Fyi, anything in here is straight from the Cry of Fear Wiki, full credit to that
And, Content/Trigger warning for:: SUICIDE, SELF-HARM, POSSIBLE REFERENCE TO SOME PEDOPHILE(in the game, not irl), also real strange designs, and bios... suiciders, hangers(not hangmen), and drowned have suicide references to them
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.Ā
RELEVANCE
The Babies may represent the babies of the mothers in the apartments that Simon may find "annoying" and "loud" probably because of repeated crying.
The Babies also attack Simon via suicide. This could be seen as a parallel to how Simon planned to attack others before killing himself like in the first, second and third ending.
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.
RELEVANCE
There's not too much relevance that these monsters has with Simon, but it's more directed to the pedophile/serial killer that used to live in the same building as the children.
The children could just relate to the children that are a pain to deal with in the apartment building for Simon after the hit-and-run.
This creature is fought in the maintenance tunnels of the subway system, being the most frequent enemy encountered in the area. Though beyond this part of the game, the creature is not seen again. She is easily noticed by her audible panicked breathing, a trait shared with the Crazyrunner. She will pursue Simon relentlessly, quickly attacking him with a knife.Ā
RELEVANCE
Citalopram is a drug which is used to treat depression. This means the monster most likely represents the drug which Simon was prescribed by the Doctor to treat his depression.
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.Ā
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.
RELEVANCE
The Crawler represents Simon's crippled state, as the Crawler only moves with his hands. The Krypandenej variation has his legs completely broken, which represents how Simon's legs are broken and useless after the hit-and-run accident.Ā
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.
RELEVANCE
Possibly representing a manic state, relevance unknown as far as the wiki goes.
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.Ā
RELEVANCE
The Croucher's low stature could relate to Simon's difference, or low status to the rest of the world, having no legs to meet the heights his eyes would normally see prior to the accident. Another relevance being the Croucher's function as an enemy to attack Simon's legs, harming what he lost in the accident.Ā
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.
This monster has no physical attacks until the player approaches too closely. A baby then bursts from the monster's stomach and attacks with a knife. The attacks are difficult to dodge.
The primary way she attacks is, if the player is exposed to her for too long with at least one bullet in their weapons, the screen will shake and darken then Simon will start to whimper, followed by the monster forcing Simon's gun to his head in an attempt to make him commit suicide. The player must quickly press the left mouse button to make Simon resist the urge to kill himself, when the player is successful in resisting it, the screen will go back to normal with Simon seemingly crying a little bit after the event is over.
Pistol-whipping her with an empty magazine is productive. The baby strikes at about the same rate as Citalopram or Crazyrunner, but Drowned's slow speed makes dodging back and striking again fairly harm-free. Eliminate her in areas you intend to frequent, as she can actually attack between door-off sections of the same map (Subways are probably the best example).
Note: If the player has only a melee weapon equipped, the Suicidal Influence has no effect.
RELEVANCE
The suicidal influence this enemy does to Simon is a reflection of Simon's real desire to commit suicide.Ā
Faceless are distinct for always attacking in large numbers and attempting to swarm Simon, but their durability is barely even that of a Slower. For an experienced player who's quick enough to avoid being surrounded and has ammunition in their gun, Faceless are hardly a threat.
Their main advantage against the player is early on in the College, in that they have a greater number, and darkness limiting your options for fighting them. Depending on your preferences, dual wielding the phone and either the VP70 or Glock pistol, while aiming for body shots, are the two best ways to deal with them. They go down in four shots from the Glock, or about one to two bursts from the VP70, on hard mode. Remember that you cannot reload with one hand, however, and make for a safe spot when you run low on bullets. Dropping your unneeded weapons outside the college is recommended, to save inventory space for the keys you'll need to fiddle with inside the darkened school building, reducing the amount of backtracking and run-ins with them you'll need to face.
