A mechanical shark firing a red laser above the waves in The Last Caretaker.
Guides

Combat

Combat Guide: Weapons, Sharks, Angels & Other Enemies

Game version: Early Access: 0.5–0.6 recordings, the 0.7.0 patch, and Update 5.5 examples. Each claim names its evidence period; older mechanics have not all been rechecked in 5.5.

Bolt guns take cartridges, Electric guns draw on stored electricity, and Flame guns burn petrol. Bolt weapons can be used underwater; Electric and Flame weapons cannot. Recharge Electric weapons by cable from a power source or powered backpack, rather than loading ammunition. Ordinary Angels do not attack until provoked.

Compare the Guns

Pick for the situation: underwater compatibility and the supply you carry matter.

Bolt

Bolt weapons use cartridges and work underwater.

Electric

Electric weapons use stored electricity and cannot fire underwater.

Flame

Flame weapons use petrol and cannot fire underwater.

7 guns. Scroll the table on a narrow screen.
WeaponTypeSkill unlockUnderwater?Replenish
Bolt PistolBolt

Skill level 5.

Not confirmed yet

YesLoad Bolt ammunition
Bolt RifleBolt

Skill level 11; unlock costs 3 points.

YesLoad Bolt ammunition
Bolt SniperBolt

Skill level 17.

Not confirmed yet

YesLoad Bolt ammunition
Electric PistolElectric

Skill level 3.

Not confirmed yet

NoRecharge by cable
Electric RifleElectric

Skill level 14.

NoRecharge by cable
Flamer PistolFlame

Skill level differs between the game screen and wiki.

  • Game screen (0.6.1): skill level 7; unlock costs 2 points.

  • Wiki: skill level 3.

Not settled yet

NoRefill with petrol through a hose
FlamethrowerFlame

Skill level 10.

Not confirmed yet

NoRefill with petrol through a hose

Throwables & Melee

Electric Big Explosive

Unverified recipe & unlock

Skill level 17; recipe: Battery Cell 1 + Grenade Ignition 1 + Magnetic Coil 1.

Not confirmed yet

Petrol Grenade

Unverified recipe & unlock

Skill level 9; recipe: Storage Cylinder 1 + Grenade Ignition 1 + petrol 50.

Not confirmed yet

Big Fire Grenade

Unverified recipe & unlock

Skill level 17; recipe: Cooling Radiator 1 + Grenade Ignition 1 + Nano Mesh 1 + petrol 100.

Not confirmed yet

Press C for melee, as shown on the HUD in the checked recordings.

Bolt Ammunition: What Each Round Is For

Follow the Switch ammo prompt in your game to change ammunition. The displayed bindings differ between recordings, so check your own prompt.

Pistol Flex

Standard Bolt Pistol ammunition; the checked magazine holds 12 rounds.

Recipe reference

Copper 2

Not confirmed yet

Pistol Shard

The wiki describes this pistol round as suited to soft targets with a small area effect.

Not confirmed yet

Recipe reference

Glass 1 + Copper 1

Not confirmed yet

Rifle Slam

A versatile rifle round that hits armored targets hard.

Recipe reference

Iron 2 + Copper 2

Rifle Trace

A tracer rifle round that adds fire damage.

Recipe reference

Aluminium 1 + Iron 1 + Copper 1

Not confirmed yet

Rifle Tri

An electrical rifle round intended for electrical or non-living targets.

Recipe reference

Plastic 1 + Aluminium 1 + Iron 1

Not confirmed yet

Sniper Rod

A long-range kinetic round whose description explicitly includes underwater use.

Recipe reference

Iron 2 + Copper 1 + Carbon Fiber 1 + Titanium 1

Not confirmed yet

Sniper Lux

Its intended role differs between the screen and wiki descriptions.

  • Game screen: a precision round for priority targets with stronger penetration.

  • Wiki: the same broad anti-armor role described for Rifle Slam.

Not settled yet

Recipe reference

Titanium 1 + Copper 1 + Gold 1

Not confirmed yet

Fit & Remove Weapon Attachments

With a gun held, press G to inspect it. Select an attachment slot and press E to edit it; F clears the slot. More than one attachment can be fitted at a time. These are the bindings shown in the checked screens.

