Yes, there is lore. There is a lot of lore that we haven't really made public yet. And the reason for that is that we want the lore to be discovered and explored by you, the players. All questions will be answered, but you will have to put some effort into it. You will have to search and puzzle things together yourself. Repo. For those with a keen interest in co-op horror, this is a game That likely needs no introduction. Released on February 26th of 2025 by Swedish developer Semi Work Studios, this is a title that's broken onto
the scene in a big way, and it's easy to see why. While the game centers around a familiar pretense, having you team up with friends to explore decommissioned buildings in search of loot, avoiding encounters with strange monsters, and meeting an ever growing quota, what sets Repo apart is its physics. By combining The popular and endlessly exciting gameplay loop foundational to titles like Lethal Company with a world where every item, player, and enemy are completely interactable, positionable, and breakable. Repo manages to be a game that's fun and unpredictable in a way that I've simply never seen
before. And like many of you, this thing has had a hold on me from the moment I first picked it up for myself. I've got to admit, Repo is rapidly shaping up to be A real mainstay in my Steam catalog. And of course, it's also a topic that I've been eager to discuss on this channel, but it's also a game that's sort of difficult to encapsulate just by looking at a single topic. So, after a while of thinking it over, I decided why not start out our journey into Repo. The only way I truly know
how, and that's with an iceberg, of course. You know the drill. This is a chart that I made myself detailing all of the most Interesting facts, theories, trivia, unused content, and of course, lore that presently exists in the game of Repo. Starting with some of the most well-known content near the top and gradually becoming more obscure as we make our way down. While putting this together, I was pretty surprised just how much of this I'd never seen mentioned anywhere else online. And so I think it's safe to say even if you have quite a number
of hours in Repo, there's Almost certainly going to be something new to pretty much everyone. Before we get started though, I do need to give a big thanks to fellow creator and my personal friend Chicken Nougat for helping me uncover a lot of the stuff on this list. Without him, this iceberg may very well not have been possible in the first place. Make sure to check him and some of his repo content out. I'll have it linked in the description. With all of that said, though, we have a lot to Cover today. So, let's start
up the truck and dive right in to the repo early access [Music] iceberg. But first, what's that? A bird? A plane? Nope. It's War Thunder, the sponsor of today's video. Available for free on PC, consoles, and mobile. If you're looking for the ultimate vehicle combat game, then look no further than War Thunder. Because with over 200 tanks, ships, planes, and helicopters h Sailing from across the globe, War Thunder is easily the most extensive and exciting game of its kind. Seriously, each and every vehicle in War Thunder boasts incredible attention to detail. And with choices ranging
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lot to love about War Thunder. If you're an avid viewer of the channel, you might remember that we've partnered with War Thunder before. And that's why I'm glad to announce that for any new players or those returning after more than 6 months, you now have a second chance to claim your very own massive bonus pack, including 100,000 Silver Lions, multiple premium vehicles, 7 days of premium account, the exclusive Eagle of Valor decorator, and much more. All you have to do is use my links in the description or pinned comment to sign up for absolutely free,
and the rewards are yours on PC and console. Thank you to War Thunder for sponsoring today's video. And with that, let's get back to the iceberg. The title of Repo is a name that has meaning on a number of different levels. Not only does it allude to the act of repossession, which is clearly a rather major part of the Gameplay loop, but it's also the abbreviated name of the in universe program, which our characters work at in the first place. The retrieve, extract, and profit operation is thought to be an organization that exists in the
far future in order to function as an automated repossession network composed and sustained entirely by AI workers. The goal of the operation seems to be collecting valuable materials from abandoned or unoccupied domains in order To pay down fees associated with each property. With much of the heavy lifting, both literal and figurative, being carried out by Repo's colorful player characters, known officially as semibots, which earned their name from the game's developer, Semi Work Studios. These bots work in teams of up to six and are shipped from location to location in massive rover-like trucks, also manufactured and
distributed by the organization, as evidenced by the overt Repo branding visible on the side. Though it's unclear precisely how many of these trucks exist and how many teams of semibots the org has under its control. What we do know though is that in spite of the intelligence and autonomy of these characters, they aren't the ones in charge here. Far from it in fact. Instead, Repo is led by another far more clandestine figure. A deeply ominous character in their own right who's always present but never Seen. a figure called the tax man, who also just so
happens to be the next point on our list. The overseer of the repo program and creator of the semibots, very little is known about the tax man, a character that although never directly observed, will play a large role in the repo experience from the perspective of players. In game, the tax man communicates with the semibots through a large terminal located near the rear of The truck, speaking in bizarre messages, almost entirely composed of emojis, making the exact content of their writings difficult to fully decipher. Nevertheless, as stated before, the tax man controls virtually every major
aspect of semibot expeditions, from determining the profit quota to remotely directing the truck between various sites. And many may quickly notice that even given the language barrier between ourselves and him, the mannerisms of the Tax man often come across as more than a little bit disconcerting. What the game doesn't directly tell us though is what exactly the tax man is. But descriptions both on Steam and in previous materials released by Semiwork allude to the idea that much like the underlings they lord over, the tax man is also a machine described specifically as a mysterious computer
intelligence. And according to the names of files present in the repo press kit, the uncanny laughing emoji That acts as the game's logo is apparently also supposed to be some kind of representation of him. In many ways, the tax man is to the semibots what the company monster is to Lethal Company's crew mates. They're adversarial, definitely malicious. And it looks like in order to understand their true nature, we'll have to wait a while for more additional content to be added to the game. Throughout our time in Repo, it Won't take long for many players to
