Megafauna are huge, extremely powerful creatures found in the planet of which the station is orbiting around. 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.
Lavaland
These megafauna are found on Lavaland, and can be encountered by miners on MetaStation, DeltaStation, and PubbyStation.
Ash Drake
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.
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 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.
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 suit 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.
- Gives the drinker the ability to turn into a lesser ash drake (and back). 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
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 ge 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. Here's a general list of to-do's to make this fight simple:
Fire Breath:
1. Shoot drake twice, run away so the distance between you and the drake is a straight line.
2. Drake shoots fire, take one step out of the way.
3. Repeat.
Lava Chase:
1. Just run away in a straight line.
2. When the drake lands, take one step out of the way, then go shoot him.
Fire Spiral:
1. See this move, just back away. He's guarenteed to do this three times in a row, with the first blast being slightly off, then head on, then slightly off, so dodge accordingly and you can get one shot in between each attack.
2. Shoot him after the 3rd spiral.
Lava Arena:
1. Just stand on the green space. Press the movement buttons individually so you don't mess up the inputs, you should always have enough time.
2. This happens 3 times, back up once the walls go down.
3. You are now guarenteed 4 hits with a base KA before the drake does any other moves.
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.
Alternatively, Cheesing It
- Step 1: Get Crusher trophy from Hierophant
- Step 2: Profit!
(just be carefull, the bolts can and will hit you when you are on top of the wall)
or
- Step 1: Kill a legion
- Step 2: Strap the resulting corpse to a chair
- Step 3: Meatshield!
Bubblegum
A fleshy monstrosity, making the earth tremble with every step it takes. In what passes for a hierarchy 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. Standing on blood also provokes Bubblegum, which, if Bubblegum somehow gets onto the station, can prove catastrophic. Bubblegum, as it walks around, leaves blood trails wherever it goes. Its hallucinations also leave blood trails, leading to an often unmanageable amount of blood. Occasionally, Bubblegum will spray blood towards an entity which it is hostile to. This blood spray will go through walls, and can also travel in non-cardinal directions.
Bubblegum will attempt to hit a target in melee if it is able to; if it cannot, it will start its attack cycle. Whilst Bubblegum is not in an attack cycle, it will move erratically, rather than moving directly towards a hostile entity. This makes Bubblegum rather annoying to fight against, as you have to chase it around.
Attacks
- Rend: Bubblegum's attack cycle first prioritizes rending up to 2 targets who are standing on a blood tile. These are pretty easy to dodge, as long as you keep moving.
- Charge: Bubblegum charges slightly behind an entity which it is hostile to. Whilst it is charging, seven slightly transparent bubblegum hallucinations are created, which all charge towards the entity's former position. The eighth direction will be occupied by Bubblegum itself. These hallucinations, if it hits an entity, does a single attack, and when the hallucinations reach the center "target," they de-manifest. Getting hit by a hallucination is more forgiving that getting hit by Bubblegum itself, as the hallucinations deal lower damage and, since they pass through entities, can't follow up to attacks with melee attacks or rending through blood.These hallucinations also leave blood trails behind. The good news is that you can shoot at these hallucinations, which only have 1 health, and therefore die to anything. When Bubblegum is below half health, he will start to manifest several hallucination "waves" consecutively. As Bubblegum's health decreases, he will also start charging more, and charging quicker.
- Enrage: Occasionally, Bubblegum will crawl into blood, emerging from another tile with blood on it. Bubblegum will then enter an enraged mode, which is indicated by him becoming dark red rather than pink. Whilst in this mode, he will perform 3 consecutive charges, with each charge being aimed slightly behind the player. Any entity which gets within 1 tile of Bubblegum will have damage dealt to it and will get thrown. Be aware, if you get thrown into a wall, you will get stunned, which is essentially a guaranteed death sentence. While enraged, Bubblegum will also deflect any projectiles.
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-, acid and ash storm proof. 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. You really shouldn't use this as a non-antag.
