R.E.P.O. Entity Guide
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Feb 28, 2025 @ 8:20am85,6641,156
Co-opMultiplayerSecretsWalkthroughsEnglish
Welcome
To those of you reading this in a language other than English from a copied guide: be aware that we change this guide often and the information you are being provided might be out of date, inaccurate, or just badly translated. We also do not support any of the people copying our guide and running it through Google translate. I recommend just doing that by yourself.
As the title suggests, we are here to catalogue all of the wonderful entities of R.E.P.O. and guide you on how to robust them good.
Just a quick disclaimer that all of the information below will be from my own experience, as well as some of my friends'. It may be inaccurate or lackluster, and if it is, do comment so (with evidence preferably) and I will change it. This is a WIP, as this game is fresh and a lot of information is being discovered every run.
Names provided are courtesy of Ruben (game developer) from the official discord. In-game names are the title, file names are in each description.
As the title suggests, we are here to catalogue all of the wonderful entities of R.E.P.O. and guide you on how to robust them good.
Just a quick disclaimer that all of the information below will be from my own experience, as well as some of my friends'. It may be inaccurate or lackluster, and if it is, do comment so (with evidence preferably) and I will change it. This is a WIP, as this game is fresh and a lot of information is being discovered every run.
Names provided are courtesy of Ruben (game developer) from the official discord. In-game names are the title, file names are in each description.
Rankings and general information
The following are general rules that apply to all entities unless specified otherwise.
Entities will be aggro'd by the player who attempts to grab them. A select few (Spewers, Animals and Rugrats) have a cowardly response, while the rest will just chase and kill you for it. Therefor, it is not recommended to ever grab entities unless they're able to be killed that way or if deliberately attempting to draw attention on yourself.
With Gnomes and Bangs as an exception, entities drop a glowing purple orb upon death that can be sold for moneys. Its value depends on the entity that dropped it (as well as the level that you're on?), and I will estimate each entity's worth. When an entity dies, it is guaranteed to respawn in that level at some point. The time it takes is dependent on how long you've been in that level, and if you've completed all of the extraction quotas, they will respawn instantly.
As an example, a level that has a Clown and 2 groups of Gnomes in it will always have 1 Clown and those 2 groups of Gnomes. If they are killed, they will come back. Conversely, entities will despawn in a puff of black smoke after 40 seconds if they haven't spotted any players for a while.
That being said, I will be ranking each entity by tier, from 1 to 3:
Entities will be aggro'd by the player who attempts to grab them. A select few (Spewers, Animals and Rugrats) have a cowardly response, while the rest will just chase and kill you for it. Therefor, it is not recommended to ever grab entities unless they're able to be killed that way or if deliberately attempting to draw attention on yourself.
With Gnomes and Bangs as an exception, entities drop a glowing purple orb upon death that can be sold for moneys. Its value depends on the entity that dropped it (as well as the level that you're on?), and I will estimate each entity's worth. When an entity dies, it is guaranteed to respawn in that level at some point. The time it takes is dependent on how long you've been in that level, and if you've completed all of the extraction quotas, they will respawn instantly.
As an example, a level that has a Clown and 2 groups of Gnomes in it will always have 1 Clown and those 2 groups of Gnomes. If they are killed, they will come back. Conversely, entities will despawn in a puff of black smoke after 40 seconds if they haven't spotted any players for a while.
That being said, I will be ranking each entity by tier, from 1 to 3:
- Tier 1: A pestering inconvenience at worst, and at best, a tool/weapon to be used against other entities.
- Tier 2: The middle ground, not beneficial, not terrible.
- Tier 3: The entities that cause you and your crew to change your entire plan and how you play for the rest of the level. The worst and most difficult enemies you can find.
