Entity Database β€” All Hostile Threats

Every entity in the Hadal Blacksite with telegraph mechanisms, behavioral algorithms, and proven evasion strategies. Know what's hunting you.

πŸ”΄ Node Monsters β€” Angler Class

Node Monsters traverse predefined pathfinding nodes generated alongside room geometry. They do not possess free-roaming AI β€” they follow the mathematically shortest path through the loaded room sequence.

EntityTelegraph SignalBehavioral DeviationEvasion Strategy
The Angler (Z-283)
Node
Standard light flicker + approaching screech Baseline velocity sweep along room nodes. Can rarely spawn from ahead of the player instead of behind. Break line of sight; hide in lockers. Partial body occlusion behind geometry can break its detection raycast even without a locker.
Blitz (Grey)
Lethal
Double light flicker β†’ brief silence β†’ assault Exponentially higher traversal velocity. Executes the node sweep in a fraction of standard Angler time. Only 6-9 second reaction window. Pre-emptive positioning is mandatory. Enter a locker immediately after the double flicker concludes. Waiting for the auditory cue guarantees death.
Pinkie (Pink)
Lethal
No visual warning. No light flicker. Only a loud approaching screech. Bypasses the visual telegraph system entirely. Relies solely on the player's audio mixing and spatial sound recognition. Continuous audio monitoring required. Immediately enter a locker the moment the unique acoustic signature is isolated from ambient noise. Enable headphones.
Froger (Brown)
Node
Standard light flicker + unique auditory signature Executes a rebound protocol. Sweeps past, exits audio range for max 10 seconds, then performs a secondary reverse sweep. Stay hidden for the full duration. Do not exit the locker after the first pass. Wait until the secondary auditory cue fades completely.
Chainsmoker (Green)
High
Standard light flicker Extremely slow velocity. Emits a toxic green gas cloud that forces players out of lockers, bypassing invulnerability frames. Delayed hiding β€” wait until the entity is visually approaching before entering a locker. Alternatively, use out-of-locker safespots where torso raycasting is fully occluded.

πŸ‘οΈ Pandemonium (Z-367) β€” The Apex Predator

πŸ‘οΈ

Pandemonium (Z-367)

Boss-tier Node Monster

A massive, brown, distorted face with 29 independent visible eyes clustered within a contorted jaw. Arguably the most mechanically sophisticated and mathematically punishing threat in the game.

Behavior

  • Initial velocity is relatively slow (comparable to Chainsmoker)
  • Applies slight chromatic aberration post-processing on approach
  • Continuous omnidirectional raycasting β€” any exposed vertex of the player's hitbox triggers aggravation
  • When aggravated: velocity increases exponentially, abandons nodes, directly tracks player coordinates
  • Can levitate to reach elevated platforms or areas lacking navigational mesh

Survival Strategies

  • Absolute Raycast Occlusion: Unlike other entities, Pandemonium requires 100% full-body occlusion. No limbs, accessories, or equipment can protrude.
  • Safespotting > Lockers: The 40-second "Chainemonium" minigame is brutally taxing. Use environmental dead zones to bypass it entirely.
  • PC Window Trick: During the minigame, use "Restore Down" to shrink the client window, reducing the pixel distance your cursor must travel.
  • Practice with our Pandemonium Minigame Trainer

🟣 Stalker & Ambush Entities

Wall Dweller (Z-90)

High Threat

Armless humanoid that spawns from wall fissures in preceding rooms. Tracks the player from behind in near-total silence.

  • Detection: Monitor for footsteps exceeding the registered allied player count
  • Counter: Look directly at it before its strike animation β€” forces it to retreat
  • Loot: Drops a consumable "chunk" on death, granting passive health regeneration for the rest of the run
  • Can be killed by Angler sweeps or turrets

Eyefestation (Z-317)

High Threat

Aquatic entity that patrols reinforced windows of flooded corridors. Inflicts passive damage scaling with line-of-sight exposure.

