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Megafauna are huge, extremely powerful creatures found in Lavaland. They emit a GPS Signal that is trackable by any GPS Device, so they are easy to avoid, as long as you're careful.
All types of megafauna will devour unconscious or dead victims, restoring their health by half of the creature's maximum health, and gibbing it.
Types of Megafauna
An enormous drake that roams the land. Once considered the easiest of Megafauna, code changes have made it into one of the most fierce opponents that can be found on Lavaland.
Melee Damage: 40
Burn Resistance: 50%
Normally, it chases its target trying to bite it. Whenever possible, it will also breathe fire in the three cardinal directions, dealing 20 burn damage and igniting whoever walks into the trail. It will send one trail directly at you and two more on either side of you, requiring a bit of tact to dodge it.
It's advisable to carry a fire extinguisher when fighting a drake, in case you can't avoid one of these.
The drake will also sometimes take flight and swoop down on a target, creating pooling lava below it and marking a 3x3 area before crushing anyone left inside, dealing 75 brute damage and gibbing unconscious targets. It will also send a standard firebreath attack at you as soon as it lands. The best way to deal with this attack is to stay on the move and keep your distance as it lands so that you have time to dodge the incoming fire.
As the drake gets damaged, swoop attacks will become more common, and the drake will begin using an additional attack.
If the drake falls below 50% health, it will use a special attack where it swoops up high and traps the target in a small arena of fire. One tile in the arena will be a safe spot, marked with a green rune. The rest of the tiles will turn into lava after a moment. This process will repeat 3 times before the attack ends. The drake will swoop back down and attempt to crush you in the standard 3x3 ring in the process.
The drake leaves a carcass that can be butchered: it contains 5 Diamond ores, 5 Sinew, 10 Ash Drake Hide, and 30 Bones. Ash Drake Hide can be used to make Ash Drake Armour, which is extremely resistant, ash storm proof and fireproof. It will also drop a chest, which will contain the following:
- Bottle of Dragon's Blood: When drunk, it has one of these effects:
How to Fight
Take your time and don't get greedy. Keep your distance so that you can more easily react to the incoming firebreath, coming in for shots in between the drakes attacks. Take only 1 or 2 shots at a time at the drake before you back up to prepare to dodge the incoming attack. Keep your distance when the drake is trying to crush you from up high so that you can avoid the incoming fire. Keep your cool and stay focused during the fire arena attack, messing this attack up is extremely difficult to recover from. Bringing the H.E.C.K. suit from Bubblegum will make this fight somewhat easier, making it much less punishing if you are hit with a fire attack. The drake will not immediately breathe fire at you when it lands from the fire arena attack, giving you a window to get a couple quick hits in. Still be prepared to retreat though, its next attack will come out pretty quickly after landing. Unless you are very robust and experienced, do not attempt this fight without several regenerative cores.
A huge, towering being. Slow, but extremely dangerous.
Melee Damage: 40
Burn Resistance: 50%
The Colossus, when attacking, shoots Death Bolts in different patterns, telegraphing each burst with a screen shake and a red flash.
Death bolts are slow, and deal 25 brute damage ignoring armor. They'll break rocks, and if on station, walls and reinforced walls on hit.
- Random Shots: The colossus shoots a random amount of bolts aiming in random directions.
- Blast: Shoots a shotgun-like blast of death bolts.
- Directional Shots: Shoots bolts in the 8 cardinal directions.
- Alternating Directional Shots: Shoots bolts alternating between a + shape and an X shape, four times.
- Spiral Shot: Shoots following a spiral around the Colossus. Becomes more frequent as the Colossus loses health. The Colossus screams: "Judgement".
- Double Spiral: Only used when the colossus is below 33% health, shoots two opposite spirals at the same time. The Colossus screams: "Die".
When shot, the Colossus will display glowing yellow shields, but they are cosmetic and do not in fact reduce the damage it takes.
If challenged by someone using Sleeping Carp, the Colossus will enrage and chase him down.
The colossus drops the Voice of God. See here for the Voice of God.
