R.E.P.O. Bae Guide

Monsters

Headman

Headman

Threat Level: High (Level 3)

  • Health: 250
  • Damage: 50
  • Detection: Line of Sight, Sound
  • Strength Breakpoint (Lift/Stun): 13 (Stunned: 4)
  • Size: Big
  • Min Orb Value: $5k
  • Max Orb Value: $8k

Tips to Defeat:

  • Giant floating head that constantly searches and makes biting noises.
  • Very aggressive; charges and chomps for heavy damage.
  • Poor reach but massive hitbox. Sledgehammer or guns are effective.
  • Hiding around corners can break its line of sight.

Robe

Robe

Threat Level: High (Level 3)

  • Health: 250
  • Damage: Standing: 100, Crouched: 50
  • Detection: Line of Sight, Direct Eye Contact, Sound
  • Strength Breakpoint (Lift/Stun): 13 (Stunned: 4)
  • Size: Big
  • Min Orb Value: $5k
  • Max Orb Value: $8k

Tips to Defeat:

  • Tall figure in a black cloak with a white face. Extremely fast.
  • Direct eye contact is a death sentence (one-shot without health upgrades).
  • Use peripheral vision or look down to avoid direct gaze while checking for it.
  • Can reach under tables.

Huntsman

Huntsman

Threat Level: High (Level 3)

  • Health: 250
  • Damage: 100
  • Detection: Sound, Physical (Body) Contact
  • Strength Breakpoint (Lift/Stun): 9 (Stunned: ?)
  • Size: Big
  • Min Orb Value: $5k
  • Max Orb Value: $8k

Tips to Defeat:

  • Blind, but relies almost entirely on sound. One-hit kill without health upgrades.
  • Be extremely quiet (crouch, don't land from jumps, avoid talking).
  • Can be distracted by tapping objects away from you.

Reaper

Reaper

Threat Level: High (Level 3)

  • Health: 250
  • Damage: 10
  • Detection: Line of Sight, Sound
  • Strength Breakpoint (Lift/Stun): 9 (Stunned: 0)
  • Size: Big
  • Min Orb Value: $5k
  • Max Orb Value: $8k

Tips to Defeat:

  • Slow-moving, deaf monster with scissor hands. Thrashes wildly if you get too close.
  • Doesn't have sharp eyes but will thrash when in proximity.
  • Maintain distance to avoid its wide swings, which can kill low-health players.

Clown

Clown

Threat Level: High (Level 3)

  • Health: 250
  • Damage: Beam: 25+75, Kick: 10+50
  • Detection: Line of Sight, Sound, Proximity Awareness
  • Strength Breakpoint (Lift/Stun): 13 (Stunned: 1)
  • Size: Big
  • Min Orb Value: $5k
  • Max Orb Value: $8k

Tips to Defeat:

  • Intimidating, alien-like monster with a laser-beam nose and strong kicks.
  • Easily avoided due to slow movement speed.
  • Its beam can be a one-shot kill; anticipate and dodge.

Trudge

Trudge

Threat Level: High (Level 3)

  • Health: 500
  • Damage: Slam: Insta-kill, Vacuum: 100 (50x2), Bite: 50
  • Detection: Line of Sight, Sound
  • Strength Breakpoint (Lift/Stun): 13 (Stunned: 1)
  • Size: Big
  • Min Orb Value: $5k
  • Max Orb Value: $8k

Tips to Defeat:

  • Extremely high health and devastating attacks, including insta-kill slams.
  • Its cone of vision is low, allowing it to see under furniture easily.
  • Requires high strength to lift or a coordinated team effort to stun and deal damage.

Rugrat

Rugrat

Threat Level: Medium (Level 2)

  • Health: 150
  • Damage: 19-225 (item dependent)
  • Detection: Line of Sight, Sound
  • Strength Breakpoint (Lift/Stun): 4 (Stunned: 0)
  • Size: Small
  • Min Orb Value: $3k
  • Max Orb Value: $5k

Tips to Defeat:

  • Fast for its size; grabs and throws nearby items at players, including from your cart.
  • Can't be killed without a weapon or high strength. A few hits with a weapon will take it down.
  • Very annoying as it can destroy valuable loot.