RELEVANCE
Considering the fact that the model is of a female character, they could represent the fact that Simon feels he hurt Sophie; he can "see it in her eyes", he can see the damage he's done to her, and he feels ashamed to look her in the face. The violently bloody model could represent the fact that the real life Simon brutally murders Sophie before ending his own life in endings 1 and 2, so that he can "keep her" all for himself. Additionally, the faced faceless could represent the anxiety caused by the doctor attempting to force intimacy upon Simon, asking him questions about his personality that he does not wish to answer, which is an idea reinforced by the fact that they appear shortly after the corridor in which the doctor talks about Simon's refusal to talk about his personal life. Lastly, they could also represent the other students at the college that Simon attended, thinking bitter thoughts of them as random monsters.Ā
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.
RELEVANCE
Due to both variants having metallic appendages for limbs, it could represent how Simon's legs were replaced by a metallic wheelchair after the hit-and-run incident. The head of the male variant having a cage can represent Simon's head "caged" in his madness and emotional problems. The female faster can represent the parents or other people he sees in his apartment that are a pain to deal with, especially with their children. The faster also stabs itself when it gets killed, this may represent Simon's suicidal tendencies.Ā
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.Ā
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.Ā
The Flygare appears in the following places:
After exiting Gustav Park, while heading to Waspet Gardens.
In Waspet Gardens, after digging up the key to the apartment's entrance.
In both Saxon Avenue and Hanson Square subway stations, after doing certain tasks, they appear.
In Kirkville, near the end of the game (only a few).
In Doctor Mode, they appear on Preston Road (around 7 of them), as well as in front of the apartments.
RELEVANCE
The Flygare is likely meant to symbolize Simon's growing insanity, as well as his crippled state. A common tactic used on insane patients in asylums is to restrain them to their beds, evidently a nod to Simon's mental state. The creature's inability to move without the assistance of the bed is likely a nod to Simon's wheelchair.
The Flygare's hands are bleeding and with various slits and cuts, which represents Simon's self-harm in real life.
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 they fall and the fall may damage Simon if they hit him.
They can also be seen in Chapter 8, after Simon kills himself. While you venture Simon's twisted and sick mind, you'll come across with many of these things, hanging from nowhere.
RELEVANCE
The Hanger represents Simon's urge to commit suicide because of the noose around it's neck, although the method is not the same.Ā
(its image is long but its bio is short, sorry)
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.
RELEVANCE
The Hangman could represent Simon's crippled state as it cannot move freely due to the tracks on the ceilings.
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.
Developer commentary states that the creature was created to trick the player into thinking that a biological outbreak of some kind was the cause of the monsters, the Human Flower meant to be shown expanding across the city and 'assimilating' Slowers; with some versions of the slower even having tendrils growing throughout their body. The reason it is called the Human Flower may be because of its tendrils, which seem to resemble the petals of a flower.
RELEVANCE
The Human Flower represents a deformed and hideous mass of butchered flesh, and is most likely to represent Simon's anguish over the damage to his body done as a result of the accident that injured him. They are rooted to the ground, which can represent how stuck Simon feels after the accident.
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.
RELEVANCE
The Psycho could represent Simon's madness. The fact that the Psycho stays in dark corners might represent how Simon feels completely alone.
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.
RELEVANCE
Due to the monster killing other enemies that are close to it, Sawcrazy could represent Simon's indifference and hatred towards those around him.
Sawrunner is the most dangerous of all the enemies to be encountered, being extremely fast and able to kill you with a single hit. Also, he has the largest amount of health in the game, which makes him practically invincible (unless you use the secret weapons and/or a strategy to kill him). And he's also a disturbing encounter, for his screaming and loud noises tend to put the players in a very alert and nervous state. Sawrunner is also encountered in Doctor Mode, appearing on three separate occasions. Sawrunner also appears in the co-op campaign as an actual boss on two separate instances. Sawrunner also appears in the co-op campaign Manhunt as an easter egg, after the player breaks down a door located near the end of the game with the Sledgehammer, and Sawrunner standing still near it. He's actually friendly and will not attack the players and he will kill any enemies nearby, but if you shoot him, he will run away. This Sawrunner can be killed really easily.
