Smiley is the first monster encountered in Labyrinthine. He appears to be blind, however, his sense of hearing is exceptional. Smiley will wander aimlessly through the maze until its interest is piqued by the sound of a player. In this heightened state, the runes on its body glow, and it turns its head while listening for the source of the sound. If a player moves, speaks in proximity chat, or switches tools during this listening behavior, Smiley becomes aggressive and will attack the player.
The Witch constantly stalks the maze, hunting for players. When a player is near the Witch, they may faintly hear the sound of music. If the Witch spots the player, she becomes aggressive and will hunt the player. She runs at an equal rate to the players sprint, so can be lost again by picking an escape path through the maze. If you aim your flashlight at her, she gets stunned/dazed for 2 seconds. The stun itself has a cooldown of around 10 seconds.
Clubfoot is described as a man that's been split in half. He'll only get aggressive if you look at him, otherwise he will not attack. It is possible to identify him by his heavy breathing. You do have a brief grace window if he triggers, which is indicated by a loud yell. If he yells, you can turn around and try to run away from him, as he will lose interest after a few seconds.
The Wickerman is a large, tree-like creature with the skull of a deer making up its head. Many people call him the "Wendigo" however, his official name is Wickerman. It stalks the wide-open forest, but is afraid of warmth and buildings. You can hear his body creaking as he walks nearby. If you hear a roar, it's best to turn around and find the nearest source of protection: fire, or a building.
These zombies can be found in dark crypts wandering the halls. They are fairly quiet, and you will often see them before hearing them. It's best to turn around if you see them, but if they spot you first, you must run. They are slow, so you can easily outrun them, but take care not to run into others!
With the head of a pig, a butcher's apron, and a meat cleaver to boot, the Pigman is the most dangerous creature in the dark crypts. Similar to the Witch, when the Pigman is in your general vicinity, you'll hear music that will intensify as he gets closer. You'll also begin to hear the sound of footsteps and metal jangling when he's dangerously close, as well as some 'oinks', though don't let that lower your guard. If he spots you, he'll squeal loudly and begin to hunt you down. Take as many corners as you can to line-of-sight him, and if he charges at you, try taking a corner quickly. If he hits a wall with the charge, he will be stunned briefly to give you time to get further away.
This monster can only spawn in the Cornfield from the Case Files. All around the corn maze are scary looking Scarecrows, with its heart visible within its ribcage. When this enemy is present and you run by a Scarecrow, it has a chance of animating and pursuing you. This monster can be very unpredictable which makes it slightly more dangerous. Once it begins its chase, it will not give up unless you reach a safe house, the entrance, or the exit, or if you lead him far enough from the post you agrro'd it at.
This monster can only spawn in the Sewer maze type. It's an ambush-oriented monster that skitters along the tunnels searching for a place to dig in and wait for its prey. All-in-all, this monster is not extremely dangerous. You can hear it skittering about and it will not actively come after you unless you run into it. This creature aligns more with annoying than a serious threat. This creature has endearingly been given the nickname "Billy-Bob" due to its exceptional skill of always being in the way.
Crocodile is the first monster encountered in chapter 5. It is the first water-based monster introduced in the game and guards areas with deep water. It can be found in the Swamp case files. If a player goes into the water, they will hear a growl that indicates the Crocodile is aware of your presence. Best to get onto an object or back onto the boardwalk or you will get snatched and snacked up!
Leeches are the second set of monsters encountered in chapter 5. They're an ambush-oriented monster that hides in the tall grass and water around the swamplands. It can be found on the Dead Forest case files.
Mosquito is the third monster encountered in chapter 5. It is the first flying monster introduced the game, and guards the region referred to as "Mosquito Village". It can also be found flying about in some case files. The best way to get rid of the mosquito as a threat is to use your fashlight and shine it at the insect directly. This will make it back away from you and retreat into the air. This trick does not work with a lantern.
This monster is a floating black-clothed entity that haunts the passages of several case file maps. While wandering the halls of her home, this ghost will shriek upon spotting an intruder. She is able to float through walls and floors during chases, ensuring a quick death if you take a turn the wrong way. The only hint you will receive that informs you she is near is a very quick flicker of all the lights and ominous music.
