well as their front incase of a wall.

It may be important to note that the Golem cannot pass through its own walls - this means if you discover an opening in the side of a wall, attempt to pass through - the Golem's size will disallow it from passing, and it will be stuck for the duration of the room. The Golem also cannot change direction while charging: if you can successfully move out of the way of its path, you will be able to return your focus to your front, to prevent being trapped by walls. A very efficient counter to Golem is hastily sprinting around the first corner of a room after entering, then walking to regain stamina as the Golem enters. Always keeping your stamina over atleast 50%, safely avoid its charge and proceed to destroy any walls via the stamina you should be preserving. However, you can't underestimate Golem for a second, as no strategy will work against it 100% of the time - it may charge earlier or later than expected, or could plant a wall at a disadvantageous time. Golem requires a sense of calmness and focus - as well as a quick reaction time - at all times to ensure survival.

In Hard Mode, Golem gains the ability to charge at the player - It will also construct walls much more frequently: this can lead to a swift death to new and old players alike. The unfortunate truth is that the only real strategy to countering a Hard Mode Golem is to have an on point reaction time, focus, and knowledge of its attacks. Golem could be considered even more difficult than Banshee, as unlike her, Golem is very unpredictable: this is why Golem is such an enjoyable Monster to flee from, no matter how many times you've beaten the game. There is no "hard counter", nor is there a sense of safety at any point during the time it's chasing you: it arguably takes the most skill to combat out of all the Monsters.

Overall, the Golem is a very formidable Monster, and is certainly one of the greatest in the entire game. Take time to practice your strategy against it before spawning it... as well as your reaction time.

 Banshee  - First encountered in room 820, she is the penultimate Monster: in terms of difficulty, she certainly lives up to expectations. Her hair is silver, with a pitch-black complexion. She is also fitted with what seems to be a school uniform - a short sleeved white top with a black tie, as well as dark pants and shoes. Unlike all other Monsters in the game, the Banshee spawns at the exit door instead of the entrance - and her ability is converse of the Dummy's, in that she will only advance towards the player when looking in her direction. Players do not need to be looking directly at her for her to progress; when looking in her direction, the screen's colours will invert. She will deal about 35% of your health on hit.

In Hard Mode, Banshee does not acquire any new ability. Instead, she now moves noticeably faster when observed; she now no longer inverts the colours when the player looks in her direction. An efficient strategy against these upgrades would be to hug a wall and move slowly to the door, therefore preventing her from moving. It should be noted that 1. She cannot attack when not being looked at, unlike Dummy, who can attack even while being observed, and 2. She will still approach even if you're looking at the floor.

Overall, the Banshee can be very difficult even to experienced players, however when the above strategy is performed swiftly and confidently, she may despawn before landing a hit.

 Splitter  - First encountered in room 930, the Splitter is the final enemy in the game. Unlike every other Monster in the game, Splitter's form is not humanoid; instead, it takes the form of a flame suspended in midair, with a yellowy hue. The Splitter itself deals about 70% of your health upon contact, however the lightning strikes produced by its ability deal around 15%. Its ability is generally the most lethal (single) one in the game, and is considered by many players to be the hardest to dodge. This Monster will frequently rain down lightning strikes upon the player, with each strike dealing damage a fraction of a second after they've appeared - this means you do have enough time to react to them, although it's very challenging. Each lightning strike's hitboxes are fairly large - even if you believe you've successfully dodged a strike, it may still register as a hit.

A common strategy to counter these strikes is to zigzag - as the Splitter shoots lightning strikes where it thinks you'll go, zigzagging can confuse it, and may often cause strikes to spawn outside of the map. However, this strategy is quite flawed, as it is a game of chance. Utilizing this strategy, you may find yourself running into strikes that you would have dodged otherwise. As there is no foolproof strategy against the Splitter, for the most part, combating this Monster is down to reaction time sprinkled with a little bit of luck; however, this doesn't mean that there is no skill involved. Splitter can be made significantly easier when playing with friends - by allowing friends to go first, you can allow them to take hits you would've been forced to dodge otherwise. If they've suffered too much damage, allow them to fall behind so that you yourself can clear the path for them.

