Monster Guides

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Although basic information of more or less each monster in a Marathon scenario is already on Traxus, a more intuitive piece, just about the monsters, one has compiled.

~Dugit


Note that 1-5: 1=less 5=more


Contents

Marathon Trilogy



Pfhor Melee Fighter (Minor; Major Fighter)

Difficulty: 1,1.5

Annoyance: 2

Difference in Rank: 1

Synopsis: The Pfhor Melee Fighter exists as fodder and nothing else. It merits fists; maybe pistols. If you are unable to get a running punch on either, just use the pistols. Beware that the Major caste of Fighter has a better shock staff and twice the armor. Not a problem, though; this strain beserks, use this to your advantage.


Pfhor Projectile Fighter (Minor; Major Projectile Fighter)

Difficulty: 1.5

Annoyance: 2

Difference in Rank: 1

Synopsis: Both Projectile Fighters can fire a spark from their shock staffs; the Major strain can fire two at once. They are easily dispatch singularly, but when in swarms, keep moving, as there generally will be a recurring barrage of sparks. The Major strain beserks.


Tick (Energy; Oxygen; Kamikaze Tick)

Difficulty: 0.5

Annoyance: 2

Difference in Rank: n/a

Synopsis: The Tick has no health, so anything thrown, shot or even shouted to them will kill them. One wonders what happens in a storm. Each type of Tick has its own value; the Energy Tick saps energy, the Oxygen Tick saps oxygen, and the Kamikaze Tick blows up in-front of you. Beware on Total Carnage of their death explosions; use this to your advantage. If you can, just ignore a Tick.


Pfhor Trooper (Minor; Major Trooper)

Difficulty: 2,4

Annoyance: 3

Difference in Rank: 3

Synopsis: The Trooper is the mainstay of the Pfhor armies, operating in groups for assaults or singularly as guards. They carry a combination machine rifle/grenade launcher- the machine rifle is nearly as powerful as yours, but the grenades lack power. Even so, in groups, they pose a potent danger. Apply AR liberally, or even Shotguns. Anything more or less substantial is more of a waste than a usage. Never go too close to a Trooper, as its most powerful weapon becomes the machine rifle. The Major Trooper's machine rifle will rip you apart. They beserk; use this to your advantage.


Pfhor Hunter (Minor; Major Hunter)

Difficulty: 2,3

Annoyance: 2

Difference in Rank: 2

Synopsis: Although slow, and their projectiles are weak, the Hunter is very well armored, but very vulnerable to fusion. When in combat with a group of Hunters, a chain reaction can ensue if the Fusion Pistol is applied liberally. Shotguns are also useful, as is the Assault Rifle. Neither caste beserks.


Pfhor Willful Enforcer (Scattergun) (Minor; Major Enforcer)

Difficulty: 2,4

Annoyance: 3

Difference in Rank: 2.5

Synopsis: The Scattergun that Enforcers carry is very powerful in that it maintains a constant barrage. Keep moving, and if you can, go for cover. Apply grenades (Enforcers in M1 do not have a hard death sequence), AR, or another Scattergun. They are not particularly strong. Neither caste beserks. If the Enforcer was not burned to death, then the Scattergun can be scavenged.


Pfhor Willful Enforcer (Napalm Cannon) (Minor; Major Enforcer)

Difficulty: 2,4

Annoyance: 2

Difference in Rank: 2.5

Synopsis: The N-Cannon, though not a constant as the Scattergun, is much more damaging. Enforcers prefer to lie back and snipe, so keep your distance, as the N projectiles are easily dodged. Apply Shotguns or Fusion (later Enforcers have a hard death sequence), so you can scavenge their weapon after death. Note that in your operation, the weapon, with both triggers engaged, can fire forward, and slightly to the left and right.


Pfhor Conditioned Cyborg (Minor; Major; Minor Grenade; Major Grenade Cyborg)

Difficulty: 2,3,3,3.5

Annoyance: 2,2,3,3

Difference in Rank: 2

Synopsis: Coming in to categories, Standard and Grenade the Cyborg is generally seen as a more effective Hunter. It has comparatively the same amount of armor, and has a better, bouncing-grenade weapon that, though is easily dodged, is quite damaging. Apply AR, Shotguns or Fusion (they are vulnerable to Fusion), but beware of the blast radius. The Grenade Cyborgs have a secondary trigger of a Flamethrower, so do not be tempted to engage melee, and can fire a seeking bouncing grenade. Beware that the grenades have a small turning circle, so diving for cover rather than dodging is preferred. Grenade Cyborgs have a lower pitched traction trundle. Take advantage of the fact that although Cyborgs do not beserk, they will turn on Pfhor friendly fire.


Drinniol

Difficulty: 3

Annoyance: 3

Difference in Rank: n/a

Synopsis: The original moving ammunition sink, the conditioned Drinniol, or Hulk, is very strong (able to take many missile shots before falling; has a very painful melee claw attack, so keep your distance), but very slow moving, and easily turns on friendly fire like other conditioned creatures, but does not beserk. In the SDL Special Editions of Marathon and Marathon:2 Durandal (available at Orbital Arm), there appears a variety of Drinniol, listed as follows barring the original Hulk- a beige fleshed and purple robed caste, able to throw bouncing grenades like the Rubicon version; a white fleshed and brown robed caste, which is hugely stronger than the original Hulk but of no ranged attack.


F'lickta (Sewage; Water; Lava Yetis)

Difficulty: 2,2.5,2.5

Annoyance: 3

Difference in Rank: 1

Synopsis: The F'lickta come in three castes- the Sewage, Water and Lava strains. The Sewage caste is green skinned, is the weakest of the F'lickta species (nothing more substantial than an AR required), but has a slow-moving projectile attack. The Water caste is blue skinned, is the strongest of the F'lickta species (Shotguns wouldn't go amiss), but has no ranged attack; thus keep your distance. The Lava caste is dark-orange skinned, is reasonably strong, and is able to throw a continuous string of lava globules. It is immune to flame and fusion, so the best weapons are Shotguns and the AR, but preferably the AR grenades, as the player really should dodge the globules.


