2 Days Left to Support a Troper-Created Project : Personal Space (discuss)

History DemonicSpiders / RolePlayingGames

20th May '16 10:38:24 PM DastardlyDemolition
Is there an issue? Send a Message


*** And the radscorpions are still around, of course. ''Giant'' radscorpions, in particular. You know it's bad when you're faced with an oversized arachnid and breaking out the ap ammo is a sound survival strategy, rather than an exercise in hilarious overkill. The locations where these guys are mixed in with their fast, sneaky [[GoddamnBats bark]] [[InterfaceScrew bark scorpion]] cousins are especially... interesting.

to:

*** And the radscorpions are still around, of course. ''Giant'' radscorpions, in particular. You know it's bad when you're faced with an oversized arachnid and breaking out the ap ammo is a sound survival strategy, rather than an exercise in hilarious overkill. The locations where these guys are mixed in with their fast, sneaky [[GoddamnBats bark]] [[InterfaceScrew bark scorpion]] cousins are especially... interesting.
19th May '16 10:45:59 AM PhiSat
Is there an issue? Send a Message


* In ''VideoGame/TalesOfPhantasia'''s ice dungeon, there are enemies called "Ekim." One Ekim in a group of enemies is nothing to worry about. However, when they appear in pairs, they embody this trope. The first one will prevent you from reaching its partner, who will invariably cast the devastating spell Judgment. While your party recoils from the blow, both Ekim will begin to cast this spell and proceed to spam it until your helpless party is destroyed. To make things more irritating, it is possible to go for more than an hour without reaching a save point.

to:

* ''Franchise/TalesSeries'':
**
In ''VideoGame/TalesOfPhantasia'''s ice dungeon, there are enemies called "Ekim." One Ekim in a group of enemies is nothing to worry about. However, when they appear in pairs, they embody this trope. The first one will prevent you from reaching its partner, who will invariably cast the devastating spell Judgment. While your party recoils from the blow, both Ekim will begin to cast this spell and proceed to spam it until your helpless party is destroyed. To make things more irritating, it is possible to go for more than an hour without reaching a save point.



** Also in ''VideoGame/TalesOfPhantasia'' golems, especially on the higher difficulty levels. They take ungodly amounts of damage, hit quite hard, can knock Cless back and stun him with annoying regularity, and bunch the party up allowing their long reaching attacks to even hit the back row casters. To top it off they are usually acting as meat shields for enemy mages who will nuke you into oblivion. On hard mode, being surrounded on both sides by golems usually spells death unless you use tricks to escape, or go all out with abilities to kill one ASAP.
** In ''VideoGame/TalesOfDestiny2'', any reaper type, ghost type, or eyeball type enemy, because of the simple fact that they TeleportSpam, allowing them to both teleport behind you and attack your [[SquishyWizard SquishyWizards]], or teleport away to cast magic. The walking eggs are also quite annoying, due to being [[DamageSponge Damage Sponges]] that ruin your Grade.



* In ''VideoGame/TalesOfPhantasia'' golems, especially on the higher difficulty levels. They take ungodly amounts of damage, hit quite hard, can knock Cless back and stun him with annoying regularity, and bunch the party up allowing their long reaching attacks to even hit the back row casters. To top it off they are usually acting as meat shields for enemy mages who will nuke you into oblivion. On hard mode, being surrounded on both sides by golems usually spells death unless you use tricks to escape, or go all out with abilities to kill one ASAP.
19th May '16 12:11:42 AM DastardlyDemolition
Is there an issue? Send a Message


* Any high-level mage in ''Oscuro's Oblivion Overhaul''. Their AI has been enhanced from vanilla Oblivion, so they dodge your ranged attacks. They never seem to run out of magicka, so they can keep shooting very powerful spells at you forever. Spells fly much faster than in vanilla Oblivion, so they are harder for you to dodge (especially the shock spells), and every time they get low on health, they will regenerate a good chunk of it back. Even worse, due to the way OOO works, these ultra-mages con be encountered at any level, even level 1.

to:

* Any high-level mage in ''Oscuro's Oblivion Overhaul''. Their AI has been enhanced from vanilla Oblivion, [[VideoGame/TheElderScrollsIVOblivion game]], so they dodge your ranged attacks. They never seem to run out of magicka, so they can keep shooting very powerful spells at you forever. Spells fly much faster than in vanilla Oblivion, too, so they are harder for you to dodge (especially the shock spells), and every time they get low on health, they will regenerate a good chunk of it back. Even worse, due to the way OOO ''OOO'' works, these ultra-mages con be encountered at any level, even ''even level 1.1''.
19th May '16 12:07:58 AM DastardlyDemolition
Is there an issue? Send a Message


