Bob the Janitor
Bob is the danger of the night, from night 1 onward, on every difficulty. He is never shown on the map (see The Map).
What he does
- Patrol. Walks the halls and any dark rooms, sweeping a torch and humming, favouring rooms he hasn't checked for a while. Speed
1.5 + min(0.7, (night−1)×0.12). - He never walks into a lit room. Lit rooms are walls as far as his pathfinding is concerned. If someone switches the lights on while he is inside a room, he squints and backs out into the corridor.
- Lights out (from night 2). Every 18–34 seconds of patrolling he picks a lit room with nobody in it (never your classroom or the boiler room), walks to the corridor outside its door, reaches round the frame and switches the lights off. A room with a player in it keeps its lights.
- Search. After investigating a noise he checks the one or two hiding spots nearest to it (a locker he actually saw you get into is always opened). Noises from inside a lit room are ignored, and walls muffle what he hears.
- Investigate. Triggered by a noise, or by losing sight of someone he was chasing. Heads to the noise's location (or the nearest unchecked hiding spot, with a growing chance of finding whoever's inside — see Hiding) and gives up after about 6–10 seconds if he finds nothing. Speed 2.0 (+ overtime bonus).
- Chase. Triggered the moment he spots someone not hidden and not standing in a lit room (unless he's already chasing, in which case a lit room won't stop the spot — only reaching one while he's chasing does). Speed
3.6 + min(1.0, (night−1)×0.16)(+ overtime bonus). He gives up and returns to patrol if you reach a lit room while he isn't already adjacent to you, or if he loses sight of you for more than 4.5 seconds (after which he investigates your last known position for a further 6 seconds).
How he sees and hears
He can spot anyone not hidden, not in a lit room (brightness > 0.55, unless already chasing), within a forward cone or a close radius, reduced if you're crawling. He hears noise within (7 + level×16) × hearMult units (hearMult 1.6 on an Overtime night) whenever he isn't already chasing someone.
If he catches you
The moment Bob grabs you, his face lunges at the camera and fills the screen for about 1.05 seconds — his scream voice line, the jumpscare sound, and a red flash — before you actually wake up in Lost & Found. Only once that jumpscare finishes are you moved: Bob deals 28 damage, forcibly un-hides you, drops roughly 70% of your bag items and your held item onto the floor, teleports you to Lost & Found, and your fear is set straight to 100. Not a game over by itself, just a costly reset. See Events & Encounters for how this compares to Grump's own jumpscare.
What he says
Bob has 3 recorded voice lines — see Voice Lines. Two are the classic "GET BACK TO YOUR CLASSROOM" (when he spots someone) and a scream (on a grab). The third — "These darn kids, leaving the lights on and making a mess" — plays (on a 35 second cooldown) whenever he reaches round a door frame to switch off an empty room's lights, or walks within about 3.2 units of a mess nobody has cleaned up yet. It's flavour, not a mechanic, but it's a reliable tell that he's nearby.
Getting past him
Every rule for how Bob checks a hiding spot — the guaranteed find if he watched you get in, versus the scaling percentage chance if he's only investigating a noise — is documented in full on Hiding.
What he looks like
An adult janitor model: overalls, a mop or torch, sweeping side to side as he patrols (the "sweep" you see reflected in his light beam widening during investigate mode).
af3955c
Play the game · Game source