The eight wildlife species and the seven summons are in the 0.6.0 download. The Smiler is only in the development build.
Hard Hoof adds 16 creatures: eight wildlife species, seven summoned beings, and the Backrooms' Smiler. They enter the world in different ways. A spawn egg in JEI does not mean the creature spawns naturally in a biome, and a summon never spawns by itself.
Every creature has a page in the field guide: press H, then choose Documentation and the Creatures topic. The same text is on its spawn egg in JEI.
Wildlife at a glance
| Creature | Where to look | What makes it useful or different |
|---|---|---|
| Big Floppa | Savannas, badlands, deserts | A tameable caracal that hunts chickens and rabbits, and can follow you |
| Honey Badger | Savannas and badlands | Raids honey, hunts spiders, and digs up materials when given honeycomb |
| Gazelle | Savanna herds | Adults alarm and flee together; fawns hide in the grass |
| Meerkat | Deserts and savannas | A sentinel warns the group of nearby threats; spider eyes attract and breed them |
| Owl | Forests and taiga | Sleeps on branches by day, hunts at night, and leaves pellets that break into bone meal |
| Seabunny | Warm and lukewarm oceans | Bucketable sea slug; seagrass attracts it, and striking it poisons the attacker |
| Leopard Seal | Frozen oceans | Hunts underwater, hauls out to rest, and trusts players who feed it raw fish |
| Blobfish | The Tall World's deep continental slope, 600 to 1,200 m down | A pressure-sensitive fish that slumps into a blob when brought up |
Observe a creature before approaching. A passive animal may flee, a neutral one may defend itself, and a predator can care whether you are in water or on land. Neutral creatures (the Honey Badger and the Leopard Seal) and hostile ones have Adventure levels, so they are tougher the farther, deeper or later you meet them. Passive animals are not levelled.
Big Floppa
Hold raw meat, let the caracal approach, and feed it until hearts appear. Each taming attempt has a one-in-three chance.
| Interaction with a tame Floppa | Result |
|---|---|
| Walk away while it stands | It follows and helps in your fights |
| Right-click | Toggle sitting or standing |
| Feed raw meat | Heal it |
| Use dye | Recolor its collar |
| Feed meat to two tame Floppas | Breed a kitten |
Wild Floppas hunt chickens, rabbits, meerkats and gazelle fawns. Keep that in mind when you keep different animals near one another.
Useful first encounters
- Honey Badger: it lives alone, fears nothing and shrugs off bee stings and poison. It raids full beehives. Hit one and it holds the grudge for a minute. Hand it honeycomb over soft ground and it digs up flint, bone, clay or an occasional nugget. Honey bottles breed it, and you get the bottle back.
- Gazelle: it notices you walking at 10 blocks and running at 20, but if you sneak you can get within 4. Sneak with wheat to feed the fawns. When one adult is alarmed the whole herd bolts, bounding away in stiff-legged leaps. Fawns drop flat and keep still.
- Meerkat: one always stands sentinel on the highest ground. At its bark the whole mob dives into the sand. Keep a mob near your walls and it tells you what is coming. They sunbathe at dawn, sleep underground at night and snap up silverfish.
- Owl: approach its daytime roost quietly: it stays asleep if you walk up, and flies off if you run or strike. At night it hunts rabbits and bats. Collect an Owl Pellet after it feeds and use JEI to find the bone-meal recipe.
- Seabunny: use a water bucket to carry one home and empty the bucket to release it. Use seagrass to breed it rather than striking it.
- Leopard Seal: slow on ice, fast in water. It stalks anyone who swims near it, and climbing out ends the chase. Hand it raw cod or salmon to earn its trust for good. A trusting seal now and then swims up with a fish of its own.
- Blobfish: it hangs just above the sea floor. Above about 400 m (40 atm) it slumps into its blob form, and it stays that way. A water bucket holds no pressure, so one carried up in a bucket comes out a blob. It is harmless and drops a slime ball. Read Environment before a deep dive.
Summoned creatures
These beings are called through Magic. They do not naturally populate ordinary biomes.
| Creature | How it enters play | Role |
|---|---|---|
| Hollow Thrall | Necromancy raises two-legged remains | A walking undead follower that fights what you fight |
| Bone Hound | Necromancy raises four-legged remains | A quick pursuer that pounces and slows what it bites |
| Carrion Wing | Necromancy raises flying remains | A fragile flying scout that dives on your enemies |
| Emberkin | Xenomancy calls it with a seal | A fire-resistant fighter whose strikes ignite |
| Brimwarden | A Xenomancy pact | A slow, heavily armoured guard that can hold a post or follow |
| Lampwisp | A Binding Circle pact with its seal | A non-fighting familiar that lights the dark around its caster |
| Tallymite | A Binding Circle pact with its seal | A non-fighting familiar that collects nearby dropped items |
- Summons follow, guard or attack on your side. They never turn on their caster or the caster's team.
- Raised undead (Thrall, Hound, Wing) last three minutes unless held again, and crumble to bone dust at dawn. They are undead: smite cuts them and healing harms them.
- A Brimwarden told to stay fights anything hostile within 16 blocks of its post. Told to follow, it walks at your side.
- The Lampwisp's pact is for a torch or a candle a day; the Tallymite's is for a meal a day. A pact ends with its day. A name tag and a Pact Seal keep a familiar for good. A Tallymite fetches drops within 6 blocks of you and never takes what you threw away.
- Summons drop nothing and give no experience, so they are no farm.
- A combat summon with no caster at all is Unbound. It attacks anyone near, then crumbles or leaves after a minute. Keep your distance or wait it out.
Read the creature's guide page and the pact terms before calling it.
The Smiler
Not out yet. The Smiler is in the development build only.
The Smiler is a tall, thin shadow in the dark parts of Backrooms Level 0. Its body is nearly invisible. What you see is two pale eyes and a wide white grin. It keeps to the dead-light zones and comes out when the lights die, hunting the nearest player through the dark.
Carry light and stay in the light. From far off it creeps, and it stands still while you look straight at it. In a lit spot, or facing a player holding a torch or lantern, it stops and backs away. If it stays lit for a few seconds it is gone. It drops nothing.
Read next
Magic · Character growth · Backrooms · Environment · Using the field guide