realize that there's a definite sense of uncanny quietude to this game's settings. Even through the relaxed, cheery music of the main menu, there's this persistent feeling of loneliness that's almost palpable within this game. And I wouldn't be the first to suggest that a large part of the reason for that stems from a very notable lack of human life. That's right. In spite of the fact that everywhere we visit in game, from The main levels to the service station, is in some way a man-made structure, there's a stark lack of humans to be found anywhere. or
at least humans that are still alive. When stopping at the service station, players are likely to encounter a skeletal figure slumped over the checkout counter as if having suddenly passed away during a normal day on the job. But they aren't alone. Another similar figure can be found frozen within a block of ice obtained as Loot from McGennick station. And if we wait for long enough on the game's home screen, we'll see another cluster of them pass beneath the tire of the truck. There are several other skeletons to be found as well in various places that
we'll talk about later on in this video. But regardless, you probably don't need me to tell you that with the abundance of human remains and at the same time a notable lack of living human beings, one of the most popular and likely one of The most plausible repo theories is that the future this game is set in likely takes place after a global catastrophe of some kind has left Earth largely abandoned, dominated only by monsters and machines. Now, there's a lot of different interpretations with regard to just how widespread this purported apocalypse may have been
in the lore. Some suggest that humanity is completely extinct, fully wiped out by the time the game takes place, while others think That the process may have been more gradual, and that there may still be pockets of people struggling for survival in remote areas. But either way, this posthuman idea was one of the first broad conclusions drawn by the repo community. And if I'm being honest, it's really only theory in name alone. There's a lot of evidence to support it, as we'll see throughout the rest of this video. Although the Semibots certainly handle a lot
of breakable material, There are a couple of areas in which players don't have to worry about smacking around delicate loot. Both the inside of the cart and the insides of the extraction zones are what's called padded areas. Meaning that no matter how much you smack around a delicate object, or any object for that matter, so long as it's within these zones, no harm will come to it. This means you don't have to be as careful as you might think throwing loot into the cart or pushing Large items into the extract. Once they're within that radius,
they aren't going to come to any harm just from being jostled around. Interestingly, this effect also seems to apply to other items within these areas, as smacking two objects together that are within the Cartour extract also won't result in any damage. Even so, be mindful of stacking items too high or leaving them sticking out of the sides of the evac, as one wrong move can easily lead to the Destruction of thousands of dollars worth of property. Just as they are in real life, toilets are a regular part of Repo's various facilities. They spawn as part
of bathroom scenes in most of the game's levels, but they can also be found consistently in not one, but two of the pre-fabricated rooms, which can appear within the service station. It also just so happens though that the toilet also has some interactable elements that many Players will probably know about since if a semibot is to leap or be placed into it, another player will then have the opportunity to flush them by pressing the handle on the toilet's side. Here, a short animation will play where the toilet clogs before violently shooting the player out again.
What some may not have realized, however, is that the toilet can also be used to stun certain enemies, especially the apex predator, a monster which appears as a Small duck that tries to get players to interact with it, causing it to reveal its true form and lacerate them with its sharp teeth. Because this creature will naturally drift toward the center of a player's viewport, it's not difficult to bait it into the toilet, where the flush mechanic can be used to take it out of commission for a couple of seconds, allowing players the opportunity to pick
it up and safely slam it against a surface until it's Defeated. No matter how skillful a team may be, all runs of Repo, high or low, must inevitably come to an end. And when they do, the last destination for our semibots is the disposal arena, a massive waste processing facility found in an undisclosed location. Even before entering the zone ourselves, we can see from the arena's loading image that countless bots before us have met their end here. And after a few brief words from the tax man, we'll be dropped into The pit to fend for
ourselves. In a single player round, after falling through the hole in the floor, that's that. The game will simply end. But in a lobby with friends, we'll instead land on a large hexagonal platform littered with loot. And from here, an allout player versus player battle royale will ensue until the last semibbot standing is awarded the coveted title of king of the losers. Now, from the perspective of gameplay, the disposal arena is a great Way to end off a run of repo. Not only is it fun, offering a reprieve from the inevitable disappointment of a full
team wipe, but it's also a very interesting location with respect to the lore. Given the presence of various loot and equipment within the arena itself, it seems that this place isn't just for disposing of semibots. In all likelihood, it's here where the valuables collected during the course of a run are probably sent, which certainly Raises some questions about the tax man's ultimate goals. But moreover, the arena also tells us quite a lot about the true scale of the repo operation. How many thousands of semibots have been destroyed here? Are they being rebuilt a new or
simply disposed of? Perhaps, as hinted at by the broken down truck that can be seen at certain intervals of the game's home screen, our team might have been somewhat fortunate, able to avoid being decommissioned longer than most of The rest. In the video, we need your help, published by Semiwork to their YouTube channel on March 7th of 2025, the dev team revealed some hidden console commands that could stand to make life a little bit easier for content creators or those wanting to collect footage of the game. These commands can be entered into the game's text
chat, always beginning with a slash. And to date, there are a total of three different Commands that have thus far been revealed. By typing / cinematic, players can hide the HUD elements from their screen, which is a command that I used quite frequently when gathering footage for this very video. A somewhat lesserk known feature of cinematic mode, though, is that when it's active, one can use the numpad in order to alter the lighting in different ways, which is also helpful for capturing darker areas or adding additional effects to footage. Next, there's / green screen, which
