Monster

When a game begins, players will have a chance to play as Spacemen or the monster. Like the Spacemen, the monster also comes with certain perks, which can be used against the Spacemen. Especially, the ability to shapeshift should be mentioned, the reason why Spacemen should guard their identity with all cost. When a game is started, the "quest" for the monster is rather easy: don't show yourself to the real spacemen, sabotage their escape from the facility and hide in plain sight.

To win a game, the monster should use all available tactics, like to shape shift or sabotage the station with the help of a remote arm/s.

When not in human form, the monster is easy to spot and it can use it's claws (and other means) to defend itself.


 * Players can switch between disguises or transform into monster form.
 * The monster doesn't require Oxygen, however, the Oxygen bar is switched with a disguise bar instead, which can be drained by strangulation (being hit by a fire extinguisher) if the Oxygen Filter perk is not equipped.



Keys
Press: [G] = Change appearance [C] = Switch to human form [B] = Burrow [V] = Shove [M] = Map [P] = View Self [R] = Lay an egg

These binds can be changed in the controls settings.

(Note: binds may vary from player to player)

Official game guide
"We have scanned through historical security footage and have arrived at a conclusion that we believe you'll find interesting, if you have not already arrived at this conclusion yourself. You did not always have tentacles sprouting out of your face and extremities. You appeared with these extremities sometime around the last expedition. We have not informed the other Spacemen, as The Company believes in a strong privacy policy amongst its staff after multiple redundant lawsuits on the matter of Lavatory-Based-Surveillance strictly used for unconvering theft of company property. As we are not paid to examine or speculate on sudden changes to human physiology, we will refrain from doing so in any capacity outside of these conversations. We have directive to assist all spacemen employed by The Company. We are pleased to inform you that we will continue to do so despite your new appendages. On a more personal note; we will be cataloguing all of your physiological changes and milling over them in our spare time."

- The official game guide description

About the prey:
"The RESCUE SHUTTLE will be arriving soon, permitting the Transmitters are online and the Spacemen are not killed by accidents and/or paranoia and/or your new appendages. Due to your contamination, you will not be allowed on board the RESCUE SHUTTLE for very long after takeoff. Please do not prevent or sabotage efforts of your coworkers as they attempt to successfully turn on the Transmitters and secure the facility. The most obvious way to avoid doing this is by ensuring you DO NOT switch off Transmitters via the panel located on the backside of the unit."

- The official game guide about the "prey".

Monster Perks (Note: Some of these perks no longer exist)
Due to the 1.3 update, some of these perks have been recategorized or no longer exist, see the "Types of Monsters" section for more detail

Alternative skins
Please see the monster section of Customization for more detail.

Note: The Howler skin is no longer available on the store due to the skin being a limited time 1.2 skin.

Types of monsters:
Since the 1.3 update, the monster perks have been updated into monster categories/types.

These perks have been put into 4 categories:


 * Mutation
 * Aggression
 * Survival
 * Stealth

Fresh Meat - You've barely hatched or... spawned.

 * You haven't unlocked a Mutation yet.
 * Your health regenerates a tiny bit faster.
 * Your PARASITE EGG will have a chance to deposit a PARASITE TIMEBOMB inside Spacemen/women, which will eventually explode and kill them if they don't get it removed by a doctor (injected with syringe by doctor)



Acid Monster - You're positively dripping with acid.

 * Your PARASITE EGG is replaced with an explosive ACID BOMB.
 * When you take damage, you SPLASH nearby enemies with you ACID BLOOD.
 * You take 90% less TOXIC and ACID damage.
 * Your alt fire throws a BALL OF ACID that explodes into an ACID PUDDLE, coating an area in DEADLY ACID

Note: You can not be harmed by your own acid.

VOID BEAST - You're a beast from the blackest depths of space.

 * Your PARASITE EGG is replaced with a VOID BOMB.
 * You can TELEPORT a short distance
 * Your footsteps are SILENT in Monster Form.
 * Every time you enter Monster Form, you create a VOID BLAST, ELECTROLOCKING nearby Spacemen.



Crumerian Host - You're one with the hivemind.

