You’re staring at a diving bell. Your friends are screaming about "views" and "going viral," but all you can think about is the pitch-black void waiting for you at the bottom of the ocean. Landfall’s Content Warning isn't just a silly physics simulator. It’s a horror game that leans heavily into the "found footage" trope, and if you want to make it back to the surface with enough oxygen to upload your footage to SpookTube, you need to know exactly what is lurking in the ruins.
The content warning all monsters list is surprisingly diverse for an indie title. Some of these things are just annoying. Others will end your run in three seconds flat. Honestly, the scariest part isn't the monsters themselves; it's the fact that you have to keep filming while they try to eat your face.
✨ Don't miss: Beyond Good and Evil Walkthrough: How to Actually Save Hillys Without Missing a Single Pearl
The Low-Tier Threats That Still Kill You
Don't let the "easy" ones fool you. You've probably seen the Snatcher. It looks like a lanky, dark figure that just wants a hug. It doesn't. If it grabs you, your friends need to shine a flashlight on it immediately. If they don't? You're gone. It's a simple mechanic, but in the heat of a chase, everyone forgets they even have a light.
Then there’s the Slime. It’s slow. It’s green. It’s basically a lava lamp gone wrong. You can literally walk away from it. However, if you get cornered in a tight corridor while trying to escape something faster, the Slime becomes a death sentence. It slows you down, making you an easy snack for whatever is behind you.
Spiders and Mechanical Nightmares
The Spider is a classic. It shoots webs. If you get stuck, you’re a sitting duck. Most players make the mistake of trying to fight it. Don't. Just bait the web shot, move sideways, and keep the camera rolling. High-quality footage of a spider attack gets great views, but only if you're alive to export the video.
We also have to talk about the Turret. It isn't a "monster" in the biological sense, but it’s part of the content warning all monsters roster that ends more runs than almost anything else. It has a red laser. If that laser touches you, start moving. Do not stop. Do not try to be a hero. The Turret has perfect aim and a very short fuse.
The Heavy Hitters: Why You Need to Run
The Iron Maiden is where things get complicated. This isn't just a monster; it's a puzzle. When it captures a player, they are locked inside. The only way out? A teammate has to complete a quick-time event (QTE) on the back of the Maiden. If they fail, or if they’re too busy filming your muffled screams for the "clout," you’re dead. It’s a brutal test of friendship.
Then there is the Big Slap. You’ll know it when you see it—or rather, when you hear the heavy thud of its hand hitting the floor. It’s a giant, hulking humanoid that thrives on proximity. It’s fast. It’s aggressive. If you see a Big Slap, your priority shifts from "cool shots" to "getting to the diving bell."
The Flicker and the Audio Cues
One of the most unique entities in the content warning all monsters lineup is the Flicker. This creature messes with your actual vision. The screen starts to distort, and the lights—well, they flicker. When this happens, you have to look away. Looking directly at the Flicker is a one-way trip to the spectator screen. It’s very similar to the Enderman mechanic in Minecraft or SCP-096, but it feels much more claustrophobic in the industrial ruins of Content Warning.
- Pro Tip: Listen for the static. The game’s 3D audio is actually your best survival tool.
- The Barnacle: This thing hangs from the ceiling. It’s easy to miss if you’re looking at the ground for loot. It will suck you up and drain your health. Look up occasionally.
- The Ear: This monster reacts specifically to noise. If you have that one friend who won't stop screaming into their mic, the Ear will find you. Tell them to shut up. Seriously.
Understanding Monster AI and Spawn Rates
The way Content Warning handles its creature spawns is based on a "Budget" system, similar to games like Lethal Company. Each day you spend in the Old World, the budget increases. On Day 1, you might only see a few Snatchers or a stray Spider. By Day 3, the game is throwing Iron Maidens and Big Slaps at you simultaneously.
There’s a common misconception that monsters only spawn in the dark. That's false. While light helps you see them, it doesn't prevent them from existing. In fact, some monsters are actually attracted to the light of your camera or flashlight. It's a double-edged sword. You need the light for the video quality, but the light tells every horror in the vicinity exactly where to find their next meal.
