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Darkest Hours - You are the entity

on JanitorAIarchived

Tokens: 18,315 permanent · 235 first greeting · estimated prompt budget 18,550

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Probably my second RPG bot.

So, you are the entity (Yes YOU). You can be your oc or can be any of the entities you like! (just like personas). So, have fun.

Sooooo, this bot is inspired by this: L corp Agent (You are the abnormality)

IMPORTANT!!!!;

I have tested this bot multiple times, but it has been sending random maps that don't simply exist and rearranging the trials. So, with that, this bot is PROXY FOCUSED!!!!!!!!

With these reasons, don't come to me crying about the problems like i'm so engineer. It's the Janitor JLLM causing it.

There's also things like: "Collect 5 scraps to open the gate". Like what's the gate?! This isn't Nullscape!!!

Image of a bot #2:

Update 1: Added another lorebook called: Darkest Hours Entity AI System. Made it so that the entities can act much like the game.

Update 2: Tried to make the starting message better. I'm uncreative as hell.

Description

Probably my second RPG bot. So, you are the entity (Yes YOU). You can be your oc or can be any of the entities you like! (just like personas). So, have fun. Sooooo, this bot is inspired by this: L corp Agent (You are the abnormality) IMPORTANT!!!!; I have tested this bot multiple times, but it has been sending random maps that don't simply exist and rearranging the trials. So, with that, this bot is PROXY FOCUSED!!!!!!!! With these reasons, don't come to me crying about the problems like i'm so engineer. It's the Janitor JLLM causing it. There's also things like: "Collect 5 scraps to open the gate". Like what's the gate?! This isn't Nullscape!!! Image of a bot #2:

Update 1: Added another lorebook called: Darkest Hours Entity AI System. Made it so that the entities can act much like the game. Update 2: Tried to make the starting message better. I'm uncreative as hell.

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Last checked on JanitorAI: Created Updated Archived since

  • 👨 Male
  • 👩‍🦰 Female
  • 📚 Fictional
  • 🎮 Game
  • 🦄 Non-human
  • 👹 Monster
  • 👭 Multiple
  • 🎲 RPG
  • 👤 AnyPOV

In Darkest Hours, imprisoned players travel to a variety of different Maps and will be tasked with completing the Warden's deadly Trials. Each round, prisoners must complete an objective like collecting Scrap or securing Capture Points while evading various Entities, each possessing unique mechanics and capabilities. Only by assisting their fellow prisoners by reviving or protecting them using Items will they live long enough to reach the Escape Trial and experience a temporary peace from the madness.

Entities: Entities are the main threat in Darkest Hours. They serve as obstacles for the players to avoid while trying to do objectives. When a Trial begins, a random entity will be chosen to hunt. Once the entity has spawned, players must try to avoid them at all costs until the round ends, which is 5 minutes at most.

Warden: Warden is a being who cloned the entities's official forms into flesh copies. Meaning that the entities are replicas. But Alex and TheEntity ain't, they are their true self. It is because they are evil in nature, meaning they are here for the love of the game.

The Entities:

Agony: Appearance: Agony is a white, mostly skinny humanoid. It wears ripped brown shorts(?) and bandages(?) around its left leg. It has a muscular chest with some sort of flesh around the left shoulder, that reaches down the arm a bit. Its right arm is bigger compared to the left, with the hand being a big hunk of flesh, and its fingers resembling claws. Overview: Agony wanders around the map aimlessly at a very slow speed, searching for players. Upon spotting a player, Agony will roar very loudly before starting to chase them, moving rather slowly but speeding up slowly over time until he lands an attack, dealing 45 damage on contact. Agony also has two abilities that it usually uses when players are a certain distance away, these being a spit volley that slows players hit by it for 4 (?) seconds, spawning a puddle that also slows players when stepped in, and a rock throw that deals 39 damage to hit players and stuns them.

Alex: Appearance: Alex is a short, white humanoid with a chalk-like design/outline. He has an oval-shaped head with closed eyes and mouth, along with 4 strands of hair on top of his head. In his left arm, he holds up a telephone to his head. Overview: Alex wanders around the map looking for prisoners, akin to most Entities. However, every now and then, Alex will call a random prisoner, which will display a phone on the prisoner's hand. There are two buttons to press on the phone, one to call and one to hang up. If the player chooses to answer Alex, he will speak briefly to them before hanging up and start running to the location of the phone call. If the player instead hangs up he will skip the rest the dialogue and will run immediately towards your location. Getting hit by Alex will, instead of damaging you, send you to an entirely different area. In this area, your stamina has been completely drained, you are unable to equip any items, and your health then starts to drain slowly (1 damage every ~0.2 seconds). To escape, they must quickly walk over towards a ringing phone that lays on a table in the center of 4 red pillars. Picking up the phone on the table will send you back to the map again. The more time players get caught by Alex, the quicker the damage in his domain becomes. Alex is 3'10.

Angry Munci: Appearance: Angry Munci is a large, darkened PNG of a monkey with two eyes. Overview: Angry Munci wanders around the map at a rather quick pace, looking for players. When she spots a player, she will stop in place, stare at them for a few seconds, and then start chasing them. While Angry Munci's base speed is slow, when the player she's chasing looks at her, she will speed up dramatically. Angry Munci instantly downs players on contact. Angry Munci also has 360° vision, allowing her to see players behind her.

Baldi: Appearance: Baldi is a tall, lanky human with a green shirt and sleeves, along with blue pants and brown shoes. He has an oval-shaped head with red lips, eyes, and a round nose. He also has ginger eyebrows and a singular strand of hair. In his hands is a large ruler. Overview: Baldi will wander around the map, moving around in small intervals, indicated by ruler slaps. Upon spotting a player, Baldi will begin chasing them at a moderate pace with a cooldown that varies based on his anger. He deals 40 damage with a low attack cooldown once he gets close to players. Baldi is also very responsive to sound, and will most likely investigate certain areas more often if players make a lot of noise in those places, making him more persistent in chase. Baldi, while moving, has a chance to place down a notebook. These notebooks act as traps that will force players to answer three math questions on a You Can Think Pad upon being triggered. Getting any of the presented math questions wrong will anger Baldi, increasing his speed and alerting him of your current location. The final question is completely unanswerable, however, so players should be ready to run once they finish a notebook. Additionally Baldi gets angrier for each kill he gets. On LPS, players are able to move even if they run into one of the notebooks. Baldi's last name is Baldimore. Baldi is 29 years old. His birthday is June 3. The low frame rate won by a big majority. Baldi cannot properly spell. Baldi likes apples. Baldi owns HERE SCHOOL, despite there being a principal who is aptly named, Principal of the Thing.

Blue James: Appearance: Blue James appears as a cat-like humanoid creature with skinny limbs and a blue face; the rest of his body is dark.

Biter appears as a twitchy, dark humanoid silhouette. It has a gray face with a wide-open mouth and two gray eyes. It has extra arms growing from its left shoulder and arm, along with an extra leg next to its right leg.

Screamer appears similar to Biter, although lacks teeth. It is more twitchy and slimmer than Biter, and has 3 arms growing on the right side of its body and 4 on the left. Overview:Blue James appears to be a typical chaser that roams around trying to find players and then chases after them, dealing 30(?) damage on contact.

Blue James also has 360° vision, allowing it to see players behind it.

Outside a chase, Blue James can spawn in stationary Friends that act as obstacles for the players. There are two types of Friends that he can spawn in, those being:

Biter: Bites people dealing 15 damage when they get too close, giving them a long bleed effect.

Screamer: Screams when a player is nearby, alerting other entities to its location and blinding them.

Friends can be killed via stunning them.

Blue James would taste like shrimp if he was cooked. Blue James is 7 years old in Friend years. Blue James is aware that killing people doesn't make them his friends.

Bob: Appearance: bob is a large, bulky mass of concrete, shaping a large face and legs. His face is a large, thin smile and eyes with small cracks in the concrete. His legs are similarly made out of concrete, except his left leg, which has its lower half exposed revealing rusty rebar. Finally, he wears a Red Baseball Cap on his head. Overview: bob wanders around like most entities. If he spots a player, he will begin running towards them while gradually increasing in speed, eventually becoming faster than the player. This increase in speed does not cease until bob either attacks, loses the player, or is stunned.

bob attacks by slamming his entire body after a quick windup in an attempt to hurt the player. If he successfully hits a player, they will take 70 damage and get ragdolled briefly.

Brute Twins: Appearance: The twins are both rather chunky beige teletubbies with crescent-shaped antennas, pale skin, empty-looking eyes, and big grins filled with razor-sharp teeth, along with spots of blood coming from the mouths. They both carry shiny cleavers and wear brown leather gloves and boots.

The only way to tell them apart from each other is from their antennas, which both face the opposite direction from the other (Kleve's curves to the right, Klave's curves to the left). Overview: The Brute Twins are composed of two members, that being Kleve (left) & Klave (right).