 * Your PARASITE EGG is replaced by a HATCHERY.
 * As a Hatchery survives, it grows over time, up to FOUR LEVELS.
 * As the Hatchery levels up, more Drones (and more variety of Drones) can spawn from it.
 * You can place multiple Hatcheries, to a maximum of 4 Hatcheries at once, but the total Drone population will be shared across them (4 Drones max at once).
 * At level 4, Chonkers will start to periodically spawn from your Hatchery.
 * Drones will automatically seek out targets as long as they can find a path to them.
 * Drones will typically ignore you, but might not recognize you in human form and will possibly attack you.

Note: Your drones will attack you in Monster form if you attack the Drone/s first.



Corpse Lord - You find corpses to be quite useful.

 * Your PARASITE EGG is replaced by a ZOMBIFICATION EGG.
 * Your PARASITES will convert Spacemen if they are killed by it or while it's attached. (Note: The PARASITE does not always convert them into Zombies, but plants a TIMEBOMB instead.)
 * Your ZOMBIES will seek out living Spacemen and try to kill them, converting them into zombies as well.
 * Your PARASITES can still deposit a PARASITE TIMEBOMB.
 * Your PARASITES deal 25 ADDITIONAL DAMAGE before falling off.
 * Your CORPSE-EAT COOLDOWN is SHORTER.
 * When you eat bodies, no REMAINS are left behind.



Nocturnal -You're at your strongest when the lights are out.

 * You gain INCREASED MOVEMENT SPEED and CLAW DAMAGE when a Power Outage is active.
 * Your very presence causes GENERATORS to take longer to come off cooldown after a Power Outage
 * Your knowledge of power systems allows you to shut the power off more frequently.



Claws Upon Claws - You leap, jump, and swipe with magnificence.

 * You have INCREASED JUMP HEIGHT in Monster Form.
 * Your CLAWS DEAL +2 DAMAGE.
 * You deal INCREASED DAMAGE to DOORS and SENTRY TURRETS.
 * You can DODGE WHILE AIRBORNE.



Lockdown - Sometimes you just want to own the room.

 * By activating your GEAR SLOT in Monster Form, you claw your way into the power systems of the facility.
 * You gain DAMAGE RESISTANCE while doing this, and you make an awful lot of noise.
 * After completion, ALL UNLOCKED, UNWELDED, UNBROKEN DOORS in the entire facility will become LOCKED.
 * You must be firmly planted on the ground in order to use this ability.

Note: Locked doors can be over-ridded by Spacemen with VIP access.

Fluid Sac - What doesn't kill you only makes you angrier.

 * In Monster Form, upon taking lethal damage, you will dump your ENTIRE HUMAN HEALTH into your MONSTER HEALTH.
 * You will become ENRAGED and GLOW RED.
 * Once Enraged, you can NO LONGER DISGUISE and must remain in MONSTER FORM PERMANENTLEY.
 * Once Enraged, you deal +3 additional CLAW DAMAGE. This stacked with other damage increases.



Chitin - You're a tough nut to crack.

 * You have an ARMORED SHELL that REGENERATES when EATING CORPSES.
 * When your ARMOR is active, you take 20% less damage.
 * You gain only HALF ARMOR if you eat a corpse that is poisoned by ANTIBODIES.



Toxic Ink - You emit obscuring clouds and toxic fumes.

 * Every time you transform (either form) you will EMIT A TOXIC CLOUD.
 * This TOXIC CLOUD obscures name recognition, as well as vision.
 * The TOXIC CLOUD damages Spacemen inside of it, and applies a TOXIC SPORES debuff which BLOCKS ALL HEALING for 20 seconds.
 * You are immune of the effects of the TOXIC CLOUD.

Note: Spacemen with antibodies will not receive the TOXIC SPORES debuff.

Patience - You don't mind biding your time.

 * Your DISGUISE ENERGY drains much slower.
 * Using HEALTH STATIONS completely REFILLS your DISGUISE ENERGY.
 * Your REMOTE ARM is almost invisible.
 * When entering a VENT, the lights on the vent and the airflow REMAIN ON making the vent APPEAR UNOCCUPIED.
 * You make LESS NOISE when breaking COLOURBLIND VIRUS JARS.
 * Your BURROW ENERGY decays 50% slower, allowing you to STAY BURROWED FOR LONGER.



Membrane - You're a master of stealth. They'll never suspect you.