How to Fight
People claim to have trouble with this boss, but he's pretty easy as long as you don't get hit. For this boss, if you're not an asshole to your fellow miners, you'll have him clear his own area. Of course this has its own risks, he could hit gibonite, stun you, and instant kill you. I'm personally an asshole, and could give less than two fucks about some shitty mining station, and I'd rather not die, so I lure him back to the big area below the mining base. Once you get here, colossus has a few attacks you should know about.
- Shotgun: The bane of my existence, it's a quick attack with no tell, and it's a spread of death bolts which are basically an instant kill if you get hit in a bad way. This attack is why this boss kills so many noobs.
- Circle: Just a bunch of death bolts in a circle, easier to dodge, there are very clear openings.
- Easiest Attack: Just slowly shoots death bolts in cardinal and then alternate cardinal with it changing each attack, does this 4 times before going back to a normal pattern, pretty easy to get one or two hits in here.
- Judgement: Easy, just stay to the side of him, as soon as you see the death bolt come out on your side, move up and go in to shoot. By the time it rotates back around to shoot, you should have walked away again and be ready to go back in to shoot in the same way. Just keep moving up or down and be sure to keep moving to stay away from the colossus, don't get trapped against the lava.
- Die: Same thing as Judgement, except two spirals start at both sides, this causes the sides to have two attacks coming out, you have two options here. The easier option is to now change to being below or above the colossus, if you're above or below it's basically just judgement since both the death bolts are on one tile, try not to get hit though or you'll be hurting. The second one which I prefer to do, is to stay to the side, and move in after two shots are fire, the timing on this one is way less forgiving, and you need to fire before you're in range so it shoots by the time you're running to not get hit.
- Triple Shotgun: Same thing as before, this is the reason you don't go in after the shotgun attacks EVER. Looks like a normal shotgun, but is always shot in patterns of 3, these attacks have way less cooldown than if it was a normal shotgun with a normal shotgun attack right after it, you can get shots inbetween these, but I'd recommend against it unless you're comfortable.
- All of the death bolts rip through all armor, no casuls allowed.
Alternatively, Cheesing It
- Step 1: Get Crusher trophy from Hierophant
- Step 2: Profit!
A fleshy monstruosity, making the earth tremble with every step it takes. In what passes for a heirarchy among slaughter demons, this one is king.
Melee Damage: 40
Burn Resistance: 50%
Bubblegum's fight is centered on blood: never stand on a bloodied tile if you can help it.
Bubblegum will attempt to hit a target in melee if it is able to; if it cannot, it will start its attack cycle.
When attacking, Bubblegum will prioritize up to 2 targets on blood, then use a blood attack: it can either smack them, dealing 25 instant brute damage, or rarely grab them, pulling them closer to him through the blood. If a target is unconscious and on blood, it is automatically grabbed and devoured.
If Bubblegum finds no targets, it'll shoot a line of blood in a random direction, with increasing range as it loses health. After spraying blood, it'll bloodcrawl onto a random bloodied tile. If it is undamaged it'll wait until the next attack cycle, but as its health drops the chance of a followup attack after bloodcrawling increases.
If Bubblegum either attacked through blood or decided to continue attacking after bloodcrawling:
- Most of the time it'll charge, destroying terrain and dealing 40 damage to anyone it hits. The end point of the charge is displayed with a large red symbol: use it to avoid its path. Bubblegum will try attacking through blood once more after charging.
- Rarely, becoming more frequent as Bubblegum gets damaged, it'll spawn up to 6 slaughterlings, small creatures that die in one hit and deal minor damage, but can tank a few shots for Bubblegum and can be dangerous if you let them swarm you.
- If Bubblegum falls below 50% health, it will either Triple Charge or Blood Charge instead of charging.
- Triple Charging is, in fact, three quick charges in a row. After each charge Bubblegum will try a blood attack.
- Blood Charge is a bloodcrawl quickly followed by a charge. This can only happen if Bubblegum succeeded on a blood attack.
When wounded by brute damage, Bubblegum has a chance to spray blood under himself.
On death, Bubblegum spawns a H.E.C.K. suit
- H.E.C.K. suit: A powerful mining suit that can be customized with spraypaint. Great melee resistance, good against explosions and bullets and completely fire-, lava-, rad-, acid and ash storm proof. Not spaceproof!