*** ''New Vegas'' has Cazadores, giant mutant wasps that despite their flimsiness, attack insanely fast and usually come in large packs. And their poison attack can quickly kill the more unaware player (or those without Antivenom). For added NightmareFuel, the loud sound that a Cazador makes upon stinging a target is bugged, such that it plays at full volume regardless of how far away it is (as long as it is actually being rendered by the game), and regardless of who its target is. Thankfully, due to the small DT stat they have, a 10mm SMG with hollow-point (standard or jacketed HP) will tear them to pieces. Or you could shoot their wings out. Of course, this only really works if they're in front of you. The little bastards have a habit of being everywhere. And the larger Cazadors need more than just a shot in the wings to kill: first you have to cripple their wings, then cripple their legs, and then FINALLY put enough rounds into their skull to kill them. They get upgraded in ''Old World Blues''. Mercifully, Obsidian gave player a perk called DNAvenger that gives you 10-30% passive damage and compliments with Implant C-13's 10% passive damage. Unfortunately, you have to kill 10 of these freaks to gain its full potential and shell out 8,000 caps for the implant. Better get stocked up on supplies...

to:

*** ''New Vegas'' has Cazadores, giant mutant wasps that despite their flimsiness, attack insanely fast and usually come in large packs. And their poison attack can quickly kill the more unaware player (or those without Antivenom). For added NightmareFuel, the loud sound that a Cazador makes upon stinging a target is bugged, such that it plays at full volume regardless of how far away it is (as long as it is actually being rendered by the game), and regardless of who its target is. Thankfully, due to the small DT stat they have, a 10mm SMG with hollow-point (standard or jacketed HP) will tear them to pieces. Or you could shoot their wings out. Of course, this only really works if they're in front of you. The little bastards have a habit of being everywhere. And the larger Cazadors need more than just a shot in the wings to kill: first you have to cripple their wings, then cripple their legs, and then FINALLY put enough rounds into their skull to kill them. They get upgraded in ''Old World Blues''. Mercifully, Obsidian gave player a perk called DNAvenger [=DNAvenger=] that gives you 10-30% passive damage and compliments with Implant C-13's 10% passive damage. Unfortunately, you have to kill 10 of these freaks to gain its full potential and shell out 8,000 caps for the implant. Better get stocked up on supplies...



*** The half-coyote half-rattlesnake Nightstalkers. They inject poison (albeit less potent than Cazadores), deal sizable melee damage, possibly bypassing Damage Threshold, and attack in packs. Worse, Lily's first quest has you fighting ''invisible'' Nightstalkers. Like most DLC creatures, the ones in ''Old World Blues'' level with the player. The "DNAngent" perk in ''Old World Blues'' at least gives a nice 10% damage bonus and the Animal Friend perks works on them as well, possibly due to the coyote DNA in them.

to:

*** The half-coyote half-rattlesnake Nightstalkers. They inject poison (albeit less potent than Cazadores), deal sizable melee damage, possibly bypassing Damage Threshold, and attack in packs. Worse, Lily's first quest has you fighting ''invisible'' Nightstalkers. Like most DLC creatures, the ones in ''Old World Blues'' level with the player. The "DNAngent" "[=DNAngent=]" perk in ''Old World Blues'' at least gives a nice 10% damage bonus and the Animal Friend perks works on them as well, possibly due to the coyote DNA in them.
19th May '16 12:05:37 AM DastardlyDemolition
Is there an issue? Send a Message


*** In the ''Broken Steel'' expansion, you really need to watch out for the Albino Radscorpions and Super Mutant Overlords. The Albino Radscorpions are 1.5 times as large as the 2nd largest Radscorpions, have as much health as a Super Mutant Behemoth, and are random encounters in groups of 1-3. Overlords spawn anywhere with Super Mutants, carry Laser Shotguns which punch straight through power armour due to a hax effect that does unblockable 40 HP damage when used on the player. The shotgun fires 3 beams. Either that, or it comes with a Gatling Laser or a Super Sledge. Its health is a touch less than a Behemoth, but has higher endurance, and unlike the finite Behemoths, Overlords respawn. If you have the Chinese Stealth Armor and Silent Running perk, the easiest way to get rid of Overlords is to sneak behind them and drop a grenade or mine in their pants (by reverse-pickpocketing them to their inventory). This should kill them without fail.

