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>>4552How to survive Cobson:
>First, you'll hear his footsteps in the hallway. You'll also hear his breath. Remember: HE IS NOT ACTUALLY IN YOUR ROOM YET, HE'S JUST OUTSIDE OF IT, even if can hear his breathing. DON'T FLASH AT HIM IN THIS STAGE, OR HE'LL RAPE YOU, EVEN IF HE'S NOT IN THE ROOM YET. These footstep sounds announce that he's about to enter, so if your door is closed, you won't hear footsteps, you'll just hear his knocking. At this stage, YOU HAVE TO TURN THE LIGHTS OFF. Also, when Cobson starts knocking on the door, Squirreljak's dispenser won't give nuts when you try to use it, and the squirrel itself will start chewing at Feraljak's cage bars even if he has no shortage of nuts to munch on. THIS FIRST STAGE CAN LAST 30 SECONDS IF THE DOOR IS OPENED. Usually he'll be less lazy and enter immediately, but sometimes he just can't make up his mind and he freezes at the door for a long time. Not even Chud waits this long, and the troon is the most polite, entering immediately. But not Lazyson, it seems.>Then, if the door is open, you'll hear footsteps for a second time, this time in your room. You won't hear any buzzing like with Chud, imp, and 'plier, so pay attention to the breathing. THE LIGHTS MUST BE OFF BY THE TIME HE ENTERS AND YOU MUST STAY COMPLETELY MOTIONLESS DURING THIS STAGE! If you turn around, flash, or use the door button, he'll rape you. Also, DON'T FACE FERALJAK OR THE VENT. Even if you're completely motionless and you have the lights off, he'll still rape you if you face sideways. I think this is a bug. So: straight ahead, lights must be off, don't move, don't press anything.>After a few seconds, similarly to Chud, Cobson will leave. You'll hear footsteps for a third and final time, and the breathing will stop. As soon as the footsteps sound effect plays, you can turn the lights back on. However, often times I like to wait for a while to make sure there is no breathing.>For whatever reason, after Cobson leaves your room, you may find him hanging out with Feraljak for some reason, and you'll even hear footsteps, but you won't hear any breathing. You also won't see him on the camera. This might be a bug. Idk what happens if Feraljak is asleep and the cage is opened. But yeah, after a while, Cobson will return to his starting point.>It's also worth mentioning that rarely, you may find an easter-egg where Cobson spawns with Doll's ripped-off face skin as a mask. Instead of knocking at the door and draining the power, this rare version of Cobson just waits there and politely asks you to let him in, even calling you "lil' buddy" like Doll used to, but in Cobson's distorted, low-pitch voice.
>You can camera-stall Cobson like with other patients, but I don't personally recommend it because the cameras consume power and there are other enemies to look out for.As you can see, if you know what to do, Cobson is not that difficult. But he IS annoying when paired with other enemies:
>feraljak: you can't feed Nutty when Cobson is approaching, or else you'll risk Cobson entering the room while you're facing left and he'll rape you. Also, if the door is closed on Cobson, the nut dispenser won't work. Despite that, Feraljak is surprisingly manageable. The biggest problem is when Cobson waits at your door. If you think Cobson is waiting too much, just close the door on him to force him to knock on it, then open it: it's better to lose some power than to freeze in place and have Nutty set Feraljak free. In fact, if you open and close the door quickly enough, Cobson won't even be able to knock on your door. But don't do it too quickly, or he'll rape you.>'plier: If you think Cobson will come in, and you think that Markiplier is too close to the generator room, close your door (even if Cobson will bang on it), to give yourself the time to close the generator room doors. I've often died because 'plier pushed that "big red button" while I was busy with Cobson. Furthermore, if you think 'plier will soon come into your room to announce himself and "jumpscare" you, then when he leaves, he'll usually teleport to the generator room, so you'll have to keep it closed quite a lot.>fingerboy: the fingerboy can use the vents, so close the vent pre-emptively before Cobson enters your room, just in case he decides to rush through the vents while you're busy with Cobson. Closing the vents also counters the vent imp. As for the hallway fingerboy: he's surprisingly patient and usually doesn't jumpscare you until you flash at him, which means he'll wait for Cobson to leave. So make sure to hover your mouse over the door button just in case he'll rush you, so you can quickly close the door on him. If you hear his screeches and close the doors, just know that the fingerboy will wait at the hallway to rush you once you open that door. He only goes away if you time it right and close the door in his face when he's rushing towards you.>Swedish imp: He can jumpscare you in the vents, so you can close the vent before Cob comes in. You can also flash your lights as soon as you hear Cobson's leaving footsteps. The thing is, the hallway imp produces the same footsteps buzzing sound as Chud and 'plier. So you can't know who entered the room, not even by checking the cameras. If it's Chud and you flash, he'll kill you. If it's the imp and you don't flash, he'll kill you. I still don't know what can be done about the hallway imp…>Chud: he often appears right before cobson, and because he functions similarly to Cobson, it's easy to counter him. Just wait it out. If he comes AFTER cobson, when the lights are off and you can't flash, and you don't know whether it's Chud, imp, or 'plier.>the troon: not much to add here. Xe doesn't pose much more of a threat when around Cobson. I guess if you're visited by Chud, Cobson, and the troon at the same time, by the time both Chud and Cobson leave, the troon will likely ack. But finishing the night with a hanging troon is better than dying so…