Derelict

Enemies

Four machines still running the station, and the thing waiting at the end of every deck.

You have 100 health before armour. Every machine on this page winds up before it fires, and the wind-up is the number that matters most: it is how long you have to get out of the line once you know a shot is coming.

All four rank-and-file machines take one and a half times damage on a weak point. Figures below are for Normal difficulty.

At a glance

Machine Health Shot Opens fire Wind-up Speed Sees Hears Dmg/s Coins
Trilobite754 × 1.5 14 m0.30 s3.1 m/s 18 m24 m7.1 5
Eye Drone703 × 3 16 m0.70 s2.6 m/s 20 m20 m4.9 6
Quad Shell1602 × 8 13 m0.60 s2.0 m/s 18 m22 m9.9 8
Servitor1155 × 3 17 m0.70 s2.2 m/s 22 m24 m6.5 9

"Shot" is shots per burst × damage each. Damage per second counts the whole cycle: wind-up, firing and recovery.

A trilobite, an eye drone and a quad shell firing at once put out 21.9 damage a second between them: standing still in front of that with no armour kills you in 4.6 seconds. Deck 1 holds fifteen to twenty machines on Normal, so three at once is not the bad case. None of them is dangerous alone, and the deck is built so they are not alone.

Trilobite

75 health · no armour · 5 coins · 10 % chance of an artefact

Low, fast and always coming. It moves at 3.1 m/s — faster than you walk — so backing away from one is not a plan; turning to face it is. It opens up at 14 metres with a fan of four slow pellets and keeps closing to about ten, which means it is shooting at you for the whole approach.

Individually the pellets are almost nothing, 1.5 damage each. The fan is the point: it is visible in the air, it comes from a direction, and it tells you something is already inside your range. It hears you from 24 metres and watches across 160° — this is the one that comes looking, not the one that guards a room.

Eye Drone

70 health · flies · 6 coins · 20 % chance of an artefact

It hangs in the air and spends your attention. The weakest thing on the station at 4.9 damage a second, and nobody gives you more warning: seven tenths of a second of wind-up before a burst of three discharges, and it flips back after firing. If it hits you, you had time.

Two hundred degrees of view — it has one eye and no back to sneak up on — and it is the one that ignores your cover, because it does not use the floor. Small and airborne: 0.35 metres across, and the reason to deal with it is that it never stops while something bigger walks in.

Quad Shell

160 health · takes 15 % off every hit · 8 coins · 15 % chance of an artefact

The wall. Twice the health of anything else and the only machine with armour, so every shot you land is worth 15 % less than the number on your gun. It fills a corridor — 0.6 metres of body — and it hits hardest, two discharges of 8 with only six tenths of a second of warning.

It is also the slowest to turn: 180° a second against the trilobite's 360. You cannot outrun it in a straight line and you do not need to. Go around it. Its lunge covers what is in front of it, which is why the six tenths of a second is time to move sideways, not backwards.

Servitor

115 health · no armour · 9 coins · 25 % chance of an artefact

The one that starts the fight. It sees furthest — 22 metres — and fires furthest, opening at 17, so on an open deck it usually notices you before you have picked a target. Five discharges of 3 in a burst, and it is the longest burst anyone throws: walking through the whole thing costs 15.

Its cycle is also the slowest, 2.3 seconds end to end, and the gap after a burst is deliberate — it is the window you are meant to use, to close the distance or to break line of sight. It carries the best artefact chance on the deck, one in four, so it is worth the trouble.

Warden of the Deep

900 health · one per deck · 120, 150 or 200 coins depending on the deck

It holds the last room and the portal home does not open until it stops. It notices you at 23 metres, prefers to fight at about nine, and it will follow you a little way into the corridor — but only while it can still see you. It is three times harder to stagger than anything else: interrupting it is not a tactic.

The fight has three phases and they are read off its health, not a timer.

PhaseStarts atAttacks Per cycleDmg/sAlso
One100 – 66 %Bolts 129.0
Two66 – 33 %Bolts + 3 beams 217.4Calls reinforcements, moves faster
Threebelow 33 %Bolts + 8 beams 3618.0Half the pause between volleys

The beams are weak on purpose — three damage each. Eight of them make you move; one big one would only make you hide.

Phase two is where it stops being a duel: the reinforcements are called early enough to actually arrive, which they were not when they were called in phase three. Phase three is a wall of fire rather than a faster phase two — the damage per beam never goes up, the number of beams does.

Difficulty

The setting changes four things about the machines at once, and it is honest about all four: on Hard there are more of them, they last longer, they hit harder and they notice you sooner.

SettingHealthDamage How manyNotice you BossCoinsArtefacts
Easy×0.80×0.75 ×0.80×0.85×0.90 ×0.75×1.10
Normal×1×1 ×1×1×1 ×1×1
Hard×1.35×1.40 ×1.25×1.20×1.10 ×1.60×0.90

Hard pays 60 % more coins because its machines have more health and there are more of them — without it, the harder setting would earn less per minute.

Your first descent is quieter than the rest whatever you picked: on Easy and Normal only three out of five of the planned machines are actually there. On Hard they all are, because choosing Hard is a choice, and softening it quietly would be a lie.