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Enemies

An editorial lineup assembled from verified enemy sprites.

Enemy names and variants can spoil encounters. Filter by name or category, then select a sprite to inspect its recorded configuration and locations. Mapped fights link to their map markers; source-only scene labels identify instances that could not be placed. Separate source variants remain separate records. Health fields are configured start or maximum values; hit fields are configured collider values, not universal damage received in combat. Chinese names are wiki working translations where no localized enemy name was found.

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Other enemies

Birds

  • Bird

    Name follows the prefab source label; the reviewed Characters tables had no official localized enemy name. Source configuration only; gameplay/runtime behavior was not tested. Collider values can change with scalars, blocking, difficulty, and status modifiers.

    Configured starting health (HP)
    1 HP
    Maximum health cap (HP)
    1 HP cap
    Configured collider hits (HP)
    Damage: 7 HP configured
    Serialized abilities
    No AIFSMAttackStrategy abilities serialized in this prefab
    Mapped fight locations
    Union Apartments — Roof · Church Hill — Church Dock SubMap 5 · Church Hill — Church Hill Upper Part 2 · Church Hill — Church Woods Lighthouse Part 2 · Downtown — Downtown Market ST Alley SubMap 7 · Downtown — Downtown Ship Exterior Part 4 · Downtown — Downtown Ship Exterior Part 3 · Downtown — Downtown Peak Gondola · Town Square — Park Exterior Statue · Town Square — Class Room · Mount Siah Kopa — Peak Forest Crossroad · Thelend Broadcasting — Studio Exterior Antenna Part 1 · Thelend Broadcasting — Studio Exterior Stage 2
    Unmapped source scenes
    Apartment Exterior Front · Park Exterior Statue Nightmare · Studio Exterior Antenna
  • Bird Flock

    Name follows the prefab source label; the reviewed Characters tables had no official localized enemy name. Source configuration only; gameplay/runtime behavior was not tested. Collider values can change with scalars, blocking, difficulty, and status modifiers. Each bird has its own CharacterHealth component (5 components); health is per bird and is not summed into one bar.

    Configured starting health (HP)
    1 HP per bird; 5 independent health components
    Maximum health cap (HP)
    1 HP per bird; 5 independent health components
    Configured collider hits (HP)
    Damage: 7 HP configured; Damage: 7 HP configured; Damage: 7 HP configured; Damage: 7 HP configured; Damage: 7 HP configured
    Serialized abilities
    No AIFSMAttackStrategy abilities serialized in this prefab
    Unmapped source scenes
    No scene instance in the extracted data.
  • Circling Bird Flock

    Name follows the prefab source label; the reviewed Characters tables had no official localized enemy name. Source configuration only; gameplay/runtime behavior was not tested. Collider values can change with scalars, blocking, difficulty, and status modifiers. Each bird has its own CharacterHealth component (5 components); health is per bird and is not summed into one bar.

    Configured starting health (HP)
    1 HP per bird; 5 independent health components
    Maximum health cap (HP)
    1 HP per bird; 5 independent health components
    Configured collider hits (HP)
    No DamageCollider records in inspected source prefab
    Serialized abilities
    No AIFSMAttackStrategy abilities serialized in this prefab
    Unmapped source scenes
    No scene instance in the extracted data.
  • Scripted Bird

    Name follows the prefab source label; the reviewed Characters tables had no official localized enemy name. Source configuration only; gameplay/runtime behavior was not tested. Collider values can change with scalars, blocking, difficulty, and status modifiers.

    Configured starting health (HP)
    20 HP
    Maximum health cap (HP)
    20 HP cap
    Configured collider hits (HP)
    No DamageCollider records in inspected source prefab
    Serialized abilities
    No AIFSMAttackStrategy abilities serialized in this prefab
    Unmapped source scenes
    No scene instance in the extracted data.

Named threats

  • Madam

    Name follows the prefab source label; the reviewed Characters tables had no official localized enemy name. Source configuration only; gameplay/runtime behavior was not tested. Collider values can change with scalars, blocking, difficulty, and status modifiers.

    Configured starting health (HP)
    800 HP
    Maximum health cap (HP)
    800 HP cap
    Configured collider hits (HP)
    AOEScream: 10 HP configured; BigStab: 20 HP configured; Stab: 15 HP configured
    Serialized abilities
    Combo (distance 1.5–4 game units; cooldown value 6–7); Stab (distance 0.3–2 game units; cooldown value 4–4); Teleport (distance 8–20 game units; cooldown value 10–12); Teleport Too Close (distance 0–0.85 game units; cooldown value 4–6)
    Unmapped source scenes
    Nightmare Trailer Tree · Nightmare Studio Logic
  • Pursuer

    Name follows the prefab source label; the reviewed Characters tables had no official localized enemy name. Source configuration only; gameplay/runtime behavior was not tested. Collider values can change with scalars, blocking, difficulty, and status modifiers.

