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Pressure is aRobloxhorror title featuring many fully-fledged indie game elements such as voice acting, lore discovered via documents and voice lines, and a unique progression system tied to the Roblox Achievements. Released in February 2023, frequent updates have added an ensemble of monsters to the depths of the Hadal Blacksite, each having different mechanics and interactions with the player.
Here, we will cover every monster that may try to stop you in your rush to get the crystal at the heart of the Ridge and tactics we found to survive their attacks or avoid them completely if possible.
Node Monsters
Starting out, we have all the variants of the node monsters.These monsters announce themselves with an auditory or visual cueand kill the player on sight if the player doesn’t hide.All of them require hidingin lockers, vents, or behind walls and corners. Their line of sight is massive, so the safest bet is always going to behiding in an empty locker- but, in a pinch, hiding in a vent or behind some obstruction that completely masks your silhouette is also a good choice.
Lockers do have a catch, though- if you stay in one for too long, your character will start breathing louder due to claustrophobia and will exit the locker shortly after.Lockers should only be used once the threat is close, so pay attention to the signs that a monster is on its way.
If the room you’re in is big enough, you could also just stay away from the entrance and exit of the room and watch the monster pass you. This is becausenode monsters travel through rooms in a straight path from the exit to the entrance(or vice versa, from the entrance to the exit) of every room, so keep that in mind.
There are five variants of the Angler, one variant that appears fairly rarely called Pandemonium, and there is an extremely rare variant called the Multi-monster. Every variant has a unique scream and unique mechanics.
Angler
The regular Angler is the most common out of the node monsters. If the room you’re in is lit,the lights will flicker once. After a few seconds, you will hear a distant scream getting closer, at which pointyou only have a few seconds left to find a lockeror a different safe hiding spot.
If you don’t hide in time,the Angler will immediately kill you upon reaching you, so finding a safe spot is mandatory. Once the threat passes and the hallways become silent again, it’s safe to leave the locker and continue your journey.
Blitz
The Blitz is a rare variant of the Angler, and it requires immediate reaction upon seeing the visual cue. If the room you’re in is lit,the lights will flicker twice, and this will beyour only sign that a Blitz is on its way. Once this happens, you only have a few seconds to find a locker -Blitz is faster than almost any other monsterin the game, and failing to hide in time will result in death.
Pinkie
The Pinkie is another rare variant, but it has a unique cue - that is, no cue at all.Pinkie will not flicker the lights, so the only sign you’ll have that it’s coming is the uniquehigh-pitched screech it makeswhen it’s close to you. It’s as fast as the regular Angler, so you will have time to react to it.
Froger
The Froger is a rare variant that has the same cue as the Angler, sothe lights will flicker once. When you start hearing the scream, hide -but don’t leave your hiding spotjust yet. Froger will pass through the hallwaymultiple times, so stay in your hiding spot until the area is completely silent.
Chainsmoker
The Chainsmoker is the hardest of the normal variants to survive.The lights will flicker once, followed by sounds of chains being dragged across the floor in the distance. Chainsmoker will take its time getting to you, and it passes through the hallway very slowly.
The difficulty here stems from its unique ability toforce you out of the lockerafter only a few seconds. Your only chance of surviving it is towait until it’s very close to youand then hide in a locker. If you’re lucky enough to have a vent or a corner you can hide behind, you should try your luck with those instead - but keep in mind that you must be completely out of the Chainsmokers line of sight for this to work.
Pandemonium
Pandemonium is not an Angler variant; it’s classified as a separate entity, but it behaves very similarly to the other node monsters. It’s very rare and very difficult to deal with.Pandemonium will flicker the lights oncebut will arrive way after the lights flicker. Once it does arrive, and if you hide before it sees you, it’ll simply pass once. This isn’t easy, though, sincehearing its scream means it’s already close enough to see youin most cases, but there’s no other way to tell when it’s attacking.
If you do get seen by it,hiding in a locker will trigger a mini-gamewhere you’re tasked with keeping your cursor in the middle of the screen. In the meantime, Pandemonium will take the liberty of flicking your cursor in different directions away from the center.The mini-game lasts for about a minute, and if at any point you don’t keep the cursor in the middle for long enough, Pandemonium will open your locker - killing you instantly.
If you don’t hide before it reaches you, you will die like usual. The goal here is to avoid the mini-game, if possible, by hiding before it sees you or beating the mini-game itself.
Multi-Monster
The Multi-monster is the rarest monster in the Blacksite and the most deadly.It does not flicker the lightsand instead emits a static sound from far away. When it’s attacking, ared line of text will appearon the bottom of the screen, warning you that it’s coming. Once the text appears,you have about a second to hide, since the Multi-monster is also the fastest monster in the game. It will demonstrate this by blitzing through the hallway extremely quickly.
Main Monsters
The Angler variants are the most deadly, but other monsters also roam the depths that require specific actions. Some of them deal damage to you, some outright kill you, but others just make the run more difficult in unique ways.This is where the gear you find comes in, as it can be used to defer some of these monsters or help you with avoiding them.
Squiddles
Frequently appearing after an Angler variant passes through,Squiddles wallow in dark roomswhere there are no lights. They are neutral at first and do not attack the player if they’re not provoked -but light sources, such as flashlights and lanterns,will trigger them.