- 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. You're free to use this as a non-antag,
and it's one of the few ways for a non-antag to kill a non-antag with no prior escalation.Changed by headmin ruling here. You may use the blood contract as an extension of escalation. - 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
Bubblegum is pretty hard at the moment. The best technique now, especially since slaughterlings are removed, is to basically dig out a really long 2x1 tunnel, and to run through it. (The reason it's 2x1 is so that you don't get fucked by Bubblegum hallucinations, and so that it's easy to dodge, since you just have to sidestep) Make sure that there's a good amount of blood at the end of the tunnel. When Bubblegum teleports behind you, you just turn around in the other direction, and keep shooting at it. Blood management is completely unnecessary, since if you just keep running through it, Bubblegum isn't fast enough to rend you.
Legion
A horrifying, enormous skull, that is summoned when you knock on the doors of the necropolis. Upon being released, it will immediately aggro onto the person who opened the doors.
GPS Signal
"Echoing Signal"
Statistics
Stages: 3
Stage 1 Health: 700
Stage 2 Health: 350
Stage 3 Health: 200
Total Health: 3400
Melee Damage: 25
Burn Resistance: 50%
Speed: Very Slow
Behaviour
Legion's behavior is rather simple. Each skull has 3 attacks. Stage 1 skulls attack more and are more aggressive than Stage 3 skulls. Each skull goes through its own attack cycle, so it's likely that each skull will be doing its own attack.
- Spawn Skull: The most common attack. Rather self-explanatory. It spawns a tiny legion skull, which chases the player. Essentially just an annoyance. Legion generally will move away from the player, making it a pain to hit.
- Spawn Sentinel: The skull spawns a varying amount of sentinels, depending on their stage. Stage 1 Legion spawns 3 sentinels, Stage 2 spawns 2 sentinels, Stage 3 spawns a single sentinel. Sentinels are stationary turrets with 80 health which deal 19 burn damage to anyone who gets too close.
- Charge: You can tell when a legion skull is charging when it starts spinning and moves consistently towards its target. What's dangerous about this attack is that the legion skull will "flick" itself short distances towards its target, dealing its melee damage to whatever it hits. This means that you have to maintain a considerable distance in order to remain reasonably safe, which is a tough order when you're dealing with multiple skulls. Upon completing its charge, it will retreat a couple of tiles before attacking again.
When a Legion is killed, it splits into three smaller Legions, with less health, but the same attacks and damage. This process repeats two times, then the smallest (Stage 3) skulls will shatter into bone.
Loot
Every time you shatter a skull (when it's too small to split) there's a 20% chance of it dropping a necropolis tendril loot chest. On average, you should be getting about 2 chests when you fully kill off legion.
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. Amazing when used in conjunction with station blueprints or on Reebe.
Like Lava Staffs, this doubles as a robust melee weapon, with 25 burn damage on hit.
How to Fight
Firstly, the use of an AOE KA upgrade is highly recommended. It allows you to potentially hit multiple skulls at once, and it makes shooting at the mini-skulls/sentinels somewhat worthwhile. Also, because of the sentinels, fighting in an arena isn't really worthwhile. It's better to just kite it down to the bottom of lavaland. When Legion splits, DISENGAGE. Run far enough away so that the skulls lose aggro on you. Then, come back, and aggro only a single one of the skulls. When you kill it, aggro another Stage 2 skull. Fighting 3 Stage 2 skulls, and eventually 9 Stage 3 skulls, at the same time, for questionable rewards, is definitely not worth it, especially since you can just cheese them out.
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: Fast
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 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 guy's pretty easy actually. Recommended KA setup for this one is 2x Range and 1x Damage. Don't be greedy, don't get caught out when he teleports. If you get down to yellow health on your doll, run away and disengage. If you're experienced, you can probably get by with only using bruise packs. It should be noted that he'll only teleport if you get far enough away from him, so if you want to end the fight quickly, you should stay only just out of his KA range.