to:

*** In the ''Broken Steel'' expansion, you really need to watch out for the Albino Radscorpions and Super Mutant Overlords. The Albino Radscorpions are 1.5 times as large as the 2nd largest Giant Radscorpions, have as much health as a Super Mutant Behemoth, and are random encounters in groups of 1-3. Overlords spawn anywhere with Super Mutants, carry Laser Shotguns called [[BeamSpam Tri-Beam Lasers]] which punch straight through power armour due to a hax effect that does unblockable 40 HP damage when used on the player. The shotgun fires 3 beams. Either that, or it comes with a Gatling Laser or a Super Sledge.Sledge which comes with it's own unblockable 25 HP damage. Its health is a touch less than a Behemoth, but has higher endurance, and unlike the finite Behemoths, Overlords respawn. If you have the Chinese Stealth Armor and Silent Running perk, the easiest way to get rid of Overlords is to sneak behind them and drop a grenade or mine in their pants (by reverse-pickpocketing them to their inventory). This should kill them without fail.



*** The expansion pack ''Point Lookout'' adds in Swampfolk and Tribals. Despite wielding old-timey double barrelled shotguns or axes, and wearing overalls or robes, they are tougher than Enclave goons wielding plasma rifles and wearing high-tech powered armor due to the DLC giving them ''an additional 35 damage'' that can't be blocked similar to the Overlords above, and are about as common as regular raiders in the swamp. Oh, and there's Reavers in the swamp. The next and final expansion, ''Mothership Zeta'' adds space aliens, whom, to be honest, are better than the frickin' hillbillies with their axes.



*** The expansion pack ''Point Lookout'' adds in Swampfolk and Tribals. Despite wielding old-timey double barrelled shotguns or axes, and wearing overalls or robes, they are tougher than Enclave goons wielding plasma rifles and wearing high-tech powered armor (due to object effects on their weapons that pierce armor), and are about as common as regular raiders in the swamp. Oh, and there's reavers in the swamp. The next and final expansion, ''Mothership Zeta'' adds space aliens, whom, to be honest, are better than the frickin' hillbillies with their axes.



*** ''New Vegas'' has Cazadores, giant mutant wasps that despite their flimsiness, attack insanely fast and usually come in large packs. And their poison attack can quickly kill the more unaware player (or those without Antivenom). For added NightmareFuel, the loud sound that a Cazador makes upon stinging a target is bugged, such that it plays at full volume regardless of how far away it is (as long as it is actually being rendered by the game), and regardless of who its target is. Thankfully, due to the small DT stat they have, a 10mm SMG with hollow-point (standard or jacketed HP) will tear them to pieces. Or you could shoot their wings out. Of course, this only really works if they're in front of you. The little bastards have a habit of being everywhere. And the larger Cazadors need more than just a shot in the wings to kill: first you have to cripple their wings, then cripple their legs, and then FINALLY put enough rounds into their skull to kill them. They get upgraded in ''Old World Blues''.

to:

*** ''New Vegas'' has Cazadores, giant mutant wasps that despite their flimsiness, attack insanely fast and usually come in large packs. And their poison attack can quickly kill the more unaware player (or those without Antivenom). For added NightmareFuel, the loud sound that a Cazador makes upon stinging a target is bugged, such that it plays at full volume regardless of how far away it is (as long as it is actually being rendered by the game), and regardless of who its target is. Thankfully, due to the small DT stat they have, a 10mm SMG with hollow-point (standard or jacketed HP) will tear them to pieces. Or you could shoot their wings out. Of course, this only really works if they're in front of you. The little bastards have a habit of being everywhere. And the larger Cazadors need more than just a shot in the wings to kill: first you have to cripple their wings, then cripple their legs, and then FINALLY put enough rounds into their skull to kill them. They get upgraded in ''Old World Blues''. Mercifully, Obsidian gave player a perk called DNAvenger that gives you 10-30% passive damage and compliments with Implant C-13's 10% passive damage. Unfortunately, you have to kill 10 of these freaks to gain its full potential and shell out 8,000 caps for the implant. Better get stocked up on supplies...



