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The Fiend (also known as The Spirit) is one of the three antagonists that may pursue players while they attempt to escape the Hisa Maru in Monstrum. The Fiend, along with The Brute, also crossed over as DLC bonus characters in Dark Deception: Monsters & Mortals, with The Fiend serving as one of the four "Speed class" monsters currently present, being the second one introduced to the game.

History

According to a lab report made prior to the events of Monstrum, two injured humans (who may or may not be ABS G. Checkov and C. Wilson, both of them having been left with second-degree burns to the face and upper body due to pressurized steam according to other notes) were subjected to a compound based on the genetic material of "Turritopsis dohrnii", commonly known as the immortal jellyfish. The second test subject gained increased brain activity as well as cellular regeneration like the first test subject, though, unlike the other person, the second test subject's scar tissues were neither healed nor affected in any way. Due to unrepaired nerve damage, the second test subject was left suffering constant pain. It was determined that both test subjects must be euthanized, while the experiment they were tested with was deemed as needing more refinement. This ultimately did not go as planned, as both test subjects appeared to have survived and escaped. The second test subject is implied to have eventually become the monster known as "The Fiend", a psychic phantom-like entity that targets others for unknown but likely sadistic reasons.[2]

The Fiend always keeps its sight on its targets.

As a result of its unhealed scar tissue, The Fiend resembles an almost skeletal corpse-like demon with a protruding ribcage, long claws, elongated head with long, needle-like teeth, and an overall jagged, withered form, though it also has reptilian characteristics, having thick ridged skin covered with scales in some areas, rigid spikes and horns, and nostrils that appear similar to a tortoise's. Pin-prick cyan pupils are set far back in its head, deep in its otherwise empty, dark eye sockets (giving off the illusion that it is always looking back at whoever is staring at it). Its thighs are fused together by flesh, and below its knees, its legs are short, stubby, and end in points instead of feet, hence, The Fiend simply relies on telekinesis to float around like a ghost. The Fiend is surrounded at all times by an aura of power in the form of hazy purple fog that constantly lets off humming, warping sounds. Despite its phantom-like aspects, The Fiend's otherworldly appearance, sounds (most especially the hum of its psychic energy), intelligence, and powers also make it similar to an extraterrestrial creature.

Unlike The Brute, The Fiend does not appear to have been mass-produced by the Hongsha-Miller company. However, The Malacosm, a similar monster in terms of intelligence and powers, might be its spiritual successor.

The Fiend on the monster selection screen of Dark Deception: Monsters & Mortals.

The Fiend, along with The Brute, also appears as a part of the first DLC pack for Dark Deception: Monsters & Mortals. While no lore is provided to explain their presence, it is possible that The Fiend and The Brute are spawned by supernatural means. Most (but not all) monsters in Dark Deception were also former humans like The Fiend and The Brute, mortals that gained monstrous forms reflecting their most prominent sins in life. It is possible that The Fiend in Dark Deception mirrors this origin, being an evildoer that became a monster reflecting the sin of sadism. Every monster in Dark Deception also represents a phobia, and The Fiend fittingly represents Daemonophobia (Fear of Demons), Dementophobia (Fear of Insanity), and Archephobia (Fear of Being Controlled). The Fiend and The Brute are likely part of a "nightmare" (the term for Dark Deception dimensions that serve as levels) known as "Monstrum Madness", which manifests in the form of the Hisa Maru.

Capabilities

The Fiend possesses supernatural, telekinetic powers that it uses in a variety of sinister ways to fulfill its sadistic desires.

Strength

The Fiend is physically the weakest monster given its emaciated form. However, due to its telekinetic abilities, The Fiend is able to easily lift and snap human bodies, as well as rupture locker doors and rip them off their hinges.

In Dark Deception: Monsters & Mortals, The Fiend can deal 18 damage by slashing at enemies with the claws of its right hand, and 36 damage with a pulse of purple psychic energy from the palm of its left hand. The latter attack can pull struck enemies closer to The Fiend, making escape harder for them. The Fiend's attacks have almost no cooldown, allowing The Fiend to deal a high rate of damage even though each individual attack it inflicts is weak.

