|Reenee's Seabed Enemy Guide|
Squidlike creatures with extending tentacles that make it difficult for
Hunters: Dolmolms and Dolmdarls might not appear as often as a Booma
in the Forest, but they can give you a very hard time. It's simply not
possible to hit them on the sides because they turn in place. A Slicer
can work, but if you have to use a blade, make it a Partisan. And to make
things worse, you can't do a three-hit combo without getting hurt. So,
you'll have to start swinging the instant a Dolmolm/Dolmdarl is in range.
You'll need to use your judgment.
Rangers: Stay at a distance away from Dolmolms. Use any powerful long-range
weapon you have in possession. Shots can work, but you have to time it
right. In later difficulties, you can really mess up Dolmolms if you can
pick them off one by one.
Forces: FO's will have a little bit of an easier time than Rangers. Thankfully,
Dolmolms have to be eletrocuted with Zonde and Dolmdarls need cooking
with Foie. Now, if you're group fully consists of Dolmolms, use Gizonde.
But if you have a mixed group of Dolmolms and Dolmdarls, don't fret! Gizonde
still has some potency with Dolmdarls. Use Gifoie on Dolmdarl groups,
but if you must deal with them in tight spaces, use Foie to burn them
up one at a time.
Machine-type enemy found in the Seabed. Recoboxes spawn an infinite of
number of drones called Recons. Recons can either toss a proximity mine
that can explode whether is has impacted with the player or stays idle
for some time. Recons can also approach the player with a painful sawblade.
Hunters/Rangers: Another annoying enemy in the Seabed because it can
just take it. You just have to use ANYTHING powerful on them. Don't use
weapons that hit multiple enemies at once. Recoboxes have a lot of HP.
Recons are pretty weak, but don't bother with them.
Forces: Recoboxes and Recons are weak to Foie, but since Recoboxes have
so much HP, they're TP drainers. It is suggested that you do not encounter
them without a Club of Laconium or similar item is wielded to destroy
Online Note: For reasons unknown that are quite odd, Sonic Team thought
it was cleverly humorous to put Recoboxes on the walls. Every class must
be able to hit Recoboxes at a range, so HUs must bring a Handgun.
|Sinow Zoa, Sinow Zele
Extremely advanced and highly dangerous version of the Sinow series of
security machines. Both have the capability to launch a Gibarta attack
that can freeze the player in place, teleport to different areas of the
room, and cloak themselves invisibly (there are reflections that let you
see the Sinow's position, usually found in windows or water). A Zele's
punch can unequip the user's weapon.
Hunters/Rangers: These Sinows are tough, and you'll see Zoas quite often.
They act just like the Sinows in the Mines, but they have much more HP,
so the fight will last longer. Something you'll see often is the all-too
famous smashing leap that's trademark to Sinows. If you deal a continuous
dealing of damage, their cloaks will disable and you can see where they're
at. Every class should have a way to figure out where the Sinow is when
invisible. Use any weapon you're comfortable with, preferably something
that can push back a Sinow a lot.
Forces: Forces, take note! Use Deband when you think you will encounter
Sinows in the Seabed. Their jumping slams have the potential to knock
you out in one hit! The Sinows appear to share the same weaknesses
like their Mines predecessors. Zoas are damaged most with Foie, while
Zeles prefer Zonde. When the Sinows are invisible, always keep Zonde availible
so you can cast it and orient yourself to the Sinow. Zonde is preferred
since it has the potential to Shock.
Dark creatures that have high mobility when in disc form. When it takes
its bodily form, it tries to hurt the user with Barta or attempts to freeze
them in place with a falling projectile that casts Rabarta.
Hunters/Rangers: The thing acts too similar to that of a Pofuilly Slime,
only it doesn't takes its time to attack. You're only going get one hit
in, so be quick and make it your hardest attack.
Forces: Forces should be quite evasive, so they shouldn't really be getting
hurt when the Deldepth is attempt to hit you in its disc form. Forces
shouldn't also be having a hard time dealing with Deldepths are weak to
Zonde! Gizonde if you can, but just a normal single-targetting thunderbolt
will be potent enough, and save you TP.
Dark enemy that shoots a quick laser projectile frequently, hindering
the player's efforts to inflict any attack. At close range, it'll hurt
the player with quick stabs.
Hunters/Rangers: Hunters might want to use a Handgun here. Morfos only
have one weakness: game programming. If a Morfos is out of the view of
the game camera, it cannot deliver any attack at all! Use your judgment:
eye where the Morfos is, then turn the camera around and try to aim at
the Morfos. Don't worry if there are other Morfos in the vicinity; they
won't attack themselves.
Forces: Use the strategy above, using Zonde blasts.
Berserker Dark enemy. It delivers its own attacks very swiftly and powerfully.
Hunters/Rangers: This enemy is fast. You're going to literally hack-and-heal.
Deliver any powerful attack and heal yourself when hurt. Oh, and don't
stay too close. If delivered enough damage, the Delbiter will do a sort
of charge-up move, where the player can be incurred the Confusion status.
Forces: Foie the bastard. If you are in a rectangular room where there
is elevation, stay up there. The Delbiter isn't smart enough to follow
Guide by Reenee