
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The tricycle rider
The tricycle arrives with a rider, and the two are kept together as one monster.
The tricycle in R.E.P.O. arrives with a rider, and the game treats the two as one monster: it teleports with its own effects, the rider is built from attached and detached pieces, and almost everything it does has a sound.
What the game establishes
- The tricycle arrives with a rider, and the two are kept together as one monster. (checked against the game's own files)
- It teleports, with a transform and separate curves and particles for going out and coming in. (checked against the game's own files)
- The rider's hands and feet exist in attached and detached forms. (checked against the game's own files)
- The rider has a jaw of its own and audio sources kept for talking. (checked against the game's own files)
- Its sounds include a bell, a bell heard across the level, a final build-up, idle, move, attack, an attack loop and an outro, death and a bike crash. (checked against the game's own files)
- There are separate sounds for the wheels and for being hurt or hitting a player, with a warning sound given before it acts. (checked against the game's own files)
- Being stunned has a loop of its own, and there are sounds for the idle being broken and for the rider glitching in and out. (checked against the game's own files)
- Its states run on a timer that has a maximum as well as a current value. (checked against the game's own files)
- The rider has separate particles for glitching in and for glitching out, and a transform it follows. (checked against the game's own files)
In play
The tricycle is not only a vehicle. It comes with a rider, and the game keeps the two together as one monster with a set of parts rather than treating the bike as a prop that happens to be moving.
It teleports. There is a transform for the arrival, a curve for going out and another for coming in, each with its own particles, which is why the tricycle can appear rather than having to drive up to you.
The rider is made of pieces. Hands and feet exist in attached and detached forms, there is a jaw of its own, and a set of audio sources is kept for talking, so the voice belongs to the monster rather than being played at it from elsewhere.
It is loud on purpose. There are sounds for its bell, for a bell heard across the level, for a final build-up, for idling, moving, attacking, an attack loop and an outro, for dying and for the bike crashing, along with wheel rattle and wheel squeak.
Being hurt and being stunned have their own sounds as well, including a loop that plays while the rider is stunned, so a tricycle that has been stopped still tells you what has happened to it.
It glitches as well as teleports. The rider has separate in and out effects with their own sounds, which is why an arrival can look broken instead of merely sudden.
Dying is an effect of its own, and the monster carries a timer with a maximum rather than only a current value, so its states are allowed to last a set time before it moves on.
There is also a sound that warns you before it acts, kept both locally and across the level, which is the game giving you a moment rather than only a surprise.
The rider itself is not always solid. There are separate particles for glitching in and for glitching out, and a transform it follows, which is why it can appear and vanish rather than only riding.
The image beside this entry is the game's own: the colour texture of the tricycle.
What this entry does not tell you: how fast it moves, how much damage it does, or how often one appears. We have not verified those numbers, so we do not print them.
Related
MonstersEnemies and what they doThe game defines several distinct monsters rather than one enemy type.
MonstersThe beamer and its laserThe beamer has a controller, an animator and a state with a timer of its own.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.