This monster can only spawn in the Bamboo Forest maze type. A grotesque yōkai, this monster wanders the Bamboo Forest searching for prey. A deep drumbeat accompanies it as it walks, signaling to intruders that danger is coming. You cannot outrun this creature but you can deter it if you happen to run by a shrine and ring it. A field of protection will pop up for just a few seconds that will allow you to get away.
This monster can only spawn in the Trenches maze type. It is accompanied by the sound of metal clanging against metal as it stalks the warzone. If you happen to enter its line of sight, it will screech and begin chasing. It is best to take sharp turns to evade it. If you stick too long to a straight path, the Trench Stalker will charge and gore you. However, if you time your turns just right, the Trench Stalker will charge, miss, and get its claws stuck in the wall. Use this opportunity to get away!
This monster can only spawn in the Backrooms or Fog City maze types. Its bright eyes pierce the darkness similar to a flashlight, allowing it to be spotted from a distance, and allowing it to spot others from a distance. When it spots a player, it will screech and begin chasing. It is not faster than a player butif you are not careful, it will catch you. Luckily, if you take enough sharp turns, you can lose it rather easily.
This monster can only spawn in the Backrooms maze type. It slowly treks the endless hallways of the Backrooms while emitting a constant eerie hum and a jingling of keys. Once spotting a player, it will sprint towards them but will quickly lose stamina if it does not catch you quickly.
This monster patrols the small town outside the mines in Chapter 6. It is a tree-like creature with no sight, and will largely ignore players because of that. It can also be found in numerous case files. For the most part, it will ignore you and lazily walk about. However, if you make too much noise, it will bend backwards, splitting itself in two and sprout tentacles to help it "feel" around a 360 degree radius for prey. If these tentacles touch you, consider yourself diner! However, if you are in a very open maze that has some fencing/railings in the middle of the open area, occasionally the tentacles will not go past these barriers. Thus you can be close to this monster and not always get caught.
Known to some as "Pyramid-Head", this giant humanoid walks the streets of Fog City with its trusty chainsaw. This creature is not very fast and is very easy to outmanuever. However, being caught by this creature is certain death. There is NO chance of revival. Not even with a bracer.
The Clown can only be found in the Carnival case files. It is animatronic and will "Sleep" in-between pillars within the Carnival. When it "Awakens" it will walk the hallways until it finds another spot to momentarily deactivate. It will turn on and let out an evil laugh if a player enters its proximity. You have a few seconds to get a head-start at running while it cackles. This creature is fast and can easily catch you.
This sneaky creature is an ambushed-based attacker strictly in the Carnival. It is a tall and spindly humanoid with a feminine face and harlequin hat. Be careful where you walk in the Carnival as this creature can drop down on you from the ceiling without warning. She can also be found roaming the halls but does not give any warning sound or motion before pursuing.
This monster is a large bat-humanoid that can be found on multiple case file maps. When you encounter this monster, it will let out a bellow of rage, flare out its wings and begin pursuit. It is no faster than a player but has a special ability to turn into a cloud of bats. It will use this ability to cut in front of you as you flee and cut you off from your path. It is best, like with many other monsters on this list, to take plenty of sharp turns to get away from it. However, do not count yourself safe... This monster, even after it is not longer chasing, will still follow your most recent path. It is best to find a safe house, the entrance, or exit, to truly and confidently throw it off your trail.
This monster is a science experiment gone wrong. It is a rat-humanoid that stands on two legs and lazily walks the path of the maze it's in. It can be found in multiple case file maps. It relies entirely on noise, very similarly to Smiley. Unlike Smiley, who does not have eyes, this monster's eyes have been stabbed with stakes, rendering it completely blind. Because it is completely blind, it will walk past you without noticing you as long as you don't move or make noise. Any action that results in noise will get the rat's attention. It will let out a deep bellow and begin to run towards the direction the noise came from. Once it zeros in, it will lower itself into a crouch and prepare to pounce. This is your only chance to evade the monster. Jump out of the way in time and the rat will slam into the nearest wall or rush past you. Failure to move out of it's way will result in immediate death or a very short-lived chase.
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