They are different
Mutants are not cannibals. More health, more speed, more damage. Treat them as boss-tier threats from the first sighting.
Prep the loadout
Check the enemy database for their stats. Bring the weapon that answers their weakness, not your favourite.
Use the ground
Fight in your fortified camp. Traps and height turn a mutant into a managed threat instead of a sudden death.
Retreat and reset
A lost mutant fight costs the run. Fall back, rearm, and return on your terms with a plan you trust.
Stack the odds
Armour, traps and a friend beat a mutant alone. Layer every advantage before you step into the deep.
Fear them early
Mutants are the reason the island stays tense. Avoid them until geared, because a careless meeting ends a long, careful run.
Treat them as bosses
Mutants stand above the cannibals in every stat that matters. Plan each meeting like a boss fight, bring the right gear, and that cautious mindset keeps you alive when others panic.
Mutants and their weak points
- Fingers (health 180 (Normal), weakness Knees)
- Enemies
- Twins (health 220 (Normal))
- Sluggy
- Cannibals
- Caterpillar
- Shark
- Demon
- Edward Puffton
- Barbara Puffton
- Mutants
- Puffies
- Mutant Baby (health 10 (Normal), weakness Whole body)
- Muddy Cannibals
- Heavy Cannibals
- Golden-Masked Cannibals
- Fat Cannibals
- Regular Cannibals
Read speed and class
Speed and class tell you how to fight. A fast mutant wants space; a heavy one wants a wall and a plan.
How fast and what kind
- Fingers (speed Fast, class Humanoid mutants)
- Enemies
- Twins (speed Medium, class Creepy mutants)
- Sluggy
- Cannibals
- Caterpillar
- Shark
- Demon
- Edward Puffton
- Barbara Puffton
- Mutants
- Puffies
- Mutant Baby (speed Medium, class Creepy mutants)
- Muddy Cannibals
- Heavy Cannibals
- Golden-Masked Cannibals
- Fat Cannibals
- Regular Cannibals