*** And the radscorpions are still around, of course. ''Giant'' radscorpions, in particular. You know it's bad when you're faced with an oversized arachnid and breaking out the ap ammo is a sound survival strategy, rather than an exercise in hilarious overkill. The locations where these guys are mixed in with their fast, sneaky [[GoddamnBats bark]] [[InterfaceScrew scorpion]] cousins are especially... interesting.

to:

*** And the radscorpions are still around, of course. ''Giant'' radscorpions, in particular. You know it's bad when you're faced with an oversized arachnid and breaking out the ap ammo is a sound survival strategy, rather than an exercise in hilarious overkill. The locations where these guys are mixed in with their fast, sneaky [[GoddamnBats bark]] [[InterfaceScrew bark scorpion]] cousins are especially... interesting.



*** The half-coyote half-rattlesnake Nightstalkers. They inject poison (albeit less potent than cazadores), deal sizable melee damage, possibly bypassing Damage Threshold, and attack in packs. Worse, Lily's first quest has you fighting ''invisible'' Nightstalkers. Like most DLC creatures, the ones in ''Old World Blues'' level with the player.

to:

*** The half-coyote half-rattlesnake Nightstalkers. They inject poison (albeit less potent than cazadores), Cazadores), deal sizable melee damage, possibly bypassing Damage Threshold, and attack in packs. Worse, Lily's first quest has you fighting ''invisible'' Nightstalkers. Like most DLC creatures, the ones in ''Old World Blues'' level with the player. The "DNAngent" perk in ''Old World Blues'' at least gives a nice 10% damage bonus and the Animal Friend perks works on them as well, possibly due to the coyote DNA in them.
15th May '16 10:45:46 AM Gadjiltron
Is there an issue? Send a Message


** Bomboy in the fourth and fifth games. They stand still for a second, before creating an explosive cube and pushing it towards you. The cube can take a ''lot'' of punishment, so you'd better have obstacle-piercing chips, or thrown bombs. When the cube reaches your side of the field, it blows up after a second, and the explosion will take up '''every last panel.''' They also have a tendency to appear alongside GoddamnedBats like Spidy and Cirkill.

to:

** Bomboy in the fourth and fifth games. They stand still for a second, before creating an explosive cube and pushing it towards you. The cube can take a ''lot'' of punishment, so you'd better have obstacle-piercing chips, or thrown bombs. When the cube reaches your side of the field, it blows up after a second, and the explosion will take up '''every last panel.''' They also have a tendency to appear alongside GoddamnedBats other DemonicSpiders like Spidy and Cirkill.Cirkill, detailed below.



** Also, in ''4'', the [=UnderNet=] is infested with ''actual spiders'' that invade your area, not only forcing you to dance around (you have a [[AwesomeButImpractical Slasher]], right?) and put you in the line of fire of everything else, but also covering your section with sticky webs that will catch and hold you for a few seconds, which will spell death in the worst sections.
** Dominerds can be this when accompained by other viruses, especially in Battle Network 5's liberation missions, where you have to fight a time limit to clear the enemies. They are very resistant to damage, either taking 1 or 0 (depending on game) unless it's from a breaking attack or when they are attempting to attack. Some high-level Dominerds pack Geddon-chips, which will crack all field panels. They won't suffer from this. You will. Even stronger versions of them like to turn invisible to protect 1 other random virus, blocking an attack at the worst possible moment.

to:

** Also, in ''4'', the [=UnderNet=] is infested with Spidy viruses - ''actual spiders'' that invade your area, not only forcing you to dance around (you have a [[AwesomeButImpractical Slasher]], right?) and put you in the line of fire of everything else, but also covering your section with sticky webs that will catch and hold you for a few seconds, which will spell death in the worst sections.
sections. That, and the chip they drop is largely impractical.
** Cirkill-series viruses in ''4'' have a simple programming - move in a circle around the area, and fire a shot each time they line up with Megaman. The problem comes with their ''speed'', with level 3 versions practically lapping the area and getting 2-3 potshots on Megaman. Oh, and certain areas of the Undernet love to pair them with Spidy viruses, detailed above.
** Dominerds can be this when accompained by other viruses, especially in Battle Network 5's liberation missions, where you have to fight a time limit to clear the enemies. They are very resistant to damage, either taking 1 or 0 (depending on game) unless it's from a breaking attack or when they are attempting to attack. Some high-level Dominerds pack Geddon-chips, which will crack all field panels. They won't suffer from this. You will. Even stronger versions of them like to turn invisible to protect 1 other random virus, blocking an attack at the worst possible moment.moment unless you're using a Breaking chip to smash through their defense.
12th May '16 5:09:50 PM TheMartianGeek1
Is there an issue? Send a Message


