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A horrid mass of beings known as the Root have taken over the world, wiping out a majority of humanity and forcing the rest to fight to survive. Life, no matter how cozy, is always on the edge. One raid of monsters alone can reduce the most guarded havens into a pile of rubble. Ward 13 is one such haven. While still standing, it has no shortage of troubles. Your character is a stranger that washed up on the shores outside of Ward 13, looking to reach a tower after the champion of their homeland went missing. Hoping to finish what their champion had started, the Stranger assists Ward 13 and other NPCs with survival. And maybe — just maybe — they can drive out the Root for good.

Remnant: From the Ashes is a Third-Person Shooter with procedurally generated levels by Gunfire Games, which can be played with up to 3 people total. It's heavily influenced by FromSoftware's Dark Souls and Bloodborne, from Story Breadcrumbs lore to health being a resource that needs to be managed, to even the weakest enemies being able to punish sloppiness, all while still remaining its own game. One big difference as far as Soulsborne influences go, is that the dungeons you need to go through are randomized, having random enemies to fight with randomly selected bosses, both bosses for just getting point to point and bosses blocking critical story moments, although it will stick within certain sets for each area such as the starting areas never using anything you would find in the areas accessed from the Labyrinth for example. This includes what equipment is found. The game will have set areas that have set equipment, such as Ward 13 or the church you get your first story lead from, but otherwise one playthrough you might find two guns in the opening dungeons while in the next you find some armor and an accessory.

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Outside its Soulsborne influences, it is still very much a third-person shooter. Melee combat is more for suppressing a group of small enemies or stun-locking one medium-sized enemy. There seem to be enemies in every area that discourage you from going full melee in one way or another, such as Action Bombs or making the only safe way to melee them is if they're alone, while guns are always an option. You get two guns slots to this end, as well as a melee slot to let you choose your flavor of melee, one pistol, and one "long gun" that covers larger guns like rifles or shotguns.

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Fill out the tropes: Remnant From the Ashes:

  • Aborted Arc: Your expedition to Corsus largely ends with no resolution should you choose to kill the Undying King and take the Labyrinth Key early. Despite the Apocalyptic Logs telling you the Iskal are bad news, besides shooting large numbers of their followers, you can't really do anything about the situation on the planet. The Iskal Queen also mentions having plans for the Guardian's Heart, but never reveals to the player what those plans are, and you don't have the option of direct confrontation like you do the Undying King.
  • Absurdly Spacious Sewer: Large, cavernous sewers are the second set of levels on Earth.
  • Action Bomb: Rot-Warts are an early game one, being pink lumps on legs that will charge you, blow up, deal considerable damage, and try and infect you with a status effect. Others include the radioactive skulls on Rhom and shock trooper Pan on Yaesha, the latter only exploding when they are killed.
  • After the End:
    • The game starts on post-apocalyptic Earth where the Root has taken over, which happened somewhere in the 1960s.
    • Rhom was a planet that successfully fought off the Root...at the cost of its entire civilization when the whole world was nuked to hell and back.
    • Corus has recently had a Zombie Apocalypse that has converted the inhabitants as horrifying, mindless abominations. By the time you're done, it may also soon fall to the Root after you kill its Guardian.
  • A.K.A.-47: The various Earth firearms seems to be Bland-Name Product of real guns, including:
    • Assault Rifle: Ruger Mini-14 (full-auto in-game, even though the real life version is semiauto and would have been initially introduced after the apocalypse started)
    • Chicago Typewriter: Thompson SMG
    • Hunting Pistol: Thompson/Center Contender
    • Hunting Rifle: Winchester rifle
    • Repeater Pistol: Mauser C96
    • Submachine Gun: Micro Uzi
  • Alien Kudzu: The Root is, as the name suggests, an aggressive, ecology of tree demons, and areas in which they dominate are quickly overrun with plant life.
  • Alternate Dimension: In addition to Earth, there are three alternate worlds to explore: The scorched desert world of Rhom, the primordial swamp world of Corsus, and the verdant jungle world of Yaesha.
    • This is also the basic plot on how this got started, as you can find out in Ward 13 once you get the keycard. A group of special people known as "Dreamers" had the ability to create portals to these dimensions, one of which being where the Root are from. They realized too late they weren't just observing, but actively starting a connection between dimensions, which is how the infectious Root got to Earth.
