Twixxel's Stalker adds one creature to your world, and that is all it needs. The Stalker is a silent figure that appears at the edge of your vision, watches you from a distance, and vanishes the instant you try to confront it. It never raids your base or trades blows; instead it builds dread through timing, sound, and the simple fear of turning around.
This guide covers everything the mod does, from the calm opening minutes when you load your world to the heart pounding chase that smashes through walls to reach you. You will learn how each encounter behaves, how to survive the single attack that can actually kill you, and how to tune the whole experience to be gentler or far more aggressive.
What Is the Stalker?
The Stalker is a single entity that the mod spawns around you automatically, with no spawn egg, no drops, and no crafting recipes anywhere in the mod. It is built purely to frighten rather than to be farmed or fought. It cannot be attacked, takes no damage from any source, and ignores knockback completely, so swinging a sword at it accomplishes nothing at all.

The Stalker
Twixxel's StalkerMany Faces
The Stalker renders as a tall, flat image that always faces your camera, like a photograph standing upright in the world.
It draws from seven different pictures, six eerie standing forms plus one dedicated jumpscare image, and it can appear anywhere from four to seven blocks tall, depending on which form spawns. The random variety stops you from ever growing comfortable with a single look.
It Never Moves On Its Own
Here is the detail that defines the entire mod: the Stalker has no artificial intelligence and cannot walk. A stalking figure simply stands where it spawned, and even during a chase, it stays perfectly still as long as you keep looking at it.

It only ever closes the gap by teleporting, and it only teleports in the brief moments when your back is turned.
The Stalker's Encounters
The mod runs four separate event types on independent timers. Three of them target a single random player who is online at the time, while the break event sounds reach every player at once. The table below shows the default timing and threat level for each encounter, followed by a full breakdown of how each one behaves when it triggers.
The Stalk
Behind Scare
The Chase
Break Event
The Stalk
Watches from 10 or 30 blocks
The most common event is a quiet stalk. Roughly every fifteen minutes, the mod rolls a coin, and on a success, it places a Stalker either ten blocks away for a close scare or thirty blocks away for a distant one. The figure stands in silence and simply watches you, lingering for about seventy-eight seconds before fading away on its own.

Approaching it is a trap. If you walk within three blocks, the Stalker instantly vanishes and hits you with the Darkness effect for five seconds, leaving you briefly blind on the spot where it stood. It deals no real damage, but the sudden blackout is deeply unnerving, so it is almost always better to keep your distance and let it leave naturally.
The Behind Scare
Spawns directly behind you
About every twenty-five minutes, the mod performs a behind-the-scenes. It spawns the dedicated jumpscare image directly behind the chosen player and facing them, so that turning around fills your screen with it.

The figure lasts only five seconds before disappearing and deals no damage whatsoever. Players consistently describe this as the moment that genuinely makes them jump out of their seats.
The Chase
The only deadly encounter
Roughly every thirty-six minutes, the Stalker begins a chase, appearing about twenty blocks away and becoming the one encounter that can actually kill you. While you keep it in view, it stands completely still, but every two seconds that it is out of your sight, it teleports ten blocks closer, smashing a corridor through any blocks in its path as it advances toward you.

Once it is within two blocks, it deals ten damage, a full five hearts, on contact. The chase lasts sixty seconds before the Stalker gives up and vanishes, so the goal is never to fight back, which is impossible, but to outlast the timer. Because it tears through terrain, walls, and hasty dirt towers will not keep it away from you.
Break Events
Creepy sounds, no entity
The subtlest event is the break event, which plays roughly every ten minutes from your own position. No Stalker spawns at all; instead, the mod plays one of four unsettling sounds right where you are standing.
The effect is pure paranoia. One duo kept stopping to ask each other whether the other was mining, because the noises sounded exactly like something moving nearby.
Surviving a Chase
The chase is the only part of Twixxel's Stalker that demands real skill, because it is the only event that can end your run. Survival comes down to controlling your camera and your footing rather than your weapons, since nothing in your inventory can hurt the Stalker. The three habits below turn a near-guaranteed death into a tense but winnable sixty seconds.
A chase is the only Stalker event that deals damage. Ten damage per hit will drop an unarmored player in just a few touches, so treat the sixty-second countdown as a survival challenge and keep your eyes locked on the figure the entire time.
Keep It In Your Sight
Your strongest tool is your own crosshair. The Stalker counts as visible whenever it sits within sixty degrees of where you are looking, and nothing solid blocks the line between you. As long as it stays visible, it cannot move an inch, so the cleanest way to survive is to face it directly and back away slowly, letting the timer run down while it stays locked in place.
Do Not Rely on Walls or Water
Sealing yourself in feels safe, but rarely is. During a chase, the Stalker tears a path through stone, dirt, and most other blocks to reach the ground behind you, so a hasty bunker only slows it for a moment. Open water does not stop it either, it can swim.
Use Open Space
Wide, flat areas are your best friend during a chase because they let you keep the Stalker framed on screen while you create distance. Tight caves and dense forests force you to look away to navigate, and every glance you take hands you another up to ten-block jump toward you. If a chase begins underground, push for the largest open chamber you can reach.
Timing: When the Stalker Strikes
Understanding the clock behind the mod removes a lot of the helplessness. Every timer resets when you load your world, so a fresh session always begins calmly and slowly escalates as the intervals elapse. Knowing that a chase only comes around once every thirty-six minutes by default lets you actually relax between events instead of bracing for danger every second.
Storms Double the Danger
Weather is the one thing that breaks the comfortable rhythm. Whenever it is raining or thundering, the mod cuts the stalk, behind scare, and chase cooldowns in half, so those three encounters all arrive roughly twice as often.