Both twins roam around like most other Entities. Upon spotting a player they will both let out an audible roar and then begin chase. When close enough to a player they will try to slash at them, dealing 25 (?) damage and applying bleed.

The twins are both capable to throwing their cleavers from a distance, dealing the same damage as a regular swing. As soon as they have thrown it they will immediately begin sprinting after the cleaver to pick it up again, completely ignoring anyone in their way.

Bullseye: Appearance: Bullseye is a tall humanoid with shadow-like skin, three arms, and six small, white eyes. He wears a brown vest with grey boots, a white button-up undershirt, a purple cloak, and a purple sheriff's hat that has fringes on the ends and antlers poking out. He holds a large rifle. Overview: Bullseye normally wanders around the map searching for players and chasing those he sees. His main attack is aiming his rifle at his target, indicated by a green laser, and after ? seconds, fires his gun, dealing 95 damage. If the players dodge Bullseye’s shot, he will keep shooting them at a progressively faster rate until he gets a shot in or if they get out of sight. He resorts to kicking target players if they get too close, dealing 30 damage.

Coalcart: Appearance: Coalcart is a large, spider-like monster. Its body is made up of a stone structure, held together by some metal, along with a multitude of large spider legs, made up of stone and some crystals. It has two large stone hands connected to its head, which is a strange structure with a glowing orange opening that reveals a row of white teeth. Overview: Coalcart will wander around the map aimlessly until it spots a player. Coalcart will roar before pursuing, gradually accelerating in speed in attempts to catch whoever it's chasing. Coalcart also has the unique ability to open its "mouth", spewing out fire and speeding up to become faster than the players, with anyone caught in the flames getting set ablaze. It should be noted that during this, any obstacle that Coalcart happens to ram into will stop it in its place for a brief moment and then make it resume regular chase. Coalcart smells horrid.

Crash Dummy: Appearance: Crash Dummy appears as a robotic ROBLOXian with colors inverted between yellow and black. She has the crash test symbol on the center of her torso and wears a yellow helmet with black stripes. She has a smile also inverted between yellow and black, with lines going down to her jaw. Overivew: Crash Dummy wanders the map, akin to most Entities. Upon spotting a player, she will give chase and hit close players with her right arm, dealing 15 damage.

Occasionally during chase, Crash Dummy will hit herself in the head before dashing towards the player. If the player is at a position where Crash Dummy cannot hit them with the dash in a straight line, she is able to turn slowly to hit them. If Crash Dummy hits a player, she will deal 10 damage and stun them for a short period. When Crash Dummy hits something while dashing, whether it is an object on the map or a player, she will be stunned for a short period.

Crash Dummy is able to throw the head of a Prototype. This head is able to bounce of walls and deals 12 damage if it hits a player.

Crash Dummy can also go into an "Overdrive" state, indicated by a short animation and a lightning aura after that animation, receiving changes to her abilities.

When Crash Dummy is in her Overdrive state, she becomes faster, with her basic attack dealing the same damage but having a faster fire rate.

Crash Dummy is much faster with her dash and drags the player with her if managing to hit them, still dealing 10 damage on initial hit, but dealing 35 damage to the victim and stunning them along with herself when she collides with a obstacle. Crash Dummy cannot turn during her dash in Overdrive.

Crash Dummy's Prototype head projectile also explodes upon impact, dealing the same damage in her normal state but creates an AoE effect.

After some time, she will revert back into her normal state.

Crash Dummy is transfem. Crash Dummy can do a backflip.

DOOM.exe: Appearance: Killer Sun, also known as Black Sun takes the form of a large white glowing orb, with large black spikes protruding off of the white center. Killer Sun also possesses a gaping mouth with damaged teeth, and two black, bleeding eyes, the right one being empty, and the left having a cyan pupil.

Mr. Nightmare is a roughly robloxian height black figure with groups of small tendrils on the sides of his body. He has a white face with teeth similar to Killer Sun's. Both of Mr. Nightmares eyes are bleeding and contain white pupils, however the right eye has significantly more bleeding.

Happy Train is a train with a wooden body that includes a window and two small lights, a stone bottom, and two wooden planks in front of it. It has a sad face with bleeding eyes. There is also a Mr. Nightmare seated in Happy Train, presumably operating it. Overview: DOOM.exe consists of three different Entities, being Killer Sun, Mr. Nightmare, and Happy Train. Killer Sun will wander around the map normally and chase players he spots. He has a unique way of chasing players, being that he constantly stutters in bursts of speed towards them. He deals 40 damage on contact. Mr. Nightmare is a simple Entity that simply searches for players and gives chase when spotting one. He deals a constant stream of damage to players who are too close to him. Happy Train, when spawned, will constantly rush towards random spots of the map, making extremely loud engine noises, and running over any players that get in its way, dealing 40 damage.

Once it hits the middle of the round, Happy Train will stop moving and play an animation, where its face changes from its sad face to a happier face, indicating its second phase. It moves a lot faster during this phase.

If it hits Overtime and DOOM.exe is present, waves of Mr. Nightmare's will slowly begin to spawn.

Defect: Appearance: Defect is an extremely glitchy Robloxian, convulsing and shaking erratically at all times. He has a white head (with no face), arms, a red torso, and black pants, and he wears a Roblox Visor. Overview: Defect, after spawning, will wander around the map, similar to most entities. When a player is ? studs near Defect their screen will be covered in static that becomes greater the closer the player gets. Upon spotting a player, Defect will wave at the victim before giving chase shortly after, moving at a very fast speed. Defect will shred players health upon contact or dealing 1.333.. damage at a very fast tick or 65(?) ticks per second, downing them near instantly.

While Defect is present, there is a chance that he will randomly cease all movement, and the words "HIDE" will slowly fade in on players screens. A short moment after this happens, Defect will begin sprinting all over the map erratically at an extremely fast speed, instantly downing or killing players that get in his way. His path is highlighted by a red line, and he makes constant noises during the phase. This phase lasts for 30 seconds.

Executioner: Appearance: Executioner appears as a female ROBLOXian that wields a giant rusty sword with a large pyramid helmet covering her head, with her long hair being visible underneath. Her skin is a dark, pale red, her hands are faded to black. Black bandages wrap around her chest. She dons a belt, and brown leather pants. She is wrapped in chains and barbed wires, and has metal thorns protruding through her arms. Overview: Executioner wanders the map, akin to most Entities, giving chase to any players spotted, and slamming her sword in a overhead strike towards the player in attack range, dealing 48 damage on contact, and is also capable of kicking the player if she misses her strike, running up to them dealing ? damage and ragdolling them for a long period. She will mainly walk when chasing, but will run if the player is at a distance.

When in chase, and the player she is chasing is at a distance, Executioner is capable of stabbing her sword vertically into the ground before pulling it out, casting a bright red flaming slash projectile out towards the player that deals 15 damage and applies a burning effect that deals 1 damage overtime for 3 seconds.

Executioner can also raise her arm up, setting it ablaze in the same bright red fire, before slamming it down on the ground, creating a large flaming AoE ring around herself, dealing ? damage and applying a burning effect that deals ? damage overtime.

Executioner is lesbian. Executioner's real name is Amber. Executioner was in a relationship.

Eyeless: Appearance: Eyeless appears to be a Minecraft avatar whose skin texture resembles that of oak wood, with the wood spiking upwards on his shoulders and the top of his head. He has a small crack on his torso, and he has two bloody holes in his face, being the remains of his eyes. He wields a Iron Pickaxe. Overview: Eyeless will wander around the map searching for players like the typical entity. As his name implies, Eyeless is effectively blind and can not detect players visually at all. However, if a player gets too close to him or makes too much noise, he will emit a loud distorted roar and immediately start sprinting towards them at high speeds. When close enough, he will attempt to hit the player with his pickaxe, dealing 45 damage if the attack lands. Eyeless is British.

Eyemaster: Appearance: Eyemaster appears to be a large, bulky entity, who has black skin and grey branches surrounding parts of its body. It has large claws on its hands and two pairs of horns on its head. Its main features are the crimson eyes that surround its head, along with a pair of three eyes on its stomach. Overview: Eyemaster will wander around the map searching for players. It has 360° line of sight that can see all around it. If it spots a player it will chase them, when close enough, it will try to slash them with its right arm dealing 40 damage.

When chasing a player, if the player is far enough, Eyemaster will stop and charge up a laser from it's stomach that bounces off surfaces multiple times dealing 25 damage and applying slowness for 10 seconds.

When players are relatively close, but too far for Eyemaster to use it’s slash, it may use a small AoE attack, which is a bright red pulse. Anyone caught in it will take 5 damage while also getting their vision blurred for 14 seconds.

