Terminal Cell
Data is up-to-date | |
Last updated for version 1.2.6.0 Last mentioned in changelog 1.1.18.0 The current game version is 1.7.7.0 |
Terminal Cell | ||
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ID: Terminalcell
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Stats | ||
Health
10 |
Sight: 1 | |
Hearing: 1 | ||
Armor
N/A |
Weakpoints
None | |
Immunities
N/A |
Vulnerabilities
Poisons x 5
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Behavior | ||
Walk speed
1 |
Swim speed
0.5 slow - 2 fast | |
Aggressive?
Always |
Can Enter Submarine?
No | |
Drops only 1 of the items marked with an asterisk * may drop at a time | ||
Items | Chance | |
None | N/A |
Terminal Cells are small algae-like creatures that are injected into neighboring subs by a Thalamus' Flesh Spike. They serve as the primary offensive mechanism of the Thalamus, and are effective at eating a ship from the inside.
Description
Terminal cells are incredibly small and share many of the traits associated with the Leucocyte. They have the unique ability that causes them to detonate when killed, creating a high intensity of flash, hull damage, and Burns. Terminal Cells are considered to be the aggressor agent to a Thalamus, as they are exclusively used to attack foreign objects that may threaten the Thalamus. This is in contrast to the Leucocyte, which is considered to be the defender agent.
In-Game
Terminal cells are repeatedly injected by a Thalamus' Flesh Spike when a submarine body gets close enough. There is an upper limit to how many Terminal Cells may be in a ship at a time (a maximum of 10, a minimum of 5), so killing them may not be advisable until the Flesh Spike -- and by extension the Thalamus -- is dealt with, since there will always be more injected to replace the ones that have died.
Combat Strategies
Due to the explosive nature upon death, it is highly advised to avoid using melee weapons to handle Terminal Cells. Ranged weapons, such as the SMG or Harpoon Gun allow the player to neutralise multiple Terminal Cells from a safe distance. The relatively cheap ammo used by each weapon only adds to their benefit.
As the Flesh Spike will replace lost Terminal Cells, it may be advisable to ignore them entirely and focus on killing the brain of the Thalamus.
Attacks
Attack | Target type | Afflictions on hit | Context | Area of Effect | Structure Damage | Item Damage | Duration | Cooldown | Kinetic Force | Notes |
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Structure attack | Structure | Burn (8)* |
Water | 30 | 0.3s | 1 | 10 | Causes 1000 Internal Damage to the Terminal Cell on use. | ||
Attack | Character | Water | 10 | 5 | 0.25s | 1.5 | 5 | |||
Death | Any | Stun (0.75)* |
Any | 3m | 100 | 100 | s | 5 | Causes a screen flash for 0.2 seconds. |
Trivia
- Terminal Cells are one of the first creatures that limit options on how to deal with them, as melee damage can result in heavy injury from the resulting explosion.
- In the real world, some cells permanently leave the cell cycle by dismantling cell machinery and expressing genes similar to the cell's final function in a process named terminal differentiation. This might provide insight into the terminal cell's suicidal nature.
See Also
Media
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Terminal Cells attacking a submarine and its crew
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A Terminal Cell compared with a Human Diver
The Terminal Cell uses the same audio files as the Leucocyte.
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Attack
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Damage
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Death
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Idle
Creatures | ||
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Pets | Cthulhu • Defense Bot • Huskified Storage Container • Orange Boy • Peanut • Petraptor • Psilotoad | |
Small | Crawler • Crawler Hatchling • Fractal Guardian (Steam Cannon Fractal Guardian • EMP Fractal Guardian) • Hammerhead Spawn • Human • Husk • Husked Crawler • Husked Human • Leucocyte • Mantis • Moloch Baby • Mudraptor (Mudraptor Unarmored) • Mudraptor Hatchling • Mudraptor Veteran • Swarm Feeder • Terminal Cells • Tiger Thresher • Tiger Thresher Hatchling | |
Large | Black Moloch • Bone Thresher Crawler Broodmother • Giant Spineling • Golden Hammerhead • Hammerhead (Moping Jack) • Hammerhead Matriarch • Moloch • Spineling • Viperling • Watcher | |
Abyssal | Charybdis • Endworm • Latcher | |
Ending |
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