Verdict Games Verdict Games
Lethal Company Monster Guide — Every Creature and How to Survive It

Lethal Company Monster Guide — Every Creature and How to Survive It

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Learn what each monster reacts to and do the opposite. Glance at a Bracken and look away; never stop watching a Coil-Head; leave the building when a Jester's music starts; stay silent near Eyeless Dogs; stay low and behind cover from Forest Keepers, which are deaf. Fight only what dies quickly (Snare Flea, Hoarding Bug, Thumper, Masked) and avoid the invincible ones.

Summary

Lethal Company has more than thirty creatures, and most deaths come from using the right instinct on the wrong one: staring at a Bracken, crouching from a deaf Thumper, or running from Eyeless Dogs that hunt by sound. This guide starts with a table of every monster with its danger, how it detects you, whether it can be killed and the counter that works, then covers each creature, stun times, spawns by moon, traps and sound cues.

Who This Is For: Lethal Company crews who keep dying to the same monsters and want a per-creature answer Intermediate

Key Points

Key Points

1

Sight hunters and sound hunters need opposite habits. Thumpers and Forest Keepers are deaf and hunt by sight; Eyeless Dogs are blind and hunt by sound.

2

A shovel deals 1 damage per hit. Snare Fleas and Hoarding Bugs die in 2-3 hits, Thumpers and Masked in 4, Bunker Spiders and Nutcrackers in 5, Eyeless Dogs in 12.

3

Coil-Head, Jester, Hygrodere, Barber, Ghost Girl, Earth Leviathan, Old Bird, Circuit Bees and Spore Lizards cannot be killed. Avoid, stun or outlast them.

4

Stun grenades work very differently per monster: about 16 seconds on a Coil-Head, 15 on a Snare Flea, but barely 1 second on a Bracken, and stunning a Bracken makes it angrier.

5

v80 added the Backwater Gunkfish, Cadaver Growths and the Cadaver Bloom, the Feiopar, and brought back the Kidnapper Fox.

Almost every Lethal Company death is a monster you reacted to the wrong way. The game never tells you that a Thumper is deaf, that a Bracken gets angrier the longer you look at it, or that shaking your head does nothing against a Snare Flea. Once you know what each creature reacts to, most encounters become survivable.

Facts below are checked against the community wiki for the current version, v80 ("The Blooming Update"). Monster names stay in English, as they appear in the game. "Danger" is our own rating of how likely a careless encounter is to kill you, not the in-game Bestiary percentage. Where the wiki gives no reliable number, this guide leaves it out.

Every monster at a glance

A shovel deals 1 damage per hit to monsters, so "hits" below equals the monster's health. "No" means it cannot be killed by players.