Animal
- File name: Animal
- Tier: 1
- Health: 150
- Money on death: $2k - $4k
- Strength threshold: 4
- Behavior: Fast roamers with nothing else going for them. Their movements are very erratic and unpredictable, but are virtually harmless, since their attack is very slow and does a whopping two (2) damage. They will also trample Gnomes that they walk over, so if the level has them, it's honestly beneficial to keep them around.
- Tips: I have noticed that if you try to pick it up it will increase its movement speed and start moving in random directions (away from the player who picked it up?). They would much rather run than fight. If 2 or more people pick it up at the same time, it will curl up its legs and stay motionless for a few seconds, during which you can slam it into the ground 2-3 times to kill it. After a couple seconds of being held, they spin out of control and break free of the grab. Very easy to kill with or without a weapon, they can't really fight back.
Img provided by Gulfbones
Banger
- File name: Bang
- Tier: 1
- Health: 50
- Money on death: None
- Strength threshold: 0
- Behavior: They will spawn in groups, always 3. They roam around slowly and aimlessly, so much so that it is not uncommon for them to get separated. However, they occasionally congregate in little meetings and make bone rattling noises at each other. If they see a player or take damage, they start burning their fuse and run towards the first player they see. Once their fuse begins burning, it cannot be put out. Their explosion deals 30 damage but will almost always deal a lot of extra physics damage.
- Tips: Bangs can be picked up and thrown like grenades, but be aware that they will break free of your grab after 3 seconds or so, be ready to catch them again. They have 2 different fuse sounds. One is for a hidden timer start of about 10 seconds. The other is for a warning that they're about to explode, indicated by them yelling quietly. If there is a well, lava or acid, you can simply throw them there any time if you don't want to deal with them. When you first see them, avoid being close to your teammates to minimize risk, pick one of them up and toss them away far from your teammates or your scrap. If you know what you're doing and the timing is lucky, you can use them to kill or seriously damage other enemies.
Img provided by Gulfbones
Bowtie
- File name: Bowtie
- Tier: 2
- Health: 100
- Money on death: $3k - $7k
- Strength threshold: 7
- Behavior: A large, marshmallow-like entity that roams around at a medium pace. When they spot a player, they will scream in their direction, constantly pushing back anything in its line of sight for several seconds. Afterwards, they will enter a frenzied mode where they will stomp around at really high speeds, typically towards a player they can see, or just run away.
- Tips: The scream will hurt you if it is pushing you against a wall or solid obstacle, and is able to push other entities. This deals solid damage over time and can be deadly if combined with other entities, as you're completely stunned while in the scream. They cannot move when they're screaming, so if you have a teammate with the tranq gun (or a regular gun), they are perfect targets for it and go down easy due to their pathetic HP and large hit-box. If they're blocking your path, leave them be and they will move out after a while, as with all other entities, they have poor eyesight. As stated, they have incredibly low HP, so if you successfully knock it over with a melee attack, 1 or 2 more smacks should get you some easy money. It's worth noting that the scream they emit pushes other light entities and hurts them as well, including other Bowties.
Img provided by Gulfbones
Clown
- File name: Beamer
- Tier: 3
- Health: 250
- Money on death: $5k - $8k
- Strength threshold: 13
- Behavior: They roam around and are not subtle about it. They have a distinct thumping sound from their footsteps, and will keep on roaming until they spot a player, at which point they will charge a laser beam attack, announced by audible laughter. It will do a quick sweep with the beam, toasting anything it touches. Something important to note is that the Clown makes the sweep horizontally based on where its current target is: If you are high above it and it attacks you with it, it will sweep at a high angle to hit you. Once it uses the laser, the Clown is briefly stunned in place as it "cools down", which is shown by it sighing or calming down. The laser beam attack has a ~6 second cooldown. When it cannot use its laser, the Clown will quickly walk up to players it sees and kick them, dealing 60 damage and sending them flying, usually causing enough additional damage to kill 100 hp players.
