Enemies
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.
Select a picture to open its details, and again to close them.
Other enemies
Armored WPName 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)
- 300 HP
- Maximum health cap (HP)
- 300 HP cap
- Configured collider hits (HP)
- Swing: 20 HP configured; KnockbackDamageCollider: 25 HP configured
- Serialized abilities
- Attack (distance 0–2.5 game units; cooldown value 3–3.5); Ranged Attack (distance 3–8 game units; cooldown value 3.5–4); Ranged Attack 2 (distance 1–8 game units; cooldown value 14–14)
- Mapped fight locations
- Downtown — Downtown Ship Interior Part 1
- Unmapped source scenes
- No additional unmapped scene instances recorded.
CrawlerName 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)
- 100–150 HP random start
- Maximum health cap (HP)
- 150 HP cap
- Configured collider hits (HP)
- AttackCollider: 20 HP configured
- Serialized abilities
- Leap Attack (distance 0–4 game units; cooldown value 4–6); Drop Attack (distance 0–0.6 game units; cooldown value 2–3)
- Unmapped source scenes
- No scene instance in the extracted data.
DogName 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)
- 35 HP
- Maximum health cap (HP)
- 35 HP cap
- Configured collider hits (HP)
- JumpAttack: 10 HP configured
- Serialized abilities
- Leap Attack (distance 2–3.5 game units; cooldown value 1–1); Bark (distance 3–5 game units; cooldown value 2–3); Retreat (distance 0–2 game units; cooldown value 3–5)
- Mapped fight locations
- Downtown — Downtown Clinic Basement · Downtown — Downtown Market St SubMap 1 · Outskirts — Outskirts Store Exterior Part 2 · Mount Siah Kopa — Peak Cable Station Bridges SubMap 4 · Sheriff's Office — Sheriff Backlot Part 3 · Sheriff's Office — Sheriff Basement Hallway Part 2 · Sheriff's Office — Sheriff Basement Hallway Part 1 · Sheriff's Office — Lobby · Sheriff's Office — Sheriff Range
- Unmapped source scenes
- Linus Fight Club
FacelessName 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)
- 35 HP
- Maximum health cap (HP)
- 35 HP cap
- Configured collider hits (HP)
- AttackFace: 8 HP configured; AttackCollider: 12 HP configured
- Serialized abilities
- Bite Attack (distance 0–1.5 game units; cooldown value 1–2); Fast Attack (distance 0–0.8 game units; cooldown value 3–3); Door Attack (distance 0–0.8 game units; cooldown value 1–2)
- Mapped fight locations
- Union Apartments — 1B · Union Apartments — Apartment Basement Laundry Back Part 1 · Union Apartments — Apartment Basement Laundry Back Part 2 · Union Apartments — Apartment Exterior Front SubMap 4 · Union Apartments — Apartment Exterior Shed · Union Apartments — Apartment Level 1 Hallway Part 1 · Union Apartments — Apartment Level 3 Hallway Part 1 · Union Apartments — Apartment Level 4 Hallway · Union Apartments — Utility · Church Hill — Church Dock SubMap 3 · Church Hill — Church Dock Shed · Church Hill — Church Funeral Home Interior SubMap 7 · Church Hill — Church Funeral Home Interior SubMap 9 · Church Hill — Church Woods Ruin Interior Part 2 · Downtown — Downtown Clinic Exterior SubMap 1 · Sewers — Downtown Loomis St Sewer Part 1 · Downtown — Downtown Market ST Alley SubMap 7 · Downtown — Downtown Market ST Alley SubMap 6 · Downtown — Downtown Market ST Backlot Part 1 · Sewers — Downtown Market St