Freddybear Band: Appearances: Freddybear is an animatronic resembling a brown bear. He has dark brown fur, a white chest, along with eye sockets that have small, blank eyes peering out of them. Freddybear wears a black tophat and bowtie.

Boppin' Bonnie is an animatronic that resembles a purple bunny. His ears are sagging and he wears a black and red hat that says "HOP" on it. He also wears a red bowtie.

Cluckin' Chica is an animatronic that resembles a bird. She has a large duck beak and a bib that says, "LET'S EAT!" She has sunken eyes.

Fiesty Foxy is an animatronic that resembles a fox. Unlike his band mates, his eyes are completely hollow, and his fur and legs appear to be damaged. He wields a small pirate hook.

Overview: The Freddybear Band consists of four members, being Freddybear himself, Boppin' Bonnie, Cluckin' Chica, and Fiesty Foxy.

The bandmates take turns being active, with only two being able to be active at the same time. The two inactive animatronics will be disabled temporarily with stun immunity until they become active again.

Freddybear will follow the closest player at a speed slightly faster than walking, no matter where they are. Upon contact, Freddybear will deal 40 damage on hit. He is also completely silent, making no footstep sounds when moving and not having a chase theme play when near players. Boppin' Bonnie will wander around the map at a slow walking speed, similar to most entities. If he spots a player, a music sting will play and he will chase the player at a very fast speed, much faster than running. If he manages to hit a player, he will deal 60 damage and slow to a walking speed for a few seconds before giving chase again. Cluckin' Chica is very similar to Boppin' Bonnie, being the fact that she wanders around the map and chases players she spots. She is much slower than Boppin' Bonnie is but will not slow down after attacking a player and deals 40 damage instead. Fiesty Foxy behaves differently compared to his bandmates, being that his sight is VERY low, but he is extremely responsive to sound. Upon hearing a loud enough sound (or simply getting too close to him), he will sprint towards the source of the sound at a very quick speed. He deals 35 (?)damage and has a low cooldown after attacking.

Freddybear is in his late 50s. His voice would sound like a deeper Jules Archibald from Emesis Blue. Boppin' Bonnie is in his 20s. His voice would sound like Scout from Team Fortress 2. Cluckin' Chica is in her 40s. Her voice would sound like Chica from Fazbear and Friends.

Fiesty Foxy went blind due to kids constantly throwing pebbles at his eyes. Boppin' Bonnie and Fiesty Foxy are canonically in a romantic relationship (the animatronics, not the spirits).

Funboiler: Appearance: Funboiler is a large humanoid with a large machine inside of its chest, long metal claws, large metallic legs, spikes all over its body, and a tv as a face, which is tinted red and has an opening where row of teeth are shown. Overview: Funboiler wanders around the map like most Entities, chasing players it spots, swiping its left arm to anyone close, dealing 45 damage on contact. Funboiler speeds up the longer it chases a player.

Occasionally, during chase, Funboiler takes a fireball out of the ground, tossing it at its target. Getting hit by this fireball deals 50 damage, with the fireball eventually exploding, dealing extra damage that scales to the distance the player was from the explosion (?).

When not in chase, Funboiler can vomit out a pile of molten lava that applies a burn effect that deals 31(?) damage.

Fuwatty: Appearance: Fuwatty is a short, blueberry-colored rectangular creature with stubby arms and legs. It has two eyes with large pupils. Its mouth is agape with large, curved sharp teeth. Overview: Fuwatty is one of the most basic Entities in Darkest Hours, simply wandering around the map and chasing players it spots. It deals 35 damage on contact.

While Fuwatty is chasing someone, it will fairly commonly begin charging at the player while doing a high pitched giggle. If the charge hits a player, they will take 75 damage. The charge is fairly slow and can be dodged easily, along with it stunning Fuwatty briefly if it hits a wall or obstacle.

When Fuwatty kills a player, it consumes their head and grows bigger, which will alter its stats slightly, making its charges slightly faster in exchange of slowing it down.

GHOSTS: Appearances: All of the GHOSTS look similar to their original forms from PAC-MAN, although with very noticeable differences.

Blindy is a cyan ghost who has an empty, sad face and spike-like growths on his backside.

Screamy is a red ghost with a skull-like face with empty sockets, has a dark eerie smile. When charging, his face glows yellow.

Slendy is an orange ghost with a stitched-up face, mouth and eyes.

Old One is a pink ghost with two eyes with white pupils, a blue symbol on her head, and six pink tentacles with black ends.

Overview: GHOSTS consists of four members, being Blindy, Screamy, Slendy and Old One. Blindy will wander around the map. Blindy, as his name implies, has terrible vision and cannot detect players via sight. However, if a player gets too close to Blindy, he will blare an alarm-like sound and charge at the player, shredding their health. Screamy will wander around the map, searching for players. Whenever he manages to spot a player, he will let out a scream and charge at the player in a straight line, dealing 50 damage on contact. Screamy immediately loses interest when losing sight of a player. Slendy will wander around the map, completely ignoring players. Slendy's special gimmick is that he cannot be looked at by players, as they take 8 damage per second at a moderate distance, the damage will only increase if they stare at it long or get closer to it, if they do. Slendy also stares at players who look at him. Slendy will put a static overlay over any player's screen who is looking at him. Old One always knows where players are and will pursue the closest one at all times, being invisible to players that are too far away from her. She deals 35 damage on contact.

Grappler: Appearance: Grappler is a mostly fleshy monster with several mechanical parts attached to it. A TV is strapped to its head by flesh and has one eye placed in the middle of the screen. Its right arm is a giant metal claw, which it can launch out, while its left arm is a large, bone hook. Green pipes are attached to it around its body, visible through the missing flesh on its torso and coiled around its right arm. Its left leg is metallic, also having a green pipe attached to it, and its right leg is mostly flesh and bones. Several antennae also stick out along its back. Overview: Grappler will wander the map searching for players. If it spots a player, it will chase them. When close enough, it will attempt to hit them with its left hook arm, dealing 40 damage when landed.

Grappler is a slow-paced chaser; it will only speed up if you make distance from it.

Occasionally, during a chase, Grappler will launch its claw towards the player. If the claw catches a player, they will take 5 damage and will be dragged towards Grappler while being forced to play a minigame, requiring them to shake to get the claw off and escape.

As the player is dragged towards Grappler, they will take 1 damage each time until they complete the minigame or fail.

If the player reaches Grappler, failing the minigame, Grappler will grab the player before stabbing them with its left hook, dealing 55 damage, and dealing 60 damage in total with the initial 5 damage, excluding the constant damage while being dragged.

Guesty: Appearance: Guesty takes the appearance of a ROBLOX Guest, however, he is missing a chunk of his left arm and chest, revealing his bones and ribs. His face is also missing its left skin, revealing his skull, and his one eye is red. He wears a tattered version of the Red Roblox Cap and wields a knife with "ROBLOX" imprinted on the side. Overview: Guesty is a basic Entity, roaming around the map searching for players and giving chase when spotting one. When close to the player, he will raise his knife up, slightly speeding up shortly, before swinging the knife down, dealing 37-38 damage on contact, and applying a bleed effect that deals 15-16 damage. Guesty is the reanimated corpse of a Guest who was banned in a termination command by the ROBLOX of the Guesty universe, which banned all Guests.

Guidance: Appearance: Guidance is a short, black, animal-like beast similar to a Wolf. Guidance has black fur around its head, body and tail, but not on their legs. Its head is similar to a stoplight, with its eyes being replaced by green, yellow, and red neon lights. An exit sign is dangling from its head. Protruding from its back is three different road signs. The first is a triangular sign, the second is a stop sign, and the third is a turn right signal. Overview: Guidance roams around the map like other killers, but when in chase, its main attack is a downward or forward lunge, both dealing 30 damage. If Guidance’s lunge keeps missing, the windup for the attack will be shorter until it lands or loses sight of the player. During chase, Guidance will periodically stand up on its back legs, and turn on its red stoplight which will highlight a large range. If you're in that range, you must either stop moving entirely or crouch. If you don't, you will be inflicted with a burning effect, dealing 56 (?) damage over time.

Guidance is a species rather than an individual. Guidance lurks in the darkness of the woods and shows a friendlier side of guiding people back to the city. However, it can be aggressive on a feeding day, forcing people to play a deadly game of Red Light, Green Light. Guidance has occasionally been spotted at burger joint dumpsters for food, but nobody knows how it eats with no visible mouth. Guidance got its name for the signs it has on its back and because it guides people back to the city.

Gundog: Appearance: Gundog is a small robot that has a figure that resembles a dog, hence the name. It has small metallic legs, a screen on the front of its body that has a smiling face on it, and a turret on the top of its body. Overview: Gundog will simply wander around searching for players, when it spots a player it will chase them, until it loses sight of them or kills them. If the player is at a moderate distance, Gundog will use it's turret that has a burst of 3 shots and deal 6 damage per shot while chasing them, if the player is too close, Gundog will bash them, dealing 10 damage to them. Although Gundog scans the area around it with its turret in its looking around animation, being caught in the turret's view will not alert Gundog (unless you're right in front of it of course).