Monster Where Danger Detects you by Kill it? One-line counter
Snare Flea Indoor Medium Proximity (you walk under it) 2-3 shovel hits Look up in doorways; a crewmate hits it off your head
Bunker Spider Indoor High Touching its webs or the spider 5 hits Walk around webs; do not fight it alone
Hoarding Bug Indoor Low Getting near its nest; stealing 2-3 hits Do not take from the nest, or kill it first
Bracken Indoor Lethal Always knows where you are; reacts to being watched 5 health; shotgun best Glance, then look away; never stare or touch
Hygrodere Indoor Medium Knows where you are; follows the closest player No It is slow: walk or sprint-jump around it
Thumper Indoor High Sight only (deaf) 4 hits Break line of sight at corners
Coil-Head Indoor Lethal Sight; moves only when unwatched No Keep someone looking at it and back away
Jester Indoor Lethal Sight; once popped, always finds the nearest player No Leave the building when the music starts
Nutcracker Indoor Lethal Movement while its eye is out 5 hits, only while the eye is out Freeze when the head lifts; bait shots around a corner
Butler Indoor High Sight; attacks a player who is alone 8 hits (2 solo) Stay in pairs; killing it releases Mask Hornets
Mask Hornets Indoor Medium Swarm nearby players No Leave the area; they never go outside
Spore Lizard Indoor Low Proximity No Leave it alone; it only bites when cornered
Masked Indoor and outdoor Lethal Sight 4 hits Kill it quickly; watch for odd crewmate dots on the radar
Ghost Girl Indoor; follows her target outside Lethal Picks a target; reacts to being looked at No Do not turn around; stay near the crew
Barber Indoor Lethal Sight (if you cannot see it, it cannot see you) No Listen for the drums and break line of sight
Maneater Indoor Lethal as an adult Baby: noise and handling; adult: anyone in its territory Adult only, 1 damage per hit Rock the crying baby; never hit it
Backwater Gunkfish Indoor Harmless Proximity 5 health Ignore it; mind the slippery trail
Cadaver Growth Indoor High Spore cloud Weed Killer only Never stand in the spores
Cadaver Bloom Indoor and outdoor High Sight; noise after losing you 4 hits of anything Four hits from any weapon; avoid infection
Eyeless Dog Outdoor, late Lethal Sound only (blind) 12 hits Crouch, stay silent, do not drop items
Forest Keeper Outdoor Lethal Sight only (deaf) 38 health; fire kills it Stay low and keep cover between you
Earth Leviathan Outdoor Lethal Finds you from underground No On the rumble, drop heavy loot and sprint away
Baboon Hawk Outdoor Medium Sight; bolder in groups 4 hits Face them with a weapon; keep scrap off the ground
Old Bird Outdoor Lethal Sight (traced from its ankles) No Stay crouched behind cover; pull the Apparatus last
Feiopar Outdoor (Vow, March) Medium Stalks you out of sight 4 health Turn around often; charge and hit it if it attacks
Circuit Bees Daytime High Approaching the hive No Keep away unless you plan to steal the hive
Giant Sapsucker Daytime High near the nest Approaching the nest; egg theft 28 health Keep away from the nest and eggs
Kidnapper Fox Daytime, near Vain Shrouds Lethal Entering its nest area 7 health Stare it down together; spray the shrouds
Tulip Snake Daytime Low Pounces on players it sees 1 hit Swing a shovel to knock them all off
Manticoil Daytime Harmless Flees from noise 1 hit (shotgun-immune) Ignore it
Roaming Locust Daytime Harmless Scatters when you run through No Ignore it

Outdoor monsters spawn later in the day, depending on each moon's spawn curve, and from the start on eclipsed moons. Daytime creatures appear earlier and tend to leave earlier. Indoor monsters crawl out of vents all day, and spawns rise toward night.

Indoor monsters

Snare Flea

Hangs on the ceiling and drops onto the head of anyone walking under it, suffocating them and muffling their voice. You drop everything you carry when it latches on. Shaking your head does nothing. It lets go only when it takes damage, when its target leaves the building or dies, or, in solo play only, when you reach critical health. A crewmate's shovel hit knocks it off; walking out of an exit or being teleported to the ship kills it outright. A small gap in the top right of your screen lets you find your way while it is attached.

Bunker Spider

Spends its time laying webs and ignores you until you walk into a web, break one or touch the spider. Then it hunts that player, and two hits can kill you. Breaking a web with a shovel also alerts it. It has 5 health, so two crewmates with shovels can kill it; one player alone should go around. A player it kills is wrapped in silk at its nest and cannot be carried until the ship leaves, although the Teleporter can still recover the body.

Hoarding Bug

Carries scrap back to a nest. It gets mildly aggressive if you linger near it, much more aggressive if you hit it, and relentless if you take anything from its nest: then it chases you until one of you dies or you return the same item. It dies in 2-3 shovel hits and you can out-damage it in a straight fight. A common plan is to kill it last and take its whole stash on the way out. Version 65 added rare Hoarding Bug infestation days (2.9% per round on moons where they spawn).

