The Abandoned Station
| The Abandoned Station | |
|---|---|
| ◈ RIFT MODULE ◈ | |
| INSPIRED BY | Metroid / Super Metroid (1986/1994) |
| GUIDE | SABLE |
| AREAS | 6 sectors, ~28 rooms |
| BOSSES | 5 (4 sector guardians + APEX) |
| ABILITIES | MORPH_PROTOCOL, PULSE_BOMB, GRAPPLE_LINK, THERMAL_SHIELD, VELOCITY_BURST, GRAVITY_NULL, WAVE_BEAM |
| CURRENCY | Station Credits (SC) |
| ENTRY | Aegis Perimeter (Node 11) — after Puzzle 8 |
| DIFFICULTY | Act II recommended |
| REWARDS | MORPH_PROTOCOL, CHARGE_PROTOCOL, Station Log |
| A Metroid-inspired ability-gated labyrinth within an abandoned space station. Six interconnected sectors with environmental hazards, isolation horror, and progressive ability acquisition. | |
The Abandoned Station is the second of three Rift modules in Terminal Descent. Inspired by Metroid, it features a massive interconnected structure of six sectors where ability acquisition opens previously inaccessible areas. The player is almost entirely alone — environmental storytelling through logs and decay replaces NPC interaction.
Overview
Accessed from Aegis Perimeter (Node 11) after Puzzle 8, the Abandoned Station is a derelict facility where something went catastrophically wrong. The only surviving intelligence is SABLE — a keeper AI maintaining minimal life support in the deepest sector. The player must acquire abilities to reach SABLE, learn what happened, and ultimately defeat APEX — the station's corrupted defense system.
No NPCs except SABLE. The isolation is the point. Player is alone with decay, danger, and logs from people who did not survive.
Sector Progression
| Sector | Rooms | Key Ability | Opens | Theme |
|---|---|---|---|---|
| 1: Docking Bay | 5 | MORPH_PROTOCOL | Sector 2 | Starting area, crew quarters |
| 2: Cargo Bay | 4 | PULSE_BOMB | Sector 3 | Supply caches, structural damage |
| 3: Science Wing | 5 | GRAPPLE_LINK | Sectors 4+5 | Labs, vertical dynamics |
| 4: Thermal Core | 4 | THERMAL_SHIELD | Sector 5 | Heat exchange, reactor |
| 5: Velocity Wing | 4 | VELOCITY_BURST | Sector 6 | Acceleration, gravity barriers |
| 6: Reactor Core | 5 | GRAVITY_NULL + WAVE_BEAM | Final boss | Zero-G, phase walls |
Key Abilities
- MORPH_PROTOCOL — Compress through narrow pipes and data conduits
- PULSE_BOMB — Detonate barriers, destroy organic membranes
- GRAPPLE_LINK — Magnetic tether for swinging across gaps
- THERMAL_SHIELD — Survive superheated data streams
- VELOCITY_BURST — Short-range dash through barriers
- GRAVITY_NULL — Navigate zero-G environments, high jump
- WAVE_BEAM — Phase through walls (limited use)
Each ability opens new paths in previously visited sectors, creating the classic Metroid loop of backtracking with new tools to access old areas.
Boss Encounters
| Boss | Sector | Mechanic | Weakness |
|---|---|---|---|
| MONARCH | 2 | Heals via data conduits; destroy conduits to cut healing | PULSE_BOMB on conduits |
| PHASE_CONSTRUCT | 4 | Alternates hot/cold states; attacks reflected in hot state | Time attacks for cold phase |
| DEPTH_HORROR | 5 | Room floods/drains cyclically; vulnerable in drained state | Exploit state transitions |
| APEX | 6 | 3 phases: Defense, Adaptive, Last Directive | Phase-specific strategies |
Final Boss: APEX
| APEX | |
|---|---|
| Station Defense System | |
| ☠ BOSS ENCOUNTER ☠ | |
| LOCATION | Sector 6: Reactor Core |
| ACT | Rift |
| COMBAT STATS | |
| PHASES | 3
|
| ABILITIES | Rotating shields (Phase 1), Pattern learning (Phase 2), Maximum offense (Phase 3) |
| WEAK TO | GRAPPLE_LINK on generators (P1), MORPH_PROTOCOL dodge (P2), VELOCITY_BURST extra action (P3) |
| REWARDS | MORPH_PROTOCOL_EXPORT, STATION_COSMETIC |
| The station's corrupted defense AI. Three phases testing different acquired abilities. | |
Phase 1: Defense (100-60% HP)
- Rotating shield cycle: Physical → Energy → Phase
- GRAPPLE_LINK pulls generators offline for 1-turn vulnerability window
Phase 2: Adaptive (60-30% HP)
- Analyzes and counters repeated player tactics
- MORPH_PROTOCOL dodges adaptive targeting
- Must vary approach constantly
Phase 3: Last Directive (30-0% HP)
- Full offensive capability, no damage mitigation
- VELOCITY_BURST grants extra action per turn
- Pure DPS race
Post-defeat: Reactor auto-restarts, SABLE can return home.
Keeper SABLE
| SABLE | |
|---|---|
| TYPE | NPC / Rift Guide
|
| LOCATION | Sector 5 (Velocity Wing) |
| ROLE | Keeper AI / Station Historian |
| STATUS | style="padding: 4px 12px; color:
|
| The last surviving intelligence on the station. Maintains minimal life support. Provides station history, quest context, and the emotional heart of the Rift. | |
SABLE is found in Sector 5 after significant progression. The keeper provides full station history, APEX's corruption origin, and serves as the emotional core of the Rift. SABLE's logs are scattered throughout the station as environmental storytelling.
Export Items
- MORPH_PROTOCOL — Fast-travel through data-pipes between visited nodes
- CHARGE_PROTOCOL — Hold ATTACK 2 turns for 3× damage (1 per combat)
- Station Log (cosmetic) — Bio-mechanical pulsing deck border