  • Anti-Frustration Features: There are Timed Power-Up items that give you buffs that last for a whole hour. You might consider these a waste since you might not think you can go an hour without dying, but they actually persist beyond death and, critically, they persist even if you quit out and load back in. This is especially important with the Potions of Enlightenment, which you can only get three of per character.
    • Considering how badly the RNG can screw you over, the added Adventure Mode is a godsend. Did you desperately want a certain dungeon or accessory to spawn but didn't get it? So long as it doesn't happen on Corsus you can simply roll up an Adventure and try your luck there.
  • Awesome, but Impractical: The Storm Caller mod you gain from beating, well, Stormcaller. Upon activation you start levitating and calling down lightning strikes on anything that dares to be in the same zip code as you. The issue: You are entirely helpless for twelve seconds. You can move your levitating character around the area, but you can't dodge, heal or even choose where the lightning actually strikes.
    • The Sporebloom, a weapon you can create after defeating The Ent. It's basically a sawed-off shotgun. Its damage is enormous, but with a spread so wide you have to practically be in kissing distance to make sure the entire volley hits. It also has to reload after every single shot. Its mod is just as overblown, launching what is essentially a poison gas grenade that creates a deadly cloud for seven seconds. Amazing if the enemy is stationary... which most enemies aren't. The grenade also has friendly fire and you can hurt yourself with it.
  • Body Horror:
  • Bonus Boss: Played With:
    • Any dungeon boss can be this depending on your current playthrough's configuration; some dungeons are only blocking side quests rather than the main route.
    • The Undying King is a key character on Rhom who holds the Labyrinth Key needed in order to get to the Final Boss, but will only give it in exchange for the Guardian Heart that's needed restore his world. Choosing to give the Heart to the Corsus' Elf Queen or even keep it for yourself will force you to fight him in order to get the Key.
  • Boom, Headshot!: Played with. Headshots cause extra damage as per standard video game fare, but critical hits are a separate modifier that can occur on any part of the body. There is also a chance to get a critical on a headshot for massive damage.
    • Averted with Scourge, who not only takes no extra damage from headshots, despite his very large head, but shooting him there releases angry radioactive bees that home in on you.
    • Inverted with some enemies that wear head armor, which will result in you dealing less damage if you shoot them in the head. Some enemies you can knock their head armor off, but for some others it's built-in.
  • Boring, but Practical: Smashing crates. They're strewn all over the game world, even around Ward 13. And while taking time out of your schedule to smash them doesn't seem very exciting, you tend to earn fairly decent amounts of scrap, sometimes even crafting materials, from them.
    • A lot of set bonuses for your clothing work like that, where the less spectacular, the more useful. The Bandit set gives you a chance to not use up ammo when you shoot, the Cultist increases mod charge generation and gives you a passive regen to your mod charge and then there's the Adventurer set, which increases the amount of scrap you get and makes crates more likely to drop scrap (see above for why this is nice).
    • The Provisioner's Ring, unlocked by beating an Earth World Boss on Hardcore Mode. It makes the weapon(s) you're currently not holding reload passively. This only sounds like a mild convenience, but it's actually enormously helpful. You don't have to wrestle with reloading in tough boss fights, weapons like the Magnum that take long to reload don't have to go through the annoyingly long animation and in general it cuts down on the downtime between shots, making it a slightly roundabout way to increase your DPS as well.
  • Botanical Abomination: The Root itself, a demonic tree-like Alien Kudzu that caused a Apocalypse How. Some beings, such as the Ent, are examples themselves, with the Ent in particular being a wooden Cthulhu. They're also an extradimensional Eldritch Abomination that has absorbed countless other worlds.
  • Can't Argue with Elves: The Elf Queen on Corsus is obsessed with something called "Iskal." What Iskal is not explained, but that doesn't stop her mentioning it constantly. One of Ford's journal entries mentions his growing frustration with the Queen and Iskal as she won't ever shut up about it.
  • Continuing Is Painful: Averted. Unlike other Souls-like games where death costs you experience points or money, halves your health or locks off certain features, death has absolutely no negative effect other than sending you back to the last checkpoint with all enemies respawned.
