The Monsters complicate the process of retrieving valuables for the semibots, whether by damaging or killing them, damaging or destroying valuables, and more.
Monsters[]
There is a variety of monsters in R.E.P.O. (29 in total, as of now), however, the game categorizes them within "Danger Levels", which range from 1 to 3, which affects the amount that can spawn in each level, and their Enemy Valuable value.
Strength Breakpoints signify the amount of strength upgrades needed to be able to lift a monster and stun them by doing so. Keep in mind that after reaching level 10 you will be exposed to the overcharge[1] mechanic.
| Name | Appearance | Danger Level | Health | Damage | Detection | Strength Breakpoint | Strength Breakpoint (Stunned) | Attacks Crouched Players | Orb Size |
|---|---|---|---|---|---|---|---|---|---|
| Apex Predator | |
1 | 150 | 10 (Per 1/4 of a second) | Line of Sight, Sound | [Impossible] | 0 | Yes | Small |
| Bella | ![]() |
1 | 200 | 5 | Line of Sight | 9 | 0 | Yes | Small |
| Birthday Boy | ![]() |
1 | 150 | 10 (Per 1/4 of a second) | Line of Sight, Sound | 4 | 1 | Yes | Small |
| Elsa | ![]() |
1 | 600 | 5 | Line of sight | [Impossible] | 0 | Yes | Small |
| Gnome | |
1 | 20 | 10 | Line of Sight, Sound | 0 | 0 | Yes | None |
| Peeper | |
1 | 30 | 2 (Per second | Line of Sight | [Impossible] | N/A | Yes (With Line of Sight) | Small |
| Shadow Child | |
1 | 150 | 50 | Line of Sight | 9 | 1 | Yes | Small |
| Spewer | |
1 | 65 | 10 | Line of Sight, Sound | 4 | 0 | Yes | Small |
| Tick | ![]() |
1 | Normal: 10
If drained hp: 20 - 100 |
10 (Per 1/2 [tbc] of a second) | Line of Sight, Sound | [Impossible] | 0 | Yes | If not Full (10 - 90 hp): None
If full (100 hp): Small |
| Animal | |
2 | 150 | 2 | Line of Sight, Sound | 7 | 1 | No | Medium |
| Banger | |
2 | 50 | Varies | Line of Sight, Sound | 0 | 0 | Yes | None |
| Bowtie | |
2 | 200 | 5 | Line of Sight, Sound | 7 | 2 | Yes | Medium |
| Chef | |
2 | 150 | 10 (Per 1/4 of a second) | Line of Sight, Sound | 9 | 1 | No | Medium |
| Gambit | ![]() |
2 | 150 | Red wheel space: 50
Black wheel space: Sets hp to 1 Interruption: 60 |
Line of Sight | 9 | 4 | Yes | Medium |
| Headgrab | ![]() |
2 | 150 | Drop Kick: 5 + 10
Swipe: 5 |
Line of sight | 4 | 1 | Yes | Medium |
| Heart Hugger | ![]() |
2 | 300 | 30 | Line of Sight | 9 | 0 | Yes | Medium |
| Hidden | |
2 | 100 | None | Line of Sight, Sound | 4 | 0 | No | Medium |
| Mentalist | |
2 | 150 | 50 | Line of Sight, Sound | 4 | 0 | Yes | Medium |
| Oogly | ![]() |
2 | 200 | 4 | Line of Sight | 9 | TBD | Yes | Medium |
| Rugrat | |
2 | 150 | 19-225 (Depends on valuable picked up) | Line of Sight, Sound | 4 | 0 | Yes (Usually unsuccessfully and only once) | Medium |
| Upscream | |
2 | 50 | 10 | Line of Sight, Sound | 4 | 0 | Yes | Medium |
| Cleanup Crew | ![]() |
3 | 350 | Melee: 60 (20 + 40)
Explosion: 95 (85 + 10) Radiation: 15 (Per 1/2 of a second) |
Line of Sight | 13 | TBD | Yes | Large |
| Clown | |
3 | 250 | Beam: 100 (30 + 70)
Kick: 60 (10 + 50) |
Line of Sight, Sound, Proximity Awareness | 13 | 1 | Yes | Large |
| Headman | |
3 | 250 | 50 | Line of Sight | 13 | 4 | Yes | Large |
| Huntsman | |
3 | 250 | 100-120 (Extra 20 from Knockback) | Sound, Physical (Body) Contact | 9 | ? | Yes | Large |
| Loom | ![]() |
3 | 500 | 100 | Always knows where the target is | 13 | TBD | Yes | Large |
| Reaper | |
3 | 250 | Normal: 10 (Per 1/4 of a second)
Crouched: 10 (Per 1/2 [tbc] of a second) |
Line of Sight, Sound | 9 | 0 | Yes | Large |
| Robe | |
3 | 250 | Normal: 100
Crouched: 50 |
Line of Sight, Direct Eye Contact, Sound | 13 | 4 | Yes | Large |
| Trudge | |
3 | 500 | Slam: 100
Explosion: 100 (20 + 80) Bite: 35 |
Line of Sight, Sound | 13 | 1 | Yes | Large |
Behavior[]
Most of the monsters are extremely aggressive to semibots, actively wanting them to fail in their endeavors, and again, they may to do this in a number of ways, like damaging and killing the semibots, destroying the valuables they need, they can even trigger another monster to attack. Every monster has atleast a few unique behaviors, some monsters have unique methods of attack, detection, and more.