Conditioned S'pht (Minor; Major; Minor Invisible; Major Invisible Complier)

Difficulty: 2,3,2,4

Annoyance: 2,2,2,4

Difference in Rank: 2,4

Synopsis: Terminally vulnerable to fusion, the Compliers are slow moving and not particularly strong. The Minor class fire a slow moving, easily dodged bolt (but if it hits you, it will throw you off balance), but the Majors fire a seeking bolt that is not easily dodged. There exists a rarer invisible strain of Complier; the Minors are easily visible in all but the darkest of rooms (even so, you'll probably walk into one before it fires), but the Majors are nearly totally invisible, visible in all but the brightest of rooms. Apart from visual matters, the invisible Complier has the same qualities as its kin. They do not beserk, but they do turn of Pfhor friendly fire.

Mother of All Hunters

Difficulty: 4

Annoyance: 2

Difference in Rank: n/a

Synopsis: The Mother of all Hunters, or MOAH, is very well armored, but that is it. Keep your distance to avoid the bolts, fire with the fusion pistol, and maintain your anti-proximity, as the MOAH has a large blast radius on death.


Mother of All Cyborgs

Difficulty: 4.5

Annoyance: 3

Difference in Rank: n/a

Synopsis: Having the same armor qualities as the MOAH, the MOAC, however, has the same weapon capabilities as the Major Grenade Cyborg, and so poses a larger threat than the MOAH. Same methods apply. Beware of the large blast radius on death.


Pfhor Surveillance Drone (Minor; Major; Big Minor; Big Major Hummer)

Difficulty: 1,1.5,1,1.5

Annoyance: 2

Difference in Rank: 1

Synopsis: The Pfhor Surveillance Drone is in any case, weak and not powerful. Its energy bolts are slow, but it does levitate, so it can surprise you. Even so, unless there is a swarm of them, regarding the usage of Fusion, a Pistol is the most appropriate. The Big castes have better vision.


Wasp (Minor; Major Wasp)

Difficulty: 2,3

Annoyance: 3

Difference in Rank: 1

Synopsis: The Wasp is agile and has a very efficient mucous gland, able to fire one every few seconds in the Minor caste, and two every three seconds in the Major caste. However, they are weak, so a lucky shot with the pistol is all that is required. Beware that usually, when there is one, prepare for another, as they usually inhabit spaces in colonies, or groups for primitive defensive measures.


Looker (Minor; Major Looker)

Difficulty: 1

Annoyance: 3

Difference in Rank: 1

Synopsis: Both able to at least float, the Looker is a kamikaze insect, which is devastating if not noticed immediately. Anything will kill it in one, so Pistols are the best bet.


Pfhor Juggernaut

Difficulty: 5

Annoyance: 2

Difference in Rank: n/a

Synopsis: The first Pfhor Juggernaut is armed with machine guns and seeking bomb launchers. Instead of the keep-moving method, one recommends cover, as the 'warpedoes' have a small turning circle, and can easily retrace you after a dodge. Be mindful that it is immune to bullets and fists, so one recommends at least grenades. When one begins to fall, get to a minimum safe distance to escape the blast radius.


Mark II Pfhor Juggernaut (Minor; Major Juggernaut)

Difficulty: 4,5

Annoyance: 2

Difference in Rank: 3

Synopsis: Although the newer Pfhor Juggernauts are no longer immune to fists and bullets, and have slower warpedoes, they are ridiculously well armored, especially in the case of the Major Juggernaut. They also have N-Cannon, so again, take potshots with a good weapon from cover, or at least keep moving and then dive for cover when they launch warpedoes. Use the fact that they beserk easily to your advantage; be mindful of their blast radius.


Colonist (Crew; Science; Security Bob)

Difficulty: n/a

Annoyance: 3

Difference in Rank: n/a

Synopsis: Fodder. Although they are your allies, and most of your missions on levels where they reside are to protect them, they are so danger-prone. Try to bottleneck them where they won't cause any trouble or somebody won't try to kill them.


Colonist Simulacrum

Difficulty: 2

Annoyance: 3

Difference in Rank: n/a

Synopsis: More of a novelty unit, the Simulacrum, or Assimilated Human, is a kamikaze cyborg with a gutful of explosive. Take them out with pistols, and use their explosion to your advantage. Be mindful that the damage occurs exactly when they die, not when the body looses momentum and begins to fall apart.


Marathon Automated Defense Drones (Minor; Major MADDs)

Difficulty: n/a

Annoyance: n/a

Difference in Rank: 2

Synopsis: Your most dear friend, the MADD plays a crucial auxiliary role, with its machine guns and heavy grenade launchers. They come in two castes, blue for Minor and red for Major. Both beware of and take advantage of the fact that MADDs have a large blast radius when destroyed.


Armed Colonist (Crew; Science; Security Bob)

Difficulty: n/a

Annoyance: n/a

Difference in Rank: 0.5, 1

Synopsis: Very proficient snipers, Bobs are best left behind the battle as marksmen. Note that the security Bob fires a much longer string of shots than the others. If you are running low on ammunition, be mindful that a Crew or Science Bob will drop a Pistol clip when killed with bullets or fusion, and a Security will drop another pistol. He will first appear on "What About Bob?".


Mark II Simulacrum

Difficulty: 2

Annoyance: 2

Difference in Rank: n/a

Synopsis: Basically the same qualities as the original Simulacrum, but beware that it explodes not when it is killed, but when the carcass loses momentum and begins to fall apart, meaning that if you kill one, it will fall back behind another, and the explosion then will throw the other carcass at you.


Vacuum-Enabled Bob (Crew; Science; Security VacBob)

Difficulty: n/a

Annoyance: n/a

Difference in Rank: 0.5,1

Synopsis: No longer efficient snipers like the first Armed Colonists, but now more tactical units. They can survive in a vacuum. Note that the Crew and Science VacBobs, when killed, drop a fusion battery, and a Security VacBob drops a Fusion Pistol, but this can change over levels.


Vacuum-Enabled Simulacrum

Difficulty: 2

Annoyance: 2

Difference in Rank: n/a

Synopsis: Very similar, in physics, to the Mark II Simulacrum, but is vacuum-enabled, and in turn is vulnerable to the Fusion Pistol. However, since he is weak anyway, any non-substantial weapon will do.