The harmless break event sounds keep their steady ten minute pace no matter the weather, but every encounter that can actually reach you closes in fast. A thunderstorm effectively turns a slow horror experience into a relentless one, which is why players found rainy nights by far the most stressful to play through.
Configuring the Stalker
Almost every number in the mod is adjustable through the Cloth Config menu, reached from the mod list inside your in-game options. The settings are grouped into Stalk, Behind Scare, Chase, and Break Events categories, letting you reshape the whole experience from a gentle background haunt into an aggressive nightmare. The table below pairs the default values with suggested calmer and harsher setups.
Calmer
Default
Relentless
Lengthening the interval minutes makes encounters rarer, while shortening them stacks the scares much closer together. The chase damage value is your safety dial: lowering it toward zero keeps a chase tense without any real risk of death, and raising it makes a single missed step lethal. Every setting stays within the ranges the mod allows, so you cannot break anything by experimenting.
Triggering Events Yourself
If you want to test your settings or stage a scare for friends, the mod includes commands that fire any event on demand. These require operator permissions, so enable cheats in your world or run them from a server console. Each command spawns the matching encounter centered on you immediately, which is far faster than waiting out the natural timers between events.
These five commands cover every encounter, from a close or distant stalk to a behind-the-scenes, a full chase, or a break-event sound. Triggering a chase manually is the quickest way to practice the keep-it-in-sight technique in a safe, controlled setting before a real one catches you off guard.
Tips for Success
Back away, never turn away. The most natural reaction to a chase is to run, but sprinting with your back turned is the one move that gets you killed, since the Stalker only teleports closer while it is out of your view. Practice the awkward feeling of walking backward with the figure centered on your screen, and the deadly encounter becomes the easy one.
Treat sounds as a warning, not a threat. The random break event noises that play near you are completely harmless and spawn nothing at all. Players repeatedly mistook them for someone mining nearby and panicked, but the only real danger comes from the chase. Learn to register the sounds as atmosphere rather than reacting to every creak as if something is about to grab you.
Watch the weather closely. Rain and thunderstorms halve the stalk, behind scare, and chase cooldowns, so the safe pacing you get used to on clear days collapses the moment a storm rolls in. If you are doing risky work like deep mining or long overland travel, consider waiting out bad weather indoors, because that is when chases and behind scares pile up fastest.
Save your bunker for afterward. Walls will not stop an active chase because the Stalker breaks through terrain, so do not waste your sixty seconds digging in. Instead, keep it in sight, outlast the timer, and only then build your safe room. A sealed base is genuinely valuable for the calm stretches between events, just not as an escape mid chase.
Tune it before you commit. The mod can feel either too quiet or overwhelming depending on your taste, and the Cloth Config menu fixes both. New players often benefit from lowering the chase damage so an early mistake is not punishing, while veterans can shorten every cooldown for a constant sense of being hunted. Adjust it to the tension you actually enjoy.
Frequently Asked Questions
No. The Stalker is completely invincible and takes no damage from any weapon, potion, or other source, and it cannot be knocked back. It is designed to be survived rather than defeated, so during a chase your only winning move is to outlast the sixty second timer while keeping the figure in view.
No. The Stalker has an empty loot table and the mod adds no items, blocks, or recipes of any kind. It exists solely to create fear and atmosphere, so there is nothing to farm or collect from it. Every Stalker simply despawns on its own once its encounter ends.
During a stalk, walking within three blocks of the figure makes it vanish instantly and hits you with the Darkness effect for five seconds. This is intentional, designed to stop you from confirming what it is up close. The blackout does no damage, so it is usually best to watch the Stalker from a distance and let it fade on its own.
Keep it in your line of sight. The Stalker only teleports closer in the moments it leaves your view, so as long as you keep it within about sixty degrees of your crosshair with a clear line between you, it freezes in place. Back away slowly while facing it and it can never close the distance.
Those are break events, harmless sounds the mod plays from your position roughly every ten minutes with no entity attached. They are pure atmosphere meant to make you think something is moving nearby. There is nothing to react to, so do not panic dig or wall yourself in when you hear them.
It does, but each encounter targets a single random player who is online at the time rather than everyone at once. The experience is built around solo play, and groups will find that scares land on one person while the others only sometimes notice. Break event sounds are the exception, since they play to every player at their own location.








