Spooky's Jump Scare Mansion: HD Renovation

Spooky's Jump Scare Mansion: HD Renovation

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Ultimate Endless Guide
By Neco Coneco | Simpur
All the information you need to master Endless mode
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WARNING
This Guide contains spoilers!!!

Most of the information for this guide was taken from the Spooky's Jumpscare Mansion wiki fandom and some from my own experience. Please Check out the Wiki by clicking
HERE [spookys-jump-scare-mansion.fandom.com]
to get sent to the Wiki page.

Basic Endless Information
This section will explain how endless mode works.

The player will begin outside the mansion, with a boarded-up door in the middle of the area. The player is given a choice of which weapon to take; the Axe is lodged into the frame of the door, and the Sword is lying on a surgical instrument table found at the top-right of the starting area (only if the player has cleared Karamari Hospital at least once). Both weapons work the same way against all enemies

Exclusive to the HD Renovation and worth mentioning for this mode, the player will be invulnerable while going through a door, and they have 0.35 seconds of invincibility, meaning no other enemies can hurt them for that window of time if they've already taken damage.

Exiting the game during a chase via closing the window or force-closing the game (Alt-F4, Task Manager, etc.) will now delete the player's save file as if they had died. A report screen will show up when the player dies, showing their settings and old best score if they had any.

Also unlike the original, each specimens' scripted room from their original appearances (i.e. Story Mode and Karamari Hospital) will also appear. In each floor of 100 rooms, one of these rooms will randomly appear. From that point on, the specimen in question will be available to chase the player, much like the previous Endless Mode. Specimen 2 is the sole exception to this rule, as it is in the "Rechase Pool" (explained below) by default, though its starting room can be encountered rarely.

It is possible to encounter more than one specimen at once, significantly increasing the difficulty. This includes getting chased by 2 of the same specimen or getting chased by multiple Specimens simultaneously, up to a maximum of 5.

The way this works is assumed to be as such:

After a specimen's chase begins, that specimen is added to a "Rechase Pool." At the start of each room, the game checks to see if the player can encounter a specimen. This check occurs even if the player is already being chased by another specimen. This check automatically fails if the player is inside of a "Safe Room" (Elevator, Foggy Maze, Brain Room or the Minigames Room), inside Room 0, if they enter another specimen's spawn room, or if they are already being chased by the maximum of 5 Specimens. If the check passes and the game rolls to spawn specimen, a random specimen from the "Rechase Pool" will be spawned in that room. Each specimen has an equal chance to spawn, though the chance for each one lowers with each specimen added to the pool. (i.e. 2 specimens is a 50% chance for each, 5 specimens is a 20% chance for each.) This can include another copy of a specimen already chasing the player.
Specimen 2 is added to the "Rechase Pool" at the start of every run, regardless of whether its spawn room is encountered. Specimen 7 and Specimen 9 can be encountered, but are never added to the "Rechase Pool."
The Player
This section will explain the Player


The Players Health: 100

The Players walk speed: 5m/s

The Players run speed: 9m/s

Weapons

Axe - The axe has a prime speed of 0.23s and a attack speed of 0.10s

Sword - The Sword has a prime speed of 0.18s and a attack speed of 0.16s

Comparing the Axe and the Sword to eachother, The Axe is faster by 0,01s. The difference is so small that it doesn't really matter what weapon you take and use.
Rooms
This section will explain a few Rooms in endless mode.

Throughout the game, the player will find themselves in many rooms and scripted rooms; some with save points that can help them save their progress, and others that will present them with hostile Specimens. There are also rare rooms that contain Easter Eggs, decorative features, or some interactive objects such as notes.

Below there are some rooms you have to remember, because the player could easily get killed.




The "Abyss Table" Room is a common room that the player will see throughout the game. At first this Room seems like a 50/50 that either the player has to go left or right, but we can eliminate this 50/50 by going to the "Table Is Visible here" area. If the player sees the Table from that point, it means that you have to go right, but if there is no table then you have to go left.



The "Winding Hall" Room normaly has 2 exits, but in the endless version it only has 1. Its good to know this when being chased by other specimen so you can avoid getting easily hit. Its best to also remember that if you are chased by Specimens that go through walls for example Specimen 4, its best to wait for them so that they dont cut you off near the exit door and get a free hit.