** Status debuffs like Sleep, Freeze, Dazed, and Stop will prove to be lethal at times due to those status effects preventing Mario from attacking ''or'' defending. Any enemy that can cause such as status and starts spamming it will be one you want to kill very quickly.

to:

** Status debuffs like Sleep, Freeze, Dazed, and Stop will prove to be lethal at times due to those status effects preventing Mario from attacking ''or'' defending. Any enemy that can cause such as a status and starts spamming it will be one you want to kill very quickly.quickly.
*** Dark Koopas come to mind. They come in groups and like to start off with an attack that is very difficult to guard against and causes Dizzy status for ''4 turns''. And they can attack Mario's partner while spamming it, often resulting in a battle where you sit there without even being able to act as they beat Mario's HP down to 0.
23rd Apr '16 2:55:24 AM Gadjiltron
Is there an issue? Send a Message


*** ''Legends of the Titan'' adds the Muskoid, a variant that can ''petrify'' a single party member, rendering them effectively dead unless cured quickly. But if it is at less than full health, the petrifying attack can ''hit the entire party''.



** While the series' notorious F.O.E.s are generally regarded as an example of BossInMookClothing, at least one can make a decent case for this trope. There's a type of bird FOE in the final stratum of the first game, known as "Macabre" in the original and "Depth Dancer" in the remake, and you will loathe them. They spawn randomly from the walls in a large room full of damage floors, barreling towards you at high speeds- and, making matters worse, in the original they will ''always'' back-attack you. They resist most types of damage, summon GoddamnBats with an instant-death attack, deal heavy damage to the entire party with a blind effect, and there is a very high possibility of a second one catching you while you're still trying to kill the first one. Even at very high levels, your ability to survive areas infested with them is often entirely dependent on whether you can avoid them in the first place.

to:

*** The BonusDungeon takes this to the next level with the Hollow Magus, which has a skill that grants a significant power boost to another enemy in exchange for doing single digits' worth of damage to them. This becomes problematic when combined with Muskoids (detailed above), or when it awakens a sleeping Red Lion which will do massive damage to the party. Naturally, the instinctive response is to kill the Hollow Magus quickly, but like its predecessors it has incredible evasion unless its legs are bound...
** While the series' notorious F.O.E.s are generally regarded as an example of BossInMookClothing, at least one can make a decent case for this trope. There's a type of bird FOE in the final stratum of the first game, known as "Macabre" in the original and "Depth Dancer" in the remake, and you will loathe them. They spawn randomly from the walls in a large room full of damage floors, barreling towards you at high speeds- and, making matters worse, in the original they will ''always'' back-attack you. They resist most types of damage, summon GoddamnBats with an instant-death attack, deal heavy damage to the entire party with a blind effect, and there is a very high possibility of a second one catching you while you're still trying to kill the first one. Even at very high levels, your ability to survive areas infested with them is often entirely dependent on whether you can avoid them in the first place. Most of the final floor in the remake consists of incredibly wide corridors where these birds can spawn, forcing you to dodge around them ''and other F.O.E.s'' in the area.



** On the subject of ''Battle Network'', the second and third games feature Scuttles, which are practically [[NinjaPirateZombieRobot demonic armored elementally-aligned deathray-shooting robotic spider viruses]]. It's not until the third game that they start being a problem. The green ones sprout vines that move across the field and crush you ForMassiveDamage, requiring obscene amounts of ButtonMashing to get out of, all the while [[GoddamnedBats holding you still so the others can murder you]]; the blue ones spit guard-breaking ice cubes that clog up the field FAST; the red ones shoot fire towers insanely easy to faceplant into dodging everything else; and the yellow ones call down lightning with completely unexpected timing, which are also easy to faceplant into if dodging too fast. Oh, and the white and [[KingMook black]] ones shoot DEATH RAYS OF DOOM. And they have stronger auras. The event battle required to obtain their Virus Chip to summon one, which many players newly visiting the BonusDungeon will accidentally run into, will kick your sorry ass back to the surface. Oh, and they become a random encounter in the final area of the BonusDungeon. IN GROUPS. Beware.
%%** The Scuttlest viruses, which only appear in early game {{Bonus Dungeon}}s. They start combat with a BattleAura that requires a single hit dealing 100 (or 200, for the stronger ones) damage or more to take down, come in groups of three, and have homing attacks that deal 200 damage apiece. To make things worse, you ''will'' encounter one that can hit the [[ElementalRockPaperScissors elemental weakness]] of the style you are currently using, and they come in groups of 2-3. What sets them apart in the third game are the random holy panels dotting both fields, doubling their defensive abilities if you're unlucky.