Tiny Enemies (Tiny Pfhor; F'lickta; Bob)

Difficulty: 0.5,1.5,n/a

Annoyance: n/a

Difference in Rank: n/a

Synopsis: You will never really come into combat with Tiny enemies (the Tiny Pfhor and Tiny F'lickta are only seen on "The Slings and Arrows of Outrageous Fortune"; the Tiny Bob is never seen), but if you do engage with the former two, they have exactly the same qualities as their kin (Tiny Pfhor are to Major Melee Fighters as Tiny F'lickta are to Lava F'lickta), so never underestimate them. The Tiny Bob does not drop munitions on death.


S'pht'Kr Defender (Minor; Major Defender)

Difficulty: 3,5

Annoyance: n/a

Difference in Rank: 4

Synopsis: Although they are mostly your allies, in some cases, probably due to friendly fire (S'pht'Kr beserk to other allies but not each other), or a different physics model, you may have to take one down. I recommend doing so as quickly as possible; keep moving and firing preferably with the Shotgun, or something more substantial from a distance. The blue Minor caste fires non seeking bolts and is strong, but the red Major caste fires more seeking bolts and is far stronger, making the major S'pht'Kr Defender the best ally (or maybe even enemy) of the day.


Invisible Defenders

Difficulty: 4

Annoyance: 4

Difference in Rank: n/a

Synopsis: The Invisible Defenders only appear on "Where are Monsters in Dreams?", but they still pose a potent threat. As they do not fire seeking bolts, just keep moving. They are indestructible, so don't bother killing them, unless you have the secret Rocket Launcher (found in the large zig-zag recess in the floor). In order to kill them now, you need to keep moving, and aim at the ground below one or the wall next to one. The explosion will take it out. However, due to the lack of rocket ammunition, it is impossible to kill all of them.

Marathon Evil

Allied Drone

Difficulty: n/a

Annoyance: n/a

Difference in Rank: n/a

Synopsis: In Evil, on numerous levels, one will find allied drones- levitating torso-like creatures with dual weaponry. In order to get the most out of allied drone, try to keep it out of the firing line, as its firepower greatly exceeds the usefulness of it armor. It has a small blast radius on death- use this to your advantage.


Enemy Drone (Hostile Drone, Kamikaze Drone)

Difficulty: 2,2

Annoyance: 3,2

Difference in rank: n/a

Synopsis: Hostile Drones appear as either red emblazoned or green emblazoned drones, more or less hostile versions of the Allied Drone. The Hostile Drone has the same qualities as the Allied Drone- focus on taking him out at either a distance with pistols or the rail gun, or from close up with the fusion pistol. The Kamikaze Drone has the same qualities as the Hostile Drone, but uses its blast radius alone to damage the player. Take him out at a distance.


Devlin (Minor; Major Devlin)

Difficulty: 3,4

Annoyance: 3,4

Difference in rank: 3

Synopsis: Devlins are fast enemies, so if you see one before it sees you, make your first shot something powerful, like a drill or a grenade from the machine gun, or even a lucky shot with the TNT-3 Cannon. Even the minor ones are strong, so if you have one on your tail, and the distance is closing, use the shotguns. Minor Devlins on Normal need only one good shotgun blast, but Majors need at least two. Minors appear brown with yellow eyes; majors appear navy with white eyes.


Mother of all Devlins

Difficulty: 5

Annoyance: 3

Difference in rank: n/a

Synopsis: Appearing the same as the Major Devlin but larger and with a brownish tinge, the Mother of all Devlins can take a lot more abuse than the normal Devlin, but is slower, so if you get the edge on it, use a very powerful weapon before it activates. If it is already active, keep those shotguns blazing. Don't hide. I believe there is only one in the scenario on "I went to college for this...".


Mystics (Minor; Major Mystic)

Difficulty: 2,5

Annoyance: 2,4

Difference in rank: 4

Synopsis: Not dissimilar to the S'pht'Kr defender, the Mystic is either a gray and blue robed being (Minor) or a gray, green and red robed being (Major). The Minor Mystic is easy to handle, as its bolts are non-seeking, slow and the being refrains to move until either no-longer apprehended or low on health. Just keep your distance with the fusion pistol. The Major Mystic, however, has at least two times the health of the Minor, and fires faster, seeking bolts. This makes the difference in rank enormous, making the Major Mystic the scourge of the day. Keep your distance with something more substantial than a fusion pistol, like the TNT-3, Rail Gun or the SPNKR. Thankfully, they are not marked as 'flagged', so their ranks do not change if you move the difficulty level up. Beware of their blast radius.


Hostile VacBobs (Crew; Science; Security; Estranged Commander VacBob)~ View From the Edge

Difficulty: 2,2,3,5

Annoyance: 2,2,3,5

Difference in rank: 0.5,2,4

Synopsis: In the secret level View From the Edge, all the Bobs are hostile, even to other Bobs, due to some unknown strain of 'virus' (turns out to be a serum injected by cyborg insects). When in close combat with any of the original three Bob types, keep your distance with the Fusion Pistol. However, when in a mass fight, circle around the group and they will infight, especially if more Pfhor teleport in. The Estranged Commander appears as a giant Crew VacBob with purple blood. His Fusion weapon is hugely strong, so keep your distance with a substantial weapon- a few direct hits with the rocket launcher should do it. Remember to always keep your distance, as when he dies, he might just take you with him, due to the blast radius.


Baby Devlins

Difficulty: 2

Annoyance: 4

Difference in Rank: n/a

Synopsis: Although quite weak, they are very annoying due to their effective weaponry (though small) and their minuscule form. You will probably see one before it activates, so send a grenade to it before it wakes up.


Invisible Devlin

Difficulty: 4

Annoyance: 5

Difference in Rank: n/a

Synopsis: Only one appears in the scenario, in the Devlin breeding pit in "Mr Bill Meets Gumby", but still, it is a worthy mention. If you find the invisible Devlin, wait until he comes close (trying for a good shot from a long distance is difficult due to the semi-invisibility and its speed), so you can shotgun him to death.