as its name suggests, creates a positionable green screen background to help players place thumbnails or similar scenes. And lastly, we also have / blue screen, which is the same as / green screen, but well, blue if you can believe it. Or at least it should, except for the fact that the command doesn't function in the present version of the game. At the time of recording, the Museum is an upcoming unreleased location which Semiwork has teased for release sometime likely in the rather near future. And when added, it'll be the first new area committed to Repo
post launch. In spite of the fact that once again, as of recording, this location isn't yet in the game. Though there's actually quite a lot that we can already infer about it on account of the fact that most of the location is already present within the game code and Can be thoroughly reviewed even with basic 3D modeling tools. Since it was first teased, the museum has been presented as a parkour ccentric location, focusing on creating opportunities for player movement that don't exist within other areas. Indeed, there are many places with verticality here that manifest far
differently to other portions of the game, and it's definitely a distinct feeling zone that's not quite like anything else We've otherwise seen. As one would expect, the museum also places a lot of emphasis on many of the pieces of artwork and photography found throughout the rest of Repo. And while there are many reused assets from other areas found on the walls and upon pedestals, there are also at least a couple of unique works that don't seem to exist anywhere else. Later on in this iceberg, we'll talk in more depth about many of these paintings. But
now that we've Gotten a lot of the most basic and formative info out of the way, it's time to continue our descent and move on to tier 2. Inside of the service station, there's a secret attic room that will sell a couple of specialty items to those who are able to find it. And although most players are familiar with this secret shop, there seems to be quite a lot of misinformation surrounding when and where this thing actually shows up. Although many seem to be under the impression that the secret shop isn't a guaranteed spawn, this
isn't actually the case. And finding it is extremely easy if you know where to look. Anytime you arrive at the service station, simply find the shelf holding the health packs, turn, look to the second or third ceiling tile to the right, and there you have it. You'll know you're in the right place when the tile becomes grabbable. Once one is inside this area, either by Being lifted by their friends or through more creative means, they'll be greeted with a small crawl space-like area that has a chance to hold two different items, the human grenade and
the duct tape grenade. The human grenade is basically a less powerful version of the normal grenade purchasable downstairs, which is named as such because it closely resembles conventional Mark 2 armaments. While the duct tape grenade consists of three human grenades bound Together, obviously meant to function as an improvised cluster bomb. Near the back of the shop, there's also another point of interest, a human skeleton lying on their stomach, surrounded by empty bottles and candles. And judging by both the desperate state of the scene and the stockpile of weapons on hand, what we've come across here
could easily be seen as an improvised hideaway. One of the possible last holdouts of humanity at the end of the world, easily Making the secret shop one of the most evocative pieces of environmental storytelling in the game. Within McGenic Station, screens of all kinds are not an uncommon site. The area is filled with collectible technology from laptops to workstations to servers. But there are also a number of non-colctible electronic devices that we can encounter within the zone, including large flat screen TVs which can be found within certain common areas And residential quarters. For the most
part, these TVs are something which most players will probably look past. And that's because more often than not, there really isn't anything of note about them. The screen will often be broken, and since the item itself is not collectible, you'll probably pass it by. But in some instances, one of these TVs may look a little bit different. Occasionally, teams may stumble across a screen that's still illuminated, and Which will ask a now non-existent user whether or not they're still watching a particular movie by the name of Moose Fighting, Volume 2, Antler Mania. If you're so
inclined, you can actually interact with the little continue watching button that's illuminated on screen. But if you do, well, you'll be in for a light jump scare. After which, the TV will become inactive, just like the rest. However, this isn't the only mention of this movie in Repo Media, Though. On April 1st, 2025, to celebrate April Fool's Day, Semiwork also uploaded a trailer for this very same film to their YouTube channel, showing off all of the sweet action that we never got to see from our viewing game. Overcharging is a mechanic that was first announced
for Repo on March 28th of 2025. How it works is that anytime an enemy is grabbed, a new counter will appear, which will increase over time as An enemy is held. Different monsters will cause the overcharge counter to increase at a different rate. But regardless of what enemy is being held, if the overcharge counter ever reaches 100, then the player holding the enemy will simply explode. The mechanic was introduced as a deliberate effort from semiwork to address the predominant player meta that had emerged prior to this point where teams would simply stack enough strength upgrades
to the Point that they would be able to grab any enemy in the game without any significant form of resistance. While a fun option, this also had the effect of stagnating much of the endgame, somewhat ruining the intended difficulty curve and making the game much easier than it was originally planned. With this option gone, or at least greatly nerfed, the game is definitely going to feel a lot more difficult, and it'll inevitably allow for the emergence of an exciting Change to the meta. When booting up Repo for the first time, many players may turn to
the in-game tutorial in order to get their bearings on their Semibots controls and learn the basics of what this game has to offer. But instead of proceeding forward through the supplied instructions like normal, if one were to instead turn to the left and make their way over to this small door on the side of the environment, players can observe A large warning sign displaying the following message. Danger: Make sure that no service technicians are present in the orientation facility before testing in accordance with the AI workers safety act of 2184. Ever since its initial discovery,
this sign has served a couple of important purposes when it comes to examining repo lore. Not only does it tell us that the year in which this game takes place must necessarily be sometime within or even After the late 2100s, but for the extinction theorists out there, it also presents the idea that society must have remained relatively intact at this time. The fact that new laws were still being passed here point to the idea that humanity must have died out sometime after this date as well, giving us our best guess as to the time frame
