Your essential guide to surviving R.E.P.O. - by
R.E.P.O. (Retrieve, Extract, and Profit Operation) is a survival horror game where you must collect items while avoiding deadly monsters. Master the mechanics to increase your chances of survival.
Your goal is to locate and collect specific items scattered throughout the facility while avoiding or outsmarting the hostile entities that roam the halls.
Spawns in groups of 3โ6 (sometimes 12!). Their main goal is destroying your loot โ they'll even climb into your cart and pickaxe items until they shatter. If no valuable is around, they'll pickaxe you instead. Low damage but overwhelm through numbers.
A spider-like crawler that deals the least damage of any monster. Once it spots you it runs erratically, crashing into anything and everything โ it can knock over semibots and destroy valuables inside the C.A.R.T. or on the floor. More annoying than dangerous. Can appear in groups of 2โ3.
Small dynamite-loaded skulls with bony legs. Spawn in packs of 3 and relentlessly chase you once spotted. You have only 3 seconds to pick one up and throw it like a grenade before it escapes your grasp. A full pack can wipe a team if you're grouped together. Anything in the blast radius gets hurt โ including other monsters.
A toddler that roams looking for items to throw at you. It grabs the closest valuable and hurls it โ damaging both you and destroying the item. If it spots you and has no item nearby, it's completely harmless and will run away. Assign a teammate to guard the cart. After throwing, it runs off to find the next valuable to destroy.
Looks like an innocent toy duck and follows you around the map like it wants a hug. Don't be fooled โ pick it up, hit it, or let other monsters damage it, and it transforms into a spiky-toothed flying horror that chases you for ~10 seconds. It follows your crosshair to bait you into triggering it.
A ceiling-mounted giant eye that immobilizes you and forces you to stare at it once spotted, dealing consistent ticking damage over time. Always appears on ceilings. If nobody looks at it, it disappears and reappears in another room โ it's known to spawn right outside the truck when you're leaving. Especially common on McJannek Station near ledge edges.
An undead boy who wanders the map inflating red balloons. He is completely harmless and ignores semibots โ even if grabbed โ until you pop one of his balloons. Then he enters a furious close-range frenzy, climbing onto and crawling under cover, making him nearly impossible to hide from. Cannot be thrown off the map โ he uses a balloon to levitate back to the nearest surface. Valuables and the C.A.R.T. can pop balloons too.
Appears as a small dog. Click on her to generate love hearts and she'll wander away peacefully. Her eyes turn red as a warning when she hasn't been petted in a while. Ignore her for ~15 seconds and she transforms into a bipedal muscular beast, charging at those who neglected her. In transformed state she makes large leaps and attacks from under furniture. The knockback into walls is the real killer โ stun-lock into death is common.
A poltergeist that rides a red tricycle around the map โ invisible until provoked. Do not assume the moving bike is a valuable! Her bell rings once, twice, three times if you stay in her path. After three rings she enters an enraged charge state, moving at gargantuan speed and veering erratically. She can attack you under cover and gets especially aggressive when you're heading back to the truck. The bell resets every 20 seconds if you move away.
Wanders passively until you grab it or knock into it with a weapon or valuable โ then it latches on and drains 10 HP/second. It stays attached until it drains 100 HP total, then drops off satisfied, swelling into a large green ball and wandering away harmlessly. Kill it before it drains 100 HP and it releases a health cloud you can absorb to recover the stolen health. Once full, you can safely pick up and throw it.
A nightmarish apparition that teleports around the map. Your vision darkens when it sees you โ a key warning. You'll hear a child's laugh when it's near. It only attacks if you stare at its face for 2โ3 seconds, then grabs and flings you across the room. After a while it disappears and reappears in another room. A melee hit kills it instantly if necessary.
Almost invisible โ look for a faint dark fog cloud during exhale and faint footprints. When it grabs you it laughs and breathes erratically, forcing you into a Tumble animation while dragging you at high speed. Not dangerous on its own, but it can carry you to ledges, into other monsters, or obstruct your C.A.R.T. movements entirely.
A frantic spider-like monster that moves incredibly fast once it spots you. It traps you looking at its screaming face, throws you upward, and keeps repeating the stun-lock until it eventually runs off. Open areas are especially dangerous โ the Museum of Human Art is the worst place to encounter one. It will eventually disengage on its own โ but each stun cycle chips away at your HP.
A floating set of teeth that vomits acid everywhere. When it finds you it latches onto your face for ~50 seconds, forcing you to vomit acid โ blinding you and damaging friends and loot. Your in-game voice sounds deep while attached. The acid also damages other monsters, making it a double-edged weapon. Very profitable to kill given its low HP.
