Monstrum

Monstrum

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Dodging the Monsters
By CelesteBlackwater
Tips and Tricks for surviving the various Monsters
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Tips for all Monsters
  • Lights are your best friend in this game
  • Try not to make a lot of noise
  • Disable traps when you can
  • You can use glowsticks to mark floors you have thoroughly searched
  • If you find something useful for an escape other than the one you have planned, leave it in the stairwell or a similarly central location, in case the Monster breaks your first pick.
  • This is more of a theory, but every time the 'pre-first sighting' BG music has had something of a 'drone-tone' to it, I've ended up facing the Fiend... Maybe the other two have similar tells in their BG music?
The Brute
  • The Brute, as its name implies, is a powerful beast. Locked doors are no obstacle for this bruiser, so don't even bother.
  • Watch out; despite its bulky frame, the Brute is no slouch in the speed department! So be careful in the shorter corridors, as getting spotted by the Brute could spell the end of your run.
  • The Brute is not particularly smart. The Brute can be occupied for some time with diversions like egg timers and radios, as it will hang around where it found the distraction for some time.
  • The Brute tends not to check hiding spots unless he was already chasing you.
  • Stay low and stay quiet, and you should be fine.
  • If you're on the crew deck, and you know where a pit trap is, feel free to lead the Brute over it. The Brute may not go crashing to the floor as the PC does, but the Brute will be brought to a stop for a second or two as he regains his balance.
  • The Brute seems to be drawn to areas with lights on, so you may want to turn off the lights when you are in a room.
  • Leave the door open while you are searching in a room. Otherwise, the weird acoustics of the ship might prevent you from hearing the Brute coming.
  • As the Brute's molten appearance should indicate, fire 'weapons' like the Flare gun and the Gasoline+lighter combo do not affect it.




The Hunter
  • The Hunter is a few steps up from the Brute in terms of intelligence, as she will occasionally check hiding spots even if she wasn't chasing you.
  • As shown in the above image, look out for dark blue-green 'egg sacs' on the walls, floor, and around vents in unlit areas; the Hunter can use these as ambush points.
  • You may want to avoid the cargo hold, for this reason; there's usually a lot of egg sacs hidden amidst the containers, particularly the dead-end ones.
  • You can also try to trip the Eggsacs early with a throwable, like a glowstick, but I've found that mechanic a little too finicky for my tastes.
  • Distractions work decently against the Hunter; she is smart enough to realize that she has been tricked after a little while and will return to the vents
  • If the Hunter is after you, try to close and lock doors behind you. As her spindly limbs would indicate, the Hunter is a bit lacking in the strength department. She will have to spend a few seconds breaking down the door, which can either give you time to hide or allow you to put a little more distance between you and the Hunter.
  • Like the Brute, the Hunter is vulnerable to the pit traps (rusted/ripped up floor panels) on the crew decks.
  • It is critical to avoid or disable the security cameras on the Crew decks when facing the Hunter. Unlike the Brute or the Fiend, who must travel to the source of the sound, an alarm will cause the Hunter to almost immediately emerge from a nearby vent or egg sac in the area, which gives the player much less time to hide or flee the area.
  • The Flare gun is your best 'weapon' against the Hunter, as she hates fire and other sources of heat.
  • Interestingly, while the Flare gun only stuns the Hunter for a few seconds, a lit pool of gasoline seems to spook the Hunter, causing her to flee into the nearest vent, where the Hunter will remain for some time.

