Some players consider the other kinds of enemies to be drones. That assumption is false.
Every drone follows one of six movement patterns, which define how the drone's direction of movement changes as it goes its path. In Ned, they are referred to as "algos" as shorthand. The six pathfinding algorithms are:
- Dumb Clockwise,
- Dumb Counter-Clockwise,
- Surfacefollow Clockwise,
- Surfacefollow Counter-Clockwise,
- Alternating, and
The "dumb" pathfinding forms cause the drone to turn either clockwise or counter-clockwise when it would otherwise move into a space occupied by a tile or beyond a wall.
The "surfacefollow" pathfinding forms cause the drone to keep one side against a tile or door at any time. If the drone is to move clockwise, it keeps its right side against a tile; if the drone is to move counter-clockwise, it keeps its left side against a tile. Any time that the indicated side leaves contact with a tile, the drone rotates in its given direction until it can once again progress with its side against a tile.
The "alternating" pathfinding algorithm is like the "dumb" pathfinding algorithm, except that the drone will turn clockwise the first time it contacts a tile, counter-clockwise the second, clockwise the third, and so forth (alternating its mode of turning each time).
The "quasi-random" pathfinding algorithm creates a nearly random path (except that the drone moves in such a way that the path is identical each time the map is played).