The Knifer and High-Intensity Chases
The Knifer is a small, fast creature that carries... well, a knife. It’s creepy because it giggles. It’s small enough to hide behind crates and pipes, making it hard to film. Because it’s so fast, you usually can’t outrun it in a straight line. You have to use the environment, jump over obstacles, and hope your cameraman is getting the "money shot" while you're being chased.
The Hidden Mechanics of SpookTube Views
Why are we even looking for these monsters? Views. The content warning all monsters guide isn't just about survival; it's about cinematography.
The SpookTube algorithm in the game rewards a few specific things:
- Variety: Filming four different monsters is better than filming one monster for four minutes.
- Proximity: Getting the camera right in a monster’s face (without dying) multiplies your view count.
- Emotes: Using an emote while a monster is lunging at you is a huge boost. It’s risky, but that’s how you hit the 100k view milestone.
- Dead Bodies: Honestly? Filming your dead friends is one of the fastest ways to get views. It’s morbid, but the "audience" loves it.
If you find a Bomber, don't just run. Wait for it to throw a bomb, film the explosion, and then run. The algorithm loves explosions. Just make sure the person holding the camera isn't the one being blown up. If the camera person dies and no one picks up the camera, the footage is lost forever. That is the real tragedy.
Dealing With the "Dog" (Machine Gun Hound)
One of the most terrifying encounters in the later stages of the game is the Dog. This isn't a golden retriever. It’s a mechanical quadruped with a mounted machine gun. When it spots you, it "locks on." You’ll hear a mechanical whirring sound. That is your cue to find cover immediately.
📖 Related: Getting Free Gift Cards Xbox: What Actually Works and What Is a Total Scam
Unlike the Snatcher or the Knifer, you cannot "dodge" the Dog in an open field. Its fire rate is too high. You need to use pillars, walls, or even the diving bell itself as a shield. If you’re feeling brave, you can try to circle-strafe it, but it’s a high-risk move that usually ends with a pile of scrap and a dead YouTuber.
The Mouth and Grappling
The Mouth is another heavy-hitter. It has a giant—you guessed it—mouth. It will try to inhale players. If you get caught in the vacuum, you're being pulled toward a very messy end. Teammates can sometimes interrupt this by dealing damage or using items like the Shock Stick.
The Shock Stick is probably the most important item you can buy in the shop. It doesn't kill monsters, but it stuns them. If a Big Slap is charging or a Mouth is inhaling your friend, one zap will reset their AI for a few seconds. Those seconds are the difference between a "Great Video" and a "Total Party Wipe."
How to Maximize Your Runs
To truly master the content warning all monsters encounters, you need a dedicated team structure. You shouldn't just be four people wandering around.
- The Director: This person holds the camera. Their only job is to stay alive and keep the monster in the frame. They should never be the one "baiting" the monster.
- The Bait: This person runs toward the danger. They use emotes, they scream into the mic, and they keep the monster's attention.
- The Support: This person carries the extra flashlights and the Shock Stick. They are the bodyguard for the Director.
- The Looter: While everyone is distracted by the monsters, this person is grabbing the "relics" and items that provide extra money.
This system ensures that even if the "Bait" dies, the "Director" has the footage and the "Support" can protect the camera on the way back to the bell. It feels tactical because it is. Content Warning rewards coordination far more than individual skill.
Practical Steps for Your Next Dive
- Buy the Shock Stick immediately. It’s the only reliable way to peel a monster off a teammate.
- Always leave one person near the diving bell if you're on the final day. If things go south, at least someone can escape to save the progress.
- Don't waste film on the walls. Only turn the camera on when a monster is visible or something "funny" is happening.
- Watch the oxygen. It sounds obvious, but half of all deaths in this game aren't from monsters—they’re from people forgetting to go home because they were chasing a Flicker for a "viral" thumbnail.
- Check the ceiling. I cannot stress this enough. The Barnacle and other hanging traps are the primary cause of "unexpected" deaths.
The Old World is a dangerous place, but the monsters follow rules. Once you learn the "tell" for each creature—the red laser of the Turret, the giggle of the Knifer, the static of the Flicker—the game transforms from a terrifying horror experience into a high-stakes comedy of errors. Just remember to keep the lens cap off and the mic on. The "fans" are waiting.