Bracken

The most misunderstood monster. A Bracken always knows where every player inside is and which way they face, and it sneaks up from behind. When someone spots it, it retreats. If you keep staring while it stands still, it builds anger; with enough anger it may enrage and chase the nearest player. Touching it is instant death.

The fix is a glance, not a stare: look, let it back off, look away. Do not stun it: a stun grenade holds it for only about 1.25 seconds and fills its anger meter. Shovel hits enrage it instantly, which makes a five-hit melee fight a bad idea. The wiki's recommended kill is a Double-barrel at close range. Only one Bracken can spawn per day, and on Factory maps the terminal operator can lock it behind a secure door. A door opening with no footsteps behind you is often a Bracken.

Hygrodere

A slow slime that always knows where the players are and creeps toward the closest one. It cannot be killed, and contact hurts badly. Hitting it makes it faster and bigger for a while (bigger since v80). It is slow enough to walk around or sprint-jump over in open space. A playing Boombox draws it: it dances on a Boombox on the floor and speeds toward a player holding one.

Thumper

Deaf, with sharp eyes and enormous straight-line speed. Once it sees you it roars and accelerates beyond your sprint speed, but it handles corners badly and loses all speed when it hits a wall, gets hit or switches target. Break line of sight around corners. It dies to 4 shovel hits, and every hit resets its speed, so two players with shovels handle it well. From full health it takes four bites to kill you. A spot higher than the railings is out of its reach.

Coil-Head

Moves only when nobody is looking at it, and kills in moments when nobody is. It cannot be killed. Keep one person watching it while the others move, take turns, and never have everyone look away at once. Closed doors slow it badly, a stun grenade freezes it for about 16 seconds, and after chasing for 35 seconds it rests for about 15. Fire exits are risky: you come in facing the door, with whatever is behind you out of sight.

Jester

Follows a player it has seen for about 13-18 seconds, then stops and winds itself up to "Pop Goes the Weasel" for roughly 42 seconds. Once the winding starts it will not stop. After it pops, it always knows where the nearest player is and keeps accelerating until it outruns a sprint, killing instantly. It cannot be killed. Everyone leaves the building during the wind-up; when nobody is inside, it closes up and goes back to roaming. A coordinated crew can let it pop, lead it to one exit and re-enter by the other.

Nutcracker

Patrols with a double-barrel shotgun and is invulnerable until it lifts its head to scan, showing a single eye. While the eye is out it shoots anything that moves, and turning your camera, crouching or emoting all count as moving. Stand completely still and it will not pick you. Touching it means a kick that kills instantly. To kill it, let it fire at you as you step around a doorway, then hit the eye: 5 shovel hits. It drops its Double-barrel with two guaranteed shells, the best weapon in the game. Rend is its favourite moon.

Butler

Sweeps the floor harmlessly while it can see two or more players. If it catches one player alone for a while, it draws a knife and stabs them to death. Hitting it, bumping into it or letting it see a body it just made sends it berserk. It takes 8 hits in multiplayer (2 solo). When it dies, it pops for 30 damage, drops its Kitchen Knife and releases Mask Hornets. Stay in pairs on Dine and Artifice and kill it only in an open area you can leave.

Mask Hornets

Spawn only from a dead Butler. They cannot be killed and stay until the ship leaves, but they never leave the building. Kill Butlers away from rooms you still need to loot.

Spore Lizard

Mostly harmless. It backs away from you and only puffs a pink cloud or bites (20 damage) when cornered. The spores block your view but do not hurt you. It cannot be killed, so just let it go.

Masked

Looks like a crewmate in a mask, shows on the radar as a blue crewmate dot and grabs anyone it reaches, turning them into another Masked. It can leave the building, but only through the main entrance, never a fire exit. It dies in 4 shovel hits and each hit staggers it briefly. If one grabs a crewmate, you have a few seconds to kill or stun it. Watch the radar for "crewmates" that spin in place or ignore scrap, and be careful teleporting a converted player into the ship.

