[X] Shoot a missile at the rockleech and try to go up again.
-[X] If that fails, then go back to the other room and continue down.
 
[X] Shoot a missile at the rockleech and try to go up again.
-[X] If that fails, then go back to the other room and continue down.
 
Factory Access
[X] Shoot a missile at the rockleech and try to go up again.
-[X] If that fails, then go back to the other room and continue down.

...

You try a missile. The bit of red is banished further into the ceiling, but the resulting crack is tiny, no real loss of structural integrity. You'll either need a stronger weapon, or a completely different approach.

In the meantime, you return to the specimen handling room and descend through the hatch in the floor. You leap down at exactly the wrong moment, and a pair of lesser holtzes just outside of your line of sight happen to be facing you just as you enter (rolled 100, 96). By the time you've gotten rid of them, you've sustained five hits and spent three missiles. Not the finest entrance of your career, even given the bit of energy and missile components you manage to recover (ENERGY 190/300, MISSILES 40/50).




A high security blast shield blocks off the only exit. The holodisplay above it reads only "To the deep wombs."




GO:
[] Write in

SCAN:
[] You may select one or more objects to subject to more intensive scan visor probing before leaving this room.


...


ENERGY: 190/300

MISSILES: 40/50​
 
I guess that leaves us with the path in the Entrance Hall.

[x] Go through the door in the Entrance Hall.
-[x] Restock on the way up.
 
[x] Scan the holo-display above the door.
[x] Scan the bottom left of the room.
[x] Go through the door in the Entrance Hall.
-[x] Restock on the way up.
 
[x] Scan the holo-display above the door.
[x] Scan the bottom left of the room.
[x] Go through the door in the Entrance Hall.
-[x] Restock on the way up.
 
Decorated Junction
[x] Scan the holo-display above the door.
[x] Scan the bottom left of the room.
[x] Go through the door in the Entrance Hall.
-[x] Restock on the way up.

...


There's another empty cell on the bottom left. The holopanel reads "To the deep wombs."

You restore yourself with the lab atrium both once again, and then backtrack to the facade and leap back up to the entry hall. You go unmolested until reaching the entry hall, at which point another pair of autoads come bouncing up the hall.

(27, -16, 44, 43, 12)

The first autoad never even gets to make an opening leap; your first missile breaks its faceplate open, and is followed by an ice beam volley and follow up missile within as many seconds. The second leaps at you, but you roll between its legs and are ready when it turns around. You take no damage, and even recover one of the missiles you used (MISSILES 47/50).

You walk to the edge of the platform and drop down to the door. The namihe unfolds faster than you could have believed - much faster than the variant you remember from Zebes - and nails you with a burst of hot plasma in the split second that it takes you to drop past its hallway (58). Your visor snows out and you almost fall to the floor on your side before managing a three point landing. You wait a moment for your HUD to recover as you get up (ENERGY 270/300).

Still, you're out of its line of sight now. Through the door.




Three namihes guard the shaft leading up to the next door, and to the cluster of stone heads peering out from around the ceiling. Fortunately, none of them seem to have been triggered by your entrance, but moving deeper into the room or jumping upward might well change that.




GO:
[] Write in

SCAN:
[] You may select one or more objects to subject to more intensive scan visor probing before leaving this room.


...


ENERGY: 270/300

MISSILES: 47/50
 
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[x] scan the namihe to confirm that these are the same type as the one in the previous room, IE, immune to normal missiles, vulnerable to ice. If so:

[x] fire up to freeze the first namihe then jump on the ledge opposite the second one, turning and firing to freeze that one as fast as possible(we'll probably take damage). Freeze the third namihe, then jump on the second namihe and to the ledge with the door. Exit to the next room.

edit: just to note i made some small changes to the plan - freezing the third namihe from below rather than taking unnecessary damage
 
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[x] fire up to freeze the first namihe then jump on the ledge opposite the second one, turning and firing to freeze that one as fast as possible(we'll probably take damage). Freeze the third namihe, then jump on the second namihe and to the ledge with the door. Exit to the next room.
 
The namihe unfolds faster than you could have believed - much faster than the variant you remember from Zebes - and nails you with a burst of hot plasma in the split second that it takes you to drop past its hallway.
Holy crap, that's fast. I'm tempted to go elsewhere. We could try to get that thing in Landing Access B, or see if we can get through the gray floor west of our landing site, or ask the Patrician to just give us the access codes for the hatch under our ship and have the ship hover while we open up the floor and explore beneath it. (Dunno if that hatch has power, though.)

[x] See if the scan visor can identify these namihes' cone of fire.

I'm not going to assume this variant has a fixed firing angle. If we can fire on these namihes without letting them fire back, we can probably make it through, though it'd be risky. If they're going to open fire on us as soon as we open fire on them, this place is a deathtrap and we should try something else first.
 
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[x] Fire straight up at the first namihe to freeze it then jump onto the slightly raised dais on the right side of the room. Then jump so you're gripping the ledge near the second namihe and fire diagonally at the second namihe. Then, quickly, drop down, re-freeze the first namihe, then jump up to the ledge opposite the second namihe. Refreeze that one, then fire straight up to freeze the third one. Jump up to the doorway and go through.
 
[x] Check suit diagnostics and see if the shot we took interfered with our weapon systems when it disrupted our visor.
[x] Scan the stuff in the bottom right of the room.
[x] Scan the platforms with the indentations.
[x] Scan the stone heads near the ceiling.

