Cry of Fear

Cry of Fear

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Everything You Need To Know!
By misami
This guide contains some valuable information about unlockables, monsters, and how to get all five endings.
   
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Drowned
HP
  • 17 (Easy)
  • 37 (Normal)
  • 60 (Difficult)
  • 80 (Nightmare)











This creature remains dormant until the player ventures too close. At that point, a baby will erupt from the monster's abdomen, brandishing two knives and launching tricky attacks that require nimble dodging.

The main method of assault from this monster occurs when the player remains exposed for too long while holding at least one bullet in their weapon. Suddenly, the screen dims, and the character Simon starts to whimper as the monster forces his gun to his head, compelling him to pull the trigger in a moment of despair. Players must rapidly click the left mouse button to help Simon resist this overwhelming urge. If they succeed in doing so, the screen will revert to normal, revealing Simon with tears in his eyes once the harrowing moment has passed.

Using an empty magazine to deal with the monster can actually be quite effective. The baby hits at a speed similar to Citalopram or Crazyrunner, but because Drowned moves slowly, you can dodge back and hit again without much risk. It’s best to take her down in areas you plan to revisit, as she can attack even between sections that are blocked off in the same map.

If the player has only a melee weapon equipped, the Suicidal Influence has no effect.
Citalopram
Health:
  • 17 (Easy)
  • 37 (Medium)
  • 60 (Difficult)
  • 80 (Nightmare)










Citalopram lurks within the maintenance tunnels of the subway. This enemy resembles the head of a Faster but behaves like a Crazyrunner, complete with its unique AI and animation. You’ll often come across this creature as you navigate the maintenance tunnels, making it one of the most common foes in this section of the game. After this encounter, though, it disappears from the storyline. It can be easily identified by its audible, panicked breathing—a characteristic reminiscent of the Crazyrunner. Once spotted, it will relentlessly chase Simon, attacking him swiftly with a knife.
Stranger
Health:
  • 50 (Easy)
  • 70 (Medium)
  • 90 (Difficult)
  • 150 (Nightmare)














A truly dangerous foe that’s hard to come by, Strangers are slow-moving yet highly menacing. You can identify them by their distinctive breathing sounds, and they manifest as men in suits with an open book for a head. When you get too close, a Stranger will start to attack Simon telepathically, causing rapid damage until you manage to take it down. Upon defeat, the creature emits an unsettling groan and begins to twitch and flicker before vanishing into thin air.

It's usually better to steer clear of a Stranger whenever you can. Engaging with one can be quite taxing on both your health and your ammo. If you do opt to confront a Stranger, make sure you're armed with a powerful weapon. This isn’t a battle to drag out; you won’t want to find yourself in a prolonged fight. Additionally, it’s wise to approach a Stranger only if you have at least half of your health left—going in with less could lead to your demise before you can deliver a fatal strike against its telepathic onslaught.
Faceless
Health:
  • 20 (Easy)
  • 40 (Normal)
  • 80 (Difficult)
  • 100 (Nightmare)














The Faceless first make their appearance in the College, launching a mass attack on Simon after he secures the fuse that powers the building's electrical grid. They are known for their overwhelming numbers, trying to swarm Simon, but their resilience is comparable to that of a Slower. For a skilled player who can dodge effectively and has a decent supply of ammunition, the Faceless pose little danger. Their primary asset during the early stages in the College is their sheer quantity and the obscured visibility that makes it harder for players to fend them off.

If you prefer dual-wielding, using your phone proves to be an effective method against them. Just remember, you can’t reload with one hand, so finding a safe spot is advisable when you start running low on bullets. It’s wise to leave behind any unnecessary weapons outside the College to make room for the keys you’ll need inside the dark school, which helps minimize backtracking and encounters with these foes.

In the final showdown in endings one, two, and three, a special variant of the Faceless known as "Twisters" will emerge as players face Sick Simon. These Twisters, equipped with metallic hooks for heads—except for one called "Twisterv," characterized by its valve-like head—drop into the arena from platforms in increasing numbers. When defeated, the valve from the Twister can be used to unlock the gate to reach Sick Simon.