Animal (Insect-like)

Animal

Threat Level: Medium (Level 2)

  • Health: 150
  • Damage: 2
  • Detection: Line of Sight, Sound
  • Strength Breakpoint (Lift/Stun): 4 (Stunned: 1)
  • Size: Small
  • Min Orb Value: $3k
  • Max Orb Value: $5k

Tips to Defeat:

  • Fast creatures that roam erratically and often come in groups of two.
  • Deal very low damage (2 HP per hit), making them more annoying than dangerous.
  • Gnomes they run over get killed.

Upscream

Upscream

Threat Level: Medium (Level 2)

  • Health: 50
  • Damage: 10
  • Detection: Line of Sight, Sound
  • Strength Breakpoint (Lift/Stun): 4 (Stunned: 0)
  • Size: Small
  • Min Orb Value: $3k
  • Max Orb Value: $5k

Tips to Defeat:

  • Humanoid spider that scurries around, grabs players, and throws them back.
  • Low health, but can be very annoying, especially in groups, as they can stun you and leave you vulnerable.
  • Can crawl into hiding spots and jump to high areas.

Chef

Chef

Threat Level: Medium (Level 2)

  • Health: 250
  • Damage: 10
  • Detection: Line of Sight, Sound
  • Strength Breakpoint (Lift/Stun): 9 (Stunned: 1)
  • Size: Small
  • Min Orb Value: $3k
  • Max Orb Value: $5k

Tips to Defeat:

  • Frog-like creature that pulls out knives and slashes frantically.
  • Unpredictable leap attacks; keep your distance.
  • Can be difficult to hit due to erratic movements.

Hidden

Hidden

Threat Level: Medium (Level 2)

  • Health: 100
  • Damage: N/A (possesses/drags you)
  • Detection: Line of Sight, Sound
  • Strength Breakpoint (Lift/Stun): 4 (Stunned: 0)
  • Size: Small
  • Min Orb Value: $3k
  • Max Orb Value: $5k

Tips to Defeat:

  • Invisible monster, only spotted by dark smoke and footsteps.
  • If it catches you, it possesses and drags you to a random spot, potentially into other dangers.
  • Extremely challenging due to its invisibility.

Bowtie

Bowtie

Threat Level: Medium (Level 2)

  • Health: 100
  • Damage: 5 (pushes you into obstacles)
  • Detection: Line of Sight, Sound
  • Strength Breakpoint (Lift/Stun): 7 (Stunned: 2)
  • Size: Big
  • Min Orb Value: $3k
  • Max Orb Value: $5k

Tips to Defeat:

  • Large, marshmallow-like entity that screams, pushing players into walls or other monsters.
  • Completely stunned while screaming, making it an easy target for ranged weapons or strong melee hits.
  • Very low HP for its size. Can be easily knocked over with melee attacks.

Mentalist

Mentalist

Threat Level: Medium (Level 2)

  • Health: 150
  • Damage: 50
  • Detection: Line of Sight, Sound
  • Strength Breakpoint (Lift/Stun): 4 (Stunned: 0)
  • Size: Big
  • Min Orb Value: $3k
  • Max Orb Value: $5k

Tips to Defeat:

  • Silent and teleports, making it hard to track.
  • If it sees you, it will use psychic powers to lift and slam you, dealing heavy damage.
  • Can surprise you, so constant vigilance is required.

Banger

Banger

Threat Level: Medium (Level 2)

  • Health: 50
  • Damage: Varies (explosion + physics)
  • Detection: Line of Sight, Sound
  • Strength Breakpoint (Lift/Stun): 0 (Stunned: 0)
  • Size: Small
  • Min Orb Value: None
  • Max Orb Value: None

Tips to Defeat:

  • Skull-like creatures with dynamite; spawn in groups of three.
  • Run towards players and explode upon detection or damage.
  • Must be picked up and thrown to be killed. Do not drop orbs.