The "Endless Dungeon Room" is a room that has 2 variants. The way the layout of the room is made is that it can easily make the player think there are 4 options where the door is but there are really only 2. the best strategy to not get caught in this room is to go left and see if there are iron bars. If there are no iron bars you can continue in that direction, but if you see the iron bars, you must go to the right side.


The "50/50" room is what it sounds like. this room will always be random and you cant do much about it and if you pick wrong you will definitely get hit at least once.
Specimens/Monsters/Dolls
This section of the guide will list every Minor enemy/Specimen/Monster/Doll and will give a detailed description of everything you need to know about the Specimens in terms of Strategy, Statistics and etc. But before you continue there are a few things you should know about.

1.DMG - How much damage the enemy does and the attack cooldown.

2.Speed - How fast the enemy moves.

3.Chase Duration - How many rooms it takes for the enemy to disappear.

If the room number has a "Underline" it means that The enemy's chase duration gets reduced by 1 every time it is attacked.

4.Type - What the enemy's type is.

Incorporeal: The enemy will go through all solid matter, including other enemies. It also homes in on the player.

Walker/Corporeal: The enemy has a predetermined navigation path, cannot go through solid objects and can sometimes get stuck on other corporeals if it's not faster than them.

Floater: The enemy is similar to Walker types but with the added abilities of floating over pits and over acid pits ignoring navigation paths.

Blinker: The enemy can teleport (in Specimen 6's case) or move insanely fast (Monster 4 and Unknown Specimen 5) when not within the player's line of sight.

Vulnerable - The enemy can be struck with the Axe/Sword.
Specimen 1 "Cardboard Cutout"








DMG: 0.




Speed: -




Chase Duration: Random appearance.




Type: Static.




Vulnerable: ✔️



Gameplay:
Specimen 1 takes the form of different cardboard cutouts. Specimen 1 springs out from the wall at random times, accompanied by a loud noise. This noise varies from prolonged creaking to a sort of "beep" which one might hear in a retro video game. Upon hitting Specimen 1 with the Axe/Sword, it will be partially destroyed. Specimen 1 can bodyblock and cause problems, especially with blinker enemies, but can be sidestepped. When Specimen 1 springs at the player, it will deal 0 damage to the player making this specimen completely harmless.
Specimen 2 "Goop"









DMG: 45 with a cooldown of 3 seconds.




Speed: 5 m/s




Chase Duration: 10-14 Rooms.




Type: Floater.




Vulnerable: ✔️



Gameplay:
Specimen 2 will always spawn from an ink puddle at the beginning of the room that moves from under the door. If the player walks past a puddle before Specimen 2 comes out from under the door, it will rise out from the closest puddle to the player instead of from the door. Specimen 2 can be hit with the Axe/Sword and will collapse into a puddle, but it will regenerate after a few seconds. When Specimen 2 is hit above a pit or an acid pit, it will disappear from the room and will return in the next one.While walking over Specimen 2 puddles, the player walks at a speed of 1 m/s, and sprints at a speed of 2 m/s. When Specimen 2 attacks the player, it will deal 45 damage to the player with a 3 second cooldown. It can kill the player in 3 consecutive attacks.
Specimen 3 "Subject 5 / Giant Centipede"









DMG: 30 with a cooldown of 1 second.




Speed: 8 m/s




Chase Duration: 10-14 Rooms.




Type: Walker.




Vulnerable: ✔️



Gameplay:
Specimen 3 will crawl out of a hole in the ceiling just after the player passes under one, instead of just spawning under it. It will not always come down from the first hole the player passes under, however in rooms with a high or absent ceiling Specimen 3 will enter through the door by bashing it down. Specimen 3 speed starts a bit slow but quickly ramps up, going faster than the player's walking speed and slows down when taking turns. It is recommended to conserve stamina by sprinting in short bursts so Specimen 3 doesn't catch up to the player. Upon dealing damage to the player, it crawls away, scuttles about in a circle, then resumes the chase.The same behavior applies when it is hit with the Axe or Sword. When Specimen 3 attacks the player, it will deal 30 damage to the player with a 1 second cooldown. It can kill the player in 4 consecutive attacks.
Specimen 4 "Ringu"









DMG: 45 with a cooldown of 3 seconds.