  • Stabilizer Barrel
  • Suppressor Barrel
  • Extender Barrel
  • Laser Sight
  • Red Dot Sight
  • Resource Display
  • 30 round rifle magazine
  • 12 round pistol magazine

Breaching Barrel may add area damage while reducing damage. This is not confirmed yet.

Not confirmed yet

How to Charge the Electric Pistol

No Electric Pistol ammo to load

Electric weapons do not use ammunition cartridges. With the weapon held, use F to pull out its cable and connect it to a power source, such as a deck supply or a powered backpack. A CM MegaCell backpack connection also works. The rear display shows charge from 000 to 100.

Cable & charged shots

Recorded charging screens show a 20 m cable and voltage readings of 15.6 V / 25.0 V. These are screen examples, not a promise that every connection will show those voltages.

Hold the Electric Rifle shot to charge it, then release. A fully charged shot delivers greater damage.

Refill Flame weapons with petrol

Refill Flame weapons with petrol through their hose connection. The recorded refill connects the weapon to a petrol backpack; the rear display indicates the fuel remaining.

To carry charge or petrol with you, compare the six battery and petrol packs in the backpack guide. The pistol itself, from its unlock tier to charging it from your own battery, has its own Electric Pistol guide.

For general base-supply planning, use the Power Grid Calculator. This guide does not provide a verified charging load or energy cost to enter.

What Weapons Work Underwater?

Use a Bolt weapon underwater. Electric and Flame weapons cannot be used while swimming or submerged. Sniper Rod is also described as suitable for underwater use.

Underwater use may be limited to the Bolt Rifle and Bolt Pistol. This differs from the Sniper Rod description; it is not a confirmed restriction.

Not confirmed yet

Firing while fully submerged is not confirmed yet; underwater compatibility above comes from item descriptions.

Sharks: Names, Weak Spots & Boat Combat

The 0.7.0 patch introduced Ram Shark and Laser Shark.

Talon Shark

Standard Talon Shark

Ram Shark

Talon Shipshark

Laser Shark

Talon Shark – Dorsal Model; the variant with a dorsal laser

Sharks attack both players and boats. After Update 5.5, a shark can lunge at your boat at night and damage it. The damage per hit is not known.

Aim at the exposed head

Aim for the exposed front of the head: the eyes, snout and gill area. These areas lack the protection of the armored back.

Boat combat recordings show the Electric Rifle, Bolt Rifle using Rifle Slam, Bolt Sniper and Bolt Pistol being used against sharks.

With the Electric Rifle connected to boat power or a battery backpack, you can fight several sharks without reloading ammunition.

How many shots? Reports disagree

Shark shot counts vary. These are not tested kill thresholds; no single count is established.

Not confirmed yet — no selected or calculated kill count
Reported result
One fully charged electric shot aimed at the mouth.
Three to four fully charged electric shots.
One magazine of Rifle Tri followed by two electric shots.
Two magazines of Rifle Slam aimed at the eyes.
Four to five magazines.

Not settled yet

Dismantling: a recorded Talon Shark example

One dismantled Talon Shark produced the scrap amounts below. This example is within the wiki ranges, not a guaranteed yield from every shark.

High-Tech Scraps
4
Tech Scraps
6
Aluminium Scraps
6
Copper Scraps
4
Wire Scraps
4
Metal Scraps
5
Broken Glass
4
Bio Flesh
8
Ultra Tech Scrap
1

After dismantling a shark at sea, dive to retrieve pieces that fall into the water. Automatic pickup can leave scrap behind, including valuable pieces.

Taking sharks to the bays? See the Omega Nursery quest guide for the required shark types and counts.

Should You Kill Angels?

Ordinary Angels remain passive until attacked. Leave one alone if you want to avoid provoking it.

Do angry Angels calm down?

It is not settled whether an angry ordinary Angel will become passive again.

  • In one game, the hostility did not end and a restart was needed.

  • In another, an ordinary white Angel eventually calmed down.

Not settled yet

Arch Angels at Warehouse Alpha

Arch Angel was introduced in the 0.7.0 patch.