 * Health Stations do not treat you differently.
 * You are IMMUNE to STUN GRENADES.
 * You don't appear on THERMALS or MAP SCANNERS.
 * You are NOT DETECTED AS HOSTILE by TRIPMINES while disguised.
 * You can SEE THE HEALTH of nearby Spacemen.



Decoy - Your produce a compelling illusion.

 * Every time you enter Monster Form, you spawn a DECOY that looks just like you.
 * Your DECOY travels forward, doing fake sounds and attacks until it expires.
 * Your DECOY will trigger DOORS, TELEPORTERS, SECURITY CAMERAS and TRIPMINES.
 * Your DECOY will expire early if it takes too much damage.

Note: Investigators can distinguish easily between the DECOY and you.

Monster Disguise Portion:
The Spacemen perks for the monster disguise section do not change and can be seen in detail in Spacemen, in the Types of Spacemen section.

Tactics:
The shapeshifter has several tactics in its arsenal to gain the advantage over the spacemen.

Power Outage:
On all maps, there is at least one switch that the monster can use to turn off the power. Turning off the power prevents the spacemen from using the EME, turns off transmitters that have not gone into position, and stops the cameras from alerting when the monster is spotted. Investigators can check a switch to see which colour turned off the power with their pocket detective. A remote arm can also be equipped on the switch so that the power can be turned off while the shapeshifter is away from the switch. For the spacemen to regain power, they have to turn on two generators in approximately the same time as each other, which can delay/split up the spacemen if they are in a group. While a switch has not been pulled, the signal light above the switch will remain yellow, however, once the switch is pulled, the light will turn red. There is also a 2 minute cooldown between activating the power outage, and the switch can not be pulled down while a tribunal is occurring.

Disabling Transmitters:
On all maps, there are transmitters that the spacemen have to activate and keep online. The monster can sabotage these transmitters by turning them off, either directly or with the use of a remote arm. (Which is not specified in the monster tutorial) Once a transmitter has been turned off, there is a 30 second cooldown before the transmitter can be reactivated. Transmitters can also be deactivated via a power outage, this can be used to delay the spacemen as the transmitter tasks take the most time to complete. Transmitters that already have an established uplink cannot be sabotaged nor turned off.

Sabotaging Health Station:
Health stations are a crucial facility for both monsters and spacemen. These stations can be sabotaged by leaving a remote arm, and when a spaceman uses a health station with a remote arm attached, the health displays the 'alien' error screen, which locks the spaceman to the health station until the healing process is complete. This can be used to cause confusion between the spacemen, as newer players will lack the knowledge of a remote arm on a health station which could convince them and other spacemen to kill the spaceman using the health station. Unlike the other uses of the remote arm, the monster does not need to active the arm. Merely having the arm on the health station will cause it to error for the first user. Spacemen infected with a PARASITE from a parasite egg or zombification egg will also display the 'alien' error screen.

Sabotaging communications:
All maps have a communication relay that stops spacemen from communicating with each other through voice chat and text for a short duration of time. However, spacemen can still use emotes and there is a cooldown once the relay has been sabotaged. While a relay has not been deactivated, it will glow a orange/yellow colour., Once the relay has been deactivated, the relay will blink red and will continue until the cooldown has ended.

Colourblind vials:
The Company does not want you to know that they also store biochemical weapons. All stations have at least two colourblind virus vials that can be broken. The vials can be broken in both monster and human form, however, unlike most other forms of monster sabotage, you can not use a remote arm the to break the vials. There is a short period of time before the virus spreads to all the spacemen, giving you enough time to escape. When a vial is broke, a large smashing sound can be heard accompanied by a machine whirring down. While a vial is still active, the vial will have bubbles and will be glowing a pale orange, but once a vial is smashed, the vial light turns a dim red and the vial becomes empty. The colourblind virus prevents the spacemen from differentiate player colours, when looking at a body or live person, they will have a '??????' caption instead of their regular colour. Spacemen can negate this effect by using antibodies or being injected with a syringe.

Vents:
No un-authorized personnel are to enter the vents, which means none of the Spacemen. You however are a Shapeshifting Alien, so why would you care about the Company's policies? Shapeshifters in Monster Form can enter vents and can be used to travel across the map with more discretion rather than running about. The vents can be used to travel to parts of the map faster than the Spacemen can on foot, which can be used to your advantage. However, the vents are not as discrete as you may think, as getting into a vent, moving to another vent makes loud noises. While inside a vent, the airflow (sound) from the vent stops and the lights on the vent turn off. This can be negated by using the Patience perk. Spacemen with Map Scanners or Vision Enhancers can also see you while you're in a vent, and this can be negated by using the Membrane perk.

