Priority on eliminating the lesser versions, simply to have less combatants to deal with.
-[x] no need to kill them imidiatly, as long as they are out of the fight in the short-mid term. I.E. frozen to the floor and unable to move.
-[x] one the leaders are out of the way, strive to get the larger ones onto the ground via freezing. Once they are down, move to kill quickly.
-[x] concerve misiles where possible, but servival takes priority. 30 in reserve by the end of the fight is a good target.
[x] minimize jumping where possible and or keep treaters between you and the Nima when you must.
 
-[x] no need to kill them imidiatly, as long as they are out of the fight in the short-mid term. I.E. frozen to the floor and unable to move.
-[x] one the leaders are out of the way, strive to get the larger ones onto the ground via freezing. Once they are down, move to kill quickly.
-[x] concerve misiles where possible, but servival takes priority. 30 in reserve by the end of the fight is a good target.
[x] minimize jumping where possible and or keep treaters between you and the Nima when you must.
 
Holtz Swarm
[X] TerrisH

...


(rolled 3, 93)

The instant the lesser holtzes hit the ground, you hit each one with a tree of freezing bolts. They twitch uselessly, trying to drag themselves forward across the ground or open their flamethrower ducts, but you've done too good a job on them. It'll be a moment before they can attack again.

Unfortunately, the three greaters execute a perfectly timed series of divebombs that guide you right into one another. All three hitting before launching themselves back up into the cover of the upper platforms (ENERGY 240/300).

(rolled 44, 67, 98)

When they emerge again, you clip the first comer's wing with an ice beam shot, throwing it off balance, and then land several more that bring it to the ground alongside its lessers. You dodge the second greater holtz's swoop, but the third surprises you by abruptly switching to its flamethrower mid-descent. You try to land some hits on the frozen greater holtz while its down, but the flamethrower hit causes your first missile to go wide; you destroy the downed thing, but it takes you more ammo than it should have (ENERGY 230/300, MISSILES 43/50).

(rolled 18, 41, 89)

The remaining two greaters swoop again. You intercept one of them perfectly, and dodge the other. Once again though, you're less efficient with missiles hitting the downed one than you intended to be; the lessers are starting to reanimate, and you need to keep on your toes (ENERGY 230/300, MISSILES 39/50).

(rolled 64, 100)

You freeze the final greater holtz as it descends, but all three of the lessers simultaneously regain their mobility and pounce, latching onto you with their deadly claws and ripping away. You're forced to spend a few seconds wrestling them off, wasting much of the greater's freeze duration (ENERGY 200/300, MISSILES 39/50).

(rolled 64, 69, 70)

Roaring in frustration, you manage to re-freeze two of the lesser holtzes you've shaken off and sink two missiles into the still frozen greater, killing it efficiently enough. The remaining lesser hits you with its flamethrower, however (ENERGY 190/300, MISSILES 37/50).

(rolled 89, 4)

The final lesser holtz proves incredibly agile, hitting you yet again before you manage to freeze it. After that though, you quickly finish the three frozen crawlers off with your power beam. Sadly, you are only able to recover a single missile's worth of materials and ten units of energy from the combined wrecks (ENERGY 190/300, MISSILES 38/50).

However, you now have the temple to yourself.






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: 38/50


...

Author's Note: the dice were not kind to you there. Another couple of hits, and I'd have given you a "change tactics" vote.

For the record, the tactics you picked weren't bad ones. Some of those rolls would have hurt no matter what you picked.​
 
huh. . should have included a bit about keeping the lessers frozen. but, that's only apparent in hindsight. and the rest was just bad rolls.
[x] all of the items listed in the posts above.

still, looks like there is only one path to take from this room. hope there is a save within few rooms, because going back is going to be tricky.
 
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huh. . should have included a bit about keeping the lessers frozen. but, that's only apparent in hindsight. and the rest was just bad rolls.
[x] all of the items listed in the posts above.

still, looks like there is only one path to take from this room. hope there is a save within few rooms, because going back is going to be tricky.
I really hope the save/recharge platforms aren't locked behind barriers that need to be unlocked by accessing the 'satellite selves'
 
[X] Scans and Namihes

...




Mural said:
Religious iconography includes elements in common with temple decorations on Zebes, SR388, Elysia, Tallon IV, and numerous others, to a much greater degree than most of them have with one another. It is probable that the temple was either part of a syncretic sect that integrated aspects of numerous chozo religions, or designed to be able to suit the needs of these diverse practices as needed. Stylized representations of the Cipher, the Plate of Existence, the Eye and Brain, and the Ever-Hatching-Egg appear in great variety.

Unusually, the murals also include a high concentration of stellar imagery from a spaceborne perspective. These elements represent an outlier from the more geo-focused or bio-focused chozo religious milieu.

A faint smile creeps across your lips, but it is followed by a brief stab of pain behind your eyes. You haven't seen the Egg since your last fateful visit to Zebes. Memories of the huge statue in the Deep Temple of Brinstar, about whose pedestal you once played, and in whose dangling hands you were always happy to curl into a human child's attempt at a sphere, amid the rythmic, heartbeat-like chanting of your adoring elders floating back to you.

Are there still living chozo out there, somewhere? Can the Patrician - himself sculpted lovingly in the image of the symbolic Eye and Brain - help you find them, once you've restored his facility?

Left Statue said:
Morphology of the depicted chozo does not match any known subspecies, but possesses some cranial features in common with the Elysia/Tallon IV derivative. The figure's clerical robe lacks the needed design markers to associate it with a specific planet or sectarian tradition.

