The 3-Second Protocol

You’re 40 meters into Vow, holding a broken T-Comm and a half-empty oxygen tank. Your teammate’s mic cuts out mid-sentence. Then you hear it: a low, wet scraping from the ventilation shaft above you.

You have about three seconds. That’s the whole game. Identify the sound, name the entity, and move — before it’s on you.

This playbook is muscle memory: concrete counters for every major entity, in the order you’ll hear them. Short sentences. Hard numbers. No fluff.

If you’re brand new, start with our beginner guide and the full monster bestiary. This page assumes you know the map basics and only need the counters.

You Heard It at Door 12 — Now Move

Here’s a wipe you’ve probably already lived, because it’s the fastest way to see the protocol work.

Three of you are on March, deep in the facility, two scrap items in hand. The player on ship comms goes quiet. Then someone at Door 12 hears a high-pitched static that builds in volume.

The error: They panic and sprint forward, deeper into the facility, toward a noise they can’t place. Two turns later they’re in a dead-end corridor with the static on top of them.

The cause: They never named the sound. If you can’t name it, you can’t pick a response, and the default — run forward — is the exact wrong one for this entity.

The recovery: Static building with no visible source is a Coil-Head. Turn 180 degrees and sprint back the way you came, eyes on it until it teleports, then change direction 45 degrees after each jump. Twelve seconds and it gives up.

The difference between that wipe and the save was one word said out loud: “Coil-Head.” Name it, and the response is already drilled.

The First 3 Seconds: Identify, Then Pick a Response

The protocol is not “run.” It’s identify first. Here’s the if-then frame you run in your head:

If you hear or seeThen do
Low growl that cuts off after 2-3 secondsBracken — freeze, control your gaze, break contact
High static that builds in volumeCoil-Head — turn 180 and sprint back
Music box melody that speeds upJester — check the timer, get distance
Heavy thumping that gets louderThumper — crouch, check your sprint
Metallic clicking plus faint laughterNutcracker — eyes on the floor
High screech that echoes off wallsEyeless Dog — crouch, mute your mic
Deep rumbling roar that shakes the groundForest Keeper — break line of sight

The freeze-or-flee question only matters after you’ve named the thing. Most runs don’t end because players move too slowly. They end because players move the wrong way for the entity that’s there.

When to freeze: a low growl, static, or clicking that stops abruptly. A shadow that doesn’t match yours. A tight corridor with no cover.

When to flee: a high-pitched screech, heavy thumping, or laughter getting louder. At least 10 meters of clear space ahead. A stun grenade or zap gun in hand.

When to fight: you have a shovel, you’ve drilled the timing, the entity is a Bracken or Coil-Head, and your team is clear of the swing.

Entity Breakdowns

1. Bracken — The One You Meet in the Basement

Audio cue: Low, guttural growl that cuts off after 2-3 seconds. Callout: “BRACKEN — STARE!”

The Bracken is your first test of nerve because it isn’t random — it runs a strict stare timer, and most players lose by fumbling the timing. You’ll meet it in tight rooms: basements, server rooms, low light and corners. It closes distance while you’re not looking. The growl is your tell.

Counter-move:

  • Freeze instantly when the growl cuts off.
  • Lock eyes for a controlled beat — roughly 4 seconds.
  • Don’t blink, don’t turn your head, don’t move your mouse.
  • After that beat, it hisses and retreats.

What not to do:

  • Don’t run. It chases at 12 m/s, faster than your sprint.
  • Don’t swing your shovel early. It dodges and attacks.
  • Don’t let it get behind you. One hit from behind kills you.

Trivialization item: Stun grenade. Throw it 3 meters in front of the Bracken. The flash blinds it for 10 seconds. Use that window to sprint to cover.

Pro tip: With a teammate, one holds the stare while the other arms the stun grenade. That split is the difference between a clean retreat and a body on the floor.

2. Coil-Head — The Real Run-Ender

Audio cue: High-pitched static that builds in volume. Callout: “COIL-HEAD — RUN BACK!”

The Coil-Head turns a good run into a wipe by exploiting your panic response. It moves in teleport jumps that cover 8 meters per second and can turn corners instantly. Run forward into a dead end and it corners you.

The static is your early warning system. It gets louder at 15 meters. The moment it starts to build, you should already be turning.

Counter-move:

  • Turn 180 degrees and sprint back the way you came.
  • Keep your eyes on it until it teleports.
  • After each teleport, change direction by 45 degrees.
  • Hold that pattern for 12 seconds. It gives up and wanders off.

What not to do:

  • Don’t run into tight spaces. It will corner you.
  • Don’t freeze. It keeps teleporting closer.
  • Don’t fight it with a shovel unless you’re at point-blank range.

Trivialization item: Zap gun. Aim for the head — the glowing red part. Hold the trigger for 1.5 seconds. It stuns for 8 seconds.

