The Sinking Ship
What is The Sinking Ship?
The Sinking Ship is floor 11 of 12, and its phrase is "Rats leaving a sinking ship." It opens when you win The Ivory Tower with that department. Its enemies are 100 percent stronger than the first floor's. Its final boss is The Golden Parachute, at 16:00.
Good morning, team!! Exciting news!! We're thrilled to be joining the Company family!!
Which bosses are on the calendar?
Four calendar bosses book this floor: All Hands on Deck, The Shark, The Deckchairs, The Reorg. They arrive at 3:45, 7:30, 11:15, 15:00 in that order. The Golden Parachute closes the quarter at 16:00, and beating it wins the floor. A calendar boss still standing at the next booking leaves without paying out.
| Clock | Boss | Slot | Base health | Phases |
|---|---|---|---|---|
| 3:45 | All Hands on Deck | Calendar | 950 | 3 |
| 7:30 | The Shark | Calendar | 1000 | 3 |
| 11:15 | The Deckchairs | Calendar | 850 | 3 |
| 15:00 | The Reorg | Calendar | 1100 | 3 |
| 16:00 | The Golden Parachute | Final | 2800 | 4 |
What is the hazard, and is there a secret?
The hazard: The water rises about a tile a minute and slows you down in it; the deck tilts, so you keep sliding sideways. It runs for the whole quarter, so plan your route around it. This floor also hides one secret, which appears on the floor during Monday Morning.
Hint: There is one way off, tucked somewhere nobody looks. It only matters if you plan on working late.
Tips from the floor
- The deck tilts and you slide. The water slows you. Stay out of it.
- You don't kill the Golden Parachute. You outlast it.
- The Shark can't be hurt mid-breach. Wait for it to land.
Who is in the cast?
24 kinds of enemy work this floor, and 4 of them are elites, marked with a yellow-and-black band. The swarm arrives first, tougher kinds join as the weeks pass, and specials turn up on their own schedule. Numbers below are base figures, before the clock and the floor multiply them.
| Enemy | Tier | Health | Damage | Speed | What it does |
|---|---|---|---|---|---|
| Ping | Swarm | 2 | 3 | 3.1 | arrives in a sudden burst on a timer |
| Quick Question | Swarm | 3 | 4 | 2.7 | arrives in a sudden burst on a timer |
| Friendly Reminder | Swarm | 3 | 4 | 2.5 | walks straight at you |
| Calendar Invite | Swarm | 3 | 3 | 2.6 | stuns you when it touches you |
| Daily Stand-Up | Standard | 10 | 6 | 1.7 | forms a ring around you and closes it |
| On-Call | Standard | 10 | 9 | 2.2 | winds up and charges in a straight line |
| Status Report | Standard | 9 | 5 | 1.6 | walks straight at you |
| Timesheet | Standard | 10 | 5 | 2.1 | steals your XP, runs away and drops double when caught |
| Recruiter | Standard | 8 | 3 | 2.4 | keeps its distance while it attacks |
| Culture Committee | Standard | 9 | 4 | 1.3 | stuns you when it touches you |
| Wellness Champion | Standard | 10 | 4 | 1.5 | leaves ground that slows you down |
| Phishing Test | Standard | 8 | 4 | 1.7 | stuns you when it touches you |
| Legacy Code | Tough | 90 | 14 | 0.8 | ignores you until it has been hit enough times |
| Stakeholder | Tough | 60 | 0 | 1 | makes everything around it stronger |
| The PMO | Tough | 30 | 8 | 1 | moves as one solid block and closes its gaps |
| Lipstick on a Pig | Tough | 40 | 9 | 1.6 | fully heals and renames itself at set health levels |
| The Count | Elite | 220 | 0 | 1 | makes everything around it stronger |
| The Consultants | Elite | 70 | 10 | 1.7 | joins others of its kind into something bigger |
| Performance Review | Elite | 160 | 0 | 3.5 | sits behind you and slows your fire rate |
| Escalation | Elite | 150 | 13 | 1.5 | winds up and charges in a straight line |
| Skeleton Crew | Special | 20 | 0 | 1.35 | ignores you until it has been hit enough times |
| Moving Goalposts | Special | 30 | 6 | 3.2 | keeps its distance while it attacks |
| Fire Warden | Special | 25 | 0 | 1.4 | stuns you when it touches you |
| Reply All | Special | 6 | 5 | 1.5 | snakes across the floor, and kills add to its tail until the head dies |