Marathon Red

Marine (All colors)

Difficulty: 4

Annoyance: 2

Difference in Rank: n/a

Synopsis: The Marine stands as your best ally, wielding the same weapon as your Pulse Rifle. Since they are your allies, I recommend not bothering to kill them for ammo, but if you must, use Pulse Rifle, as bullets usually take a long time to bring him down. However, when against them, I recommend the use of the Conch Miner or Pulse Rifle; other weapons are either too weak or too powerful. Keep your distance.


Scout Drone

Difficulty: n/a

Annoyance: n/a

Difference in Rank: n/a

Synopsis: Although lacking in firepower and armor, the Scout Drone is exceedingly nimble, and can easily reach more difficult spaces. It works best as a sniper, so in order for it to work at its best, kill all immediate enemies, and let the Drone get its shot off before the enemy engages.


Robotic Marine Drone

Difficulty: 5

Annoyance: 2

Difference in Rank: n/a

Synopsis: Very well armored, the Robotic Drone dons a large energy rifle, and is a potent sniper. However, due to its lack of relative firepower and speed, when an enemy closes, it is usually destroyed unless it is reinforced. When against them, I again recommend the use of the Pulse Rifle or Conch Miner, but since this enemy is more substantial than the Marine, I also recommend heavier weapons, like the discharge on the DS Microwave, the RPG or even the Krom Omega Cannon. Again, keep your distance.


Pfhor Assistance Robot

Difficulty: 1

Annoyance: 3

Difference in Rank: n/a

Synopsis: You will only come across these on one level, "Noises in the Dark", so leave it to the Marines. If you are caught out by one, only the pistol seems necessary. Their speed and seeking weaponry is negated by their lack of armor.


Terran Ground Juggernaut

Difficulty: 5

Annoyance: 1

Difference in Rank: 3

Synopsis: The Ground Juggernauts are on your side, but don't really see any major combatant role, even though it seems they should do. They are heavily armored (resembling the airborne Juggernauts of old), and are armed with dual miniguns that whittle away health like acid. However, in the later levels, when they do battle you, try to take them out before the notice you, or under cover.


Organic Larva

Difficulty: 1

Annoyance: 4

Difference in Rank: n/a

Synopsis: The Larva, though the weakest creature in the scenario (one punch will throw it into a puddle of blood), remotely makes up for it by the fact that they are horribly difficult to hit, due to their small size. Their weapon is to spit; it causes minimal damage. You can just ignore Larvae.


Organic Beetles (Minor; Major Beetles)

Difficulty: 1

Annoyance: 3

Difference in Rank: 3

Synopsis: The Beetle, though nearly as weak as its predecessor, the Larva, makes up for it by a better mucous gland, and being slightly more agile. Half beetles are the more lowly flightless species, the other half are the more lofty winged species. Then each of those strains is divided into a majority of normal (Minor) beetle, and a minority of kamikaze explosive beetles (Major), emblazoned in bronze. The latter of these blighters explodes in your face, if you let it, and is immune to fire. It doesn't really matter if you keep your distance; the recommended weapon is just the pistol.


Organic Turtle Beasts (Minor; Major Turtles)

Difficulty: 3

Annoyance: 2

Difference in Rank: 3

Synopsis: All Turtles are harmless at long distance, since their only weapon is a close range flamethrower (though that is reasonably powerful), so take them out at a distance with the Pulse Rifle, or something more substantial, preferably. The normal strain is immune to fists and bullets, but is forsaken by flame, so if you catch them off guard, have a go with the DS Microwave, then step back and change to something else. However, the copper toned Turtles have better flamethrowers and are immune to flame, so the aforementioned method is void. Just stay your distance and take it out with a substantial weapon.


Organic Beasts (Minor; Major Beasts)

Difficulty: 3

Annoyance: 3

Difference in Rank: 3

Synopsis: The Beast is fast, quite strong and has a strong set of jaws, so again, keep your distance with the Pulse Rifle, or if you are caught off guard, pull out the Shotguns. Like the normal Turtle, the normal Beast is weak to fire, so use this to your advantage. However, again there is a copper toned Beast, which is capable of launching fireballs with tremendous efficiency, and is immune to flame; the same basic methods still apply.


Organic Raptor (Minor; Major Raptors)

Difficulty: 5

Annoyance: 3

Difference in Rank: 4

Synopsis: The Raptor is at least twice as fast as you are, is nearly twice as strong as the Turtle, and is equipped with very sharp talons. In order to kill one, I recommend something substantial, specifically the Krom Cannon or the RPG, and stay as far away from it as you can; kill it as quickly as is possible. Furthermore, there is another, ridiculously powerful copper-toned Raptor, that shoots fireballs from many orifices with tremendous efficiency. Same methods apply, just keep your hand on the sidestep key.


Metalloid Spherical Robot

Difficulty: 1

Annoyance: 3

Difference in Rank: n/a

Synopsis: Similar retrospectively to the Organic Larva, except it can float, and shoots energy bolts rather than mucus. Just try and get a lucky punch.


Metalloid Head Robot

Difficulty: 1

Annoyance: 3

Difference in Rank: n/a

Synopsis: Basically the same attributions as the Spherical, except in the shape of a Metalloid head, and with a better bolt launcher. Just try and get a few hits with the pistol.


Metalloid Unit (Small; Large Unit)

Difficulty: 2

Annoyance: 2

Difference in Rank: 2

Synopsis: Equipped with energy bolt launchers, the Metalloid is reasonably strong, though usually only a couple of Pulse Rifle shots or a Conch Miner burst will dispatch one of either strain. The larger strain is better armored, and fires seeking bolts. Immune to flame.


Metalloid Heavy Unit

Difficulty: 3

Annoyance: 3

Difference in Rank: n/a

Synopsis: Better than its kin in that it is stronger, and has a more efficient weapon. However, there is no real differences to the normal Unit, so a burst of Conch Miner or two or three Pulse Rifle shots and it will fall. Immune to flame.


Metalloid Combatant Unit (Normal; Special Combatant Unit)

Difficulty: 4

Annoyance: 3

Difference in Rank: 2

Synopsis: The Combatant, or "Gattler", is armed with a shoulder-mounted missile launcher, and an arm-mounted Gattling cannon. They are strong, but still weak when it comes to electrical weaponry, so if one wishes to keep his distance, the best weapon is the Pulse Rifle, or something more substantial, but if one gets closer, kill it quickly with the Conch Miner, as its Gattling cannon comes into play at close range. There is a more refined Combatant strain on some levels, emblazoned blue. Same methods still apply.