Alley Sewer Part 1 · Downtown — Downtown Sport Store SubMap 3 · Downtown — Downtown Waterway West Tunnel Part 2 · Downtown — Downtown WestBridge SubMap 6 · Crimson Bear Motel — Motel Interior Bungalo 1 SubMap 3 · Crimson Bear Motel — Motel Interior Bungalo 3 Part 2 · Crimson Bear Motel — Motel Interior Changing Room · Outskirts — Motel Interior Checkin Part 1 · Crimson Bear Motel — Motel Interior Game Main Part 1 · Crimson Bear Motel — Motel Interior Grizzly Room Suite Part 1 · Crimson Bear Motel — Motel Interior Shop SubMap 1 · Crimson Bear Motel — Basement · Crimson Bear Motel — Motel Pool · Outskirts — Outskirts Diner Basement · Outskirts — Outskirts Diner Exterior Road Part 1 · Outskirts — Outskirts Outskirts Shack Tunnel Part 3 · Outskirts — Outskirts Store Exterior Part 1 · Outskirts — Outskirts Store Pharmacy · Outskirts — Underpass · Town Square — Park Exterior Statue · Town Square — Park Townhall Basement Corridor · Town Square — Community Room · Town Square — Park Townhall Entrance · Town Square — Park Townhall Level2 Corridor Part 1 · Town Square — Park Townhall Level3 Corridor Part 1 · Town Square — Operations Office · Mount Siah Kopa — Peak Cable Station Bridges SubMap 5 · Mount Siah Kopa — Peak Cable Station Bridges SubMap 2 · Mount Siah Kopa — Peak Tunnel Entrance Part 3 · Riverside — Riverside Beach SubMap 3 · Riverside — Riverside Dirt Road Part 3 · Riverside — Riverside Dirt Road Warehouse · Riverside — Riverside Gasstation Back · Riverside — Dana's Repair Shop · Sewers — Riverside Sewer Gas Part 2 · Riverside — Riverside Sheriff Exterior Part 2 · Riverside — Riverside Sheriff Exterior Part 4 · Riverside — Riverside Woods Part 2 · Riverside — Riverside Woods Part 3 · Sheriff's Office — Sheriff Backlot Part 3 · Sheriff's Office — Sheriff Basement Hallway Part 1 · Sheriff's Office — Storage A · Sheriff's Office — Sheriff Basement West Corridor · Sheriff's Office — Sheriff Briefing · Sheriff's Office — Sheriff Cold Storage · Sheriff's Office — Locker Room · Sheriff's Office — Sheriff Range · Thelend Broadcasting — Studio Exterior Side Stairs · Thelend Broadcasting — Studio Exterior Walkway · Thelend Broadcasting — Lobby · Thelend Broadcasting — Studio Storage Front SubMap 4
- Unmapped source scenes
- Church Hill Crematorium Interior · Nightmare Church Chapel Interior · Nightmare Studio Gun Room · Riverside Lumberyard · Downtown Nightmare Boss Meatball
Fog ShamblerName 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)
- 380 HP
- Maximum health cap (HP)
- 380 HP cap
- Configured collider hits (HP)
- SwingAttack: 25 HP configured
- Serialized abilities
- Regular_Attack (distance 1.4–2.2 game units; cooldown value 4–5); Fast_Attack (distance 0.1–1.4 game units; cooldown value 3–4); Charge (distance 2.2–10 game units; cooldown value 4–6); Poison (distance 0.1–3 game units; cooldown value 10–15)
- Mapped fight locations
- Sewers — Downtown Market St Alley Sewer Part 2 · Mount Siah Kopa — Peak Cable Station Side
- Unmapped source scenes
- No additional unmapped scene instances recorded.
FloaterName 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. The source prefab is under a PrototypeEnemies path, but a matching serialized production-scene instance was confirmed; runtime behavior and wider release reachability remain unverified.