of their extinction. Additionally, there's another little Easter egg found here that's alluded to by this sign as well. A little further into the tutorial, we'll see a deceased figure lying on the floor. And although we're never explicitly told who this person was in life, one may guess based off the warning that this person could have been one of the very service technicians alluded to before. According to Semiwork, Repo was not always envisioned as the extraction looter co-op horror experience that has since become. In fact, in the beginning, It wasn't actually supposed to be a co-op
game at all. The original version was instead a singleplayer horror simulation game in which a player would be tasked with cleaning headman manner all while avoiding the headman which we can see was one of the earliest characters devised in the entire project. Interestingly, in this original version of the game, the player would have adopted the role of a human rather than a semibot and utilized a number of Cleaning tools that aren't in the playable version of the game we have now. Though these remnants of the project's original version are still present within the game's code,
where the vacuum, duster, and trash picker all remain as fully modeled unused assets. The original premise of the game was first revealed in a Q&A video released on the Semiwork YouTube channel on March 21st of 2025. And in the same segment, they also noted that apparently the Release of Lethal Company didn't do much to influence the direction of the game, at least not in the beginning. At some point along the line though, development pivoted, subsequently giving us the repo that we have today. The headman is and long has been something of a mascot in the
repo enemy roster. Manifesting as a large floating human head with wide glowing yellow eyes and sparse strands of silvery hair trailing from a balding scalp. He moves In near complete silence, spare for the occasional nashing emanating from his teeth. And should he catch sight of any roving players, the headman will easily lock onto them and pursue for a number of seconds in vicious fashion. Even to the most amateur of players, he'll probably be a familiar sight. And the same can be said of his domain. The Headman Manor, a grand house whose former opulence is still
evident beneath layers of dust and cobwebs. But Abandoned though it may be, signs of the house's former glory still rest within her shriveled courtyards. In many generations of the manor's outdoor areas, headstones can be found denoting the unmarked graves of long-forgotten residents. But among them, we can often find one stone larger than all the rest. And when looking at its surface, the wideeyed visage of the headman will stare back. That's right, the headman is seemingly undead. And given the likeness And appearance of some of Repo's other monsters, he likely isn't the only one either. Creatures
like the Trudge, the Bangers, the Shadow Child, and the Robe may also have met with a similar fate at some point in the past or otherwise been constructed with necroantic magic. Though, of course, we can't be entirely sure. Either way though, the death of the headman, I would imagine, will almost undoubtedly serve as an important plot point moving Forward. It's pretty common knowledge that in a bind, several small or medium items found in the course of one's misadventures can serve as improvised weapons, temporarily or permanently, inhibiting certain enemies. But there's also a handful of items
whose offensive properties are much more overt, making their value not just monetary, but military. Likely the most well-known weapon item is the clown toy, which although it may appear normal enough, is Actually not so secretly the single most powerful explosive in the game. And it's not even close. By honking the clown's nose a total of three times, it'll blow up, causing a whopping 300 damage to anything in the blast radius, player or monster alike. And the best part is that you don't even need to press the nose three consecutive times. You can prime it by
pressing it twice and then hit it a third time after it's in place. Next, the flamethrower and the propane tank Are two items which can be located in Mcjennanic station. And both of them function in a similar fashion, spitting a steady stream of fire in a given direction. In the case of the flamethrower, all one needs to do is aim the nozzle and hold down the red lever, while the propane tank instead has to be damaged to expel its contents. Still, both are a compelling option in certain scenarios. There's also the circular saw that can
also be found in McGenic, whose Function ought to be pretty self-explanatory. Finally, the last item in the game with overtly offense-based properties, at least as of recording, is Dumbolf's staff, which is a large wizard staff that can be found in the Swift Broom Academy. If jostled around, the staff will fire a laser straight ahead in whatever direction the item is facing, making it difficult to position and control, but a powerful piece of artillery. Nevertheless, throughout McGenic Station, several articles exist of the types of research that once occurred here. And among the various tables and lab
equipment, another common site are these freestanding whiteboards, still displaying notes from the scientists who this facility was once occupied by. While most of the content on these boards consist of abstract models and figures inconceivable to us today, though, there is one note consistent Across them all that poses a simple and evocative question. What's in the ice? Now, there are several different objects that this message could be referring to. Since as it is an Arctic research lab, McGennic is absolutely chalk full of frozen specimens. Ranging from strange organisms in large cylindrical tanks to fully frozen human
skeletons, there's no shortage of oddities on display here. But perhaps the strangest of them all is this particular piece of loot, which Many may recall having seen before. While it's not easy to discern precisely what it is encased in this block, there are a few oddities about it that are definitely worth mentioning. First, this strange strand which emanates from them actually connects to this odd terminal on the outside of the block. That terminal itself is also strange because none of the other ice block samples in the game have something like this embedded into them, which
may suggest a Level of importance or significance that's as of yet lost on us. Lastly, the game files refer to this thing as a creature leg. And believe it or not, this isn't the only place in the station where we can see this thing referenced. On the screen of the laptop valuable, which can also be collected at the station, we can see a rough wireframe image that clearly shows this creature's leg alongside something else. Perhaps a larger body that appears to have some Kind of insecttoid makeup. So, the question is, could this be the thing
that's in the ice? For a prepared team, defeating enemies is a great way to squeeze a little extra value out of a run. Whether you're just a few thousand away from reaching quota or are eager to collect as much money as possible, the orbs dropped by dead foes are a lucrative commodity, but as some may know, they aren't an infinite one. Enemies in Repo respawn on a timer that Changes in length throughout the span of the level. The longer you and your team have been in the area, the less time it will take for monsters
