The Let's Play Archive

Robotrek

by Azure_Horizon & Kobold

Part 25: Mini-Update: Baddy Breakdown 2

With another boss out of the way in a spectacular fashion - and not wanting two big ol' updates back-to-back, it's about time to do another run-down on the enemies we've seen so far. A lot of familiar enemies pop up in the Forest of Illusion, but once you hit the Old House proper - you start seeing quite a few new ones. Let's start from the top with our first new enemy met in the Tomb.



Monk
HP: 20
Megs: 0.6
Run Resist: None
Drops: 200G, Cure, Repair, Shot 2, Laser 2

As mentioned, these guys are a good test of how your robot is doing when you see them in the Tomb. Quick, powerful, and able to flambe our bot from near or far, they'll let you know whether you're ready to head into the Old House. If your robot has a high Guard, though, then the only thing to watch out for is their "hit the whole screen" attack. Not because it's damaging, but because it takes forever and will really run down your Bonus Time. They also seem to have a little bit of Bomb resist, but you shouldn't really be using Bombs anyway - I only found this out through an accidental button press.



Mole
HP: 26
Megs: 0.6
Run Resist: None
Drops: 250G, 300G, Axe 1

The only new enemy in the Forest of Illusion. They have two notable attacks: moving underground to smack you in the back of the head, and making a ball of earth and rolling that sucker down a row. You take extra damage from back attacks, and Shields don't help with those attacks either, so be wary of that. However, as I said before, their most annoying gimmick is that they can hide underground. Really eats up the Bonus Time while you wait for them to come back up. Since they have no Run Resist, it's best to just get them with a screen-clearing move and be done with it.



Ho Ho
HP: 10
Megs: 0.6
Run Resist: Major
Drops: 500G, 1000G, Cure, Scrap 3

The next ghostly enemy that Brain and Pinky have to deal with appears in the Old House - surprise, surprise. They have two attacks - a far range one where they drop ice on each row, and a ghostly phantasm attack that they can use everywhere else. Be wary of the latter, since it has an added benefit of keeping you from using your Run commands. If you can handle Monks, though, you should be able to handle these guys as well.



Cmdr. (Assault Rifle)
HP: 10
Megs: 0.3
Run Resist: None
Drops: 1000G, 7500G, Cure

Another new Hacker type that shows up with the other Hackers in the Old House after you've rescued Mint in the breaker room. Despite having a gun, he likes to launch bombs to attack. This attack is fired upward, so it can't be blocked by using capsules as an obstacle. In addition, like the Launcher Cmdr, he has a chance to flee if things are going sour for him. If you're abusing Run commands, however, he won't even get a chance to do that.



Plasmoke
HP: 20
Megs: 0.7
Run Resist: Minor
Drops: 300G, 1000G, Cure, Clean, Scrap 4, Power Pack

First found in the West Wing of the Old House is this puffball. He can sneeze lightning at you, but his biggest trick is turning into a giant syringe and draining your health when up close. Again, having a high Guard here is invaluable if you're not killing them quickly. That drain can easily take out 15-20 health, undoing a lot of work and also seriously threatening your bot. Take them out before they can get close if you're worried.

Elecsmoke
HP: 30
Megs: 0.7
Run Resist: Major
Drops: 200G, 300G, Cure, Bomb 2, Power Pack

A few steps into the Clock Tower and we run across our first recolor - if you haven't come across him in the Old House with its predecessor. However, don't be mistaken by their visual similarities. Elecsmokes have a higher Run resistance than their orange cousins and their distance attack is calling down lightning that hits random points all over the screen - for good or for ill. They still have the health draining attack too, so be just as careful with them as with the Plasmokes if your Guard isn't up to snuff.



Mummy
HP: 30
Megs: 0.8
Run Resist: Major
Drops: 200G, Punch 1, Blow 1

Meet the ghost version of the Moles from the Forest of Illusion. They're the first enemy you come across in the Clock Tower and they have their own "avoid damage" gimmick - they can turn invisible. Other than that, at range they can shoot their wrap-covered fists at you and up close they claw at you a couple times. Or are trying to scare your bot off, hard to tell. Either way, this attack has a chance to confuse your robot, which is both dangerous and annoying. Kill them before they can land a Confuse or vanish and just eat up your Bonus Time.

Franken
HP: 40
Megs: 0.9
Run Resist: Major
Drops: 500 GP, Hammer 1, Hammer 2

These guys I believe are the heaviest hitters you can come across this far into the game. At distance, they literally wow you with their powerful lungs, and up close they'll smack your bot with their mallet for sizable damage. Both can be very dangerous if your 'bot's Guard or Shield can't mitigate the damage. However, like with most of the other enemies in this part of the game, keeping your Guard up and avoiding using Run attacks if possible is the order of the day. General consensus: Smash him before he smashes you.



Mamurana
HP: 400
Megs: 50.0
Run Resist: Major
Drops: No Drops

Even when you're NOT one-shotting her with a crit, Mamurana isn't all that difficult. Her main gimmick is to create two clones to keep you from wailing on her. Along with that, she can summon lightning as well as throw a cloud of pollen that has a chance to inflict Rust. She can also teleport around, making keeping her pinned down difficult if she wants to keep moving. However, even without the crit, she would've easily gone down in about three hits. It's only her cloning and teleporting around that lengthens the battle. She also has a really annoying to spell name.

Clone
HP: 1
Megs: 0.1
Run Resist: Major
Drops: None

You can probably compare the Clones to the Minicrabs that Meta Crab would spit up, they have 1 HP and thus are horrendously easy to take out. However, instead of trying to explode on your robot, Clones can do everything Mamurana can - including teleporting and tossing the Rust-inflicting pollen. Really, you should only be killing these while trying to find the real one. Once Mamu is found, don't even bother with the clones and cave her head in instead.


The next area coming up is where being a mouse really comes into play. So, look forward to a little sequence breaking and the antics that go with that.