- Configured starting health (HP)
- 15 HP
- Maximum health cap (HP)
- 15 HP cap
- Configured collider hits (HP)
- No DamageCollider records in inspected source prefab
- Serialized abilities
- No AIFSMAttackStrategy abilities serialized in this prefab
- Mapped fight locations
- Downtown — Downtown Clinic Exterior SubMap 1 · Downtown — Downtown Clinic Exterior SubMap 3 · Downtown — Downtown Riverside Bridge Part 1 · Downtown — Downtown WestBridge SubMap 3 · Outskirts — Outskirts Diner Exterior Road Part 2 · Outskirts — Outskirts Ferry Landing Part 5 · Outskirts — Outskirts Ferry Landing Part 1 · Outskirts — Outskirts Ferry Landing Part 2 · Mount Siah Kopa — Peak Cable Station Bridges SubMap 2 · Mount Siah Kopa — Peak Cable Station Bridges SubMap 3 · Mount Siah Kopa — Peak Cable Station Bridges SubMap 4 · Mount Siah Kopa — Peak Forest Connection · Riverside — Riverside Tunnel Exterior · Riverside — Riverside Woods Part 2 · Thelend Broadcasting — Studio Exterior Front SubMap 1
- Unmapped source scenes
- Nightmare Studio Bridge · Nightmare Studio Hallway Sewer · Nightmare Studio Morgue · Park Exterior Statue Nightmare · Downtown Nightmare Boss Meatball
Head CrawlerName 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. The source prefab is under a PrototypeEnemies path, but a matching serialized production-scene instance was confirmed; runtime behavior and wider release reachability remain unverified.
- Configured starting health (HP)
- 100 HP
- Maximum health cap (HP)
- 100 HP cap
- Configured collider hits (HP)
- BiteAttack: 15 HP configured
- Serialized abilities
- Bite Attack (distance 0–1.3 game units; cooldown value 1–2); Charge (distance 0–6 game units; cooldown value 8–10)
- Mapped fight locations
- Mount Siah Kopa — Peak Cable Station Back Part 2 · Mount Siah Kopa — Peak Tunnel Exit · Thelend Broadcasting — Studio Editing Bay Part 2 · Thelend Broadcasting — Storage · Thelend Broadcasting — Executive Office · Thelend Broadcasting — Studio Storage Back Part 1 · Thelend Broadcasting — Prop Storage
- Unmapped source scenes
- Nightmare Studio Morgue
ShadowName 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)
- 60 HP
- Maximum health cap (HP)
- 60 HP cap
- Configured collider hits (HP)
- JumpAttack: 15 HP configured
- Serialized abilities
- Leap Attack (distance 2.5–3.5 game units; cooldown value 3–3.8); Retreat (distance 0–2.5 game units; cooldown value 5–5)
- Mapped fight locations
- Church Hill — Church Hill Lower Part 4 · Church Hill — Church Hill Upper Part 3 · Downtown — Downtown Ferry Landing Part 3 · Downtown — Downtown Loomis ST Part 2 · Downtown — Downtown Market St SubMap 3 · Sewers — Downtown Market St Alley Sewer Part 1 · Sewers — Downtown Silver Road Sewer Part 3 · Outskirts — Outskirts Tunnel · Mount Siah Kopa — Peak Cabin Exterior Part 1 · Riverside — Riverside Dirt Road Part 3 · Thelend Broadcasting — Bleachers
- Unmapped source scenes
- Nightmare Studio Phone Room · Riverside Lumberyard
ShroudName 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)
- VomitAttack: 1 HP configured; MeleeAttack: 10 HP configured
- Serialized abilities
- Range Spit (distance 0.1–1.5 game units; cooldown value 4–4); Melee Swipe (distance 0.1–1.5 game units; cooldown value 2–3); Grab (distance 0.1–1.5 game units; cooldown value 4–5)
- Mapped fight locations
- Church Hill — Church Funeral Home Appartment Bedrooms Part 2 · Church Hill — Church Funeral Home Appartment Bedrooms Part 1 · Church Hill — Church Funeral Home Interior SubMap 13 · Church Hill — Church Funeral Home Interior SubMap 3 · Church Hill — Church Funeral Home Interior SubMap 2 · Sewers — Downtown Clinic Sewer Part 2 · Sewers — Riverside Sewer Tunnel · Riverside — Riverside Tunnel Part 3 · Riverside — Riverside Woods House Part 2
- Unmapped source scenes
- Church Hill Crematorium Interior · Church Hill Crematorium Interior Appartment Bedrooms · Nightmare Studio Antechamber · Nightmare Studio Tape Room
SwarmerName 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)
- 5 HP
- Maximum health cap (HP)
- 5 HP cap
- Configured collider hits (HP)
- JumpAttack: 5 HP configured
- Serialized abilities
- Leap Attack (distance 1–3 game units; cooldown value 1–2)
- Unmapped source scenes
- No scene instance in the extracted data.