to reappear. But if you find yourself killing the same mob over and over again, it's only a matter of time until the orb that drops from them will simply stop appearing. As it happens, any given enemy can only drop an orb three times before subsequent defeats result in it simply failing to respawn. To be clear, after Reaching three defeats, the enemy in question will still appear as usual, and they can still be killed. They just won't drop anything for your troubles. The clown is an enemy that many, especially newer players, will probably learn to fear
rather quickly. Its monstrous appearance and telltale laugh are certainly fearsome in their own right. But the thing this monster is primarily known for is the powerful laser it emits from its nose. Now, those Of you who are more experienced with Repo and who have watched other creators content on the game probably already know that this laser is always fired at the same height as a player's head. But something that isn't spoken of quite as much is the fact that this laser that the clown emits is not solely unique to the creature itself, for it's also
the same beam fired by Dum Golf's staff, an item which we first discussed just a couple of entries ago. This might be Taken as a means to suggest that the clown and the Swift Broom Academy may have a deeper relationship than they may at first seem. One theory is that the clown may actually be none other than Dumb Golf themsself, a character who's only ever mentioned in the file name for the staff and its associated textures. Perhaps turned into the form of the clown by means of magic. Another idea, though, is that perhaps a different
character is to blame. someone who Happens to be our first talking point in the next tier of this iceberg, tier 3. Deep within the lonely halls of the Swift Broom Academy, a number of messages can be found scrolled across the walls. And one of the most evocative, penned in a large red lettering, which can be seen in various rooms, simply yet ominously reads, "It's the headmaster." Simple though it may be, this message has led many to assume that it may somehow help to allude to The events that led to the desertion of the academy at
some point in the past. And more specifically, that the headmaster themsel may hold further clues to unraveling Swift Broom's past, except that there's one big problem. We don't know who the headmaster is, though we do see him in game. Despite the impressions of many that have cropped up since this message was first discovered, the headmaster isn't purely an off-screen character. Instead, we Actually can see them firsthand in certain rooms, which exclusively generate within the academy in the late game. The room in question is called the headmaster study. And at the top of this small flight
of stairs, the skeletal remains of the headmaster himself can be found. His iconic wizard hat still placed squarely upon his skull. The role that the headmaster played in the downfall of Swift Broom is still unknown to us. But this revelation, small though It may be, does at least help to disqualify a number of existing theories about him. It doesn't seem likely given his physical form that, for instance, the headmaster and the headman could possibly be the same person, which has been a prominent theory since the game came out. Nor does it seem that the headmaster
could have directly adopted the form of any of Repo's other monsters either. Whatever the circumstances are surrounding this man, it seems his story Is one purely and completely disconnected from the other characters we've thus far seen. And with time, it's an area that I expect we'll see expanded upon quite substantially. It's no secret that one of the most valuable commodities in Repo, aside from money, is health. The game is extremely stingy when it comes to handing out healing in both a natural and itemized form, with a successful revive only awarding a single health With which
to stay alive, and the truck only awards a measly 25 health to players who were able to reach it at the end of the run. As far as items go, we have the health upgrade and the small, medium, and large health packs purchasable from the shop. But with so many more permanent features to spend your hard-earned cash on, it's hard to see especially the latter of these as a worthwhile investment. Luckily though, they don't have to be. As of recording, There's an exploit that exists in the game that can be performed which allows players in
the round to receive free health when exiting the service station. All you have to do is bring a health pack into the truck and after starting it, pick the pack up and spam E repeatedly on the keyboard until the end of the loading screen. If you do, you'll see that the health pack has been applied to your life total without necessitating a purchase. And what's More is that every single member of the team can perform this trick simultaneously. While we're on the topic of early access exploits, here's another one for you. While ranged weapons are
certainly powerful additions to any loadout, one of the biggest drawbacks of them is the charge they require to function. And with the cost of charging crystals, they can definitely be something of a money sync if used regularly. However, by charging an empty Weapon for only a very brief amount of time, it's possible to confuse the game into thinking it has a measurable amount of power when it also simultaneously still registers as empty, resulting in what is essentially infinite ammo. As of right now, this works for any ranged weapon in Repo, but I'd imagine it's only
a matter of time until it's patched out because this is an absolute no-brainer for anyone looking for an excuse to utilize these weapons more Often. The only downside is that the weapon will reset every time the game loads a new scene. So, you'll have to perform this trick each level in order to continue using it. Even so, you can definitely get seven or eight runs of this just out of a single charging crystal, if not more. and it's even easier to perform using the recharge drone. One more tip for you that's also along similar lines,
keep in mind that each crystal contains precisely one full Charge before it's destroyed. So if you simply charge an object to around halfway or 3/4 and then start the truck and proceed to the next area, that crystal will not be destroyed. And in fact, the game will fully reset it back to a full charge. So, you can easily use this trick to power all of your devices in Repo without sacrificing any of your hard-earned cash, just so long as you only charge one item at a time. In the original release trailer For Repo, there are
a couple of changes that can be observed when compared to the current release version of the game. And one of them, minor though it may be, is that originally this game apparently started players at just 30 stamina by default instead of the 40 that we're accustomed to today. It's not the craziest or most incredible change ever, but it is at least a little bit interesting. And I've got to say, I'm very thankful that the additional 10 Stamina minimum was added because admittedly, this restriction would have made the game a whole lot more difficult, especially early