- 1. Dig a large tunnel that loops back on itself
- 2. Kite boss to tunnel
- 3. Keep running and fire behind you
If you're going crusher, this should be the first boss you kill.
If you have fully upgraded armor, this guy's melee attack friggin tickles. Get up in his face, pop a mining pen, and murder him with the weapon of your choice.
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 in addition to using other ranged attacks.
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
Loot
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 . The club allows you to instantly teleport to a target location within 5 tiles, on a 15 second cooldown. It also comes with a beacon that can be detached with a HUD button, allowing you to teleport yourself and anyone standing next to you back to the detached beacon from any location. The club was originally a powerful weapon until changed in Aug, 2020.
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. If you are using a crusher, a good idea is to aquire medhud, once hiero goes down into empty bar, you can use a pen, and get in his face and just stand there pounding on him, you will likely kill him before he kills you
Alternatively, Cheesing It
- 1. Bug xenobio to send you a sentient slime to throw at Hiero (assuming there is no random BZ in the lavaland atmos)
- 2. Xeno slimes heal from burn damage, and Hiero is only capable of burn damage
- 3. Profit
Swarmer (Deprecated)
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
Ice Wastes
These megafauna are found in the wastes below, and can be encountered by miners on IceboxStation. For a more visual tour, refer to this.
Wendigo
"A mythological man-eating legendary creature, you probably aren't going to survive this."
GPS Signal
"Fiery Signal"
Statistics
Health: 2500
Melee Damage: 40
Speed: Slow
In order to get to the Wendigo, you should find a portal below its GPS signal. If you go into that portal, you get teleported into the Wendigo's arena. There's no way to get out, asides from killing the Wendigo or, y'know, teleporting out.
Behavior
The Wendigo walks around, cycling between attacks. Not much to really say here. At 50% / 1250 health, then its stomp range increases, it moves around faster, and the interval between attacks decreases.
Difficulty: Hard
Attacks
- Heavy Stomp: The Wendigo slams the ground around it, releasing a shockwave that travels 5 tiles from the Wendigo, and damages and carries away any target caught in it. If you do get caught, it deals 20 brute damage. During its second phase, the range of the shockwave doubles to 10 tiles. This attack is indicated by smoke turfs surrounding the Wendigo, so you have plenty of advanced warning.
- Teleport: The Wendigo teleports to a location 4 tiles away from its target.
- Disorienting Scream: The Wendigo starts shaking and screaming, before firing out a bunch of death bolts that deal 25 damage and fully penetrate armor, no casuls allowed. There are three patterns, and in no particular order, they are firing out death bolts in a 360 degree spread, firing out a series of alternating shotgun spreads, and firing out death bolts in a rotating star. The Wendigo, unlike the Colossus, is stationary throughout this procedure.
Loot
When the Wendigo corpse is butchered, it releases a bottle of Wendigo blood. When that bottle is drunk, its consumer gains the ability to transform into a polar bear at will.
How to Fight
Just dodge lul
Demonic Frost Miner
"An extremely well-geared miner, driven crazy or possessed by the demonic forces here, either way a terrifying enemy."
GPS Signal
"Bloodchilling Signal"
Statistics
Health: 1125 (first phase), 1500 (second phase), 2625 (in total)
Melee Damage: 10
Speed: Fast
In order to get to the Demonic Frost Miner, you have to first reach its ruin, a small building with some supplies. This ruin will always be on the topmost layer of the ice wastes, there's no way to get into the arena (asides from jaunting in) from the bottom level. Then, you have to climb down a ladder to get up into the actual arena. Trying to climb out of the arena takes a significant amount of time, and will probably end with you getting blapped, so you really should be prepared to fight him if you climb down the ladder. Or you could be a pussy and teleport out, that's fine too.
