Big Cousins hold many a record in Dark Matter. To start with, they wield the first ranged attack players have to deal with, in the form of a Scavenger acid projectile that sticks to the surfaces it hits. Even when a Cousin misses, its projectile creates a deadly pool of acid, sizzling in expectation of your unwary foot.
If that’s not enough, Big Cousins fly. Well, float. Their tough, fibrous spongy bodies are inflated with decomposition gases, and they propel themselves gently, quietly through the larger areas of the Endeavour, waiting for lone survivors to land their deadly barrages on.
There is more to Big Cousins than raining death from above as well – they are a mobile healing unit for smaller scavengers, and the presence of a Big Cousin can turn a simple crawler into a self-healing machine of destruction. Take Big Cousins down as fast as you can, because they can turn an insignificant group of tiny crawlers into your next lesson in how to die painfully.
Big Cousins are filled with gas and acid production glands – there isn’t a lot of space left for brains, and enterprising players may find out that the Cousin won’t fire unless it’s at a minimum safe distance from the player. Hounding them into a corner is a good attack strategy, but watch out their irritation colour – they tend to explode when backed into a corner.
In spite of all these thorny sides, players will be happy to run into Cousins, as they are the first and easiest source of Amber in the game. Amber is required to craft all nano ammo and weapon upgrades, and every other amber yielding creature is far more attached to its hide than the slow-witted, floaty Big Cousin.