on. The Headman Manor is, aside from the museum, likely the stage which contains the most amount of paintings and hanging wall art out of any other location in Repo. From pastoral landscapes to bizarre, surreal scenes, the area is chalk full of interesting works to look at. But those that will likely draw the Most attention are the four different paintings which feature individuals scattered throughout the domain. The first and most common picture to come across is this one featuring a human man with glasses and a neutral expression staring at the camera. And while we don't know
who this person is, they also appear within the museum. So, it's unclear whether they were once a resident of the manor or a person of importance within the wider scope of the World. The same could also be said of this other picture of a young man seen at some intervals. But these paintings are easily the most tame of the lot, since the other two we can observe are exclusive to the confines of the manor, at least so far as I'm aware, and the eerie inhuman quality of their subjects causes them to be much more strange
and off-putting. Both pictures depict an individual with an elongated face, blank, almost expressionless eyes, and An eerie, unnatural smile. Whether or not the figure in both pictures is supposed to be the same is unclear, but their off-putting expression and decidedly inhuman looks make one thing clear. These figures, whoever they may be, likely hold some relation to the headman himself. Unfortunately, we don't have much to go on when it comes to determining the true identities of those who appear in the artwork. But I can't help but feel that at least one of the Paintings does bear
a strange sort of resemblance to at least one of Repo's enemies, the Huntsman. For reasons we'll talk about later, I'm not personally convinced that these figures are actually one and the same, but I think there certainly are some similarities. I don't know. I guess let me know your thoughts below in the comments on that one. In the original trailer for Repo, we can briefly see what appears to be a Modified version of the cart, which features a total of three hand slots instead of one near the rear of the device. The thing is, no such
version of the cart appears anywhere in the game today, which is strange considering its appearance in footage which seems to have been captured relatively close to release. In addition, the inclusion of the item has caused some to wonder how such a device would have even worked to begin with. Is the hand pad supposed to Signify that this cart requires three semibots to move? Are they supposed to be indicators for how good a hold others would have on the cart from other angles? And most of all, what makes the three-handed cart so different from a regular
cart, which also appears in the trailer? Well, my personal assumption is that what we're seeing here may actually be an early build of an unused type of cart, known in the game files as cart big long, which seems to have sported a Larger bed for holding bigger and more cumbersome loot, and which in its initial design phases may have required more than one semibot to move as trade-off for the added space and carrying capacity. This is only a theory, though, and I can't say for certain whether the three-handed cart and the long cart are actually
related. But hopefully in time, Semiwork offers us a clearer picture of some of these early unused materials. Just as is the case with the extract sites found throughout the game, purchasing items at the shop will result in a short countdown before the hood of the extract slams down, locking your selected items inside and confirming your purchase. But if you've ever thought that this small window of time in between hitting the buy button and the purchase being finalized could be exploited, you aren't alone. In fact, Semiwork has already engineered a fail Safe into the shop to
prevent sneaky Semibots from throwing stolen goods into the evac at the last second. Not only will this not result in the stolen item being purchased, but once the hood retracts, live grenades will shoot out from the inside, peppering the whole shop and potentially harming the would-be thief and the rest of their team. After the chaos has ended, players will also be able to see a new emoji displayed on the extract itself. A sign That the tax man is well aware of your transgressions and a warning that such an act won't be tolerated in the future.
One of the most debated topics in repo lore is where in the world McGenic station actually is located. Some think that it may be found in Denmark on account of the Danish flag that adorns the walls of many of the rooms, but this claim seems to be contradicted by other materials which instead suggest its location to be Greenland. In reality though, the truth seems to be a little bit more nuanced because believe it or not, both of these answers are technically correct. While yes, it is almost certain that this station is physically located somewhere in
Greenland, Greenland itself is a territory of the Kingdom of Denmark, meaning that it was a team of Danish scientists that would have worked here when it was in operation. So, if you wondered why a Danish flag was hung in An Arctic research station, well, hopefully this supplies you with an answer. Both on the game's home screen and while riding on the truck in between levels, some players may have noticed a couple of interesting aspects of the nameless transitional road that we repeatedly find ourselves traversing in the course of our adventures. From numerous road signs to
an entire billboard, there are a bunch of interesting materials out There that are just a little too obscure to be able to make out. But using free cam, we can actually pretty easily get a look at each of these assets. And by far the most interesting and prominent is definitely the billboard. When zooming in and enhancing the image or just picking out the texture from the game files, we can see that this is actually an advertisement for an injury law firm called Ruthstrom and Suns. And it's even equipped with a phone number, which yes, I
did call and no, it's not in service. Unfortunately, there's no repo ARG this time around, at least not here. Aside from this billboard, though, there are a couple of road signs that can be found out here as well. One of them is in Swedish and basically translates to road closed, while the other is a more universal symbol conveying pretty much the same thing. Though it does have this mysterious little sticker of a monkey plastered right in the middle for Whatever that's worth. We've talked a lot about Mcjennick Station already, but there's one more interesting detail
of the location that I feel is definitely worth a look at here. In certain rooms within the station, a calendar can be observed upon the wall. And if looking closely at it, players will be able to see that the last date marked was April 15th of 2098, which seems to suggest that this was the last day that the station exhibited Normal operating procedures before its mysterious abandonment. This date is pretty odd for a number of reasons. Not only is there still no sign of a struggle evident within the station, which would preclude any sort of
disaster in and of itself, but as you may remember, the year provided would seem to suggest that the station was left behind well before humanity's present disappearance. After all, 2098 is nearly 100red years prior to the Passing of the AI worker Safety Act. So, whatever happened here, it must have been fairly localized. And as we've theorized about already within this video, perhaps the creature within the ice was somehow to blame. A discovery so terrible or monumental that it caused the team here to suddenly cease their research entirely. Regardless though, it's time to continue on, for