Behavior
Once inside, you'll probably immediately aggro the Demonic Frost Miner, it has a very large aggro range of 18 tiles. It is worth noting that the ice inside of the arena isn't slippery, although there are ice crystals scattered around that will temporarily ensnare you if you walk on top of them. Asides from that, it's very similar to that of a Blood-Drunk Miner, chasing you around, and pelting you with ranged attacks. If its target is not in PKA range (3 tiles), then it will teleport 4 tiles towards its target. If its target is in PKA range, then it will shoot its PKA, dealing 20 brute damage. If its target is in melee range, then it will rapidly attack its target, dealing 10 brute damage with its jackhammer, and hitting its target up to 4 times per tick.
As the Demonic Frost Miner's health decreases, the interval between attacks also decreases. At 25% / 375 health, it's almost over... and the Demonic Frost Miner starts spinning around, enraging and transforming into an actual demon, being invulnerable whilst doing so. Oh yeah, it also heals back up to full health. Sucks to be you. After it becomes enraged, the the speed of its projectiles increases by 25%.
There are some mechanics regarding its attacks. As it cycles through, it selects either an "easy" or a "hard" attack. Whilst the Demonic Frost Miner is not enraged, there is an 80% chance that it selects an easy attack whenever it procs its attack cycle, and a 20% chance that it selects a hard one. When enraged, however, the chances flip to a 40% chance of an easy attack, and a 60% chance for a hard attack.
Oh yeah all of the projectiles completely penetrate armor. No casuls allowed.
Difficulty: Extremely Hard
Attacks
- Frost Orbs (Easy): The Demonic Frost Miner shoots out eight frost orbs that home in after a second, and detonate after ten seconds, exploding into five ice blast projectiles. The frost orbs travel at a normal speed, dealing 20 burn damage if it comes into contact with its target. The ice blast projectiles deal 15 brute damage.
- Frost Orbs (Hard): The Demonic Frost Miner shoots out sixteen frost orbs that home in after a second, and detonate after five seconds, exploding into five ice blast projectiles. The frost orbs travel at a normal speed, dealing 20 burn damage if it comes into contact with its target. The ice blast projectiles deal 15 brute damage.
- Snowball Machine Gun (Easy): The Demonic Frost Miner shoots out sixty snowballs at its target, each of which deal 5 brute damage, in a 45 degree spread.
- Snowball Machine Gun (Hard): The Demonic Frost Miner shoots out forty snowballs at its target, each of which deal 5 brute damage, in a 5 degree spread. Simultaneously, it fires off five waves of nine evenly distributed ice blasts in a 360 degree spread, each of which deal 15 brute damage.
- Ice Shotgun (Easy): The Demonic Frost miner shoots out five waves of five ice blasts in an 80 degree spread or four ice blasts in a 60 degree spread at its target, alternating from (5, 4, 5, 4, 5), shooting out 23 ice blasts in total.
- Ice Shotgun (Hard): The Demonic Frost miner shoots out five waves of twelve ice blasts in an 360 degree spread or five ice blasts in a 60 degree spread at its target, alternating from (12, 5, 12, 5, 12), shooting out 46 ice blasts in total.
Loot
- Resurrection Crystal: When used inhand, the crystal is absorbed into its user. When said user is killed through a non-gibbing method (it can't save you from being cremated or dying from a maxcap), that user is instead teleported to a random safe area on the station and ahealed. Do note that anyone who witnesses the user's death will see a message indicating that the user has been saved.
- Cursed Ice Hiking Boots: Once you put these boots on, you can't take them off, unless you get your leg cut off. Whilst wearing these boots, its user can toggle its special ability, which permanently creates slippery ice wherever its user walks upon. The user, however, can walk upon this generated ice without slipping.
- Demonic Jackhammer: This jackhammer instantly dusts any rock that it comes into contact with. In addition, when used to attack something, it knocks its target back like a baseball bat, whilst also siphoning the damage that it has dealt to heal its user.
How to Fight
Err, Christ. I think that you can fight this as a Sand Golem, since unlike the Colossus, this megafauna, despite dealing mostly brute damage, doesn't go apeshit on them. Just take care to avoid the frost orbs, since they'll fuck your day up.
Asides from that, bring lots of survival medipens and stabilized legion cores, you'll really need them.
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