Right Statue said:
Morphology of the depicted chozo is broadly similar to that of the Zebesian derivative, but lacks visible thoracic plating. The abundance of vestigial traits eliminated from most known subspecies indicates that this is a depiction of an early chozo derivative, closer to the core phenotype. The figure's clerical robe lacks the needed design markers to associate it with a specific planet or sectarian tradition.

Light Source said:
Bioluminescent organisms feed on ambient environmental energy, and are maintained by microscopic rockleech-like tendrils permeating their sockets. Scans indicate the presence of telepathic receptors within the organism; level, color, and pattern of lighting can likely be adjusted by telepathic command, or in response to the emotional states of the worshipers.

Barrier Shield said:
Force field is drawing power from a transdimensional conduit; cannot determine the location of the source. Field strength and hardening are extremely high; only very high powered weapons have a chance of disrupting it.



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: 38/50​
 
huh. . should have included a bit about keeping the lessers frozen. but, that's only apparent in hindsight. and the rest was just bad rolls.
[x] all of the items listed in the posts above.

still, looks like there is only one path to take from this room. hope there is a save within few rooms, because going back is going to be tricky.


Keeping the lessers frozen would have meant a lower chance of dodging the greaters in the meantime. Might have worked in your advantage, but also might not have.
 
Psi-Amp Center
[x] Exit through the door on the bottom right.

...


Coming through the door leads you to another tall room, with a different sort of mezzanine across the way.




The mass of wires hanging down above the hanging mezzanine surround a small, cushioned indentation in the floor. Unfortunately, the namihe just above your head would make examining it in any detail difficult, as you'd need to constantly be keeping it frozen. From before the red low security blast door below, an autoad raises its armored, jelly-like eye and bends its knees, leaping toward you.

(rolled 19, 23, -17)

You're getting the hang of these things. Your missile blasts off its faceplate and your ice beams freeze its eye before it can even land, at which point you roll between its legs and lay enough bombs while its stumbling around blindly to immobilize it completely (MISSILES 37/50).

You'll need to freeze the lowest namihe in order to progress, but that shouldn't be too difficult. You're less confident about climbing up the narrow shaft.



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: 37/50​
 
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I have to ask. Why is it that we rolled between its legs and then fired a missile instead of bombing it?
[X] Freeze the namihe above you and proceed through the bottom right door.
 
Wait, we didn't scan the upper statue in the previous room?

[x] Pop back into the previous room and give the upper statue a scan. It looks like it interacts with morph balls.
[x] Mark the morph ball slot(?) under the wires with some sort of check-this-later indicator on the map.
[x] Scan for hidden stuff around the bottom left of this room.

Omake concept: The etecoons and dachoras on Aether.
 
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Torizo
Wait, we didn't scan the upper statue in the previous room?

[x] Pop back into the previous room and give the upper statue a scan. It looks like it interacts with morph balls.
[x] Mark the morph ball slot(?) under the wires with some sort of check-this-later indicator on the map.
[x] Scan for hidden stuff around the bottom left of this room.

Torizo said:

Tactical Summary: Large, highly mobile, and extremely well protected biomechanoid with a psionically imprinted semi-consciousness capable of advanced learning behavior and tactics. Unit is armed with a ramming shield projector around each limb that can deal 20 units of damage, a rapid fire power beam cannon that deals 5 units of damage per shot, and a cluster bomb launcher similar to that employed by the morph ball that deals 15 damage per detonation. The torizo can also energize smaller biomechanoids, restoring their defensive energy, via physical contact. Targeting the torizo's chest will damage its vital organs and control center, but targeting its head may damage its sensors, leaving it blind and vulnerable. In both cases, missiles or other explosive weapons will be neccessary to remove the outer armor layers.

Lore: Built in the likeness of its Lords and Ladies, the torizo is an eternal servant and guardian, capable of shifting its perishable organs into a transdimensional stasis and remaining in hibernation for tens of thousands of years with no loss of functionality. Some torizos are completely autonomous, following the directives they were given at creation and lacking the inclination or even the ability to be given new instructions. Others may be given new instructions by authorized chozo or subordinates with a series of telepathic command codes and passphrases. In many cases, the torizo itself is empowered to command lesser constructs in its vicinity, and can repair and re-energize them as needed.

While most torizos are used for high-level security and custodial tasks, they have also been deployed on field missions of exploration or bio-remission, working in tandem with chozo warriors as both frontline combatants, and mobile energy sources for the defensive batteries of Drynn-pattern power suits. Legend has it that torizos also played an important cultural and even religious function in some societies, with their psionic pseudo-intelligences being imprinted from the minds of esteemed elders who have been given this great honor.​
I'll mark the cushioned spot under the wires with a question mark on the map.

There is nothing of interest in the bottom left of the room; just a support pylon.​

Update coming soon.​
 
Upper Garden
[X] Freeze the namihe above you and proceed through the bottom right door.


...

The restoration booth above is blocked by a blue barrier shield, the same hue as the ones that obstructed you in the previous rooms. There's little to do but pass on through the opposite door.



The room beyond the save station is quite large, and covered in dead or dying plants and fungi. From the look of things, they haven't been watered in some time. You start to climb up onto the platform in front of you, but let go of the ledge and drop back to the floor just in time to avoid a burst of hot plasma from the namihe across the courtyard.




In that time though, you managed to glimpse the pair of autoads standing guard in the courtyard, covered by the firing cones of both namihes mounted on the opposite wall. Behind the namihes is another section of the room, seemingly less planted.




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: 37/50​
 
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