Durability

According to Note 17, The Fiend's healing factor is not as potent as The Brute's, as its cellular regeneration failed to heal its scar tissues and damaged nerves, leaving The Fiend in constant, agonizing pain. However, there is no actual way to actually injure The Fiend in Monstrum except for exposure to steam, which is only a minor inconvenience for it and does no lasting damage. The Fiend can be stunned by flares, however, and, like all monsters, it can be briefly stopped with a fire extinguisher.

In Dark Deception: Monsters & Mortals, The Fiend, along with other "Speed class" monsters, only has 200 hit points, the lowest possible health of any monster.

Speed

In Monstrum, The Fiend is the slowest monster in a chase, but its speed does not change much between chase mode and patrol mode, making it the fastest monster when not chasing the player. The Fiend can also "climb" up through the holes in the cargo hold via levitating itself up or down as needed, making it just as quick in that area of the ship as any other.

Nevertheless, it is possible that The Fiend is only slow because it is toying with its victims. In Dark Deception: Monsters & Mortals, The Fiend is ironically a "Speed class" monster, making it one of the quickest characters in the game.

Intelligence

The Fiend, peering at the hiding player through the grill of a locker.

Described as the most intelligent monster, The Fiend is actually not that much smarter than The Brute or The Hunter, it simply seems to understand that it has been tricked when it comes investigating a noise but finds nothing, and will not linger in one spot for as long as the other monsters do (unless it has seen the player enter the area). If The Fiend knows the player is around, even if it has seen them enter a room with no exits, it may linger for a bit but will not check every hiding place in the room as it has been claimed to do. The Fiend, despite being described as super intelligent, can actually be outsmarted easily if dealt with properly.

However, The Fiend's persistence in searching a relatively large but narrowly focused area, coupled with its electric distortions, makes it arguably the most difficult monster to get away from if the player hides in areas such as the Upper Deck where the Life Raft is, and in the Engine Room. This is where the player's fear will actively work against them, as the impulse to remain hidden while the lights are perpetually flickering will keep them where they are, potentially permanently as they wait for an opening to get away, one that may already be present yet does not appear to be. It is best to tell how harsh lights are flickering in certain areas compared to others in order to tell whether The Fiend is present, or the lights of certain areas were always that faulty. But if most light is centered in a certain area, this is almost impossible to do effectively.

Senses

The Fiend is able to sense the locking mechanisms of doors and thus carry out the needed movements to control the relevant pieces required to undo whatever lock it comes across. Hence, while willing to destroy doors, The Fiend usually prefers to unlock doors in a non-destructive manner, a decision that can be used against it, as the player can simply re-lock the door before The Fiend actually opens it, forcing The Fiend to unlock it again. Since it takes time for The Fiend to do this, the player has enough time to escape or hide while The Fiend is still undoing the lock of the door.

Telekinesis

The Fiend attempts to rupture the player's brain, as made clear by the purple tendrils closing in on the player's vision.

The Fiend's great intelligence grants it advanced telekinesis, consequently making it the monster with the highest number of special abilities. The Fiend's powers give it the longest killing range of all monsters, as it can paralyze a player that remains within its line of sight for too long (represented by purple tendrils crawling and closing in from the edges of the player's vision), an effect that stuns the player for roughly two seconds, and can prove fatal if it happens thrice within 10-second intervals. The Fiend is also able to shut and "lock" every door within a large radius with an aura of purple energy similar to the aura around itself, which can easily trap a player attempting to escape a room or a linear corridor. Furthermore, The Fiend causes a disturbance in certain electrical systems when it passes by them. Overall, even though it is too slow to catch up to a player in a straight chase, if dealt with in the wrong way, The Fiend can trap the player, with devastating results.

In Dark Deception: Monsters & Mortals, The Fiend's ultimate ability, known as "Mind Pull", allows it to target the enemy player with the lowest health, even if they are on the other end of the map. The unfortunate player only gets to see purple tendrils closing in on their vision (similar to The Fiend's telekinetic attack in Monstrum) before they get forcibly teleported right in front of The Fiend. This not only causes them to lose 10% of their maximum health, but also inflicts them with "Fear", a status effect that reduces the damage the victim normally inflicts by 70% and makes them attack twice as slow.

