As a precursor to King Tinkinzar (who in my version does not have a weakness because he is on a mech), Drezel appears in Tier 3 as Tinkinzar's right hand. Mobilizing the dreadful Gremlin Armies, he practices aim on the Jelly King's royal throne. Another similar "precursor" would be the Roarmulus Twins, who are already set for destruction. Drezel, however, likes to take things into his own hands.
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Story: Project: Roarmulus Twins was bound to fail. Chaos just wasn't enough to stop the Spiral Order from venturing deeper into the planet. It was close, but did not work for Drezel. He forsaw the destruction of the Roarmulus Project and Vanaduke's fall. However, he would stand ground. He would put together one of the most nightmarish machines he could possibly make. Using that, he takes aim to the Jelly Kingdom for test runs. For that reason, the Spiral Order must stop the possibility of such war occurring, for the results would be horrendous!
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Description: Drezel is a tall, slender Gremlin who happens to have a half-mechanical face. He wears his Darkfang Commander's suit with pride, and would not care if his victory was bloody. However, Drezel would not fight alone. He rides a rather large robot, which has four legs and two arms which hold several explosives. He's able to launch several rockets, fiery, normal, and sky-bound, almost all at once, is able to shoot energy wisps at the enemy, could go airborn, and could dispatch his own mobile set of Gun Puppies, known as Kilowatt-9 units, which look like they're on swivel chairs.
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Levels:
Clockworks Security Outpost: Security Shutdown
-Description: You enter a room after exiting the Arsenal station, and alarms are set off. The area is set into cubicles, so you must defeat each wave of enemies upon entering each room. There are eight rooms, but only four must be completed to get a key to unlock the hall, which is your exit. Gremlin Scorchers and Menders litter the rooms, and upon summon, Lumbers and Retrodes help them out. Defeat the correct four rooms, and you have your ticket out, but you should also be careful of the rocket puppies that align the hall!
Clockworks Security Outpost: Test Twins
-Description: Okay, you got out of the room, but you accidentally walked into the testing area. The first part is linear: beat your way through Thwackers, Demos, and Menders until you get into a larger vacant hall after you step on the party button. You're not safe. Lights turn on and a Gremlin Mender stands on a tower in the center of the room. The Roarmulus Twins rise, and they're already moving back and forth, both shielded! Retrodes scatter to take you out and constantly replace themselves upon death. The Twins must accidentally blast the rockets onto the tower, and the tower would get shorter and shorter until you can take out the top of the tower. Destroy it and run into the other hall way that's still able to be reached by the Twins, and get out of there!
Clockworks Security Outpost: Extra Explosives
-Description: You walk into an arena littered with explosives. Mechaknights are all over the place and Menders keep watch. Your mission is to blow a weak portion of a wall with six explosives. The explosives YOU want (and can carry) are in six different rooms. One room is a maze, another is a clockworks area, but is dark and filled with Grimalkins, another is guarded by a weak pair of Roarmulus Twins, the fourth one is riddled with Scorchers and Demos, the fifth is fill with fire, frost, and rockets, and the last one is an arena filled with Quicksilvers and tons of Shock Panels. Blow the hole and get to the next area!
Clockworks Security Outpost: Top-notch Technical Tropes
-Description: The place has a few monsters. There is a reason for that, too! Shackles, Wisps, moving lasers, rockets, falling debris, Shock panels, rotating energy chains, and spikes just spam the usual Clockworks. Find some keys, and move on. Wait, don't forget to dodge every single mess here! They keep you in one place at a time to dodge almost several of them simultaneously! Watch out high and low for Mechaknights and Retrodes.
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Clockworks Security Outpost: Drezel's Domain
-Description: Looks like the Ironclaw Munitions Factory arena! Kilowatt-9 Units (who deal normal damage and are mobile shooting rapidly with their machine guns) appear, two at a time in every phase.
BOSS BATTLE:
-Phase One: Boy oh boy, Drezel's big robot plops down form the sky, stunning anyone who does not get away fast enough. The robot only moves left, right, up, and down, and cannot move sideways. He first launches a single lengthy set of rockets into the sky and activates shock panels in the corner of the rooms. His robot is low right now, so aim at the cockpit! Rockets and energy orbs prevent you from accessing that weak spot. This location specifically is weak to Shadow Damage. His homing rockets can also deal damage to him, so get those rockets to follow you AND hit him! When he moves, he only stuns and deals damage slightly.
-Phase Two: Drezel's robot finally gets up, and still mobile, but also a bit faster at moving. When the robot's legs walk on top of you, you receive piercing damage and get stunned. Don't walk under it too often or it will stomp down with its body. Rockets are still launched. Get the homing rockets to run into the slender spider legs (each of them) and then deal damage to the cockpit once it falls (don't get under it!), but it can still fight! Do this constantly until a certain amount of health is taken.
-Phase Three: Legs downed, the robot goes flying to take you out. Retrodes and Menders are summoned to assist him! Stay away from under the robot, or else you would receive full on bombardment, which would deal Shock. Past the Shock Panels, which now occasionally turn off and on, are rocket launchers. Destroy the rocket launchers and shield to take control of the launcher. Watch out, you're fully vulnerable to any attacks, and Thwackers want their launchers back. Blast away at Drezel until it goes down. attack the cockpit, rinse, and repeat until a certain amount of health would be taken.