RELEVANCE
Sawrunner's masks (despite all of the masks having the happy face) could easily represent Simon's real life "masks", showing himself completely normal to others (front mask), but overwhelmed with hatred and sadness in his mind (back masks). Sawrunner could also be an embodiment of Simon's insanity and/or anxiety attacks. Sawrunner can also describe anxiety, it is strong, fast, comes at any second, and most can only run from it as very few can confront it directly and emerge successful.
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.
RELEVANCE
The way it attacks when it is caught in barbed wire may slightly represent Simon's anger and bitterness by "lashing" out. Another interpretation is that they are tied as if they were wearing a straitjacket, and still attacking with their head: restraining their body is useless when they can harm with their head (like Simon's mind).
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.
When Simon initially deals damage to a Slower, it will be stunned. This only seems to ever occur once per Slower. This offers the player the opportunity to make between three to four 'safe' knife stabs, while the creature recoils. Players on Hard and Nightmare difficulties should learn to exploit this behaviour early, in order to reduce the damage they take from the first few encounters with these foes.
Slowers exhibit a behaviour where they will enter an attack stance. When approached in this stance, they can very quickly retort with additional attacks, and get in hits even if you dodge backwards. Their animation will change to them holding out their hammer or 'ducking' (entirely cosmetic) when they do so. Avoid knifing them in the few seconds after you've provoked them to attack, or Simon will likely take a hit or two.
VARIANTS
Slower 1
This is the regular type of Slower found in earlier parts of the game. They have lower attack rate and slower move speed. They also appear in later parts as a jumpscare.
Slower 2
This is actually the crawler known in the game files as Krypande which mainly appears in duct areas.
Slower 3
This type of Slower is the one with that white shirt. It appears mainly in the middle and latter parts of the game. They are noticeably tougher than the previous Slowers as they move faster and attack faster.
Slower No
This is a special 3-headed variant of Slower appears only once in the entire main campaign, just like the Upper. It appears inside the TL Trading AB building after the player picks up a Glock 19 magazine and comes with a loud screaming voice, though they are not very tough to defeat. It appears more often in the Co-op Campaign.
Slower 10-1
They are Slowers entangled in red tendrils, similar in appearance to the material encasing the Human Flower. This was most likely intended to further the misdirection near the beginning of the game that the creatures were the result of some sort of biological outbreak.
Slower 10-2
Unlike the other Slowers these Slowers cannot move as they're pinned to a wall by the red tendrils, they can only hit the player if the player gets close to it.
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.
RELEVANCE
The creature may be slightly relevant to Simon's crippled state as it cannot move freely followed by its blind-folded appearance hence Simon's vulnerable and lost feelings in his mind regarding whether he should resist suicide or pull the trigger.
When approached, a Stranger will begin to assault Simon telepathically, the player rapidly suffering damage until the Stranger has been killed. Once killed, the creature will let out an inhuman groan and begin to twitch rapidly and flicker before simply vanishing.
It would be smart to try and avoid a stranger when possible. With the cost to both health and ammunition proving taxing if the player decides to kill the stranger. In the case where the player chooses to kill the stranger it is highly advised to wield a powerful weapon such as the Hunting Rifle or the M16 through the fight as the stranger is not a foe to take on in a fight of attrition.
As well as this it would also be smart not to take on a stranger unless you have around one half of your health remaining as any less could result in the player dying from the stranger's telepathic assault before the player can deal a deadly blow.
RELEVANCE
The Stranger might represents how Simon's Book is starting to take a toll on him by hurting him because of it's book head. Also, the name "Stranger" may represent the person that crashed his car against Simon, causing him to be on a wheelchair for the rest of his life.
They are the only enemies (aside from Doctor Purnell) who attacks Simon with a firearm instead of melee weapons, charging towards him with a Glock 19, firing rapidly and inaccurately with no care for self-preservation.
RELEVANCE
The Suicider represents Simon's desire to end his own life, as getting close to the suicider or if it has no ammo left will result in it shooting it's head.