Ghost Girl

Haunts one player at a time and is visible only to that player. Signs: flickering lights, giggling or breathing, muffled hearing and faint clock chimes. She cannot be killed or stunned. Never turn around to look at her; the wiki notes you can safely look about twice, after which each sighting can start a chase. A chase lasts 20 seconds, or ends if you get far enough away, for example by leaving or entering the building or being teleported.

She picks targets by points, and the player with the highest insanity gets a large bonus. Insanity rises when you are alone in the building or the ship, and drops fast when you stand near a crewmate or listen to them on a walkie-talkie. The cheapest defence is to not work alone.

Barber

A clay figure with giant scissors that moves in jumps to a drum beat and kills instantly. It is invisible from far away and becomes visible up close. It starts following a player who can fully see it from the front; if you cannot see it, it cannot see you. A snare roll means it is aiming, the snare hit means it lunges. Its jumps get faster through the day, from every 2.75 seconds in the morning to every 1.25 by 11 p.m. It cannot be killed and cannot open double doors.

Maneater

Spawns as a baby that follows players, cries and can be carried (two-handed). Rock it while it cries, keep it indoors and never hit it: after 17 seconds of total crying, or a melee hit while it cries, it turns into an adult. Loud noises, dropping items, seeing a body or being carried outside all make it cry. An adult guards a territory and lunges with an instant kill, and twice as fast outdoors. It has 5 health, but every source of damage, shotgun included, deals only 1 per hit. If a Hoarding Bug is hauling the baby around, deal with the situation fast or leave.

Backwater Gunkfish (v80)

A small cloaked fish that sprays slime on players who get too close and leaves a slippery trail as it flees. It deals no damage. The danger is sliding while something else chases you.

Cadaver Growth and Cadaver Bloom (v80)

Cadaver Growths are indoor plants, most common on Adamance, that release a spore cloud. Stand in it for a few seconds (about 4 in multiplayer) and you can become infected. Infection shows as coughing and yellow petals, and infected players spread spores when they talk. A crewmate spraying Weed Killer (20 credits) at your face removes infection, at a small health cost. Never spray someone already at the burst stage: it kills them instantly. An infected player who dies past a certain point bursts into a Cadaver Bloom, a fast, erratic hunter that deals 30 damage per hit. It takes exactly 4 hits from any weapon. The growth itself can only be destroyed with Weed Killer.

Outdoor monsters

Eyeless Dog

Blind, hunting by sound alone, and kills on contact. Talking aloud, walking without crouching, dropping items, flashlight clicks, melee swings and noisy scrap (airhorns, clown horns, robot toys) all draw it. The wiki notes that walkie-talkies do not. When a dog hears enough it howls, alerting the pack, and lunges at the last noise. Dash sideways out of the lunge, or climb a boulder or the ship's roof, which dogs cannot reach. A dog takes 12 shovel hits; in storms a lightning strike kills it in one go. Furniture does not keep dogs out of the ship; only the closed door does.

Forest Keeper

Huge, fast and completely deaf: it hunts by sight. Each Keeper fills a suspicion meter while it can see you, faster when you are close, standing (twice as fast as crouching) or moving. Crouch, stand still and keep trees, rocks or the ship between you; since v80 this works better at a distance, and beyond a certain range it cannot see you at all. If it catches you, you are eaten whole: no body, no items, and the Teleporter cannot bring you back. A stun grenade or a Teleporter during the few seconds after the grab can save you. It has 38 health, but an exploding Easter egg or Jetpack, Old Bird missiles or lightning sets it on fire and kills it.

Earth Leviathan

A giant worm under the ground. The warning is a loud distorted growl, then black particles rising: that is where it will burst out. Drop heavy items and sprint out of the area immediately. It cannot be killed and swallows anything in that spot, including other monsters. On Assurance and Experimentation, where it is common, staying on pipes and rocks on the walk back helps.

