Enemies

As of **[v1.2.1]** there are currently **3** enemies, excluding the **Specimens** in Sector A:

* **2** essential monsters
* and **1** conditional monster.

Essential monsters will 100% appear in a full playthrough. Currently, until page 3 is collected there is going to be 1 monster only: either **Glitch** or **Chaser**. Both have equal chances of being chosen.

Conditional monsters, on the other hand, only appear if a certain task has been completed. The only conditional monster as of now is **Specimen 9.**

* Glitch
* Chaser
* Specimen 9

## Statistics

* Appears to be a black figure with white glowing eyes, as well as claws that are presumably used to kill the player.
* *Essential* monster
* **500** Health Points
* Base walkspeed increases with each page collected.
* Tough as nails. Regenerates all of his health when he disappears if the player doesn't have the **M1 Garand** in his inventory.

## Spawning

**Glitch** has a background timer that decides when he will spawn in. After the said timer reaches **0**, Glitch will select one of his **4** attacks and chase the player.
Collecting a page will significantly reduce the timer and most likely spawn **Glitch** right away.

## Behavior

As of [v1.2.1] **Glitch** has 4 attacks.

The chances of a certain attack being chosen depend on the amount of **Pages** collected, due to which **Glitch** is more likely to be aggressive in the late game than in early game, forcing the player to change his strategies in order to survive.

When **Glitch** spawns in, he will always chase down the player until he is either despawned or damaged.

The despawn timer is calculated by the following formula: **[10 \* 0.2x]**, where **x** is the amount of pages collected.

The despawn timer cannot go below *10s* or above *24s* by default, unless set by an attack.

## Attack types

### Ambush

*The most known and basic attack.*

During this attack **Glitch** will spawn behind the player with the distance being calculated by the following formula: **[40 + 2x]**, where **x** is the amount of Pages the player has. He will then quietly chase down the player.

This attack is more likely to occur later on in the game.

### Direct attack

*One of the most dangerous ones.*

During a direct attack **Glitch** will spawn in front of the player, with the distance being calculated by the following formula: **[130 + 2x]**, where **x** is the amount of Pages the player has.

The reason why this attack is so dangerous is because Glitch does not stop while the player is looking at him, forcing the player to change his path unless he has a firearm with him.

To balance this out, **Glitch's** walk speed is **NOT** determined by a formula; instead, it is set directly to **16**, just **3** above the player's default walking speed.

This attack can be easily identified by hearing an audible roar when looking at **Glitch**. An alternative way to tell this attack apart from others is the music that plays while he's chasing.

The attack is more likely to occur later on in the game.

### Direct attack, alternative

*A variation of the Direct Attack.*

During this attack **Glitch** will spawn in front of the player, with the distance always being **80** studs away.

This attack is not as dangerous as he alerts the player of his presence, but can still block off the paths.

Attack also sets **Glitch's** despawn timer to **30s**.

This attack is less likely to occur later on in the game.

### Location camping

*You'll never see it coming.*

During this attack **Glitch** will spawn at a closest location that is at least *75* studs away from the player.

This attack also sets **Glitch's** despawn timer to **30s**.

This attack is less likely to occur later on in the game.

## Special abilities

As of [v1.2.2] **Glitch** only has 2 special abilities.

The chances of an ability getting used increase with each page collected.

When an ability is used by **Glitch**, all abilities are on cooldown for the next **120s**.

## Ability types

### Fake disappear

*Scammer.*

If the player looks at **Glitch** while this ability is active, **Glitch** will disappear for about 5 seconds and then reappear in a completely random direction.

This ability can be identified by an audio cue and his mysterious disappearance.

### Jumpscare

*Dang it.*

If the player looks at **Glitch** while this ability is active, the player's Static Meter will instantly go up by *30%*.

This ability can be identified by an audio cue and the sudden change in Static.

## Chaser

### Aliases

Red face

```
**Statistics**

```

* Appears to be a red eerie smile that emits a light, makes loud footsteps and whispering noises when appearing, alerting the player of its arrival.
* *Essential* monster.
* Unkillable.
* Base walk speed increases with each page collected.
* Running is futile, therefore you must resort to using your flashlight to the maximum.

```
**Spawning**

```

If **Chaser** isn't chosen as the first enemy, then after collecting the 3rd page **Chaser's** background timer will start. After the said so timer reaches **0**, Chaser will spawn in any given direction, 300 studs away from the player. Then, he will start sprinting to the player at incomparable speeds.

Collecting a page will reduce the timer and most likely will spawn **Chaser** right away.

## Specimen 9

### Aliases

Claymore head, TAKER

what a fine handsome gentleman this person is