Getting close to a Taller is ill-advised, as the creature can easily kill Simon with little effort. The Taller will punch Simon if he gets too close, which will send the player flying and onto the ground where they will be immobilized. The Taller will then approach Simon while he is incapacitated and stomp on him, finishing him off brutally. It is possible to stand up after being hit by either clicking the mouse or pressing the jump key. All instances of the taller in game can be avoided, however should you choose to fight it headshots will be the best way to kill it. Due to their enormous size and slow movement speed, headshots are easier on this enemy in particular, even more so if you're using the Hunting Rifle.
Despite the threat this enemy can be, there's are just 4 in the main campaign; 3 at the back of Waspet Gardens (accessed during the backtracking section) and one that randomly appears on the other side of the bus (during the backtracking section before Ronald Street). On the contrary, in the co-op campaign there are many of them, encountered in Kirkville, the Forest and the City, sometimes appearing 3 or 4 at the same time.
RELEVANCE
The Taller may represent a personified form of Simon's overwhelming depression. The damage it inflicts could also be related to this. It may also represent how Simon feels tiny and weak in his wheelchair. And how he feels everyone is massive compared to him and how easy it would be for them to crush him.
The Taller could also represent the overwhelming size of the struggle Simon feels in his own head and the challenge of getting his mind on order trying to come to terms with Sophie's rejection and attempting to trust Doctor Purnell.
These guys suck.
The Face Head appears twice in the game:
In the prologue, after almost reaching the X in the distance. It'll burst out from the dark while making a loud scream, awaking Simon from the nightmare.
In a room lined with cages of Faceless, and the Face trapped by its neck through a hole in the floor. It does not acknowledge Simon's presence in any way, and only continues to turn, stare and bite wildly, though it will bite Simon if he approaches it.
The Face has the honor of being the first scare in the whole game, as well as the most brutal one.
RELEVANCE
The Face's significance to Simon is unknown. It is at first very intimidating, but is later revealed to be insane, incapable of movement and completely helpless. It may very well represent Simon's self-loathing and distress at his current situation.
The trapped nature of The Face could symbolize the limit of movement that Simon must endure in his current, crippled state.
Although this monster is a rare variant of the Slower, it can be killed easily. When encountered, he attacks Simon by kicking him in multiple different fashions with his feet. This monster also has a very violent scream that lasts for several seconds, a very loud wail, making its encounter the second most brutal scare and screamer in the game.
Despite the fact that the monster isn't supposed to move, if you do move far enough away, the animations are incorrectly timed, making it so the monster seems to be hand-walking oddly towards the player.
The original sound meant to be used with the Upper was supposed to be an ambiance sound that was to be heard (yet less violent sounding and played much slower) the moment you walk into the Facehead room, when you encounter multiple Faceless.
Considering the fact that the Upper is the same as the normal slower, the animations are the same, explaining the reasoning behind the awkward animations when he attacks and the fact he only uses one leg to attack, the one that seems very crippled out of shape. The other leg (according to the bone structure) is the location of the head on the normal slower.
The Upper appears only once in the Single-player campaign, but appears several times in the Co-op Campaign, as well as in some Custom Campaigns. It's not present in the Suicide maps.
RELEVANCE
The Upper could represent the moment Simon got hit by the car, and the loud wail could represent the pain he had during that moment and the screams he yells when he gets hurt. For the fact that the upper walks on its hands and not its legs could represent how Simon can no longer use his own to walk. Like Sawrunner, the Upper's clothes resembles Simon's clothes covered in blood.
The Watros are only encountered and fought at the docks. They will remain dormant underwater until the player approaches too closely to their hiding place. This will cause them to emerge from the water and wait for the players to come within range before striking at them, dealing a considerable amount of damage.
This creature has a great resemblance to the Human Flower, which is in reality a larger version of the Watros. Unlike its larger brother however, Watros can actually be killed.
A tip to not wasting all your ammo on a Watro is to jump over his arm when he is about to hit you. This can save ammo for ground enemies, and give you more time.