New Expansion Mission/T3 Boss Poison Ground

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Oatmonster's picture
Oatmonster
Poisoned Ground
A group of toxic mutated slimes have infested a water distribution facility within the Aurora Isles and are now spreading sludge throughout the Clockworks. Stop them now!
  • Mission Lobby
Same as the mission lobby for Operation Crimson Hammer.
  • Not So Gentle Giants
Fight your way to the entrance of the Plant
The first portion of this level is Aurora Isle themed, similar to the jelly fams, but halfway through, there is a clockwork tunnel themed building which is the entrance to the plant. The outside is populated with normal jellys, and Jelly green giants and minis near the entrance. Inside the facility there are toxigels, and assorted constructs. The final arena room before the elevator has green giants and toxilargos.
  • Stopping the Spill
the upper levels of the facility have sprung leaks, spilling sludge in the way of the elevator.
Clockwork Tunnel themed, feeling of being inside because there are no holes through which to see the Clockworks below, like OCH. First level to introduce seeps. There are three pipes throughout the level that are leaking sludge. The knights need to “interact” with the pipes to stop the leaks. each pipe room has many seep spawners that need to be deactivated before a gate before the pipe is lowered. The whole level is full of toxigels, green minis, slimes, seeps, and one toxilargo at each pipe.
  • Closing the Floodgates
The knights need to turn off the outlet valves that are pumping the toxic sludge into the clockworks.
2 switches that need to be hit, each one before a small arena room. One large arena room before the elevator, first room to introduce conglomerates. Many toxilargos.
  • Drainage
Sludge production has stopped but the sludge colony is sealed under the reservoir of toxic slime. Empty it into the backup chambers!
The level is located around the extremely large main reservoir. There are 3 switches at the top and sides that need to be hit, each one draining some of the sludge into a smaller backup tank. Insert appropriate amounts of fighting wherever necessary. The down elevator is located at the top edge of the main reservoir, going to the bottom.
  • Seep Showdown
The boss battle
The elevator lets out at the bottom of the reservoir. The arena is a large rectangular arena, with the entire floor that is a grate. After stepping on the party button, the button disappears and is replaced by more grate. A sea of sludge (the boss) is visible under the grate.
Sludge Colony
Touching the sludge whenever it is above the grate will cause damage, however all exposed parts of the sludge can be attacked. All damage from the sludge is split ele pierce with a chance to poison(giving a use to the drake scale line). It is weak to shadow and strong against pierce.
Phase 1
When not attacking, the sludge stays under the grate. after a certain amount of damage, the sludge moves on to phase 2
Side Wave-The Sludge swells under the grate, bursts up, and sweeps along the grate, then goes back under
Slam-The Sludge rises up as a large, polyp shaped blob with two appendages,and slams the ground repeatedly, each it spawning seeps. After a few slams, the sludge returns back down.
Burst-The sludge forms under the grate, charges for a few seconds, then launches into the air. anything caught on the way up or down takes massive damage.
Phase 2
The sludge rises up in a giant lichen shaped blob and starts moving along the surface of the grate
Attacks
Spawn-The sludge shakes side to side, sending blob of sludge flying. When they hit the ground, the form into seeps.
Smash-The sludge forms tall, then topples down (same timing and mechanic as vanas basic mace swing).
Phase 3
Similar to stage 1 but with additional attacks
Attacks
Crush-The Sludge forms a circular wall around the target knight and slowly closes in. To escape, the knight must hit a marked “weak spot” on the sludge wall.
Rain-The sludge slams against the upper and side walls, sending globs of sludge into the air which fall down like the falling ceiling in Vana except seeps are spawned instead of shadow fire.
Mist-Two sludge “pillars” rise up and start releasing toxilargo mist in a larger and larger radius. They can rise up during any other attack and will lower after taking a certain amount of damage. Each pillar is independent of the other and can move around slowly.
Phase 4
Similar to stage 2 but the sludge can use Mist
Stage 5
Same as stage 3 but 4 mist pillars can rise up at once. The sludge “dies” after stage 5.
New Enemies
  • Seeps

Seeps can spawn from “spawners” that look like poison vents except instead of releasing poison, they spawn a seep. Continuously spewing poison gas like a normal poison vent can be disabled by hitting a valve in the middle. Similar to gremlin bunkers in OCH.
Seeps are slimes that look like extremely watered down jellys. Tinted green. The same as t1 lichens except they have a special attack like the zombies nom nom attack where they surround the target knight and start doing damage at regular intervals. Seeps deal split pierce and elemental with a chance to poison.
  • Conglomerates