- Tips: This is quite a formidable entity, as it has decent speed, high knock back attacks and huge area denial. It is important to keep awareness of your surroundings when encountering a Clown, as you will need to use cover for its beam attack. When you hear it laughing, just sprint away, duck, or find non-destructible cover until its laser attack is over. Make sure your cover is non-destructible, because the laser does so much damage that it will instantly break doors, cabinets, safes, etc. You can also just crouch under the laser beam, but make sure you crouch AFTER it starts the sweep, not before. A tactic for the more daring involves walking up to it close enough to give it a kiss and waiting for its kick attack. After you hear/see the slight windup of the kick, jump in place. This will cause you to completely dodge the kick, and it will keep on doing this until its beam attack is ready again. This is a very useful strategy to stall Clowns for your teammates, as it never switches targets unless it loses sight of the first one. Another thing to keep in mind is that the laser beam does immense damage to scrap items, so be sure to keep your cart away from this freak.
Img provided by us from in game
Peeper
- File name: CeilingEye
- Tier: 1
- Health: 250
- Money on death: $2k-$4k
- Strength threshold: N/A
- Behavior: They appear occasionally on ceilings, closed. When it enters your field of view and you are in the same room as it, it opens up and your cross-hair will be forced towards it. If you stare at it for longer than ~3 seconds, you will start taking 2 damage every second. The effect stops and the Eye disappears after a couple seconds of not seeing it. Affected players have their voice/TTS pitch substantially increased, much like they've inhaled helium (this goes away as soon as they break eye contact).
- Tips: One should be subconsciously prepared for it by making sure you can always retrace your steps to break line of sight. When under their effect, they vastly zoom in your FOV, making it a bit disorienting to navigate your way out. The most trouble they'll give you is if you're already being hunted by something else (usually something fast like Robe). In my experience, tumbling away into a doorway or table works the best. Alternatively, just have someone with you. The Eyes can only lock on to a single player at a time, so you can have another person guide you or put an item between you to stop the line of sight. Occasionally, a large bulging mass of flesh can be seen coming out of the ground in certain multi-floor levels. If you see this, that is a Peeper with its eye on the floor below it. This is able to be damaged and it cannot do anything about it, as their effect is only triggered on their bottom side.
Img provided by Gulfbones
Apex Predator
- File name: Duck
- Tier: 2
- Health: 150
- Money on death: $2k - $3k
- Strength threshold: N/A
- Behavior: This small duck will roam around without purpose until it sees a player. When it does, it will start following them everywhere, standing right in front of them at all times. In this form, it is harmless and simply follows you around, occasionally quacking. If you look up, the duck will constantly jump up to your cross-hair, as if asking to be picked up. If you foolishly do so, the Duck transforms into Apex Predator, and starts chasing you down for about 10 seconds, after which it will transform back into its Duck form. In Apex Predator form, it is very dangerous, as it can fly and gains a massive speed boost. It deals 10 damage per bite, doing about 3 bites per second. The Duck will also transform if it takes damage, regardless of the source, and will start chasing the nearest player.
- Tips: While somewhat annoying, specially if you have bigger ducks to fry, they can be a source of easy money. Mind you, not in the usual method, as that just causes them to transform if you don't one-shot them. For most players, though, stick to the safe method: The Duck always stays in front of the person whom it's pestering, so when cashing your scrap in, look at it in a way that makes the duck stand in the extraction point. When the piston comes down, it will crush and kill the Duck, giving you some easy moneys. Be aware that this does not apply to the last extraction quota. You can also make it not follow you by crouching and looking somewhere that the Duck can't be in your line of sight, such as behind a door frame, in a cabinet, etc. Do this for a few seconds and it will eventually lose interest and wander off.