Another type of Faceless can be found during the second visit to the Apartments. Down the ladder in the Bloody Apartments Room lies one disguised as lifeless, waiting to ambush Simon if he gets too close. Firearms, especially shotguns, are recommended here, as they can take them down with one or two shots. Melee attacks are not advisable against this variant since they are quick and aggressive.

Lastly, there's the "Ghostly" Faceless, which makes a sudden charge at you after you fall through the walkway during the hallucinatory segment in the Bloody Apartment Room's "basement," following a previous encounter with the facehead. While they serve the same role as the other Faceless, they're easier to outrun and mostly exist to deliver a jump scare after a misleading run-in with the Sawrunner.
Upper
Health:
  • 20 (Easy)
  • 40 (Medium)
  • 70 (Difficult)
  • 110 (Nightmare)











The Upper stands out as a unique and rare variation of the Slower, encountered just before reaching the Asylum. Despite its rarity, players can easily defeat this monster. When facing Simon, it launches a series of kicks, showcasing a variety of attack styles. One of the most unsettling features of the Upper is its violent scream, which lasts several seconds—making it the second most intense scare in the game.

Interestingly, even though the creature is designed to remain stationary, moving too far away can lead to some oddly timed animations, creating the illusion that it's hand-walking toward the player. Originally, the sound associated with the Upper was intended to be an ambient noise heard upon entering the Facehead room, where multiple Faceless lurk.

Since the Upper shares its animations with the standard Slower, its attack style appears somewhat awkward, especially as it primarily uses one leg—the other being the location of the head on a typical Slower. The Upper makes a single appearance in the campaign, but you'll encounter it numerous times in the co-op version. It's worth noting that it does not appear in any suicide maps.
Human Flower
Health:
  • ????
  • Instant kill by impalement












The Human Flower is a writhing mass of flesh with multiple tendrils and faces emerging from it, alongside one giant arm it uses to strike at the player. This monster is not exactly an emeny, but an obstruction placed in the path of the player. It is invulnerable to regular means of damage and thus the player must find a way to either bypass it, or find an alternative means of killing it. Approaching towards this enemy means an instant kill, so if there are enemies at the same area where this monster is, make sure that, while evading the other enemies, don't get too close to it as it will cause it to impale Simon on its chest and kill him instantly, dragging his corpse into its pit; likely to be absorbed into its mass. This same creature is also seen in Doctor Mode and must be avoided in the same fashion. This enemy is encountered two times in the single player campaign, the first having emerged from a street in the city to block the players path. The player must take an alternate route around the creature. The second Human Flower is met in the Subway at Saxon Avenue, having emerged from the ceiling of the tunnel the player must progress down. In order to continue on, Simon must activate the nearby train which will then run into the abomination and kill it, allowing Simon to safely pass by. Going near the human flower will not play a cutscene where Simon gets killed, instead the human flower will hit and damage Simon similar to the Watros.
Slowers
Health:
  • 20 (Easy)
  • 40 (Medium)
  • 70 (Difficult)
  • 110 (Nightmare)














Despite being named Slowers, they are not particularly slow; they vary between an erratic limping shuffle and a maddened, flailing dash with their head raised at the player from motion to motion, sometimes catching against objects in the environment to shuffle wildly, seemingly oblivious. When they do close the distance to the player, they will swing their hammer out from right to left or upward several times and while they are not the strongest foes, they are the most often encountered early, while Simon is armed with only a knife, making them particularly threatening in harder difficulty modes.

The Slowers are notable for their spasmodically moving heads, which makes aiming for headshots difficult. It's advisable for players to dispatch them with body shots, or melee, while keeping mindful of their surroundings to avoid being backed into a corner. Early on, knife-fighting is the only option.