The key here is to be quick when using these light sources.They will give you a warningin the form of showing their face for one and a half seconds. If the light source is still illuminating them after the time runs out,they will rush to the player and deal a random amount of damagebetween 30 and 40.
There are some light sources thatdon’t trigger them, these being the commonly foundFlash Beaconand the not-so-commonly foundBlacklight. The trick here is to use the Flash Beacon when first entering a dark room to take note of if and where the Squiddles are so you know toavoid these areas.
Even if there is no light source present,staying close to a Squiddlefor three secondswill trigger itas well, so try to look out for the audio cue they perform if you can’t see them.
Eyefestation
Any room that has a large window has a chance to host Eyefestation, which shines the room with green light.Looking at it will result in a steady loss of HP, so the key is to look away from it and head for the exit. In the meantime, the monster will beturning your camera so you face it directly- you’re going to have to keep turning away from it as well.
Once you reach the exit of that room, Eyefestation will leave, and the room can be looted normally.Look out for Squiddles, however, as they will still spawn if the room is dark.
Do not shine a flash beacon at it, as this will permanently increase the difficulty of the encounter and any future encounters with it. Flashing it once will enrage it, turning the eyes red and making itturn the camera faster. If that isn’t enough, it will also give it the ability tofollow you to the next roomif there is a window present. Flashing it again, however, will turn the eyes purple and make thecamera turn even faster.
Puddles Of Void-Mass
Every locker has a chance to be occupied by Puddles of Void-Mass.If the locker has a shining purple lightin it, it means that it’s hosting a Puddle in it.Entering it will result in immediate deathin a single-player run, but if you happen to play with a friend, they will have a short period whenthey can still get you out. In that case, you will be drained of HP while inside the locker.
In a few cases, you might see a variant of this monster with different colors instead of purple - these being red, green, and yellow. These colors are just cosmetic, and they don’t change the mechanics of the monster.
Good People
When entering a room, there is a chance for there to bemultiple exits with the same room number.One of these exits is fake, and behind that door are the Good People. If the fake exit is approached, the Good People will open the door and slash at the player,dealing 55 damage.
The strategy here is to go up against the wall the door is on and listen -the safe door will be quiet, and the fake door will have audible breathing and scratching.
Turrets
Turrets have a chance to occupy a room, and whilst there is a player present,they scan the room for movement. If the turret sees a player, it will get alarmed and start shooting repeatedly at the spot where it last saw the player for a few seconds.
Around the room where the turret is, you will find many obstructions behind which you can hide.The goal is to hop from one obstruction to the other, hiding from the laser that shows where the turret is pointing.Every room with a turret will have a switchthat can be used to turn off the turret. Leaving the room will also temporarily turn off the turret.
If the turret sees you and starts firing,hiding behind cover will keep you safe. Turning off the turret isn’t mandatory for you to progress most of the time, but it does make it easier to do so.
Wall Dwellers
Wall Dwellers randomly come out of the walls and start quietly chasing the player. Although they don’t make much sound,they do still make noise- so we recommend turning up the volume of the game. If they reach the player, they execute them immediately. They are easy to fend off, though, aslooking at them makes them immediately retreatand de-spawn.
If the Wall Dwellers get killed in any way, be it from turret shots or a node monster running through the halls,they will drop a Dweller Chunk. Eating one will permanently give youpassive health regeneration.
Mr. Lopee
Mr. Lopee is exclusive to multiplayer runs and can only be encountered if one of the playersstays too far behind. A chime will be played, after which the player will be jumpscared by him, dealing a random amount of damage between 1 and 99. Afterward,the player will be teleported to the furthest roomthat the other players got to. There is no avoiding it; it’s just a mechanic that helps players catch up.
Imaginary Friend
Whilst traveling through the Blacksite, you might find asmall red remote. Using it will summon an Imaginary Friend to be by your sidefor the rest of the run. They don’t harm the player in any way and just pitch in with random comments from time to time.
Parasites
If you find yourself underwater, staying far from any light source will invite Parasites to crawl onto your screen. They damage you slowly andgo away upon going back to the light source.
Grand Encounter Monsters
Two monsters exist only in Grand Encounters. These encounters are rooms that requirecompleting a list of objectives, with the aforementioned monsters roaming around the area.There is no way to beat them, but there is a way to avoid and escape them.
Searchlights
Searchlights tend to appear after room 70, in a Grand Encounter where the player needs to fix generators around a massive room. Above the room will be Searchlights, a giant sea monster that surveys the area. Your objective here is tohop from generator to generatorand complete a mini-game on each one to fix it. In the meantime, Searchlights will be moving its illuminating eyes across the surface of the room.
Stepping into the light will result in immediate death, so always keep in mind where the monster is located. The monster goes in a circle above the room, so take note if it’s going towards you or away from you. Once all the generators are fixed, you may leave the room with an exit that has a green light next to it.
Multiple Searchlights also appear in the final Grand Encounter right before the end of the game, where they once again go in a circular motion above a massive area. The tactic here is the same:try to always be behind themand take note of which way they’re heading.
Trenchbleeder
The Trenchbleeder is a final boss of sorts and appears in a random encounter called the Airlock and in the final Grand Encounter of the game - right before the very end. The Trenchbleeder is a colossal machine that walks over the ocean floor. If it steps on you, it’s animmediate game over.
The only action you can take to avoid death is towatch where it’s steppingand try to avoid it to the best of your ability.