  • The Corruption: The Root. It takes over anything it can, and even if it couldn't properly take it over it'll still try to make sure it drives people crazy to try and make it more likely that whatever is keeping it at bay gets new problems to deal with.
  • Difficult, but Awesome: The Eye of the Storm, which you gain from defeating Totem Father. According to the devs it's meant to be a lightning-based version of the Hunting Rifle, but whereas the Hunting Rifle is one of the most simple to use weapons in the game, the Eye of the Storm is fairly complicated. Right out of the gate you notice that its damage is fairly lackluster, but in exchange its clip is fairly big. Its mod is also locked, but that mod is a doozy. It fires a slightly bigger projectile that Overcharges enemies, which means they explode if they either get hit with electricity again or move near another overcharged enemy. A one-two punch of mod shot and normal shot deals significant damage and adds an area effect that works great for clearing out groups (and blasting The Ravager's minions off his back), but it requires careful and deliberate usage of the mod or it's simply a worse Hunting Rifle.
  • Difficulty Spike: Corsus, the third world you encounter, is far harder than any before or after. The enemies have high health, difficult to dodge lunges, and often come with strange new mechanics - stunning screams on enemies that like to stand still, two different types of enemies who have to be finished off or they respawn with full health, big brutes which relentlessly and rapidly rush you down, burrowing attack beasts which cannot be hurt if they see you first, and so on. It doesn't help that it's the only area whose level range does _not_ coincide with you getting a new tier of gear.
  • Disc-One Final Boss: The Ent and Singe act as this, being the last bosses for Earth in the campaign and allowing you to access the Labyrinth, denoting the Genre Shift from a Post-Apocalyptic game to a more fantastical world. Bonus points goes to Singe, the giant dragon on the game's cover.
  • Disc-One Nuke: The SMG Handgun can be found in Ward 13 within the first 10 minutes of leaving and returning to Ward 13, by going into a part of Ward 13 below the reactor, finding a fuse, placing the fuse, turning it on, and unlocking the door. It doesn't deal as much damage as the Repeater Pistol you start off with, but is usable at close-to-medium ranges and is more than capable of mowing down groups of weaker enemies or finishing off bigger ones.
    • Not really a nuke, but early-on the Mender's Aura mod that the Ex-Cultist starts with is insanely good. You start the game with only three charges to your healing item, so a full heal you can recharge by killing is extremely useful. Once you upgrade your Dragon's Heart a few times you will become less and less reliant on it, which just so happens to coincide with the point where you start getting actually good mods, relegating Mender's Aura to an ability only useful for co-op play.
    • The Spitfire, a weapon you can make after beating Singe. On the surface, it's just like the above-mentioned SMG, only with slightly lower firerate and a slightly smaller magazine but more damage per shot. The great part comes from its Flamethrower mod. Videogame Flamethrowers Suck is entirely averted here. The mod is extremely versatile and allows you to clear out whole groups of weak enemies (like the otherwise annoying Vyr), allows you to melt huge chunks off a boss' health bar and lets you use short bursts of it to set enemies on fire so they take damage over time while you run away or shoot them with something else. Eventually you will find weapons that outclass it, but for most of your first playthrough the Spitfire will be an incredibly useful tool.
  • Door to Before: Most realms have you go through a minidungeon to emerge on the other side of a door that can only be opened from the other side. Given the ability to travel between waypoints, of limited use.
  • Drop the Hammer: The Scrapper class uses an imposing sledgehammer for melee combat.
  • Dual Boss:
    • Shatter & Shade, a pair of Vyr constructs on Rhom.
    • Ixillis XV & XVI, the flying insect-like Guardians of Corsus.
    • Skald & Sear, a Pan Warden accompanied by a flying imp on Yaesha.
  • Dual Wielding: The Root Hunters in the Earth sewers carry two large machetes, which they keep crossed in front of their chest as they advance, as all of your shots are automatically reflected off them. Thus, they are only vulnerable when they finally lunge to attack.
  • Dungeon Bypass: If you refuse to work with the Undying King and manage to kill him, you can skip going to Corsus entirely.
  • Easy Levels, Hard Bosses: Due to the roguelite nature of the game this can be the case depending on the levels and bosses chosen. Schizophrenic Difficulty is in effect so it isn't true all the time, but there are a few level configurations where the point to point mooks are easy enough to deal with but the boss in the level ends up being much, much harder. A good early example are imp levels, once you're familiar with how quickly they crowd you and how to tell a Spore is coming, can be fairly safely done but there's no promise that the boss at the end will be forgiving.
