Tips for Beginners

The following is a list of tips and useful information designed to help newer players survive the terrors of *Monstrum*. Visitors are encouraged to add any tips they may have that are not already listed here, provided that they do not involve exploits such as loop holes.

## Escape Routes

* If you have a mission item for an escape route, make sure you use it on and/or drop it near the corresponding escape route if you happen to pass through the area of one. This will save you time and inventory space.
* It is advised to use the steam pipes near the helicopter to keep the monster from destroying the fuel pump.
* The helicopter produces the least noise of all escape routes.
* You can find most escape route items at the lower decks.
* It is advised to kite the propane cart around the doors in the sub room to block the monster from entering the room. (However, this is particularly difficult to do with the Brute, as it breaks down the door the quickest).
* NEVER try to use the escape routes as a way to deter the monster as they will just break the important item needed and force you to do another escape route. The only exception is the life raft as that has no items to be broken.

## Hazards

* Pit traps can be jumped over while sprinting.
* Consider triggering pit traps deliberately when the monster isn't around, so as to avoid accidentally tripping on them later, or you could leave them for the monster to trip on himself. Keep in mind that the Fiend is invulnerable to pit traps.
* Steam pipes can be disabled by a red valve, adjacent to the ruptured pipe. It is a good way to prevent getting hit by steam, and it can be used as an indication of where you have been.
* Cameras can be disabled by duct tape. If you happen to find some, consider using it on some cameras before using it on the life-raft.
* If you see a hunter trap, it means the hunter is not on foot, and is the monster. Avoid it by going around unless you are sure you can hide. Otherwise run. It is to be noted that you can purposely set it off for whatever reason you would want to do that.
* Knowing the direction of a camera's movement can help stop it from finding you and setting off a loud noise. Its movement is in terms of how many degrees the camera rotates, which requires lots of math.

## Hiding

* If a monster finds you inside a hiding place such as a locker, but did not see you enter it, it will toss you out and you will be placed into crouch mode. Rapidly tap the **Crouch** (C by default) or **Jump** (Space by default) button to get back up and you should be able to run away.
* Monsters cannot see you through open hiding spaces, except for lockers.
* Though lockers are an easily recognized hiding place in horror games, they are not the only things you may hide in:
* The variety of hiding places you can hide in numbers around 11 hiding places with different models. However only 3 of them have different functions in terms of coding.

* DO NOT attempt to hide if a monster currently has line of sight of you; this will invariably result in your demise as they will take notice of this and approach your hiding place and kill you.
* Light does not affect your visibility. As long as a monster has unobstructed vision of you, it will be able to see you from any distance (unless you are in one of the aforementioned hiding places).
* Consider opening the second red locker (that is, the red locker that is always nearest to the center of the walkway) at both ends of each section of the **Main Deck**. Doing so will allow you to quickly enter one regardless of which direction you're running, which can be useful to end a chase.
* It can be a good idea to open up a hiding spot in every room (like a locker or cabinet), so you can hide fast if you need to.
* If a monster has spotted you enter a hiding spot, you can tell if they start strolling slowly towards you. If you have a Fire Extinguisher (or Flare Gun, depends on the monster), it is advised to quickly stun the monster before they reach your locker, and run out of the room past them, to avoid death.
* Almost every room in Monstrum has some form of hiding spot. The only places notably without them is the Submarine control room. However lockers used to spawn there.

## Items

* Be sure to pick up the Flashlight, Fuse, and Glowstick/Lighter that always spawn in the Spawn Room.
* File cabinets and drawers can be opened, and may sometimes contain useful items, most notably duct tape and helicopter keys. but can contain smashables.
* Items never despawn, but rather go back to their original place if thrown out of boundaries. Attempting to throw any items on the life raft will result in them falling right through it.
* Items never spawn in hiding places such as cabinets (with two known exceptions) or lockers, so do not waste time searching them. The aforementioned exceptions are at the bottom floor of the Engine Room, in the room that has no light-switch. There are two cabinets here that may spawn stuffed with paint cans, boxes, and sometimes mission items.
* Shower curtains found in the washroom *can* spawn useful items, even mission items, notably the Sub Headlight, so it is advised to look through them.
* Only one Sub Headlight spawn in Monstrum, so be dead aware if you are playing for that escape route.
* Certain items can spawn in wooden "half-crates", as found on the floor near the Life Raft and in the Engine Room.
* Items sometimes glitch out and will spawn in obstructed places.
* You can cycle through all of the items in your inventory via the Mouse Wheel (by default). You can also switch to a specific item instantly by pressing the number key corresponding to its location in your inventory (1 to 0 from left to right, or 1, 2, 3, 4, 5, 6, 7, 8, 9, 0).
* Items can be thrown various distances depending on how long you hold down the Throw Item button. A tap-click will drop them, while holding and releasing after about two seconds will throw the item much farther. How far the item travels varies from item to item; Smashables seem to go the farthest, where as something like the Sub Headlights don't go very far at all.
* Consider dropping a radios in their active states from a high ledge such as from the Upper Deck where the Life Raft is to lure the monster away from you if it is nearby. This can buy you much needed time to operate the controls of the crane or make a run for it. Egg timers may also be used for this trick, but don't forget it has a delay.
* The flashlight is a valuable item in Monstrum, but avoid using it unless the situation demands it. Its battery is limited and cannot be replaced, so letting the flashlight dies out will put you at a disadvantage, especially against the Hunter due to its dark appearance and the egg sacs flooding the cargo hold.
* If you find yourself cornered and the Monster won't leave the area (this is likely to happened in the engine room), consider using the radio or an egg timer as a distraction by placing it in a hiding place (if a second Hiding place is available), then take a different hiding spot and wait for the monster to investigate. Once the monster inspects the radio or egg timer it will give you a window to run pass the distracted monster and make a quick escape out of the area.
* Keeping an organized inventory may be able to save you in a tight situation.