-Phase Four: The robot hovers and now can go vertical, or even in circles. The legs extend and slowly swerve to protect him. Attack the cockpit constantly, but also watch out for the legs. He can still blast away, and Thwackers and Demos now inhabit the room. The Shock Panels are now on permanently.
-Final Phase: The robot releases Drezel, who cowardly runs around with a machine gun, and Menders take his side. Clockwise and counter clockwise chains of energy appear from the robot, which deals Shock in random spasms, and the energy chains also deals Shock and Eelemental. When close, Drezel attack with a powerful three swing attack, able to launch Knights to far distances. He is immune to damage from his back and sides (which are shielded by, well, shields). Scorchers and Demos also appear, but in small amounts. Rockets to the sides of the arena are activated. Attack Drezel when he's not shooting, and he falls in defeat. It's better to shield here, because once you defeat him, a huge explosion comes from the robot which engulfs ANYONE who is not shielding, including Kilowatt-9s, Drezel himself, and the rocket launchers. If you don't, you die instantly, but you're done here. Otherwise, your shield does not break, but instead absorbs the blast. Oh and don't worry, there's a nice neon sign at the exit that says "Activate Corridor Shields," which hints you to shield when they shield. :P
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REWARDS:
Token: Platinum Gear
15-2*-=SHIELD= Gear'd Buckler (Protects Elemental and Shadow Damage as well as Stun [3*-Brass Buckler, 4*-Radioactive Armset, 5*-Ultimonium Armset])
15-2*-=SWORD= Shadow Shard (Deals pure Shadow [3*-Razorium, 4*-Alkablade, 4*- (Elemental) Teslash, 5*-Antimatter, 5*- (Elemental) Nuclear Slasher])
20-3*-=ARMOR= Gremail (Protects from Shadow and Piercing, and a low amount of Freeze, Shock, and Fire [4*-Clockworker, 5*-Alchemist Robes])
20-3*-=BOMB= Reverse Engineer (Deals pure Elemental and medium against Constructs [4*-Fuser EMP, 5*-AI Core])
30-4*-=GUN= Rocket Shaft (Deals Elemental and Normal, is pretty slow, may deal Fire [5*-Giga Shaft])
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~~~~SHADOW LAIR~~~~
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Story: The Gremlin race had taken a new level of destroying Shadow, and Drezel had taken it one step further. To become immune to Shadow, one must be shadow, and a few Gremlins had taken the pledge. However, Drezel, because of horrendous defeat, was seriously injured from last battles, and he had engulfed Shadow to take you on! King Tinkinzar, however, despised his idea. Drezel, in counter, stripped himself of all loyalty to Tinkinzar.
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LEVELS:
Clockworks Security Outpost: Security Shutdown
-Description: The place is almost the same, but shut down had caused the place to become much, much darker. Grimalkins riddle these cubicles, and you must enter into the correct six of the eighteen cubicles to find keys to open the gate, not into the hall you ran into before, but another one. Kilowatt-9 Units storm the premises and Mechaknights, Retrodes, Wisps, Rocket Puppies, and Gremlin Thwackers and Menders take hold in this series of rooms. The other hallway needs you to destroy the last stage of Roarmulus Twins before continuing.
Clockworks Security Outpost: Test Twins
-Description: Lights fail to turn on, and Grimalkins haunt the halls. Fight your way through a series of Lumbers, all types of Shadow Gremlins, mechaknights, Drones, Kilowatt-9's, and even a Tortodrone! But, yet again, you walk into the Test arena. North, South, East, and West are all Roarmulus Twins, and a cross set of walls are to your use! Destroy them all while dodging the Shock Panels, rotating energy Chain, and Mechaknights and get out of there!
Clockworks Security Outpost: Extra Explosives
-Description: The place is way too dark for the lack of Grimalkins. Gotta love 'em! Now, fight your way through ten rooms to pick up the powerful explosives, which now can be dropped to detonate if damaged! The four extra rooms are: Survive Shock Panels and tons of lasers, four room arena featuring Trojans, three Tortodrones alongside Wisps and Shackles, and a room just for fire rockets, Freeze Panels, and Fire Panels. After you blow the wall, you're set up with the Roarmulus Twins once more! Take them out and continue!
Clockworks Security Outpost: Top-notch Technical Tropes
-Description. All the same, but now featuring Grimalkins and your favorite Tortodrone! How much harder can that be? Oh, did I mention it's TWICE as lengthy?
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SHADOW BOSS BATTLE:
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Clockworks Security Outpost: Drezel's Domain
PHASE 1: Mecha-shadow induced Drezel aboards his mighty Spider Robot, already flying high! Wisps and Shackles (golden), Kilowatt-9's, Rocket Puppies, Shadow Menders, and rockets take this fight! Destroy the reactors that were once rocket launchers on the corners and he falls! Attack the pod, even though he's still moving and blasting away!
