The Fatal Baboons LAB Update introduces eight deadly laboratory and Backrooms entities, each equipped with distinct hunting mechanics, movement speeds, and jumpscares. Surviving expeditions across the containment facility requires knowing which threats hunt by sight, which track footsteps through concrete walls, and how to counter grapple attacks.
Each monster features official containment plaques detailing its exact movement velocity, turning difficulty, and sensory detection ranges. Understanding these stats lets you break line of sight, jump over low swings, and identify deceptive impostors before they strike.
Fatal Baboons Walkthrough Guide – Monster & Jumpscare
Quick Monster Stat Reference
Every entity in the update features specific movement speeds, detection ranges, and turning limitations that dictate how you should evade them.
| Monster | Habitat | Speed | Turning Difficulty | Primary Hunting Mechanic |
|---|---|---|---|---|
| Bertha | The Lab | 38 | 60% | Instant top speed; low attack reach |
| John | The Lab | 37 | 50% | Blind; tracks sound up to 145 studs |
| Meat | The Backrooms | 35 | 45% | Visual tracker; reaches high over props |
| Null | The Backrooms | 54 | 0% | Freezes when watched; rushes anyone looking away |
| Meater | The Lab | 40 | 35% | High sprint speed; sharp cornering |
| Brute | The Lab | 35 to 42 | 70% | Builds momentum over 5 seconds; low attack reach |
| Spitter | The Lab | 36 | 40% | Ranged spit slows player speed by 20% |
| Mimic | The Backrooms | 37 | 1% | Disguises as a player; chases for 40 seconds |
The Lab Monsters and Survival Strategies
The containment facility features narrow corridors, warehouse storage bays, and scrap recycling centers where fast sprinters and blind hunters roam.
Bertha
Bertha acts as Brute’s aggressive twin, roaming the metallic hallways of The Lab with immediate acceleration. Unlike momentum-based entities, she hits her top speed of 38 the exact instant a pursuit begins and releases a disorienting blast five seconds after spotting you.
Her high turning difficulty of 60% makes tight doorway cuts and zigzagging around corners your primary escape route. Because her swiping animation only hits low to the ground, timing a jump as she lunges lets you clear straight over her head.
John
John is a completely sightless creature roaming The Lab that relies entirely on acoustic detection. His hearing range spans 145 studs in all directions, allowing him to detect running footsteps and jump landings directly through solid walls.
Standing completely still produces zero sound, as does tapping your forward movement key in short bursts with brief pauses between steps. When John loses a noise trail, he walks to the last confirmed sound location and lingers, giving you time to deploy a Noise Maker elsewhere.
Meater
Meater represents the fastest sustained chaser inside The Lab facility, moving at a swift base speed of 40 studs. While his vision is restricted to 160 studs in front of him, his 35% turning difficulty allows him to hug corners tightly without losing chase momentum.

Meater’s display plaque and red fleshy model
Because your normal walking speed is 37 studs, Meater gains on you at a rate of three studs per second on straight paths. Spotting him early and breaking line of sight behind warehouse shelving before he enters his detection cone is mandatory to avoid being overtaken.
Brute
Brute is a heavy, gray ape that begins chases at a sluggish 35 speed before accelerating up to 42 studs over five uninterrupted seconds of pursuit. Reaching maximum momentum triggers a loud audio roar and a speed blast that easily runs down fleeing players.
Cutting across doorway thresholds or looping storage containers immediately resets his speed counter back to base. Like Bertha, Brute’s hitboxes are concentrated low, enabling you to leap directly over his arms if cornered in a dead end.
Spitter
Spitter wanders The Lab corridors as an ink-black creature that engages targets from up to 240 studs away. Upon visual confirmation, he emits a distinctive warning shriek and fires green goo projectiles every five seconds toward your predicted heading.

Spitter’s black silhouette model and stat plaque
While the spit attack deals no direct damage, getting hit inflicts a 20% speed reduction lasting 4.5 seconds. Because Spitter’s movement rate is 36 studs, surviving the encounter requires juking projectile arcs so you maintain full walking speed.
The Backrooms Monsters and Evasion Tactics
Transitioning through service elevators takes you into the yellow wallpaper maze, where visual anomalies and social impostors operate.
Meat
Meat is a raw, red flesh entity that exclusively patrols the Backrooms and possesses an extensive forward vision distance of 240 studs. He tracks audible movement within an 85-stud radius but moves at a relatively sluggish 35 studs per second.

Meat monster model and stat plaque
Unlike the facility creatures, Meat boasts tall hitboxes that allow him to grab players standing on top of crates or hallway barriers. His 45% turning difficulty means breaking line of sight through maze intersections is far more effective than trying to scale furniture.
Null
Null operates as a lethal gaze-based predator roaming the Backrooms at a blistering 54 studs per second. He detects players up to 240 studs away, but his hunting trigger activates whenever a player within his visual field turns their camera away from him.
Null freezes in place only while actively viewed by everyone he can see, making Noise Makers entirely useless against him. If grabbed while he is stationary, complete the quick-time punch prompts using the interaction key; escaping gives you 30 seconds of immunity, after which a second capture results in an instant death.
Mimic
Mimic infiltrates group gatherings by copying the exact fur color, username tag, and equipped hats of active lobby players. He wanders passively alongside groups for 30 to 50 seconds, waiting until someone pushes into his character model to trigger an attack.
You can identify an undercover Mimic early by inspecting his face, which features unnerving hollow eyes and an unnatural expression. Once aggroed, his head flips completely upside down and he pursues targets for 40 seconds before reverting back into a player disguise.
Safe Zones and Scrap Collection
Securing scrap materials like copper requires shuttling items back from open monster territories to marked containment hubs.
Facility floors feature clearly painted border lines indicating the transition between the Danger Zone and the blue Safe Zone. Monsters cannot cross past these safety barriers, giving you a reliable refuge to deposit materials, access Abby’s Shop, and cycle through scrap recyclers.
