Guide
Clearing the museum without setting it off
How to move through R.E.P.O.'s museum level: reading the security lasers through a whole cycle before you cross them, why the traps answer to how rare the valuable is, and what the sounds and the ceiling tell you while you work.
Applies to
0.4.0, read from the copy of the game this site was built from (see the sources page)
Before you start
- A museum level in the run
- A crew that can watch one machine while another carries
- Enough carrying capacity for what the museum holds
Steps
- Read the lasers before you carry anything through their path.
the museum keeps its security lasers as a system with a state and logic of their own - Watch one laser through a whole cycle before you commit to crossing it.
it powers up and shuts down on curves rather than switching, so what you see is one moment of a changing state - Judge the beam by both of its layers rather than by the bright line alone.
the beam is drawn as an outer and an inner layer with their own renderers, alongside a hit position and hit visuals - Listen as much as you look while you work near one.
the laser has three audio sources — its own, one for being near and one for a hit — with separate loops for running, being near and hitting - Back off when it overloads instead of finishing the carry.
an overload is a state with its own sparks and its own sound, so it is a warning rather than an ordinary hit - Expect the beam to sweep without the housing turning.
the spinner and the beam visuals are separate transforms of their own - Assume a guarded valuable is armed according to what it is worth.
a trap carries an activation level tied to how rare the valuable it guards is, and the trap object has states of its own - Sweep for placed hazards, not only for monsters.
the level ships mines of more than one kind, including a mine that stuns and one that is triggered - Look up before you relax in a room you have cleared.
an enemy watches from the ceiling with an animation of its own and a line it works along - Take the museum's props deliberately rather than by accident.
the museum defines its props as objects of their own, and cosmetic objects carry a condition the game tracks
Common mistakes
- Crossing a beam's path after watching only half of its cycle.
- Trusting the visible line on its own while the beam is between states.
- Grabbing the rarest thing first when the trap answers to rarity.
- Watching the floor for mines and forgetting the ceiling.
Related entries
Hazards and eventsThe museum's laserThe laser is a machine of its own with a state dedicated to it.
Extraction and the shopThe museum and its propsThe game defines its own museum props rather than only scenery.
Hazards and eventsThe mines, traps and lasers in a levelMines come in kinds, including one that stuns and one that is triggered.Sources
A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.