
Sentinel Runs occur in Chapter 10: Midtown and Chapter 11: Jail. Unlike Zurks, the Sentinels do not attack the cat immediately, but only if they notice him.
Midtown[]
- Neco Sentinel Run: this is the very first run, during which you need to steal an Atomic Battery. You can bypass the first Sentinel without catching its eye, and then you will need to jump on barrels and obstacles to get further. Do not forget that the Sentinels are moving along the same route all the time until they noticed the cat. In those places where the shadow of the dumpsters covers the scanners of Sentinels, you can pass safely. At the very end of the run, use the barrel to hide and get into the room with the battery. Throughout the race, you can use Boxes to hide.
Use this way to get from the second to the first floor
- Residence Sentinel Run: for the second time in this Chapter, you will encounter Sentinels in an Apartment Complex. They have blocked some stairs, so you will have to go along a certain path. Get to the far stairs, hiding behind obstacles, then get to the stairs on the left of the opposite side and go up to the third floor. Past the first Sentinel, you can easily walk along the beam and get to the entrance to Clementine's Midtown apartment. That part is also guarded by a Sentinel, wait until it turns away and get through the apartment window. Try to jump off as fast as possible, because the it can shoot at you if you are sitting on the window. To get back from the apartment, get to the other side of beam and go down the ad holders and the air conditioner directly to the first floor, it will be faster.
Jail[]
- Clementine Sentinel Run: a small run that takes place after the cat manages to get out into the prison corridor. Jump on the cardboard to get to the first floor, and sneak into the open prison cells while the Sentinel does not see it. Go forward through the ventilation between the cells, get out of there and hide behind the trash can, and wait for the right moment to jump to the second floor and meet Clementine.
- B-12 Sentinel Run: in this race, you will need to release B-12. To get to him, first go around the laser beams through the corridor and hide behind a table in a room with payphones. The Sentinel guarding this room is very fast, so be careful. After it, get to the lever and jump on it, it will turn off all lasers. Then run along the corridor from which you came to get to the platform with B-12. Hide under it if you are noticed. Wait for the Sentinels to fly away and grab B-12's body. Then you can go back the same way you came, run as fast as possible and zig-zag.
- Jail escape Sentinel Run: in this run, you will not be able to avoid getting caught by the Sentinels, so just run as fast as possible, especially at the very beginning. Run in a zigzag, dodging the Sentinels until you catch up with the truck and jump in there.
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Enemies | |
---|---|
Enemies | Zurks • Sentinels |
Runs | Sentinel Runs • Zurk Runs • Dead City Zurk Run • Dead End Zurk Run |
Zurk biology | Flesh Eyeballs • Fleshy Walls • Birthing Pods |