Enemies and Hazards Guide
Most failed heists are not caused by one enemy. They are caused by a bad chain: one player triggers danger, another blocks the door, someone drops loot in the path, and then the rescue creates a second disaster.
| Threat | Role | Best Response |
|---|---|---|
| Homeowner | Primary stealth pressure. | Call sightings immediately, stop carrying oversized objects through tight halls, and regroup after the patrol passes. |
| Evil gnomes | Community-reported hostile gnomes. | Avoid solo cleanup. The safest plan is to kite, rescue, and finish the objective rather than turning the heist into a fight. |
| Redcaps | Mentioned in demo/community discussions as a danger category. | Assume they punish careless wandering until the launch build confirms exact behavior. |
| Cat | Household hazard and movement threat. | Do not drag bulky loot past it without a teammate watching the route. |
| Roomba | Environmental moving hazard. | Watch floor-level movement when carrying items; small bumps can ruin controlled physics movement. |
| Roaches | Reported in task/hazard feedback. | Keep task areas clear and avoid crowding the trigger room. |
Survival Priorities
Section titled “Survival Priorities”- Call the threat by name.
- Clear the route before carrying bulky loot.
- Rescue with one or two players, not the whole team.
- Leave if the house is no longer controllable.
If your team keeps dying to the same hazard, assign one player to watch that hazard for the next run. That feels inefficient until it saves the whole heist.