  • Eldritch Location: The Labyrinth is a strange dimension filled with floating ruins, paths that appear and disappear at will and contains portals to other planes of reality.
  • Expy: The Ent resembles Cthulhu if he was made of wood.
    • The Harrow is heavily reminiscent of Freddy Krueger, from his claws to his entrance to his arena.
    • The Unclean One is reminiscent of Shrek, being a green ogre found in a wooden shack in the middle of a swamp.
  • Fake Ultimate Mook: Iskal Colossi on Corsus. They look absolutely horrifying, being twelve feet tall, as broad as they are tall and have a glowing skull lined with tentacles for a face. However, their face takes drastically increased damage to the point where two headshots kill them stone dead. And since they can only attack in melee range, you have more than enough time to shoot them to pieces before they can so much as touch you.
  • Fighting Your Friend: Brabus, an optional boss who heads a human gang, invokes this in co-op, saying he'll let you pass if you fight each other to death. If you ignore them, or one of you fails to prevail within a time limit, he'll start up a proper boss battle to kill you himself. Actually fighting and defeating your co-op buddy, however (even if you do it by kicking them from your game) will give you the "Cold as Ice" perk.
  • Final Death: Hardcore Mode is a new mode where characters stay dead. The game even makes you delete the dead character yourself, for added humiliation. Why would you go through such torture? Because beating the World Bosses here rewards you with special powerful rings, not just for the current character but for every single character on your account, all the ones you've already made and all the ones you start afterwards, even outside of Hardcore Mode.
  • Flunky Boss: Almost every single boss in the game is accompanied by an infinite supply of minor enemies. These vary in when and how they spawn and are meant to emphasise the co-op nature of the game by overwhelming a solo player very quickly.
  • "Get Back Here!" Boss: Shroud, an early game boss, teleports around its maze-like arena of pipes and catwalks, making the encounter more about finding the thing before fighting it.
  • Giant Space Flea from Nowhere: Although a number of bosses could count, the Thrall is the standout example as even the game sees it as this. The mission to kill it is called "What the Hell are you?"
  • Gone Horribly Right: Haarsgard, a researcher in Ward 17, was obsessed with the strange Root creatures seen in earlier Dreamer expeditions. He eventually set up a Dreamer to reach out without a specific destination set in hope of making contact with them. This got the Root's attention alright. They used the Dreamer as a portal to invade and overrun the Earth.
    Dreamer's Mana Description: We thought the Dreamers were windows... they were Doors.
  • Gone Horribly Wrong: The Dreamers were created to enable the researchers to view parallel worlds entering the minds of each world's guardian. Unfortunately in the case of the Fuzzies' world, this caused subtle changes in the guardian which made the Fuzzies distrust and eventually kill it, leaving their world exposed to invasion by the Root.
  • Guide Dang It!: What else did you expect from a Soulslike?
    • Most World bosses have alternate kill methods that allow you to get a different item, but it's not very well telegraphed or explained.
    • Some items can only be found in secret areas in random dungeons, meaning that not only do you have to be super-observant to notice them, you also need to be at the right place and have entered the right dungeon to find it.
    • When finding the Pan Flautist on Yaesha, it is fairly obvious that by shooting the bells next to him so that you recreate the melody the flautist is playing, you will get a reward. It requires some trial and error but is generally doable and for your trouble you get a ring that gives you extra stamina and movement speed. What is not nearly so obvious is that by playing an entirely different melody that is not shown anywhere, you can get the Swiftness trait, which increases your movement speed.
  • Hand Cannon: The Defiler, a boss weapon, is a large shotgun pistol that came equipped with Radioactive Volley Mod. It is considered by many players to be good enough to even serve as a primary weapon.
  • Hive Mind: The Iskal seems to follow the Borg model, with various drones joined to a central queen.
  • Just Before the End: Yaesha seems nice on arrival, but not even counting the fact that its Tree of Life had died, but the Root's corruption has already started to take hold.
  • Knee-capping:
    • Not quite knee, but against some enemies, shooting them in the legs is one of the surefire way to immobilize them, assuming the damage is above a certain threshold.
