Every entity in the Hadal Blacksite with telegraph mechanisms, behavioral algorithms, and proven evasion strategies. Know what's hunting you.
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.
| Entity | Telegraph Signal | Behavioral Deviation | Evasion 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. |
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.
Armless humanoid that spawns from wall fissures in preceding rooms. Tracks the player from behind in near-total silence.
Aquatic entity that patrols reinforced windows of flooded corridors. Inflicts passive damage scaling with line-of-sight exposure.
Photosensitive entities occupying unlit sectors. Completely dormant in darkness but hyper-aggressive when illuminated.
Mimic entities inhabiting false architectural doors. Opening a fake door results in massive tearing damage.
A predatory mass that replaces the interior of lockers. Triggers immediately upon entry, slowly suffocating the player.
Specialized hazards restricting spatial movement. Bottomfeeders occupy floor space; Hangers drop from the ceiling.
A massive, serpentine humanoid acting as the primary mid-run shopkeeper. Sells critical utility items in exchange for Research files.
A highly elusive entity introduced in the Half A Slice of Cake update. Serves primarily as an ambient psychological threat.
Massive aerial boss intercepting players between rooms 60β80. Sweeps four lethal spotlights across a generator arena.
A gory, distorted human grin shrouded in red particulate smoke. Extreme velocity from behind the player.
Continuous sweeping guiding laser. Intersection triggers lock-on followed by lethal hitscan ballistic damage.
A colossal pursuit sequence forcing players into an extended, high-speed linear obstacle course.
A massive defensive construct requiring players to hack specific terminal points while under suppression fire.
Introduced in Operation Heartburn (September 2025). The Revenant class shifted combat from pure evasion to tactical positioning.
| Revenant Variant | Behavior | Counter Strategy |
|---|---|---|
| Sprinter | Rapid close-distance pursuit. Forces immediate reaction times. | Quick evasive sprinting; don't hesitate. |
| Bulwark | Physical shielding negates standard line-of-sight checks. | Flank or use environmental geometry around the shield. |
| Abscess | Volatile proximity mine. Detonates on death with massive AoE damage. | Keep distance when killing. Do not engage at close range. |
| Marksman | Mobile biological turret with ranged attacks. | Use cover-to-cover movement. Break line of sight frequently. |
| Scuttler | Rapid, unpredictable launching physics. | Maintain distance; its trajectory is difficult to predict up close. |
| Rook | Executing localized stuns via charging attacks. | Dodge the charge; the stun window is the key vulnerability. |
| Pariah | Inflicts psychic damage that bypasses physical cover. | Range is the only defense. Keep maximum possible distance. |
Deterministic spawn at room A-200. Converts preceding rooms into Locker Room tiles. Heralded by a deep percussive thud that overrides all ambient audio.
A blindingly luminous mass that plunges the environment into blackouts before its lethal sweep.
Parasitic macro-threat from the Grace collaboration. Classified as a "Greater Curse" targeting player inventory economy.
A jester with a rotating quartet of emotionally varied masks, flanked by a monochromatic humanoid with a stopwatch.
Entities cross-pollinated from the external "Grace" property. Available conditionally based on specific lobby modifiers or events.
Formerly an admin-exclusive entity. Now naturally generates in Endless Mode. A cataclysmic event.
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.
Proximity-based aggression. Guard specific areas of the Raveyard zone.
Skeletal centipede structure with rhythmic movement patterns.
Ambient threat entities. Warded off by the Necrobloxicon.
Localized presence with acoustically driven aggression parameters.