Baby
Health:
10 (Easy)
20 (Normal)
30 (Difficult)
50 (Nightmare)









The Baby has no real purpose other than to ambush the player. They charge at Simon upon seeing him, and subsequently thrust a spike out of their head, killing themselves in the process. While easy to dispatch, they are often quick enough to score a few hits, which can be notably detrimental on harder difficulties.








Children
Health:
  • 20 (Easy)
  • 35 (Medium)
  • 50 (Difficult)
  • 80 (Nightmare)










The Children are very similar to the Slowers in terms of combat in that they are fast moving melee enemies. They attack by running towards Simon and then slashing him with a two hit combo from their knives once they get within striking range. They are a significantly smaller target than the twitcher and their means of attack as well as the considerably quicker rate at which they attack makes it dangerous if not outright deadly when cornered by one.

If you have plenty of ammo, it is recommended that you take one out at range. If you have to resort to melee weapon, the best way to deal with them is to try to keep them in the most open area readily available, moving in for a quick hit or two, then quick dodging away before they can counter attack.
Crawler
Health:
  • 20 (Easy)
  • 40 (Medium)
  • 70 (Difficult)
  • 110 (Nightmare)






Crawlers are rare encounters and tend to appear only in ventilation systems and tight areas. They move really fast, as fast as a Croucher and can catch up to Simon quickly, yet their attack speed is really slow and they must stop to attack, so evading their attacks is easy.

A special variation of the Crawler and the Citalopram appears in the subways, after reaching the end of a long vent system. This enemy is known as Krypandenej (canon model name), which seems to have the bottom half of its body seemingly broken and useless. Although it is a rare variation and encountered only in that part of the game, it can be killed as any other Crawler.
Crazyrunner
Health:
  • 17 (Easy)
  • 37 (Medium)
  • 60 (Difficult)
  • 80 (Nightmare)
















Crazyrunners are silent until spotting the player, at which point they break into a rapid fit of panicked breathing as they pursue Simon with a knife. Their melee attacks are quick, much faster than Simon's branch swings and thus requiring careful timing and positioning to emerge from a melee fight unscathed.

They usually appear in large groups and tend to ambush Simon, so one must be very careful when fighting more than one of these creatures.
Croucher
Health:
  • 20 (Easy)
  • 40 (Medium)
  • 70 (Difficult)
  • 110 (Nightmare)








They are quite rare, showing up first after fighting Sawer in the apartment's basement. After this particular area, Crouchers don't appear for the rest of the game. And it is quite possible to jump over them without taking any damage at all.
Dreamer
Health:
  • 17 (Easy)
  • 37 (Medium)
  • 60 (Difficult)
  • 80 (Nightmare)
















The Dreamer appears in the single player campaign as an apparition and screamer. Its first appearance is at the beginning of the "You Will Die..." sequence, right after killing Mace and retrieving the key from its stomach. Then, after escaping the first Sawrunner chase, Simon will enter a building with plenty of rooms. When entering one room in particular and heading back, the Dreamer will burst from the room's door while making a high-pitched scream.

The Dreamer only appears as an enemy in the co-op campaign Manhunt, when entering the forest section of the campaign the cops will encounters many of these enemies.
Faster
Health:
  • 25 (Easy)
  • 40 (Medium)
  • 70 (Difficult)
  • 110 (Nightmare)














There are currently 2 variations of the Faster:

The first being a mutilated woman which constantly emits screams when pursuing Simon. This is the variant always encountered throughout the single player mode of Cry of Fear.

The second variant appears in the Doctor mode and Cooperative mode, being encountered in the apartments in place of the first variant in Doctor mode and an optional house in the forest during Cooperative mode. The second variant, is a male and has distinctly cleaner blades. Its head is obscured by bars that appear to be growing from its shoulders to form a protective cage, these bars making it impossible to perform a head shot on the creature.

This variant appears to have been the original Faster developed for the game, but was eventually replaced by the female variant. The second appears to have only been put in as a reference, or a means of providing variety.

