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

Guide

Reading the record the game keeps for you

What R.E.P.O. writes down about a player and about each monster, so a run can be read from the game's own record instead of from memory.

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. Know that your record has three inventory spots and a flag for each being taken.
    each player has three inventory spots, each with a flag for being taken
  2. Expect your colour and health to be on the record rather than only in the world.
    a player's colour and health are kept on the record
  3. Know that having the crown is a flag.
    the record keeps a flag for a player having a crown
  4. Read your upgrades from the record if you lose track of what you bought.
    every upgrade the record knows has its own flag, including speed, strength, throwing, range, an extra jump, launching, the map player count, the tumble climb, the tumble wings, a crouch rest and the death head battery
  5. Expect a monster to have a name and a localized name of its own.
    a monster's record carries a name and a localized version of it
  6. Read a monster's difficulty and its multipliers rather than judging by size.
    its record carries a difficulty and an action and overcharge multiplier
  7. Know that spawning and despawning are timed from ranges.
    it has a spawned time range and a despawned time range, each with a lowest and a highest value, along with timers for both
  8. Use the per-monster checklist to see what a monster is meant to do.
    each monster has a record with a name, a difficulty and a type, a sighting stinger, the music for when it is near and health hooks for being hurt, dying and being hit

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.