Menaces par niveau — apprenez les déclencheurs.
Smiler
high Comportement: Appears in dark zones with a visible grin. Approaches when stared at or when players linger without light discipline.
Contre-mesure: Back away without prolonged eye contact; reroute through lit corridors; keep one player on lookout while others interact.
Hound
high Comportement: Blind but hears footsteps and voice chat proximity. Patrols office and mall layouts.
Contre-mesure: Crouch-walk, stop sprinting near audio peaks, mute unnecessary noise. In mall, break line of sight behind shelves.
Howler
medium Comportement: Audio-based hunter in tight cave geometry. Scream indicates proximity.
Contre-mesure: Freeze when scream peaks, then reposition quietly after fade. Do not stack players in one choke point.
Pit
medium Comportement: Environmental pseudo-entity — floor gaps that insta-fail careless players.
Contre-mesure: Test edges solo before squad follows; use jump timing callouts in The Abyss.
Duller
medium Comportement: Warehouse stalker that accelerates when players sprint in open aisles.
Contre-mesure: Move shelf-to-shelf, cut line of sight, complete shutter tasks before final crossing.
Party Jelly
low Comportement: Low-damage distractor in party-themed levels; pushes players off route.
Contre-mesure: Ignore unless blocking exit; do not waste sprint chasing it.
Vent Dweller
high Comportement: Drops from ceiling vents when players stand under active rattles.
Contre-mesure: Listen for metal shake, cross vents in crouch, never idle under open vent grids.
Memory Worm
extreme Comportement: Large pursuit entity on crumbling and train levels; speed scales with line-of-sight duration.
Contre-mesure: Break sight with pillars and train cars; sprint only after confirmed turn away.
Caretaker
extreme Comportement: Chapter 2 hunter in Level 17; teleports when players linger on filing puzzles.
Contre-mesure: Work in pairs: one files key, one watches audio cues. Abort filing and hide when footsteps spike.
Watcher
low Comportement: Friendly voiced guide in Level 17 — not a threat.
Contre-mesure: Listen to prompts for storage code and gate location; do not confuse with Caretaker audio.
Keeper
extreme Comportement: Tall graveyard entity with long sightlines and fast re-engage after key pickup.
Contre-mesure: Grab keys then immediately break sight behind large tombstones; never loot in open moonlight.
Cruelest
extreme Comportement: Cage entity in hospital left wing — attacks when lights die unless players freeze.
Contre-mesure: Lights out = stop all input until audio confirms return; assign one player to levers only.
Titan Smiler
extreme Comportement: Oversized Smiler variant in hospital vent route; crawls behind players.
Contre-mesure: Do not look back during vent escape; crawl continuously until drop light appears.
Hoax
medium Comportement: Mall decoy entity — fake prompts and misleading audio.
Contre-mesure: Verify tasks on physical panels only; ignore whisper directions without UI confirm.