The Fiend
  • The Fiend is the smartest monster. He is methodical and through in his efforts to find the PC. He will regularly check potential hiding places even if he wasn't chasing the PC.
  • Distractions will only work for as long as it takes the Fiend to get to the source of the noise. Once the Fiend finds the distraction, he will leave the area imediately. You can use this to your advantage by hiding in the same room as the distraction. (Finally, a use for the Rec Room TV.) Try to leave as little evidence of your passage as possible, as the Fiend keeps track of any changes in a room he has been in before. Remember to close drawers after you've looked through them, shut doors after you if they were closed, and leave doors open if you found the door open. DO NOT try to hide in a dead end room if you don't have a good lead, and haven't broke the Fiend's line of sight, when you are being chased by him. He will check hiding spots if he saw you go into a dead end room. In fact, your best bet when you've been spotted by the Fiend, is to just book it! The Fiend is the slowest monster, and as long as you don't get stunned by the Fiend's Psychic assault, it's easy to out run him. Keep running until you think you've managed to put some distance between yourself and the Fiend, and then switch to a crouch and creep away. When the 'chase music' hits a crescendo, that is the music gets louder, it means the Fiend has lost the PC. Keep an eye on the lights, including your flashlight, the Fiend is close by when the lights start flickering. The more the lights flicker, the closer the Fiend is. And if the lights die entirely, he is almost on top of you. Becareful in the crew quarters, though, some of the lights there flicker even without the Fiend being present, which can make it harder to tell where he is. You also might want to stay out of the engine room, because the lay out of the place makes it extremely hard to tell which level the Fiend is on by the lights alone. The Fiend also radiates a dark purple aura, and makes a low humming/droning noise when moving around. The Fiend has two nasty tricks. First, he will place a purple fog over door ways, which will prevent the PC from entering those rooms as well as unlock any locked doors for him, though thankfully it will take him a few seconds to do so. Second, he has a ranged paralytic attack to make up for his lack of speed. He CANNOT teleport.
  • The paralytic attack takes a few seconds to work, and your screen will look like the image to the left. Try to break the Fiend's line of sight to counter this attack. In short, take a more active approach against the Fiend. Cover your tracks, and always be ready to run.
36 Comments
LadyZhaleraSheiree 15 May @ 8:06pm 
The brute is my best friend; I know he seems loud and scary, but he just needs a hug, however, since he doesn't know his own strength I try to keep my distance. Sneaking and crouching seldom works since he frequently breaks into sprint even when he has no idea where I am, so being slow only gets me caught. During long distance chases, he very often doesn't chase, but intercepts, which means if he can run to cut me off, such as the deck around the outside of the crew quarters, he will run to where I am heading to rather than chase me directly!
KingFresh 11 Dec, 2024 @ 8:35pm 
This whole time, I've been leaving drawers and doors open to remember where I've been so this is definitely gonna be useful for another run in with the Fiend. And glowsticks as markers for cleared floors?

I've also noticed the Brute will search closer to the player's hiding spot the longer they're hidden (there's nothing more paralyzing to me than not knowing where an enemy is and I can never tell what floor he's on). I don't think he's ever searched hiding spots when not aggroed but he'll definitely walk into nearby rooms and lurk (probably some form of rubber-banding).

Looking forward to trying these tips out!
CelesteBlackwater  [author] 13 Oct, 2024 @ 9:17am 
@[Sinner] I never hid frequently enough to run into that mechanic, I guess. Or maybe I did, but I just didn't notice?
[Sinner] 7 Oct, 2024 @ 10:36am 
I know it's been a long time since any activity here... but the Brute does in fact start checking hiding spots when you hide a lot and for longer (than necessary) periods of time.
I learned this from watching my stepson play this. Funnily he's no bit scared of the monsters themselves but any loud noise will send him toward a hiding place, he takes a long time to leave and the monsters seem to search more actively the longer he stays hidden in total.
There is possibly a invisible timer on safe hiding. And of course there's the Fiend who's got this sort of radar going on.
DJ Triple 29 Jun, 2024 @ 1:07am 
thanks for the tips
CelesteBlackwater  [author] 26 Jul, 2022 @ 12:47pm 
@xz_zombies3625mk23oly_zx Huh, really? I've never had him check hiding places unless he was already chasing me.
xz_zombies3625mk23oly_zx 22 Jul, 2022 @ 4:30pm 
u lied the brute does check hiding spots
+]3D[+NuclearRodent 5 Apr, 2022 @ 11:59am 
just died to the brute.
I don't have the nerves to play this game
RadKat 10 Sep, 2021 @ 12:21pm 
huh its been like idk 2 years since i got the game still havent beat it lol
ItsJustKetchup 19 May, 2021 @ 10:42am 
@RadKat1971 to begin, try to avoid hiding in the 3rd and 4th floor of the engine room if at all possible, as the place becomes a literal death trap and the monster will almost never leave you alone. If it cannot be helped, wait until the monster leaves the floor youre on. If it went to floor 4, you're free to run, but if it went above you, use the time to plant a distraction (radio, egg timer) in one of the other rooms and wait for the monster to investigate it, then run away while it kills the distraction.

If you dont have a distraction, but the power is on, use the telephone to lure it to the lowest floor to break the barricade to the master steam valve, giving you plenty of time to run, even allowing you to come back later to shut off the steam.

If neither are active...then all i can say is "May luck be on your side"