to:

** On the subject of ''Battle Network'', the second and third games feature Scuttles, which are practically [[NinjaPirateZombieRobot demonic armored elementally-aligned deathray-shooting robotic spider viruses]]. It's not until the third game that they start being a problem. The green ones sprout vines that move across the field and crush you ForMassiveDamage, requiring obscene amounts of ButtonMashing to get out of, all the while [[GoddamnedBats holding you still so the others can murder you]]; the blue ones spit guard-breaking ice cubes that clog up the field FAST; the red ones shoot fire towers insanely easy to faceplant into dodging everything else; and the yellow ones call down lightning with completely unexpected timing, which are also easy to faceplant into if dodging too fast. Oh, and the white and [[KingMook black]] ones shoot DEATH RAYS OF DOOM. And they have stronger auras. The event battle required to obtain their Virus Chip to summon one, which many players newly visiting the BonusDungeon will accidentally run into, will kick your sorry ass back to the surface. Oh, and they become a random encounter in the final area of the BonusDungeon.BonusDungeon, complete with infuriating terrain. IN GROUPS. Beware.
%%** The Scuttlest viruses, which only appear in early game {{Bonus Dungeon}}s. They start combat with a BattleAura that requires a single hit dealing 100 (or 200, for the stronger ones) damage or more to take down, come in groups of three, and have homing attacks that deal 200 damage apiece. To make things worse, you ''will'' encounter one that can hit the [[ElementalRockPaperScissors elemental weakness]] of the style you are currently using, and they come in groups of 2-3. What sets them apart in the third game are the random holy panels dotting both fields, doubling their defensive abilities if you're unlucky.
Beware.



** Swordies get [[{{Nerf}} kicked a fair bit down the totem pole]] in later games (though they're still not to be taken lightly). Also, in ''4'', the [=UnderNet=] is infested with ''actual spiders'' that invade your area, not only forcing you to dance around (you have a [[AwesomeButImpractical Slasher]], right?) and put you in the line of fire of everything else, but also covering your section with sticky webs that will catch and hold you for a few seconds, which will spell death in the worst sections.
** Dominerds can be this when accompained by other viruses, especially in Battle Network 5's liberation missions, where you have to fight a time limit to clear the enemies. Some high-level Dominerds pack Geddon-chips, which will crack all field panels. They won't suffer from this. You will.

to:

** Swordies get [[{{Nerf}} kicked a fair bit down the totem pole]] in later games (though games, though they're still not to be taken lightly). lightly. They can quickly approach the front of your field to attack with swords of varying ranges, and some even carry Area Grabs in case you had the idea of camping at the back where they can't reach you. Their samurai counterparts - the Zomon from Battle Network 5 - behave similarly.
**
Also, in ''4'', the [=UnderNet=] is infested with ''actual spiders'' that invade your area, not only forcing you to dance around (you have a [[AwesomeButImpractical Slasher]], right?) and put you in the line of fire of everything else, but also covering your section with sticky webs that will catch and hold you for a few seconds, which will spell death in the worst sections.
** Dominerds can be this when accompained by other viruses, especially in Battle Network 5's liberation missions, where you have to fight a time limit to clear the enemies. They are very resistant to damage, either taking 1 or 0 (depending on game) unless it's from a breaking attack or when they are attempting to attack. Some high-level Dominerds pack Geddon-chips, which will crack all field panels. They won't suffer from this. You will. Even stronger versions of them like to turn invisible to protect 1 other random virus, blocking an attack at the worst possible moment.