    • If you attack The Ent's legs enough, its legs will break which will make it fall to the ground and have different moveset, and drop a different boss loot afterwards.
    • Required to get the alternative boss weapon from The Harrow; you have to shoot it in the legs to force it to kneel, then pull out the Lost Harpoon from its back while its immobilized. Alternatively, when he is kneeling, you can simply keep attacking him while he's helpless, racking up huge damage and killing him extremely quickly.
  • King Mook: Many of the bosses are simply upgraded versions of the elite enemies of the area. In particular, the first boss you ever face is either Shroud, an upgraded version of the teleporting Root Archers, or Gorefist, an upgraded Giant Mook with a two-handed sword. In both cases, most of the difficulty comes from their ability to constantly summon basic enemies as a back-up.
  • Lethal Joke Weapon: The Hive Cannon, gained by killing an enraged Ixillis, looks like a bit of a joke. It only has five shots in the magazine and the shots are tiny green bubbles of goo that move slightly slower than other shots, meaning enemies can easily juke the shots. The gun also makes a faintly pathetic fwoomp sound when it fires. But then you actually take it out for a spin and notice that the shots explode and deal more damage than the Magnum. The mod is also absurd, as it fires an arcing explosive that scatters a swarm of insects that will attach themselves to any enemy that walks through them, continuously dealing damage. Elites and bosses take a lot of damage from it, but fragile enemies like the annoying Vyr slashers straight-up die in less than a second after walking through it, making the gun both powerful at crowd control and point defense while also offering lethal damage against bosses.
  • Load-Bearing Boss: Killing the final boss also destroys the area the boss is housed in, namely Ward 17 and the Lighthouse.
  • Mage Marksman: Although melee is an option, the focus is heavily weighted towards guns, meaning all playable characters quickly end up being gunfighters who use mystical mods or special abilities.
  • Multiplayer Difficulty Spike: Due to the way multiplayer currently works it's generally agreed that the more people you have the harder it is. It spawns in more enemies or makes bosses tougher depending on what you're doing. If you're going solo things will be easier, but you won't have any backup, but if you're fighting bosses then the bosses usually don't want to give you room to take advantage of your team reviving you. It can depend on the enemy or boss type, even with the boost it can still be easier to fight boosted enemies with allies.
  • Multiversal Conqueror: It quickly turns out that Earth is far from the only world the Root has tried to conquer. While we only visit a single other realm that was invaded by the Root, it required the previous civilization to reduce their world to a radioactive wasteland.
  • Nintendo Hard: Just when you think you've improved your gear and gotten the hang of things, the game introduces yet another curveball to kick you and hard. Most boss fights devolve into dealing with a metric ton of mooks and trying to get in damage where you can before your resources just can't keep up anymore, and without sufficient upgrades you'll die. Fast. Thankfully, Death Is a Slap on the Wrist and only resets you back to your last checkpoint with no penalties.
  • No "Arc" in "Archery": Crossbows are used by both enemies and players, and their bolts fire in perfectly straight lines at very high speeds. May be justified by the Science Fantasy setting - many of the bolts are clearly magical, and many of the crossbows are clearly high-tech and highly powerful.
  • Nuke 'em: The Undying King successfully managed to drive the Root from Rhom by nuking his entire planet, turning it into a radioactive hellscape whose people have been sent back to the stone age.
  • Organic Technology: The Root's equipment and some guns you can use like the Particle Accelerator does look like this, although in some cases, the it's less muscle and organ and more living wood-looking, while played straight in others.
  • Our Dragons Are Different: Singe resembles a typical fantasy dragon, the main difference being it's made entirely of wood.
  • Outside-the-Box Tactic: Shatter and Shade, a Dual Boss on Rhom, can summon a barrier around them that takes enormous amounts of damage to break. Or you could just use the Hive Cannon, whose shots pass through the barrier unmolested. Even better, the two of them stand very close inside their barrier and the Hive Cannon has an area effect, letting you shred through their health very rapidly while they're all but helpless.
  • Permanently Missable Content: Well, permanent without restarting your whole campaign again anyway. This trope is to encourage players to play through the campaign multiple times. Refusing to get the Guardian Heart will provoke the Undying King into attacking you, but upon respawning he will be passive until provoked again. But once you give him the Heart he cannot be fought, denying you access to his Boss Equipment. Also, giving the heart to him means you can't give it to the Elf Queen, denying access to her gears, and unlike the Undying King, she can't be fought.