Speed: 4.5 m/s




Chase Duration: 10-14 Rooms.




Type: Incorporeal.




Vulnerable:



Gameplay:
Specimen 4 is capable of levitation, phasing through walls, and floating above pits and acid pits. Although evading Specimen 4 is pretty straight-forward when it comes to mostly linear and/or short rooms, the player must always be careful when it comes to non-linear rooms and the pit rooms. Specimen 4 completely ignores the layout of the room, always following the player's direction. When Specimen 4 attacks the player, it will deal 45 damage to the player with a 3 second cooldown. It can kill the player in 3 consecutive attacks.
Specimen 4 (Endless Form)









DMG: 45 with a cooldown of 3 seconds.




Speed: 6 m/s (Out of sight), 4.7 m/s (Observed)




Chase Duration: 10-14 Rooms.




Type: Incorporeal.




Vulnerable:



Gameplay:
Specimen 4 (Endless Form) works basically the same as Specimen 4 with some differences. Specimen 4 endless variant's static ability now creates a dome of static around the player, which slowly closes in until it covers the entire screen, before resetting. She is now faster than she was in the original game's Endless mode, being slightly faster than the player's walking speed and moving at the walking speed of the player when looked at. When Specimen 4 (Endless Form) attacks the player, it will deal 45 damage to the player with a 3 second cooldown. It can kill the player in 3 consecutive attacks.
Specimen 5 "Bab"


DMG: 60 with a cooldown of 3 seconds.




Speed: 3.5 m/s




Chase Duration: 10-14 Rooms.




Type: Walker.



Vulnerable:

Gameplay:
Specimen 5 In terms of speed is one of the slowest Specimens in the base game. While running, the player can easily evade it. A compensating factor for Specimen 5 slow speed is its ability to create environmental and visual hallucinations. During the chase, the player's vision will become obscured by a dim static effect. Added to this is the surface of the walls, floor, and doors occasionally becoming different animated textures. Although these textures come and go, the fog persists until the player has escaped Specimen 5 completely. When Specimen 5 attacks the player, it will deal 60 damage to the player with a 3 second cooldown. It can kill the player in 2 consecutive attacks.
Specimen 6 "Ben"









DMG: 45 with a cooldown of 3 seconds.




Speed: 1.5 second cooldown per teleport (Will only teleport if its being observed for more than 10 seconds).




Chase Duration: 15-17 Rooms.




Type: Blinker.




Vulnerable: ✔️



Gameplay:
When Specimen 6 teleports, he will ascend into the ceiling, then choose a descension point near the player. When this happens, if his descension point is not currently in the player's view, he will always teleport into attack range.When Specimen 6 enters a room, he will always try to attack the player. It is important to quickly turn around and look at the entrance door to avoid getting hit by Specimen 6. Specimen 6 will only teleport if he's not being looked at for more than one and a half seconds or if he's being observed for more than 10 seconds. In Endless Mode, hitting Specimen 6 will deduct one room from its chase duration. When Specimen 6 attacks the player, it will deal 45 damage to the player with a 3 second cooldown. It can kill the player in 3 consecutive attacks.
Specimen 7 "Wall of Flesh"








DMG: 100 with no cooldown




Speed: 1.1 m/s




Chase Duration: 10-19 Rooms.




Type: Incorporeal.




Vulnerable:



Gameplay:
Upon entering the door, the player sees themselves in a blood red, rotating hallway. After exiting this hallway, Specimen 7 will start chasing the player. From that point on, the player must run through a series of twisted maze-like corridors with shifting images along the walls. In Endless Mode, Specimen 7 can now appear like in Story Mode within its rooms and WILL NOT RE-CHASE. No other specimens can join the chase, although specimens can chase the player when going through the rooms around the clock. When Specimen 7 attacks the player, it will deal 100 damage to the player instantly killing them.
Specimen 8 "Deer Lord"









DMG: 30 with a cooldown of 3 seconds.




Speed: 4 m/s




Chase Duration: 10-19 Rooms.




Type: Floater.




