Deep-Sea Passage: Emergency Crisis: Difference between revisions
Deep-Sea Passage: Emergency Crisis (view source)
Revision as of 11:03, 13 December 2023
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*''' | *'''Move:''' While moving, its legs are capable to dealing damage when they lift and land. | ||
*'''Gas Emission:''' Releases a volatile pink gas from its main body as well as any functioning legs. The gas will leave trails behind and continuously damage any players in it. | |||
*'''Charging Laser:''' Charge up a powerful laser. When fully charged, laser will be fired from one side of the screen to the other. | |||
**During the charging phase, one of it's legs can be "destroyed" to stop the charging. The indication for the leg that can be damaged is shown but it having a dark-red aura and a HP bar. The weakness leg can only hit damage by Commands and Actives. | |||
*'''Missiles:''' Its central body will open up, revealing an arsenal of missiles which it will fire off. Missiles will hit certain marked areas and is fairly dodge-able. | |||
'''Note:''' | |||
*Unlike the boss in [[Abandoned Deep-Sea Tunnel]], the hitbox for this boss is in its center and has no invulnerable status. | |||
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