we're on the precipice of our penultimate tier, tier 4. He's here. I love you, Harold. This is the content of yet another mysterious message etched into the walls of Swift Broom Academy. But unlike in the case of the it's the headmaster text which we talked about in the previous tier, the communication we see here is entirely shrouded in mystery. The writer is completely unknown, as is the identity of the person or entity which seems to have been closing in on them just prior to their writing it. Most mysterious of All, though, is the identity of
yet another off-screen character, Harold, which is a name that simply doesn't appear anywhere else in Repo. Who was Harold? What relationship did they have to the academy? And could whatever have attacked their lover have been the cause of the school's abandonment? Sadly, at present, we can only guess. This theory builds off of the foundations set by extinction theory, which as we discussed near the beginning Of the video, is the idea that humanity likely died out sometime prior to the events of Repo. But the survivor theory takes this a step further by suggesting that contrary to
popular belief, there may actually be one living human that we interact with in the game, and that human is the Huntsman. Like many of Repos's monsters, it's a bit tough to tell exactly what the Huntsman is. Sure, he definitely has a humanoid design, wears clothing, and demonstrates Humanlike awareness. But on paper, that doesn't necessarily make him human. After all, each of those same points also applies to the bow tie. It is hard to deny, however, that the Huntsman is decidedly less monstrous than pretty much any of the other creatures in the game, aside from the
Rugrat, which also could have an argument to be made for its humanity. But we'll talk about that later on. Either way though, if the Huntsman is human, he's definitely a bit Worse for wear, seemingly having been through multiple close encounters, costing him his sight, which might help to back up the idea that he himself is a veteran of whatever kind of apocalypse plagued this world in the past. This is an odd little piece of tech that while it may seem strange, is actually quite the useful strategy for high quota runs or for teams that want
to focus exclusively on bolstering certain semibots abilities. Essentially, by Purchasing an upgrade at the shop and leaving it unused within the truck, it's actually possible to manipulate the upgrades which will appear after the next level. because the upgrades that are available within repo exist in a sort of pool. There are only a certain number of each upgrade that are capable of appearing at any given time. But generally, nobody would really see this because though the upgrade cannot appear again if it's purchased once you use it, It's once again capable of respawning in the shop. However,
simply keeping the upgrade in the truck assures that it cannot appear until it's used. So, if for example, you're tired of seeing player count or tumble launches in your store, you can simply buy them once, leave them alone, and ensure that they never take up valuable shelf space again. The health drone is an unused drone item found in the game code that seems to have been scrapped just prior To release. Although no evidence of it exists in previous trailers or supplementary materials, it's fully modeled and seems to be nearly finished to the point that there's
already a mod that exists to reimplement it on Thunderstorm. Were it present in the base game, it seems that the heal drone would grant players a continuous stream of health as long as it was attached to them. And frankly, it's kind of disappointing that this wasn't Implemented. As we discussed previously, the amount of health restoration options in Repo are fairly slim and what does exist is quite expensive. So having an additional option in the form of an item like this not only seems like an obvious addition in terms of variety, but also consistency. That being
said, it's hard to say whether this thing is completely gone for good. It definitely seems like something that I could see implemented in the future as part of a larger Update. So, there may still be hope for a legitimate version of the heel drone to make its way into the game. Magazines are a relatively common set object that appear in multiple places within Repo. Unassuming though they may be, however, these things are actually pretty interesting, and some of them even allude to in universe lore that we've already touched on. In fact, one of the most
common varieties seems to offer more evidence in support of the Death of the headman, which is certainly interesting indeed. This particular magazine can perhaps be most easily found on the top shelves of the store room found in the service station when it spawns, but it can appear elsewhere, too. specifically within certain rooms inside McGenic Station, which is also where we'll find these next two, Cocapolitan and Borfs, which are obviously meant as satirical portrayals of the real life publications, Cosmopolitan and Forbes. Finally, there are two more magazines seen in the game's code, though I wasn't successful
in finding either one within the game itself. But clearly the more interesting of the two is the one entitled Moose Fighting, which might allude to a successful multimedia franchise to accompany the movie that we spoke of back in tier 2. Player Grab Throw is an unused upgrade which was stricken from the Final game, but whose box remains fully modeled and textured within the code. As its name suggests, this upgrade would have been a part of the larger player grab series, joining the strength and grab range upgrades as orange boxes which supply some sort of enhancement
to a player's tactile abilities. I suppose the idea seems to be that with this upgrade applied, players would be able to toss items either farther or with greater strength. But given the way Repo's physics system works, it seems that this upgrade may have simply felt redundant. It's hard to say. As it stands today, there aren't any upgrades that directly affect this particular type of action in the game. So, like the health drone, it could very well be something that's implemented in the future. And if it is, there would almost certainly be some interesting new movement
and player interaction techniques to come along with It. Repo's chat is one of the most beloved features in the game. The charming robotic voice over is a perfect match for the design of the semibots, and the various different voice effects that can be achieved by looking up, down, or crouching all make for great in-game interactions. But something that's somewhat lesser known, at least as of recording, is that the game's text chat is also compatible with HTML syntax. And as a result, there are a Bunch of different ways to modify how text appears on screen. By