Roaming[]
Monsters roam the map on loosely set paths, with the exception of a few monsters, for example the Shadow Child and Heart Hugger, who teleport and appear in random spots.
If a monster hears a noise, it will go to and investigate the area they heard it from. Monsters do not enter their attack phase using noise alone, with the exception of the Huntsman (who relies almost entirely on hearing to detect), instead, they rely on their line of sight or proximity awareness to pinpoint their target and then attack.
Detection[]
There are various ways a monster can detect a semibot. Some of these ways are with line of sight, sound, and more.
Most of the monsters detect semibots with line of sight. The cone of vision of a monster depends on what monster it is, between positioning and size. Monsters can see items that a semibot is carrying, and pursue them when they do. A semibot crouching and hiding under something can narrow the cone of vision of monsters as well as increase the amount of time they need to be within that cone of vision to get detected. Additionally, most monsters can lose sight of the targeted semibot extremely easily, with even thin table stands or chair legs being enough to block the sightlines.
- If a semibot is standing, the monsters cone of vision is at its largest, and they need to be within the cone for only a second to get pursued.
- If a semibot is crouched, the monsters cone of vision is smaller, and they need to be within the cone for 2.5 seconds to get pursued.
- If a semibot is hiding, the monsters cone of vision is at its smallest, and they need to be within the cone for a lengthy 5 second to get pursued.
Some monster's cones of vision are unique from the rest.
- The Oogly's cone of vision is very clearly highlighted in green, making it very easy to see what it sees. Its also always staring downwards, making its vision cone serve more like a spotlight that can be easily hid from.
- The Cleanup Crew has full 360 vision (due to the many heads it has all around its body), which means it can spot a semibot from behind, beside, and even above and below.
Some monsters are an exception to this however.
- The Huntsman is completely blind, and does not have any vision whatsoever, instead having much better hearing than the rest.
- The Loom will always know exactly where its target is at all times, making line of sight useless.
Excluding some monsters, for example, the Shadow Child, Peeper, every monsters can hear sounds and investigate them. Most monsters generally do not hear as well as you would expect, but the Huntsman is the complete opposite, having exceptional hearing, due to being completely reliant on sound to detect semibots. Sprinting creates some noise, walking creates little noise, and crouching creates no noise. Landing after being in mid air will cause a lot of noise, very frequently drawing monsters close by to the area. Valuables may also create a lot of noise, especially upon breaking them or via special mechanics.
- Upon completing the final extraction, the truck initially makes large range silent noises (pings), causing every monster in it to go there. Semibots also emit these silent noises to the closest level point (a nearby spot) to them during the entire duration after the final extraction, which is why monsters seem to linger around the semibots during it.
- As a general rule of thumb, the sound made by walking is roughly the size as the large brick tiles in Swiftbroom academy's stone floor, while sprinting is roughly the width of a standard hallway. Visual representations of sound bubbles produced by various actions can be seen in this video by alter ego.
- The Huntsman's hearing is 5 times that of all other monsters. If a sound is normally audible from 5 tiles away, the Huntsman can hear it from 25 tiles away. it can't distinguish between semibot-made sounds and monster-made sounds, attacking both regardless of the source.
Monsters also attack on physical contact or proximity awareness. like the cone of vision, the range of the proximity awareness depends on if the semibot is standing, crouching, or hiding.
Most monsters will also attack if they get stuck on an object, such as a valuable or a door, and are unable to move past it, this can damage the valuable/any valuables inside the cart, so it's important that the cart is kept out of the way and not placed in hallways/narrow rooms. If you hear a monster loudly attacking multiple times despite no other semibots being nearby it, it is likely stuck on something.