TumorName 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)
- 70 HP
- Maximum health cap (HP)
- 70 HP cap
- Configured collider hits (HP)
- JumpAttack: 15 HP configured; PunchSwing: 15 HP configured
- Serialized abilities
- Throw Attack (distance 2–5 game units; cooldown value 4–4); Melee Attack (distance 0–1 game units; cooldown value 1–1); Retreat (distance 0.8–2 game units; cooldown value 2–2)
- Mapped fight locations
- Union Apartments — Laundry · Union Apartments — Apartment Level 1 Hallway Part 1 · Union Apartments — Apartment Level 2 Hallway Part 1 · Union Apartments — Apartment Level 3 Hallway Part 2 · Union Apartments — Apartment Level 4 Hallway · Church Hill — Church Cemetary Part 2 · Church Hill — Church Funeral Home Appartment Bedrooms Part 1 · Church Hill — Church Woods Lighthouse Part 3 · Downtown — Downtown High St Alley Tunnel Part 4 · Sewers — Downtown Loomis St Sewer Part 1 · Sewers — Park Sewer Part 3 · Town Square — Park Townhall Basement Corridor · Sewers — Park Upper Sewer · Thelend Broadcasting — Studio Hallway Part 4
- Unmapped source scenes
- Church Hill Crematorium Interior Appartment Bedrooms
Wormbird BugName 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. Hard difficulty override: 10 HP
- Configured starting health (HP)
- 5 HP
- Maximum health cap (HP)
- 10 HP cap
- Configured collider hits (HP)
- JumpDamage: 10 HP configured
- Serialized abilities
- Leap Attack (distance 1–2.5 game units; cooldown value 1–2); Retreat (distance 0–1 game units; cooldown value 3–5)
- Mapped fight locations
- Union Apartments — Apartment 2B · Union Apartments — Apartment 3C · Union Apartments — 4A · Union Apartments — Apartment Level 2 Hallway Part 2 · Church Hill — Church Funeral Home Interior SubMap 13 · Church Hill — Church Woods Ruin Interior Part 2 · Downtown — Downtown High St Alley Part 3 · Downtown — Downtown Liqour Store SubMap 2 · Sewers — Downtown Market St Alley Sewer Part 1 · Sewers — Downtown apartment Street Sewer Part 1 · Crimson Bear Motel — Motel Interior Bungalo 1 SubMap 4 · Crimson Bear Motel — Motel Interior Changing Room · Crimson Bear Motel — Basement · Outskirts — Outskirts Diner Basement · Outskirts — Underpass · Outskirts — Outskirts Trail Tunnel SubMap 1 · Town Square — Park Townhall Level3 Corridor Part 1 · Mount Siah Kopa — Cable Car Station · Mount Siah Kopa — Peak Tunnel Collapsed · Riverside — Riverside Dirt Road Part 1 · Riverside — Riverside Gasstation Exterior Backlot · Sheriff's Office — Sheriff Basement Hallway Part 2 · Sheriff's Office — Storage B · Sheriff's Office — Pantry · Thelend Broadcasting — Bleachers · Thelend Broadcasting — Studio Hallway Part 3 · Thelend Broadcasting — Studio Hallway Part 1
- Unmapped source scenes
- Church Hill Crematorium Interior · Riverside Lumberyard
WormpersonName 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)
- 100 HP
- Maximum health cap (HP)
- 100 HP cap
- Configured collider hits (HP)
- PunchSwing: 18 HP configured
- Serialized abilities
- Weapon Melee Attack (distance 0.8–1.6 game units; cooldown value 2–4); Combo Swing (distance 1–1.6 game units; cooldown value 1.5–2); Fast Swing (distance 0.1–1.2 game units; cooldown value 0.75–1.5); AttackDoor (distance 0–0.5 game units; cooldown value 1–1)
- Mapped fight locations