Peeper

Peeper

Threat Level: Low (Level 1)

  • Health: 30
  • Damage: 2 / second
  • Detection: Line of Sight
  • Strength Breakpoint (Lift/Stun): Impossible
  • Size: N/A
  • Min Orb Value: $2k
  • Max Orb Value: $3k

Tips to Defeat:

  • Will distort your vision and force you to look at it; break line of sight immediately.
  • Not a direct combat threat, but can disorient you into other dangers.
  • Teleports, so be aware of its sudden appearances.

Shadow Child

Shadow Child

Threat Level: Low (Level 1)

  • Health: 150
  • Damage: 30
  • Detection: Line of Sight
  • Strength Breakpoint (Lift/Stun): 9 (Stunned: 1)
  • Size: Small
  • Min Orb Value: $2k
  • Max Orb Value: $3k

Tips to Defeat:

  • Do NOT look at it directly for more than 4 seconds; it will hit and stun you.
  • You'll hear a child's giggle when it's near.
  • Teleports, making it unpredictable. Avoiding eye contact is key.
  • Can be killed with melee weapons by quickly approaching and hitting without staring.

Gnome

Gnome

Threat Level: Low (Level 1)

  • Health: 20
  • Damage: 10
  • Detection: Line of Sight, Sound
  • Strength Breakpoint (Lift/Stun): 0 (Stunned: 0)
  • Size: Small
  • Min Orb Value: None
  • Max Orb Value: None

Tips to Defeat:

  • Often spawn in groups of four.
  • Easily killed by picking them up and throwing them.
  • Can damage players and destroy valuables. Prioritize eliminating them.
  • Do not drop orbs.

Apex Predator (Duck)

Apex Predator

Threat Level: Low (Level 1)

  • Health: 150
  • Damage: 10
  • Detection: Line of Sight, Sound
  • Strength Breakpoint (Lift/Stun): Impossible (Stunned: 0)
  • Size: Small
  • Min Orb Value: $2k
  • Max Orb Value: $3k

Tips to Defeat:

  • Looks like a cute duckling; transforms into a dangerous beast if touched or damaged.
  • Do NOT touch or hit it. If it transforms, it's very fast and deals significant bite damage.
  • Can be baited into extraction points or toilets to kill it without direct engagement.

Spewer

Spewer

Threat Level: Low (Level 1)

  • Health: 65
  • Damage: 10
  • Detection: Line of Sight, Sound
  • Strength Breakpoint (Lift/Stun): 4 (Stunned: 0)
  • Size: Small
  • Min Orb Value: $2k
  • Max Orb Value: $3k

Tips to Defeat:

  • Floats around and attaches to players, causing them to vomit and damage nearby allies/loot.
  • Can be pushed away without strength upgrades or smashed with a friend.
  • Its poison can damage other monsters, but is unreliable.

Items

Player Upgrades

Player Upgrades can be used to boost the player, improving various attributes. They increase linearly and have a maximum number that can be in circulation at a time.

Health Upgrade

Cost: $4K - $5K

Increases max Health by [20].

Max in circulation: 2

Strength Upgrade

Cost: $5K - $8K

Increases your Strength by [25%].

Max in circulation: 2

Range Upgrade

Cost: $5K - $8K

Increases your pickup range by [30%].

Max in circulation: 3

Stamina Upgrade

Cost: $2K - $3K

Increases max Stamina by [10].

Max in circulation: 4

Sprint Speed Upgrade

Cost: $5K - $8K

Increases Sprint speed by [20%].

Max in circulation: 3

Crouch Rest Upgrade (Beta)

Cost: $6K - $8K

Increases the speed of stamina regeneration while crouching.

Max in circulation: 3

Double Jump Upgrade

Cost: $9K - $12K

Increases max amount of midair Jumps.

Max in circulation: 1

Tumble Launch Upgrade

Cost: $4K - $5K

Increases Tumble launch strength.

Max in circulation: 1

Tumble Wings Upgrade (Beta)

Cost: $9K - $12K

Lets the player glide while tumbling. Each after the first lets the player glide farther.

Max in circulation: 1

Map Player Count Upgrade

Cost: $8K - $12K

Displays how many players are currently alive on the Map.

