P-18

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## Template:Description Description

**P-18**, colloquially referred to as "The Sloth", is (likely) the first of a multitude of entities to be encountered within *Section A*, and proves itself to be the most regular mechanic-wise.

As it name suggests, it makes its debut upon the opening of room P-018 (not to be confused with the entity **P-18** itself) and will start its journey at the lobby, where it will slowly make its way towards the latest room the players have opened and it will then despawn upon making contact with the unopened door of that room.

Despite possessing a considerably slow speed, players are not able to outrun it, though it does allow them to take time to react to its presence. When spawning,P**-18**s presence will be indicated through a *bang,* screenshake of which gets more vigorous when it gets closer, then accompanied by a *rumbling static-like noise* that progressively becomes louder the closer the entity is to the player. Throughout a player's journey through *Section A*, P**-18**'s ambience will become fainter the further they proceed, reaching a point where its spawn cue can no longer be heard. Though its ambience can be heard about a hundred rooms behind the room the player is currently inside of, it may become slightly more difficult to determine the entity's presence.

Throughout its journey, **P-18** may encounter minor hindrances as its speed is its greatest disadvantage, resulting in it occasionally being pushed back by a stack of crates in a *Storage Unit* or being slowed down when breaking down columns in a *Column Room* due to a possibility of being stopped momentarily by it. The entity may also be slowed down through rooms with an object intersecting with its path, such as the tables in the *Conference Room* and the *Kitchen,* though P**-18** will simply be uplifted when colliding with it, which also may cause it to be stuck on the roof.

Though earlier encounters with **P-18** may prove to be slightly difficult due to the distance between the player and the Lobby being short, it will soon fade away as an issue as the player progresses further into the rooms where the player will find themselves dealing with more difficult entities. Because P**-18** serves as one of, if not the most basic entity players will encounter, it ultimately proves itself to be the easiest entities to evade as it does not possess a unique mechanic that can hinder the player's goal of survival. To make up for this, the entity will sometimes transform into a much more quicker and dangerous variant, known as *UNKOWN VARIANT* though this shouldn't be something players need to worry about, as it most likely won't make its first appearance until rooms above A-250. P**-18** makes its debut just a few rooms before the next runner-type entity, known as *P-45*.

## Template:Appearance Appearance

**P-18** appears as a solid, slightly cyan colored entity that has a wide smile revealing its teeth which have the same coloration as the entity itself. It is accompanied by two wide eyes with identically colored sclera and somewhat dilated pupils. It surrounds itself in a cyan-colored glow which allows for players to spot it in the dark. **P-18** will shake violently while traversing throughout the rooms.

## Template:Strategy & Tips Strategy & Tips

* To survive an attack from **P-18**, players must hide in any of the given hiding spots in the room they're currently in (*Grey Locker, Functional Blue Locker, Fridge or Table*).
* After reaching rooms above P-043, players are advised to cover as much distance they can before **P-18** reaches a point where it is too close. Because of its slow speed, it will take a while to catch up to the player.
	+ Players should listen for its thud-like sound to know that it is present, as well as its ambience to know that it is about to arrive.
* Though **P-18** is slow, it may serve as a distraction as it allows for other entities to attack the player and may cause them to forget that it is present. If the other entities despawn, players should stay in their hiding spots for a few seconds and try to determine **P-18'**s distance from themselves.
	+ Player shouldn't make its presence their priority if they're within an area where other entities can spawn, as previously stated, it can serve as a distraction.
		- Due to **P-18’s** somewhat quiet ambience, when another entity that was present despawns, players should, again, wait and hear to determine if **P-18** is present or near.
* If players are within rooms above P-200, they should take some time to listen for **P-18** just in case it is present as it is quieter within this stage. This will allow for them to keep in mind that the entity will attack soon. This should also be prevalent in a room where player's footsteps are loud (e.g. Catwalk Room & Kitchen).
	+ Because of its slow speed, players may forget about its presence after encountering a few entities. As previously stated, players should try not to make **P-18** their priority, but should keep in mind that it is still there.
* Note that **P-18** are one of the few entities that possess an *X-Variant*, and both entities possess similar ambiences. Because of this, players may assume that P-18 is arriving when it may be *Unkown (XP-18?).*, which may cause them to put its presence aside for a while, leaving them prone to its attack due to its quick speed. Players should familiarize themselves with their ambiences to distinguish them.

## Template:Notes Notes

* **P-10** is one of the slowest runner entities in the game.

## Template:References References

P-45 (the A-10 rip off and A-45 rip off)

1. ↑ Q: "Do the entities have nicknames like A-60 and A-200 do in the original rooms?" A: "Yes but the only nicknames i came up with are "THE BITCRUSHER" for A-183 **"THE SLOTH" for A-10** "THE OTHERWORLDLY CREATURES" for A-278 "THE SUMMONER" for A-300 "THE DOPPELGANGER" for E-60 and "THE FALSE MEMORIES" for E-200" - Zvardin, Fandom