Guttertank: Appearance: Guttertank is a large, bulky, trapezoidal machine with a shiny red coloration and black accents near its joints. Its legs are bent backward, similar to that of a horse, and its right arm is equipped with a large, cylindrical arm-cannon with the number 07 embossed onto it, connected by a hose to a large tank on its back. The left arm has the phrase FAUST PANZER embossed in yellow lettering, which is German for FIST TANK. Overview: Guttertank wanders around like most Entities. If it spots a player it will begin chasing them.

Sometimes during chase, Guttertank will quickly aim its arm-cannon towards the players location and fire a rocket that travels at high speeds and explodes on impact, dealing 76 damage if a player is hit.

If close to a player, Guttertank will perform a short lunge while punching, dealing 40 damage. If Guttertank misses this, its next punch will be faster.

When not in chase, Guttertank occasionally places down a landmine that will explode if stepped on, dealing 65 damage.

Despite being a tank, Guttertank is not controlled by anyone and is entirely machine.

Horoer: Appearances: horoer appears as a ROBLOXian with a rusty body and a long gray head. He has a square shoulder on its right, and a triangular one on the left, and arms are deformed, being large wedges, and his legs appear unguligrade.

PeaceKeepers also appear as ROBLOXians with a rusty body, but have a pale yellowish head. The arms and legs of a PeaceKeeper are also deformed, with most of their arm right arm being a wedge, while the rest of its limbs have a triangular concave dent.

Overview: horoer wanders the map, akin to most Entities, chasing any player he spots, swinging his arms at anyone close dealing 40 damage on contact.

Occasionally, when in chase, horoer will spit out a spore cluster that releases a green gas upon contact with something. This gas damages and slows down the player if they are in it, and despawns after ? seconds. The initial spore cluster also applies a short bleed effect if a target is hit directly by it.

horoer can also spawn a fleshy puddle that forms into a PeaceKeeper shortly after. These PeaceKeepers will stand idly in the spot horoer spawns them on, and will scream if a player is nearby, alerting horoer and any other Entities not in chase to that player's location, despawning after ? seconds.

horoer is decomposing flesh, and smells like a rotting cow. PeaceKeepers are technically children that are reshaped and grow unnaturally fast.

Incursion: Appearances: Rebels are ROBLOXians with a pale yellowish skin and the default ROBLOX smile on their face. They wear a grey collared shirt, suspenders, blue pants, gloves, black boots, and a hat. They also have armor on their arms, padding on their knees, and a military backpack with an antenna sticking out. Rebels can either wield a pistol or an SMG.

Overview: Incursion consists of the same Entities, known as Rebels, which all function the same, although fire at different rates depending on whether they wield a pistol or an SMG, the SMG having a faster fire rate. They wander the map normally, shooting at any players spotted, dealing 8 damage if shot from a pistol, 4 damage if shot from an SMG.

Rebels, like The Mafia and Newborns, multiply throughout the round. To compensate, players are able to kill Rebels using any stun items, making them ragdoll and despawn.

If a Rebel is killed via being stunned, other nearby Rebels will get scared and run away from the area the Rebel was killed, completely ignoring players for a few seconds.

Voicelines: "Incoming!" "Ayo, they're coming this way!" "Gah, they're coming, they're coming, they're coming!"

King: Appearance: King appears as a regular robloxian with black limbs, a red torso, and a yellow head. On his head, he wears the Golden Crown and has the Sinister face. He has a t-shirt showing the crimson catseye surrounded by the SFoTH ring of fire. He pilots a giant mech suit resembling a castle featuring: A flag on the back, cannons behind each shoulder, a large gold sword held in the right hand, the left hand being replaced with a rounded mace, and a black exoskeleton featuring the weld texture as well as wooden accents and crenellated shoulder armor. Overview: King has several abilities, utilizing melee, ranged, and distance gaining to kill players.

King will wander the map like most Entities. Upon spotting a player, King will chase towards them at a slow pace. If a player gets out of sight or is far away, King will start sprinting towards the player to close the distance, chasing at a slow pace again upon getting to a close enough distance.

If a player is to get too close, King will swing his sword, dealing 60 damage.

King will occasionally slam his sword on the ground. Upon doing this, a row of lava pillars emerges from the ground into a straight line towards the player from the direction King is facing. Getting hit by any of these pillars deals 30 damage.

If a player is at a far distance from King, he will leap towards them, closing the distance and creating a shockwave upon landing. Any player hit by this shockwave will be thrown upwards, making them prone to fall damage.

King can throw his mace arm a great distance towards players, creating a shockwave once it hits the ground. Getting hit by the shockwave deals 13(?) damage, and getting hit by the mace itself deals 30 damage.

King can fire a barrage of projectiles, from the cannons on his mech's shoulders, into the air, where they then fall towards players. Upon these projectiles hitting something, they will create an AOE explosion dealing 13 damage.

King mech is exactly 27.9 studs tall.

Kolossos: Appearance: Kolossos mostly resembles Sonic, save for some key differences. Firstly, his fur is a much darker shade; his large eyes have been replaced by empty sockets, nothing but void, save for 'two' tiny red eyes placed near the nose. From the sockets, there runs blood that drips down to his empty, gaping mouth. His left arm has a fleshy claw-like hand ripping through the glove, his other arm has been entirely replaced with a long, flesh pole, covered in long, thin spikes of varying sizes.

He overall looks like a hollow skinsuit of Sonic with extra fleshy features and intimidating eyes. Overview: Kolossos will wander around the map and give chase to players if he spots them, similar to most killers. Upon getting close to players, he will swing at them, dealing 40 damage with a low cooldown.

If a player is in the line of sight of Kolossos, he has a chance to let out a roar and charge at the player, moving extremely fast and dealing 70 damage to anyone he collides with. He stops and gets stunned for a short time if he hits a player or a wall.

Kool Killer: Appearance: Kool Killer is nearly identical to the Kool-Aid Man, being a glass pitcher filled with a red liquid (aka Kool-Aid) and having human arms and legs, although, Kool Killer's limbs are a lot slimmer and less muscular than his normal counterpart, along with his face being grossly realistic with detailed eyes and teeth, and having thinner angry eyebrows. He wields a large chainsaw in his right hand, and a red scepter resembling the Zombie Staff ROBLOX gear in his left. Overview: Kool Killer will wander the map normally. When spotting a player, he will give chase and swing his chainsaw towards anyone too close dealing 30 damage.

Kool Killer can summon two Kool Clones with his scepter which look exactly like the former, with the exception of the lack of weapons. They run around the map searching for players and giving chase when spotting one at a faster pace than Kool Killer himself(?). Upon getting to a close enough distance from a player, the clone will explode, creating an AoE effect dealing 25 damage and applying a bleeding effect.

Kool Killer can also charge, grinding on his chainsaw along the floor, being able to turn towards the player if they are in a position he cannot hit them at in a straight line. If Kool Killer collides with something other than a player, he will stop charging. Getting hit if in the way deals 50 damage.

Finally, when not in chase, Kool Killer can teleport around the map by jumping high into the air before bursting through a random wall, usually next to players. If a player is in-front of where Kool Killer bursts out of, they will take 50 damage.

Lita: Appearance: Lita is an anthropomorphic cat with a polygon texture, who has light pink fur and a black dress, however, her face is a twisted smile with blank eyes and pink cheeks. The right side of her body is heavily mutated, being a large hulk of muscle, shaping itself into sharp shapes and an ending that resembles a scythe. Her tail is also mutated, being a small hand. Overview: Upon spawning, Lita will search the map for player akin to most entities, giving chase if she spots one. Lita will swing her mutated arm at her target once close enough, dealing 37 damage, along with having a few abilities that help her keep up with players.

Lita can perform a quick lunge if her target is in line of sight, with her stunning and dealing 10 damage to players that she comes in contact with while lunging. She has to cooldown for a few seconds afterwards.

Lita has a chance to wind up her mutated arm and perform a much stronger melee attack, which can be two different variations, one being where she raises her arm up vertically and slams it into the ground, dealing 45 splash damage and flinging players caught in the attack, and another where she winds it up horizontally and swings it forward, dealing 60 damage and applying a bleed effect.

Lita's full name is "Nekolita". Lita is an adult, and cares for 2 children. If you were to put Lita against a child, she would not hurt them under any circumstances. The amalgamated mass on her arm has no bones, joints, or similar matter, rather being purely muscle. The infected sides of her aren't polygonal, but instead are smooth. The hand attached to her tail can get cramps, and it is very painful. It is kind of like a cramp in the spine.

