Keg

Kegs are the bread-and-butter light enemy of a lot of levels. While fairly straightforward to defeat, they can add significant pressure in numbers.

Regular Keg


"Kegs are the ubiquitous and nimble footed general purpose workhorses of large spaceships, able to clamber over any surface and haul heavy loads. While not built for combat, when hostile they are capable of inflicting swift and devastating damage with their powerful front spikes."

Easily identified by their green colouring and large frame, regular Kegs walk towards you rapidly, and hit you with their front claws in melee range, attacking using a one-two punch. The first deals one damage, the second deals two, meaning they can take you down quickly if ignored, they don't have particularly strong armour however.

Uniquely, Regular Kegs appear in every single level in the game outside of bosses.

Hunter Keg


"Hastily refitted on board when the robot uprising began, weaponized Hunter Kegs use energy rifles to make them an effective ranged thread. They are slightly better armoured than standard Kegs."

A much more slow moving enemy than the normal keg Rather than using a melee attack, Hunter Kegs fire a straight three-round burst of bullets in your direction. At close range they will turn and fire rapidly.

They can be identified by their white coloring.

First encountered in the Tutorial, and then in Turbine.

Mega Keg


"Overhauled for siege breaking and direct combat, the physically imposing Mega Keg can take significant punishment while laying down covering fire. They often lead and support groups of Hunter Kegs."

By far the most dangerous variant, Mega Kegs are larger in size, have much more health, and fire a three-bullet spread three times in your direction for a total of 9 projectiles.

They can be identified by their increased size and red coloring.

To down one without dropping Combo usually requires a secondary weapon or reinforced primary weapon. They do not have a melee attack, but at close range the will rapidly turn and fire their weapon with very little delay between bursts.

If a Mega Keg is forcibly moved while firing a burst (eg. by moving floors), the source and direction of the burst will remain the same as when it started firing, making it look like the bullets are coming from thin air. This is an intentional design decision to stop bullet patterns from becoming too hard to deal with.

First encountered in the Tutorial, and then in Turbine.