How to Fight
The king of all megafauna, this battle is movement and positioning. I'd heavily recommend the big area below the mining base, or one of similar size to even have a chance at beating this monster. You should ALWAYS be shooting him as fast as you can, this monster shoots blood everywhere which gives him more moves, and can spawn little blood fuckers which stop you from moving away from the bubblegum. I'd recommend shooting the bubblegum before he gets to the area since you'll most likely be luring him, and use the upper area adjacent to the mining base for just a bit so you don't cover up the bottom with too much blood. You should try to always have the bubblegum spray horizontally or near the edge of the arena so you can keep luring him in circles away from blood, don't have blood going up or down the arena or you'll have to run through it every time to get across. Staying near the lava but not running too close is pretty recommended because he'll spray most of his row of blood into the lava and save you some space. Bubbblegum blood does not spread if you step on it, and if you skip past it quickly he wont have a chance to bloodmaul you. There are also a few moves you should know about.
- Oh yeah, and after every PKA shot he can bleed on the tile he's on.
- Blood Crawl: Bubblegum disappears and reappears instantly near the player at a nearby blood tile, this attack isn't too dangerous, and as long as you have decent reaction times, you can just walk away. He has a bit of hit cooldown, so even if you're right up next to him after accidentally running into him, he won't instantly hit you.
- Blood Leech (Something like that): Spawns a bunch of little blood fuckers around you, something like 1-6 of them. These guys aren't hard and do barely any damage, consider them easier legions, normally you wouldn't care but they block your path and make it easier for the bubblegum to tear your asshole apart, always be on harm intent and ready to bash these fuckers with your PKA.
- Blood Charge: Bubblegum shows a rune with where he's going to dash, and fucks everything inbetween the dash, the tiles are pretty much a straight line with where he's going to dash, so if you're ballsy you can just move one tile over and he won't hit you.
- Blood Spray: Bubblegum is a total asshole and periodically shoots out lines of blood to make himself stronger and you want to kill yourself, not too bad just try not to be on, or adjacent to these tiles. Don't let him spray blood over your arena in a way where you'll have to walk over it again.
- Triple Charge: This is where the speediness of this fight becomes apparent, this attack is actually pretty nice compared to the copious amount of blood he shoots earlier, since this attack takes so long you can run straight through the blood and he won't use any of his blood moves on you.
- Everything that was just said can be done with a PKA. I do it often, and many others do it often (probably).
A horrifying, enormous skull, that is summoned when you knock on the doors of the necropolis.
Stage 1 Health: 800
Stage 2 Health: 480
Stage 3 Health: 288
Stage 4 Health: 173
Stage 5 Health: 104
Total Health: 5960
Melee Damage: 25
Burn Resistance: 50%
Speed: Very Slow
Legion's pattern is simple: It can either summon a legion skull (the same summoned by small legions) or start charging. When charging, Legion spins, gains a speedboost, and tries to attack you directly. If not charging, instead, Legion will avoid coming closer and tries staying 5 tiles away from you.
When a Legion is killed, it splits into two smaller Legions, with less health, but the same attacks and damage. This process repeats five times, then the smallest skulls will shatter into bone instead of splittting.
Every time you shatter a skull (when it's too small to split) there's a 5% chance of it dropping a necropolis tendril loot chest.
When the last piece of Legion is destroyed, it spawns an Anomalous Crystal
An anomalous crystal's activation method and effect is random, and must be tested to find out what it does.
Possible activation methods:
- On touch: Using the crystal with an empty hand will trigger it.
- On bump: Moving against the crystal will trigger it.
- On weapon: Hitting the crystal with anything will trigger it.
- On heat: Hitting the crystal with a weapon that can ignite will trigger it. (I.E. welders, lighters)
- On speech: Speaking near the crystal will trigger it.
- On bomb: Explosions, no matter how weak, will trigger it. Also triggered by Kinetic Accelerator hits.
- On laser: Laser-like shots will trigger it. (Includes disablers, pratice and laser tag gun lasers too)
- On bullet: Physical bullets will trigger it. (Also includes syringe gun syringes)
- On energy: Energy shots will trigger it. (Includes tasers, energy bolas, somatorays, ions)
- HONK: Whover activates the crystal will drop all his equipment and become a clown, with starting equipment included. If this effect is picked, it's only activated by bump or speech.
