The Stalker in Residence Massacre (developed by MisterGamer_67 on Roblox) is one of the primary anomalies players face during Night 2 in the abandoned factory. Unlike The Mutant, who attempts to break through exterior floodlights, or The Pest, who sabotages ceiling wiring, The Stalker infiltrates the interior directly through floor fractures starting at 2:00 AM.

According to official developer lore notes documented by the community, The Stalker is considered the most intelligent and lethal anomaly among the mutated factory staff. Handling him requires rapid recognition of environmental cues, strategic gadget placement, and strict visual discipline.

Stalker Overview and Key Stats

The Stalker operates on a distinct emergence-and-rampage loop during Night 2. The table below outlines the core parameters documented in the factory's mechanics.

AttributeDetail
First AppearanceNight 2, starting at 2:00 AM
Physical AppearanceExtremely tall humanoid, green skin, no eyes, back tentacles, arm spikes
Spawn Locations4 fixed floor cracks (Entrance, Offices, Storage, Back Right Room)
Emergence WarningScreen flicker, audible heartbeat, expanding black goo pool
Primary CounterUV Light flash or Camera flash before full emergence
Rampage Gaze Damage13.3 to 15 damage per second while looking directly at him
Contact LethalityInstant death on physical contact during active rampage (unless stunned)
Residue HazardBlack puddles dealing 4.44 DPS and slowing movement (caps at 1 HP)

Spawn Locations and Warning Signs

The Stalker does not roam from outside the building; he emerges from specific floor fissures located across four factory sectors:

  • Entrance Area: Near the main entryway where drone deliveries arrive.
  • Offices Section: Close to the computer terminal used for floodlight repairs.
  • Storage Room: Inside the supply chamber near the generator battery reserves.
  • Back Right Room: Located in the lower hallway section near the secondary lockers.

Beginning at 2:00 AM, The Stalker attempts to spawn at one of these four locations at semi-random intervals. When an emergence cycle begins, the game provides clear sensory cues: the player's screen flickers, an ominous heartbeat audio cue plays, and a pool of dark liquid spreads outward from the crack as The Stalker slowly rises.

How to Counter The Stalker

Preventing The Stalker from entering his rampage phase is the safest way to clear Night 2. Players have two defensive tools to force him back down into the goo:

1. Camera Network Placement

Players can purchase Cameras from the factory's central Delivery Service terminal and place them directly above or facing the floor cracks.

  • Each camera comes equipped with a single-use flash charge accessible via the office computer or handheld Camera Tablet.
  • Because the shop allows purchasing up to three cameras, players typically position cameras at three crack locations (commonly Entrance, Storage, and Back Right Room), monitoring them remotely.
  • If The Stalker begins rising on a camera feed, triggering the camera's flash instantly banishes him, forcing him to despawn or relocate.

2. Handheld UV Light

The UV Light is an item available in Night 2 from the delivery drone for $30.

  • The UV Light holds 3 charges before depleting completely.
  • Shining the UV Light directly at The Stalker while he is emerging stops the process and forces him back into the floor.
  • Successfully flashing him during his emergence state unlocks the in-game badge Not Today (which rewards the "Snake Eyes" cosmetic hat).

When playing in duos or full squads, having one player patrol the uncovered crack with a UV Light while another monitors the camera tablet provides complete coverage of all four spawn points.

Surviving The Rampage Phase

If players fail to flash The Stalker before he fully rises from the black puddle, he enters an aggressive rampage state. During this phase, his mechanics shift entirely:

  • Teleportation: The Stalker teleports around the interior near players. Teleports are telegraphed by screen blackouts and heavy heartbeat audio.
  • Line-of-Sight Damage: Looking directly at a rampaging Stalker triggers screen static, a screeching audio cue, and inflicts continuous tick damage between 13.3 and 15 damage per second. If you encounter him in a hallway, immediately look at the floor or face away.
  • Instant Kill on Touch: Walking into or brushing past The Stalker during an active rampage results in immediate death.
  • UV Light Defensive Stun: If The Stalker teleports directly into your escape route, flashing him with the UV Light temporarily stuns him. While stunned, his contact instant-kill hitbox is disabled, allowing players to safely run past him, though looking directly at his face will still drain health.
  • Toxic Goo Puddles: The Stalker deposits black fluid puddles as he shifts locations. Walking through these pools heavily slows player movement speed and inflicts 4.44 damage per second. While this puddle damage cannot drop health below 1 HP, being slowed makes players easy targets for The Mutant.

After several teleports and a brief active cycle, The Stalker despawns on his own, resetting his cycle until his next emergence attempt.

Modifier Variations and Special Events

Depending on the active game modifiers or seasonal events, The Stalker's mechanics and visuals receive specific alterations:

  • Bloodmoon Modifier: In Night 2 Bloodmoon, The Stalker's gaze damage increases significantly, requiring players to divert their camera immediately upon an unexpected teleport.
  • Blizzard Modifier: The Stalker adopts a snowman-like visual model featuring a carrot nose, wooden limbs, and icy appendages. Direct eye contact not only inflicts health damage but also accelerates the player's freezing meter.
  • Graves Modifier: The factory Delivery Service expands its UV Light stock from two to three, allowing teams to purchase extra defense against both The Stalker and invading Skeletons.
  • Party Modifier: The Stalker wears a blue-and-black party hat, a cracked white mask, blue shoulder candles, and a single blue eye.
  • Christmas Event: During holiday updates, scaring off The Stalker during his emergence phase dropped the special "Christmas Lights" item, which was required to decorate trees and earn the Holiday Hero badge.

Lore and Other Appearances

Beyond Night 2, The Stalker plays a pivotal narrative role in Residence Massacre:

  • The Bunker Memory: Although The Stalker does not actively roam the corridors during the gameplay of the Bunker chapter, he appears during the ending cutscene. After the surviving miner sends out the emergency distress call over the radio, The Stalker floods the chamber with black fluid, eliminating the miner before military extraction arrives.
  • Origins: Notes discovered in the facility confirm that anomalies originated from the catastrophic radioactive spill at the factory. The Stalker's torn clothing and humanoid stature indicate he was an employee who suffered extreme genetic mutation, retaining heightened cunning compared to the more animalistic mutants.

Frequently Asked Questions (FAQ)

What time does The Stalker spawn in Night 2?

The Stalker begins spawning at 2:00 AM. He does not appear during the first two hours of the night shift (12:00 AM to 2:00 AM), allowing players time to earn money, set up cameras, and board floodlights.

How much damage does The Stalker do?

Looking directly at The Stalker during his rampage phase deals between 13.3 and 15 damage per second. Stepping on his black goo residue inflicts 4.44 damage per second and slows movement, though residue damage cannot reduce health below 1 HP. Physical contact with an unstunned Stalker results in an instant kill.

Can you kill The Stalker permanently in Night 2?

No. Flashing The Stalker with a UV Light or camera only banishes him temporarily, causing him to sink back into the puddle or despawn from his rampage. He will attempt to re-emerge at one of the four floor cracks later in the night.

How do you get the "Not Today" badge?

Equip a UV Light purchased from the factory Delivery Service for $30, wait for The Stalker to begin rising from a floor crack after 2:00 AM, and flash him while he is forming. This stuns his spawn, banishes him, and awards the badge alongside the "Snake Eyes" cosmetic hat.