It is worth noting that there is an unused animation in the model files where the second Faster variant kills an older version of Simon's model, piercing Simon's throat with one blade before impaling him with the other and throwing him to the ground. This is likely during a time in development when an animation was meant to be played when a monster killed the player.
Flygare
Health:
  • 40 (Easy)
  • 60 (Medium)
  • 80 (Difficult)
  • 100 (Nightmare)













The Flygare is the only flying monster (not counting Carcass) across the whole game. It has two ways of attacking Simon: the first is attacking him with two scissors, while the second is throwing him some sort of acidic projectile. They make a tell-tale 'roaring' grunt, when Simon is in the area, and the splattering of their projectiles only makes it easier to know when one is around.

Flygare park
The Flygare encountered while heading to Waspet Gardens

It is recommended to evade this enemy in open areas, but if they are encountered in closed spaces (like the Subway Station), they can be a menace due to their accuracy, but can be easily killed with one shot of the Hunting Rifle. When focusing on one of these creatures, you can observe that they have a cooldown period between attacks. When a Flygare is about to spit its projectile, it's head will begin to spasm; this is the player's cue to sidestep an oncoming shot.
Hanger
The hanger is not much of a monster, but more of a hazard and a screamer. They appear while they utter a blood curdling, feminine scream and drop from random trees with nooses around their necks when Simon passes under them, the fall killing them but potentially damaging Simon if they hit him.

While you venture Simon's twisted and sick mind, you'll come across with many of these things, hanging from nowhere.
Psycho
Health:
  • ????
  • Possibly the same as Slowers.


















The Psycho's melee attacks are very hard to dodge (being the second fastest-attacking monster, the first being the crawling Faceless). They usually hide in dark corners, awaiting for Simon to pass by and then ambush him. Since his attack are hard to dodge, it's recommended to use guns instead of melee weapons. When a psycho is killed, he drops his axe, but it can't be picked up.

Upon closer look, Psychos wear the same clothes as Suiciders. The Psycho doesn't make any noise until Simon looks at it, which triggers the Psycho to scream and run towards him.
Sawcrazy
Health:
  • ????


















The creature is extremely fast and very durable with an above average amount of health. If it manages to catch the player, it can kill them in one hit. Bear in mind that while this makes it a priority to avoid, it can be utilized to kill other monsters in Suicide Mode due to its keen lack of discretion towards what it kills with its chainsaws.

The monster previously made a single appearance in the official single player campaign following the 1.3 patch, appearing on the narrow pathway between the TL Trading building and the door towards the apartments where Sophie is encountered. However, it was removed following the 1.35 patch and taken out of the single player campaign entirely.
Taller
Health:
  • 200 (Easy)
  • 300 (Medium)
  • 370 (Difficult)
  • 500 (Nightmare)










This monstrosity is a considerable threat to the unaware player, but is easily avoidable. Due to their slow speed a quick player can simply sprint past a Taller without trouble. It is possible to fight the enemy and take it down, however the considerable amount of health makes it ill advised as it will consume a lot of time and ammo to take the enemy down.
Suicider
Health:
  • 25 (Easy)
  • 40 (Medium)
  • 50 (Difficult)
  • 70 (Nightmare)

The Suicider is an enemy encountered when entering Saxon Avenue for the first time. He is the only enemy who attacks Simon with a firearm, charging toward him with a Glock, firing rapidly and inaccurately with no care for self-preservation.

Suiciders are a perfect means for acquiring large amounts of Glock ammo as they drop their guns upon death. Once the monster has either emptied it's magazine or the player has gotten too close, it will raise the Glock to it's own head, killing itself. Headshots are extremely effective and easy to pull off. Also of note is that if the player does not have a glock in his inventory and picks one up from a suicider that has killed itself, there will still be a bullet in the chamber, though it will still provide a full magazine if the player has a Glock.



Spitter
Health:
  • 40 (Easy)
  • 60 (Medium)
  • 90 (Difficult)
  • 140 (Nightmare)







These creatures are suspended from the roof of the train and will force their upper halves through the windows of the train as Simon passes in order to attack him, spitting sludge at the player. Once killed a Spitter will lose its grip on the train and fall onto the tracks below.