Vulnerable:



Gameplay:
When the view between the player and Specimen 8 is obstructed by a solid wall (not including railings) and the player is far away, Specimen 8 will open a rift between itself and the player and warp forward to catch them. This warp will always take one second, so the further Specimen 8 is from the player, the faster it will travel. When not able to use its rift ability, Specimen 8 behaves like a floating corporeal entity, mostly following the path or floating over pits when no solid walls are present. The player should try to always keep Specimen 8 close to them as to prevent it from using its warp ability. It's recommended to avoid taking quick turns when Specimen 8 is chasing, otherwise this can result in being intercepted by it. When Specimen 8 attacks the player, it will deal 30 damage to the player with a 3 second cooldown. It can kill the player in 4 consecutive attacks.
Specimen 9 "TAKER"








DMG: 120 with a cooldown of 0.75 seconds




Speed: 9 m/s




Chase Duration: -




Type: Incorporeal.




Vulnerable:



Gameplay:
Specimen 9 apears after the player has been idle for 1 minute and 10 seconds. If the player is not AFK while Specimen 9 kills them (dying while trapped in the endless hallway or by simply moving after Specimen 9 spawns) they'll get the regular death screen. Otherwise, the following will happen: The screen will cut to black into a CAT-DOS version of Windows OS's error window with some cat ears, a ":3" face and a tail, named CAT-WIN. The window will continue to bounce around the edges of the screen, similar to the DVD Screensaver. Once the player hits the Spacebar or E key, a cutscene will play. Specimen 9 can join other Specimens in Endless Mode although it is very unlikely for a player to stand completely idle in this mode. When Specimen 9 attacks the player, it will deal 120 damage to the player instantly killing them.
Specimen 10 "Parasite"









DMG: 45 with a cooldown of 3 seconds.




Speed: 10 m/s (Parasite), 3 m/s (Open), 2.5 m/s (Closed)




Chase Duration: 10-19 Rooms.




Type: Walker.




Vulnerable:



Gameplay:
Specimen 10 moves faster than in the original game while in its humanoid form, moving at about half of the player's walking speed. The worm form is still faster than the player's sprinting speed but can have trouble taking very sharp turns or going through doorways, getting slowed down in the process. A good way to tell the maximum trigger distance for its worm form is by keeping Specimen 10 within the player's view distance, a radius of black fog that surrounds the player and prevents them from seeing objects far away (light sources are still visible.) If Specimen 10 is out of the player's view distance/inside the black fog, it will transform into its worm form. ecimen 10 can be hard to deal with when paired with faster specimens, such as most of the incorporeals or Monster 2, as these will force the player to sprint away from Specimen 10, triggering its worm form, forcing the player to sprint as long as they can until they either get hit by Specimen 10 or end its chase. When Specimen 10 attacks the player, it will deal 45 damage to the player with a 3 second cooldown. It can kill the player in 3 consecutive attacks.
Specimen 11 "Food Demon"

DMG: 45 with a cooldown of 3 seconds.




Speed: 5 m/s




Chase Duration: 10-19 Rooms.




Type: Incorporeal.




Vulnerable: ✔️



Gameplay:
Specimen 11 can occasionally turn all doors in a room invisible. This is especially dangerous in open rooms where the location of exit doors are vague. Specimen 11 will warp away when it gets hit with the Axe/Sword, reappearing within a 30 meter radius of the entrance door. When Unknown Specimen 1 is present, Specimen 11 is unable to make doors disappear. When Specimen 11 attacks the player, it will deal 45 damage to the player with a 3 second cooldown. It can kill the player in 3 consecutive attacks.
Specimen 12 "The Old Man"









DMG: 45 with a cooldown of 1.5 seconds.




Speed: 10 m/s (Sprint), 2 m/s (Walk)




Chase Duration: 10-19 Rooms.




Type: Walker.




Vulnerable:



Gameplay:
Specimen 12 starts off with 0 stamina and after a while it will begin to rise up. Once it hits 100, he will dash towards the player. Specimen 12 will enter the room by slamming the door open. If the player tries to attack Specimen 12, instead of ignoring him, he will swing his sickle in the air, causing the screen to flash white followed by a clashing sound, parrying the attack. Specimen 12 can appear during Specimen 13 chase. Just like the player, it is slowed down by the water. His sprint meter will also fill up slower. It also walks over crates and under the water. When Specimen 12 attacks the player, it will deal 45 damage to the player with a 1.5 second cooldown. It can kill the player in 3 consecutive attacks.
Specimen 13 "Mermaid/Siren"








DMG: 45 with a cooldown of 3 seconds.