Img provided by us from in game
Mentalist
- File name: Floater
- Tier: 2
- Health: 150
- Money on death: $3k - $6k
- Strength threshold: 4
- Behavior: A somewhat rare enemy, it will float around looking for players. When it finds one, it will approach them and emit an anti-gravity aura that lifts up all players and items near it and renders them immobile for about 10 seconds. After, the aura will turn red for 3 seconds, and then slam down all players and items that were affected by the anti-gravity field. This tends to kill players who were under tables or hiding in cabinets, as the physics damage is too great for 100 hp players. If you are lifted a great height though, you have much better chances of survival, as it will essentially count as fall damage at that point and deal 40-50 damage. This entity is able to teleport anywhere in the level at will, indicated by a small sound cue and it doing a front flip as it vanishes.
- Tips: They are fairly simple to kill with melee weapons, as they have low hp and don't pose an immediate threat if you hit it before it stuns you. Their strength threshold is at a laughable 4, so a player with 2 strength upgrades and one other player are able to lift Mentalists. You just need to have someone to back you up and pull you away in case you get caught in its brain blast. Hiding from them is generally the best option, they are deaf and have poor eyesight, but will chase you at a slow pace if you get spotted. Their teleportation ability makes them a bit of a wild card, as you cannot keep track of where they're patrolling. If you've seen one, expect them behind every door to be safe. They are able to kill themselves if they slam down an item that was over their head. It is worth noting that the anti-gravity field vanishes when the aura turns red (when the slam is about to happen), which other players can use to pull anything out of the attack's effect.
Img provided by Gulfbones
Chef
- File name: Tumbler
- Tier: 2
- Health: 250
- Money on death: $2k - $5k
- Strength threshold: 9
- Behavior: The Chef will roam around slowly until it spots a player, at which point it stops and smiles as it prepares for a leap. It will jump at the first player it sees and start swinging its cleavers like a madman. Deals serious damage if you stand in its cleaver attack, but easily avoidable.
- Tips: A rather simple enemy, can be dangerous if he catches you by surprise, but if he misses his initial leap, he will half-ragdoll in place for a bit as he recovers. You can take advantage of this to either run or start smacking him yourself. Two things worth noting is that while it's slow, it can only jump to move, meaning it can jump over landmines and other ground obstacles, such as the cart. The other thing being that he will not leap to a player unless he has line of sight throughout the entire windup animation, so if you hide or move away before jumps forward, he will simply chase you at a slow speed until he can see you again.
Img provided by Gulfbones
Gnome
- File name: Gnome
- Tier: 1
- Health: 10
- Money on death: None
- Strength threshold: 0
- Behavior: By far the most common entity in the game, Gnomes always spawn in large groups (3-5) and rely on the element of surprise and swarming you. Their damage is quite low and their attack has 1 second of startup, but they deal high damage to scrap items and they actively prioritize them, so be aware of that. A unique behavior they have is that when Gnomes are unbothered, they will occasionally congregate in what we like to call "Gnome meetings", where they will just stop wandering and get together in a small circle staring at each other. For how long they do this is unknown, but they are so far the only entity observed doing this.
- Tips: They're pathetically weak, and you can simply pick them up and smack them against the floor to kill them, which you should do. Always. A good gnome is a dead gnome. Something to note, though, is that you can fling them at other enemies to deal damage.
Img provided by Gulfbones
Reaper
- File name: Runner
- Tier: 2
- Health: 250
- Money on death: $6k - $8k
- Strength threshold: 9
- Behavior: They walk around with very distinctive footsteps (sounds like hay moving around). They have pretty poor eyesight: crouching seems to do the trick most of the time, but don't test your luck unless you have to. They are completely deaf, unable to hear players loudly talking next to them, sprinting or jumping. However, when they see a player, they will start thrashing their arm blades around and running towards them. They're not actually that fast and they have minimal object permanence. While swinging their arm blades, they will deflect objects you are holding away from you, including valuables and weapons. Despite being deaf to most things, they are able to detect the gravi-beam of players, so avoid picking things up in its vicinity.