Michael Spirit

Difficulty: 1

Annoyance: 4

Difference in Rank: n/a

Synopsis: Although only one shot takes it down, they are fast, semi-invisible, and have a good close-quarters envelopment weapon. To top that off, in any level they appear, they respawn indefinitely, so just avoid the spawn points and pick off the bumblers who decide to follow you.


Marathon Squadron



UESC Trooper

Difficulty: n/a

Annoyance: n/a

Difference in Rank: 2

Synopsis: Similar to the Pfhor Trooper, but more so to the GI Bob of Rubicon, the UESC Trooper, or Expeditionary Bob, is strong, and is armed with the MA-75C Assault Rifle. They are on your side. As in Rubicon, there are two castes of UESC Trooper. Though one may suspect inaccuracy in their firing, due to the weapon they don, they are actually efficient snipers. The second, more powerful caste fires grenades more efficiently, and drops a grenade pack instead of a bullet clip when killed.


IFC Auto Rifle Unit

Difficulty: 2

Annoyance: 2

Difference in Rank: n/a

Synopsis: Your main enemy, the mainstay of the IFC ground forces,the IFC Auto Rifle Unit, though weak and slow moving, has a great sniping weapon, and when found in swarms, can kill you easily. In order to pick all of them off when they have a sniping position, keep only one in view at a time, and dispatch accordingly with an appropriate sniping weapon, such as the Militar pistol, the MA-75C Assault Rifle, and another IFC Auto Rifle. When you/they attack close up, just drill through with the MA-75C, since their armor is minimal.


IFC LMG Unit

Difficulty: 3

Annoyance: 3

Difference in Rank: n/a

Synopsis: The more refined soldiery of the IFC Triple-Tac, the LMG unit wields a powerful .30 caliber IFC LMG, and even though the gun is quite inaccurate, its individual bullets are damaging. If you are caught by some on a sniper ledge, run up to the ledge so you are hugging the wall, and launch a grenade into the corner, and do so on the other side. It should then be safe to shoot down the stragglers. If you are caught out by some in the open, either keep moving and run circles around them so they hit each other, or run for cover and pick them off one by one. I no longer recommend the pistols; instead the MA-75C, Auto Rifle, and another LMG.


IFC Flak Cannon Robot

Difficulty: 4

Annoyance: 3

Difference in Rank: n/a

Synopsis: The IFC Flak Cannon Robot is well armored, but moves slowly. Make sure to take him out before he begins his highly efficient firing cycle, preferably with the LMG or something more substantial. You can pick up the cannon after its death.


IFC Tank (Minor; Major IFC Tank)

Difficulty: 3

Annoyance: 2

Difference in Rank: 1

Synopsis: Not dissimilar to the Cyborg, the Tank is well armored but slow moving, so take it out before the firing cycle begins. It fires a fast moving grenade, so get ready to dodge if you cannot kill it in time. There are two strains, the normal red-eyed Tank and the better equipped green-eyed Tank. Both have a blast radius on death.


IFC Mobile Tank

Difficulty: 4

Annoyance: 2

Difference in Rank: n/a

Synopsis: The IFC Mobile Tank is very much a compact Juggernaut, with high capacity grenade launchers and machine guns. It is floating, and reasonably fast moving, so if you are taking one out, keep moving and pumping Anti-Tank into it; at least the LMG. It has a medium blast radius on death, after hitting the ground.


IFC Reconditioned Juggernaut (Minor; Major IFC Juggernaut)

Difficulty: 5

Annoyance: 3

Difference in Rank: 2

Synopsis: The IFC Juggernaut is the scourge of the battlefield. It levitates; it is hugely armored; it is armed with devastating machine guns and seeking grenades. In order to take one out, hug the cover, and keep popping out lucky shots with the Anti-Tank Rifle. Eventually, it will fall, and produce a large blast radius. There is a major, bronze emblazoned strain that has nearly twice the qualities of the Minor strain; same methods apply.


Freed Slave Soldier

Difficulty: n/a

Annoyance: n/a

Difference in Rank: n/a

Synopsis: The Freed Slave Soldier (appearing as a Rubicon slave in a uniform), is armed with a bolt launcher. It is not seen in the vanilla game. It is on your side, so if you do find yourself fighting alongside it, make sure it gets its shot off, even though it may be weak (both the shot and the being), it is a proficient sniper.


Marathon Rubicon



GI Bob (Minor; Major GI Bob)

Difficulty: 3,4

Annoyance: 2

Difference in Rank: 2

Synopsis: Although they generally play the role as your main allies, in some levels, such as "It's not *my* brain", they are against you. They are strong, but only can fire up to a predetermined range with their grenades, so they are harmless at a distance. Pick them off with the Maser, or a nice long visit with the AR. They are in two castes, one emblazoned in light blue that drop bullets on death; one emblazoned in darker blue that fires more grenades, is stronger, and drops a grenade pack on death.


Autonomous Military Dangi Drones

Difficulty: 4

Annoyance: 2

Difference in Rank: n/a

Synopsis: Also known as the AMDD, the Autonomous Drones operate willfully against you. They as strong as the Major GI Bob, and have a similar weapon. Pick them off with the Maser from a distance, as they cannot hurt you from afar, but once in grenade range, keep moving, but don't go too close, as the machine guns will rip you apart. Always keep your distance with the Shotguns or the AR. They have beige blood.


Dangi Maser Bobs (Crew; Security Maser Bob)

Difficulty: 3,4

Annoyance: 4

Difference in Rank: 3

Synopsis: Coming in the orange and the black varieties, the Maser Bob is always against you. Although they cannot take much abuse themselves, the Maser Bob has a lethally effective weapon, good over long distances and short, making them proficient snipers, and very annoying. The second, black emblazoned caste have better armor and have a more or less non-stop Maser firing cycle. Always keep in cover, and if you are lucky, they will come to you. If not, find another way around. Try to kill them with bullets or fusion, because you want the stuff they drop, especially the black one, as he drops a whole Maser.


