Sentinel Collapse Disorder
- Points
- -3
- Type
- Drawback
- Official description
- You suffer from a deadly, incurable auto-immune condition and must take a weekly Immunivax injection to stay alive. Start the game with 1 Immunivax Injector.
On this page
How it works
Take an Immunivax injection at least every 6 nights. From 7 nights without one, the disease worsens every night, faster from 10 nights and faster still from 14, and if it goes too far the run ends. You start with one Immunivax Injector (base value 160) and need about 7 more by day 49. Three points is a lot, but secure a supply first.
For experienced players
Rating
Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge.
Ratings by specialization
- Rating
- Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge.
- Rating
- Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge.
- Rating
- Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge.
- Rating
- Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge.
- Rating
- Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge.
- Rating
- Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge.
- Rating
- Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge.
- Rating
- Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge.
- Rating
- Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge.
| Specialization | Rating |
|---|---|
| Apprentice | C Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge. |
| Water Merchant | C Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge. |
| Fence | C Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge. |
| Rock Bottom | C Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge. |
| Hydroponic Farmer | C Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge. |
| Gunsmith | C Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge. |
| Chemist | C Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge. |
| Rat Wrangler | C Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge. |
| Aquafarmer | C Three returned points add a recurring lethal medical obligation. Start with one Immunivax Injector; untreated progression begins from the seventh night and can end the run. Secure repeat supply and cash before considering this challenge. |
Perks that work well with it
- Secret Admirer
The gift can provide one usable injector when its medical condition is met, but it cannot replace scheduled purchases or guarantee timely repeat supply.
Perks that work against it
- Agoraphobia
Forced rest nights can block an emergency shopping trip. A lethal injection deadline needs medicine already in reserve.
- Blackmail
Medical purchases and weekly payments compete for cash. A shortage can force either disease progression or damaging reputation losses.