-[x] Dodge each of the greater holtz's swoops, and try to hit it with a missile when it falls to the ground, them hit again when it reaches the apex of it's flight
-[X] Dodge each of the greater holtz's swoops, and try to hit it with a missile as it recovers.
...
You launch yourself forward over the forest of jagged, open pipes before the flying thing's next fiery lunge, spinning around in the air and landing on your feet facing it. As it withdraws back toward the ceiling, you lead your shot and place a missile right where its about to recover.
Rolled 1d100 = 35
The warhead explodes against its armored hull, sending a spiderweb of cracks across the drone and bending one of its wingblades almost to the snapping point. It reorients itself to face you again. You dash to the side around its new flight path...but you misread the thing's intentions.
Rolled 1d100 = 89
Instead of swooping down again, it fires its plasma flamethrower in a wide arc, splashing you along with everything else in the middle of the room (Energy 80). Pipes melt. Your helmet gives a loud warning. Disoriented by the hit, your next missile goes wide, and it swoops again.
Rolled 1d100 = 71
One of the blades catches you mid-leap, and its flaming aura squeezes still more out of your suit's energy reserves (Energy 70). You know you're too off-balance to hit it this time, you'll need to wait for its next swoop.
Rolled 1d100 = 36
This time, you recognize the tell-tale sign of its flamethrower fluids sloshing into the barrel, and dash forward beneath the hovering thing between the broken and melted pipes to avoid its firing arc. As it burns away at nothing, you straighten up again behind it and fire another missile. More cracks spread across the holtz's dome shaped body. A piece of armor falls away.
Rolled 1d100 = 97
It recovers much faster than you expected, and immediately replies to your missile by turning in place and charging right into your chest, knocking you on your back across the pipe-studded floor. Another of your missiles goes wide. (Energy 60)
Rolled 1d100 = 53
From the floor, you see the unit's vulnerable engine on its belly, and point your armcannon up into it before anything else can happen. This missile flies home, and you roll to the side and get back on your feet before the drone can fall out of the air and crush you. Its armor ruined and its engine half-disintegrated, the thing extends its half-dozen insectile legs and begins scuttling toward you, making to attack with its good armblade.
Rolled 1d100 = 41
Your last missile stops it in its place, its anterior pair of legs breaking off from the shock. With its primary hull broken open and its shields gone, a simple power beam volley is enough to finish the job. Once its done quivering, you lean over the bleeding hulk and siphon its dying energies, and its remaining chemical fuel and munitions stores, into your armcannon. (Recovered 30 energy, 5 missiles).
The room of broken and misshapen pipes is now yours to explore at will, if a little more scratched and melted than it had been a minute ago.
GO:
[] Write in.
SCAN:
[] You may select one or more objects to subject to more intensive scan visor probing before leaving this room.
...
ENERGY: 90/100
MISSILES: 5/10
....
GM's note: the way I intend to run boss battles is by having you guys suggest a strategy, and then giving you opportunities to adjust it if things don't seem to be working out well, or if new opportunities appear. In this case, if the greater holtz had managed to drop you below 50% energy I'd have given you the choice to adjust your tactics.
Metallic-silicon pipes are composed of the same materials as most of the facility walls, and likewise grown from local basalt. Several of the pipes contain trace amounts of radioactive residue similar to that detected in the storage compartments previously.
[x] Take lower exit. Check dead end on the right before exiting left.
...
The pipe that you came in through on the right goes up vertically inside the wall. According to sonar readings, it branches off into a number of much smaller pipes above the breach that you entered it through on the other side.
Stepping over the hollowed-out remains of the Holtz, you make your way to the far side of the room, where another, slightly wider and more even, pipe entrance awaits you. This one doesn't appear to have been broken; it was built to open up into this room. It extends a short way beneath the floor to the right before reaching what looks like a small, empty storage compartment, with another magnetic sealing pad like the ones for the crates in the last room. Curious.
You go the other way, and quickly find yourself in another, smaller, room. This one is likewise filled with pipes, though more of them are still at least mostly intact. Seated above the entrance, bulbous eyes shut in meditation, serrated beak curled downward behind its raised knees and upturned palms, is a larger-than-life chozo statue. The style is different than what you saw on Elysia, Tallon IV, and SR388. More similar to the older statues deep below your home in the caverns of Zebes. Clutched in its palms is another data storage sphere.
You reach out your hand and lay it down upon the sphere, letting your suit's computer interface with it. Before the data transfer can complete, a voice speaks inside your helmet. The dialect is strange to you. The accent stranger. However, with the help of your computer, you manage to replay a translated version of it a moment later.
"We renew our apologies to you, Lord, Lady, or vassal, that you must perform this menial task in our stead. If the safeties too have failed, you must beware the corrosive light beyond."
An instant later, your HUD informs you that the data transfer is complete.
...
MODULE LIBRARY EXPANDED: spring ball online.
Spring Ball said:
Simple kinetic repulsor allows the morph ball to launch itself several meters off the ground. Useful for navigating narrow, vertical spaces.
How much vertical mobility does the spring ball give us? Is it enough to get all the way up the shaft from the Pipe Landing to the Facade? (Not that I actually want to go back that way yet, but it'd be good to know our options.)
How much vertical mobility does the spring ball give us? Is it enough to get all the way up the shaft from the Pipe Landing to the Facade? (Not that I actually want to go back that way yet, but it'd be good to know our options.)