Speed: 5 m/s (Chase), 2 m/s (Wander)




Chase Duration: 20-39 Rooms.




Type: Walker.




Vulnerable:



Gameplay:
Specimen 13 spawns somewhere in the flooded rooms, most commonly spawning from the grates that can now appear in her chase rooms. These grates also create shortcuts for Specimen 13 which she will use to ambush the player. When rechasing, right before the flooded rooms, the textures of the room will change to match those of the flooded rooms. When the player stands on a crate, she will start wandering away from the player, leaving a foam trail as she moves. She tends to go towards the nearest grate. Specimen 13 constantly moves and doesn't stay in one spot. In some of the new rooms, the water is too deep for the player to traverse. The player needs to find and restart a pump in order to progress or, in one case, a bridge to cross to the other side of the room. It is possible but extremely difficult to dodge Specimen 13's attack if the player side-steps and moves forward when Specimen 13 is charging straight at them. Specimen 2, Specimen 5, Specimen 12 and another Specimen 13 are the only ones that can join the chase. Both Specimen 5 and Specimen 12 are slowed down by the water, while Specimen 2 floats over it. The first two will not break down the door when entering, similar to Unknown Specimen 1's pixelated doors. When Specimen 13 attacks the player, it will deal 45 damage to the player with a 3 second cooldown. It can kill the player in 3 consecutive attacks.
Unknown Specimen 1 "White Face"








DMG: 30 with a cooldown of 1 second.




Speed: 0 to 6 m/s (First phase), 4 m/s (Second phase).




Chase Duration: 40 (First phase), 14 (Second phase).




Type: Incorporeal.




Vulnerable:



Gameplay:
Phase 1
Unknown Specimen 1 will appear stationary at the entrance door, unable to harm the player. After the player goes through 5 more rooms, Unknown Specimen 1 will start chasing the player. It will teleport after a fixed amount of time or after hitting the player. If it hits the player, its speed will not reset. It gradually gains speed, starting at a crawl, but soon speeding up to be slightly faster than the player's walking speed. This speed will reset each time Unknown Specimen 1 teleports. After 25 rooms, the rooms will change to long hallways with tight turns, and after 15 rooms the chase will end. It has a high chance to appear behind the exit door after entering a room, which can be avoided if the player is fast but more often than not will result in the player getting hit. The screen will flash red only when Unknown Specimen 1 is close to the player.

NOTE: Phase 2 will only occur when the player gets killed by Unknown Specimen 1

Phase 2
Unknown Specimen 1 death screen has a few visuals, such as Unknown Specimen 1 approaching the player in several small jumps and a keyboard appearing on the screen, where the player will choose a letter by dragging the cursor over it. The game will ask the player to confirm the word CLOSED, or to type something else. If the player types a name, the game will close automatically. However, typing OPEN will show the corpse's guts ripped out, and the second chase will begin. In its second chase, Unknown Specimen 1 is now much slower and does not phase through walls, giving the player a better chance at escaping it. However, another specimen may rarely join the chase, with the exception of Unknown Specimen 3. It will freeze the room counter, however. After 14 loops, the player will escape the second chase, start regenerating health again and Unknown Specimen 1 will stop chasing.It's extremely risky but recommended getting killed by Unknown Specimen 1 if the player is being chased by harder specimens and low on health to get a second chance using its second chase.

When Unknown Specimen 1 attacks the player, it will deal 30 damage to the player with a 1 second cooldown. It can kill the player in 4 consecutive attacks.
Unknown Specimen 2 "Otto the Otter"









DMG: 15 with a cooldown of 3 seconds.




Speed: 3.5 m/s




Chase Duration: 20 Rooms.




Type: Walker.




Vulnerable:



Gameplay:
Unknown Specimen 2 lacks a chase theme, the only indication of his presence being his deep belly laugh. He enters the room quickly but slows down to a crawl immediately after. It chases for a fixed amount of 20 rooms. When Unknown Specimen 2 attacks the player, it will deal 15 damage to the player with a 3 second cooldown. It can kill the player in 7 consecutive attacks.
Unknown Specimen 3 "Spooper"









DMG: 0.2/s (Poison), 10 (Vomit)




Speed: -



Chase Duration: 30-36 Rooms.




