Warning: This is a Horror Experience
He is watching you.
A distorted engine that walks on eight mechanical spider legs. It stalks the main tracks, closing in once it catches your scent. If it touches you, the world resets into silence.
Disguised as a common windmill on the northern hills. It remains dormant until curiosity brings you close. Then, it unfolds its hidden legs to hunt you down.
A pitch-black replica of the Number 1 engine. It has no boiler, only a void filled with writhing tentacles. It patrols the tracks in eternal darkness.
A tall, featureless white figure that roams the fields. It can traverse both grass and rail. If it spots you, the sky bleeds red and its speed becomes unmatched. It often spawns in the furthest reaches of Sodor.
Two hollow mimics that resemble James and Percy but lack faces and wheels. They pull themselves along the tracks using spindly, unnatural limbs. They are rarely seen together.
An ancient stone structure that tolls a heavy bell when the Lurker emerges from the shadows. The sound marks the end of your peace.
A massive winged sphere surrounded by writhing tentacles. It is immune to stuns and teleports across Sodor at will. When it strikes, its tentacles stretch across the landscape to reach its target.
A monolithic white spire with a single searching eye. It possesses the ability to coordinate and accelerate all other entities on the island, though it cannot exert its will over the Orb.
A colossal geometric titan with 4 legs and 10 arms. It is a harbinger of destruction, capable of leveling buildings, uprooting trees, and crushing the very tracks you ride upon. If the rails are destroyed, you will be trapped for 5 seconds until they manifest anew. Its arms can elongate to snatch prey from incredible distances.
A faceless figure that mimics your exact walking speed and footsteps from a distance. It never gets closer, but it never leaves. It is the shadow that walks when you walk.
An entity that only exists within the darkness cast by buildings. If you step into its reach without the protection of the light, it will pull you into the void.
A tall, spindly entity that patrols the map and tries to pick up and 'store' buildings or trees, changing the layout as it goes. It sees Sodor as its personal collection.
A creature that emits a high-pitched whistle periodically. This sound acts as a beacon for every other entity on the map to swarm to your exact position.
Brave officers stationed on the running boards of your engine. They provide additional firepower, tracking and engaging hostile entities automatically to keep the tracks clear.