Baboon Hawk

Troops that roam in daylight, steal scrap left on the ground and attack only when you crowd them or when their fear is low. Looking at them and holding a weapon keeps them at a distance; shouting does not scare them. A single hawk dies to 4 shovel hits and an experienced player wins one-on-one; a troop is dangerous. They fight Eyeless Dogs, which can cover your escape.

Old Bird

Giant mechs that stand dormant until activated. Pulling the Apparatus activates every one on the moon. An active Old Bird fires inaccurate missiles, stomps, lands on targets and grabs with a flamethrower claw. It cannot be killed. It sees from its ankles, so if you cannot see its ankles, it cannot see you. Crouching or hiding under cover (the ship, buildings) avoids its landing attack. Embrion and Artifice are full of them.

Feiopar (v80)

A big black cat on Vow and March that climbs trees and stalks you out of sight. Looking at it freezes it and, if you keep looking, makes it hide or give up; very close eye contact can make it pounce. Each scratch deals 7 damage, but it keeps attacking for several seconds, so do not let it work on a wounded player. If it attacks, sprint at it and hit it (it has 4 health) to scare it off. A player waiting at the ship should step outside and look around now and then, because it can sneak up on them there.

Daytime creatures

Circuit Bees

Guard a hive outdoors and electrify anyone who comes near. They cannot be killed or stunned, and shovels do nothing. The hive is valuable scrap: one player lures the bees off, another sprints with the hive, and the ship door is closed behind them, because bees cannot pass doors.

Giant Sapsucker

A large bird with 28 health that guards a nest of eggs. Leave the nest alone and it ignores you. Take an egg and it locks onto the thief and can even break into the ship. If you want the eggs, take them right before leaving and lift off.

Kidnapper Fox

Spawns only where several Vain Shroud weeds grow. Step into its nest area and it drags you toward it with its tongue, dropping all your items, and kills you within range. The whole crew staring at it shrinks its territory. It has 7 health, and the tongue itself deals no damage, so a crewmate can kill it while it holds someone. Spraying the Vain Shrouds with Weed Killer stops it from spawning.

Tulip Snakes, Manticoils and Roaming Locusts

Tulip Snakes latch onto your helmet and, in numbers, lift you into the air for about 10 seconds. One swing of a shovel kills all of them on you. Manticoils (flying birds) and Roaming Locusts (swarms) are harmless.

What your tools do to each monster

Most guides list shovel hits only. The stun numbers matter as much: a stun grenade stuns for 5 seconds times each monster's multiplier, and some monsters cannot be stunned at all.

Monster Stun grenade Shovel Double-barrel
Hygrodere 20 s Cannot kill Cannot kill
Coil-Head 16.25 s Cannot kill Cannot kill
Snare Flea 15 s 2-3 hits Kills; can knock it off a head
Barber 6.75 s Cannot kill Cannot kill
Forest Keeper 6 s 38 hits At least 8 shots
Thumper / Bunker Spider 5 s 4 / 5 hits Usually one close shot
Masked 3.75 s 4 hits Usually one close shot
Eyeless Dog 3.5 s 12 hits Up to 5 damage per close shot
Jester 3 s Cannot kill Cannot kill
Nutcracker 2.5 s 5 hits (eye out) One close shot
Bracken 1.25 s, and it gets angrier 5 hits, enrages it Best option, close range
Maneater (adult) / Cadaver Bloom 1.25 s 5 / 4 hits 1 damage per shot
Ghost Girl, Earth Leviathan, Circuit Bees, Tulip Snake, Roaming Locust Cannot be stunned - -

The Double-barrel deals 5, 3 or 2 damage depending on distance, so "one close shot" means point-blank. It only comes from a dead Nutcracker. The Zap gun (400 credits) holds most indoor monsters as long as you fight its pull, but needs a partner with a shovel to be worth carrying.