- Theme Warp: Transforms the theme of the room the crystal is in, morphing the floor, tables and chairs and spawning some flora. Possible themes are Lavaland, Winter, Jungle and Abductor.
- Emitter: The crystal shoots a random projectile, chosen between fireball, spellblade, x-ray laser, meteorshot or colossus' death bolt.
- Dark Reprise: Revives any corpses nearby as a shadowman. Those resurrected this way become unclonable, but can still be resurrected with this crystal.
- Lightgeists: Once activated, the crystal will allow ghosts to spawn as lightgeists, extremely fragile jelly-like beings that cannot speak and can heal people.
- Refresher: The crystal will 'refresh' a random item in front of it, transforming them into freshly-spawned versions of themselves; it can, for example, refill a gun. Some items are blacklisted, and admin-spawned items cannot be refreshed.
- Possession: The crystal will transfer your mind and body into any harmless animal close to the crystal. If no animals are in range, the crystal will spawn a cockroach. Once inside the animal, you can get out at any time, but it will gib the animal's body. If the animal dies while you're possessing it, you'll die as well.
How to Fight
Total asshole, keeps splitting up every time he reaches a damage threshhold and each of the little guys he splits up into will shoot legion skulls. Pretty much impossible to do without a kinetic accelerator AoE damage mod on /tg/'s version, but doesn't really matter since he doesn't drop anything good. Normally I'd recommend two kinetic accelerators, but /tg/'s code has it so they shoot differently and it's very annoying.
"A miner destined to wander forever, engaged in an endless hunt."
Melee Damage: 20
Effectively a highly aggressive miner, the blood-drunk miner has very few attacks but compensates by being highly aggressive.
The blood-drunk miner's attacks are as follows
- - If not in KA range, it will rapidly dash at its target
- - If in KA range, it will fire its kinetic accelerator
- - If in melee range, will rapidly attack, akin to an actual player
- - After any of these attacks, may transform its cleaving saw:
- Untransformed, it attacks very rapidly for smaller amounts of damage
- Transformed, it attacks at normal speed for higher damage and cleaves enemies hit
When the blood-drunk miner dies, it leaves behind the cleaving saw. Its Cleaving Saw can be toggled between two modes: open, and closed. While the saw is open, it will deal a wide range of AOE damage around the user. However, it attacks somewhat slowly in this mode. While the saw is closed, it will attack a single target extremely quickly, causing a high amount of damage in a short amount of time. Both modes will build up existing bleed effects to mining mobs, doing a burst of high damage if the bleed is built up high enough. Transforming it immediately after an attack causes the next attack to come out faster.
How to Fight
This guys pretty easy actually, just follow a few simple steps:
- 1. Get fully auged
- 2. Fully upgrade your suit
- 3. (optional) Get sec jumpsuit for a bit extra reduction
- 4. Get in his face and start murdering him with your weapon of choice. He will deal very low damage, regardless of mode.
- 1. Dig a large tunnel that loops back on itself
- 2. Kite boss to tunnel
- 3. Keep running and fire behind you
If your going crusher, this should be the first boss you kill
"A massive metal club that hangs in the air as though waiting. It'll make you dance to its beat."
Melee Damage: 15
The Hierophant spawns in its arena, which makes fighting it challenging but not impossible.
The text this boss speaks is ROT4, use ROT22 to decode
The Hierophant's attacks are as follows;
- - These attacks happen at a random, increasing chance:
- If target is at least 2 tiles away; Blinks to the target after a very brief delay, damaging everything near the start and end points.
- As above, but does so multiple times if below half health.
- Rapidly creates cardinal and diagonal Cross Blasts under a target.
- If chasers are off cooldown, creates 4 chasers.
- - IF TARGET IS OUTSIDE THE ARENA: Creates an arena around the target for 10 seconds, blinking to the target if not in the created arena.
- The arena has a 20 second cooldown, giving people a small window to get the fuck out.
- - If no chasers exist, creates a chaser that will seek its target, leaving a trail of blasts.
- Is more likely to create a second, slower, chaser if hurt.
- - If the target is at least 2 tiles away, may Blink to the target after a very brief delay, damaging everything near the start and end points.
