Sentry
SENTRY | ||||||||
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General | ||||||||
Class | Greater Machine | |||||||
Health | 12 | |||||||
Weight | Medium (Grounded) | |||||||
Rank | 3 | |||||||
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Head (200%)
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Limbs (150%)
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Conditional Modifiers | ||||||||
Flammable | ||||||||
Airshot | ||||||||
Splatters | ||||||||
Magnet Pull | ||||||||
Damage Type Modifiers | ||||||||
150% | ||||||||
Radiance Multipliers | ||||||||
Health | 1.5x | |||||||
Damage | 1.5x | |||||||
Speed | 1.5x | |||||||
Appearances | ||||||||
5-1, 5-2, 5-3 | ||||||||
Cyber Grind Data | ||||||||
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The Sentry is a Greater Machine introduced in 5-1: IN THE WAKE OF POSEIDON, and is the sixth Machine-class enemy that the player encounters in ULTRAKILL.
Sentries are lime green machines with pink lights and light gray accents around their limbs, a pair of powerful legs with pistons in the back, and visible four-fingered "toes". They have a green, metallic box with ammunition placed at their rear. They have a large gun with a rectangular nozzle resembling a sniper rifle in the place of their head, a singular pink eye at their left, and a thin antenna with a small pink, blinking spoke.
Behavior
Sentries seek to maintain a medium distance from the player, approaching them if out of their line of sight and backing away from the player if they approach them. They try to kick the player if they are too close to them, but once they have a comfortable line of sight, they burrow themselves into the ground.
Attacks
Hitscan Beam
Sentries burrow their legs into the ground and begin charging the attack, indicated by a pink blinking laser aiming at the player and a high-pitched beeping noise that gets progressively faster. After a short amount of time, they fire a hitscan shot at the player that deals 50 damage. The Sentry can be parried a few moments before the hitscan is shot, canceling the attack. The hitscan can also be reflected with a Coin, in which case it instead hits the nearest enemy in the same manner as a normal Ricoshot and gives the + Chargeback style bonus.
They can also be interrupted with a precise Revolver shot at the Sentry's antenna, a
Knuckleblaster punch, the shockwave from a ground slam, a shot from the
Electric or the
Malicious Railcannon, an
S.R.S. Cannon
Cannonball, or a blast from the
Impact Hammer.
Kick
If the player gets too close to a Sentry that is not burrowed, they deliver a powerful kick, dealing 40 damage. The kick is unparriable.
Strategy
A Sentry's effectiveness is heavily dependent on the arena's layout. Open, spacious arenas with little to no cover make Sentries a lethal threat while walls minimize the threat their hitscan beam poses. One should adjust their prioritization based on whether or not one can effectively hide from the Sentry's shot while continuing to fight. In the absence of cover, other enemies can serve to body-block Sentries; their hitscan attack is a 3-hit beam for 5 damage to other enemies each hit, and so three fodder enemies or a single enemy with over 10 health is sufficient to block the attack entirely, despite the hitscan visual continuing to render beyond that.
Sentries are medium weight enemies which means that launching them into the air is a trivial task, making airshots with the Rocket Launcher the most effective way to kill a sentry. Projectile Boosts are also a highly effective way to deal damage to Sentries from a distance. The
Marksman Revolver's coins are extremely valuable having both high damage and the ability to interrupt their hitscan beam. The
Alternate Piercer and the
Sharpshooter are both great weapons to deal heaps of damage to lone Sentries. Close range
Shotgun blasts is a great way to both deal damage and heal, and parrying Sentries with a Shotgun Blast usually leaves them in the brink of death.
Difficulty Changes
Accessible
- Sentries do not kick the player if they are too close.
Brutal
- Sentries fire twice in quick succession.
Terminal Entry
Sentry |
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TYPE: Greater Machine DATA:
STRATEGY:
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Media
Concept Art & Renders
Audio
- Spawn
- Footstep
- Dig In
- Barrel Extension
- Sniper Charge
- Sniper Charge
- Sniper Cancel, Kick Warning
- Kick
- Sniper Interruption
- Sniper
- Damage
- Death
References