Which monsters each moon favours

The wiki lists base spawn chances per moon. They shift with time of day and v80's per-moon "diversity" limit, so read them as what to prepare for, not a guarantee.

Moon Most likely indoors Most likely outdoors
41-Experimentation Bunker Spider, Snare Flea, Hygrodere Eyeless Dog, Earth Leviathan
220-Assurance Snare Flea, Hoarding Bug, Bunker Spider Earth Leviathan, Eyeless Dog
56-Vow Bracken, Hoarding Bug, Maneater Forest Keeper, Feiopar
21-Offense Thumper, Bunker Spider, Hygrodere Eyeless Dog, Baboon Hawk
61-March Thumper, Backwater Gunkfish, Bunker Spider Forest Keeper, Eyeless Dog, Feiopar
20-Adamance Cadaver Growth (by far), Bunker Spider Baboon Hawk, Eyeless Dog
85-Rend Nutcracker, Jester, Bracken, Coil-Head Eyeless Dog, Forest Keeper
7-Dine Butler, Cadaver Growth, Barber Forest Keeper
8-Titan Nutcracker, Jester, Bracken, Coil-Head Eyeless Dog, Forest Keeper
68-Artifice Even mix: Nutcracker, Bracken, Bunker Spider Old Bird, Forest Keeper
5-Embrion Hoarding Bug, Hygrodere, Barber Old Bird (very high)

For routing, prices and what each moon pays, see the Moons and Equipment Guide and the Quota Guide.

Traps

Trap What it does How to survive it
Turret Spots you, turns, and fires after 1.5 s; 50 damage per bullet Break line of sight, or have the operator disable it from the terminal (about 4.5 s) just as you pass. Never hit it with a shovel: it goes berserk and sprays for 9 s
Landmine Beeps and flashes red; clicks when stepped on and explodes when you step off. Kills within about 5.7 units and can chain to nearby mines If you hear the click, stand still and let the operator disarm it or teleport you. Throwing an item onto it (a used stun grenade, an Easter egg) sets it off from a distance
Spike Trap A ceiling press that kills instantly. Most slam on a timer; some only when you cross a line in front of the support beam Note where it is and time your crossing; the detection type can be jumped. The terminal can disable it briefly. It also kills killable monsters lured under it

What to do when you hear...

You hear It is probably Do this
A door opening behind you, no footsteps Bracken Turn, glance at it, look away
A roar, then fast thumping toward you Thumper Turn a corner and break line of sight
A music-box tune that speeds up Jester winding up Head to the nearest exit now
A snare drum roll, then a hit Barber aiming and lunging Step aside and break line of sight
Giggling, breathing, clock chimes, flickering lights Ghost Girl haunting someone Do not turn around; regroup with the crew
A baby crying indoors Maneater baby Pick it up and rock it, or leave the area
A rumble that grows louder near a vent Something spawning Move on and warn the crew
A rising buzz from a Hoarding Bug It is aggressive Back off, return what you took, or kill it
Frantic music near a Butler Butler attacking a lone player Get to a crewmate
A howl outdoors Eyeless Dog charging Dash sideways, then crouch and stay silent
A distorted growl underfoot Earth Leviathan Drop heavy items and sprint away
Heavy footsteps that shake the screen Forest Keeper or Old Bird Crouch behind cover
A low purr in the trees Feiopar Turn and look at it
A click under your foot Landmine Freeze and call the operator