## Monsters

* **The Brute:** Abilities, Tips, Warning Signs.
* **The Fiend:** Abilities, Tips, Warning Signs.
* **The Hunter:** Abilities, Tips, Warning Signs.
* Monsters cannot see you through the gaps between stairs, metal grating, or through windows. They also cannot see you if you are hiding under a desk, table, or in a cabinet with an open or removed door. Use this to your advantage to keep an eye on the monster. Note that this does NOT apply to lockers; if you do not close the door, the monster *will* be able to see you.
* One way to deduce which monster you're up against at the very start of the game is by quickly finding a camera and deliberately setting off the alarm. If the monster is the Hunter, it is guaranteed to emerge almost immediately from a nearby vent. Nothing will happen otherwise, as the other two monsters seem to take longer to spawn.
* **All three monsters are vulnerable to fire extinguishers**, and will temporarily be stunned for roughly 1.5 seconds when sprayed.
* All three monsters are vulnerable to steam. The only reliable way to use this to your advantage is by manipulating the valves near the helipad.
* All monsters are indestructible, so avoid attempting to kill them.
* None of the monsters can outrun you at full sprint, but the brute can get close to. But never at full sprint are you slower then the monster.
* Hiding for the entire game is discouraged as it will put you in a "fear lock", preventing you from making progress in the game due to being limited in strength and courage. However, attempting to escape the “fear lock” while a monster is nearby will put you in a dangerous spot.
* The monsters tend to slow down or stop dead in their tracks to make turns, walk up stairs, walking through doors, and when they approach the hiding space you are in before killing you, due to lack of transitional animations. This behavior should be noted in all playthroughs.
* The monster can not jump off any form of platforms and must find a way around it. A useful thing in the sub room.

## Movement

* Do not be afraid to use your sprint; it is unlimited, though it *does* attract the monster.
* Crawling makes the least noise. However this is not a big improvement.
* The monster can still track your movement regardless of your current way of doing it.
* There is no point in constantly moving about the ship in crouch mode to try to "sneak past" the monster; your walking footsteps do not appear to make noise in the traditional sense (though jumping and running seems to), and the monster will start to "wander" towards your location once you're on the move regardless of how quiet you're being.
* You can climb up through the holes in the cargo hold by pressing the **Space** key (by default). Note that monsters can also climb up through these holes. Despite it being hard to tell where the holes are at some points, you can use it to save your life in the cargo hold.
* There is currently only one intended instance of fall damage in the game that is proven; the ledge where the Life Raft is. If you jump down to the Main Deck from here, the fall will kill you, however, the door and light's will not kill you if you fall on them.. Note that you can survive a jump of one floor.
* (Outdated: The following mentioned Staircase has been removed in the full release of the game) If you're being chased by a monster near the helipad, try going up the stairs, then looping around from the top of the stairs to the "back" of that same flight of stairs. There is never a guard rail, meaning that you'll be able to drop back down when the monster comes up the stairs and starts running at you and go back the way you came. This is especially effective if you run to the other flight of stairs adjacent to the one you came up that has the steam blasting on to it. You'll be able to drop down and the monster won't be able to follow you (they'll get hit by the steam when they try to follow down the stairs and have to go around, by which point you'll be long gone or already hiding).
* (Edited for the sake of new players: It is advised not to try to jump off the railing when doing the sub as the monster may just ignore you and go straight for the console. Instead use the cart to block doors and if they break one flee through the other door when you know they are chasing you.
* You can peek down hallways using the Q and E keys. When you peek down a hallway, the monster cannot see you, making it an effective way to see where exactly the monster is in the local area without having to risk getting seen.