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.

Frequently Asked Questions

What is MDL?
Mercer Danger Level threat rating for Bestiary entities.
Universal hide rule?
No single rule—each entity has unique behaviors in Terminal.
Do traps hurt entities?
Most traps affect Delvers only not entities.
Point spawning meaning?
v0.6.5+ maps have MDL budgets determining possible spawns.
Best learning order?
Commons early game then boss guides before Floor 20 Envy.