Pro tip: The 12-second rule is the part people skip. They break off early, the Coil-Head re-engages, and they’re back to square one. Count it out loud.

3. Jester — The Music Box That’s Timing You

Audio cue: Music box melody that speeds up over roughly 60 seconds. Callout: “JESTER — 30 SECONDS!” (melody speeding up) / “JESTER — POP!” (it activates)

The Jester is a timer wearing a monster’s body. You are not fighting the Jester. You are fighting the clock. Once it pops, there is no stun, no item, no trick — it just kills whoever is near it.

The pop timer:

  • Stage 1 (0-30 seconds): slow melody. Safe to approach, but mark it.
  • Stage 2 (30-45 seconds): melody speeds up. Stay 5 meters away.
  • Stage 3 (45-60 seconds): frantic. Run.

Counter-move (after pop):

  • Sprint in a straight line away from the Jester.
  • Don’t turn around. It follows your direction.
  • Head for a large open room with high ceilings — the warehouse on March is the classic.
  • Keep running until the melody stops and it clatters to the ground.

What not to do:

  • Don’t try to stun it. It’s immune to all items.
  • Don’t hide in lockers. It opens them.
  • Don’t let it corner you in a corridor.

Trivialization item: Knowledge of spawn locations. The Jester only spawns in large open rooms with high ceilings. Spot one early, mark it, and route around it.

Pro tip: If you’re carrying a walkie-talkie, drop it. The static buries the melody, and you’ll miss the speed-up cue to run.

4. Thumper — The One That Hunts Your Sprint

Audio cue: Heavy thumping that gets louder as it approaches. Callout: “THUMPER — CHECK SPRINT!”

The Thumper is a hearing-range monster, and it punishes the exact habit this game trains into you: sprinting everywhere. Its entire threat model is built around how much noise you make.

Hearing range:

  • Footsteps: 30 meters.
  • Sprinting: 45 meters.
  • Mic chatter: 20 meters.

Counter-move:

  • Crouch immediately when you hear the thumping.
  • More than 20 meters out: crawl to cover.
  • Less than 20 meters out: sprint in a zig-zag, changing direction every 2 seconds.

What not to do:

  • Don’t run in a straight line. It catches you.
  • Don’t use your mic. It homes in on your voice.
  • Don’t fight it. Shovels don’t work on it.

Trivialization item: Silent Shoes cut footstep noise by roughly 75% and let you walk within 10 meters undetected — but they’re not on the confirmed item list. See What’s Unconfirmed.

Pro tip: The Thumper slows down on uneven terrain. Route through crates, pipes, and rocks and it loses ground.

5. Nutcracker — Don’t Meet Its Eyes

Audio cue: Metallic clicking plus faint laughter. Callout: “NUTCRACKER — NO EYES!”

The Nutcracker’s trigger is line-of-sight to its face. It activates 100% of the time if you look directly at it, locks on in 1.5 seconds, and fires a shotgun blast for 50% damage per hit. The fight is decided before it fires — by where you point your eyes.

Counter-move:

  • Look at the floor or ceiling the moment you hear the clicking.
  • If you have to pass it, walk sideways with your eyes averted.
  • If it fires anyway, dodge left or right within 0.5 seconds.

What not to do:

  • Don’t look at it, even for a split second.
  • Don’t try to steal its shotgun. It kills you.
  • Don’t run. It chases at 10 m/s.

Trivialization item: Zap gun. Aim for the chest — the glowing blue part. Hold the trigger for 2 seconds. It drops its shotgun and retreats.

Pro tip: The Nutcracker only spawns in industrial areas with high-tech equipment — the factory on Rend is the canonical spot. When you cross into that tile set, drop your eyes early.

6. Eyeless Dog — The Fastest Thing That Wants You to Run

Audio cue: High-pitched screech that echoes off walls. Callout: “EYELESS — CROUCH + MUTE!”

Here’s the counterintuitive one, and it’s worth slowing down for. The Eyeless Dog is the fastest entity in the game — it chases at 14 m/s, faster than anything else on this list. Your instinct is to run. That instinct kills you.

The Eyeless Dog is blind. It hunts entirely by sound. So the correct counter to the fastest monster in the game is to stand completely still and make no sound at all.

Mic detection range:

  • Mic chatter: 25 meters.
  • Whispering: 15 meters.
  • Silence: 5 meters.

Counter-move:

  • Crouch and mute your mic immediately.
  • More than 15 meters out: crawl to cover.
  • Less than 15 meters out: freeze and make no sound. It passes by after about 8 seconds.

What not to do:

  • Don’t use your mic. Even a whisper triggers it.
  • Don’t run. It will close the gap in seconds.
  • Don’t fight it. It’s immune to all items.