Monstrum Tips

Detecting The Fiend

The Fiend's effect on light (note the fixture to the top right).
  • Because it lacks proper feet, The Fiend simply floats around with telekinesis, making it the only creature in Monstrum that does not make footsteps, meaning the player must rely on sight more than sound to detect it:
  • The Fiend's presence, whether it intentionally does this or not, causes all electricity-based lights to short out within a fairly large radius around it, causing them to flicker more and more intensely the closer it is to them, until finally shorting out completely while in its presence (though they will turn back on when it leaves the area). This also affects the player's flashlight, making it a vital tool for detecting the Fiend's presence in areas that lack sufficient electric-based light (such as the cargo hold).
  • Because it is in constant pain as indicated in a lab report, The Fiend constantly makes breathing, seething demonic noises, though these vocalizations can only be heard at relatively-close range. These sounds also appear to reflect The Fiend's current mood, ranging from curiosity to irritation, allowing the player to identify if The Fiend is patrolling or is already aware of their presence.
  • The Fiend's intense, telekinetic powers give off a warping, humming sound. Players can usually hear this when they are several feet away from The Fiend, but these strange noises can also be heard through floors and ceilings. It is also an important sound to listen for while in the cargo hold, as it means that The Fiend is very close.

Evading The Fiend

The Fiend, looking for the player.
  • The key to defeating The Fiend relies on the player's ability to be constantly on the move, ping-ponging back and forth from the farthest sides of the ship. The player should search quickly through as many rooms as they can, but leave at the first sign of flickering lights (preferably from a distance). It is always better to run from The Fiend than to hide unless left with no other choice; hiding disorients the player, as once the flickering lights are "on top" of them, determining where The Fiend is exactly from that point on can be difficult.
  • It is important to note and be able to recognize the distinction between the two kinds of flickering lights that can be found in the game; persistently flickering lights that just barely change the brightness of the area around them, which is an ambient effect, and "heavily" flickering lights that make the area very dark every time they flash, which is caused by The Fiend.
  • Just like how presence of The Brute may be indicated by the orange light emanating from it, The Fiend's presence is telegraphed by the purple glow surrounding it at all times, a sign the player can spot even from a distance.
  • The cargo hold is the most difficult area to search through, as there are many ways in and out of it that The Fiend may use, making every turn a gamble as to whether or not the player will run into it (assuming it is nearby). The player should be able to find all the items they need for at least one of the escape routes without ever going to the cargo hold, so visiting the cargo hold when facing The Fiend should be saved as a last resort unless the player manages to put some distance between them and The Fiend, and are confident that they have bought themselves some time.
  • The Fiend's powers give it the longest attack range of all monsters, able to damage and eventually kill the player even if it is standing on the other end of a long hallway. Hence, the player should avoid running down narrow, linear corridors as much as possible if pursued by The Fiend. It is in areas like these where the Fiend's abilities are at their most dangerous, serving as a deadly compensation for its general slowness, and proving that The Fiend does not need to outrun the player, and instead only needs to trap them. Therefore, the best way to avoid getting injured and killed by The Fiend is to simply avoid being in its direct line of sight for too long.
  • If the player is in an unlit area such as the cargo hold, they are advised to "tap" their flashlight (activate and deactivate it) to check for The Fiend's presence. Regularly doing this trick can save the player's life in such areas.
  • The Fiend is not hurt by fire, as it will only block The Fiend until the fire goes out. Because it floats rather than walks, it is also the only monster unaffected by pit traps. Hence, it is best to combat The Fiend with flare guns, fire extinguishers, and steam, though these can only serve as temporary countermeasures at best.
  • The player should close and lock the doors if possible, since The Fiend take a long time to open a locked door, giving the player enough time to hide or run. If The Fiend unlocks a door, and the player feels that they are not ready for it, they can re-lock the door before The Fiend can actually open it, forcing The Fiend to unlock the door again.

Dark Deception: Monsters & Mortals Tips

Against The Fiend

  • Because of The Fiend's low health, it may be fine in certain circumstances to engage in direct conflict with it, but only if the player is confident that they can withstand The Fiend's assault and outlive it in a straight fight.
  • Several items in the game (such as those that stun or reverse controls) can affect The Fiend just like any other monster, so players should use these to their full advantage. Surprisingly, despite not making contact with the ground at all, The Fiend can still be affected by banana peels, items that stun players that slip on them for two seconds (provided that they are not using a Speed Boost item or a speed-increasing ultimate ability, which would render them immune to banana peels).
  • The Fiend's Mind Pull ability is an unavoidable attack that can pull the weakest player regardless of where they are on the map, as well as greatly diminishing the target's attack power and speed. However, Mind Pull is risky since it puts the victim right in front of The Fiend, leaving the telekinetic monster vulnerable to retaliation. If the player has Primal Fear (an item that stuns other players around the user for four seconds), they can stun The Fiend the moment that they are teleported to it, allowing them to either escape or attack The Fiend. Even without Primal Fear, some characters may be able to use their ultimate ability to either escape or deal heavy damage to The Fiend regardless of their weakened offensive capabilities.

