The hiding spots available on each Lurking Giants map create fundamentally different survival experiences. Forest offers bushes and caves — visual concealment and natural hard shelters. City offers buildings, tunnels, rooftops, and billboard blind spots — physical barriers and underground protection. Understanding how each shelter type performs against Locust and Guilt on both maps is essential for adaptive survival. This guide compares every shelter type across both maps, evaluates their effectiveness against each Giant, and provides cross-map relocation strategies for players who switch between Forest and City between rounds.
The key insight from this comparison is that no shelter type is universally safe. Every hiding spot in Lurking Giants is compromised during the visibility pulse, and each shelter type has specific Giant counters. Bushes fail against pulse reveals, buildings fail against Guilt's wall-penetrating Haunt, and tunnels are vulnerable to Giant camping. The best survivors are those who understand the strengths and weaknesses of every shelter type and adapt their strategy based on the map and Giant they face.
Shelter Type Comparison — Complete Matrix
| Shelter Type | Forest Availability | City Availability | Vs Locust | Vs Guilt | Pulse Survival |
|---|---|---|---|---|---|
| Bushes | Abundant | None | Moderate | Poor | Very Poor |
| Caves | 4–5 locations | None | Good | Moderate | Good |
| Building interiors | None | Abundant | Excellent | Very Poor | Moderate |
| Underground tunnels | None | Extensive network | Good | Good (ceiling reduces Haunt) | Good |
| Rooftops | None | Multiple | Good | Poor | Moderate |
| Billboard blind spots | None | Several | Moderate | Poor | Moderate |
| Stairwell landings | None | Many | Moderate | Very Poor | Poor |
| Geyser Field area | Present | None | Very Poor | Very Poor | Very Poor |
Critical observation: Forest shelters are effective against both Giants similarly, while City shelters have wildly different effectiveness depending on the Giant type. This means City requires Giant-type awareness — choosing buildings vs Locust but tunnels vs Guilt — while Forest allows a more uniform strategy regardless of which Giant is hunting.
Forest Hiding Spots — Detailed Analysis
Bushes (Forest-Exclusive Primary Shelter)
Bushes are the default hiding option on Forest map. They provide visual concealment that partially hides your survivor model from the Giant's view, but they offer zero physical barrier against Haunt abilities.
| Bush Metric | Rating | Detail |
|---|---|---|
| Visual concealment | Moderate | Partially hides model during non-pulse |
| Haunt protection | None | Both Giants' Haunt reaches through bushes |
| Pulse survival | Very Poor | Highlight reveals position through bushes |
| Relocation ease | High | Many bushes nearby for quick rotation |
| Audio risk | Moderate | Rustling sound when entering/exiting |
| Quantity | Abundant | Bushes cover most of Forest map |
Bush survival rule: Treat bushes as one-pulse shelters. Before each visibility pulse, identify your next bush destination. When highlighted, immediately move to the new bush after the highlight fades. Never remain in a bush after being revealed — both Locust and Guilt will sprint directly to your revealed position.
Caves (Forest-Exclusive Hard Shelter)
Caves are the Forest equivalent of City tunnels — natural enclosed spaces with thick walls and ceilings that partially block both Giants' Haunt abilities. Caves are the strongest shelter type on Forest but are limited in number and have fewer escape routes than City tunnels.
| Cave Metric | Rating | Detail |
|---|---|---|
| Physical enclosure | Good | Walls and ceiling block most Haunt |
| Haunt protection | Good (Locust) / Moderate (Guilt) | Thick rock reduces wall-penetrating Haunt |
| Pulse survival | Good | Highlight reveals position but Giant cannot reach quickly |
| Escape routes | Limited | Most caves have 1–2 entrances |
| Audio awareness | Good | Hear Giant footsteps outside entrance |
Cave survival rule: Use caves as pulse shelters — enter during or immediately after the pulse, then exit and relocate after the highlight fades. Never remain in a cave for more than one pulse cycle, especially single-entrance caves that can be camped by the Giant.
City Hiding Spots — Detailed Analysis
Building Interiors (City-Exclusive, Locust-Counter)
Buildings on City map are multi-story structures with 2–5 rooms per floor, interior walls approximately 0.3 meters thick, and window placements on exterior walls that create partial sightlines. Stairwells connect floors with open-rail landings at each level, and most buildings have 2–3 ground-floor entry points plus rear exits.
| Building Metric | Rating (vs Locust) | Rating (vs Guilt) | Detail |
|---|---|---|---|
| Wall protection | Excellent | None | Locust Haunt blocked, Guilt Haunt penetrates |
| Room variety | Good | Poor | Multiple rooms to rotate through |
| Escape routes | Good | Poor | Multiple doors and windows |
| Stairwell access | Good | Dangerous | Stair gaps are Guilt prediction targets |
| Rooftop access | Good | Poor | Haunt penetrates ceiling |
Building survival rule: Use buildings only against Locust. Against Guilt, buildings are death traps. Identify the Giant type quickly (audio cues differ between Locust and Guilt) and switch to tunnels if you hear Guilt's distinctive Haunt sound.