- - Creates a cardinal or diagonal blast(Cross Blast) under its target, exploding after a short time.
- If below half health, the created Cross Blast may fire in all directions.
- - Creates an expanding AoE burst.
- - IF ATTACKING IN MELEE: Creates an expanding AoE burst.
Cross Blasts and the AoE burst gain additional range as Hierophant loses health, while Chasers gain additional speed.
When Hierophant dies, it stops trying to murder you and shrinks into a small form, which, while much weaker, is still quite effective. - The smaller club can place a teleport beacon, allowing the user to teleport themself and their allies to the beacon.
When the Hierophant is defeated, it will let out one final huge expanding burst attack that will fill about half the arena. After this, the Hierophant will fall to the ground as an item, allowing you to loot and wield it as the Hierophant's Club .
You will be able to perform several attacks very similar to the one performed by the Hierophant while wielding it. Clicking on another mob will send a Chaser attack after it. Clicking the mob again will create a Cross Blast. You can create a Cross Blast by clicking any tile that is out of range. Clicking a tile within melee range will create a 3x3 AoE burst centered around your character. The close range burst has a much shorter cooldown and can be spammed rapidly, making it extremely useful for mining and clearing out paths. It can also be used to help do a bit of extra damage against the other Megafauna, or for traitorous shenanigans back up on the station. It also comes with a beacon that can be detached, allowing you to teleport yourself and anyone standing next to you back to the detached beacon from any location.
How to Fight
This fight is all about reaction time. Try to stay on the move often to avoid taking damage from the chasers, and when using a ranged weapon try to stay at least 1 tile away from the Hierophant so that it won't use its large AoE burst. When it begins a rapid attack, try not to panic. This is the only attack the Hierophant has that I'd consider difficult to deal with, and it's been the bane of many a cocky miner. Remain calm and pay close attention to where the tiles are spawning, and you should be okay. Note that unlike most megafauna, this one will almost never bring you from full health to dead right away. There are a lot of attacks, and some of them can be hard to dodge, but they deal fairly low damage. The attacks only deal damage when they turn white (from purple). Having a few stable legion cores makes this fight considerably easier.
“Hungry Signal” This signal only gives the location of the Swarmer Beacon, not its minions. (might be wrong, please double check)
Melee Damage: N/A, spawns mobs
A strange machine appears anywhere a normal lavaland mob can it produces a swarmer at a rate of 1/15 seconds, until there are GetTotalAISwarmerCap()/2 swarmers, after this it is up to the swarmers themselves to increase their population (it will repopulate them should they fall under GetTotalAISwarmerCap()/2 again)
tl;dr A million of the little hellraisers spawn (controlled by AI) and try to eat mining
Loot: Not much, besides a shit load of artificial bluespace crystals, Oh and mining doesn't get eaten that's a plus I suppose.
Never naturally implemented, will only appear due to admemes. A lot of these were designed to be normal fauna to inhabit the jungle, and therefore cannot be compared to the megafauna in lavaland.
Melee Damage: 30
Large and powerful, but very timid. It won't engage anything above 50 health, or anything without legcuffs. It has a single spell, which makes it fire fleshy snares that will legcuff anyone that it hits, making them look especially tasty to the arachnid.
Melee Damage: N/A
Speed: Very Fast
Huge, carnivorous toads that spit an immobilizing toxin at its victims before leaping onto them. It has no melee attack, and its damage comes from the toxin in its bubbles and its crushing leap. Its eyes will turn red to signal an imminent attack! It has two spells, one in which it ejects leaper bubbles, and one in which it jumps up and attempts to crush someone, much like the Ash Drake's swoop. Whenever anyone is hit by the leaper bubbles, they are knocked down and poisoned by the leaper's venom. In low amounts, the venom is not very potent, but with higher amounts, it can easily incapacitate somebody.
Melee Damage: N/A
A plant rooted in the ground that forfeits its melee attack in favor of ranged barrages. It will fire flurries of solar energy, and occasionally charge up a powerful blast that makes it vulnerable to attack. Each individual projectile of solar deals 10 burn damage upon contact. Occasionally, it will charge up a solar beam, which will create several visual indicators. The solar beam deals very high burn damage upon contact.