If we go through with this, we may have to turn off our visor systems so we don't get blinded by any hits we take. Also, if we have to backtrack through this room, the return trip is going to be nasty.
 
[x] Scan the stuff in the bottom right of the room.
[x] Scan the platforms with the indentations.
[x] Scan the stone heads near the ceiling.

The scaffolding on the bottom right is just that.

The indentations appear to be decorative. Likewise the stone heads near the ceiling; no active technology detected inside of them, save some dormant rockleech tendrils for maintenance.


EDIT: oh, forgot. Your suit is fine. The hit just caused momentary visor interference. Weapons should work fine in the wake of hits, but your targeting systems might not.
 
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Oh. A major gaff on my part.

I forgot to include the die roll when the namihe hit you on your way down the entry hall drop. Their attacks aren't hitscan. They're extremely fast and accurate (you need to roll under 50 to avoid them, barring some mitigating factor or strategy) but there is a die roll.
 
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Oh. A major gaff on my part.

I forgot to include the die roll when the namihe hit you on your way down the entry hall drop. Their attacks aren't hitscan. They're extremely fast and accurate (you need to roll under 50 to avoid them, barring some mitigating factor or strategy) but there is a die roll.
That's less terrifying, but still quite dangerous, with exact danger levels depending on their rate of fire and how effective the ice beam is against them. That namihe's response time was excellent.

If we need to fall through the line of fire of active namihes again, we should endeavor to fall faster. For example, instead of just walking off a platform, perhaps grab the ledge and launch ourselves downward, or the standard platformer fast-fall technique of jumping up off the platform so you're already falling at a decent speed when you hit the edge, or jump off the platform and then perform an acrobatic launch off the ceiling for even more speed.
 
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[x] Fire straight up at the first namihe to freeze it then jump onto the slightly raised dais on the right side of the room. Then jump so you're gripping the ledge near the second namihe and fire diagonally at the second namihe. Then, quickly, drop down, re-freeze the first namihe, then jump up to the ledge opposite the second namihe. Refreeze that one, then fire straight up to freeze the third one. Jump up to the doorway and go through.
Way to complicated and with several unnessary steps. We can hit the Lower one and the middle one from where we are standing now, so no need for complicated ledge hanging tricks. We also only need to shoot the lower one once, as once we are above it, it can not hit us at all.


[x] Fire straight up from current position and freeze the lowest one, then do the same with the Middle one.
[x] Jump up to the ledge above the lowest one
[x] hit the Middle one with another Ice beam shot, then hit the highest one from directly below
[x] jump up to the ledge with the door, shooting the door as you jump, then proceed through it without pausing.
 
[x] Fire straight up from current position and freeze the lowest one, then do the same with the Middle one.
[x] Jump up to the ledge above the lowest one
[x] hit the Middle one with another Ice beam shot, then hit the highest one from directly below
[x] jump up to the ledge with the door, shooting the door as you jump, then proceed through it without pausing.
 
Temple
[x] Fire straight up from current position and freeze the lowest one, then do the same with the Middle one.
[x] Jump up to the ledge above the lowest one
[x] hit the Middle one with another Ice beam shot, then hit the highest one from directly below
[x] jump up to the ledge with the door, shooting the door as you jump, then proceed through it without pausing.

...

You stand below the first green, maldium dome and rapid fire your ice beam until your scan visor informs you that the creature behind the hatch is devoting all its energies to thawing itself. Then, you aim carefully and leap up to get a bead on the second namihe, firing rapidly as soon as you do.

(rolled 6)

Despite shooting from mid-jump, your aim is consumate. The first couple of ice beam shots hit the dome just as its opening, and the next few slam directly into the biomechanoid's toothy maw, freezing it half-open. After quickly renewing the chill on the first namihe, you high-jump off of the scaffolding and land on the midway platform. You freeze the top namihe, and renew the middle one for good measure, and then make your second high jump. The door is in front of you; you dash through it before the sentries can thaw.




Sunlight, mirrored and refracted multiple times into a hail of rainbow colored beams, glimmers down from the funneled gap in the ceiling. The walls are covered in fractal ornamentations of stars and planets, proto-planetary discs and solar ignitions, mitotic divisions and hatching eggs. On the back wall is a massive, part metal, part living coral, and part holographic depiction of the Cipher, the occulted wheel of connections that bind all life forms to one another. Over each of the lower doorways a much larger than life chozo statue - of very morphologically distinct derivatives - are dressed in priestly robes, eyes closed and beaks lowered in supplication. Multiple light sources, one higher door blocked by a blue barrier shield, and at least four namihes are carefully worked into the decorations.

Before you can study the murals and statuary more closely, however, a mechanized screech from above raises your visor skyward. The barrier shield flickers away, and three greater holtzes charge through, each carrying one of their lesser kin dangling from their undersides. They drop their deadly cargo, which lands - one by one - on its feet and prepares to attack. Free of their burdens, the three greater holtzes likewise prepare to swoop. The shield over the door reactivates.

If you jump too high, you're going to put yourself in at least one namihe's line of sight. That means the greater holtzes can use the upper platforms as cover between attacks with near impunity.


GO
[] Write in (include tactics for this group of enemies, if you plan to fight them)


...


ENERGY: 270/300

MISSILES: 47/50​
 
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Why aren't the namihes attacking them anyway? I thought that they were just attacking anything that moved in their sight lines.
 
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