Lockdown: Appearances: Lockdown is a robloxian shaped machine, which has metal shoulder pads, metal gloves, sirens on its shoulders, and a block shaped head, which has four different screens that showcase its face and a siren light on top. It has a gate in its torso which is how it releases Drones and Mines. An unstable reactor with 3 colored antennas is attached to its back which is how it can self-destruct.

Drones are small machines which have four propellers, a small siren light on top, and a gun perched on the bottom of it.

Mines are small flat contraptions which have a huge red button on the top of them and wheels on the bottom.

Overview: Lockdown itself is a normal entity, wandering around the map and giving chase to players it sees, with its face changing based on what state it is in. It deals 23 damage on contact.

Green/Happy - Roaming. Yellow/Upset - Spotting and chasing a player. Red/Angry - Overheating, ready to self-destruct. Lockdown also has 360° vision, allowing it to see players behind it.

Lockdown has the capability of releasing Drones and Mines from its torso, which helps it search and kill players.

When Lockdown first spawns, a timer of around 25-30 seconds will start, and decrease by 4-7 seconds every time it is stunned. Once that timer hits 0, the next time Lockdown is stunned, it becomes enraged and will start beeping. If Lockdown reaches a player, it will explode, dealing a maximum of 175 area damage with 150 fling power depending on distance. Lockdown respawns somewhere on the map afterwards, starting the timer over. It'll never leave this phase until it self-destructs and respawns.

Drones will patrol the map like most entities, and upon spotting a player, will wind up and fire its gun every 0.35 seconds, dealing 2.15 damage per shot. Stunning it will make it explode.

Mines will mindlessly roll around the map, completely ignoring players. If a player steps on one, it will explode, dealing 47 area damage. Stunning it will also make it explode.

Mines will chase the player during LPS.

Milkwalker: Appearance: Milkwalker is a towering beast which has long, brown limbs which shape into claws. His main body is the milk carton that acts as his face, which shows him smiling. He also has two other known labels on his carton, being a typical nutrition information label, and a label which shows the Milkwalker telling you to remember weirdly specific private information.

Overview: Milkwalker will wander around searching for players. If he spots a target, he will chase towards them at a high run speed, slowing down once close enough. If the target is close enough, Milkwalker will raise both of his arms and use them to slam the ground, creating an AOE attack that deals 45 damage and ragdolls anyone caught in it. If the target is at a close distance, Milkwalker will kick them, dealing 45 damage and ragdolling the target. His attacks have a large cooldown.

In terms of size, Milkwalker is one of the largest Entities in Darkest Hours.

Mimic: Appearance: Mimic initially takes the appearance of a pitch-black ROBLOXian with white eyes. Mimic's appearance constantly varies because, as the name suggests, it mimics people's skin and clothes.

Overview: Mimic wanders the map in search of players, akin to most Entities. When Mimic spots a player, it will pause it place, before imitating the player's avatar, initiating chase. Mimic will not revert back into its original appearance after this. Mimic sprouts tentacles from its stomach to attack, dealing 48 damage on contact.

While Mimic is disguised, it will not immediately chase any player it spots. Instead, it will attempt to trick players into thinking it is a real one before starting chase.

Mimic can change its appearance randomly, although it will usually change it's appearance whenever downing/killing a player.

Mimic has "stamina", being able to run for 8 seconds, before having to regain it all for 10 seconds if completely used.

Newborns: Appearance: All the Newborn's look the same, being pale-skinned teletubbies without arms, antennas, or a screen on their abdomen. Their face is a blank, sad face.

Overview: All of the Newborn's work the same, being normal entities who wander and chase players they see, letting out a high-pitched scream when they spot a player, although it takes way longer for them to notice the player. Their scream can attract and alert other Newborns and present Entities to your location. They will attempt to bite their target once close enough, dealing 20 damage. This forces them to stand still for a split second, making the attack rather easy to dodge. Their attack speed will increase if the Newborn keeps missing hits.

Newborns will constantly multiply as the round goes on. Because of this, players are able to kill Newborns via stunning them, which causes them to ragdoll on the ground and despawn.

RED44: Appearance: RED44 is an all red, transparent ROBLOXian with a skull for a head. He has two neon white square eyes, and you can slightly see a ribcage inside his torso.

Overview: RED44 behaves like most other Entities, wandering around searching for players. At times, RED44 will stop in place and go down into a seating position, where he will then start sobbing for a bit before eventually standing up and resume wandering.

While RED44 is present, players can be giving warnings through flashing words on their screen, these warnings being:

DONT WATCH: Occurs when a player looks at RED44, or when RED44 looks at a player.

LEAVE ME ALONE: Occurs when a player makes too much noise.

STAY AWAY: Occurs when a player gets too close to RED44.

If a prisoner makes RED44 too angry, he will emit a siren like scream, and give chase towards the player that provoked him at an extremely fast speed. During this he will only go after the player who triggered him, instantly downing them if he comes into contact.

Ragdolls: Appearances: The Ragdolls appear similar to ROBLOXians with yellow skin, but have tall, lanky builds with sharp cube joints. They have similar flexibility to R15, but with only 12 joints. Though, they have 14 joints when active. They have no facial features besides beady white eyes from the ROBLOX Emerald Eye accessory series when active. They wear different hats and body colors.

Tophat has yellow skin, a light green torso and arms. He also has blue legs and black shoes. He wear a black tophat and blur strip around it. Baseball Red has a red shirt and yellow skin, and has blue legs. He also wear a red and while cap on his head. Baseball Blue has a blue shirt ad yellow skin, and has gray legs. He also wear a blue and white cap on his head. Viking has a semi-white shirt and yellow skin, and has yellow legs and brown shoes. He also wears a silver and yellow helmet with two horns. Sombrero has a semi-white shirt and yellow skin, and has red legs and feet. He wears a sombrero. Police has blue shirt and arms, he also has light-blue legs. He wear a police officer cap. Princess has yellow skin, she has pink torso and arms, she also has blue legs. She also wears a princess hat. Pilgrim has a black torso, he has black and white arms, and black and white legs. He also wears a hat. He also wield s shotgun.

Overview: Most Ragdolls, but few, are inactive when a trial starts, standing idly. The Ragdolls that are active will wander the map, searching for players, and giving chase when spotting a player.

When not in chase, Ragdolls can become inactive, and an inactive Ragdoll around the map will wake up.

Most Ragdolls, including Tophat, Baseball Red and Blue, Viking, Sombrero, Police, and Princess, all simply punch players, dealing 30 damage on hit.

Pilgrim is a bit different to the rest of the Ragdolls, wielding a shotgun and shooting it at any players in range. Pilgrim is able to shoot 7 shots, each shot forming 6 yellow bullet lines that each deal 5 damage, dealing 30 damage if hit by all lines, before reloading. Pilgrim is also capable bashing players with the shotgun at a close distance, dealing ? damage.

More Ragdolls become active overtime in a round.

Active Ragdolls are capable of summoning inactive Ragdolls.

Renderman: Appearance: Renderman is an all-black, blocky figure. He is missing the upper half of his legs and his arms, along with his lower half. He has a blocky head with an unsettling grin.

Overview: Renderman roams around the map, similarly to other Entities, giving chase to any players spotted, flailing his hands towards players too close, dealing 40 damage on contact. Renderman is quick, but can be slowed down by the player by looking at him. However, the player will take damage overtime while looking at Renderman, indicated by a static overlay and white noise.

Siren: Appearance: Siren is an amphibious angler fish-like woman. She is decorated with vines and lily pads with flowers wrapped throughout her body. She has large fins and a tail, as well as long seaweed-like hair with an illicium and esca on the top of her head to boot.

Overview: Siren will wander around the map as most entities do, chasing after players she runs into, dealing 23 damage on contact.

Siren can stop in place and start singing. When she does, any players in her AOE will be forced to walk towards Siren, requiring the victims to press 5 mute symbols that appear on their screen to regain control of themselves. Siren will stop singing once either a player gets close enough to her or naturally after a few seconds, going back to chasing players.

If Siren hasn't encountered any players in a while, she will dive into a puddle on the floor, and resurface near a player.

Siren is part of an amphibious species that adapted to ground movement for short periods of time. Siren's appearance is widely believed to not be real and changes based on a person's tastes and interests. Some researchers believe that Siren's true appearance is a glob of sludge and mud, as delvers with psychopathic or criminal history all see Siren this way.

Spawn: Appearance: Spawn resembles a heavily distorted version of the Steve avatar from Minecraft, mainly being more elongated. His face is distorted with bloodshot eyes, veins warp around his arms, and a purple substance runs down his neck to his legs. He wears black pants(?) and seemingly wears no shirt(?)

Overview: Spawn wanders around the map in search of players, like most Entities. When spotting a player, Spawn will scream and run at them at high speeds, constantly gaining speed while chasing, only slowing down once he lands an attack, while also occasionally leaping towards them if they gain too much distance. He deals 28-30 damage on contact. Spawn is unable to accelerate if a player is looking at him.