Type: Passive.




Vulnerable: ✔️



Gameplay:
Unknown Specimen 3 normal form will teleport to the nearest door to the player, preventing them from bypassing it in rooms with multiple doors. The player will immediately start taking passive damage after "killing" Unknown Specimen 3. The hallucinations can occur at any moment in the grimy rooms although the chance to vomit happens only after 9 grimy rooms. The player will be slowed down while vomiting. The player will not vomit if there is another enemy around. It's good practice to look back at the entrance door while backing away from it during this specimen's chases as the player could get a surprise attack from either Monster 4 or Specimen 6. When Unknown Specimen 3 attacks the player, it will deal 0.2/s damage and occasionally make the player vomit which deals 10 damage.
Unknown Specimen 4 "Tirsiak"









DMG: 45 with a cooldown of 3 seconds.




Speed: 4 m/s




Chase Duration: 8-14 Rooms.




Type: Incorporeal.




Vulnerable:



Gameplay:
Unknown Specimen 4 arrival is marked by a dim starry blue screen throughout the rooms, and the silhouettes of wild animals (specifically moose, bears and wolves) which will appear to block the player's path. The shadow animals can be taken out with a single hit. They also can be struck while facing away from them, making them less of a hindrance when being chased by enemies that require the player to look at them. When Unknown Specimen 4 attacks the player, it will deal 45 damage to the player with a 3 second cooldown. It can kill the player in 3 consecutive attacks.
Unknown Specimen 5 "Lisa"





DMG: 15 with a cooldown of 2 seconds.




Speed: 20 m/s (Out of sight), 0.3 m/s (Observed).




Chase Duration: 40 Rooms.




Type: Blinker (Walker).




Vulnerable:



Gameplay:
Unknown Specimen 5 first appearance does not stop the ambiance. Her moving pace while observed is drastically reduced and doesn't float over pits. She has the ability to freeze the room counter, effectively making her chase longer. Although rarely, she can also loop the same room layout until the chase stops. When ambiance stops, signifying her arrival, it will take 15 rooms for Unknown Specimen 5 to start chasing, and 5 for the room counter to freeze. After that, it will take 20 rooms for the chase to end, amounting to a total of 40 rooms of chase duration.When Unknown Specimen 5 attacks the player, it will deal 15 damage to the player with a 2 second cooldown. It can kill the player in 7 consecutive attacks.
Monster 2 "Body Bag"





DMG: 45 with a cooldown of 1 second.




Speed: 7 m/s




Chase Duration: 10-14 Rooms.




Type: Walker.




Vulnerable:



Gameplay:
Monster 2 starting room is similar to the one in Karamari Hospital, in which body bags are lying on the floor. A random body bag will get up after the player goes past it and begin to chase. It should be noted that Monster 2 on-hit effects still apply if the player currently has invincibility frames. As such, it's beneficial to get hit by a weaker enemy first right before Monster 2 attacks in order to make it go back to the entrance of the room without it dealing damage. Monster 2 doesn't float over pits nor acid pits. Upon coming in contact with the player, it will teleport back to the entrance of the room and the player's vision will be obstructed by flashing images for a few seconds. When Monster 2 attacks the player, it will deal 45 damage to the player with a 1 second cooldown. It can kill the player in 3 consecutive attacks.
Monster 3 "Baby Face"








DMG: 20 with a cooldown of 1 second.




Speed: 2.6 m/s




Chase Duration: 10-14 Rooms.




Type: Incorporeal.




Vulnerable: ✔️



Gameplay:
Monster 3 when hit by the Axe/Sword, it will teleport away to a place in the room outside the player's field of view and deduct one room from the chase duration. If it's hit and there are no more rooms to deduct, it will disappear from the room and it won't return in the next room. Monster 3 slow turning can be exploited to significantly slow it down and potentially minimize the damage taken. When Monster 3 attacks the player, it will deal 20 damage to the player with a 1 second cooldown. It can kill the player in 5 consecutive attacks.
Monster 4 "Hanged Man"




DMG: 20 with a cooldown of 1 second.




Speed: 1 second cooldown per teleport.




Chase Duration: 10-14 Rooms.




Type: Blinker (Walker).




