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# R.E.P.O. Survival Guide: All 29 Monsters, How Value Damage Actually Works & the Quota System

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

  1. 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.
  2. First upgrades: Stamina, then Max Health. The community-agreed core buys. Strength comes next if you want to solo S-tier hauls.
  3. 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.
  4. Grab small high-value items first. Leave the Grandfather Clock for after Strength upgrades or a second pair of hands.
  5. Active items make noise on pickup (Scream Doll screams, Music Box turns the camera). Clear the room first, warn your team.
  6. 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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