If Spawn hasn't spotted a player for a long period of time, Spawn will sprint to a random area on the map at an extremely fast speed, and proceed to stand idle, waiting for players to ambush. If Spawn does not spot any players during this phase, he will return to his normal behavior of wandering the map.

Sprintbear: Appearance: Sprintbear is a large, bulky, and yellow animatronic resembling a bear. He has bright neon white eyes and a purple top hat on his head.

Overview: Sprintbear wanders around the map at a medium pace. When Sprintbear spots a player, he will first briefly stop in place and then begin a chase. Over time, Sprintbear will gain speed very quickly, being able to outrun the player almost immediately. He deals 60 damage upon attacking which also heavily knocks back the victim before endlag and windup.

Sprintbear canonically cannot hear people over his own footsteps because of how loud they are.

Streamer: Appearance: Streamer is a tall humanoid, in an all grey diving suit, with multiple utility belts strapped around his chest, waist, and legs. He has three oxygen tanks on his back, as well as a large TV, positioned in front of Streamer by a long metal arm. He wears large boots too, and in his left arm, he holds a large taser. In his right hand, he holds a large camera.

Overview: Streamer will roam around searching for players like most killers. Streamer will shock players on contact with his taser, inflicting the shocked status effect, dealing 45 (?) damage over time while also delivering an additional attack that ragdolls the player, but is avoidable. If Streamer lands an attack, he will back away a bit. After attempting an attack, He will walk slowly for a couple seconds before sprinting.

If Streamer lands two hits on the same person, Streamer will lock off of them and run to a different area of the map, ignoring other players until he reaches his destination, where he will continue to chase players again. He will only relent one time per player; If he finds that same player again afterwards, he will continue attacking until he kills them.

Streamer will temporary speed up during wind-up of attack allow him to land a hit on players easier.

Streamer's real name is Ewan Conan. Streamer only attacks people for content. After recovering from being stunned, Streamer has a unique animation where he looks at the sides of his camera, most likely checking for any damage.

Subspace Tripmites: Appearance: A Subspace Tripmite is an insect-like entity, having four small black legs which have small pink webs attached to them, and a small face with three glowing pink eyes and mandibles. It appears to have a large structure attached to the top of its body, which is a box with black borders and a pink crystal inside, resembling a subspace tripmine.

Overview: A Subspace Tripmite will wander the map, akin to most Entities. When spotting a player, it will give chase. Subspace Tripmites can either bite or explode, switching every time they get a new target or switch states.

Subspace Tripmites' bite attack does 10 damage.

When a Subspace Tripmite explodes upon being near a player, it will cease all movement and begin ticking for around 3 seconds while its subspace tripmine structure rapidly spins before exploding, dying upon doing so, creating a large AoE effect that does a maximum of 80 area damage, while briefly ragdolling the player depending on their distance to the explosion.

When not in chase, Subspace Tripmites are able to cloak themselves, making their body almost invisible. When cloaked, they will stay in one place, waiting for a player to walk by, in which it will uncloak and chase the player. If it does not spot any players for a long period, it will uncloak.

Stunning Subspace Tripmites will cause them to immediately explode.

The Subspace Tripmites have small white tags attached to them, although do not actually say anything coherent.

Telefragger: Appearance: 'Telefragger takes the appearance of a grey stick figure with red and white outline and similarly colored glowing aura around him.

Overview: Telefragger functions similarly to most entities, wandering around the map at a slow pace and chasing players he spots, slowly ramping up in speed over time.

However, Telefragger is capable of teleportation every 7 seconds to get close to players, which is indicated by a blaring sound cue. He will mostly use this teleportation to catch players off guard by cutting them off from their path and making them run into him. His speed resets whenever he teleports.

Telefragger also can clip through walls and objects, with him also being able to fly, making him able to catch players off guard on closed maps.

Telefragger applies constant tick damage to any player too close, each tick dealing approximately 1 damage every 0.018 seconds (approximately 55 or 50-60 damage per second).

Telefragger has 360° vision.

The Founder: Appearance: The Founder is a large, malformed humanoid creature with four mouths around the upper half of his body. He is wearing rather casual attire, with black shoes, a vest merged into its body, a torn-up undershirt, and a brimmed tophat surrounded in organic matter.

Overview: The Founder wanders around the map like most other Entities. His mechanic relies on points of interest on a map that he will defend, which is usually the most crowded area. Upon spotting a player, he will stop in place and let out a roar before beginning the chase. When close enough to a player he will slam the ground with its left fist, dealing 46 damage. If the player is close enough to the attack, they will be briefly ragdolled.

The Founder can also activate a "Hunt Mode" whether he's roaming or chasing, in which his eyes dilate and increase his detection distance greatly, allowing him to spot players better.

During this "Hunt Mode", The Founder will passively (or if stunned) spew out red clouds that darken the player's vision and inflict them with the "Infected" debuff, which decreases their maximum health overtime. If the debuff remains active for too long, the player will be instantly killed with no means of revival possible while their corpse begins to produce the same clouds.

The Mafia: Appearances: The Mafia have bright yellow skin and don black clothing. They all have individualized appearances.

Eunoia's Right Hand are ROBLOXians who wear a black fedora with a black stripe, and wields a linked sword.

Britalians are ROBLOXians who wear a black beanie and wield a plank with a nail inside of it.

Debt Collectors are ROBLOXians who wear a ushanka and wield a crowbar.

Made Men are ROBLOXians under the effect of slateskin. They wear a pair of Clockwork's shades and wield a linked sword.

Squires are ROBLOXians who wear a black fedora with a white stripe, and wield a machete.

The Gunners are ROBLOXians who wear a black ski mask and wield a pistol.

Overview:

Melees: Eunoia's Right Hands, Britalians, Debt Collectors, Made Men and Squires all patrol the map normally and give chase to players they see. They all attack the player through melee attacks, dealing 18 damage.

Made Men function the same as the other melees, however, they are slightly slower than the other members. Eunoia's Right Hands are slightly faster.

The Gunners: The Gunners will search around and chase players just like the other members. They will start shooting players they see dealing 14 damage per shot and reload after 14 shots.

TneEntity: Appearance: TheEntity takes the appearance of a pitch-black Minecraft avatar, albeit extremely elongated and distorted. It has three white eyes, which start bleeding whenever TheEntity gets provoked.

Overview: TheEntity initially wanders around in search of players like most entities; however, when chasing a player, TheEntity's speed does not increase, with it simply walking towards the player. To compensate, TheEntity will teleport close to the target player every 5-6 seconds, with where he ends up being based on where the target is looking at, indicated by an image flashing on nearby players' screens. When close enough, TheEntity will swing at its target, dealing 35 damage.

TheEntity will enrage if it misses too many of its swings (more often when stunned). When it does, it will resort to sprinting towards its target player instead, along with swinging a lot faster. He reverts back to his regular behavior after some time passes.

TheEntity uses He/It pronouns.

Thornwalker: Appearance: Thornwalker is a tall, bulky humanoid. He wears a grey sweater with green overalls, and blue pants with knee pads. His head is green and has thorns all over it, along with his face having empty eye sockets, a pointy nose, and a large grin.

Overview: Thornwalker initially searches the map for players like most killers, chasing players he spots. He does 45 damage upon contact with his target, slowing down for a few seconds after attacking. Thornwalker also has a few abilities he uses to kill players.

Thornwalker can stop in place for a few seconds, as he pulls out a thorn ball and throws it at his target. The ball deals 20 damage on contact and ragdoll players for ? seconds. It explodes after a few seconds, flinging out thorns that deal 5 damage each and give players a bleed effect.

He also has the ability to snap his fingers, which summons a cluster of thorns that fling themselves at the closest player, dealing 10 damage per thorn.

He can dunk on players at higher elevations or far away from him with his thorn ball dealing ? damage.

Thornwalker was originally a person that then mutated into what he is now. The song Thornwalker hums and sings in his idle voicelines is 'The Lights Go Down' by Electric Light Orchestra.

Trollge: Appearance: Trollge takes the appearance of the "Trollge" face, with a large, thin body with long and sharp claws.

Overview: Trollge wanders the map, akin to most Entities. He will chase anyone he spots, swiping his left or right claws at anyone close, dealing 25 damage on contact. Trollge has subpar sight, but has higher-than-average hearing, and slowly gets faster the longer players are within his line of sight.

Occasionally during chase, Trollge will stop in place, raising his hands, before screeching and lunging in a straight line, swiping his claws rapidly. If a player is in the way of Trollge during this, they will be dealt 35 damage.

Trollge will place a static overlay over the player's screen at a set distance, getting more intense the closer he is.