  • Puny Humans: The Final Boss's pre-fight banter shows that the Root have a very lowly view of humanity, dismissively referring to them as "children" and seeming almost amused by their desperate attempts to combat them.
    The Dreamer: Once again, the children of the Core think to change the inevitable. They do not see the truth, the futility of their actions. We bring purity to chaos, serenity to bedlam. All will be consumed. this is necessary and good. The children do not understand. The children believe their lives worth living. The children are wrong. The worlds and the core of the worlds live in pain, agony, discord. We bring peace. Equality. Silence. All are one within our embrace. The children resist what cannot be resisted. They fight a battle that cannot be won. Their actions are ultimately irrelevant. No matter how many times they rise, they will be destroyed. Their time is over. We will consume all.
  • Purposely Overpowered: The Nightmare Spiral amulet. It decreases the effectiveness of healing items by 95% but in exchange adds a Life Drain to your ranged attacks. This is insane, since usually you have to balance shooting and healing but with this item you heal by shooting. What do you need to do to unlock it? Beat the Final Boss on Hardcore Mode.
  • Reverse Mole: The Root Mother decided to go this route. After freeing her early in the game you can find a journal in the church she was in describing how she started having psychic dreams unwillingly connecting her to the root, to the point of accidentally spoiling a surprise attack from the humans and getting them killed, and as they got worse she realized she still had some control. In the end she gave herself to the Root to hide Ward 13 from the root network and when the player shows up she realizes they have the ability to destroy the Root and cuts herself off from the Root mind and more or less admits that she was lucky to even hide Ward 13 for as long as she did.
  • Serial Escalation: This game is designed for a lot more fighting compared to Chronos. In that game you only fight very few enemies at a time, while in Remnant, hordes of enemies aren't that uncommon. Chronos also only has melee weapons, while Remnant has whole host of guns for you to choose from in conjunction with melee weapons.
  • Set Bonus: Armor pieces come with passive abilities that scale depending on how many pieces you are wearing. While it's possible to mix and match and have severely downgraded versions of up to three abilities at once, the full set confers a bonus several times more potent than the sum of its parts.
  • Science Fantasy: Everyone uses magic and tech to varying ratios, humans not the least among them.
  • Single-Biome Planet: Played straight. The only thing we see of Earth is the city of Ward 13 overrun by The Root, while the world of Rhom is a radioactive desert, though it's justified by The Undying King literally being forced to nuke everything to ensure The Root wouldn't find a fertile soil to spread itself in. Corsus is a swamp after all the snows and ice when the planet's in the original ice planet configuration melted. And all of Yaesha is a rainforest because Yaesha isn't a whole planet but a single continent that the Pan fled to after the rest of their world was overrun by the Root.
  • Sniper Pistol: The Hunting Pistol is this, a single-shot pistol capable of doing massive damage per shot and possessing a longer range than all other pistols and even several rifles. However, it is often Awesome, but Impractical due to the game's propensity for sending lots of comparatively weak enemies at you as opposed to a few stronger ones.
  • Stealth Sequel: The game is a sequel to Gunfire Games' previous VR game, Chronos. In fact, the hero of that game is implied to be the missing previous champion, is responsible for depriving Earth of its guardian due to the Root's manipulation, and is turned into the current Dreamer that is used to power the Gate for the Root, and whom you fight as the Final Boss.
  • What Happened to the Mouse?: Due to the Roguelite nature of the game characters whose appearances are Foreshadowed might end up not appearing at all in your current playthrough. Most worlds have two Dungeon Bosses selected from a pool of four and one World Boss chosen from two options, leading to this. Examples include:
    • The Root Mother's journal mentions a Root "behemoth" that she was desperate to stop. This is The Ent boss, who may not be met if Singe is fought instead.
    • Mudder gives you a pocket watch that belonged to his son Brabus. Brabus is a rare boss encounter who can be placated if given his father's watch.
    • Wud tells you about a Buri outcast that went to live with hounds and has a Vyr control rod in his head. This is Maul's handler, one of four possible dungeon boss encounters on Rhom.
  • Wolfpack Boss: Or Giant Mutant Rat-pack Boss in the case of Maul.

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