공략

Playing as the Giant

The complete giant guide for Lurking Giants: how to use visibility pulses to hunt, the Attack and Haunt combo, and how to close out survivors before sunrise.

최종 업데이트: 2026-07-11

LOCUST — default giant · tier a in Lurking Giants

You are one giant against as many as fifteen survivors, and the whole night is a countdown you are trying to outrun. From the moment you climb out of your television at 12:00 AM, the job is to thin that crowd before 6:00 AM sunrise hands the survivors their win. What makes the giant hard to play well is that raw power is not the problem — information is. Survivors vanish into cover the instant you lose sight of them, so a strong giant in Lurking Giants is less a brute than a hunter who reads patterns, banks each visibility pulse, and closes distance before its prey can reset.

The giant hunts blind — until the pulse

Being the giant in Lurking Giants feels powerful, but the twist is that you cannot see hidden survivors most of the time. You spawn from your television at the start of the night, and from then on you are hunting in the dark. Your one reliable source of information is the visibility pulse. Everything good you do flows from using those five windows well — a giant who wastes pulses loses to the clock, and a giant who banks them wins with time to spare.

Between the highlight windows, resist the urge to wander at random. Path toward the last cluster you saw and toward the map’s forced-traffic points — the hub everyone spawns on, the corridors linking one sector to the next. Sprinting survivors are louder than crouched ones, so treat the dark stretches as setup for the next reveal, not a bush-by-bush search.

Use every pulse as intel

At 1:00, 2:00, 3:00, 4:00 and 5:00 AM, every survivor lights up for you through walls, bushes and darkness. Do not just chase the nearest one — read the whole board. Note where survivors cluster, which routes they favour, and who failed to relocate. Between pulses, path toward those learned positions and set up so the next pulse hands you a kill. Early pulses are for gathering information; later pulses are for cashing it in. Watch for the survivor who did not move at all — sitting still through a pulse usually means they are cornered or overconfident, and that is the thread to pull first.

The Attack and Haunt combo

You have two tools. Attack (Q) is your melee elimination, and its hitbox reaches slightly past your visible model — so survivors who think they cleared your range often did not. Haunt (G) is area pressure: use it to seal an exit or a corridor so a fleeing survivor runs into you instead of past you.

The combo that wins chases is simple: a pulse reveals a survivor → sprint to intercept their route → drop Haunt on the exit they are running toward → land Attack when they arrive. Committing to that sequence beats flailing at survivors as they scatter. Because your model is large, tight geometry can stall you, so herd survivors into open ground rather than chasing them through stairwells.

Timing separates the two tools: both are gated, so wasting one leaves you exposed for the seconds a survivor needs to slip past. Hold Haunt until a runner commits to one exit, then land Attack on their arrival rather than their approach.

Pick the right giant for the map

Both playable giants share this kit, but they suit different maps. Locust, the free default, commits to its attack faster and thrives on the open Forest, where long sightlines turn a pulse into an easy chase. Guilt, the premium unlock, is taller with more presence and pins survivors against geometry — but its size is more exploitable on the vertical City. If you get to choose, match your giant to the arena.

Map-specific hunting

On Forest, work the outer ring: intercept on the perimeter after each pulse and camp cave exits from around 3:00 AM, since caves are only transition cover and survivors have to leave them. On City, do not chase rooftop campers straight up — you can climb, but slowly, and survivors abuse the delay. Instead camp the ground exits and haunt the stair tops, and lean harder on pulses since the towers block your normal vision.

Patience beats over-aggression

The most common way to lose as the giant is to chase everything. Every survivor you sprint after through cover is one you likely lose the moment they break line of sight, and those seconds are gone from a night that lasts only a few real-time minutes. Discipline reads better: take the kill the pulse gives you, keep steady pressure on the forced-traffic points, and let survivors relocate into you. Over-aggression also telegraphs, since a giant fixated on one runner tells the rest exactly where it is not. Hunt like you have time early on, and save the all-in pressure for the final minutes.

Closing out the night

The giant’s enemy is the clock. From around 4:00 AM the math tips your way — fewer survivors remain and each pulse covers a smaller, more desperate group, so tighten your patrols to the exits nearest the last cluster. If survivors are still alive at 5:00 AM, that final pulse is your last clean read, so make it count — a highlighted, panicking group in the last minute is where multi-kills happen. Space your Haunts to deny the exits they will sprint for, and remember there is no pulse at 6:00 AM: whatever you have not caught by then wins. Understanding the night cycle from the hunter’s side is the whole skill, and reading the survivor guide tells you exactly what your prey is trying to do.

GUILT — premium giant · tier s in Lurking Giants
Guilt, the premium giant — bigger reach, heavier presence.

자주 묻는 질문

How does the giant find survivors in Lurking Giants?

Through the visibility pulse. At each hour mark from 1:00 to 5:00 AM, every survivor is revealed through cover for a few seconds, so the giant can note who clustered where and who stayed put too long. Between those five windows the giant hunts mostly blind, pathing toward the last known positions.

What are the giant's abilities?

Two, and both giants share them. Attack on Q lands your melee kill; because its reach extends a little beyond your model, a survivor who feels safe at the edge frequently is not. Haunt on G controls space, cutting an exit so panicked survivors funnel toward you rather than away.