Twisteds

Twisteds

The complete Twisted roster by rarity, with chase behaviour, threat level and safe counters. Learn which monsters to distract, which to avoid, and how to farm research on every one of them.

20+
Twisted Types
4
Rarities
No
Defeatable

Introduction

Twisteds are the monsters that make Dandy's World a horror game, and every one of them is a corrupted version of a Toon you can also play. They are grouped into four rarity bands, Common, Uncommon, Rare and Main, and the band is a reliable proxy for how dangerous the chase will be. Commons are slow and forgiving, Rares are faster and more persistent, and Mains can end a run on their own if a squad mishandles them. You cannot defeat a Twisted, so every encounter is really an information problem: where is it, which direction is it facing, and do you have enough distance to finish what you were doing. Learning each monster's patrol behaviour and the counters that work against it is the difference between a squad that reaches Floor 20 and one that dies on Floor 6.

Twisted Rarity Bands

BandThreatExamplesCounter
CommonLowShrimpo, LooeyWalk away or practice kiting
UncommonMediumRodger, Teagan, Brightney, FinnBreak line of sight early
Rare / MainHighGoob, Glisten, Astro, Pebble, DandyDedicated Distractor only

Threat Profiles

C

Shrimpo (Common)

common

The safest Twisted to farm research on

BehaviourShrimpo is slow, has a short detection range and loses interest quickly once line of sight is broken. That makes it the ideal practice partner for new players learning to kite, because a mistake costs distance rather than a heart, and you can re-engage on your own terms.
CounterSimply walk away. You do not need a Trinket or a teammate, so use Shrimpo floors to bank easy research and Ichor. If you do want to raise research fast, start a deliberate chase with it since beginning a chase grants a larger research bonus than collecting capsules alone.
A

Glisten (Rare)

rare

Fast, persistent and worth real research

BehaviourGlisten closes distance quickly and keeps tracking far longer than an Uncommon, so short loops around a single obstacle stop working. It punishes players who commit to a repair without checking their surroundings, and it frequently arrives mid-chase while the squad is already dealing with another Twisted.
CounterGive it to a dedicated Distractor with a stamina or speed Trinket and clear the machines while it is occupied. Never try to out-walk a Rare; you need to break the chase with distance, and that means planning a route before you are noticed rather than reacting after.
S

Dandy (Main)

legendary

A Main threat that can end a run outright

BehaviourAs a Main Twisted, Dandy is fast, persistent and rarely loses track of a target. Encountering one without a plan usually means the squad loses hearts in sequence, because players scatter, repairs stop, and the elevator timer keeps running while everyone is running from the same monster.
CounterTreat a Main spawn as a team event. One Distractor commits to the chase while everyone else finishes the remaining machines and moves toward the elevator. If the Distractor goes down, rotate the role immediately rather than letting the whole squad improvise under pressure.

Core Mechanics

Twisteds are AI hunters with fixed behaviour rather than reactive opponents, and every encounter follows the same loop: a patrol notices a Toon, locks on, and pursues until line of sight is broken for long enough. Rarity determines speed, persistence and detection range, so a Common can be walked away from while a Main requires a planned route and a stamina reserve. You cannot damage them, which removes combat as a solution and makes information the only real defence. Research adds a second layer, since each Twisted carries a percentage that rises through capsules and deliberate chases, and that percentage is the gate on most Toon unlocks.

Advantages

The Twisted system gives Dandy's World a threat curve that stays readable even as difficulty scales. Rarity bands communicate danger before an encounter begins, so experienced players can judge a floor from a glance rather than memorising individual stat blocks. Because Twisteds cannot be killed, the counterplay is entirely about movement, sightlines and teamwork, which keeps the skill ceiling focused on decision-making instead of reflexes. The research layer also converts dangerous encounters into permanent progress, so a well-handled chase is never wasted time and even a forced retreat can still advance an unlock. Because the same rules apply to every monster, the skills you build against a Common transfer directly to a Main encounter.

Challenges

Twisted behaviour can feel unfair in public lobbies, where a single player being spotted can drag a Main across the entire repair crew and end a floor that was going well. Spawn patterns are not perfectly predictable, so a route that worked last run can be blocked this time with no warning. Because you cannot fight back, a squad with no fast Toon has almost no answer to a determined Main, and the design deliberately punishes groups that refuse to cooperate. Research also demands deliberate risk, meaning the progression system asks you to chase the thing that most reliably ends runs.

Frequently Asked Questions

Which Twisteds should I research first?+
Prioritise the Twisted tied to the Toon you want next, because most unlocks require a research threshold on a specific monster rather than general progress. If you have no specific target, farm Commons such as Shrimpo and Looey first, since they are safe to chase deliberately and give the same percentage per capsule as a dangerous Main. Rodger doubles all research gain, so unlocking him early pays for itself across every later character.
Can you kill or stun a Twisted?+
No. Dandy's World gives you no way to damage a Twisted, so every encounter is about avoidance, distraction and escape. The only tools you have are movement, line of sight, Trinkets and teamwork, which is why a dedicated Distractor is worth more than any damage build could be. Trying to fight is simply a way to lose hearts faster.
Why did a Twisted find me while I was repairing?+
Repairing makes noise and keeps you stationary, so a Twisted patrolling nearby will eventually notice you even with decent Stealth. The fix is to watch the floor before committing to a machine, keep an escape route in mind, and stop repairing the moment a patrol turns toward you rather than finishing the last few percent. Machine progress is not worth a heart.

Quick Tips

💡

Learn the four rarity bands first and treat them as a threat scale. If you can identify a monster as Common, Rare or Main, you already know whether to keep repairing or start moving, and that single judgement prevents most avoidable deaths on early floors. Learn the patrol routes on each layout instead of memorising individual monsters, because knowing where a Twisted walks is what keeps repair crews safe.

💡

Never let a Rare or Main start a chase while you are far from an obstacle. Breaking line of sight is the only reliable escape, and open ground gives a Twisted every advantage because its speed beats yours and its tracking lasts longer than your stamina. Watch which teammate a Twisted locks onto and position yourself on the opposite side of the machine, since spreading attention buys the squad extra repair seconds.

💡

Farm research deliberately. Each capsule gives a small percentage, but starting a chase with a Twisted grants a much larger bonus, so a controlled engagement with a Common is often the fastest way to hit an unlock threshold without risking hearts. Never let a chase carry you away from the elevator route, because surviving the monster but missing the exit is still a lost floor for the whole team.

Explore More