- Tips: Don't try to hide immediately, as they have good reach and will look under tables and such to get you. Instead, just run and turn a single corner, then hide. Sometimes you don't even have to do the latter. They're just that dumb. The predictable walking pattern makes them easy targets for your melee weapons and tranq guns. If you want to test your combat skills, this is the target to go for. However, be aware that their thrashing can knock items you're holding out of your hand, so know when to strike. Fair warning: While their head is filled with sawdust, they do deal considerable damage, and can hack away at your hp in about 2 seconds (100-0).
Img provided by Gulfbones
Headman
- File name: Headman
- Tier: 3
- Health: 250
- Money on death: $4k - $8k
- Strength threshold: 13
- Behavior: The Headman is a giant head that will float around looking for players, making distinct biting noises. It has very good eyesight and player detection if you're standing in its vicinity, but is otherwise deaf. Once it spots a player, it will start hissing and charge them and attempts to chomp them, dealing 50 damage per bite, plus some possible physics damage from the large knock back.
- Tips: As long as you aren't in its line of sight while standing or damage it, it shouldn't get aggro'd. Turning a corner and immediately hiding seems to be the only effective method in losing it if it's chasing you. If you're a maniac like me and want to fight it, wait for it to use its attack. It has a predictable attack speed and its movements are very erratic, sometimes causing it to miss on its own. It's also worth mentioning that one of its bigger weaknesses is its poor reach. Therefor, I recommend the sledgehammer, as it won't be able to bite you back if you keep swinging that thing, and they have a habit of taking a lot of physics damage from getting knocked around. Guns are very effective against it as well, since it has a massive hit box to compensate for their inaccuracy.
Img provided by Gulfbones
Hidden
(Best image we have of the footsteps it leaves behind, courtesy of NephriteJade)
- File name: Hidden
- Tier: 2
- Health: 100
- Money on death: $3.5k - $7k
- Strength threshold: 4
- Behavior: A nearly-invisible entity, only defining features being a black smoke cloud where its head should be and the footprints it leaves in its wake. It should also be noted that it has quite loud footsteps and is constantly making a strong breathing sound. If it touches a player, it will scream and grab them, carrying them either as far away from their teammates as possible or to the opposite end of the level at high speeds. While grabbed by a Hidden, you cannot have items held, you will instantly drop them.
- Tips: It's almost impossible to tell where it's facing or where it's going unless it has a player grabbed. A lot of the time, the current level you're in might have a Hidden in it without you realizing it until it has snatched you or your teammates. The most dangerous aspect of a Hidden is that it can drag you into other enemies, but by itself is not a big threat. While hard to do, it is possible to get your teammate out of its grab if you have quick reflexes. They are also able to be killed by tumbling into them about 3 times. Alternatively, if you are able to hurt it while it has someone grabbed, doing so will cause it to drop the teammate and run away.
Huntsman
- File name: Hunter
- Tier: 3
- Health: 250
- Money on death: $3k - $7k
- Strength threshold: 9
- Behavior: The Hunter is a blind man that slowly patrols a certain perimeter. He is armed with a shotgun that he's quite fond of, using it as a blind stick. The Hunter is capable of hearing voices, TTS, other entities, grabbing, footsteps, tumbles, and jumps. When he does, he will instantly draw his gun and shoot in the direction of the noise, turning anything into Swiss cheese. The hunter is completely blind, and will always fall when moving down from stairs or other elevated areas, taking damage and getting stunned for a few seconds.