Maser Turret

Difficulty: 5

Annoyance: 4

Difference in Rank: n/a

Synopsis: Only making two appearances in the whole game (in the level "Core Wars" and a solitary one on "Hard Vacuum"), the Maser Turrets are ridiculously powerful turrets, easily able to maintain a non-stop Maser burst until you are either dead or not in its sights. It is impossible to kill one by munitions, and the solitary one on Hard Vacuum is impossible to kill, full stop. In order to kill the ones on Core Wars, kill the guards without going into the sights of the Turrets, then slowly hop around cover, staying safe, until you have made it around the cannon. Smash the panel, and the Turret will fail. Repeat.


Willful Pfhor Enforcer

Difficulty: 2,4

Annoyance: 2,3

Difference in Rank: 3

Synopsis: The Enforcer is now armed with a different weapon- the 'Skeaarnen Rifle'. The Skeaarnen Rifle fires long bursts of seeking energy, that appears as a 'teleporting' visage, similar to a burning effect when hitting flesh. The second trigger, not available to the player after he picks the weapon from the corpse (assuming it was killed by bullets or fusion), is a huge energy explosion, that more often than not kills you, the enforcer, and almost all around. They, as always, come in two castes. The Major caste is capable of producing a nearly indefinite cycle of energy shots, so stay under cover. Unless you haven't already got an alien weapon, maybe a few others lying around, then it doesn't really matter what you use, as long as it works well long range.


Pfhor Automated Mines (Smart; Tactical Mine)

Difficulty: 2,2

Annoyance: 2,3

Difference in Rank: 1

Synopsis: The first strain of PCM comes as a blue and green levitating kamikaze mine, producing a small but damaging radius; it is weak, so one shot from anything will kill it. The best method is to wait for it to come to your level, then aim just a little lower with the pistol, and shoot. The second strain is more difficult, as it is armored better, but it is not kamikaze- instead, it electrocutes you. Stay away from it, and pick it off slowly with pistols or a close-proximity grenade.


Wasp (Minor; Major Wasp)

Difficulty: 1,2

Annoyance: 3

Difference in Rank: 2

Synopsis: Although it appears in many colors, the most frequent table is brown (Minor) and green (Major). The only difference is that the Major can take more abuse and fires more mucus balls at a time. Since both are weak, the bonzai (dive in with the Assault Rifle) works as well as staying under cover. Just don't leave them alive, as they will follow you. They are beserkers; you could use this to your advantage.


Looker (Minor; Major Looker)

Difficulty: 1,1

Annoyance: 2

Difference in Rank: 1

Synopsis: Coming in two strains (one small but not powerful, one large and powerful), both are easy to take care of. Use the pistol liberally; keep your distance.


Pfhor Chamberlain

Difficulty: 3

Annoyance: 2

Difference in Rank: n/a

Synopsis: Only appearing once on two levels ("Beg, Borrow and Steal", and "Fear, Uncertainty and Doubt"), the Chamberlain is slow moving and only capable of melee- but what a melee. It will strip, or rather suck away your energy at a health bar a second. It boasts an energy-repelling shield, so the Fusion Rifle and the Maser make no effect. Use grenades from a distance, or maybe Shotguns or a drill with the AR if you get closer.


Willful Pfhor Thinker Caste (Minor; Major Thinker)

Difficulty: 2,3

Annoyance: 2

Difference in Rank: 2

Synopsis: The members of the Thinker Caste sit in levitating chairs, due to the size of their cranium. They boast energy-repelling shields, so again, the Fusion Rifle and the Maser are ineffective. Use Shotguns; but beware of their machine guns at close range, and their blast radius on death. Minor wears an orange robe, Major wears a purple robe.


Drinniol (Minor; Major Hulk)

Difficulty: 2,4

Annoyance: 3

Difference in Rank: 3

Synopsis: The Drinniol species, or the Hulk, are still more or less moving ammunition sinks, but now have a powerful ranged weapon also- a fast, and very painful grenade, thrown by them. In order to kill one of either caste efficiently, a long Shotgun cycle close up or a Maser battery from afar should do the trick. Never go too close, as their primary claw attack is even more painful than the grenade.


Pfhor Surveillance Drone (Minor; Major Drone)

Difficulty: 1,1.5

Annoyance: 4

Difference in Rank: 1

Synopsis: Although weak and slow moving, the fact that they levitate and their weapons are more or less guaranteed to take at least some health off you (due to their spread), make them valuable diversions or surveillance units. They come in two castes, Minors are as weak as Minor Fighters and are blue and green; Majors have twice the health of Minors and are olive and pink. Not really any special advice, just pump them full of pistol ammunition, or if you are caught off guard, a drill with the AR is fine.


Pfhor Security Drone (Minor; Major Big Drone)

Difficulty: 1.5,2

Annoyance: 3

Difference in Rank: 1

Synopsis: The Security Drone is a facsimile of the original in design and caste system, except in size, armor, and weapon. The new weapon is energy cartwheels, like those of the S'pht'Kr; some are guided. However, there is no exempt method for these, so pistols or an AR drill are fine. Anything more substantial is a waste of ammunition.


S'pht'Wr (Minor; Major S'pht'Wr)

Difficulty: 2.5,3

Annoyance: 2

Difference in Rank: 3

Synopsis: An amalgam of S'pht and Pfhor DNA, the S'pht'Wr, or Abominations, fire fast energy bolts, and are protected by a shield. Shotguns or the AR work well, just be ready to dodge. However, the Major caste of Wr, fires a longer trail of seeking bolts, so dodging is less effective. Stay under cover, and pick them off with a weapon that leaves no firing window, like the AR or Maser.


Pfhor Juggernaut (Minor; Major Juggernaut)

Difficulty: 5, (shudder)

Annoyance: 3

Difference in Rank: 4

Synopsis: The new Juggernauts are the scourge of the battlefield, operating with ridiculously strong armor, that is immune to bullets and fists. It takes a number of rockets and more than two Fusion batteries, or more than one whole Maser battery, just to take down a Minor. Stay under cover, as their weapons are a spread machine gun, and seeking grenades. Never stay out in the open with Juggernauts in the area; stay under cover and take potshots with a very powerful weapon, like a Maser drill or two or three rockets. It will fall; watch out for the large blast radius. The Major Juggernaut has nearly three times the qualities of the Minor, but the same methods apply- only one of these appears on Normal, on a special secret vidmaster level only on Rubicon X.