Vulnerable: ✔️



Gameplay:
Monster 4 can be damaged by the Sword. Hitting it will make it disappear for the entire room and will deduct one room from the chase duration. Monster 4 has its own starting room, which mimics the one found in Karamari Hospital. In Endless Mode, due to the fact that there's a 50/50 chance for music not to play at the start of a chase, that Monster 4 does not emit any sounds and that it's now missing its fog overlay, it can be quite hard to notice Monster 4 chasing the player without looking back every so often or getting a surprise hit from it while walking through rooms. When Monster 4 attacks the player, it will deal 20 damage to the player with a 1 second cooldown. It can kill the player in 5 consecutive attacks.
Monster 5 "Ghost Cow"




DMG: 20 with a cooldown of 2 seconds.




Speed: 5.5 m/s




Chase Duration: 10-14 Rooms.




Type: Floater.




Vulnerable: ✔️



Gameplay:
Monster 5 will phase through the door when it enters a room and floats over pits and acid pits. Htting Monster 5 with the Axe/Sword causes it to teleport to the beginning of the room, accompanied by the screen flashing blue. Every time Monster 5 is hit, a room will be deducted from its chase duration. If it's hit and there are no more rooms to deduct, it will disappear from the room and it won't return in the next room, ending the chase. It can prove beneficial to keep Monster 5 around, as its iron bar walls can let the player see through them, allowing to find an exit faster or keeping track of teleporting/incorporeal foes, such as Specimen 4 or Unknown Specimen 1, in exchange for reduced view distance, although the black fog can make the table in the abyss room impossible to see from a safe distance. When Monster 5 attacks the player, it will deal 20 damage to the player with a 2 second cooldown. It can kill the player in 5 consecutive attacks.
Monster 6 "Bekka"






DMG: 30 with a cooldown of 3 seconds.




Speed: 3.6 m/s




Chase Duration: 10-14 Rooms.




Type: Incorporeal.




Vulnerable:



Gameplay:
Monster 6 has her own starting room which looks similar to where she appears in the Karamari Hospital DLC. The player will have to go down the "endless hallway", that now has a regular door at the end. She may or may not appear at the door when the player approaches it. After crossing the door, the chase will begin. Monster 6 appears randomly at the exit door, and will slowly approach the player when they get close. She will chase the player for a few seconds before disappearing with the screen flashing black. It is possible to avoid her damage completely by getting very close to the door and retreat right after she spawns. She sometimes does not spawn and only spawns from one door per room, meaning rooms with multiple doors can give players a higher chance to avoid damage. When Monster 6 attacks the player, it will deal 30 damage to the player with a 3 second cooldown. It can kill the player in 4 consecutive attacks.
Husk








DMG: 15 with a cooldown of 0.5 seconds.




Speed: 3.5 m/s




Chase Duration: 30-49 Rooms.




Type: Walker.




Vulnerable: ✔️



Gameplay:
Husks appear in large numbers when chasing. They can appear either in their glob state or active. The globs can be killed, which will result in them flattening as they spit out a yellow substance, and in doing so will effectively remove that Husk from the chase. Sometimes these globs will burst into Husks when getting too close and flash the player with a yellow screen. Killing all of the Husks will end their chase. Although the Husks can be dispatched easily, they have a chase duration from 30 to 49 rooms. It may even prove beneficial to keep one Husk around as it doesn't pose much of a threat on its own and they have a high chase duration, meaning they can take the space of another stronger chaser. It is worth noting they can block the player's and some corporeal Specimens' path in their glob state. When a single Husk attacks the player, it will deal 15 damage to the player with a 0.5 second cooldown. It can kill the player in 7 consecutive attacks.
Woormy Charles





DMG: 25 with a cooldown of 1 second.




Speed: 10 m/s (Chase), 1.25 (Wander)




Chase Duration: 15-19 Rooms.




Type: Walker.




Vulnerable: ✔️



Gameplay:
Woormy Charles will spawn at the entrance of the room or a random point in the room while chasing. He will roam around aimlessly until he notices the player and can be killed by hitting him with the axe 10 times, ending the chase. Its important to know that Woormy Charles may be faster than the player but the way it attacks makes it impossible to hit you unless the player would stand still or get stuck by a wall. Hitting Woormy Charles will not deduct rooms from its chase. Woormy Charles is able to bodyblock the player and block them off in rooms. Its collision will go away while attacking. When Woormy Charles attacks the player, it will deal 25 damage to the player with a 1 second cooldown. It can kill the player in 4 consecutive attacks.
Hooked Doll







DMG: 15 with a cooldown of 0.5 seconds.