Max in circulation: 1 (Once purchased/used cannot spawn again for duration of save)

Health Packs

Health Packs are used to heal the player. They spawn on one of the 2 front shelves, holding up to 6 Health Packs that you can purchase.

Small Health Pack

Cost: $3K - $6K

Added Health: 25 HP

Max can exist at once: 3

Medium Health Pack

Cost: $5K - $11K

Added Health: 50 HP

Max can exist at once: 3

Large Health Pack

Cost: $9K - $16K

Added Health: 100 HP

Max can exist at once: 3

Weapons

Weapons can be used to get the edge over any Monsters by being able to fight back. Weapons consist of Melee Weapons, Ranged Weapons, and Explosive Weapons.

Melee Weapons

Allows the Player to damage and knock over Monsters and other Players.

Baseball Bat

Cost: $25K - $29K

Damage: 20

Has 6 hits until it needs to be recharged. Causes a brief stun and immense knock-back. Due to the immense knock-back force, most enemies will take [25] damage on-hit. You can almost guarantee [25-50] damage with a down-angled swing.

Max can exist at once: 1

Frying Pan

Cost: $17K - $30K

Damage: 15

Has 12-15 hits before needing to recharge. Deals damage to players (outside the shop) and monsters, can knock down small enemies and players.

Max can exist at once: 1

Sledge Hammer

Cost: $40K - $47K

Damage: 150

Has 6 hits before needing to recharge. Heavy weapon. Exceptionally good at pushing large enemies off ledges when stunned. Note: As of [v0.1.2], having more than 5 Strength upgrades will make this item nearly unusable due to a bug.

Max can exist at once: 1

Sword

Cost: $23K - $30K

Damage: 50

Has 10 hits before needing to recharge. Fast weapon, deals damage.

Max can exist at once: 1

Inflatable Hammer

Cost: $9K - $18K

Damage: 3 or 250

Has ~24 hits before needing to recharge. Has a ~5% chance to cause an explosion, dealing 250 points of damage.

Max can exist at once: 1

Prodzap (Beta)

Cost: ?? - $30K

Damage: 4. Stuns for 3.5 Seconds. Has 10 hits before needing to recharge. Small weapon, useful for throwing enemies into pits or slamming them.

Max can exist at once: 1

Ranged Weapons

Allows the Player to damage both Monsters and other Players.

Gun

Cost: $41K - $44K

Damage to Monsters: 100, Damage to Players: 100

Has 6 shots before needing to recharge.

Max can exist at once: 1

Shotgun

Cost: $39K - $100K

Damage to Monsters: 250 (5x50), Damage to Players: 250 (5x50)

Has 3 shots before needing to recharge. Fires a total of 5 pellets dealing 50 damage per hit.

Max can exist at once: 1

Tranq Gun (Tranquilliser Gun)

Cost: $15K - $18K

Damage: 0

Has 3 shots before needing to recharge. Can stun any enemies for ~15 seconds.

Max can exist at once: 1

Pulse Pistol (Beta)

Details for this beta item are currently limited.

Photon Blaster (Beta)

Details for this beta item are currently limited.

Boltzap (Beta)

Details for this beta item are currently limited.

C.A.R.T. Cannon (Beta)

Details for this beta item are currently limited.

C.A.R.T. Laser (Beta)

Details for this beta item are currently limited.

Explosive Weapons

Applies Effects or Damage via an Explosion to both Monsters and Players*, after activating them with E.

Grenade

Cost: $3K

Damage to Monsters: 160, Damage to Players: 75

Range: 10m. Causes a small explosion that Damages nearby Monsters.

Max can exist at once: 3

Shock Grenade

Cost: $3K

Damage: 0 (may cause Damage when hitting a wall)

Range: 30m. Causes a small shockwave that blasts nearby Monsters away.

Max can exist at once: 3

Stun Grenade

Cost: $3K

Damage: 0

Range: 30m. Causes a flash bang that stuns enemies for up to 15 seconds. Does not work on Peeper.

Max can exist at once: 2?

Human Grenade

Cost: $2K

Damage to Monsters: 100, Damage to Players: 50

Range: 10m. Causes a small explosion that deals damage to Monsters and Players. Appears only in a niche under the ceiling.

