[X] Charge the grezzen, and drop a power bomb in the middle of them. Then fall back to here:
and knock the skinners off the wall below you with missiles. If the Grezzen fall back or scatter when you charge them, don't power bomb and instead just go to step 2. Maybe take some pot shots at the grezzen as you fall back.
Powerbombs are centered on us. We need to be still to use them. And im pretty sure we cannot use them while flying. Overall, That is a fantastic way to get a massive volley to hit us.
Ah, had looked at the morph ball inventory stuff, not the repulsor inventory stuff. Though I'm not sure if it means that the repulsor will prevent us from morph balling, or just that we can't fly with the repulsor while we're in morph ball. Because if it's the latter, I don't think it'd stop us from doing that.
[X] Charge the grezzen, and drop a power bomb in the middle of them. Then fall back to here:
...
Falling deep into your warrior's trance, you storm through the wall of plasma fire, your brain, suit computers, and muscles working as one to weave and bounce your mass around and past their shots as you close the distance.
(rolled 64)
Four plasma bolts connect, but fail to slow you. Fortunately, they don't retreat at your approach. In fact, several of them lunge forward to meet you, opening their mouth-bodies and building a fireball between the bladed jaws to burn and bite you in a single motion. But before they can close, you drop into the morphball and release the power bomb.
(rolled 94, 45)
Unfortunately, the swarm or whatever intelligence directs it seems to grow wise at the last second, recalling the cloud of grezzen back out of the corridor entrance. A pair are two slow and vaporized by the blast, but the rest are able to retreat to a safe distance and switch back to using their ranged attacks. Fortunately, only one more bolt hits you before you can shift back into your humanoid form and dodge the others. (ENERGY 668/800, POWER BOMBS 17/18)
The positives, however: you've destroyed a couple more of the anchoring tendrils, and the skinners were forced to drop much further down the wall to get out of your blast radius, It will take them a few seconds to climb back up, so for the moment you have slightly more freedom to act without having to deal with acid as well as plasma.
FIGHT
[] Strategy for dealing with this miniboss (write in)
[X] Hop to the section of wall previously circled and blast the skinners until they're all dead or out of line of sight, then return to the section of floor we're starting this update at and alternate between shooting at grezzen and shooting at tendrils.
[X] Hop to the section of wall previously circled and blast the skinners until they're all dead or out of line of sight, then return to the section of floor we're starting this update at and alternate between shooting at grezzen and shooting at tendrils.
either this or dealing with the beasties in the water.
[X] Hop to the section of wall previously circled and blast the skinners until they're all dead or out of line of sight, then return to the section of floor we're starting this update at and alternate between shooting at grezzen and shooting at tendrils.
[X] Hop to the section of wall previously circled and blast the skinners until they're all dead or out of line of sight, then return to the section of floor we're starting this update at and alternate between shooting at grezzen and shooting at tendrils.
...
Taking advantage of the momentary clear, you leap back out into the air and shoot across the tall shaft to the side of the massive pylon from which the spawning mass hangs. The grezzen continue firing their plasma charges, and some begin surging toward you again, but you dodge most of the blasts (rolled 60) and latch onto the wall before any can get close enough to grab you, giving you about two seconds to fire freely at the skinners scaling their way back up the sides of the wall and spawning mass.
(rolled 13)
Two seconds is all you need.
Phased and plasma-enveloped metabeam charges rip down through the air from your armcannon, vaporizing their way through the closest skinners and then continuing on to leech and burn the ones beneath them. By the time the first grezzen manage to swoop around below you, ten skinners have been disintegrates, and nearly half again as many units of energy have been siphoned into your batteries from their corpses. (ENERGY 681/800)
Then the Grezzen are upon you, and you need to race them back to the corridor.
(rolled 63, 44)
A single plasma beam hits you, and one maw-body nearly closes around your trailing leg, but by kicking off the wall and firing your highjump thrusters you're able to beat them to the opening and start opening fire again while running backwards. With the grezzen so clustered around the entrance, you opt for missiles.
(rolled 22, 64)
Each explosion wounds at least two or three of the organisms, and once their armor has been cracked a second is sufficient to kill them. You drop two, then five, then six grezzen, before leaping back over the pool and avoiding the morphas that grasp at you without even being slowed (rolled 15) before bringing down two more. That's almost two thirds of the pursuing swarm, and you've taken only a single additional hit as you keep the distance. (ENERGY 675/800, MISSILES 162/190)
Then a pair of the surviving skinners clear the opening and charge up behind the grezzen to fire their sticky acid at you, while the grezzen attempt to use the opportunity to crowd you against the entrance.
(rolled 18, 47)
Somehow, you manage to swerve around every single stream of acid and all but one of the plasma bolts while dodging and rolling away from all three of the grezzen that fly at you with their bodies open, sending them slamming into the back wall and iris door. (ENERGY 669/800)
The huge, hanging mass continues to shudder and groan behind the pursuing enemies, even as the three grezzen that tried to charge you turn around after hitting the wall and prepare a follow up attack. You know that more monsters are being spawned the longer this battle continues. For the moment though, you've been chased back away from the spawning-thing, and there are hostiles all around you.
Run back forward past them and try to deal more damage to the spawner? Try another power bomb now that you're surrounded and they can't escape as easily? Try to zigzag between targets and hit them each with the screw attack? Something else?
FIGHT
[] Strategy for dealing with this miniboss (write in)
[X] Power bomb, then peek over the ledge to see what the situation at the bottom pool looks like.
