DERELIKT Level 5 Walkthrough: Central Security
Central Security's sentry gauntlet, the Executive Suites detour, the locked hazmat locker and the route back after the Squidbull.

Central Security is the level where DERELIKT stops worrying about your ammo and starts testing your patience. The wing is built around four sentry robots, each of which can kill you in a burst, and none of which is scripted to stay in its room. They wander, they hear gunfire, and they will follow you into the corridor you just cleared.
The level's other job is to show you the hazmat suit and then refuse to give it to you. That locker is the reason you come back here after the Squidbull, and it is the reason the coolant section is not a dead end.
The storage room here holds the hazmat suit→ that opens the flooded coolant decks later.
The route through the wing
- Checkpoint. Enter from the Exo Labs lift. The checkpoint has a save station and a document on the desk.
- Control room. The main objective terminal is here. Reading it spawns the first sentry patrol and opens the cell block.
- Cell block. Four cells, two open, two locked. The open cells hold ammo and a Shriver's Note.
- Armory cage. Locked until you restore power in the control room. Contains a shotgun and shells.
- Executive Suites. The lift at the back of the wing goes up. This is where the story turns and where the second half of the level's documents live.
- Hazmat locker. In the security office, behind glass. It does not open on this visit.
The level's objective completes when you reach the Executive Suites lift, which awards Hello, tech support? (1.8%). That achievement is the game's way of telling you the wing is done for now.
Sentry robots: the actual boss of the level
Sentries are the most dangerous normal enemy in the first half of the game. They have a long detection range, a laser sweep that tracks through doorways, and enough health to eat a full rifle magazine.
What makes them manageable is their hostility to everything else. A sentry will shoot Abominations, Rock Worms and Proxies on sight. The efficient play is not to kill the sentry; it is to let the sentry clear the room and then kill the sentry.
| Approach | When to use it | Cost |
|---|---|---|
| Let it fight the aliens | Any room with both enemy types | Time, and the sentry survives with less health |
| Crowbar takedown | Patrol route with its back turned | One hit, no ammo, requires patience |
| Rifle burst to the sensor | Open room, no cover | Half a magazine and a lot of noise |
| Shotgun at point blank | Cornered | Two shells and a health bar |
The patrol loop in the control room is fixed: the sentry walks from the terminal to the cell block door, pauses, and walks back. Wait behind the desk, follow it, and take it down with the crowbar. That one kill saves enough ammo for the rest of the level.
A sentry that hears a shot will leave its route and come to you. If you are not ready for a fight in the corridor, use the crowbar or wait for the sentry to move on.
Executive Suites
The lift at the back of the wing opens into the station's executive floor. The rooms are smaller, the lighting is warmer, and the story finally explains what the glyph project was for.
- The director's office holds the level's main document set, including a memo about the excavation and a note from Dr. Shriver.
- The conference room has a save station and a storage box. Use both; the return trip from the Squidbull lands here.
- The balcony overlooks the station's central shaft and is the best place to see the alien growth that has spread since the surface mission.
There are no sentries on the executive floor, but there are Abominations in the corridor between the lift and the director's office. Shotgun range, both of them.
The hazmat locker
The security office on the lower floor has a glass case with a hazmat suit inside. Interacting with it on this visit gives a message about the locker being sealed, not a prompt to take it. That is intentional.
The locker opens after the Squidbull fight, when you return to Central Security with the security override from the gym route. The suit then goes into your inventory as a permanent item and unlocks the coolant section of Level 8.
Do not leave the wing without:
- Reading the control room terminal.
- Opening the armory cage.
- Collecting both cell block documents.
- Saving in the conference room.
- Checking the hazmat locker so the objective flag registers.
Collectibles in Central Security
| Item | Location | Type |
|---|---|---|
| Security memo | Checkpoint desk | Document |
| Shriver's Note | Open cell, cell block | Document |
| Director's memo | Executive office desk | Document |
| Excavation report | Conference room table | Document |
| Shotgun | Armory cage | Weapon |
| Medkit | Control room cabinet | Consumable |
What the level sets up
Central Security is a hinge, not a self-contained chapter. Everything it introduces pays off later:
- The hazmat suit gates Level 8.
- The executive floor is where the game explains the glyph and the song, which matters for the secret ending.
- The sentries teach the fight that the reactor section repeats with more of them.
- The conference room save is the closest station to the Squidbull arena, which is why the boss retry loop is short.
FAQ
Can I kill all four sentries? Yes, but you will not have enough rifle ammo for the reactor if you do. Crowbar two of them and let the aliens handle the rest.
Why can I not take the hazmat suit? The locker is story-locked until after the Squidbull. Return to Central Security afterwards.
Is the Executive Suites section optional? The lift is the level exit, so no. The documents inside are optional.
What achievement does this level give? Hello, tech support?, for finishing Central Security. It sits at 1.8% completion.
GameScout's review is blunt about the sentries: they hit hard, they fight the aliens, and the game rarely gives you a clean room to deal with them. The crowbar route above is the workaround.
Sources and further reading
The pages below are the sources this guide checks against. The store page and the developer's post are primary; the reviews are secondary and are used for enemy names, weapon names and the state of the game at launch.
- DERELIKT on Steam ↗ — the store page, system requirements and the 27-achievement list.
- Visuwyg's announcement post ↗ — the developer's own description of the outpost and the PS1 rendering work.
- GameScout's DERELIKT review ↗ — 6.5/10, with the most detailed breakdown of the game's bugs and hub loop.
Official source: Visuwyg — DERELIKT announcement post ↗, 8 September 2025.
"grafted onto an anomalous derelict asteroid in orbit around Saturn" — Visuwyg, DERELIKT announcement post, 2025