Underground Tunnels (City-Exclusive, Guilt-Counter)
Tunnels consist of branching corridors carved beneath City streets, with ceilings roughly 8–10 meters of concrete and earth overhead. Each network section contains 2–3 branch paths connecting to surface stairwells and building basements. Lighting is minimal — faint amber wall-mounted fixtures at 15-meter intervals — and sound travels clearly along the corridors, amplifying Giant footsteps from the surface above.
| Tunnel Metric | Rating (vs Locust) | Rating (vs Guilt) | Detail |
|---|---|---|---|
| Ceiling protection | Good | Good | Reduces Haunt by ~60% |
| Branch options | Good | Good | 2–3 branches per network section |
| Audio isolation | Good | Good | Hear Giant footsteps above |
| Exit variety | Good | Good | Multiple surface exit points |
| Camping vulnerability | Moderate | Moderate | Giant can camp known exits |
Tunnel shelter characteristics: Tunnel branches average 3–5 meters wide with 2.5-meter ceiling height. Exits include stairwells to street level (marked by yellow hazard paint) and direct doorways into building basements. Audio propagation in tunnels is bidirectional — you hear surface activity above, but your own footsteps also carry. Move slowly near branch intersections to minimize detection.
Cross-Map Shelter Adaptation
When switching between Forest and City between rounds, your survival strategy must adapt to the available shelter types. Here is a quick-reference adaptation guide:
| Forest Skill | City Equivalent | Adaptation Required |
|---|---|---|
| Bush-to-cave rotation | Tunnel-to-building rotation | Replace bushes with tunnels, caves with buildings |
| Horizontal relocation | Horizontal + vertical relocation | Add stairwell/rooftop movement |
| Same strategy vs both Giants | Different strategy vs each Giant | Identify Giant type, choose shelters accordingly |
| Avoid Geyser Field | Avoid open streets | Both maps have exposed danger zones |
| Cave priority | Tunnel priority | Both are hard shelters with reduced Haunt effectiveness |
Adaptation tip: If you struggle switching between maps, spend 5 rounds on each map exclusively to internalize the shelter patterns. Forest muscle memory (bush-to-cave) will not serve you on City, where you need tunnel-building-rooftop awareness instead. The two maps require different spatial thinking.
Shelter Effectiveness Ranking — All Types Combined
| Rank | Shelter Type | Map | Vs Locust | Vs Guilt | Overall |
|---|---|---|---|---|---|
| 1 | City tunnels | City | Good | Good | Best overall |
| 2 | City buildings | City | Excellent | None | Best vs Locust |
| 3 | Forest caves | Forest | Good | Moderate | Good all-around |
| 4 | City rooftops | City | Good | Poor | Good vs Locust |
| 5 | Forest bushes | Forest | Moderate | Poor | Moderate all-around |
| 6 | City billboard spots | City | Moderate | Poor | Situational |
| 7 | City stairwells | City | Moderate | Very Poor | Dangerous vs Guilt |
Frequently Asked Questions
Which map has better hiding spots overall? City has more shelter variety and harder shelters (tunnels, buildings), but they require Giant-type awareness. Forest has simpler but more consistent shelters that work similarly against both Giants. City rewards knowledge; Forest rewards execution.
Are Forest caves as good as City tunnels? Not quite. City tunnels have more branches (2–3 per section vs 1–2 for caves) and connect multiple buildings underground, providing more escape options. Forest caves are smaller with fewer exits, making them more vulnerable to Giant camping. However, both provide similar Haunt reduction (~60% against Guilt).
What if I am on City but do not know the tunnels? Stay in buildings against Locust (walls provide excellent protection) but switch to tunnels against Guilt as soon as you identify the Giant type. If you cannot find a tunnel entrance, move between building interiors quickly, never staying in one room for more than a pulse cycle. Learning the tunnel layout should be a priority for long-term City survival.
Do bushes work against Guilt on Forest? Minimally. Bushes provide visual concealment but no physical barrier. Guilt's large Haunt radius (~20m) easily reaches through bushes. During the visibility pulse, bushes offer zero protection. Use bushes only as temporary concealment between pulses, and always have a cave destination in mind.
Should I practice both maps or specialize in one? Both. Specializing in one map leaves you unprepared when the other map wins the vote. Since map selection is determined by lobby vote, you cannot guarantee which map you will play. Practice both maps equally and learn the shelter strategies for each.
Shelter Quick Reference — By Giant Type
For quick reference during gameplay, here is the optimal shelter choice based on map and Giant:
| Map | Giant | Best Shelter | Second Choice | Avoid |
|---|---|---|---|---|
| Forest | Locust | Cave | Bush | Geyser Field |
| Forest | Guilt | Cave | Bush (with relocation) | Geyser Field |
| City | Locust | Building interior | Rooftop | Open streets |
| City | Guilt | Underground tunnel | Building (only with rapid rotation) | Rooftops, stairwells |
Decision shortcut: If you are on City and hear Guilt's buzz → go underground. If you hear Locust's swoosh → go into buildings. On Forest, regardless of Giant → find caves and use bushes for transit between them.
Shelter Transition Timing — Forest to City
When you transition from a Forest round to a City round, your shelter timing must change. Forest allows slower, more deliberate movement between shelters because the open terrain gives you more time before the Giant reaches your revealed position. City requires faster transitions because the building-dense environment means the Giant may be closer than you expect after a visibility pulse:
| Timing Factor | Forest | City | Adjustment |
|---|---|---|---|
| Post-pulse relocation window | 10–15 seconds | 5–10 seconds | City requires faster movement |
| Shelter approach speed | Walking often sufficient | Sprinting recommended | City has more Giant patrol routes |
| Audio detection distance | Shorter (open terrain) | Longer (building echo) | City Giants hear you from further |
| Visual detection risk | Lower (bushes conceal) | Higher (buildings have windows) | Stay away from windows on City |
Transition tip: Before a City round starts, mentally review your tunnel entrance locations. The first 30 seconds of a City round are critical — you must reach a shelter before the first visibility pulse at 1 AM. If you spawn far from a tunnel, sprint to the nearest building for temporary cover against Locust, or the nearest tunnel entrance if Guilt is likely.