Infected Entities

Complete threat analysis of all hostile entities. Learn their behaviors and countermeasures.

⚠️ Critical Information: Main Infecteds (Koi, Squiddle, Solar, Fizzle, Phantasia variants) do NOT spawn until Floor 5. Early floors only contain standard Infecteds.

Threat Level Overview

Entity Type Threat Level First Appearance Key Mechanic
🦇 Infected Selena Main Infected EXTREME Floor 5+ LoS displacement - slow when observed, fast when not
🐟 Infected Koi Main Infected EXTREME Floor 5+ Undocumented mechanics
🦑 Infected Squiddle Main Infected EXTREME Floor 5+ Undocumented mechanics
⭐ Infected Solar Main Infected EXTREME Floor 5+ Undocumented mechanics
🦎 Infected Fizzle Main Infected EXTREME Floor 5+ Undocumented mechanics
🐍 Infected Guido & Rossum Ceiling Ambusher HIGH Floor 1+ Ceiling ambush - sweep ceiling geometry
🐬 Infected Discard Standard/Elite HIGH Floor 1+ Aggression spikes, "full savage" on 3 failed skill checks
🕯️ Infected Copper Standard MEDIUM-HIGH Floor 1+ High movement speed
🐿️ Infected Weffle Standard MEDIUM Floor 1+ High movement speed, spawns Waffle items
🦄 Infected Phantasia Main Infected (Unreleased) EXTREME TBD Not yet released

Detailed Entity Analysis

🦇 Infected Selena

EXTREME THREAT

Type: Main Infected

First Appearance: Floor 5+

Behavioral Analysis

A catastrophic biological mutation of North American Fruit Bat DNA, towering at approximately 16 feet (4.9 meters). Her physical model is characterized by tightly wrapped wings and the disturbing growth of Trillium flowers (Birthroot) sprouting directly from her wounds.

Tactically, Infected Selena operates as a hyper-cautious ambush predator. The game engine telegraphs her proximity through environmental manipulations, such as the localized flickering of ambient lighting fixtures.

Core Mechanic: Line-of-Sight Displacement

  • Stationary while observed by the closest Agent
  • Transitions to "Very Fast" when unobserved
  • Enters periodic sleep cycles
  • Encounters cannot be entirely avoided through stealth - she WILL engage

Countermeasure: Visual Tethering

Assign a high-mobility Agent to continuously observe her while the team extracts, taking advantage of LoS geometry. Trigger her sleep intervals to create windows for severing the chase sequence.

🐍 Infected Guido & Rossum

HIGH THREAT

Type: Ceiling Ambusher

First Appearance: Floor 1+

Behavioral Analysis

The conjoined entity of Guido and Rossum fundamentally alters the spatial requirements of the game. Rather than patrolling the standard horizontal geometric plane, this entity occupies the interstitial architecture within the ceiling.

Core Mechanic: Ceiling Ambush

  • Does NOT patrol standard floor space
  • Occupies ceiling architecture
  • Directly beneath these vectors triggers instantaneous lethal ambush
  • During Blackout: optical sensors emit distinct piercing RED luminescence

Countermeasure

Continuously sweep ceiling geometry for darkened apertures. Paradoxically, the Blackout hazard actually provides a tactical advantage - use the red glow to locate this entity during power outages.

🐬 Infected Discard

HIGH THREAT

Type: Standard/Elite

First Appearance: Floor 1+

Behavioral Analysis

Retaining the visual silhouette of his Agent counterpart, Infected Discard is identifiable by severe, gaping injury marks. His presence fundamentally disrupts standard extraction protocols.

Core Mechanic: Aggression Escalation

  • Roaming entity with extreme aggression spikes
  • Speculated: transitions into "full savage" lethal mode after 3 consecutive failed Skill Checks

Countermeasure

Flag low-hacking/low-extraction Agents to strictly avoid objectives when this entity is near. Mandate use of Wrenches (Extract) or USBs (Hack) to bypass skill checks entirely when Infected Discard is active on the floor.

🕯️ Infected Copper

MEDIUM-HIGH THREAT

Type: Standard

First Appearance: Floor 1+

Behavioral Analysis

Exhibits significantly higher baseline movement speeds than standard hostile entities. This makes prolonged chases particularly dangerous.

Countermeasure

Issue global distance warnings when spotted. Prohibit low-stamina Agents (Guido & Rossum) from initiating chases. Use Fizzle's Frill ability to redirect aggression.

🐿️ Infected Weffle

MEDIUM THREAT

Type: Standard

First Appearance: Floor 1+

Behavioral Analysis

Exhibits significantly higher baseline movement speeds. Serves as the spawn condition for consumable Waffle items on the floor - if Infected Weffle is present, Waffle stands will spawn.

Countermeasure

Deploy Fizzle's "Frill" lure to redirect her aggression. Utilize native Waffles placed on waffle stands as environmental distractions. The Waffle item provides +30% Speed and +100% Stamina Regen - valuable for Panic Mode escapes.

🐟 Infected Koi

EXTREME THREAT

Type: Main Infected

First Appearance: Floor 5+

Note

Specific mechanics currently undocumented. As a Main Infected, she only appears after Floor 5 when the scaling difficulty increases significantly.

Countermeasure

Default to standard evasion protocols until behavioral telemetry can be updated. Maintain maximum distance, use environmental occlusion, and coordinate with team for distraction rotations.

Research System

Engaging with Infected entities serves a critical secondary macroeconomic purpose. Randomly distributed across maps are "Research Capsules." Collecting these contributes to a global, cumulative Research metric associated with specific Infecteds.

Achieving 100% data compilation on a single entity permanently unlocks highly specialized "Research Trinkets" that are utterly unobtainable through standard currency acquisition methods.