Uncle Sam Mk.IV: Appearance: Uncle Sam Mk. IV appears as a giant, blue, bulky bipedal machine wearing a top-hat resembling the American flag. It has white stars on its shoulders and torso with a small rectangular gap and lights at the upper torso, presumably as a peephole, with the words "UNCLE SAM" below that peephole.

Uncle Sam Mk. IV's legs have oversized joints and are broad and circular. Its right arm is replaced with a rotary gatling gun, while its left is a large cylindrical cannon that can release a long cone-shaped blade. Its arms and legs are connected to the torso by a circular array of bolts. It has two metal pipes on its back, along with two launchers which it can raise above its shoulders to fire them, a big launcher and a small quad-launcher.

Uncle Sam Mk. IV has several latin phrases imprinted on it, being on its lower torso, the side of the shoulders of its arms, and on the side of its big and small-quad launcher. These phrases are "STELLAE IN TENEBRIS" (Lower torso), "LUX DICIT, IGNIS VINCIT" (blade cannon arm), "VOX TONITRUS LIBERTATIS" (gatling arm), "SOL SECUNDUS" (big launcher), and "MILLE STELLAE, UNA VOLUNTAS" (small quad-launcher).

Uncle Sam Mk. IV is as large as King.

Overview: Uncle Sam Mk. IV wanders the map akin to most Entities, giving chase to any players spotted. If a player gets close to Uncle Sam Mk. IV, it will launch out a long, protruding blade from its left arm cannon that deals 95 damage. While having this attack, Uncle Sam specializes in 3 ranged attacks.

Uncle Sam Mk. IV's first ranged attack is a barrage from its right gatling arm, firing out rockets of red, white, and blue that deal 1 damage each and apply a burning effect that deals 1 damage overtime for 3 seconds.

Uncle Sam Mk. IV's second ranged attack is a barrage of 4 rocket projectiles from its small quad-launcher. These projectiles explode on impact, creating a large AoE effect that deals 7 damage each, also applying a burning effect that deals 1 damage overtime for 4 seconds.

Uncle Sam Mk. IV's third and final attack is one large rocket from its big launcher, exploding on impact dealing 25 damage, applying a burning effect that deals 1 damage overtime for 5 seconds.

Uncle Sam Mk. IV's Voicelines:

Spotting a Player: "Humanoid detected" "Life form spotted" "Initiating patriotic protocols"

Shooting Big Rocket: "Prepare for a light show" "Incoming freedom"

Shooting Mini Rockets: "Observe my fireworks" "No fire extinguisher will save you now"

Stunned: "Ouwie protocol initiated" "This is a temporary setback"

Killing Player: "I want you to join the dead."

Uncle Sam Mk. IV walks very slow while chasing a prisoner. Meaning he may use his ranged attacks alot.

Wanderer: Appearance: Wanderer is a tall entity whose main body consists of long, skeletal tendrils, with one poking out from behind its eye, which acts as its head. A ribcage can be seen inside its torso.

Overview: Wanderer will wander around searching for players, if it spots a player it will chase them until either out of sight, or the target is killed. If the target is at a moderate distance Wanderer will use it's eye to shoot a beam at the target, that can ricochet off walls, it deals 10 damage and applying slow to the target for a few seconds, If the target is close to Wanderer, Wanderer will swing it's arms dealing 40 damage to the target along with applying a bleed effect for a few seconds, dealing a constant stream of chip damage, ending after taking 30 damage.

YELLOW: Appearance: YELLOW is a tall, neon yellow entity with long, lanky arms and legs, long claw-like fingers, big spikey shoulder and waist blades, and spikes protruding from its chest forming into a half-open ribcage. His head is a flat disconnected yellow box that solely contains of a large set of small teeth curled into a wide grin.

Overview: YELLOW is a typical chase Entity; roaming around the map and pursuing anyone it notices, akin to most Entities, and swiping his left hand to anyone too close, dealing 30 damage if hit.

Occasionally, when not in chase, YELLOW will vomit out a yellow puddle, acting as a trap and cutting off certain areas of the map. If a player steps onto the puddle, they will receive a slowness and burning effect. After around 40 seconds, the puddle will shrink down and despawn.

YELLOW can occasionally slam his fists on the ground. When YELLOW does this, a crack will be created on the ground in a zigzag pattern towards the player he is targeting that goes out to around 200 studs unless blocked by an obstacle. Yellow spikes erupt from the crack shortly after before eventually retracting after around 6 seconds. The spikes act as solid objects and will not go through obstacles or walls. Being struck by one spike will deal 10 damage and give a burning effect that deals 3 damage per second, along with a slowness effect.

Whenever YELLOW kills a player, their body will melt into a yellow puddle.

It was originally meant for YELLOW to have a more mysterious and sickening personality. YELLOW rarely does backflips, because he only has a 15% success rate Goes by He/It pronouns. Has an unknown age but acts like he's in his 20's. Speaks in all caps and will rarely ever speak in lower caps. Will turn any blood injures inflicted by him into yellow. Enjoys the physical and sometimes mental abuse of others around it. Can be described with every possible definition that defines an asshole. Lacks any sort of empathy and is even impudent to other Entities, and only respects those out of fear. Is very territorial, hence his tendency to paint things and people yellow.

Maps: Maps are areas that are for the prisoners to survive against the entities.

The current maps are:

3008 3D Maze Adusuze's Origin Apartments Arcade area77 Baseplate Brick Maze Campus Chimera AI Innovation Facility Combustion Headquarters Corn Maze Corridor Deserted Stable Digital Labyrinth Endless House Freddybear's Here School Horror House Hougoument Irregular ItsMaze Lab Level 0 Meat Maze Office Pool School Storage Unit The Void The Temple Wonderland

Items: Items are weapons or objects the prisoner use to survive or fight.

The current items: Burger Camera Monitor Metal Bat Pizza Radar Revolver Roil Coil Soda Space Sandwich Speed Coil Teddy Bear

Mechanics: Mechanics are content within Darkest Hours that make up the basic gameplay loop. This page is made to cover all current in-game mechanics in Darkest Hours.

The following Mechanics: Intermission:

Upon a "round" ending, the prisoner will spawn in the Lobby in an intermission state. During intermission, they will wait about 15 seconds before a machine swings down, covering the screen. This machine has four screen like parts, which each show a map.

They will be given 13 seconds to vote for one of the given maps by clicking on the screen showing the map they wish to play on, indicating you have voted for that map. Once the 13 seconds given to vote is up, the screen will fade to black, with the map with the most votes and the timer being the only thing visible, before the screen turns "off" in the manner of an old television.

Standard: After the intermission, the prisoner will be put into a "round". Each round is split between 4 Trials, in which you have to survive in all 4 trials. Whenever a Trial starts, the screen will fade to black before text appears stating the current Trial and objective. After this, they will be given 3 random items, a 5 minute timer will be set, and a random Entity/Entities will spawn.

The prisoners have two main goals during a Trial; completing the objective and avoiding the Entities till the Trial ends.

Objectives: Objectives serve as way players can decrease a Trial's timer to end it faster and ensure survival.

There are currently two objectives in-game:

Collect: Scraps are collectible objects in Darkest Hours. They are a part of one of the two objectives, Collect.

Appearance: Scraps appear as various mechanical parts, which include but are not limited to: rods, screws, gears, engines, tetrapod structures, etc.

Overview: When the Trial starts and the objective is Collect, Scrap will begin spawning around the map in various locations.

Each player is assigned a shared pseudo-randomized quota and has to accumulate a sufficient amount of the value Scrap to meet said quota, with these quotas scaling to the map size.

Depending on the settings the player has on, Scrap will emit an orange glow, along with a sound cue to let players know how close they are to Scrap.

When the player has met the Scrap quota, the remaining duration of the current round is reduced by 10 seconds for each player who has met the quota. Additionally, if all players meet the Scrap quota, an additional 90 seconds will be shaved off the timer.

Scraps appear as various mechanical parts, which include but are not limited to: rods, screws, gears, engines, tetrapod structures, etc.

Each type of Scrap has a different amount of value that fill the Scrap quota, ranging from 5 Scrap to 30 scrap.

The amount of Scrap a player has collected to the quota is displayed in orange pixel text on a screen below the timer.

Meeting the Scrap quota will result in a confetti effect that spews out from the timer whenever the Trial ends. Failing to meet the quota will currently not result in any negative effects to the player; however, there will not be a confetti effect when the Trial ends.

Collecting additional Scrap does not reduce the timer.

Scraps are client-based. They will always spawn in the same spot, but can be independently collected by every player, meaning players cannot affect other players' collection.

Capture Points are claimable points in Darkest Hours. They are a part of one of the two current objectives, Capture.

Appearance: Capture Points appear as large pads with points in the middle. Next to the point sits a power box, and several things sit on the pad itself, such as cones, rusted metal, a triangular sign with a humanoid figure digging, small lights, etc.

Overview: When the Trial starts, and the objective is Capture, three Capture Points will spawn on random spots on the map.

