MECCHA CHAMELEON / GUIDE
MECCHA CHAMELEON Hunter guide — patrols, views and ammunition
Source updated 2026-10-12
Check ammunition rules, patrol systematically and change angle around suspicious places. Similar colors may still differ in outline or shadow, but visual mismatch alone does not prove a player is there.
Based on official announcements and public references. PC bindings are examples: follow current on-screen prompts. No gameplay testing or complete map-layout inspection has been performed. Map names here are translated reference labels; their exact English in-game UI wording has not been independently confirmed.
Build a patrol that avoids repeatedly returning to one spot
Divide the map into entrances, rooms and corridors. Assign areas with teammates so everyone does not stare at one corner.
- Check remaining time, unfound players and ammunition-limit status.
- Choose a one-direction patrol order and non-overlapping assignments.
- Inspect above, below and behind objects in each area.
- Do not spend all your time on one uncertain spot. Remember it as a candidate and move on.
- With time left, return to unchecked surfaces and stronger candidates.
Move sideways to inspect thickness and line continuity
A wall-like shape from the front may reveal limbs or a step from the side. Parallax alone does not prove a player: compare depth from the background and unnatural thickness.
Real objects also change appearance with viewpoint and distance. Combine parallax with suspicious outlines and missed paint.
| Clue | Viewing movement | Reduce false positives |
|---|---|---|
| Extra thickness | View the wall diagonally | Compare the original object's shape |
| Interrupted pattern | Inspect lines from front and side | Check whether it is a real seam |
| White surface | Inspect limbs/back from low angles | Do not judge only from white lighting |
| Different shadow or gloss | Move to change reflection angle | Compare light sources and actual materials too |
With ammunition limits, inspect more before firing
The host chooses ammunition limits. Announced rules consume 1 shot for a miss and restore 1 on a hit. If every Hunter runs empty, hiders win: indiscriminate shooting is risky.
| Phase | Official announcement's treatment | Decision |
|---|---|---|
| Ordinary miss | Consumes 1 shot | Inspect the reason for suspicion before firing |
| Hit | Restores 1 shot | Aim at the found opponent and check ammunition |
| Shooting a fleeing opponent | Does not consume ammunition | Separate from searching for hidden opponents |
| All Hunters empty | Hiders win | Reassign areas with teammates' ammunition in mind |
Use FPS/TPS and reveal cameras for different tasks
Try TPS for surrounding awareness and FPS for aiming or narrow gaps. Neither is ranked universally stronger here.
Hunters gained free-camera use during reveal. Revisit missed targets and inspect which directions exposed the body.
Use revealed paint to create candidates in reverse chicken race
Check scoring rules first. This mode uses paint clues to find opponents, with points for finding or remaining hidden. Separate it from ordinary team-only victory conditions.
Use observed colors, patterns and poses to list similar objects and patrol them. Do not cling to one candidate when it does not fit.
Individual scoring is not described with the ordinary team's “find everyone before time expires” victory condition.
Do not force one sensitivity if the view feels uncomfortable
If the camera drifts too quickly, lower sensitivity until you can aim at small surfaces. If performance is poor, check performance mode and shadow quality before resuming observation practice.
Reducing motion blur may help, but no setting guarantees eliminating motion sickness. Take a break if uncomfortable rather than forcing continued play.
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