I was gonna say power bomb and then sever the top tendrils, but then it occurred to me that that would drop the spawner to the floor, on top of the lower tendrils, and that might keep us from being able to get to them easily. So instead I figure see what it looks like on the floor there and see if it might be worth it to go for the bottom tendrils first.
[X] Power bomb, then peek over the ledge to see what the situation at the bottom pool looks like.
...
(rolled 45, 83)
Crouching into the morph ball reduces your mobility enough that one of the grezzen that just bounced off the wall is able to close its body around you, crushing the morph ball's hull with its immense pneumatic strength and magnetized blades and burning through your shields with its plasma venting organ as it begins lowering you into the pool, from whence the trio of morphas reach upward to help with the crushing. The benefit of this, of course, it that it puts you in a perfect spot for the detonation.
The bits of tendril you left floating in the pool are now gone, along with a significant percentage of the water itself, all three morphas, and all but one each of the skinners and grezzen. (ENERGY 642/800, POWER BOMBS 16/18)
After eliminating the two survivors with liberal application of missiles (54, 38, 22), you hurry back to the ledge just in time to meet two more skinners climbing up from below and two more grezzen charging up their plasma weapons. (36, 44, 87, 20, 98) The skinners you are able to disintegrate quickly, as they climb over the lip right into you and give you enough time to perform a rolling screw attack that cuts through the pair in a single movement. The grezzen, however, prove evasive, dodging behind the corners of the entrance to throw off your missiles and laying down fire of their own in turns to keep you partially on the defensive. In the end, you switch to your beam to land quicker shots. Killing them this way lets you recover a few units of energy, but also takes longer, and more creatures are being spawned. (ENERGY 647/800, MISSILES 154/190)
Not allowing yourself to be delayed any longer, you deactivate the repulsor and make a spinning jump off the edge, letting gravity pull you down the hundred meter drop to the bottom of the vast room and counting on your screw attack to keep anything from grabbing you on the way down. A volley of acidic resin globs are launched at you from among the spawning mass' roots (29, 27, 8) but none of them hit.
Beneath the throbbing, mumbling mass, a quartet of freshly-spawned grezzen train their built-in weapons on you. Two of them, it seems, were waiting for you to fall into their line of sight, and shoot you immediately (93). The others, evidently more recently born, are still getting their bearings. (ENERGY 635/800)
An instant later, your thermal visor catches movement in the water below. More morphas reaching out for you. Clustered around them are a handful of huge, heavily armored khrusts.
FIGHT
[] Strategy for dealing with this miniboss (write in)
You wouldn't have been able to see through the mass, or very deep into the water in any detail at that distance. I interpreted the plan as "look over the edge; if the drop is mostly clear, descend to assess."
There is a visor upgrade that would have allowed you to do all of the assessment from up here, but you haven't found it.
[X] Get in the middle of all that and power bomb again.
...
Your suit can take this. You might even end up taking less damage in the long run with what you have in mind.
(rolled 30, 82, 64)
You leap out beneath the tendrils and employ your screw attack as you arc forward across the water, which writhes and thrashes as the massive tentacles swish away from your approach. The grezzen, likewise, dart back away from your ramming shield-lined body, firing wildly and missing completely as you arc down past the blindly grasping morphas and land in the pool in the middle of everything.
Two of the khrusts lash at you with their many claws as you roll into the morph ball, but that just means they're closer to ground zero when the power bomb goes off. (ENERGY 603/800, POWER BOMBS 15/18)
The water turns to steam and bubbles. The two khrusts that had been on you are thrown half a dozen meters back, their limbs gone and weaker ventral armor blasted away, dead. There is no sign of either of the morphas closest to you; you doubt a single cell from either of their gelatinous bodies remains intact. Perhaps more importantly, the spawning mass overhead is roaring and thrashing back and forth, the tips of its few remaining lower tentacles swishes and thrashing like furious botwoons through the half-boiled lake. The pair of blisters on its underside that looked like they had been swelling to release another pair of offspring contract again; whatever damage you did to the mass seems to have set its work back.
However, there are still two additional khrusts that seem to have hunkered down and avoided taking more than superficial damage from the blast; power bombs might be stronger than super missiles in absolute terms, but it would seem that khrusts really need the concentrated energy of the former to be reliably put down. Furthermore, three of the four grezzen seem to have retreated out of the blast radius in time. The skinners that had been climbing on the upper mass have descended, waiting for you to emerge from the water.
Fortunately, the two morphas on either end of the pool are too far away to reach you, at least.
(rolled 76, 19, 68, 50)
You manage to roll out of reach of the khrusts and unmorph before they can charge you, but two shots fired by the grezzen overhead manage to sear their way into you from above the pool. You console yourself by releasing a super missile into each of the surviving khrusts, removing them from play and absorbing some energy from one of their remains while dodging more plasma. (ENERGY 605/800, SUPER MISSILES 13/15)
You're not sure how long until the mass will be able to release more enemies. For the moment though, you only have a scant few of them to deal with, and a relatively clear shot at the mass' underside if you want to...shoot it? Try to climb the tendrils and lay a power bomb right on its surface? See if the screw attack can cut into its outer layers? Or take another moment to kill the existing spawn before trying to kill the mass?
FIGHT
[] Strategy for dealing with this miniboss (write in)
[X]Get on top of the Mass, then Power Bomb the largest concentration of tendrils. Blast the rest since the combo beam did good work last time.
-[x]Screw attack anything in our path on the way up.