Encounter map
Where to find The Haunt
Random boss poolsThe Haunt appears in 1 random floor pool. The weights below are relative to the other entries in each pool, not a guaranteed encounter chance.
Compare bosses in cellarFight guide · Cellar
How to fight The Haunt
The Haunt begins protected by smaller ghosts, then moves along the upper wall to fire downward attacks.
Normal boss behavior in Repentance. Champion variants can change these patterns.
Before entering
Keep space from the ghosts and save the upper wall for the boss. The normal opening has three Lil' Haunts.
- 1
Ghost opening
Watch for: Lil' Haunts become solid and chase Isaac while the main boss resists ordinary tears.
Try: Defeat the solid small ghosts first, keeping clear of the larger ghost's body.
- 2
Move to the wall
Watch for: After the small ghosts die, The Haunt rushes to the upper wall and can hit Isaac on the way.
Try: Leave its path open during the transition and move into the lower part of the room.
- 3
Laser and spread
Watch for: The Haunt moves sideways, fires a downward laser or shot spread, and dashes at players near the upper wall.
Try: Attack from below with room to sidestep its firing line, and avoid hugging the wall beside it.
Game-file pools
Spawn entries
Game-file referenceRaw data and official artEntity fields, portrait files, and source notes for this boss.
Raw entity values
Health and entity data
- Base HP
- 200
- Stage HP scaling value
- 0
- Entity ID and variant
- 260.0
- Contact damage field
- 2
These are raw entity fields. Armor, floor scaling, phase transitions, shared health, and scripted waves can make the fight differ from the base HP value.
Asset mapping
Official portrait assets
The The Haunt versus-screen portrait comes from the supplied game art. The original filenames are retained below.


- Portrait file
- Portrait_260.0_TheHaunt.png
- Boss-name image file
- BossName_260.0_TheHaunt.png
Source notes
How this record is built
Boss identity and portrait metadata come from bossportraits.xml. Random floor membership, weights, and Double Trouble room IDs come from bosspools.xml. Health and entity fields come from entities2.xml. Fixed story locations and route explanations are reviewed editorial context.