Common mistakes

  1. Staring at a Bracken, or stunning it. A glance makes it retreat; a long stare or a stun fills its anger.
  2. Everyone looking away from a Coil-Head at once. Agree out loud who keeps watching.
  3. Crouching from a Thumper or shouting near a Forest Keeper "because it can't hear". Both are deaf and hunt by sight; cover matters, not noise.
  4. Sprinting and talking near Eyeless Dogs. They are blind and track sound. Crouch-walk and use walkie-talkies.
  5. Shaking your head to remove a Snare Flea. It does nothing. Get a crewmate to hit it, head for an exit, or ask for a teleport.
  6. Hitting a turret. A shovel hit sends it berserk.
  7. Killing a Butler in the middle of the building. Its Mask Hornets stay there until you leave.
  8. Hitting a crying Maneater baby. It speeds up the change into an adult that kills in one lunge.
  9. Pulling the Apparatus first. Every Old Bird on the moon wakes up, and indoor spawns may rise.
  10. Working alone. Butlers target lone players, the Ghost Girl targets the most isolated mind, and nobody can knock a Snare Flea off your head.

New crews should start with the Beginner Guide for first purchases, terminal commands and the easy moons. The Quota Guide covers when to sell and why the Teleporter pays for itself, and the Moons and Equipment Guide covers each moon and the gear to bring. Still deciding whether the game suits your group? Read our Honest Review.

★Honest Take — fair monsters, unfair first meetings

Almost every Lethal Company monster is fair once you know its rule: one sense, one weakness, one clear sound cue. The Thumper's corners, the Coil-Head's stare and the Eyeless Dog's silence are excellent horror design because the counter is learnable and the panic is real. The weak side is that the game teaches none of it, and some rules feel arbitrary until someone explains them: the Ghost Girl's hidden targeting, the Bracken's anger meter, or the Maneater's crying timer. v80 adds more of these systems (infection, the Feiopar's stare-down), which deepens the late game but makes the first contact with each new creature a near-certain death. Our advice: read the table once, call monsters out by name on walkie-talkies, and treat every first death as the lesson it is.

FAQ

FAQ

Look at it briefly when you catch it behind you, then look away. Being spotted makes it retreat, but staring at it while it stands still fills an anger meter, and an angry Bracken chases and kills the nearest player. Touching it is instant death. Shovel hits and stuns enrage it immediately, so if you want it dead, use a Double-barrel at close range. A Bracken can also be locked behind a Factory secure door from the terminal.
No. Coil-Heads are invincible. They only move when nobody is looking at them, so the counter is to keep someone watching it while the crew backs away, close doors behind you (they open doors very slowly), or stun it: a stun grenade freezes it for about 16 seconds. After chasing for 35 seconds, a Coil-Head rests for about 15 seconds.
Head for the nearest exit at once. Once a Jester starts winding up, it does not stop, and the wind-up lasts roughly 42 seconds. When it pops, it always knows where the nearest player is and keeps accelerating until it outruns a sprinting player. It goes back into its box once nobody is left inside, so a crew can leave, wait and come back in.
Each shovel hit does 1 damage. Snare Flea and Hoarding Bug: 2-3 hits. Thumper, Masked and Baboon Hawk: 4. Bunker Spider and Nutcracker: 5 (the Nutcracker only while its eye is out). Butler: 8 in multiplayer, 2 solo. Eyeless Dog: 12. Manticoil and Tulip Snake: 1. A Forest Keeper has 38 health, so a shovel fight is not realistic.
No. According to the wiki, walkie-talkies do not alert Eyeless Dogs, even when switched on. Talking aloud, walking without crouching, dropping items, clicking a flashlight on or off and hitting things with a melee weapon all do. If a dog roars, dash sideways out of its lunge path or get onto high ground such as a boulder or the top of the ship.
The Backwater Gunkfish (a harmless indoor fish that sprays slippery slime), Cadaver Growths (indoor plants whose spores infect players) and the Cadaver Bloom (what an infected player turns into on death), the Feiopar (a big cat that stalks from the trees on Vow and March), and the returning Kidnapper Fox, which spawns among Vain Shroud weeds.

Our editorial policy is honest, no-spin reviews. We separate facts from opinion and back every rating with reasoning. View Editorial Policy

Related

Related Articles