Arch Angels at Warehouse Alpha attack as soon as they see the player. Do not treat them like the passive ordinary Angels found elsewhere.

The wiki reports that nearby Angels also turn hostile and their front lights change from blue to red. This is not confirmed yet.

Not confirmed yet

Reported Arch Angel shot counts

Arch Angel kill counts vary, so these are not guaranteed ammunition requirements.

  • Two to three fully charged Electric Rifle shots.

  • Five Sniper Rod shots.

  • Three to four Bolt Rifle magazines.

Not settled yet

Destroyed Angels can be dismantled. The amounts below are from one Arch Angel after Update 5.5, not a fixed reward for every kill.

High-Tech Scraps
3
Tech Scraps
6
Aluminium Scraps
3
Broken Glass
2
Wire Scraps
5
Metal Scraps
8
Bio Flesh
4

Quest or story consequences

No relevant evidence was found about how killing Angels affects quests or the story.

Roller Boi: The Ball Robot

The ball robot, rolling robot or roller bot is the Roller Boi: a metal sphere that rolls, unfolds and fires guns mounted on its sides.

Get close for melee

Fight a Roller Boi at close range with melee. The safest tactic is to stay close enough that its guns cannot hit you.

Warehouse Alpha

At Warehouse Alpha, Roller Boi waits beyond the green barrier. Electric grenades such as Electric Big Explosive work well there.

Five electric grenades can be enough at Warehouse Alpha. Treat that number as a rough guide, not a required loadout.

Not confirmed yet

The wiki says each side cannon can be destroyed separately and that destroyed Roller Boi do not respawn. Neither is confirmed yet.

Not confirmed yet

Cocoons, Night Enemies & Floating Mines

Destroy a Cocoon core and every tentacle to stop it growing back. Stepping on the tentacles causes damage.

Red Cocoons in the sea keep spawning enemies. Night enemies that emerge after sunset are vulnerable to light and die in daylight.

Flame weapons can clear groups of small or clustered enemies. After Update 5.5, a flamer also works on tentacled creatures.

The wiki associates blue Cocoons with Sweetheart, orange with Mosquito, green with Green Crawler / Spitter, and red with Night Crawler / Spitter. The colors are not confirmed yet.

Not confirmed yet

Sentinel Mine

A fully charged Electric Rifle shot can destroy a floating Sentinel Mine.

Combat FAQ

What weapons work underwater?

Use a Bolt weapon underwater. Electric and Flame weapons cannot be used while swimming or submerged. Sniper Rod is also described as suitable for underwater use.

How do you charge the Electric Pistol?

Electric weapons do not use ammunition cartridges. With the weapon held, use F to pull out its cable and connect it to a power source, such as a deck supply or a powered backpack. A CM MegaCell backpack connection also works. The rear display shows charge from 000 to 100.

How do you kill sharks?

Aim for the exposed front of the head: the eyes, snout and gill area. These areas lack the protection of the armored back. Boat combat recordings show the Electric Rifle, Bolt Rifle using Rifle Slam, Bolt Sniper and Bolt Pistol being used against sharks.

Should you kill Angels?

Ordinary Angels remain passive until attacked. Leave one alone if you want to avoid provoking it. Arch Angels at Warehouse Alpha attack as soon as they see the player. Do not treat them like the passive ordinary Angels found elsewhere.

What is the ball robot?

The ball robot, rolling robot or roller bot is the Roller Boi: a metal sphere that rolls, unfolds and fires guns mounted on its sides. Fight a Roller Boi at close range with melee. The safest tactic is to stay close enough that its guns cannot hit you.

Sources & What Still Needs Checking

Reviewed 2026-10-05. Claims that are not confirmed yet are labeled "Not confirmed yet", and disagreements are kept separate from the FAQ facts.

  • Firing while fully submerged is not confirmed yet; underwater compatibility above comes from item descriptions.
  • Angel light changes, Arch Angel blue-orb attacks and destroying Roller Boi cannons one by one are not confirmed yet.
  • Crafting screens are missing for Bolt Pistol, Bolt Sniper, Electric Pistol, Electric Rifle and Flamethrower.
  • Melee weapon names and color-specific Cocoon behavior are not confirmed yet.
Official sources and wiki