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

Guide

Staying on the shopkeeper's good side

How to behave in R.E.P.O.'s between-run shop: what the shopkeeper senses and how it warns you before it grabs, why a ruckus is what brings it over, and what its switch and its barrels tell you while the crew buys.

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. Shop as a crew, with the whole purchase in view rather than one item at a time.
    the shop knows whether the player is a thief and keeps a total cost and a total currency of its own
  2. Read the warning before the grab rather than after it.
    the shopkeeper's scan light runs through in, out and judging curves with separate colours for seeing and for grabbing
  3. Watch the line as well as the light.
    a line is drawn from a start point to the player, with a width curve of its own and separate colours for seeing and grabbing
  4. Treat the charging of the barrels as the last warning there is.
    it builds up before firing, with a charge curve, a charging light with a maximum intensity, particles with a maximum scale and a shake with an angle and a speed
  5. Put down anything you have not paid for while it is judging.
    it grabs and releases with sounds of its own, a loop whose pitch has a lowest and a highest value, and a colour while it is holding something
  6. Keep the shop quiet while you decide.
    it waits out a ruckus over a distance and for a duration before reacting, and its voice is kept in separate sets for being angry, hurt, seeing, grabbing and judging
  7. Spread out instead of crowding one stand.
    it has a big sensor and a small one, each with its own curve and sound, and the small one carries a value and a speed
  8. If it jams, let it push itself free rather than crowding it.
    it carries forces and durations for being pushed, being stuck and being dislodged
  9. Use its switch only if the crew means to work in peace.
    it can be switched on and off, with its own switch, light, curves and power sounds

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.