Guide
Hearing the hidden before you see it
How the hidden monster in R.E.P.O. gives itself away: the breath particles it leaves in the air, the shapes its footsteps make, the sounds it makes while moving and being stunned, and the fact that a player can pick it up.
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 run in progress
- Sound you can hear over the level
- A moment to stand still
Steps
- Watch the air rather than the floor, because the hidden one leaves breath behind it.
it has breath particles, including a fast version and one that runs constantly - Listen for breathing in and out, because both are sounded and both have a faster set.
breathing in and out are separate sounds, with a fast set of both - Read the floor: its steps leave shapes as well as noise.
it has separate shapes for a left and a right footstep, with smoke and step and sprint sounds - Treat its footsteps as a direction rather than a location, because the left and right shapes are kept apart.
the shapes for the left and the right footstep are separate objects - Know what being stunned sounds like, because a stun has a beginning, a loop and an end.
being stunned has a start, a loop and a stop - Listen for a jump and a landing, which are two separate sounds.
jumping and landing are separate sounds - Know that a player can pick it up, because it has a transform and curves for being lifted and moved.
a player can pick it up, with a transform of its own and curves for lifting and moving it - Use the sounds of it being handled to know a crewmate has it, because picking up, letting go and moving are each sounded.
there are sounds for picking it up, letting it go and moving while it is held - Expect it to hang and turn like a caught object, because it carries a state and a rotation spring of its own.
it keeps a state, an animator and a rotation spring of its own - Know when it is finished, because being hurt and dying have their own sounds.
it has sounds for being hurt and for dying
Common mistakes
- Watching the floor and missing the breath left in the air.
- Hearing breathing but never noticing the faster set that means it is close.
- Ignoring the footsteps because they are only shapes on the floor.
- Treating a stun as the end of it, when a stun has a loop and an end of its own.
- Forgetting that a crewmate can be carrying it.
Related entries
MonstersThe hidden one and its breathingIt has breath particles, including a fast version and one that runs constantly.
MonstersEnemies and what they doThe game defines several distinct monsters rather than one enemy type.
MonstersHow monsters find youThe game tracks which room a player is in.Sources
A local copy of the game, read only. The grounding for each step is listed on the technical reference pages; nothing here is estimated.