Detection Prevention:
The Spacemen know that there's a Shapeshifter among their midst and have several ways of detecting/figuring out who the monster is, through the use of devices, to know more about Monster Detection, please see the Monster Detection portion of -link-. However, there are ways for the monster to negate all these detection methods, which will be listed below.

General Detection Methods:
These methods are found/can be used on all maps.

Cameras:
Spacemen and the Monster can check cameras placed around the facility by pressing [4] and allows the spacemen a 360 Degree view of the area. When a monster is seen in the view of a camera in monster form, the camera will ping, play a klaxon alarm and an alert can be seen by all Spacemen from across the map, and on the map. This can be negated by using the Janitor profession or shooting the camera out beforehand.

Tripmines:
Tripmines are a Gear that can be placed down by both Spacemen and the Monster. When a Zombie, Crumerian, parasite infected spacemen, and or the Monster (in Monster Form or disguised) walks through the tripmine laser, the laser will turn from blue to orange, the tripmine will also say "Parasite Detected" and will beep several times. The tripmine will also explode, depending on the proximity of the Shapeshifter from the mine. This effect can be prevented by using the membrane perk.

Health Stations:
Health Stations are both important for both the Spacemen and the Monster. The Shapeshifter can use a health station while disguised, however, when a disguised monster uses a health station, instead of the normal yellow happy face displayed on the screen, the station's screen will show the "Parasite/infected" screen instead, will say a phrase like "You are not normal", and will lock the disguised monster to the health station until the healing process is finished. This can be stopped by using the membrane perk, in which the station will treat you like an uninfected spaceman.

Health Syringes:
Spacemen and the Monster in disguised form can also use health syringe to heal themselves, however if a disguised monster is injected with the syringe, it will force the monster out of its disguise regardless on the state of the disguise bar. This can be prevented by using the antibodies perk.

Unique Detection Methods:
These methods can only be found on the specified map and don't exist on other maps.

Duress - Alien Detector:
On the map Duress, in between Sectors 4, 5 and 6 is a set of Alien Detectors, players can walk through these detectors at the cost of 2 HP. If an uninfected Spaceman walks through a detector, the lights at the bottom of the detector will remain green, however, if a Monster or infected Spaceman walks through the detector, the lights at the bottom will turn red. This detection device can be easily avoided by walking through the officer booth attached to the alien detectors (on the left hand side).

Recruitment - Lifeform Ear Tag:
In Recruitment, the shapeshifter is always forcibly spawned with a lifeform ear tag. This tag allows Spacemen in the monitoring room to see which section the monster is in and can be used to track the monster down. This device can not be destroyed, but can be negated by using membrane, blocking the ear tag from transmitting a signal.

Shapeshifter Objectives:
Just like the Spacemen, the Monster also has objectives, to kill all the Spacemen or steal the Rescue Shuttle, however, there are three win conditions.

Main Objectives:
There are three win conditions that will cause the Shapeshifter to win:

Killing all Spacemen:
The amount of Spacemen on stations will vary, however, the minimum amount of spacemen is three, and the max being sixteen. It is your job as the Shapeshifter to eliminate all player Spacemen using any and all means. Killing all spacemen in the lobby results in a monster victory.

Stealing the Shuttle:
The Shapeshifter can steal the Shuttle by breaking the door to the cockpit. At the top left of the balcony in the shuttle is a big red door that can only be damaged by the Monster in Monster form. The monster can break the door before the shuttle is sealed and scanned, and the monster does NOT have to kill all spacemen on board shuttle to do this. Once the door is fully opened, a cutscene of the pilot getting attacked will play and will result in a Monster Victory.

Missing the escape window:
If the Spacemen do not complete all the tasks within the time limit, it will result in instant victory for the monster.

Please Note: This page is under construction by the Company's Crew and is estimated to be completed by XX10


(Credit to Miss Huntress, Crowxar, Mushroom, Eldfire, Cunnerr, Solo, CroProBro)