DERELIKT Level 6 Walkthrough: Living Quarters

Crew quarters, the bar, the kitchen noise puzzle, the gym survival fight and the route down the hole to the Squidbull.

Last Updated: 2026-11-15

Crew quarters bunks and lockers lit by flickering ceiling panels
Crew quarters bunks and lockers lit by flickering ceiling panels

Living Quarters is the level players remember for two reasons: it contains DERELIKT's only comedy section, and it ends with a boss fight that most of the player base has not reached. The achievement data backs that up. Finishing Living Quarters sits at 1.6%, while the Squidbull kill sits at 35.2%, which tells you exactly how many people bought the game, killed the boss and never came back.

The level itself is not hard. It is a hub floor with four wings, one optional fight and a hole in the floor. The trap is that the hole is not optional.

Most of the crew logs on this deck count toward the document total, and the documents checklist→ tracks the ones that are easy to miss.

The four wings

The floor is laid out around a central recreation area. Each wing has one job:

Wing What is there Why it matters
Crew quarters Bunks, lockers, personal terminals Documents and a Shriver's Note
Bar NPCs, the bartender terminal, the jukebox Story and a side quest
Kitchen The noise puzzle, free medkits Opens the gym corridor
Gym The survival fight Baller achievement and the route down

The central area has a save station, a storage box and the floor map. Save before you enter any wing, because the gym fight locks the doors.

Crew quarters

The bunks are arranged in two rows. Most lockers are empty, but three are not:

  • Shriver's Note in the locker at the end of the second row.
  • A personal log on the terminal beside the top bunk, which adds a document about the song.
  • Ammo and a medkit in the corner locker, behind a bunk you have to crouch past.

There is also a bathroom with a mirror and a one-way window into the bar. The window is not a secret; it is how the game shows you the bar before you can enter it. The bar door is locked from the quarters side.

The bar

The bar opens after you read the bartender terminal in the kitchen. Inside:

  • The bartender has dialogue about the crew's last night before the excavation. Ask about the song twice and he admits the crew stopped sleeping.
  • Two crew members are drinking. One of them is the NPC who asks you to find his boyfriend; that side quest counts toward Savior complex.
  • The jukebox plays the game's diegetic song, which is the same melody the crew has been hearing. Interacting with it three times unlocks a document.

The bar also has a back room with a storage box and a Shriver's Note. The door is not locked, but it is easy to miss because the light is off.

The kitchen noise puzzle

The kitchen is where the game's puzzle design peaks: the door to the gym corridor is sound-activated, and the prompt says the mechanism needs a loud noise.

The solution is to make noise with the kitchen itself:

  1. Pick up the frying pan from the counter.
  2. Equip it and hit the metal pot rack beside the door.
  3. The rack falls, the clatter trips the sensor and the door opens.

If the door does not open, hit the rack again from the left side. The trigger is a small volume around the hanging pans, not the whole kitchen.

There is a medkit in the fridge and a Science Report on the prep table. Take both; the gym fight has no supply drop.

The pan is a weapon

The frying pan can be equipped as a melee weapon. It is not better than the crowbar, but it is the only weapon in the game with a unique hit sound, which is worth one screenshot.

The gym fight

The gym corridor ends in a locked arena with a ring, weight benches and a crowd of Abominations. The door locks behind you and the fight starts.

  • Baller (no completion percentage shown on Steam) is awarded for surviving the fight, not for winning quickly.
  • The fight is wave-based: three waves of melee enemies, then a fourth wave with one ranged enemy on the balcony.
  • The ring ropes block movement but not attacks. Fighting from inside the ring is a trap; use the weight benches for cover.
  • Two medkits are on the bench press and behind the reception desk. Grab them between waves.

The most reliable strategy is to keep the ring between you and the waves, use the shotgun on anything that climbs the ropes, and save the rifle for the balcony enemy. Do not try to melee the fourth wave; the ranged enemy's line of sight covers the whole arena.

After the fight, the gym's back door opens onto the maintenance stair that leads to the hole.

The hole and the Squidbull

The maintenance stair descends to a circular chamber with a hole in the floor. The hole is the Squidbull arena, and the drop is one-way until the boss dies.

Before you jump:

  • Full health and at least two medkits.
  • Shotgun loaded, rifle with two magazines.
  • Grenade launcher, if you have it, for the second phase.
  • Save at the gym reception station.

The boss itself has its own guide because its charge pattern and the arena's columns deserve more than a paragraph. The short version: stay mobile, use the columns to break the charge, and shoot the exposed mass after it hits a wall.

Collectibles

Item Location
Shriver's Note Crew quarters locker, second row
Personal log Crew quarters terminal
Bar document Jukebox, third interaction
Shriver's Note Bar back room
Science Report Kitchen prep table
Medkit ×2 Gym arena

FAQ

Do I have to fight in the gym? Yes, the door locks. The fight is survivable with the shotgun and the bench cover.

What triggers the kitchen door? Hitting the pot rack with the frying pan. The pan is on the counter next to the fridge.

Can I leave after dropping into the hole? Not until the Squidbull dies. The arena has no exit ladder.

Why is Living Quarters completion so low? It sits at 1.6%, which is lower than the Squidbull kill rate. Many players kill the boss during the demo or an early build and never finish the retail level.

Noisy Pixel singles out the bar and the gym as the places where the station's social life is still visible under the horror, which is why this level's documents are worth the detour.

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.

Official source: Visuwyg — DERELIKT announcement post ↗, 8 September 2025.

"grafted onto an anomalous derelict asteroid in orbit around Saturn" — Visuwyg, DERELIKT announcement post, 2025