When it comes to bendezium, what kind of heavy ordinance would we need, super missiles or power bombs? Also when it comes to dealing with meteemers in the tunnels would we need power bombs or could we get by with regular ones?
A traditional pose. Meditating, in the Holder of Balance position, eyes shut and beak bowed. Permutations of this statue, or mural, or engraving, can be found on countless worlds. Of course, you've also encountered a few that contained surprises. You bring up your scan visor and give the statue a thorough investigation.
Chozo Statue said:
Statue was not carved, but molded from a molten polymer. Additional detailing, including the face and scale textures, were added after the initial cooling via judicious application of rockleech vines and wetware nanite activity. No internal machinery or biological components detected. Statue has been in place for at least two thousand standard years, but has received regular maintenance and cleaning until much more recently.
You banish the sensor HUD and look at the statue again through your own eyes. In the dark, pipe-encrusted room, it seems to be bowing its beaked, scaly head in respect for you. Wordlessly, you put your arms together in the same posture as its own and bow your own head in return.
You then shift into morph ball form and roll up to the tiny door on the left. It opens, revealing a perfectly morph ball sized pipe with a pair of vertical steps. You bounce along until you come to another tiny door, which opens at your touch.
HIGH RADIATION LEVELS DETECTED
You quickly return to the previous room, 3 energy points fewer.
GO:
[] Write in.
SCAN:
[] You may select one or more objects to subject to more intensive scan visor probing before leaving this room.
When it comes to bendezium, what kind of heavy ordinance would we need, super missiles or power bombs? Also when it comes to dealing with meteemers in the tunnels would we need power bombs or could we get by with regular ones?
No missile variant that you've ever had was strong enough to crack Bendezium. You'll need either power bombs, or something new.
Normal bombs should be sufficient to destroy a meteemer shell. A missile will also work, its just that some of them are hunkered inside of tight passageways with no room to unmorph.
I wasn't aware of that. I've never actually played Metroid Prime. I'm not very good with first person shooters.
[x] head right to the pumping station, then try to go up the passage to the left-top of the area.
-[x] If the pipe is to tall to traverse upward, backtrack all the way to the Industrial shaft, and morph ball jump your way through the passige in the lower-right.
anyway.. a bit expanded orders to speed things along, since I'm not sure we can high enough for the passage in the pump room.
[x] head right to the pumping station, then try to go up the passage to the left-top of the area.
-[x] If the pipe is to tall to traverse upward, backtrack all the way to the Industrial shaft, and morph ball jump your way through the passige in the lower-right.
[x] head right to the pumping station, then try to go up the passage to the left-top of the area.
-[x] If the pipe is to tall to traverse upward, backtrack all the way to the Industrial shaft, and morph ball jump your way through the passige in the lower-right.
...
You return to the pumping station and climb the mess of warped and broken pipes, carefully avoiding the ones that look too damaged to support your weight. Once you're near the ceiling, you grab onto the open, wider pipe and haul yourself up, shifting your bulk away and letting the morph ball slide into the entrance. Your new boost ball module is easily sufficient to bounce you up the pipe and into the hidden, tube-ridden chamber inside the ceiling, where a pleasantly familiar blue canister awaits you, lying on the deck between the pipes to be assimilated. There's just enough room for you to unmorph and plunge your armcannon into it.
Energy Tank said:
Defensive energy cell compatible with Drynn-Elzan pattern battle suit. Every energy tank acquired will increase your maximum defensive power by 100 units.
Finding nothing else in the hidden chamber, you drop back down into pumping station, bouncing off the floor and uncurling into your normal form, and skirt the broken pipes back to the way you first came. Once again, the spring ball is able to carry you back up the pipe to the refueling station, and from there you backtrack back through the lower geemer tunnels - avoiding the meteemers and killing one more geemer after it surprises and tries to take a bite out of you (rolled 34, 85. Energy 195/200), and reach the industrial shaft.
As soon as you enter, you notice that the geemers have begun creeping further down the walls, and scuttling along the lower platforms in search of detritus to scrape off of the stone and glass and metal. They're not yet close enough that you passing beneath them triggers their territorial instincts, but that will likely change soon. They've certainly noticed that the holtz is gone. However, you're not here to exterminate geemers, at least as far as you know. You roll back into the morph ball and bounce up into the small breach in the right wall.
Just beyond it is a small, dome-shaped room, its gently sloping walls covered in decorative fractal lines and patterns, like jagged flower blossoms inside one another. At the center is a circular pad raised a few centimeters above the floor, and in its center a faint, cube-shaped hologram hovers at waist level. A sensor for the chozo elevator. Behind you, the mass of rockleeches feeding through the wall seem to be adding material rather than taking it away. Slowly sealing up the elevator room.
The distress signal continues to sound from below.
GO:
[] Take the elevator.
[] Explore this area more first (specify where)
ROCKLEECH:
[] Destroy the rockleeches that are trying to seal up the elevator.
[] Leave the rockleeches alone.
[X] Destroy the rockleeches that are trying to seal up the elevator.
[X] Check out what's in the opening at the top of the shaft, exterminating all the geemers on the way up.
-[X] If a dead end is reached, scan the end of the tunnel and check out the top passage of the Upper Hive.
I want to check everything out before we go further down.