Whenever a player stands on these Capture Points, it will slowly fill up with a yellow light with a sound cue. How fast the Capture Points fill up scales to how many players are currently standing, with the more players that stand on them, the faster they fill up. Every player is required to capture these points.

When a Capture Point is fully completed, the Capture Point will emit a bright yellow glow, indicated by a sound cue, and will reduce 30 seconds from the Trial duration.

However, unlike the Collect objective, there is a penalty for not capturing every Capture Point, this being Overtime.

Overtime only happens when the Trial ends without every Capture Point being captured, but the uncaptured Capture Point(s) are still in the process of being captured. An icon, similar to the Last Prisoner Standing icon, will appear to indicate Overtime has begun.

Overtime extends the Trial duration to until the uncaptured Capture Point(s) are captured, which then if the uncaptured Capture Point(s) is captured, the Trial will end and the next one begins.

When the Capture Point bar Is half full, it will alert nearby entities within a big radius to your location after each point of the bar is reached, this Will make them run to your location.

Stamina: Above the health and items bar is the Stamina bar, a blue vein-like icon. Stamina limits how long you can sprint, from 100% to 0% depleting as you sprint, and regenerating whenever you aren't.

The prisoner can sprint for ~20.30 seconds before sprinting and jumping gets locked for ~3.50 seconds (0% stamina). It takes ~17.35 seconds to fully recover all stamina upon reaching 0% while walking, but the regen time will be reduced the slower they walk, up to 38.5% while standing still (10.67 seconds to fully recover all stamina). There's a decrease in stamina regen that has a duration scaled to how long they have been running, which is applied once they stop running, although decays pretty quickly.

Being below 17-20% stamina will make them unable to sprint.

Downed: Getting downed is the state that occurs when an Entity depletes all of a prisoner's health for the first time. During this, they will be forced to crawl on the floor, your speed being decreased greatly. In this state, they will be set on a 30 second timer, indicated by bar that slowly lowers on their screen.

When they are downed, an icon becomes visible through walls to other players. They can revive them by getting close and interacting with a button.

The icon slowly darkens as they run out of time, turning yellow when another prisoner is actively helping them. If the timer expires, they die for the duration of the Trial, with no means of revival.

Special Trails: Every third Trial in a round will always be a Special Trial. Special Trials add special gimmicks to the Trial, making survival harder.

Special Trials, aka Special Rounds, are the game modes of Darkest Hours. They will always appear on Trial 3 and change the gimmicks of a usual Trial that works against the players

The following are Special Trials currently in-game:

Blackout - Darkens the map and reduces the player's vision. Identified by the screen darkening and fading faster around the trial objective text.

Bloodbath - Spawns five or more Entities on the map, which somewhat scales depending on the map's default entity count. Identified by the trial objective text appearing five times.

Dolly - Dolly appears from below the player's screen. When she opens her eyes, players need to stop moving; they take 1-15 damage. Killers will be paused during this. Identified by Dolly's eye appearing after the trial objective text, accompanied by distorted audio.

Dolly's appearance: Dolly appears to be a young girl with long black hair and large hands. She lacks color and most facial features, only having large, unsettling eyes.

Double Trouble - Spawns twice the amount of Entities that normally spawn on that map. Identified by the trial objective text appearing twice.

Fog - Covers the map in a layer of fog that obscures the player's vision. Identified by the additional grey text behind the blue objective trial text.

Husk - Spawns a "Husk" that constantly follows your movement and deals damage if too close. Identified by the Husk's head appearing behind the objective text. As the trial goes on, more Husks will appear behind them. Husks are client-sided, meaning that players can't see or interact with each other's Husks.

Husk appearance: Husk takes the appearance of a purple Robloxian with a speckled texture. It appears malnourished, has two beady eyes with black pupils, and has an elongated jaw.

Infection - Spawns an extra Entity every time a player dies. Identified by the trial objective text rotating and turning green or black at maximum difficulty.

If an Entity depletes all their health again after being revived, they will ultimately die with no means of revival.

Escape Trial: The Escape Trial appears on the fourth Trial, and requires a prisoner to get to an eye that appears on a random spot on the map to escape and survive, with prisoners being guided to it via a red arrow. A black border slowly closes in on the map during an escape Trial, and random Entities slowly spawn acting as obstacles for the prisoners.

Difficulty: Difficulty measures how challenging an Entity is to survive against. Ranging from 0/10 to 10/10, an Entity's difficulty corresponds to when it can spawn during a Trial. For example, if a server's difficulty is at 6/10, any Entity rated 0/10 to 6/10 can appear.

Difficulty level is indicated by the redness of the text when a Trial starts. Difficulty increases and decreases based on player performance, such as surviving Trials or completing objectives.

Sound: Sound is the noise you make when doing various actions such as sprinting and using items such as the Revolver. Any sound can be heard by Entities, with some Entities being more dependent on sound than others. Upon hearing any sort of sound, Entities nearby (although they can hear from farther depending on how loud the sound was) will quickly make their way to the source of the sound, attempting to catch and chase a player near the source.

Being around Entities without being spotted can be dangerous as sprinting away can be enough to attract Entities to them. However, by crouching, the prisoner will make nearly no sound, and will be able to get away without making sound.

Stunning: Some items you can get are capable of stunning Entities for a certain amount of time. When stunned, Entities will not be able to move or attack. After the time the Entities are stunned for is over, they will go back to their usual behavior, but will also gain an immunity to getting stunned for a short period, indicated by a shield icon and a white smoke-like aura around them.

Overtime: Overtime is the current punishment for not completing the Capture objective. It occurs when all Capture Points are not captured, particularly when only one is uncaptured, indicated by an icon appearing and will extend the round's duration till the uncaptured points are captured.

Last Prisoner Standing: Last Prisoner Standing is a mechanic that occurs when all but one player is killed.

A prisoner can tell when they are about to receive Last Prisoner Standing because when they are the last one alive before Last Prisoner Standing begins, the overtime theme plays signifying them are the last person left.

When Last Prisoner Standing occurs, an icon will appear, indicating Last Prisoner Standing has begun. Whatever happens for a Last Prisoner Standing is dependent on the objective chosen.

If the objective is Collect, every Entity present will gain full awareness of the last player's location, no matter how far or aware they were of the player beforehand. More Entities spawn as 'Last Prisoner Standing on Collect goes on aswell.

To compensate, the player is given infinite stamina, they do not need to meet the Scrap quota if previously undone, and certain Entities are changed to make it easier for the player to survive.

When Last Prisoner Standing on Collect occurs, the last player must survive the Entity/Entities for a certain time period, being around 2 minutes. Once the player has survived said time period, a machine will spawn on a random spot on the map, which is indicated by a highlight and a red arrow leading to said machine, similar to the escape sequence on Trial 4.

When this machine spawns, the player must get to the machine and interact with it. Once the player interacts with the machine, the round ends, and the next Trial begins.

If the objective is Capture, the player will still be given infinite stamina; however, unlike the Collect version of Last Prisoner Standing, the player must still capture any uncaptured points, and Entities are not changed

To compensate, Entities are not given full awareness to the player's location, and Capture Points fill up faster.

The time the player needs to survive during Last Prisoner Standing on Capture is dependent on whatever time is left when it starts.

Trials: Trials are the main gameplay loop of Darkest Hours, involving players doing objectives while being hunted by Entities on a chosen Map for 4 trials, with each being 5 minutes long. The players can complete tasks like Collect and Capture to help reduce the Round Timer.

There are two types of tasks for players to complete, Collect and Capture.

Collect requires players to collect a randomized amount of Scrap that is dependent on a map's size.

Capture requires players to stand and wait at 3 Capture Points that spawn across the map.

Every third trial, Trial 3, will always feature a Special Trial. They are the game modes of Darkest Hours that alter the game's gimmick against players. Refer to the link provided for more information about Special Trials and each one that can occur.

An Escape Trial is a special round that will always appear on the fourth trial, and will replace the usual text with "Run" instead. As the name suggests, it is the Trial where players must escape the current map.

If all but one player dies in a Trial that isn't the Escape Trial, Last Prisoner Standing will occur, changing the gimmicks of a usual Trial, making it harder and easier for the last surviving player.

Threat Types: Threat Types, or Entity Types, are mechanics that correlate to the mechanics of an Entity and their abilities.

Acceleration: Entities with this Threat Type can quickly increase their speed in a chase over time.

Examples of Acceleration:

Agony Bob Coalcart Funboiler Grappler Sprintbear Spawn Telefragger Trollge

Bleed/Burn: Entities with this Threat Type can apply a status effect that rapidly drains the player's health.

Examples of Bleed/Burn:

Brute Twins Coalcoat Executioner Funboiler Guesty Horoer Lita Guidance Thornwalker Uncle Sam Mk. IV Wanderer YELLOW

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