Spawning[]
All of the monsters fall under one of 3 different levels and all have the same percentage chance of spawning in their respective levels.[2] When a level is generated, a set group of monsters are selected and spawned based on the level of the monster and the current level of the map. If a monster does not encounter a player for a certain amount of time, it will despawn and respawn later somewhere else in the map.
The number of monsters that spawn is determined by the current level.
| Level | Lvl. 1 Monsters | Lvl. 2 Monsters | Lvl. 3 Monsters |
|---|---|---|---|
| 1-2 | 1 | 0 | 1 |
| 3-5 | 1 | 1 | 1 |
| 6-8 | 2 | 2 | 2 |
| 9 | 2 | 3 | 2 |
| 10-19 | 2 | 3 | 3 |
| 20+ | 3 | 4 | 4 |
There's also a 4.6656% that a level 3 monster that would have spawned will be replaced by one of the following:
- 3x Animals
- 4x Apex Predators
- 6x Bangers
- 3x Bellas
- 3x Birthday Boys
- 3x Bowties
- 3x Chefs
- 3x Elsas
- 2x Gambits
- 10x Gnomes
- 3x Headgrabs
- 2x Heart Huggers
- 2x Hiddens
- 3x Mentalists
- 2x Ooglies
- 3x Peepers
- 3x Rugrats
- 4x Shadow Children
- 4x Spewers
- 4x Ticks
- 3x Upscreams
At the start of a level, monsters will spawn as far from the truck as possible and will idle for a set amount of time, the amount of time being dependent on what the current level is; getting within 20 units of an idle monster or triggering a Huntsman shot will instantly end the timer. Technically triggering any monster attack will also end the timer, however this usually cannot be triggered without first getting within 20 units.
| Level | Idle Time |
|---|---|
| 1 | 240s - 360s |
| 2 | 214s - 321s |
| 3 | 134s - 202s |
| 4 | 78s - 117s |
| 5 | 54s - 81s |
| 6 | 48s - 72s |
| 7 | 47s - 70s |
| 8 | 42s - 63s |
| 9 | 34s - 52s |
| 10 | 22s - 33s |
| 11 | 0s |
There is a 20% chance on any given level for the idle time to be shortened to 0.1-0.25x its original, causing monsters to become active much earlier.
Despawning and Respawning[]
The monsters will constantly despawn and respawn throughout the level, when a monster spawns, a timer begins that lasts for around 3-4 minutes that prevents the monster from despawning, this timer will stay consistant and cannot be stopped, sped up, or slowed down.
Once this timer is finished, the despawn timer will begin, ranging from 20-40 seconds, and once the despawn timer reaches 0 the monster will despawn. If a semibot is within 20 units, the despawn timer will freeze completely, but it will not reset meaning a monster may instantly despawn the moment it or the semibot move 20 units away if the despawn timer was frozen with 1 second remaining.
After despawning, a respawn timer starts, with the duration dependent on the level; if a monster dies through any means (e.g. killed by a semibot, fell into a pit on their own, etc.) instead of naturally despawning, their respawn timer will be tripled.
After the final extraction, monster respawn timers will be set to 1 second.
Note that the despawn timers still count down while the monster is in the idle state, meaning it's possible for monsters to despawn without ever becoming active at lower levels.
Making noise from uniquely loud valuables will decrease the respawn timer by 5 seconds everytime it makes the noise. Examples include the Animal Crate, Guitar, Piano, and Harp, as well as breaking any valuables, and any player gunshots or explosions. Items that remain active for several seconds such as the Television, Ice Saw or Boombox will reduce the timer by 5 seconds for each second they are producing noise. Generally, if an item's noise lowers the respawn timer, a momentary static glitch will cover the players' screens when it begins.
| Total Time Elapsed | Monster Respawn Timer |
|---|---|
| 0-10 Minutes | 4 to 5 Minutes |
| 10-20 Minutes | 3.2 to 4 Minutes |
| 20-30 Minutes | 2.4 to 3 Minutes |
| 30-40 Minutes | 1.6 to 2 Minutes |
| 40-50 Minutes | 0.8 to 1 Minute |
| 50+ Minutes OR After Final Extraction | 1 Second |
When a monster respawns, it will be spawned between 18 and 35 units away from a semibot.
If a Bella is stuck on something for too long, it will despawn, no matter when it was supposed to originally despawn or how close a semibot is to the despawning Bella.
More information is needed, but the Loom appears to work with a different system. Her constant following of players would normally prevent her from ever despawning, however instead she will eventually retreat away and despawn despite staying close to players.