- Tips: Very dangerous and very easy to die to if unprepared. His gun deals around 100 damage if point blank, but otherwise the damage scales down with distance. However, it is possible to dodge the projectile, as he does take a half second to aim, indicated by him grunting loudly. He also always aims towards the last sound he heard, so you can chuck something somewhere else to distract him and make a quick escape. His shotgun can hurt other entities, and deals such high damage that it's not uncommon for it to kill them with one shot. His weakness, apart from being blind, is that his patrolling pattern is very predictable and he is slow. So when dealing with one, just take your time and don't make noise when he's near. This is one of the trickier foes to deal with, as he forces you and your teammates to cut off all communication while he's around. If you cannot afford to be patient, bait out his gun attack and run past him in unison as he reloads. Keep in mind he has magic fingers and only takes about 2 seconds to reload the damn shotgun, so be quick. He will not chase players but will walk towards sounds heard (talking, items), if you talk after he leaves the room he will come back. If you want to fight him, don't. If you still want to fight him, avoid melee combat at all costs, as his turning speed is near-instant and he will blast you just as fast. Instead, opt for grenades, land mines, guns, knocking him down some stairs, or use other entities' attacks. He has very high hp, able to survive a point blank Bang explosion. It is worth noting that if you use the tranq gun on a Hunter, he will take damage from falling on the ground. Alternatively, if you are in a place where you can grab him but he can't shoot you, such as a low foot stool, you can hold down RMB while grabbing him and moving your mouse around a lot to cause him to fall over, taking damage. You can do this repeatedly, and will be faster if you have a teammate to back you up with a weapon.
Img provided by us from in game
Robe
- File name: Robe
- Tier: 3
- Health: 250
- Money on death: $5k - $8k
- Strength threshold: 13
- Behavior: It roams around at a medium pace, and when it spots a player it will follow them slowly but incessantly, usually without the player noticing. If you look at it as it was following you, it will get enraged and start chasing you down with highly increased speed. It seems to have a good level of object permanence, because if you try to hide from it, it will crouch under tables, beds, cabinets, etc. It deals 100 base damage but deals only 50 if it's crouching. However, in it's standing attack it knocks you back with a lot of force, almost always dealing bonus physics damage.
- Tips: This entity can be very confusing and challenging at first. It's movement pattern is all out of whack and it just seemingly goes at random places. However, the best strategy to avoid it is to simply hide and avoid putting your cross-hair on it. My only advice for avoiding it is to completely ignore it, as you are faster than it even when walking as long as you don't look at it. For killing it, I recommend luring it into landmines and/or using a sledgehammer due to its high reach.
Img provided by us from in game
Spewer
- File name: SlowMouth
- Tier: 1
- Health: 65
- Money on death: $1k - $4k
- Strength threshold: 4
- Behavior: A more common entity, it flies around at a fast pace looking for players. When it finds one, it will make a gurgling noise and will either approach the player or scream while looking in their direction, vomiting on them after a couple seconds if they're still around. If it touches a player while chasing them, it will latch on to them for (roughly) as little as 10 seconds or as much as 1 minute, dealing no damage but tumbling and stunning them for a few seconds. While attached, it considerably deepens the voice/TTS of the host and occasionally makes them vomit a green liquid. This liquid can damage other players (but not the host), most entities, scrap items, and destructible map objects (such as doors). If grabbed by a player while not attached, the Spewer will freak out and fly away in distress. It is worth warning that if a Spewer is fleeing but is cornered, it will vomit the green liquid to defend itself. It deals 10 damage per second of standing in the stream of vomit.
- Tips: Honestly more of a tool than an enemy, as you can use them to haphazardly fight some entities. If one is attached to you, avoid looking at your scrap and teammates. I'm sure you wouldn't appreciate getting puked on. Can be a nuisance if you're trying to be quiet, as sound sensitive enemies will hear the puking. If you don't want it to attach to you, just grab it for a bit and shake it around. It will let out a squeal and fly away for a while. If you want to interrupt their vomiting while they're on you, tumbling seems to cut it short. The damage of the puke is surprisingly high, able to kill a Clown in about 2-3 vomits.
Img provided by Gulfbones
Trudge
- File name: SlowWalker
- Tier: 2
- Health: 500
- Money on death: $5k - $8k
- Strength threshold: 13
- Behavior: Extremely dangerous, but slow. This entity is the definition of a slow, immovable threat that you have to factor into your plans. It is by far the slowest entity in the game, and you can hear where it is because it drags behind itself a mace as it walks, making a constant stone grinding sound that can be heard through walls. If it spots a player, it will unleash a huge shock wave that pulls all players within line of sight towards it. Shortly after, it emits a red explosion that deals a huge amount of damage to anything close to it.