Slave

Difficulty: n/a

Annoyance: n/a

Difference in Rank: n/a

Synopsis: The slave is harmless and weak. They are never in the firing line really, so try not to kill one.


Pfhor High Council Members (Minor; Major Pfhor High Council)

Difficulty: 4,5

Annoyance: 3

Difference in Rank: 3

Synopsis: Members of the Pfhor High Council reside in small recesses about the Pfhor High Council Chamber. Always stay behind the immediate pillars, and pick each member off one by one (hiding when it fires, popping out again to shoot before it fires again; repeat). There are two classes of Member- Blue that fire normal energy bolts; Green that fire seeking energy bolts. Both types are fast and very painful. Once the ones that can be killed remaining undercover have; pop out and quickly run into an unoccupied recess, and kill all you can from there. Repeat.


Marathon Eternal



Headless One

Difficulty: 2

Annoyance: 3

Difference in Rank: n/a

Synopsis: The Headless One comes to us from Pathways into Darkness, and hasn't really changed. A Headless is weak; merely three fusion bolts will dispatch one. In order to avoid their projectile attack, keep moving.


Nightmare

Difficulty: 3

Annoyance: 3

Difference in Rank: n/a

Synopsis: Stronger and more agile (it is able to fly) than the Headless One, a Nightmare is able to conjure a large series of energy trail bolts, that are similar to that of the complier. They will throw the player off balance, so try to get into the open when fighting one, to allow movement space. Beware of its blast radius on death.


Orb

Difficulty: 4

Annoyance: 4

Difference in Rank: n/a

Synopsis: The Orb is indestructible, but immobile. It fires long trails of fusion bolts, and its appearances vary from allies to enemies. When you come across a hostile Orb, especially in a tight space, run as quickly as possible (preferably using sidestep/forward combination) to get through quickly enough.


Banshee

Difficulty: 3

Annoyance: 3

Difference in Rank: n/a

Synopsis: The Banshee is indestructible but to two things- the Gravitronic Blades and the Wave Motion Cannon. The best weapon for a Banshee is the Blade, as they are excellent on ammunition consumption, and only one touch will dispatch a Banshee. Never go to close to one, as its envelopment attack is painful.


Jjaro-Enhanced Drinniol

Difficulty: 3

Annoyance: 5

Difference in Rank: n/a

Synopsis: Appearing on only one level, "The Incredible Hulk", the Jjaro-Enhanced Drinniol is indestructible, so avoid him. Since he is very fast, again I recommend the sidestep/forward combination.


Return to Marathon



Pfhor/Vacuum-Enabled Human Hybrid (Crew; Science; Security Hybrid)

Difficulty: 3;3;3.5

Annoyance: 4

Difference in Rank: 0.5,1

Synopsis: Appearing on all levels in a number of vacuum-exposed areas, the Pfhor/Human Hybrids patrol the emptiness as security forces, teleporting in when trouble is detected. They can fly; they are fast; they are armed with Fusion Pistols, and use them in the same manner as the old VacBobs. In order to dispatch one of any caste, keep moving at oblique angles; don't run away if there is no cover or immediate entrance to the Marathon. Use the Fusion Pistol.


Genetically Modified Drinniol (Minor; Major Radioactive Hulk)

Difficulty: 3

Annoyance: 3

Difference in Rank: n/a

Synopsis: Seen lumbering around aimlessly around Pfhor labs on the Marathon, the Radioactive Hulk is in a state of confusion, so use its beserking effect to your advantage, if you can. The best way to take care of a Radioactive Hulk, if you are in possession of few weapons, is not to. Only try to take down one if you have a sufficiently effective weapon, like the Hybrid Assault Rifle or the SPNKR. Beware of their radioactive projectile; it's slow but painful.


Wasp

Difficulty: 1

Annoyance: 3

Difference in Rank: n/a

Synopsis: The Wasp is basically the same as before, but slightly larger and a different color. They usually appear in swarms, but pistols are good enough. Always glance at the ceiling; they like to hide up there.


Cyborg War Machine

Difficulty: 4

Annoyance: 2

Difference in Rank: n/a

Synopsis: Controlled by, allegedly, another Controller Cyborg, the War Machine is fitted with huge cannons, so if you confront it, take cover, and take potshots with a very powerful weapon; the SPNKR with nuclear missiles is the only one that really fits the job, so apply liberally. Watch out for the blast radius.


Apotheosis



Fenris Natives (Minor; Major Apotheosis Native)

Difficulty: 2,3

Annoyance: 2

Difference in Rank: 2

Synopsis: The beetle-like Natives seen in Apotheosis are only capable of melee attack (so keep your distance) and a slow, ponderous movement fashion. However, they are strong, and if they are sufficient in number or they get the edge on you, then you can be in big trouble. Even so, no major weapons need be used. The shoulder-mounted Fusion Cannon should suffice. There are two castes of Native; one with red eyes (Minor) and one with green eyes (Major). The difference is insubstantial- methods do not vary.


Elite Pfhor Fighter

Difficulty: 4

Annoyance: 4

Difference in Rank: n/a

Synopsis: Although harmless at a distance, you must keep that distance. They are fast, strong, intelligent and well able to whittle down whole health bars in seconds with their wrist blades. They appear in a number of different colors, but the same methods still apply. If you discover one before it's activated, try to kill it in one shot; if you discover one activated, again, keep your distance and use a powerful weapon. On a level where they may ambush you, keep a powerful but safe weapon for when they ambush, like the shoulder-mounted Fusion Cannon or the Shotguns, if you can.


Swarm

Difficulty: 3

Annoyance: 3

Difference in Rank: n/a

Synopsis: Swarm can either be in-game allies or enemies, depending on level or custom physics. They fire long spouts of energy that can be seeking, but they are slow, merely strong and their firepower is slow and ponderous. If allied with them, allow them shots off, but when enemies with them, any mid-range weapon will do nicely. They appear as oddly shaped floating beasts with a shoulder-mounted cannon.


