Best Survivor Loadout in Monster in the Mansion

No perks yet, so the loadout is items and habits: push-to-talk, quick-crouch, a controlled light, and a book-first priority.

Best Survivor Loadout & Item Priority

With no published perks or classes for Early Access, the "loadout" that matters in Monster in the Mansion is your items and habits, not a build screen. This pre-launch guide covers what to carry and what to prioritize so your seven survivors actually cure the monster.

The Habit Loadout (Always On)

  • Push-to-talk: non-negotiable. Voice is audible to the monster.
  • Quick-crouch bind: crouch-walk should be one key, reflexive.
  • Light you control: keep your flashlight off unless you need to see; a controlled light is a tool, not a beacon.

These three beat any perk the game might later add.

Item Priority by Role

  • Runners: books first, then a quick hide option. Drop loot that slows you.
  • Decoys: a noise source and a known hide route. Speed to peel matters more than gear.
  • Support: craft-station proximity and a revive tool if the build has one.
  • Cure Carrier: nothing that slows the close-range approach. Travel light.

What to Skip

  • Loud cosmetics or emotes near the monster.
  • Hoarding items "just in case" — dead weight slows the cure.
  • Anything that makes you the only lit, loud player in a wing.

When Perks Ship

Once Ubermonster publishes perks, re-rank around the cure loop: sound-masking and speed for runners, distraction for decoys, crafting-proximity for support. The Perk Tier List will track the real meta.

Frequently Asked Questions

Is there a best weapon?

Unannounced. The objective is the cure, not combat — items serve the loop, not a damage race.

What should I prioritize first round?

Books. A round with zero books collected is a round you cannot win.

Do cosmetics matter?

Only if they make noise or light. Keep them quiet.