Speed: 7 m/s (Center of player's vision), 2 m/s (Near center of player's vision)




Chase Duration: 7-22 Rooms.




Type: Incorporeal.




Vulnerable:



Gameplay:
When being chased by Hooked Doll, the player will be surrounded by a blue fog that heavily reduces visibility, even more than Monster 5's fog, and have an old film grain overlay on their screen. It is recommended to quickly look away from the center of the screen when entering a new room as the Hooked Doll can sometimes spawn directly in front of the entrance door. When Hooked Doll attacks the player, it will deal 15 damage to the player with a 0.5 second cooldown. It can kill the player in 7 consecutive attacks.
The Clown



DMG: 0




Speed: 5 m/s (Out of sight)




Chase Duration: 15-19 Rooms.




Type: Blinker (Walker).




Vulnerable:



Gameplay:
The Clown is an optional chaser in Endless Mode. To unlock it, the player must find Unknown Specimen 2's room. To the left of the dining area, there's a room with a large, empty cage. On the opposite wall to the cage there's a button, similar to the elevator button but instead of reading "DOWN" it reads "CLOWN". The message "Clown..?" will pop when close to the button. Pressing the button will play a party horn sound. Pressing it three times will spawn The Clown in the cage and the button will cease to function. The cage must be struck with the Axe or Sword in order to free The Clown. If the previous steps are done correctly, when leaving Unknown Specimen 2's room, the player should hear The Clown say "Bye bye!". The Clown will not chase immediately after upon being freed, unless the player presses the "CLOWN" button one last time after The Clown's cage has been struck, allowing it to start its chase on the spot. Just like in The Doll House, The Clown is harmless. It will spawn at the entrance door when entering a room. It can, however, bodyblock the player which can be dangerous when being chased by other enemies. The Clown will also say "Bye bye!" when it stops chasing the player. When The Clown approches the player, it will deal 0 damage to the player making this specimen completely harmless.
Thank you for reading.
Thank you for checking out my guide, i hope i helped at least a little bit to anyone reading this. I plan to update this guide to expand it further and add more information in the future. Let me know if anything needs to be changed or if there were any errors if you find any.



9 Comments
P1ayer_M 27 Jul, 2024 @ 10:18am 
i dont think i saw it anywhere here but during White Face's second chase you are stuck at 1 hp and if you get hit the game crashes
ENDO 22 Jul, 2024 @ 2:37am 
White face spawns at the exit for me and just forces me to tank it. What am I supposed to do?
Neco Coneco | Kryspain 7 Jun, 2024 @ 1:34pm 
Very helpful kept me alive my whole run there wasn't need to even save the game :steamhappy:
poloswagger552 24 Mar, 2024 @ 4:00am 
Not sure if you keep updating this but there's something wrong with Hooked Doll description. And it's that the player can actually attack her altough im not sure if every hit deducts 1 room like Ben the Merchant.
Neco Coneco | Simpur  [author] 7 Dec, 2023 @ 4:46pm 
Thank you for the additional information! I will definitely add it to the guide. :specimen1:
WalkThrough101 7 Dec, 2023 @ 9:14am 
Attacking Specimen 10 supposedly deducts rooms from its chase, but isn't recommended because it makes it go into its worm form. Also Specimen 1 can bodyblock and cause problems, especially with blinker enemies, but can be sidestepped or destroyed to get past it.

Other than that, I don't think you missed anything, pretty great guide (although I already knew most of this because I'm a nerd apparently)! Had no clue endless mode Ringu slowed down when looked at, which is very helpful to know because I just lost an 800+ endless run to her on Xbox.
Cranium 13 Aug, 2023 @ 4:28am 
i had no idea the dolls were in endless
Z7 Mechtype9 12 Jun, 2023 @ 11:45am 
this is very helpful i can barely find guides like this for endless mode, it was definitely very helpful. Thanks! :spookycloseup:
Dustin 11 May, 2023 @ 3:56pm 
:steamthumbsup: