
The Smiler (3D)
Back, and this time you can see all of it. It only moves when you are not looking at it with a light.
Tip: Keep the torch on it for three seconds and it leaves.
Field guide / 42 creatures
Every creature from every PendarSmart game, with where it shows up, how dangerous it is and how to survive it.

Back, and this time you can see all of it. It only moves when you are not looking at it with a light.
Tip: Keep the torch on it for three seconds and it leaves.

Hunts by sight in the warehouse and runs faster than you can.
Tip: Break its line of sight, then get in a locker before it sees you again.

Blind. It clicks, listens and comes to footsteps, breakers and your scanner.
Tip: Crouch when the clicking gets fast. Never run on Level 2.

Poltergeist, Shade, Banshee, Wraith, Mare, Revenant, Demon or Phantom. You don't know which until you find three clues.
Tip: In a hunt it has to see you. Shut a door and stand still.

Tall, starved and blind. It clicks, listens for the echo and walks to every sound. You can only see it on night mode.
Tip: Crouch (C). Throw a bolt (G) the other way. Don't stand in its path.

Walks down the west hall and waits in the left doorway. Its grin glows, even in the dark.
Tip: Teeth in the left doorway? Shut the left door (Q).

Runs up the east hall to the right door. Fast, loud, and it pants.
Tip: It can't move while you watch it on CAM 3 or CAM 4.

Crawls through the vent to the grate above your desk. It wants the lamp.
Tip: Turn the lamp off (F) until it flies away.

Comes out of the stairwell and picks a door. It never shows up on the hall cameras.
Tip: Wear headphones. Scratching on one side means shut that door.
The building itself. The lights turn purple, then a door lock fails and the cameras cut out.
Tip: Purple lights? Press R to reboot.

Can wake up when you grab a fuse. Hunts by sight and sound.
Tip: Walk, don't sprint, when it's close.

Faster than the Echo and gets smarter after every fuse.
Tip: Break line of sight, then hide in a closet.

The one the RUN warning is for.
Tip: Save stamina for this one.

Only moves when you are not looking at it with your flashlight on.
Tip: Back away while facing it.

Hunts light. Your flashlight is a beacon.
Tip: Press F. Go dark. Wait.
Walks back and forth on the ground and turns around at edges.
Tip: Jump on its head.
Floats in a wave pattern across the level.
Tip: Time the dip, then stomp it.
Slow, spiky and impossible to stomp.
Tip: Go over it with a full double jump.
Wanders the halls. Slow, but everywhere.
Tip: Just walk around it.
Smells you from 8 tiles away and follows.
Tip: Dash through gaps it can't cut.
Hunts your lamp.
Tip: Lamp off (L) until it drifts away.
Only moves when you look away.
Tip: Walk backwards. Keep facing it.
Teleports next to you after a pink flicker.
Tip: When the box flickers, move.
Walks along the top of your tower.
Tip: Drop a snack on it for +50.
Flies at your top snack and bites a chunk off.
Tip: Drop fast to scare it off.

Lives in the deep water and hunts you when you are in it too. It bites, then backs off for a few seconds.
Tip: Walk around the pools. Blow the whistle (Q) to scare it off.

Something reaches up out of the deep water next to you, then sinks again.
Tip: It can't hurt you. Keep walking.

Mannequins with a whistle. They only move when you can't see them, and in the dark you only see what your flashlight hits.
Tip: Keep your light on them and walk backwards.

After the last valve the power trips and it stops needing water. It crawls after you on land. One touch and it's over.
Tip: Don't look back. Run for the green light at the drain.
Slow and weak, but there are hundreds. Sometimes they close in from every side at once.
Tip: SURROUNDED? Break out through one side.
Small and fast. Runs at you in a zigzag.
Tip: One hit pops it. Keep moving.
Flutters toward your Lamp Beam instead of you.
Tip: The Lamp Beam hurts it extra. Lead it away from the crowd.
A flock dives across the screen in a straight line and never turns.
Tip: See the warning? Step out of the lane.
Stops, aims a red dashed line at you, then charges. Packs also rush straight across the screen.
Tip: Red line? Step sideways.
Drifts slowly, then teleports next to where you are heading.
Tip: A flashing box shows where it lands. Stay out of it.
Fast and tough. Freezes while you are facing it.
Tip: Face it and let your weapons work.
Creeps while you face it and runs when you turn away. Spits rings of teeth and calls Crawlers.
Tip: Keep facing it. Slip between the teeth.
Aims a thick red line and charges very fast. Every third charge it howls for two packs.
Tip: Dash (Space) sideways when it charges.
Circles you, leaves dust clouds, sprays spirals of dust and hatches more moths.
Tip: Stay out of the clouds. Keep circling.
Walks a route with a flashlight. The beam fills its meter: half full it comes to look, full is the alarm. Then every guard chases you.
Tip: Sneak up from behind and press Space. It sleeps for 25 seconds.
Sweeps back and forth from the wall. If it watches you too long it calls a guard, then the alarm.
Tip: Hack the terminal (E) to shut every camera off.
The robot you fight when you play alone. Pecks, throws bread and eggs, and on Hard it dodges.
Tip: It dodges bread. Eggs are harder for it to dodge.