A horrible fused mess of different jellies. Takes the appearance of a large disfigured lichen, mainly light green with splotches of different color. Contains the cores of toxigels, quicksilvers, oilers(see the shock and fire polyps), as well as normal lichens. It also contains 6 volatile "blast cube cores"(explained later). It has different themed spikes strewn across it's surface and some buried inside of it. Each type of spike is located in the close proximity of it's respectively colored slime. 
Spawns from large sewer pipe/grates in the wall. One in the last two rounds of the final arena room in D26. Two for in the final round of the last room of D27.
Can absorb seeps for small amounts of health similar to the Royal Jelly. 
Has two to three times the health of a giant lichen colony. 
Attacks:
  • Splatter: The conglomerate shakes and spins side to side, sending blobs of different colored slime everywhere! Wherever a blob lands, it spawns a lichen/slime of the appropriate type, depending on what color the blob was. These spawned slimes do not drop anything.

    No damage, no status.

  • Detonate: When the conglomerate reaches 2/3 health, 1/3 health, and death, two of it's blast cube cores will fall out and detonate like a ultra blast cube, releasing exploding blobs. Once the conglomerate reaches these "stages", it cannot be healed past that amount of health.

    Normal damage, chance for weak poison.

  • Charge Smash: Quicksilver themed portions of the conglomerate become electrified and move towards the "front" of the conglomerate. After a brief charging animation, the charged parts rise up and slam down on the targeted area, similar to a Trojan slam. Afterwards, the quicksilver splotches redistribute themselves.

    Elemental damage, chance for strong shock and weak poison. 

  • Ignite: The oil splotches of the conglomerate ignite. The conglomerate then spins, sending oil in all directions. Oil puddles can be ignited on contact with the lit conglomerate. After a few seconds, the conglomerate extinguishes it's self. 

    Only the spin does damage. Elemental with chance for weak fire and poison. 

  • Engulf: The conglomerate attempts to surround the knight. To stop it or to escape, the knight must deal enough damage. If a knight is engulfed, he will take constant damage. 

    Split normal pierce damage. Chance for strong poison. 

  • Smash: The normal attack of your common, everyday lichen. 

    Normal damage. Chance for weak poison. 

Oatmonster's picture
Oatmonster
Rewards

If it is a t3 boss, tokens are called Seep Sap, flavor text: A sample of slime, taken from the processing plant
If it is a expansion, 1*, 3* and 5* are called Seep Sap, Concentrated Seep Sap, and Hazzardous Seep Sap, respectively.

Bio Cell- Bomb
Flavor text:A bomb, saturated with sludge taken from the processing plant. Handle with care!
30 tokens or mission reward
Standard blast radius, walk speed, and charge time. Medium knockback, less than the Nitro. Deals elemental damage. 20% less damage than a nitro on neutral targets. Has a good chance to cause weak poison.
Mission Reward
  • 2* Sludge Canister
  • 3* Toxic Sludge Canister
  • 5* Bio Cell
Sludge Shield - Shield
Flavor text:Crafted from the potent sludge, this slippery shield is bound to get you places.
40 tokens or crafted at Punch's anvil, like the masks of seerus.
Pierce resist equal to the royal jelly shield. MSI low and poison resist max.
Doctorspacebar's picture
Doctorspacebar
SUNSHAAAAAAAAARDS

I like it. Another Elemental Blast bomb idea and a cool poison shield, and we don't have a Poison boss outside of Rabid Snarby. Very good!

Oatmonster's picture
Oatmonster
Not a bump!

Slightly updated the OP and formatting.

Working on a gun reward.

Added conglomerates to the list of new monsters.

This thread hasn't gotten much attention yet...

Luguiru's picture
Luguiru
Have a lime

This is also on my to do list.

We still love you, but not yet; right now my eyes are rolling all over the floor and it is difficult to find them. I already tripped on them twice. Others are welcome to work on this thread as always.

Flowerx's picture
Flowerx
+2

Yay more boss.

Srgs's picture
Srgs
OCH's mission lobby is meant

OCH's mission lobby is meant to be secured part of Seerus' base. Something original would be better.

