Megafauna

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Revision as of 17:52, 3 March 2018 by imported>Kingfish (→‎Blood-Drunk Miner)
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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

Ash Drake

An enormous drake that roams the land. Although it's considered the easiest of the megafauna, it is still extremely deadly if you don't avoid its attacks.

GPS Signal

"Fiery Signal"

Statistics

Health: 2500

Melee Damage: 40

Burn Resistance: 50%

Speed: Slow

Behaviour

Normally, it chases its target trying to bite it. Whenever possible, it will also breathe fire in the four cardinal directions, dealing 20 burn damage and igniting whoever walks into the trail.
It's advisable to carry a fire extinguisher when fighting a drake, in case you can't avoid one of these.

Occasionally, the drake will cause a rain of fire: before the fireballs land, the landing points are marked; anything not marked won't be affected, although flying debris can still hit non-targeted zones.

The drake will also rarely take flight and swoop down on a target, marking a 3x3 area before crushing anyone left inside, dealing 75 brute damage and gibbing unconscious targets.

As the drake gets damaged, swoop and fire rain attacks become more common.
If the drake falls below 50% health, the drake will stop raining fire in favor of swooping more often, and will also start triple swooping, trying to crush its target three times before landing.

Loot

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 can contain one of the following:

  • Spectral Blade: A sword that becomes more powerful with the amount of ghosts orbiting the wielder. The ghosts will also be visible while doing so, and can point but not talk.
  • Lava Staff: A magic staff able to turn, after a brief channel, a tile of floor into lava, or lava into basalt. Has a 10 seconds cooldown between uses. It also doubles as a good melee weapon, with 25 burn damage per hit.
  • Spellbook of Sacred Flame + Wand of Fireball: Sacred Flame lights you and anyone around you on fire. Since you also get a fireproof cloak by butchering a drake, it is a really powerful spell. The wand of fireball shoots the same fireballs that a Wizard can throw, but has limited charges.
  • Bottle of Dragon's Blood: When drunk, it has one of these effects:
    • Transforms the drinker into a dark red lizard with digitigrade legs, preventing the use of shoes.
    • Transforms the drinker into a skeleton, giving it a few racial bonuses.
    • Gives the drinker permanent immunity to lava.
    • Transforms the drinker into a lesser ash drake. The transformation is not instant, but it can't be stopped outside of admin intervention or death. Lesser ash drakes have access to all the attacks of an ash drake, but have less health and no burn damage resistance. To swoop, alt-click on a tile or target.
      Remember:If you weren't one prior to becoming a drake, you are not an antagonist, and should not attack the crew!

How to Fight

Easiest boss, don't get hit by any of his swoops and meteors which are pretty easy to dodge, just keep moving away from him while not standing horizontal with him so his flame attack doesn't hit you. Keep in mind all enemies in ss13 have a one tile hitbox, so you need to hit in a weird spot sometimes, as long as you aim your cursor farther than the actual drake, the shot will stop when it hits it. What you need to watch out for is the storms, if the ash drake is an asshole and triple swoops 10000 times and you can't run, you're shit out of luck, I'd recommend just running down a hallway as fast as possible, and when you don't think the drake is following pull out your shelter. Bring a fire extinguisher along, because trying to stop, drop, and roll is suicide; he'll either swoop on you or hit you a bunch with the firespam attack, both essentially being an instant kill.

Colossus

A huge, towering being. Slow, but extremely dangerous.

GPS Signal

"Angelic Signal"

Statistics

Health: 2500

Melee Damage: 40

Burn Resistance: 50%

Speed: Slow

Behaviour

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.
Patterns:

  • 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.

Loot

The colossus drops two items: the Voice of God and the Anomalous Crystal.

Voice of God

See here for the Voice of God.

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)

Possible Effects:

  • 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

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.

Bubblegum

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.

GPS Signal

"Bloody Signal"

Statistics

Health: 2500

Melee Damage: 40

Burn Resistance: 50%

Speed: Slow

Behaviour

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.

Loot

On death, Bubblegum spawns a H.E.C.K. suit and a chest that contains one of three items.

  • 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- and acidproof. Not spaceproof!

Possible chest loot:

  • Mayhem in a Bottle: When used, it sends everyone on the screen in an unstoppable rage, equipping all of them with chainsaws, giving them adminordrazine, a red screen, and the objective to 'RIP AND TEAR'. They'll see every other person as slaughter demons. This effects lasts two minutes.
  • Blood Contract: When used, it lets you choose a name from every living person. The target will then receive all the effects of a Mayhem in a Bottle victim: chainsaw, adminordrazine, hallucinations. But every other person will receive the objective to kill the target, along with a sharpened butcher's knife.
  • Spellblade: A magic sword that fires slashing projectiles. These projectiles deal 15 burn damage penetrating most armor, and have a high chance of dismembering their target. Spellblades contain up to 4 charges and regenerate them slowly over time. The blade itself is a pretty good weapon as well, dealing 20 brute damage on hit, and blocking 50% of melee attacks.

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. 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).

Legion

A horrifying, enormous skull, that is summoned when you knock on the doors of the necropolis.

GPS Signal

"Echoing Signal"

Statistics

Stages: 5

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

Behaviour

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.

Loot

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 a Staff of Storms.
It can, when used, summon or stop an ash storm on the area it's used in. If used on lavaland it'll affect the whole outdoors, while if in a room it'll only affect the room. The staff has a 20 seconds cooldown.
Like Lava Staffs, this doubles as a robust melee weapon, with 25 burn damage on hit.

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 hyper kinetic accelerator 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.

Blood-Drunk Miner

"A miner destined to wander forever, engaged in an endless hunt."

GPS Signal

"Resonant Signal"

Statistics

Health: 900

Melee Damage: 20

Speed: Slow

Behavior

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

Difficulty: Medium

Loot

When the blood-drunk miner dies, it leaves behind the cleaving saw it was using and its kinetic accelerator. Its can be toggled between two modes: open, and closed. While the saw is open, it will deal a wide range 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, 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. It deals 20 damage, no matter if it is open or closed.

Hierophant

"A massive metal club that hangs in the air as though waiting. It'll make you dance to its beat."

GPS Signal

"Zealous Signal"

Statistics

Health: 2500

Melee Damage: 15

Speed: Slow

Behavior

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.

Difficulty: Hard

How to Fight

I've fought this guy a few times, but for the most part never beat him. I haven't fought him at all recently, and it's probably been a few months, so maybe I'll get a guide on him later. Of note is that it has essentially zero melee attacks, so unlike the other megafauna, it's somewhat safe to get up close and personal with him.

Swarmer

Statistics

Health: 750

Melee Damage: N/A, spawns mobs

Speed: Stationary

Behavior

Swarmer Beacon

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.

Difficulty: Special

Jungle Mobs

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.

Mega Arachnid

Statistics

Health: 300

Melee Damage: 30

Speed: Normal

Behavior

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.

Difficulty: Easy

Leaper

Statistics

Health: 300

Melee Damage: N/A

Speed: Very Fast

Behavior

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.

Difficulty: Medium

Seedling

Statistics

Health: 100

Melee Damage: N/A

Speed: Stationary

Behavior

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.

Difficulty: Medium