- Union Apartments — Apartment 3A · Church Hill — Church Dock SubMap 3 · Church Hill — Shack · Church Hill — Church Woods Ruin Interior Part 2 · Downtown — Downtown Apartment Street SubMap 3 · Outskirts — Outskirts Diner Shed · Outskirts — Outskirts Tunnel · Town Square — Community Room · Town Square — Park Townhall Level2 Corridor Part 2 · Mount Siah Kopa — Weather Station · Mount Siah Kopa — Peak Tunnel Entrance Part 3 · Sewers — Riverside Sewer Gas Part 2 · Sheriff's Office — Lobby · Thelend Broadcasting — Studio Hallway Exit Part 1 · Thelend Broadcasting — Storage · Thelend Broadcasting — Studio Lobby Part 2 · Thelend Broadcasting — Studio Storage Back Sewer Part 2
- Unmapped source scenes
- Church Hill Crematorium Interior Appartment · Motel Sewer · Nightmare Church Chapel Interior · Nightmare Studio Gun Room
Meatball V2Name 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. An active LevelEdgeRight in Downtown_Nightmare_Rabbit_Hole_Interior targets the exact LevelMetadata for the Meatball boss scene. That scene serializes a MeatballV2 instance whose death event raises BossVictory; runtime behavior was not tested.
- Configured starting health (HP)
- 1200 HP
- Maximum health cap (HP)
- 1200 HP cap
- Configured collider hits (HP)
- Spike: 10 HP configured; UpTopAttack: 10 HP configured; GroundSlam: 15 HP configured; Attack: 15 HP configured; KnockbackDamageCollider: 25 HP configured
- Serialized abilities
- No AIFSMAttackStrategy abilities serialized in this prefab
- Unmapped source scenes
- Downtown Nightmare Boss Meatball
Birds
BirdName 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 FlockName 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 FlockName 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 BirdName 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
MadamName 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
PursuerName 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.
DespairName 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
TentacleName 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 CorpseName 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 TentacleName 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 TentacleName 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
TorsoName 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)
- 45 HP
- Maximum health cap (HP)
- 45 HP cap
- Configured collider hits (HP)
- HeadButt: 13 HP configured
- Serialized abilities
- Charge (distance 6–25 game units; cooldown value 6–12); HeadbuttDoor (distance 0–1.5 game units; cooldown value 0.75–1); Headbutt (distance 0–1.5 game units; cooldown value 0.75–1); Fast_Headbutt (distance 0–1 game units; cooldown value 3–3)
- Mapped fight locations
- Union Apartments — 1B · Union Apartments — Apartment 2C · Union Apartments — Storage Units · Union Apartments — Roof · Union Apartments — Apartment Exterior Front SubMap 6 · Union Apartments — Apartment Level 1 Hallway Part 2 · Union Apartments — Apartment Level 2 Hallway Part 2 · Union Apartments — Apartment Level 3 Hallway Part 2 · Church Hill — Church Cemetary Part 2 · Church Hill — Church Funeral Home Interior SubMap 7 · Downtown — Downtown High St Alley Tunnel Part 4 · Sewers — Downtown Market St Sewer Part 1 · Downtown — Downtown Movie Theatre Front · Downtown — Downtown Sport Store SubMap 5 · Downtown — Downtown Sport Store Stair SubMap 3 · Outskirts — Motel Interior Checkin Part 2 · Crimson Bear Motel — Motel Interior Grizzly Room Suite Part 3 · Outskirts — Outskirts Store Exterior Loading Area · Town Square — Park Exterior Garden · Town Square — Gallery · Town Square — Park Townhall Entrance · Town Square — Park Townhall Level2 Corridor Part 2 · Town Square — Operations Office · Mount Siah Kopa — Peak Cable Station Main SubMap 2 · Mount Siah Kopa — Peak Tunnel Collapsed · Riverside — Riverside Gasstation Back · Riverside — Riverside Gasstation Exterior Part 2 · Riverside — Riverside Gasstation Main Part 2 · Riverside — Riverside Repair Shop Part 1 · Riverside — Riverside Tunnel Exterior · Riverside — Riverside Woods Part 2 · Riverside — Riverside Woods House Part 1 · Sheriff's Office — Sheriff Basement Hallway Part 1 · Sheriff's Office — Sheriff Basement West Corridor · Sheriff's Office — Sheriff Lobby Part 2 · Sheriff's Office — Locker Room · Thelend Broadcasting — Studio Editing Bay Part 2 · Thelend Broadcasting — Studio Exterior Walkway · Thelend Broadcasting — Studio Green Room Part 1 · Thelend Broadcasting — Studio Hallway Exit Part 2 · Thelend Broadcasting — Lobby · Thelend Broadcasting — Studio Recording Booth Part 1 · Thelend Broadcasting — Studio WC
- Unmapped source scenes
- Church Hill Crematorium Interior · Nightmare Church Chapel Interior · Nightmare Studio Descent · Downtown Nightmare Boss Meatball
Boss Ceiling Spawn TorsoName 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. This is a source-named torso prefab variant; its health/configuration may be context-specific.
- Configured starting health (HP)
- 1 HP
- Maximum health cap (HP)
- 1 HP cap
- Configured collider hits (HP)
- HeadButt: 13 HP configured
- Serialized abilities
- Charge (distance 6–25 game units; cooldown value 6–12); HeadbuttDoor (distance 0–1.5 game units; cooldown value 0.75–1); Headbutt (distance 0–1.5 game units; cooldown value 0.75–1); Fast_Headbutt (distance 0–1 game units; cooldown value 3–3)
- Unmapped source scenes
- No scene instance in the extracted data.
Umbral TorsoName 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. This is a source-named torso prefab variant; its health/configuration may be context-specific.
- Configured starting health (HP)
- 1 HP
- Maximum health cap (HP)
- 1 HP cap
- Configured collider hits (HP)
- HeadButt: 10 HP configured
- Serialized abilities
- Charge (distance 6–25 game units; cooldown value 6–12); HeadbuttDoor (distance 0–1.5 game units; cooldown value 0.75–1); Headbutt (distance 0–1.5 game units; cooldown value 0.75–1); Fast_Headbutt (distance 0–1 game units; cooldown value 3–3)
- Unmapped source scenes
- No scene instance in the extracted data.
Umbral Boss Ceiling Spawn TorsoName 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. This is a source-named torso prefab variant; its health/configuration may be context-specific.
- Configured starting health (HP)
- 1 HP
- Maximum health cap (HP)
- 1 HP cap
- Configured collider hits (HP)
- HeadButt: 10 HP configured
- Serialized abilities
- Charge (distance 6–25 game units; cooldown value 6–12); HeadbuttDoor (distance 0–1.5 game units; cooldown value 0.75–1); Headbutt (distance 0–1.5 game units; cooldown value 0.75–1); Fast_Headbutt (distance 0–1 game units; cooldown value 3–3)
- Unmapped source scenes
- No scene instance in the extracted data.
No matching entries.
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.
- Silver Pines supplied Windows enemy data — Extracted data · enemies-files-2026-10-11
- Silver Pines supplied Windows world and gate data — Extracted data · world-files-2026-10-11
- Silver Pines topic artwork and source-art compositions — Extracted data · page-art-files-2026-10-11
Unofficial fan wiki, not affiliated with Wych Elm / Team17. Game content belongs to its owners.
Comments & feedback
Share a tip or suggest a correction. Comments appear publicly right away; display names are unverified. All language pages share this discussion. Please keep personal information private.