Monsters

Monsters

Hunter, Stalker, Brute, and Pack monsters — their behaviour and the best counters for each hunt.

4
Monster Types
1-3
Threat Range
30-60s
Patrol Cycle
1-3
Spawns / Shift

Introduction

When a doppelganger escapes, monsters return to the station. This section breaks down each monster type — Hunter, Stalker, Brute, and Pack — and the best counters for each hunt. Recognising audio and visual cues is half the survival — most monsters telegraph their arrival before they spawn. Knowing each monster behaviour pattern lets you prepare the right defence before the wave hits, which is the difference between a clean shift and a wipe.

Monsters Quick Reference

MonsterThreatCounter
HunterHighHide in lockers
StalkerMediumUse traps + silence
BruteMediumAvoid confrontation
PackGroupBoard up early

Monster Bestiary

S

Hunter

epic

Patrols the station and responds to movement.

ThreatHigh - direct pursuer
CounterHide in lockers and stay silent
SpawnAfter doppelganger escapes
A

Stalker

rare

Tracks sound and follows audio cues.

ThreatMedium - sound-based tracker
CounterUse traps and silence
SpawnWhen players make noise
A

Brute

rare

Slow but durable monster that resists damage.

ThreatMedium - high HP
CounterAvoid direct confrontation
SpawnMid-game and later shifts
B

Pack Monsters

epic

Group of small monsters arriving together.

ThreatGroup - area denial needed
CounterBoard up early and funnel
SpawnLate-game hunts

Core Mechanics

Each monster type has a distinct behaviour pattern. Hunters patrol the station and respond to movement; Stalkers track sound; Brutes are slow but durable; Packs arrive together. Recognising audio cues is half the survival — most monsters telegraph their arrival before they spawn. The monster roster may expand in Endless Mode, so this section will be updated when new enemy types are revealed.

Advantages

Recognising each monster audio and visual cues turns hunts from panic moments into manageable encounters. Skilled players survive hunts by hiding in lockers, placing traps early, and staying silent when Stalkers are nearby. Mastery of monster behaviour also unlocks the All Monsters achievement (survive a hunt from every monster type), which is one of the harder unlocks in the base game.

Challenges

Monster spawn timing can feel unfair on late shifts — multiple monsters arriving in quick succession leaves little time to reset traps. Solo players will struggle with the highest difficulty waves. Some monsters have very short audio cues (less than a second), so new players often miss the warning and walk into a hunt unprepared. Endless Mode will likely add even more aggressive monster combinations.

Frequently Asked Questions

How do I beat a Hunter?+
Hide in lockers and stay silent. Hunters patrol the station and respond to movement — staying still is the safest counter.
How do I beat a Stalker?+
Stalkers track sound. Use traps as decoys and move only when the audio cue moves away. Silence is your best defence.
How do I beat Pack Monsters?+
Board up early and funnel them into traps. Packs arrive together, so chokepoint defence is more effective than scattered traps.

Quick Tips

💡

Hunter patrols the station — hide in lockers and stay silent until it passes. Hunters respond to movement rather than sound, so staying still is the safest counter. If you must move, do it during a patrol route away from your position. Most Hunters take 30-60 seconds to clear an area before moving on.

💡

Stalker tracks sound — use traps as decoys and move only when the audio cue moves away. The Stalker audio cue is short but distinct, so learning it saves lives. Place a trap in a far corner, let the Stalker investigate, then move in the opposite direction to safety. The trap will slow the Stalker enough for you to escape.

💡

Brute is slow but durable — never engage directly, always use chokepoints. Brutes take a lot of damage to bring down, so direct combat is wasteful. Funnel them into trap corridors where you can stack bear traps, electric traps, and flame traps for maximum burst damage before they reach the counter.

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