** Protectos in the second game and Numbers in the third are defensive puzzle-viruses in the BonusDungeon of each game that will ''punish'' you if you fail to solve them properly (hitting the wrong Number even with the Mega Buster will result in that Number using ''ERR+DEL'', which strikes Mega with a lightning bolt that deals ''[[OneHitKill 1000 Elec damage]]''). Protectos even have you ''on a timer'' -- you must destroy them before they hit 0 or catch a massive explosion with your face.

to:

** Protectos in the second game and Numbers in the third are defensive puzzle-viruses [[PuzzleBoss puzzle-viruses]] in the BonusDungeon of each game that will ''punish'' you if you fail to solve them properly (hitting the wrong Number even with the Mega Buster will result in that Number using ''ERR+DEL'', which strikes Mega with a lightning bolt that deals ''[[OneHitKill 1000 Elec damage]]''). Protectos even have you ''on a timer'' -- you must destroy them before they hit 0 or catch a massive explosion with your face. Multi-hit attacks also don't work unless they're time-stopping - you ''have'' to defeat them in one hit.



%%** [=DarkMech=] viruses in the sixth game. They can shoot out a homing ball of lightning, and while it's rather weak, it stuns you and as soon as it connects the [=DarkMech=] will teleport to you and slash you, which does a lot of damage. What makes them particularly dangerous is that it doesn't have to be ''their'' attack that stuns you; if another virus has an attack that stuns, the [=DarkMech=] can follow up after it connects.
12th Apr '16 11:20:48 AM superkeijikun
Is there an issue? Send a Message

Added DiffLines:

*** Remember Deathclaws? They're still around, and they come in a variety of deadly forms, one of the most frightening of which being the "Chameleon Deathclaw", that can blend in with their enviornment, making them practically invisible until you're practically tripping over them and getting your face ripped off right afterwards. [[ParanoiaFuel Once you encounter them, you'll remain on guard for the rest of your playthrough]].
14th Mar '16 9:33:00 PM SirVancelot131
Is there an issue? Send a Message


** Almost everything in the last 30 floors of the Pit of 100 Trials. The first ones you'll encounter are the Badge Bandits, whose attacks are hard to guard against and, as their name suggests, ''they can steal your badges.'' Later, you face Wizzerds, more powerful versions of the Dark Wizzerd enemy from the Palace of Shadow. It gets even worse near the bottom, with Spunia, the aforementioned Piranha Plants, Arantulas, and Dark Bristles, which are very difficult to hit without getting hurt and have a whopping 4 defense! On the lowest levels, you'd run into Amayzee Dayzees, Poison Puffs (with the ability to store up poison, surrounding them in a cloud of unapproachability and allowing them to do a breath attack for 10 damage and chance of poisoning), Swampires (with and the ability to drain your HP), Bob-ulks (which would charge up before unleashing a self-destruct attack so that they'd be up to 16 by the time they hit--including a defense boost almost immediately in the sequence.), and the absolute worst, ''Elite'' Wizzerds--12 HP, 7 attack (8 with beam), '''5 defense''', and the full complement of buffs. And for some reason, they tended to appear in groups of four or five. 5 {{Elite Mook}}s at once practically [[BossInMookClothing amounts to a boss battle.]]

to:

** Almost everything in the last 30 floors of the Pit of 100 Trials. The first ones you'll encounter are the Badge Bandits, whose attacks are hard to guard against and, as their name suggests, ''they can steal your badges.'' Later, you face Wizzerds, more powerful versions of the Dark Wizzerd enemy from the Palace of Shadow. It gets even worse near the bottom, with Spunia, the aforementioned Piranha Plants, Arantulas, and Dark Bristles, which are very difficult to hit without getting hurt and have a whopping 4 defense! On the lowest levels, you'd run into Amayzee Amazy Dayzees, Poison Puffs (with the ability to store up poison, surrounding them in a cloud of unapproachability and allowing them to do a breath attack for 10 damage and chance of poisoning), Swampires (with and the ability to drain your HP), HP and replenish their HP, which is at an absurdly-high 20), Bob-ulks (which would charge up before unleashing a self-destruct attack so that they'd be up to 16 by the time they hit--including a defense boost almost immediately in the sequence.), and the absolute worst, ''Elite'' Wizzerds--12 HP, 7 attack (8 with beam), '''5 defense''', and the full complement of buffs. And for some reason, they tended to appear in groups of four or five. 5 {{Elite Mook}}s at once practically [[BossInMookClothing amounts to a boss battle.]]]] The only saving grace is you no longer need the Spike Shield to jump on any enemies.
This list shows the last 10 events of 453. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=DemonicSpiders.RolePlayingGames