A scarecrow with blade arms that charges at you slashing side to side. She can easily stun-lock you into ribbons if she connects. Also damages anything you're holding or knocks items and your cart out of the way. Thankfully she loses track of you quickly โ even a closed door can confuse her and make her wander off. Especially deadly in the narrow halls of Headman Manor.
A large, slow creature that transforms into a giant fan-shaped mouth when it sees you. It screams and blasts you backward โ disabling sprinting and jumping โ and the damage comes from what you hit. Can send you flying off the map instantly into pits. After blowing you back, it stampedes away briefly โ getting caught in its path can also hurt. Can harm other nearby monsters with its blast.
A large mustachio-sporting frog that smiles once it spots you, then reveals bloody butcher knives and rolls at high speed. Landing close means multiple slices. If it misses its jump it ragdolls briefly โ your window to escape or attack. More dangerous in groups โ multiple Chefs can chain attacks. Can hurt themselves if they fall into death pits or lava pools.
A large-brained floating alien that makes no movement noise โ extremely hard to track. When it spots you, it activates an anti-gravity aura lifting all players and objects for 10 seconds, then slams everything down. Being under furniture during the slam is often lethal. Can also lift and damage your loot. A group of 3 Mentalists attacks in a coordinated chain. Can lift and stun Tier 1 and Tier 2 monsters too.
Acts as a rare security system for the level. It circles the ceiling like a shark, using a green spotlight to detect wandering semibots. It can only be in one room at a time and doesn't linger long. If you're caught in its spotlight, Oogly flies down and lifts you into the air, throwing you around every corner and eventually dropping you from a height โ potentially into death pits or lava depending on the room.
When its mouth is concealed, Gambit is docile and harmless. Alert it in any way and it grabs you and forces a spin on its colorful wheel of fortune โ your life is literally on the line. Black: reduced to 1 HP. Red: takes damage. Yellow: receive money. White: health fully restored. A fun but terrifying gamble. Generally just damages you a bit and moves on if you're lucky.
A goblin that excels at martial arts. Its goal is to steal a teammate's semibot head โ preventing revives. It prefers to run away with its prize rather than fight, much like a Hoarding Bug. Doesn't want to engage unless provoked. Has close-range combo attacks you can counter or flee from. Uniquely, the Fallen One can speak through it and watch its POV.
Appears as a floating cartoonish heart. It fires a horizontal hypnosis beam โ if caught, you're reeled inward and the heart reveals its true form: a Venus flytrap that chomps down into your HP. After attacking, it recoils into the floor and pops up elsewhere like the Peeper or Oogly. Can even spawn inside the truck at the end of a round, catching you completely off-guard.
A massive floating disembodied head. Its eyes dart around searching for movement โ it's more focused on motion than noise. Extremely sensitive to flashlights โ shine one at it and it instantly attacks. Once engaged it's nearly impossible to lose, charges hard and can bite under furniture. Very high health makes it a tough kill. The map Headman Manor is named after him but he's not guaranteed to appear.
Completely blind but has hearing far superior to all other monsters. Fires his shotgun at any sound โ footsteps, voice chat, dropped items, even other monsters triggering noise. He uses his shotgun as a walking stick while patrolling; if it bumps into you, he knows you're there. Follows a set patrol route. Falls down stairs and gets stunned โ taking 25 damage each time. Can be tricked into killing other monsters.
A shambling beast with a stretched clown face and giant clown feet. A deep chuckle (2-second warning) precedes a wide horizontal laser that sweeps from its nose tip. If caught in the beam, it's basically game over. Moves slowly with loud thumping footsteps that shake the camera. Has poor hearing and bad vision. Press its nose 3 times to trigger a 300-damage explosion that clears big threats โ killing most monsters except Trudge.
A tall ghost-like figure in a black robe with a white mask. Floats silently across the map and mostly leaves you alone โ until you look directly at its face. Then it shrieks with bird-like screams and charges. Static appears on screen when it's pursuing but not yet striking. Hides in dark areas and is hard to spot. Remembers your location and will search under tables, beds, and cabinets.
The most imposing monster in REPO. Moves very slowly but carries a mace that he slams to the ground โ pulling you in magnetically and launching you for large explosive damage. Both the mace and the explosion can one-shot without upgrades. Has a bite attack if you hide under furniture. Low FOV means you can walk safely behind its bent neck. Survives the Clown's 300-damage nose explosion.
The scariest monster in REPO. Loom always knows exactly where her target is โ line of sight and hiding are useless. She picks one random player as her target, and floating hands appear closing in on your screen as a warning. She stalks patiently, waiting to slam her hands together once you're caught between them. She swaps targets after her clap attack. Non-targeted players who get too close get attacked โ then she immediately returns to her original target. Cannot be picked up without stunning first.
