Farmers can kill the Beast, and that kill is a full win by itself. One walkthrough states the two Farmer wins directly: the hunter dies, or the Farmers survive about 15 minutes. A second recording calls fighting the Beast very dangerous and offers staying alive until morning as the other choice. Every recorded kill came from base defenses, not from a player swinging a sword. Held-weapon chases are not a shown route in this mode.
The Beast has a large health pool that refills when it retreats. You win the fight by building a base it cannot survive attacking.
What the kill looks like
With about one minute left, a Beast smashed gates, started wrecking a farm, and lost the round on the spot. The winner credited the turrets. In another match the Beast refused a turtled base and the Farmers won on the timer instead. Both are valid. A thin defense does not force the kill.
Four facts define the death:
- Health is large and finite. One Beast narrated losses of about 100, then 200, then 300 on separate approaches, and described sitting at basically 500 health. Those are one player's callouts.
- Healing is a retreat into the forest. A lone turret mostly scares the hunter onto another target.
- The approach is path-bound. Reports say the Beast follows paths and cannot run through the forest, so guns belong on paths, passages, and gates.
- A committed Beast deletes turrets. One super-speed push tore down three ballistas plus gates and fences. Isolated guns get removed. Overlapping guns win.
Both recorded defensive finishes landed in the final minutes. Plan for a late kill. Intermittent breathing usually means the Beast is already in your lane.
Setup
- Fund it. Chop wood and start a chicken coop. One coop was described around 90 to 100 money and about 1 gold every 3 seconds. Add sheep, pig, and cow farms as they pay more. One late player added a crystal farm as a top earner in that session. Because recordings disagree on wood versus gold for turrets, stock both. Numbers are in farm economy.
- Buy ballistas and rotate them onto approaches. The first ballista is referenced around 300. The stated job is to damage the hunter before it is inside.
- Surround the plot with walls and gates. Golden gates open and close. Iron gates in one clip could not be reopened.
- Add single-use mines, catapults, and a bow or crossbow tower if your menu has them. The recorded kill base ran three tower turrets with catapults and mines behind golden gates, then more towers.
- Keep upgrading. A player leveling a ballista described early chip damage turning into a real threat by the last minutes. The workbench is the research station, but its option list is not documented.
You know it is working when the Beast touches the guns, loses health, and backs off to heal. Its pool refills, so early hits without an upgraded overlap do not stick.
The shared kill zone
Both recorded wins pool guns at one base. One Farmer kept adding turrets at a teammate's farm until the Beast could not get close. Turrets fire on their own, and a defender can call them onto the raider mid-fight. If the Beast overcommits, the round ends before dawn. If your economy is behind by the middle of the night, stop chasing the kill and seal up with the sunrise plan.
| Route | What you do | How it ends |
|---|---|---|
| Kill | Overlap turrets, walls, gates, mines, and catapults on the paths the Beast must use | The round ends when the guns drop the hunter |
| Survive | Stay behind gates and an escape route until morning | A Farmer win with the survivor count |
The hunter's answers to this setup are super speed, ballista-first smashing, and leaving to heal. Those are in the Beast guide.