  • Mechanic: Damage scales dynamically with how long the player looks at it
  • Counter: Lock camera to floor or opposing walls through its domain
  • Warning: Flash Beacon dramatically increases its rage state and damage output
  • Advanced: Flash Beacon can paradoxically heal the player through a dopamine response mechanic

Squiddles (S-Q)

Moderate

Photosensitive entities occupying unlit sectors. Completely dormant in darkness but hyper-aggressive when illuminated.

  • Trigger: Any light source intersection triggers aggressive lethal assault
  • Counter: Use the Blacklight to navigate without triggering aggression
  • Max 3 Squiddles per room in The Ridge biome
  • Can be killed with the Redeemer weapon (modifier)

Good People (Z-96 / Z-779)

Moderate

Mimic entities inhabiting false architectural doors. Opening a fake door results in massive tearing damage.

  • Visual tell: Identical numbers on adjacent doors or visual static on signage
  • Audio tell: Subtle breathing sounds on close approach
  • Advanced tell: Fake keycard doors require closer proximity to trigger the interaction prompt

🟒 Environmental Hazards & NPCs

Void-Mass (Z-V06)

Trap

A predatory mass that replaces the interior of lockers. Triggers immediately upon entry, slowly suffocating the player.

  • Detection: Listen for subtle squelching noises or deep breathing near lockers
  • Escape: Surviving requires a teammate to shine a high-intensity light source (Flash Beacon) directly into the locker
  • In solo play, entry is an unavoidable lethal trap. Always inspect lockers before hiding.

Bottomfeeders & Hanger

Hazard

Specialized hazards restricting spatial movement. Bottomfeeders occupy floor space; Hangers drop from the ceiling.

  • Bottomfeeders make "Claustrophobia" modifiers nearly impossible by denying safe vaulting space
  • Both can be actively shot and destroyed if the player acquires the Redeemer

Sebastian Solace (Z-13)

Merchant NPC

A massive, serpentine humanoid acting as the primary mid-run shopkeeper. Sells critical utility items in exchange for Research files.

  • Warning: Shining a Flash Beacon directly at Sebastian triggers an immediate lethal retaliation
  • Inventory usually stocks Code Breachers, Medkits, and occasionally batteries
  • Provides unique dialogue based on the player's previous cause of death

No Hand

Anomaly

A highly elusive entity introduced in the Half A Slice of Cake update. Serves primarily as an ambient psychological threat.

  • Appears randomly in peripheral vision but does not initiate direct kinetic pursuit

⚑ Grand Encounters

Searchlights (Vultus Luminaria)

Grand Encounter

Massive aerial boss intercepting players between rooms 60–80. Sweeps four lethal spotlights across a generator arena.

  • Must repair generators (count scales with player count) while dodging beams
  • Spotlight intersection β†’ instant kill by grappling hook
  • Covers ~70% of the arena per generator repair cycle
  • Strategy: Repair one generator β†’ immediately seek cover β†’ wait for sweep to pass β†’ repeat
  • Repair surface generators first, save underground wiring for the final (most dangerous) phase
  • Under "Search Party" modifier: spotlights penetrate glass ceilings throughout the entire run

Multi-Monster (A-60)

Run Ender

A gory, distorted human grin shrouded in red particulate smoke. Extreme velocity from behind the player.

  • Only spawns if current or preceding room contains a valid hiding spot
  • Advances at extreme velocity from behind, emitting heavy static sound
  • Sole survival option: Immediate locker utilization. No safespotting possible.

Internal Defense Systems (Turrets)

Area Denial

Continuous sweeping guiding laser. Intersection triggers lock-on followed by lethal hitscan ballistic damage.

  • Deactivation switch always generates in the next room chunk
  • Use lockers and structural pillars to break line of sight
  • Under "Shooting Ground" modifier: turret spawn rates are geometrically multiplied
  • Can be disabled with the Redeemer weapon

Abomination

Pursuit Boss

A colossal pursuit sequence forcing players into an extended, high-speed linear obstacle course.

  • Demands perfect stamina management; taking a Spr-INT syringe before the encounter is highly recommended
  • Failure to maintain momentum results in instant termination

Firewall

Grand Encounter

A massive defensive construct requiring players to hack specific terminal points while under suppression fire.