Combat Strategies[]
All of the monsters can be dealt with in a variety of ways, and most will drop an Enemy Valuable on death, the exceptions being Gnomes, Bangers, and Ticks (if the tick isnt full), These ways can range from stunning, knocking away, or straight up killing a monster. Stunning and knockback can be effective for moving a monster or running away, but killing the monster will drop an enemy valuable thats worth money, and make them unable to spawn for their current timer as seen above times three. However, killing a monster will vary on difficulty, as health can range from Gnomes with 20 health and easily pickable, who die from a good toss, to Trudge and Loom who have 500 hp and are very hard to pick up, and then finally to Elsa, who has a whopping 600 hp and is impossible to pick up without stunning it.
Stunning & Knockback[]
Stunning and knockback is an effective strategy to deal with a monster, especially on monsters with high health (like the Trudge or Loom) or when semibots do not have the skills, time, or tools to kill. Stunning will make the monster unable to move or act for a set amount of time, also reducing their weight drastically, and knockback will stun for a much shorter time, but launch the monster at a high speed. For stunning, there are weapons like the Prodzap, Boltzap, Stun Grenade, Trapzap, and infamously, the Tranq Gun, and for knockback, semibots can use most weapons and explosives, examples are the Shockwave Grenade, Shockwave Mine, Baseball Bat, and Pulse Pistol. However, valuables can also be used to stun and knockback some smaller monsters, but level 3 enemies are where it becomes far harder to knock them down. At lower levels when semibots mostly lack strength upgrades to pick up and slam stunned monsters, the C.A.R.T. can be rammed into them to knock the stunned monster around and inflict physics damage this way. With enough persistence and time, even a Loom can be killed early with this fashion.
Killing with Pits[]
For targeted killing, the most effective way to get rid of monsters is to drop them into pits, as this is an instant kill before the Half Moon. To do this, semibots must have enough strength to lift, pull, or push the enemy, though doing this with several semibots at the same time usually will make it easier[3], or stunning the monster beforehand which significantly lowers it's weight to where only one semibot is enough to lift most stunned monsters on their own. Some monsters who will leap/charge after semibots, such as the Chef, can be baited into throwing themselves off off a ledge, and most monsters can be thrown off with strong knockback effects through purchasable items. However, flying/floating monsters like the Apex Predator, Birthday Boy, etc, must be stunned or repeatedly knocked back down, otherwise they will simply fly/float back out of the pit without taking any damage.
Killing with Valuables[]
Another safe way to deal damage to the Monsters is to hit them with valuables, which will deal 5 to 120 damage depending on the item and any physics damage applied from the monster bouncing around. The valuable that the semibot is hitting with must have at least some momentum before hitting the monster, otherwise it will just tap the monster instead of hitting it and/or stunning it which will make the monster instantly aggro on them.
A semibot should, ideally, only kill monsters with items that stun them. You can see which items that stun monsters on the valuables page.
If a semibot is killing a big entity with a medium-sized valuable, after hitting and stunning the entity, they should position the valuable between them and the monster, so they aren't able to see the semibot, which will allow the semibot to accumulate some momentum for the item that they're using as a bludgeon. If they want to preserve as much durability (value) of the item as possible, the semibot should hit monsters with light hits rather than strong and quick ones. they should also hit them only when they've left the stun and gotten up from the floor.
Killing with other Monsters[]
One final way, though more risky, to kill monsters is to rely on other monsters instead.
A Clown's laser is slow, easily telegraphed, and easily baited if paying attention, allowing a semibot to make it fire in the direction of another monster, easily killing it.
A Huntsman reacts to any sound it hears, including some other monsters, meaning it can be baited to fire at them either by them making a sound and alerting it, or by semibots making a sound while a monster is between them and the Huntsman, where it will try to fire at the targeted semibot, but will strike the monster infront instead.
Gnome's can also be thrown at enemies, but they deal very low damage per gnome, but instead, Banger's can also be used as makeshift grenades due to their small size and predictable death explosions.
Another exploding entity that can be used as makeshift grenades, is a Cleanup Crew’s head, which although is harder to throw (since semibots are unable to scroll wheel the head), can bounce back to the targeted semibot, and many other factors, it can deal good damage to other monsters, apart from its own body.
A Spewer can also help in harming enemies, as while attached to a Semibot, their vomit does not alert the monster to them. However getting close enough does risk the monster detecting the semibot via proximity detection, the actual spewing is random, and the damage is not exceptionally high, so using a spewer as a weapon is not without risks.
Drops[]
Most of the Monsters that are killed will drop an Enemy Valuable (Commonly known as an orb by most players). For the first 5 seconds after being dropped by the monster, they will appear with a white shell where they cannot be damaged or destroyed by anything, after which they will lose the shell and turn purple/pink, indicating they have regained their fragility.