Oatmonster's picture
Oatmonster
Lick

@srgs really? I recall seeing one of those blue "mission select" buttons in there like the ones in the normal mission lobbies. I guess I'll have to check out OCH again some time.

Anyway, working on some spiral spy "mockups" of these levels. Does anyone know where to find one of those "transition bridges" like the ones right outside LD arenas? Also, is there a way to increase the model limit? After 220 some environmental models, things start turning invisible.

Edit: just checked out the OCH mission lobby, it is definitely not part of Seerus's base. Keeping it the same.

Srgs's picture
Srgs
The knights could've set up

The knights could've set up base there like how they did in a jiff with Haven.
But even if it isn't, I doubt the next expansion mission would use the same mission lobby. There wouldn't be any creativity anyway.

Luguiru's picture
Luguiru
Go away Wakfu

My list is starting to pile up. Time to headbutt another thing before it gets out of hand.

Must resist BP reference.

If all expansions have the same mission lobby there would be no reason not to have the same mission lobby. This statement is rhetorical.

I was hoping for some jelly-ified Lumbers. Whatever works.

Stop the leaking pipes, poisonous snot blobs try to stop you; everything is smooth sailing so far.

Drop the excess, I have not fallen of the boat yet.

A giant Toxilargo with some element damage. Alright. I can dig it. I am more interested in the entire floor being grates right now. Is it all in permanent spit mode, do they all activate at once, or is there a pattern to avoid being poisoned? The last is the only way this would be possible since having poison everywhere forever is cruel. The first phase is great, nothing I can crack down on. The second phase is also decent, it has taken enough damage to retreat somewhat so it throws things at you while occasionally attempting to send a tidal wave of poisonous snot at you. The third phase steals a little from Vanaduke as you stated yet manages to be unique, creating even more poison everywhere. Poison UVs would be the next best thing if this mission were implemented. Do the pillars on the third stage move when active or only after being defeated to be placed somewhere else? What area do the pillars affect? This sounds like a combination of Shadow Lairs, normal Vanaduke, and poison everywhere; exquisite overall. If you can incorporate more teamwork tactics it would be even better.

Easy on the Drake favoritism. Pushing people to have more variety in their arsenal is good, but gluing them to one option is not the way to go; we do not have enough glue for that. Unless you have a secret bunker full of glue somewhere I should know about. Spawners are an interesting change from the bunkers yet similar, yet also not similar; I am being indecisive here. We could have two different versions of these, one dealing element and the other pierce, but having one thing deal two different specialized damages would be silly.

Conglomerates seems to be a miniboss of its own. Unlike the Royal Jelly/Jelly King, this thing basically eats all the other jellies and uses their abilities for evil. Like Kirby. Not much I can headbutt you for here except for how versatile it is, combining basically everything into a Megazord jelly. For its attacks and the statusesuses it inflicts keep it to one status per attack. I understand you want poison everywhere but this is getting crazier than that time someone said I was not allowed to play in mud anymore. That person now has mud instead of blood. Beep boop.

I may as well grade this while I am here.

Effort: 9/10
Creativity: 9/10
Detail: 9/10
Mechanical applicability: 8/10
Profits Three Rings: 10/10

Oatmonster's picture
Oatmonster
Not a necro!

Sorry for the super late reply, I have been having a problem with the forums always being down from my IP and have also been bogged down with finals.

SS scenes still to come.

@Luguiru

Grates
I may have been unclear but the grates wouldn't actually be poison traps, they would just let you see under the floor while still being able to stand on it.
Pillars
The pillars would move when active and spawn from the same place (like slag guards). the AOE would start at the size of a 2* mist bomb and slowly increase to the size of a 4*
Drake Favoritism
I see what you're saying. Two different types would be ok, maybe one slightly more yellow to represent pierce.
Conglomerate
Okay, only one status at a time
Luguiru's picture
Luguiru
Not a response

So the grates are to allow the party to see where the giant snot is about to headbutt them. Lovely.

Derkay. Weird living pillars which have a growing area of effect over time for their poisonous clouds. I am not going to make a flatulence joke.

Not much I can continue with here, seeing as I already ransacked the train. I still do not know where these phrases come from. This thread is on my index of stuff in other threads here if that makes you more comfortable about having sit around.

Addisond's picture
Addisond
+1

I don't really have a lot to say here, but I figure I should show you that I read it.... it's not very fleshed out, but it's got a lot of flexibility and the monster ideas are solid.