PHASE 2: He goes back flying, and the Roarmulus Fire twins arise! Mobs still swarm, and he's bombarding you like crazy! He's following you though, so destroy the Roarmulus Twins after the sky-rocket his ship as you trick him under them! he goes berzerk like the Jelly King, fully vulnerable, and take this one out!
PHASE 3: You're still alive? Well now North and South Roarmulus Twins do the same as rockets come from the side! Repeat what you just did, but now evading Freeze Panels while you're at it! Avoid Kilowatt-9's, Rocket Puppies, Retrodes, Demos, Menders, Shackles and Wisps, and Mechaknights while you're at it, won't you?
PHASE 4: The Robot steps in the middle of the Arena and sits, releasing four pods. Shadow-Induced Gremlin Tortodrones take the pods and heal Drezel's machine! extra Tortodrones prevent you from attacking them, so try to finish it off all at once! Lights go off, and rockets launchers nwo randomly blast lasers as Grimalkins ready to rip you apart! Destroy the pods, lest you revert to Phase 3 and have to start over again!
PHASE 5: It's Phase 1 all over again!
PHASE 6: It's Phase 2 all over again!
FINAL PHASE: Mecha-Shadow Drezel jumps off his robot and attempts to take you out! Grimalkins, Kilowatt-9's, every Gremlin (shadow), and rocket-alternating lasers prevent you from attacking him! Instead of running away, he comes charging at you with a Freezing/Shocking Heal Wand which can heal him too! He is shielded left, right, and back! Take him out and show him who's boss!
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SHADOW REWARDS:
The Shadow Reward Material dropped is the Pure Gremlinite
5*-Upgrade Heavy Plate Mail to receive Antishadow Plate Mail! (Normal and Shadow Protection with high Freeze and Curse protection! Sadly you still slow down)
5*-Upgrade Heavy Plate Helm to receive the Antishadow Plate Helm! (Normal and Shadow Protection with high Freeze and Curse Protection! You still slow down)
5*-Upgrade the Heavy Plate Shield to recieve the Antishadow Gremlin Shield (Pure Shadow Protection which protects high Fire and Curse Protection! It even has a neat Gremlin symbol on it!)
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:D
New T3 Gremlin Boss- Drezel the Commissioner
Security Outpost 4 Edited: Say hello to Mechaknights and Retrodes.
Boss Phase 3: You shield on and move left and right to launch a rocket. It's a little extra to the boss battle. Plus it's only used once besides the rockets being blasted at you by Thwackers constantly. I already used tricking rockets a few times.
Final Phase: Changing to rockets. Boy, I hate those.
i like the boss alot but how is it gona look in shadow lair form?
the bomb can not deal maximum vs construct at 3* maybe at 5* but how bout high at three star (thats the highest even though thats still really powerful)very high for 4* and max for 5*
are people trying to get rid of acheron cuz how many people would prefer a pure shadow or and acheron.
and for the gun puppies the shoot kilowatt pulsar bullets if t2 or giga/polaris if t3
@Ruslanknight
I'm having problems coming up with Shadow Lair. Want to help? As with my other bosses, I would like a backstory with it :D.
@Spyash
Okay, I agree with you on the bomb, but as for "replacing the Acheron," this weapon does not deal Normal, as it would be much weaker to non Jelly/Gremlin foes. Plus, I don't think you want Kilowatt-9 Units to spam Pulsar bullets all over the place. But I will put this on suggestion. Who wants Pulsar blasts from Gun Puppies or Autogun blasts?
I like this idea very much. I would totally take some friends down and fight him if he became an actual boss. Sounds like a great idea over all. :D
Another idea-
before vanaduck, blackened crest was treasure-box only
before the RT, quicksilver was box only
currently, darkfang shield is box onlu
Above shield should be as a reward from this boss
Really Rogue? Hmm... I'll await confirmation but I was thinking of that...
I like the idea of the boss -- its a nice way to have an interesting gremlin boss without automatically faulting to the king. the levels are interesting, and the boss himself seems tough as nails. the shadow lair -- good lord -- is even worse(in a good way) except for what was already mentioned -- that many "bosses"(the roarmuluses) will probably cause lag for many, and good lord how many Grimalkins are you going to have dude?!?!
I'm glad you brought this back. As for the Roarmuluses in the Shadow Lair, yep, Lag is going to be one more boss. Then again, I'm thinking that there might be some things OOO might erase from the robots that will reduce the estimated amount of lag already. I heard the Ironclaw Lag and Munitions Factory in the Shadow Lairs was the laggiest (or some may say). Then as for Grimalkins, I'll stick with four per level. In my opinion, they're the hardest monsters (non boss) in the game besides Lag. Tie that up with some treacherously tricky technologic traumas and you're good to go! Some people say they're super easy, but just to show, they're not that easy at all in this case, but as for those who said they're challenging, hi!
Security Outpost 4 - Need enemies or players wont play due to non profit.
boss phase 3 - taking control of something would be to hard to implement, I recommend making the rockets home on you and you have to trick them into the cockpit
final phase - Having a roarmulous unit would be to lag fest. I recommend just more rocket launchers.
all in all a pretty decent idea, This would be tier 3 if any as it sounds challenging.