Max can exist at once: 3

Duct Taped Grenade

Cost: $2K

Damage to Monsters: 400 (100x4), Damage to Players: 50x4

Range: 10m. Causes a small explosion that then projectiles 3 Human Grenades, dealing damage to Monsters and Players. Appears only in a niche under the ceiling.

Max can exist at once: 3

Shockwave Mine

Cost: $3K

Damage: 0 (may cause Damage when hitting a wall)

Range: 30m. Tap E to activate or deactivate. Armed after 5s when deployed. Stuns the Monster or Player.

Max can exist at once: 3

Stun Mine

Cost: $3K

Damage: 0-5

Range: 30m. Tap E to activate or deactivate. Armed after 5s when deployed. When triggered, starts flying into the Monster hitting them with electricity and stunning them. Can also be triggered and attack players. Item can unreliably deal 5 damage.

Max can exist at once: 3

Explosive Mine

Cost: $3K

Damage to Monsters: 200, Damage to Players: 75

Range: 20m. Tap E to activate or deactivate. Armed after 5s when deployed.

Max can exist at once: 3

Rubber Duck

Cost: $16K - $20K

Damage: 50-500

When thrown, it will bounce with a 10% chance to cause an explosion dealing 250 damage to enemies only. With enough speed deals 50 damage to enemies on hit. Slightly bounces around randomly.

Max can exist at once: 1

Utility

Utility Items can help players in a variety of ways, from Drones to C.A.R.T.S and other useful tools.

Drones

Drones can be attached to items, Monsters, and Players (depending on the drone). When attached to something, it will apply an effect to it.

Recharge Drone

Cost: $4k - $5k

Can be attached to a chargeable item to recharge it. Gives 5 bars of charge per second. Loses charge when attached to a fully charged item.

Max can exist at once: 1

Indestructible Drone

Cost: $23K - $30K

Can be attached to an item to make it indestructible, preventing the item from being damaged.

Max can exist at once: 1

Roll Drone

Cost: $9K - $12K

Makes the player/monster/item roll when attached. For players, rolls in direction looking. For objects, rolls towards you. For enemies, stuns and rolls them away.

Max can exist at once: 1

Feather Drone

Cost: $15K - $18K

Makes the player slightly jump higher and fall slower. Makes items and (stunned) monsters very light.

Max can exist at once: 1

Zero Gravity Drone

Cost: $23K - $29K

Makes the player jump higher and fall slower. Can also be used to hold items in the air.

Max can exist at once: 1

C.A.R.T.S

You can purchase extra C.A.R.T.S, helpful for large player counts or if your cart is lost/destroyed.

Pocket C.A.R.T.

Cost: $14K - $18K

A smaller C.A.R.T. Can be stored in the inventory.

Max can exist at once: 2

C.A.R.T.

Cost: $39K - $48K

The big C.A.R.T that you spawn with.

Max can exist at once: 4 (Including starting one)

Other Utility Items

Valuable Detector

Cost: $15k - $18K

When turned on [E], it will point towards the nearest unknown valuable.

Max can exist at once: 1

Extraction Detector

Cost: $8K - $17K

When turned on [E], it will point towards the nearest inactive extraction zone.

Max can exist at once: 1

Energy Crystal

Cost: $7K - $12K

Increases linearly. Each Crystal provides [5] Energy bars, fully recharging a single item. Maximum of 6 Crystals = 30 bars = 6 full item charges. For longer runs, buy any Recharge Drones you can for later.

Max can exist at once: 6

Zero Gravity Orb

Cost: $42K - $43K

Creates a Zero Gravity field. Items will stay stationary if they were placed inside the field completely still. If the item was moving when placed in the field, it will keep its momentum.

Max can exist at once: 1

Duck Bucket (Beta)

Cost: N/A

A bucket with no function aside from being a bucket. Can be placed atop a duck to slow its movement drastically.

Phase Bridge (Beta)

Cost: N/A

Extendable bridge. Can be extended using E to use as a bridge. Can be collapsed, but method for this is yet to be added to the wiki.

Tips