- Tips: While it has very hefty hp, it's killable, but not recommended, as its pull attack is unavoidable in most close quarter scenarios. Be warned that while it is slow, it isn't stupid, and will walk to players it knows it can't get with the shock wave attack to instead use a fleshy tendril to reach under tables, cabinets, and so on, dealing 30 damage per bite at a rate of 2 bites per second. Landmines are very effective against it, but is really only worth doing if you have enough to kill it or you just need to buy some time to distract it. I advise to just hide and wait for it to pass by, they shouldn't catch you by surprise very often and their attack is heavily telegraphed.
Img provided by Gulfbones
Shadow Child
- File name: ThinMan
- Tier: 1
- Health: 150
- Money on death: $2k - $5k
- Strength threshold: 9
- Behavior: This slender entity has only teleportation as its means of movement, and sporadically appears and disappears with the sound of a child's laughter. If a player has sight of the Shadow Child, it will laugh and cause their view to darken slightly. After 2-3 seconds of looking at it, it will jumpscare the player while saying "yoink", dealing 30 damage and throwing them back a ridiculous distance, often enough to cause extra physics damage.
- Tips: They can be killed with little effort, as their hp is very low. You can do this by tumbling towards it as you're mid-jump, this will deal damage to both it and yourself (5 damage) and cause it to fall over, possibly taking some extra damage. It will then quickly teleport away, so you might have to do it a second or third time. They are a non issue at best, and at worst, an unfortunate inconvenience. If one is in a delicate spot, you can either be patient and wait for it to leave (won't take longer than 10 seconds) or smack it with a melee weapon, which should instantly kill it.
Img provided by Gulfbones
Upscream
- File name: Upscream
- Tier: 2
- Health: 50
- Money on death: $2k - $4k
- Strength threshold: 4
- Behavior: Upscreams are deformed humanoids that walk on all fours, roaming around the floor, walls, and ceilings at a medium speed. They tend to spawn in small groups (2-3). Upon spotting a player, they will run up, grab them and scream. This deals 10 damage and causes the targeted player to be flung backwards, ragdolled and stunned for 2 seconds.
- Tips: If there's just one alone, it is essentially a mild inconvenience. If there are 2 or more, it can genuinely mean game over if your teammates aren't coordinated. This is due to the fact that Upscreams can stunlock a player on an endless loop of throwing you around until you die (if you get unlucky, that is). Using a tranq gun (or a ♥♥♥♥♥♥♥ hammer) is quite effective against them, but due to their small size, I'd stick with the hammer. If using the tranq gun, this renders them immobile and harmless for a few seconds, so grab them and pretend they're a gnome.
Img provided by Gulfbones
Rugrat
- File name: ValuableThrower
- Tier: 2
- Health: Unknown (50-100)
- Money on death: $2k - $4k
- Strength threshold: 4
- Behavior: They roam around looking for valuable items to grab. If they see a player and have something in their hands, they will do a short windup animation and throw it at them, causing massive damage to both the player and the item. If it has no item in its hand and spots a player, it will run away. It has no other attacks.
- Tips: As a general rule, the heavier the item they picked up, the higher damage they will deal. This is because they don't deal a fixed amount of damage, rather they deal purely physics damage. They are able to be picked up and killed by smashing them against floors or walls. However, they are not as light as Gnomes, and require 2-3 people or one person with 4 strength upgrades to be lifted. Keep in mind that this entity, while small, is both heavy and strong. It can lift 2 player items and throw them just as easily. This can one shot either the player, the item, or both. Can be devastating if you have no weapons or if you're shorthanded.
Img provided by Gulfbones