The size and value of the orb is determined by the level of the monster that was killed (level 1 monsters yield small orb, level 2 yields medium orbs, and 3 yields large orbs). Each monster can only drop an orb 3 times per level, and once they've dropped 3, they will no longer drop orbs in subsequent lives. If the level has more than one of the same monster, each monster will still drop 3 orbs(For example, if there are 2 Gambits, you can get up to 6 orbs from them, if you kill each one 3 times).
Tips[]
- If a player kills a monster (and had done it 2 or less times) and it doesn't drop an orb, it means that monster likely died previously somewhere on the map (most likely from a pit), leaving its orb there. Although it is unadvised to search for it as the orb might've broken by then due to falling into a pit or other means.
- If you do manage to find the orb(s) however, but don't have a C.A.R.T. or active extraction point nearby, consider placing it on an elevated surface like a table to reduce the risk of it getting trampled by other players or monsters. Gently lower it onto the designated surface with very slow mouse movement, and keep lowering until the orb visibly stops following your movement. Then realign your aim with the orb albeit a fraction lower, and let go. As long as you place it down delicately, it shouldn't crack, break, or even roll off the surface. Just make sure the coast is clear before trying to do this. It can take some practice and be potentially dangerous if the area isn't clear, but it can also save you thousands more in usable profit.
- The post-final extraction challenges only activate once the extraction process finishes and players are officially told to return to the truck. It is very helpful to prepare it with valuables without crossing the threshold beforehand, so the valuables can be quickly piled on the point and players can get a head start on returning while the point is still activating.
- When considering whether it is worth "wasting" a valuable to fight a monster, consider the trade off between the valuable and the monster's potential orb cost. If you are confident enough that you have the skill needed to eliminate a monster without dying, without using more valuables than the monster is worth, and that the monster's orb isn't at risk of being lost, there is little reason not to "trade" a low cost valuable for a higher cost monster orb.
- For example, the Spewer's small 65 HP makes it very easy to take out using $600 valuables, and it is guaranteed to drop an orb worth at least $2K. That means you can easily gain anywhere from $1400 to $2000+ by using the valuable to kill it. Similarly, a clown's explosion after pressing its nose 3 times will deal 300 damage to monsters, killing everything aside from a Cleanup crew (usually), Trudge, Loom, or Elsa. Large monster orbs are worth $5K at minimum, so even at it's most expensive, a $3K clown can be "traded" to gain $2K-$5K when taking out a large monster.
- This trade-off is even more effective but more risky, when using valuables that can deal damage without being completely lost, such as as damaging a propane tank enough to begin leaking but not enough to explode, or a Ice saw being held up to a monster. Indestructable Drones normally make objects unable to damage enemies, but this only applies to damage via impact. Valuables such as the Ice Saw or Blender which deal direct damage outside of impact damage can be given an indestructable drone to make them invulnerable weapons for as long as the charge lasts.
- Some monsters, such as the Headman, Robe and Birthday Boy, are capable of attacking under hiding places if they know a player is there. When fleeing from these monsters (expect for Birthday boy), try to prioritise hiding underneath objects that are open-ended (Meaning not against a wall or immovable object). If you're seen hiding under there, the monster will rush to the hiding place and start reaching underneath with its attacks. However, you'll still be able to exit out the other side of the hiding place to avoid serious damage or death.
- In some cases, you can use this type of cover to bait the monster. If you time it right, you can exit out the other side of the hiding place right as the monster starts crouching to attack you. This causes it to waste time crouching to attack the hiding place while you can make an easier escape, or even flank and counterattack it if you have the equipment to take it down. This requires good timing however; Exit the other side too early, and the monster will just come around the hiding place to the other side and resume its attack on you. Exit too late, and you risk taking damage, or even being stunned in some cases, and/or killed.
- Attempting this against the Loom however is a very bad idea, as it can effortlessly reach under your hiding place, attack for high damage with you being unable to move very fast to evade it, and in some cases such as when you're solo, even stunlock you while it finishes the job. Always keep moving against a Loom, and don't use hiding places unless there are other monsters in the area and you have no choice.
- The Birthday Boy should also not be hid from when attacking a player, as it will start crawling into hiding places the targeted player goes into.
References[]
- ↑ https://www.youtube.com/watch?v=Kqc-dCNRUbE
- ↑ "Youtube - How Monsters Spawn in R.E.P.O." by Bread
- ↑ The exact formula is not known, but 2 players with 1 strength is at least equal to 1 player with 4 strength, so long as they are lifting together in the same general direction






























