R.E.P.O.R.E.P.O.wiki

Guide

Dealing with a monster that teleports

How to work in R.E.P.O. when a monster keeps arriving without walking: it covers what the game actually does before a monster teleports, what it does while you can see it, and how to make a room safe anyway.

Applies to

0.4.0, read from the copy of the game this site was built from (see the sources page)

Before you start

Steps

  1. Treat a missing monster as a question about where it will be next, not about where it is.
    a monster that has lost you keeps moving through a roaming state of its own rather than standing still
  2. Expect it to leave a room without using the door.
    the roaming state carries a chance of teleporting rather than only walking
  3. Watch and listen for the arrival, because it is a staged event rather than a pop.
    the game keeps a teleport transform with an out and an in, each with its own curve, its own particles and its own sound
  4. Do not treat an empty screen as a safe room.
    the roaming state tracks how long a monster will stay on screen and a cooldown after that
  5. Listen for the music rather than waiting to see it, and keep the crew close enough to hear the same thing.
    each monster has a stinger for being sighted and its own music for being near
  6. Before choosing to fight, work out whether it is investigating or already chasing.
    the game keeps separate states for investigating, chasing and roaming
  7. Move the loot before you move yourself.
    one of the monsters acts on what it can pick up off the floor, so anything left lying about is something it can use

Common mistakes

Related entries

Sources

A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.