R.E.P.O. Survival Guide: All 29 Monsters, How Value Damage Actually Works & the Quota System
A field manual for semiwork's co-op extraction horror — verified against the live game (Early Access v0.4.x, September 2026).
R.E.P.O. looks like a simple "grab loot, reach quota" game. Then the Huntsman hears you breathing through a wall and your roguelike run ends at the Taxman.
This guide compiles the full monster roster, how the value-damage system really works (it is the core economy of the game), and the quota rules — every entry checked against the live game and community trackers. Where the exact numbers aren't published by the developer, I say so instead of inventing them, because half the "guides" out there describe monsters and items that simply don't exist in the game.
1. The golden rule: your loot takes damage
Every valuable in R.E.P.O. — around 165 of them, each spawning only in specific locations — has a price cap. Every collision permanently knocks value off it: walls, door frames, drops, monster hits. The extraction truck pays whatever is left.
The rules of thumb that follow from this:
- Fragile materials (glass, ceramic) lose far more value per hit than sturdy metal. A Diamond survives almost nothing; a Trophy shrugs off bumps.
- Doors, stairs and corners are carry dead-zones — most value damage happens there, not in open rooms.
- Small items are light but fragile; medium items can moonlight as weapons (use cheap ones — swinging a valuable damages it too); large items are the big money but need two players or Strength upgrades.
- Some monsters (Reaper, Rugrat) attack your loot itself. Secure valuables before fighting them.
2. The quota system
- Each level has a money quota split across extraction points — you'll see a 0/2-style counter from level two onward. Deposit loot into the extraction cart until the counter fills.
- Quota climbs steeply with your level: community data puts levels 9-10 around $17k total across 3 extraction points.
- Total loot on a map is usually 2-4× the quota, so route planning beats greed.
- Extracting revives downed teammates — carry the body (head attached) to the truck.
- Fail the quota or wipe, and the Taxman sends your run to Disposal. Roguelike save gone.
3. The monster roster (29 entities)
☠️ Extreme threat
| Monster | HP | Damage | How to survive |
|---|---|---|---|
| Headman | 250 | 50 + stun | Fast, but poor eyesight — crouch and break line of sight |
| Huntsman | 250 | 100 | Completely blind, hearing ~5× normal. Stay silent, toss objects to redirect him |
| Clown | 250 | 100 | Kill-beam in high/low arcs — jump the low beam, crouch the high one |
| Robe | 250 | 100 | Turns you to stone if you face it. Navigate by peripheral vision |
| Loom | 500 | 100+25 | Marks one player and hunts relentlessly — keep distance until it gives up |
| Trudge | 500 | 100 | Highest HP, one-swing decapitation, extremely slow — avoid its sightline |
🔥 High danger
| Monster | HP | Damage | How to survive |
|---|---|---|---|
| Cleanup Crew | 350 | 10-75 | Throws radiation-bombing heads — focus the body from range |
| Heart Hugger | 300 | 30 | The pink mist is the trap — avoid the cloud |
| Hidden | 100 | 0 | Invisible kidnapper — track breathing and footsteps |
| Mentalist | 150 | 50 | Telekinetic slaps + teleportation — don't brawl it |
⚠️ Mid-tier
| Monster | HP | Damage | How to survive |
|---|---|---|---|
| Chef | 150 | 10/hit | Side-step the leap startup |
| Headgrab | 150 | 5-15 | Speeds up wearing a stolen player head — break the grab early |
| Oogly | 200 | 4/hit | Flying searchlight — teammates can pull you free |
| Reaper | 150 | 10/hit | Scythe scarecrow; its real target is your loot's value |
| Rugrat | 150 | varies | Grabs and throws your valuables — kill it before it reaches your haul |
| Banger | 50 | 30 + knockback | Exploding skeletons — keep range |
| Gambit | 150 | varies | Roulette: healing, $5k, or 1 HP left. Good luck |
| Birthday Boy | 150 | 10/0.25s | Do not poke the balloon |
| Bella | 200 | 5/touch | Contact-triggered, not sound — touch it once, never twice |
| Bowtie | 100 | 5 (pin) | Wind pressure pins you to walls |
| Tick | 10-100 | 10/hit | Drains Grabber users; killed at full HP it drops a healing orb |
🐤 Low threat / nuisance
| Monster | HP | Damage | How to survive |
|---|---|---|---|
| Apex Predator | 150 | 10 | A duck. Do not click the duck |
| Elsa | 600 | 5+20 | Clingy dog — petting it actually calms it down |
| Peeper | 50 | 2/sec | Ceiling eye locks onto your gaze — break eye contact within ~3s |
| Animal | 150 | 2 | Burrows onto you, stuns, damages items |
| Gnome | 20 | 10 | Swarms and attacks your loot — pick them up and yeet them |
| Shadow Child | 150 | 30 | Fades if you look away for 4 seconds |
| Upscream | 50 | 10 + stun | Stun-lock screamer — 50 HP, it dies fast |
| Spewer | 65 | 10 | Face-pouncer; its vomit also hurts other monsters |
4. New-player tips that actually matter
- Energy is life. You start around 40 energy; sprinting, crouch-walking and heavy carries all drain it. Plan one clean loop per floor instead of backtracking.
- First upgrades: Stamina, then Max Health. The community-agreed core buys. Strength comes next if you want to solo S-tier hauls.
- Your microphone is positional — and monsters hear it. Proximity voice is great until the Huntsman hears you planning. Mute near threats, crouch to reduce noise.
- Grab small high-value items first. Leave the Grandfather Clock for after Strength upgrades or a second pair of hands.
- Active items make noise on pickup (Scream Doll screams, Music Box turns the camera). Clear the room first, warn your team.
- A note on console commands: the internet is full of R.E.P.O. "console command" lists describing commands that don't exist. The real set is tiny — chat commands on the T key, a dev console behind tilde after enabling developer mode, and no built-in FPS counter (use Steam's overlay).
5. Tools
If you want planners instead of mental math, I built a few for our fan wiki — a quota split planner, a value damage planner, and the full monster roster. Unofficial, not affiliated with semiwork.
Safe runs — and remember: the duck is never worth it.
Data based on Early Access v0.4.x (September 2026). semiwork adds entities regularly; the exact per-collision decay rates are not published by the developer, so treat any precise decay math you see anywhere (including calculators) as estimates.
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