Space Shooter 12-3 Boss

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Bartlett Vallee

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Aug 3, 2024, 4:22:50 PM8/3/24
to isiscavo

Return to Nicole and interact with the computer next to her to unload the Marker. It will roll down the tracks a short way until it encounters the closed shutter. Follow the tracks while staying on the left side and you will find a dead end with some Credits.

From the Living Quarters open the Server Room door, which will trigger a Necromorph ambush. It is hard to maneuver in this small space, so be sure to use a lot of Stasis, there is another refill station in the server room. Look out for the Infector and deal with it first if you can. Last thing you need is more enemies on your hands!

Inside the Server Room is the aforementioned Stasis Recharge station, along with an Item Box, some Credits, and an Audio Log. Be sure to grab the real prize, a battery. Take the battery outside and slot it into the wall a short way from the door. This powers up the shutter, allowing you to proceed.

The Supply Depot is very similar to the Loading Bay from the previous chapter. You need to move various obstructions out of the way so the Marker can pass through, all while dealing with waves of Necromorphs.

First thing first, take note of the many Stasis Recharge stations in this room. One by each of the doors near the front, one on the platform in the middle, and one in the back corner. Take advantage of these and use Stasis constantly to make the fights easier.

Once all the enemies are dead you can take some time to loot their corpses, and grab some of the random Ammo and Credits dropped on the floor around the room. There is one Item Box near the front door and a floor chest behind a box on the middle platform.

Look across the room and you will see more loot on the other side, obstructed by a Tendril. Shoot the orange pod as usual to destroy the Tendril, then head outside and make your way to the other Holding Zone 2B door.

Follow the Locator trail back to the front of the room. Interact with the computer by the Marker to lift the bridges and let it advance down the track. When it hits the second obstruction, interact with the computer in the back of the room to lift the final bridge, allowing it to exit the Supply Depot.

Before advancing take a moment to loot the Junction room. There are Credits and Ammo scattered around the floors, spread at seemingly even intervals all over the place. There is also a Store in the back right side of the room.

You need to Stasis one of the fans to slow it down, allowing you to pass through safely. Take some time to explore the area beyond the first set of fans, find any Item Boxes, then fly up through the next set of fans above you.

When you step back inside the Marker will already be advancing, triggering another Necromorph encounter. Just like before, keep moving, keep using Stasis and Stasis stations, and beware the sticky ground!

Partway through the encounter one of the giant brute Necromorphs will enter the fight. As usual it can easily be defeated with Stasis and a few shots in the back (Contact Beam works wonders), just be careful not to get run up on by other enemies while focusing on the brute. As always it will drop a Node.

Follow the Marker as it passes through the shutter, through the door to Storage Chamber. Use the Save Station, then open the next shutter using the nearby computer before exiting via the Storage Chamber door.

Make your way all the way to the locked door where you will find some Item Boxes nearby, as well as a glowing orange weak point. Melee or shoot it to destroy the Tendril. This will trigger a small enemy ambush.

Straight ahead are some floor chests, then walk to the right where you will be ambushed once again. You will probably notice this entire area is sticky, so use Stasis to stand your ground more effectively.

Keep going forward and you will find a few more lockers and an elevator that goes back down to the bottom floor. Ride it down, then use the computer by the railing to advance the Marker, then use the other computer near the Excavation Site door to send the Marker out of Storage.

Another enemy ambush will ensue. The newly unblocked bridge in the center has no sticky ground on it, so I recommend running onto it to get yourself some space to run around. You can also use it to group the enemies up and hit them all with a Stasis or proximity bomb.

Break the circuit to unlock the door to the Living Quarters. This will actually be your last chance to use the Store and Bench, so be sure to grab anything you need from Storage and make any final upgrades

For the Final Boss, focused single-target damage is of the most importance. I highly recommend bringing along the Contact Beam and plenty of Ammo, as well as the Pulse Rifle. Plasma Cutter is also reliable as always!

Next are the projectiles, which fly from its mouth and land on the ground, creating obstacles around the arena. You can shoot these to destroy them but they cause damage if you are too close, so the best move is to simply tread carefully for a short time until they explode.