In Hard Mode, the Splitter's power greatly increases, however it doesn't gain a new ability (similar to Banshee). When in Hard Mode, Splitter's lightning fire rate increases twofold; improper coordination between teammates in multiplayer or a slower reaction time in single player will easily be your downfall. Splitter is regarded as the most punishing enemy in the game, as a single hit may set off a chain reaction of players walking into strikes, due to still having to process the prior strikes they could have avoided.

Overall, the Splitter is widely considered to be the most laborious enemy to combat for a reason: at the end of the day, the only countermeasure to its "thunderous" offense is skill. While there is technically no final boss to the game, the Splitter does an outstanding job of concluding the game.

 Man Behind the Slaughter  - One of the only monsters that doesn't have an introductory room of his own, the Man Behind the Slaughter (commonly dubbed "Purple Guy") may spawn at any time after room 30. His skin is a lavender color, with his smirk along with his iris-less eyes possessing a manic look in them. He dons a violet security guard outfit, along with a purple peaked cap. He always clutches a knife in his right hand as he pursues the player through the house. While he has no special abilities, he can be quite intimidating to untrained players due to his agility.

In Hard Mode, the Man Behind the Slaughter will make a Freddy Fazbear mask appear on the player's head. He also gains a significant buff to his speed - comparing to a sprinting player. This combined with the fact he will perfectly cut corners while chasing the player can result in a prompt death to unsuspecting players. The general strategy to beating this Monster is to train your own abilities of cutting corners (perfectly turning around a corner to save precious time), knowing how much stamina is required to reach the exit door of rooms, etc. Notably, he now carries an axe in Hard Mode.

Overall, the Man Behind the Slaughter may not be the strongest, but he is one of the most common. Players will become very accustomed to his chase music as they hone their skills and strategies against him: he could be considered very efficient at teaching an inexperienced player how to efficiently escape other Monsters, which is why he is certainly an exceptional addition.

 Killer  - Killer is one of the only monsters that doesn't have an introductory room of it's own, the other being The Man Behind The Slaughter. Killer has really black skin, wears a black tuxedo and is always wearing a big smile on it's face. It is the only monster that has different colored eyes. One of it's eyes being red and the other being pink. Killer has a chance of spawning after room 30 and onwards. Once Killer appears, it's soundtrack will play.

When Killer appears, it will mess around with the player's FOV, which isn't really too bad. The player will gain a speed boost, moving quicker then their normal running speed. However, the player's stamina will not regenerate naturally whilst Killer is in the room with the player. Killer is one of the fastest monsters in the game, most likely faster than an enraged Parasite, a dashing Golem and a dashing Vampire. Killer will spawn cakes around the map, these cakes will regenerate the player's stamina to full and heal 20% of the player's health. Killer doesn't really do a lot of damage in normal mode. However, in hard mode, Killer will always two-shot the player that hasn't gotten any heal yet. Killer also spawns in the room a lot quicker, this can be VERY problematic if you have bad internet.

But other than that, Killer does not gain any other ability. Killer is the only monster to have a unique death screen. When the player dies to Killer, they will be seated on a chair with Killer on the opposite side of the player. The player will be greeted with a table that has a burger on a plate, one at the player's side and one at Killer's side. There will also be a cake near Killer's left hand. After a few seconds, a message be on the screen saying 'HAPPY BIRTHDAY' before the player is greeted with the main menu.

Overall, Killer doesn't really pose a challenge to the player and can be adapted by very easily. It's only on hard mode where Killer gets a bit harder but will also not really pose a challenge unless the player has bad internet.

Demise - Let's keep it a secret, alright?