Since the area where you fight them is a very closed area, it can be hard to kill them or to avoid them without being attacked at least once.
Sewmo
Health:
  • 40 (Easy)
  • 60 (Normal)
  • 90 (Difficult)
  • 140 (Nightmare)
















Their primary attack (while tied up) is to shoot their tongue, which reaches long distances. It can easily be dodged. Their movement is restricted when they first spawn since The Sewmo's arms are caught in barbed wire. The barbed wire can be broken from repeated strikes from a melee weapon, but it is not recommended to do so because the monster becomes faster and more powerful. Hitting or shooting the creature in the head can potentially prevent the creature from getting loose.

Hangman
Health:
  • You'd love to kill it, wouldn't you?












The Hangman will pursue Simon relentlessly, yet does not follow him on its own free will. However, the hook suspending the monster upside down from the ceiling moving along "tracks" on the ceilings can lead to the creature being turned down another hall away from Simon's location. There are more than 3 Hangmen in the Maze, so be careful.

It is not possible to kill the Hangman, and the player is intended to simply run away. Making contact with the creature will instantly kill the player, forcing them to try the maze again from the beginning. Once the player reaches the end of the maze, Simon falls to the ground mere feet from the door before the arrival of the Hangman. Simon manages to get through the doorway and close it just before the creature reaches him, the nightmare ending and the Hangman having vanished with the maze the next time Simon opens the door.

It is worth noting that the idea for the creature was originally a design to be used in Afraid of Monsters 2, where the developers wanted a boss called 'The Hanger' that would pursue the player on a track system from the ceiling. Due to Afraid of Monsters 2 currently not being planned for development, the design was recycled for Cry of Fear.
1st Ending
  • Don't kill the Caracass.
  • Don't give the gun to the Doctor.
2nd Ending
  • Don't kill the Caracass.
  • Give the gun to the Doctor.
3rd Ending
  • Kill the Caracass.
  • Don't give the gun to the Doctor.
4th Ending
  • Kill the Caracass.
  • Give the gun to the Doctor.
5th Ending (do it after finishing the game with 4th ending at least one time)
  • First finish the game with 4th ending to unlock the secret room and "Weird Package" item in there.
  • Start a new game.
  • Get in the secret room and take the package.
  • Keep the package with you until you get to the college.
  • Find an yellow mailbox near bus stop with the tape recorder.
  • Interact your package with mailbox.
  • You will find this package again at your own home, then you bring to the secret level where you'll get the fifth ending.
Unlockables

  • Half Life Creations Hoodie:
    Can be picked up in a room at the Apartments in Chapter 1.
  • Sick Simon Hoodie:
    Beat the game with Ending 4.
  • Hello Kitty Hoodie:
    Press the Use key on the dead cat in the vents (in Chapter 4) 5 times.
  • David Leatherhoff Hoodie:
    Beat the game with Ending 5.
  • Twitcher Hoodie:
    Obtained by killing a twitched with David Leatherhoff's axe in the "Heaven" level.
  • Mod DB Hoodie:
    Found on the kitchen counter of a apartment in Chapter 3 that you climb out to reach the rooftops.
  • Afraid of Monsters Hoodie:
    Inside the Harbor College in Chapter 4.
  • Camo Hoodie:
    Beat the game with Ending 2.
  • Black Metal Hoodie:
    Beat the game with Ending 1.
  • Awesome Hoodie:
    Watch every ending at least once. There are 5 endings total.
  • Team Psykskallar Hoodie:
    Beat the game with Ending 3.
  • Custom Hoodie:
    Unlock all other clothing (must complete game again after unlocking every outfit).
3 Comments
tole eating yumy food 2 Mar @ 7:18am 
ok
misami  [author] 29 Jan @ 5:28am 
There is no best ending but 1st ending is my favourite. You can do it in any order you want.
tole eating yumy food 29 Jan @ 4:08am 
what do you reckon is the best ending i should get or should i just get them in order 1 -5