Once all four are destroyed there is a little bit of downtime before the next phase, so take a moment to switch to the Pulse Rifle and shoot all the Item Boxes you may have noticed littering the side of the arena. You can quickly grab all the loot while the boss is writhing in pain.

About 20 seconds after you destroy the final weak spot, Necromorphs will start climbing up over the cliff in the front of the arena. This is a great time to pull out the Contact Beam which will kill most of these extras in a single shot, but any weapon with good damage and a wide blast area will work wonders.

Once the little army of Necromorphs is gone the Hive Mind will start phase two with a series of tentacle slams. Just like phase one you can hear and see these attacks coming, so just keep strafing back and forth as the tentacles come slamming down.

After a few slams the Hive Mind will open up its chest, revealing five more weak points. These can be destroyed with a single precise shot from the Contact Beam. The Hive Mind will then rear back, and go back into attack mode.

At this point the Hive Mind starts adding a new attack, poison spit. Not only does this spit deal damage if it hits you, but it leaves a trail on the arena as well making it harder to strafe around. The Hive Mind often shoots the poison at the spot where you are standing, so try and stick to the left or right side of the arena, that way the poison will be mostly out of the way and not right in the center of the stage.

Exit the shuttle and use the empty cargo slider to load the marker. You cannot enter the building until you move the marker onto the electrified conveyor. At the shuttle pad, take the free power node (1 of 4) in the corner of the landing pad.

Once the marker is loaded on the conveyor, the door to the colony control booth will unlock. Take the time now to organize your supplies and take up some more plasma, line racks, and stasis pack ammo. You will need to fight two divider zombies outside once you have the battery, and nothing solves them faster than stasis and a linegun mine.

The battery to open the doors to the marker's original location is in the cold room in the control booth. Two jellyfish necros are inside -- be sure to smash the corpses nearby before releasing them, or you will have extra enemies to fight. Replace the battery and head back to the store for some ammo.

Take a stasis pack (one or two -- unless you cheat -- there are stasis stations in the rooms), three medium medical kits (or so), 100 plasma cutter ammo, and 36 line racks. You might think it's overkill until you realize you're fighting a load of babies, regular zombies, exploders, fat zombies, two wall necros (at least), and a brute (after the wall necros). There is no store in the chambers you're going to, so take all that crap out now.

Move the marker into the room and there will be a quaratine. The marker will trigger three waves of enemies (initially, at the second bridge, and at the third bridge/exit). When you move the marker and hear enemies, stop and get ready to fight. Use the exploders to blow up groups and shear off limbs for the damage. There are luckily no more dividers (until the end), so you only deal with the enemies you can shear off in parts. Only the fat zombies will be the problem if they spawn the facehuggers. Stasis and mines can handle that.

Before leaving the first room, there is a node lock in the corner. Visit it before you exit the room with the marker (you cannot go back). Replenish the ammo and if you must, manually transport the items from one room to the next using the kinesis or RIG/drop.

Room 2 is like room 1, but there are two wall necros in very close proximity to one another. Use stasis liberally and keep the pod count low. Linegun mine or ripper the wall necros one by one. If you run out of stasis energy, there is a station across the bridge. Stasis the second wall necro and whack it. Deal with the pods using mines, linegun, or plasma.

To move the marker in room 2, you need to activate some power supply in the ventilation shaft. For some reason, there is zero G in the vent tunnel. Head in, kill enemies, and grab items. Return and kill the brute for the free power node (2 of 4). Raise the bridges and move the marker to the third room.

Same deal as room 1 (more or less) but the enemy mix is slightly different. There is a free power node (3 of 4) in the corner of this room, so be sure to grab it before you exit the room completely with the marker.

In narrow areas where you cannot reach a stasis station, you will need to resort to a stasis pack to keep your stasis attacks up. Kill, collect, and move. Hopefully, the enemies have been dropping medical kits (or don't get hit too much) throughout the battle -- just enough for you to survive.

This room (out in the canyon) is different than the others. There are infinite enemies here, and they will spawn after a brief while from the vents on either side of the track. You need to work methodically by blasting the tentacles so you can march across the bridge with the marker without being turned into something that looks like hand-caught-in-a-blender.

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