Trivialization item: There isn’t one. The real item is discipline — mute your mic and don’t move. See What’s Unconfirmed.

Pro tip: The screech is directional. Use it to map the room — it tells you where the open space is and where the wall is, even when you can’t see either.

7. Forest Keeper — Break the Line

Audio cue: Deep, rumbling roar that shakes the ground. Callout: “FOREST KEEPER — BREAK LINE!”

The Forest Keeper is a line-of-sight monster, the outdoor counterpoint to the Eyeless Dog. It only activates if it can see you, it loses interest if you break line of sight for 5 seconds, and it sees 30 meters straight ahead.

Counter-move:

  • Run behind a tree or large rock immediately.
  • Stay out of sight for a full 5 seconds.
  • With a stun grenade, throw it at the base of the tree. The flash blinds it for 12 seconds.

What not to do:

  • Don’t run in a straight line. It charges.
  • Don’t fight it. It one-hit kills you.
  • Don’t hide in small bushes. It sees through them.

Trivialization item: Stun grenade. Throw it 5 meters in front of the Keeper. The flash stops the charge and buys the sprint to the tree line.

Pro tip: The Forest Keeper only spawns in forest areas with dense tree cover — the woods on Vow are the classic. On those moons, always keep a tree between you and open ground.

The Counterintuitive Rule: Standing Still Beats Running

Movement is usually life in this game. You sprint to scrap, you sprint to the ship, you sprint from the Coil-Head. The Eyeless Dog inverts the rule: it is blind and faster than you, so running isn’t an escape — it’s a dinner bell. The only winning move is to make no noise and not move.

So the rule isn’t “run from everything.” It’s “run from what tracks you by sight, freeze for what tracks you by sound.” The Eyeless Dog is the purest case. The Thumper is the softer version — you crouch and walk instead of sprint, but you can still move. The Dog is binary: still, or dead.

Item Priority

Stun grenades first

  • Against the Bracken or the Forest Keeper.
  • In tight corridors with no escape route.
  • When you’re carrying high-value scrap, like the golden cup.

Zap gun first

  • Against the Coil-Head or the Nutcracker.
  • In open rooms with room to maneuver.
  • When you need to lock down one entity while your team moves.

Shovel first

  • Only against a Bracken within 2 meters.
  • Only if you’ve drilled the timing — swing exactly 4 seconds after it stops growling.
  • Only as a last resort when you have nothing else.

Standardized Callouts

Your team has about two seconds to communicate. The callout is the name plus the action. Practice these until they come out before you’ve finished thinking.

EntityCallout
Bracken“BRACKEN — STARE!”
Coil-Head“COIL-HEAD — RUN BACK!”
Jester“JESTER — 30 SECONDS!” / “JESTER — POP!”
Thumper“THUMPER — CHECK SPRINT!”
Nutcracker“NUTCRACKER — NO EYES!”
Eyeless Dog“EYELESS — CROUCH + MUTE!”
Forest Keeper“FOREST KEEPER — BREAK LINE!”

Run through these before you drop. The player who calls “Coil-Head” instead of “uh, there’s something in the hall” is the reason the run survives. For the full signal vocabulary — radar slang, last-words protocol — see our communication signals guide.

The Shovel Timing Drill

Most players swing too early. Here’s the drill that fixes it:

  1. Find a Bracken spawn — the basement on March works.
  2. Have a teammate bait the Bracken.
  3. When the growl stops, count to 4 slowly.
  4. Swing exactly on “4.”
  5. Repeat 10 times.

Master that, and Bracken goes from run-ender to free scrap.

What’s Unconfirmed

Some numbers on this page come from community testing, not datamined game files. The Bracken’s 12 m/s, the Coil-Head’s 8-meter jumps, the Eyeless Dog’s 14 m/s, and the Thumper and Dog detection ranges are community estimates — the developer hasn’t published official values. Treat them as directionally right, not precise. The decision rules don’t change if a number is off by a meter or two.

Silent Shoes and Soundproof Headphones show up in counter threads, but neither is on the confirmed item list as of this writing. Don’t plan a run around them. The real counter for the Thumper and the Eyeless Dog is what those items pretend to give you: crouch, mute your mic, and control your movement.

The Bracken’s stare timing — that “roughly 4 seconds” — varies with server lag and is worth drilling yourself. The shape of it isn’t up for debate: freeze, control your gaze, don’t let it get behind you.

To verify the current patch, run a practice moon solo with a stopwatch — our solo survival guide covers clean test runs. And outdoor entities shift with the weather: fog and rain change how far the Eyeless Dog and Forest Keeper can hear and see, which our weather strategy guide breaks down by moon.

Final Notes

This playbook is your foundation, not a script. Every run shifts. Practice solo first. Communicate, always. And never underestimate the Coil-Head — it punishes the habits every other entity teaches you.

Now go survive. The company is counting on you.