Entity Survival Basics
Detection Fundamentals
Twenty-nine Bestiary entities use sight, sound, or hybrid detection with unique quirks. Commons teach basics on Floors 1–35. Never assume Weeping Angel rules apply globally—Mannequins freeze on observation but Envy does not. Warden and other high MDL threats need entity-specific guides.
Crouch-walking reduces sound profile but does not silence you after Sloth timer zero or for all entities at all ranges. Sprint only during reboarding or confirmed clear paths.
Line of Sight and Cover
Walls block most sight; pillars may not block Sloth or certain entities. Break sight then reposition—not endless running in open halls. Envy coliseum stone walls are lifesaving; office cubicles may fail against taller entities.
Flashlights and map lighting affect fear—not always entity aggro rules. Blackouts change behavior: Envy mass aggro, Sloth speed up, Mannequins teleport.
Traps Layer
Bear Traps damage and root with random key hold escape—allies can help free you. Glass causes bleed stacking fatally with Grappler drags—carry Granola Bar. Leeching Roses on Envy floor need ten interact presses solo only.
Traps generally do not affect entities—do not kite into traps expecting kills.
Team Communication
Call entity name, direction, state chasing or idle. Reboarding sixty-second window kills teams that go silent. Use Entity MDL Lookup to prioritize learning order: commons first, bosses when triggered.