An amalgamation of heads that hurls one at you like a rubber ducky โ the head can ricochet off structures and implodes after a short time dealing toxic AOE damage. He regenerates his head infinitely, but moves slowly giving you time to vacate. Also has a close-range attack where his heads expand into spikes hitting anything within a 1-meter radius. His own severed head can be bounced off surfaces as a weapon against other monsters.
There are 4 playable maps in R.E.P.O., chosen at random each run. From level 3 onwards the layout grows more complex โ more rooms, more pits, and tougher monsters. You won't know which map you're heading into until after the Service Station. Press [TAB] in-game to open your map โ the arrow shows your position and facing direction.
A dark, sprawling wizard academy styled like a fantasy school. The layout strikes the best balance between wide halls and tight hiding spots, making it the most beginner-friendly map. Unique green cauldrons can be used as launch pads to reach high-up loot โ and if you lure the Apex Predator duck into one, it cooks itself for a free kill and orb. Most rooms have double doors, making C.A.R.T. extraction far more manageable than other maps.
An abandoned arctic research base packed with scientific equipment. Early levels here are forgiving โ the real danger arrives in higher levels when gaps and pits begin appearing between platforms, turning C.A.R.T. navigation into a lethal obstacle course. Peepers are especially common, frequently spawning near ledge edges to trap you in a vision-lock. The open rooms are great for outrunning fast monsters, but offer little cover when a Clown or Mentalist appears.
Added in the June 2025 Museum Update. A massive abandoned museum with brutalist architecture, graffiti-covered walls, and shattered art installations. Unlike every other map, the Museum has almost no hiding spots โ a few small shelving units you can crouch under are all you get. You need solid Sprint, Health, and Stamina upgrades before running this map comfortably. The layout grows vertically in later levels, with valuable loot hidden on high platforms only reachable through parkour. Watch for laser alarm traps and crawlable vents throughout.
A decaying Victorian mansion with cramped corridors, multiple floors, hidden death drops behind random doors, and a claustrophobic layout that makes every encounter feel life-or-death. The hardest map to navigate โ particularly when moving the C.A.R.T. through tight hallways. Despite the difficulty, furniture is abundant: beds, cabinets, clocks, and alcoves provide the best hiding opportunities in the game. Named after the Headman but he's not guaranteed to appear. In higher levels, courtyard drops and stairwell falls will claim careless players.
These locations are not regular runs โ they serve specific purposes in the game loop.
Always appears after successfully completing a mission. An abandoned gas station repurposed by the Taxman as your upgrade shop. Spend your earned orbs on upgrades, weapons, grenades, C.A.R.T. improvements, and consumables. No monsters. No pressure. Take your time and plan carefully for the next run.
The place you end up when the entire team is wiped. In multiplayer, surviving semibots fight each other in a last-one-standing brawl to determine the biggest loser. No loot, no upgrades, no escape โ just chaotic arena combat. Winning earns you bragging rights and absolutely nothing else.
The same maps get significantly harder as your run progresses โ it's not just more monsters, the maps themselves physically change.
Small maps, simple layouts, monsters spawn far from the truck. Mostly Tier 1 threats. Great time to learn each map's general structure before things escalate.
Layouts expand with more rooms and corridors. Pits begin appearing on McJannek Station. Tier 2 monsters start showing up regularly. Higher loot quotas required.
Up to six extraction points. Complex maze-like layouts with death drops everywhere. Tier 3 monsters appear regularly. Maximum monster count reached around level 15.
Spend your earned credits on permanent upgrades to improve your survival chances. Upgrade prices are discounted based on the number of players in your team โ always upgrade together at the Service Station.
Lv1: +10% Sprint Duration
Lv2: +20% Sprint Duration
Lv3: +30% Sprint Duration
Lv4: +40% Sprint Duration
Lv5: +50% Sprint Duration + Faster Regen
Lv1: +15% Battery Life
Lv2: +30% Battery Life
Lv3: +50% Battery Life
Lv4: +70% Battery Life + Brightness
Lv5: +100% Battery Life + Wide Beam
Lv1: Hear monsters from farther away
Lv2: Visual directional indicators
Lv3: Monster proximity alerts
Allows picking up heavier monsters and valuables
Higher levels unlock picking up Bowtie (Lv7) and Trudge
Critical for throwing stunned enemies into pits
Needed to slam enemies for collision damage
Lv1: 4 Item Slots โ 5 Slots
Lv2: 5 Slots โ 6 Slots
Lv3: 6 Slots โ 7 Slots
Lv4: 7 Slots โ 8 Slots + Quick Access
Lv1: +20% Max Health
Lv2: +40% Max Health
Lv3: +60% Max Health
Lv4: +80% Max Health
Lv5: +100% Max Health + Resist Damage
Lv1: 10% Quieter Movement
Lv2: 25% Quieter + Faster Crouch
Lv3: 40% Quieter + No Sprint Noise
Lv4: 60% Quieter + Nearly Silent