Sentry

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SENTRY
Sentry
General
Class Greater Machine
Health 12
Weight Medium (Grounded)
Rank 3
GenericRevolverHUD.webpIcon hitscanparry.webp Locational Damage
Head 
(200%)
True
Limbs 
(150%)
True
Conditional Modifiers
Flammable False
Airshot False
Splatters False
Magnet Pull True
Damage Type Modifiers
  • Shotgun Parries: 
    150%
  • Radiance Multipliers
    Health 1.5x
    Damage 1.5x
    Speed 1.5x
    Appearances
    5-1, 5-2, 5-3

    6-1


    7-2, 7-3, 7-4, 7-S


    0-E, 1-E


    P-2
    The Cyber Grind

    Cyber Grind Data
    Wave Cost Prefabs
    16 30 + 20 n, p

    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 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 Revolver shot at the Sentry's antenna, a Knuckleblaster Knuckleblaster punch, the shockwave from a ground slam, a shot from the Electric Electric or the Malicious Railcannon Malicious Railcannon, an S.R.S. Cannon S.R.S. Cannon cannonball Cannonball, or a blast from the Impact Hammer 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 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 Marksman Revolver's coins are extremely valuable having both high damage and the ability to interrupt their hitscan beam. The Alternate Piercer Alternate Piercer and the Sharpshooter Sharpshooter are both great weapons to deal heaps of damage to lone Sentries. Close range Shotgun 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

    TYPE: Greater Machine

    DATA:
    One of the many war machines created during the Final War. Although there were attempts to find new purpose for them during the New Peace, their streamlined design made them unable to be repurposed until the start of the Hell expeditions.


    Their extremely powerful legs and feet allow them to dig into the ground, making them immovable by most forces and allowing them to easily line up any shot without interruption.


    Despite their size, they were built to be extremely light, which when combined with the power of their legs, allows them to move at extremely fast speeds. Such power and lightness have made their legs one of the most sought after parts by scrapheads.


    Most machines will only render a simplified approximation of their visual surroundings for faster processing speed, but Sentries use full renders instead, giving them perfect accuracy even over extremely long distances.

    STRATEGY:
    - Due to their powerful legs, once they've dug into the ground to aim, they can no longer move.


    - Once dug in, the only ways to interrupt their attack are: Shooting them with the Electric Railcannon, hitting their antenna with the Revolver, launching them with the ground slam wave or punching them with the Knuckleblaster.


    - As long as they haven't dug in, their light weight makes them easy to launch and keep in the air where they are harmless.


    - A good way to disable a Sentry for a longer period of time is to shoot nails into them with the Nailgun and then placing a magnet in a nearby wall or ceiling, which will pull them once they've been knocked off balance.

    Media

    Concept Art & Renders

    Audio

    References


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