  • Operates heavily on line-of-sight denial and area control

πŸ”₯ Heartburn Campaign Entities

Introduced in Operation Heartburn (September 2025). The Revenant class shifted combat from pure evasion to tactical positioning.

Revenant VariantBehaviorCounter Strategy
SprinterRapid close-distance pursuit. Forces immediate reaction times.Quick evasive sprinting; don't hesitate.
BulwarkPhysical shielding negates standard line-of-sight checks.Flank or use environmental geometry around the shield.
AbscessVolatile proximity mine. Detonates on death with massive AoE damage.Keep distance when killing. Do not engage at close range.
MarksmanMobile biological turret with ranged attacks.Use cover-to-cover movement. Break line of sight frequently.
ScuttlerRapid, unpredictable launching physics.Maintain distance; its trajectory is difficult to predict up close.
RookExecuting localized stuns via charging attacks.Dodge the charge; the stun window is the key vulnerability.
PariahInflicts psychic damage that bypasses physical cover.Range is the only defense. Keep maximum possible distance.

βš™οΈ modifier-Induced Entities

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Insidæ (A-200)

Lethal

Deterministic spawn at room A-200. Converts preceding rooms into Locker Room tiles. Heralded by a deep percussive thud that overrides all ambient audio.

  • Generates volumetric fog that severely reduces draw distance
  • Eliminates active Pnevmas entities and disables The Darkness modifier
  • Inspired by the predecessor game "Rooms"
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Bleach

Lethal

A blindingly luminous mass that plunges the environment into blackouts before its lethal sweep.

  • Forces players to memorize spatial geometry and secure hiding before the blackout
  • Subverts the standard darkness mechanic by being too bright, not too dark
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The Doombringer

Economy Threat

Parasitic macro-threat from the Grace collaboration. Classified as a "Greater Curse" targeting player inventory economy.

  • Forcefully purges items from inventory to instantiate itself into a slot
  • Actively punishes hoarding strategies and progression exploits
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The Conundrum

Complex

A jester with a rotating quartet of emotionally varied masks, flanked by a monochromatic humanoid with a stopwatch.

  • Requires strict visual monitoring of the stopwatch mechanics
  • Brutally punishes rapid traversal without assessing mask state and temporal alignment

🀝 Collaborative / Crossover Entities (Grace)

Carnation, Dozer, Elkman & Doppel

Crossover

Entities cross-pollinated from the external "Grace" property. Available conditionally based on specific lobby modifiers or events.

  • Dozer: Operates aggressively on sound; avoid sprinting near their patrol routes
  • Carnation: Requires a visual staredown similar to Wall Dwellers but with a much wider detection cone
  • Doppel: Mimics player avatars to sow confusion in multiplayer instances

♾️ Endless Mode Exclusive Entities

The Harbinger (Death Angel)

Endgame Boss

Formerly an admin-exclusive entity. Now naturally generates in Endless Mode. A cataclysmic event.

  • Telegraph: 5-10 seconds of all lights shifting to deep crimson, lockers violently cycling open/closed, quiet tonal hum
  • Locker minigame is INFINITE β€” it will continue until your stamina fails. Guaranteed death.
  • Only counter: Total spatial evasion using pure architectural safespots and breaking raycast tracking before it enters your room
  • Spawn probability: starts at 0, increases by +1 per door opened (~0.083% growth per transition)

Pipsqueak & Witching Hour

Deadly Specialized

Pipsqueak: Virtually no visual indicators. Enable "Deaf Mode" in client settings to detect specific UI borders, or listen for highly subtle ambient wind acoustics. Requires immediate locker reliance.

Witching Hour: Strict 5-minute time limit to complete procedural chunks before localized execution initiates. Safe zones like Trenchbleeder encounters are excluded.

🎡 Raveyard Entities

Bouncers

Moderate

Proximity-based aggression. Guard specific areas of the Raveyard zone.

Skelepede

High

Skeletal centipede structure with rhythmic movement patterns.

Candlebearers

Ambient

Ambient threat entities. Warded off by the Necrobloxicon.

DJ Skeletunes

Moderate

Localized presence with acoustically driven aggression parameters.