using certain strings of code, we can change the size, color, boldness, and various other aspects of our messages to other players. You can also use various emojis, which is another odd quirk of the way chat is programmed. But with that, it's time to continue on to our final tier in today's video, tier five. The Rugrat is definitely one of the more strange enemies this game has to offer. Manifesting as a small child, they might seem relatively harmless at first. And in a certain sense, they are. Because the Rugrat is not capable of doing any damage
to players on its own. Instead, it relies on picking up and throwing items in the environment. Not only injuring players, but also damaging or even breaking valuable loot in the process. The thing is though, if you stop and take a look at the Rugrat, it may seem somewhat familiar. Sporting a Gaping m, full cheeks, and of course, bright yellow eyes. Some might see the Rugrat's appearance as being similar to that of a baby headman. And in fact, the similarities don't just end there. Like the headman, the Rugrat also has its visage carved into stone in
various areas of the map, appearing as a decorative part of the fountain that adorns certain areas of both the Headman Manor and Swift Broom Academy. So, with these two enemies sharing such a Distinct likeness to one another, could it be that they are actually related? Personally, I think it's a pretty interesting theory and certainly one that has a lot of circumstantial evidence behind it. Perhaps the Rugrat is the child or grandchild of the deceased patriarch of the manor. And for all we know, the Rugrat too could be undead. The map is an item that virtually
everyone who's played Repo has looked at countless times before. You Certainly don't need me to tell you that it's a pivotal part of navigating the game and locating loot, especially at higher level quotas. But the map also holds an interesting secret. See, while the item itself is obviously present in game, its name in the files signifies that it may once have had a very different use. Known as the dirtfinder in game code, this piece of equipment seems to be a relic dating all the way back to the original singleplayer build Of Repo, where it probably
would have functioned less as a traditional map and more as a means of finding areas that still needed to be cleaned throughout the Headman Manner. Who knows? It may have even been that this was not originally designed to be a standard piece of equipment at all and instead could have been something that players needed to purchase or pick up sometime down the line. That is, if such a system even existed. It's interesting how Something as simple as a file name can allude to such a robust history here. And in the future when Semiwork talks more
about this mysterious original build, then it'll be interesting to see what other areas of the game are holdovers from that original vision. In the third level version of the Headman Manor, a room will generate that includes a feature found nowhere else in game, a mine-like basement area that includes a strange, seemingly endless Pit, and lots of associated digging equipment. But while all of that is pretty odd in and of itself, one of the strangest parts of this room is a collection of bones that can be found partially hidden in dirt in one of the corners.
On its own, this might be strange, but not altogether special. However, taking a look at this scene using external tools reveals that it isn't just any pile of bones. Rather, it's actually the same skeleton model That can be found within the service station's secret shop, complete with the very same hat. Given that the rest of the body is obscured from view in the game normally, there's no reason to think that the body's presence here has any significance to the lore or anything like that. Still, it's definitely an interesting little Easter egg. Nevertheless, as it happens
though, this skeleton does, at least in a sense, relate to our next and final entry on This iceberg. And I have to say, this last thing is definitely one of my favorite revelations in this entire game so far. The last discovery of today's video is one that I've left for the end for a very specific reason. Not only is this, I believe, some of the most obscure lore in the game, but it may also be some of the most important. Throughout Repo, this symbol appears in a number of different locations. It can be found on
The hat of the skeleton that lies in the secret room above the service station, and a small print of it can also be found on the warning signs found in the tutorial. But although the symbol may not appear as anything special, what we have here is in actuality a logo for a company known as Aatl Automations. Now, nothing is 100% confirmed. But judging by the locations where the AATL logo can be found, I think there's an obvious conclusion to be drawn here. This Company, one that is named nowhere else in the game aside from this
small placard, is likely the very organization responsible for bringing the repo program and the tax man into existence in the first place. These were the people that once worked within the tutorial facility. And it seems that one of their workers may have been the one to hide in the ceiling of the service station after disaster struck sometime after the year 2184. So, with all of This in mind, let me ask, is it a coincidence that someone associated with Aratoll would have been the one to preemptively hide this way? Is it a coincidence that erratic robot
behavior was one of the top concerns of their staff in the tutorial facility? Could it be that the taxman and the semibots aren't merely passive observers of a posthuman reality, but might they have actually had a hand in its very creation? Given everything we've learned Today, it certainly seems plausible. But even if not, I think that Aaratl is likely one of the most important parts of the lore of Repo so far. Even if you take nothing else away from this iceberg, I would encourage all of us to keep an eye and ear out for that
name moving forward. Mark my words, they will come up again. And with that, we've reached the end of the repo early access iceberg. I hope you guys enjoyed this look into Some of these stranger and perhaps more unknown aspects of Repo's lore, mechanics, and more. I know that as far as icebergs go, this one was a little bit shorter than my normal offerings, and also that there's likely at least a few things on here that will probably change sooner rather than later, such as the museum being added later this year. But nevertheless, I hope you
found this entertaining and at least a little bit informative. Also, if there's anything Major that I missed, please let me know. I intend to potentially revisit this iceberg sometime in the future and create an updated version similar to what I first planned with the Lethal Company iceberg when I first put that together. And speaking of which, if you've watched so far, expect some news on that front relatively soon. Once more, before we go, I've got to give a big thanks to Chicken Nougat for helping to inspire a lot of the entries on this Chart. Pretty
much every unused asset we talked about today was something that he discovered while sifting through game files. So, be sure to check out his channel. I know he's got some great content in the works. And also a big thanks to War Thunder for sponsoring this video today. Be sure to sign up using my link in the description. Get your hands on a great bonus pack on PC or console. And hey, maybe I'll even see you in game. With that though, this is a Verberon. I'll see you again soon. And have a good one.