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Scary Baboon Reimagined Monsters: Sound, Look-Away and Elevator Threats Explained

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The monsters in Scary Baboon Reimagined hunt in three described ways: by sound, by vision and by guarding elevators. Learn how each threat differs, how to handle it, and what the new Mimic means.

Quick answer

Monsters in Scary Baboon Reimagined hunt in three described ways: some hear every step you take, some only move when you look away, and some guard the elevators. A newer monster called the Mimic was added in the MIMIC update, but its exact hunting style has not been described.

  • Sound hunters react to every step you take, so quiet movement is the described counter.
  • Look-away hunters only move while you are not watching them, so keeping your eyes on the monster is what holds it in place.
  • Elevator guards make elevator areas the contested spots where this threat type waits.
  • Every monster hunts in its own way, so the core survival skill is watching how each monster behaves and recognizing which threat you are facing.

Scary Baboon Reimagined drops you into an abandoned lab, and you are not alone in it: monsters roam the halls around you while you collect scrap, sell it at the shop for gear, and try to stay alive. The whole game is built around one idea — each monster hunts in its own way. That means survival is less about one universal trick and more about knowing which kind of threat is sharing the corridor with you, then playing against that threat's senses. New players can get the full picture in the Scary Baboon Reimagined beginner guide.

A baboon monster with a wide grin standing in a yellow corridor of the abandoned lab in Scary Baboon Reimagined

The three hunting styles at a glance

The official description points to three hunting styles among the lab's monsters, and each style plays on a different sense or habit:

Monster threat types at a glance

Monster threat types at a glance
Threat typeHow it hunts youHow to handle it
Sound hunterHears every step you takeKeep your movement quiet
Look-away hunterOnly moves while you are not looking at itWatch the monster closely
Elevator guardGuards the elevatorsTreat elevator areas as contested ground and stay alert there

The rest of this page walks through what each style means in practice.

Monsters that hunt by sound

The first threat type reacts to noise: these monsters hear every step you take. Footsteps are the signal they follow, which is why quiet movement is the counter described for this threat — if a monster tracks sound, moving quietly denies it the very thing it hunts with. This is also why the game's own description closes with the same advice: stay quiet and don't get caught. Against this category, quiet movement is not a stylistic choice; it is the difference between being heard and not being heard. The dedicated breakdown of sound-sensitive monsters goes deeper into this threat type.

Monsters that only move when you look away

The second threat type works on vision instead of hearing: these monsters only move when you are not looking at them. Watching a monster closely is the described way to keep this threat from advancing — the moment your eyes leave it, it moves. That inverts the usual horror-game instinct to sprint away: turning your back is exactly what invites this category to close the distance, so holding it in your view is the defensive play. More on this style lives on the look-away monsters page.

Monsters that guard the elevators

The third threat type is positional rather than sensory: some monsters guard the elevators. That makes elevator areas contested spots — places this threat type is already holding when you arrive. What separates this style from the other two is that the encounter risk is tied to the location itself, not to how loud you are or whether you are looking. If trouble keeps showing up around an elevator, that fits the guarding category. The elevator monsters page covers this threat type in more detail.

The Mimic, the newest monster

The lab's roster recently grew. Developer VertexLabs announced the MIMIC update, which added a new Mimic monster alongside a sawed-off shotgun, a discobomb, 2 new gamepasses and a set of bug fixes. One honest caveat: the Mimic's hunting behavior is not part of the three styles described above — the update confirms the monster exists, but not how it hunts. Practically, that makes the recognition skill below matter even more when you meet it: watch what it responds to before you commit to a plan. For what else the update changed, see the updates page, and for the two items it shipped with, see the sawed-off shotgun and discobomb pages.

Reading a monster in the field

Because each monster hunts in its own way, the game expects you to watch how each one behaves — recognition is a skill you perform in the moment. The three styles give you a concrete way to interpret what you are seeing:

  • A monster that keeps coming while you stare straight at it is not being held by your gaze, so you are not dealing with a look-away type.
  • A monster that reacts the moment you start moving is following sound, so going quiet is your lever.
  • Trouble that shows up specifically around an elevator matches the guarding style, and the danger there is the place itself.

None of these calls require you to know the individual monster's name. The behavior tells you which counter applies.

A recorded run through the lab shows the roster up close — the spawn hall's monster exhibits, then the hunting styles in action, from look-away pursuit in the Backrooms to the elevator routes out:

The APES Have Taken Over The Backrooms In Scary Baboon Reimagined... (Roblox)

How monster threats shape the rest of the run

The hunting styles are not a separate mode you visit; they run through everything you do. The loop in Scary Baboon Reimagined is to collect scrap around the lab, sell it at the shop for gear, and use that gear to keep yourself alive — all while monsters roam the same halls. Quiet movement pays off twice: it is the counter to sound hunters and part of the game's standing advice to stay quiet and avoid being caught. Scrap runs also pull your attention toward shelves and corners, which is exactly when a look-away monster can move, so checking what is behind you is part of collecting scrap safely. And any route that passes an elevator brings the guarding style into the trip. You can also team up with friends to survive together, while solo players have their own set of approaches in the solo survival guide. If you want the background behind these creatures, the Scary Baboon Reimagined lore page covers the game's setting — a remake of the VR game Scary Baboon by Enver Studio LLC.