As the Beast you start in the cage and leave when the release countdown ends. Your job, in the official words, is to hunt every Farmer before sunrise and leave no one standing. If you die, Farmers win. If the clock hits morning with anyone left, Farmers win.
The clock
Players describe the night as about 15 minutes. Recorded clocks have been read at roughly 13 minutes after spawn, then 8, 4, 1.5, and 1 minute, with rounds decided in the final 20 seconds. Do not open a new siege in the last minute.
A caught Farmer often comes back. One Beast swept four targets and still saw them standing because each player was treated as having two lives. Another defeated about four Farmers while the counter still read eight. The store sentence that said two catches eliminate you was removed, so the rule is unconfirmed even though the footage shows a return. Re-track the same player after a knockdown.
Escapes also count against you. Farmers build hidden routes out. A target that leaves is a Farmer you can no longer catch. Lobbies can field one Beast or two, which splits the catches available to you.
Kit from recorded hunts
| Tool | What players use it for | Limit they report |
|---|---|---|
| Basic hits | Repeated hits to down a Farmer | Healthy Farmers outrun a low base speed |
| Q strike | A closer finishing hit | Named in commentary, not an official control card |
| Traps | Dropped ahead of a runner | One Farmer was caught mid-chase |
| Footprints | The trail through dense trees | Often the only sign of a quiet player |
| Seek | A direction plus a distance, seen from 20 m to 500 m, and once at 125 m | It recharges. Press it again after a miss |
| Super speed | Close the last gap | Stamina must return. One report says the burst lasts about 10 seconds |
| Base smash | Fences, gates, farms, ballistas | Ballistas shoot back for roughly 100 to 300 health |
| Forest heal | Wait off the guns | A reported pool is about 500 health |
Hard limits shape the chase. You cannot break trees in the reports, and you are steered onto paths. Farmers climb where you cannot follow: one Beast player insisted the hunter cannot jump, while a Farmer hiding behind a low fence still feared a jump. No round settled it. Enclose as a Farmer, and as the Beast catch people in the open before they reach height. Your breathing is audible, so an alert Farmer hears you coming.
A round that respects the timer
- Push the closest of the four zones the moment you are released. Late Farmers already have turrets.
- Check corners and deep tree cover. Chase runners into dead ends so the free sprint has nowhere to go.
- Alternate footprints and seek. A 500 m reading tells you whether the walk is worth it. One Beast hoped a later spy tool would unlock. Treat that as his expectation, not a confirmed upgrade.
- Restore stamina, spend super speed on the gap, land hits, and use the reported Q strike in range. Then find that Farmer again.
- On a fort, break ballistas first so they stop firing. One Beast tore down three before touching anything else. Then wreck farms. Golden fences are the slow layer. Spend speed on surviving the guns, not on chewing every fence.
- If the base is melting you, leave, heal, and hunt a softer target.
- Destroy escape buildings when you find them. Drop chases you cannot finish.
What Farmers will do to you
A wounded Farmer gets an automatic sprint that does not spend stamina, so tagging and trailing loses to their bar. A lone chicken coop can be a decoy placed so you notice it and leave the real base. Silent players make no sound. Climbing puts them off your path. Stacked guns win rounds. Every escape is a win condition you handed back.
Frequent mistakes are roaming without seek, dueling ballistas at half health, burning speed early, counting one catch as a kill, chasing someone who already left, and ignoring the sunrise timer.
The defenses you are breaking are laid out in defeat the Beast and the Farmer loop. The hunter entry is on the Beast.