    Configured starting health (HP)
    325 HP
    Maximum health cap (HP)
    325 HP cap
    Configured collider hits (HP)
    Stomp: 16 HP configured; Club: 16 HP configured
    Serialized abilities
    Basic Attack (distance 0.7–1.5 game units; cooldown value 1.5–3); Stomp (distance 0–0.7 game units; cooldown value 1.5–3); Throw Attack (distance 4–10 game units; cooldown value 10–16); Barrier (distance 2–20 game units; cooldown value 20–25)
    Mapped fight locations
    Town Square — Park Townhall Assembly Hall SubMap 1 · Thelend Broadcasting — Stage A
    Unmapped source scenes
    No additional unmapped scene instances recorded.
  • Despair

    Name follows the prefab source label; the reviewed Characters tables had no official localized enemy name. Source configuration only; gameplay/runtime behavior was not tested. Collider values can change with scalars, blocking, difficulty, and status modifiers. Apartment_Boss scene instance is serialized inactive and has 360 HP; the base prefab has 240 HP. Scene scripts may activate the boss.

    Configured starting health (HP)
    360 HP
    Maximum health cap (HP)
    360 HP cap
    Configured collider hits (HP)
    SpikesDamage: 15 HP configured; StabAttack: 23 HP configured; StabDamageCollider: 35 HP configured; PorcupineDamageCollider: 18 HP configured
    Serialized abilities
    No AIFSMAttackStrategy abilities serialized in this prefab
    Unmapped source scenes
    Apartment Boss

Tentacles

  • Tentacle

    Name follows the prefab source label; the reviewed Characters tables had no official localized enemy name. Source configuration only; gameplay/runtime behavior was not tested. Collider values can change with scalars, blocking, difficulty, and status modifiers.

    Configured starting health (HP)
    50 HP
    Maximum health cap (HP)
    50 HP cap
    Configured collider hits (HP)
    DamageCollider: 10 HP configured
    Serialized abilities
    Leap Attack (distance 1–3 game units; cooldown value 1–3)
    Unmapped source scenes
    No scene instance in the extracted data.
  • Tentacle Corpse

    Name follows the prefab source label; the reviewed Characters tables had no official localized enemy name. Source configuration only; gameplay/runtime behavior was not tested. Collider values can change with scalars, blocking, difficulty, and status modifiers.

    Configured starting health (HP)
    50 HP
    Maximum health cap (HP)
    50 HP cap
    Configured collider hits (HP)
    DamageCollider: 10 HP configured
    Serialized abilities
    Leap Attack (distance 1–3 game units; cooldown value 1–3)
    Unmapped source scenes
    No scene instance in the extracted data.
  • Ceiling Tentacle

    Name follows the prefab source label; the reviewed Characters tables had no official localized enemy name. Source configuration only; gameplay/runtime behavior was not tested. Collider values can change with scalars, blocking, difficulty, and status modifiers.

    Configured starting health (HP)
    50 HP
    Maximum health cap (HP)
    50 HP cap
    Configured collider hits (HP)
    DamageCollider: 10 HP configured
    Serialized abilities
    Leap Attack (distance 1–4 game units; cooldown value 1–3)
    Unmapped source scenes
    No scene instance in the extracted data.
  • Toilet Tentacle

    Name follows the prefab source label; the reviewed Characters tables had no official localized enemy name. Source configuration only; gameplay/runtime behavior was not tested. Collider values can change with scalars, blocking, difficulty, and status modifiers.

    Configured starting health (HP)
    50 HP
    Maximum health cap (HP)
    50 HP cap
    Configured collider hits (HP)
    DamageCollider: 10 HP configured
    Serialized abilities
    Leap Attack (distance 1–3 game units; cooldown value 1–3)
    Unmapped source scenes
    No scene instance in the extracted data.

Torso variants

Review pending · Inspected Windows file snapshot, 2026-10-11; Steam build ID unverified

Source

Enemy prefabs, configured health and hit values, and source-linked sprites: supplied Windows enemy extraction. Mapped placements and source-only scenes: world extraction. The Steam build, runtime behavior, and artwork reuse permission have not been verified.

Topic art: editorial composition made from verified in-game enemy sprites; it is not an in-game encounter, credited to Wych Elm / Team17. Source records and asset hashes; reuse permission for the underlying artwork has not been established.

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