Cringe - Cringe is a monster that can be encountered in pain. Cringe is a woman with black hair and a 'w'-like face. She wears a black sweater and a black bra. She also wears blue pants and orange shoes. Cringe does around 15% damage and if she hits you, you lose all your stamina. Cringe is the only monster to have an audio in Pain after Roblox's audio removal. Cringe's ability is to jump at the player, when Cringe jumps, she makes the sound you hear when you talk to a human NPC. This jump is not that fast or that far, so Cringe remains mostly harmless for the player. In the big house testing game, Cringe gets a redesign. Cringe now looks like a clown, with a clown's red nose, she still keeps her 'w' face and black hair. She also wears rainbowish clothes. Cringe is now faster, and dashes a lot farther. Cringe is now a lot more annoying in the testing game, being faster and being able to reach the player with her jump and making their stamina disappear. Cringe's theme is unknown.

Alice - Alice is a monster that can be encountered in Pain. Alice looks like a catgirl with white hair and white ears. She wears white pants and white pants and has a black bra similar to Cringe's bra. Alice's speed is fast, nearly as fast as the player's running speed. However, she nearly does no damage. Dealing 1% or 2% damage each hit, Alice's hitspeed is also really fast. The sound made when hit by Alice sounds like she's biting the player or clawing them. Alice's theme is Nekopara vol 3 ending.

Boss - Boss is a monster that can be encountered in Pain. Boss looks like someone in a mafia or a gang of some sort. He has a beard with an angry face. He wears a sleeveless tuxedo with black pants. He also has reddish-brownish short hair. Boss, at first, uses a wooden baseball bat, which deals around 60%-80% damage. When the player is far from Boss, however, Boss will instead use a pistol, which he will use to shoot at he player dealing 7%-10% of the player's health. He also never misses when he fires his pistol, so his shots are unavoidable. He will not shoot if the player is not in Boss's sight. Long, straight rooms are usually the most dangerous when getting chased by Boss, as the rooms are straight, the player will always be in Boss's sight. Boss's speed is a bit faster than the player's walking speed and Boss will still shoot even if there are other monsters blocking Boss's sight. It is recommended that you play in multiplayer, as Boss will shoot only 1 player, the injured player will most likely get time to heal. Boss's theme is Ice Flow by Kevin Macleod. The version of the song is 1.4 speed down 2 octaves.

Schoolgirl / Yandere - Schoolgirl is a monster encountered in Pain. Schoolgirl is a girl with black hair and an angry face. She has a blackish-purplish aura around her. She wears a school uniform and has a knife with blood on it. Schoolgirl's ability is reduce the player's max stamina by 25%. If she uses her ability, the player will only be able to regenerate to 75% stamina. This will go on until the effect wears off, either by not having schoolgirl use the ability via constant short rooms, or until she leaves. When she uses her ability, she makes a sound effect and pushes her arms forward. In big house testing, she becomes a lot more problematic. She now has an orange aura and has emo-like hair, with a bit of her bangs covering her face. She now reduces the player's stamina to half, which is very annoying especially for long rooms. Her stamina reducing ability wears off after about 20 seconds, or until she leaves. Schoolgirl's theme is unknown, as it is ( most likely ) pitched up and sped up.

Hacker - Hacker is a monster exclusive to the big house testing. Hacker looks like a 2017 scammer. He has a green head with green arms, black torso and black legs, he has a blockhead and uses the man face. Hacker's ability is to turn the player's screen transparently dark-green, and all the walls and floors are invisible, except for the door. Hacker is very dangerous especially if you don't know the room layouts.

Popouts - Cutouts are nothing special, they come in a variety of images, sometimes playing a really loud sound, sometimes a quiet sound. They do no damage, their only purpose is to jumpscare you and block you from your path. '''Popouts appear after room 1 and onwards. Popouts never appear in Room 1, Monster Rooms, Safe rooms and the 1001th room.'''

It is generally best to look forward when getting chased by a monster. As if you look at the monster, there's a chance a popout will block your path. Staying in the left or right side of a room is helpful as if a popout blocks you on the left you can go to the right and vice versa.