As The Fiend

  • The Fiend's incredible speed is balanced by its low amount of health, as Speed class monsters only have 200 hit points, the lowest health of any monster in the game. Hence, those playing as The Fiend should rely primarily on hit-and-run tactics in order to inflict maximum damage at minimal cost.
  • The Fiend's ultimate ability, "Mind Pull", can severely weaken the victim (who is automatically targeted for being the player with the lowest amount of health) due to inflicting the "Fear" status, which decreases their attack power by 70%, and cuts their attack speed by 50%. However, if the enemy still has a high amount of health left, potentially holds an item that may turn the tables on The Fiend, or is otherwise potentially tricky to deal with, those playing as The Fiend may want to pack up Primal Fear before actually teleporting a victim with Mind Pull so that they could quickly paralyze them, then safely damage and kill them. Other items, like Soul Corruption (which reverses the controls of enemies for five seconds) can also prove useful, as this will render the victim confused and unable to properly retaliate against The Fiend.
  • The Fiend can also use its Mind Pull ability to teleport the victim in traps, in front of bosses, or other players. Not only could this prove dangerous for the target without The Fiend having to do anything more, but this could also divert the focus of some traps (since the traps in some nightmares are sentient entities), some bosses, and/or other players, allowing The Fiend itself to evade unwanted attention.
  • In Maze Escape, monsters would not be attacked during Boss Time (though Boss Brutes are one of the few exceptions since their fireballs can still hurt monsters in Maze Escape mode), so it is best to summon the bosses of the specific nightmare The Fiend is on as much as possible to help assist in hunting down mortal players.

Trivia

"The Fiend" as seen in Markiplier's Monstrum playthrough.
  • This monster was added in version 0.9.5 of Monstrum, but its inclusion was veiled and kept secret by the developers, taking many players by surprise.
    • Prior to this, in Markiplier's playthrough of Monstrum, a ghostly disembodied head appeared for less than a second when he exited out of the journal, which some speculated had something to do with the as-of-then unimplemented third monster. Nothing like this has been found in-game, as this was simply an editing trick. Markiplier eventually faced The Fiend when he revisited the updated game a few years after his initial playthrough.
  • Team Junkfish stated that The Fiend's behavior and looks were inspired by "Freddy Krueger" from A Nightmare on Elm Street, "Slender Man", and the "Controllers" from the S.T.A.L.K.E.R. series.[2] They also consider The Fiend as genderless.[1]
  • The Fiend also shares similarities with the "Cenobites" of the Hellraiser series. Much like Cenobites, The Fiend is a formerly-human, demonic-looking creature that is in constant pain, determined to inflict the same sort of suffering upon others. Cenobites are no longer able to comprehend the difference between overwhelming pain and overwhelming pleasure, and thus consider the sensation of pain as a blessing of pleasure to be shared and bestowed upon their victims for all eternity. While not confirmed to also be the case for The Fiend, it may be one possible factor explaining its cruel, sadistic behavior.
  • The Fiend performs a special animation after it successfully paralyzes the player. For obvious reasons, this goes unnoticed in a normal playthrough, but can be seen clearly when using a loophole.
  • The Fiend's "Mind Pull" ability in Dark Deception: Monsters & Mortals used to stun an enemy for five seconds when they are teleported to The Fiend. Despite not leaving any damage, this seemed overpowered, so the effects of the attack were changed in the 1.3.2 update of the game. Rather than stunning the enemy, the victim instead loses 10% of their maximum health while also getting inflicted with the "Fear" status, which reduces the victim's attack power by 70% and cuts their attack speed in half.
    • The Fiend can still replicate the attack's stunning effect, however, if it uses a Primal Fear powerup immediately after forcing its target to teleport in front of it.

Gallery

Monstrum

Death Animations

Images

GIFs

Audio

Dark Deception: Monsters & Mortals

Monsters
The BruteThe HunterThe FiendThe BhagraThe Malacosm
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