Apotheosis Battleroid

Difficulty: n/a

Annoyance: n/a

Difference in Rank: n/a

Synopsis: Only available in one caste, the Cyborg Marines are strong, fast, and carry a facsimile of your Fusion Gun. They have a good firing cycle, and generally require little assistance in battle matters, unless it is a higher difficulty or the battle is genuinely intense. They drop ammunition when they die.


Apotheosis MADD

Difficulty: n/a

Annoyance: n/a

Difference in Rank: n/a

Synopsis: Although slow, the allied Battle Drones are well armored and carry a more powerful version of the Creature's weapon. Beware that they are large and so are easily bottle-necked in a tight doorway, so try to keep ahead of them. Beware of their blast radius on death.


Virals

Difficulty: 2

Annoyance: 2

Difference in Rank: n/a

Synopsis: The Virals are the next stage up from the S'pht. They have better armor and a better weapon, but they still share the same weaknesses to fusion-based weapons, and are still generally an easy enemy. A round of pistol shots should do the trick.


Kusama-Class Battle Robot

Difficulty: 4

Annoyance: 3

Difference in Rank: n/a

Synopsis: Large and quite generally similar to a two-legged Juggernaut, the Kusama is very well armored, and is equipped with a plasma-bolt swarm launcher, and bomb launchers. However, they are slow moving, and can easily be taken out quickly by heavy weapons, or even light repeating weapons, as the Kusama does flinch when hit. Beware of the blast radius.


Marathon and Beyond



Marine

Difficulty: n/a

Annoyance: n/a

Difference in Rank: n/a

Synopsis: Appearing in all levels as valuable, strong, skilled allies, the Marine comes with a variety of weapons to suit the occasion, ranging from powerful fists (Jailbreak) to flamethrowers. They can usually win a battle without your help, so try not to annoy them.


Pfhor Sniper Troopers (Minor; Major Snipers)

Difficulty: 3,4

Annoyance: 4

Difference in Rank: 2

Synopsis: Very dangerous at all distances, the Sniper Troopers are armed with shattering heavy-duty rifles that are capable of great damages at even huge distances. Take them out quickly with a powerful weapon, preferably in order to kill a group at once. Never dawdle in the range of a Sniper.


Pfhor Hunter (Minor; Major; Mother of all Hunters)

Difficulty: 4,5,5

Annoyance: 4

Difference in Rank: 1,2

Synopsis: No longer slow or lacking in power, the new Hunter is hugely fast and dons a very powerful plasma cannon, able to diminish an entire health bar in three shots. Again, take them out quickly, and keep your distance. I recommend the combination run again (sidestep/forward combination) in order to elude the new Hunters, before getting the valuable shots off. Same methods apply to all three enhanced castes.


Nuclear Enhanced Willful Pfhor Enforcer (Minor; Major Nuclear Enforcer)

Difficulty: 3,4

Annoyance: 3

Difference in Rank: 2

Synopsis: Still firing the older Napalm bolts, but are now capable of unleashing an awesomely large nuclear explosion. Always stay in the open when dealing with Nuclear Enforcers, and try to kill them before they get that nuclear shot off. However, the weapon needed in order for this needn't be substantial, as the Nuclear Enforcer (either caste) is weak. You are capable of using this Nuclear Cannon if you kill them with bullets or fusion, and scavenging it off the corpse.


S'pht'Tyr Defenders (Minor; Major S'pht'Tyr)

Difficulty: 3,4

Annoyance: 3

Synopsis: They are slow- that is their only disadvantage. They are armed with powerful weapons and armor, so I recommend, in order to safely elude and destroy these fellows, the combination run, or to destroy it with a hugely powerful weapon before they get a shot off (or alternatively, if only one is present, keeping it locked in flinch mode with a repeating weapon). Their appearances are infrequent.


Pfh'licktor

Difficulty: 3

Annoyance: 3

Difference in Rank: n/a

Synopsis: Fast and powerful, but not particularly strong, the Pfh'licktor are able to divulge huge trails of painful sparks, and a painful melee claw attack. Therefore, if they are in a group, try to surround them, and infighting will begin, as a Pfh'licktor easily beserks. If not, bottle-neck them, or destroy them immediately with a powerful weapon. Beware that they tend to be well able to ambush the player, so if one defeats a large group of Pfh'licktor, there will almost certainly be another group or stragglers.




The Gray Incident



Pfhor Aggregate Support Trooper

Difficulty: 3

Annoyance: 4

Difference in Rank: n/a

Synopsis: Although they rarely appear, they are still nonetheless a worthy mention, armed with a deadly sniping machine gun. Instead of dodging, attempt to cover from the sniper fire and either wait for it to come to you, and use the Assault Rifle to drill it down, or keep moving and take it out with the crossbow. I personally do not recommend pistols, as they tend not to get the job done in time, after significant damage is already done. They are clad in dark blue armor; only one caste. They can beserk.


Pfhor Attack Complier

Difficulty: 3

Annoyance: 3

Difference in Rank: n/a

Synopsis: Although stronger and able to fire four bolts in succession, these bolts are never guided (but they are a threat in narrow spaces, or when found in a group). Thus, the methods employed for normal compliers do not change here. They are clad in blue; they are only available in one caste. Be aware of the fact that they are sentimental- they will easily beserk.


Renegade Clan Fighter (Minor; Major Renegade Fighter)

Difficulty: 1,2

Annoyance: 2

Difference in Rank: 1

Synopsis: Not really dissimilar from the original Pfhor Fighters, the Renegade Fighters have two castes that don the same gray armor, but have the same corresponding shock staff usage to original Fighters. They have a slight health boost; be aware of the fact that they can easily beserk.


Renegade Clan Projectile Fighter (Minor; Major Renegade Projectile Fighter)

Difficulty: 1.5,2.5

Annoyance: 3

Difference in Rank: 1

Synopsis: Again, not really dissimilar from the original Pfhor Projectile Fighters, the Renegade Projectile Fighters have two castes that don the same dark gray armor, and have the same corresponding shock staff usage to the original Projectile Fighters. Again, they can beserk and they have a slight health boost.


Renegade Clan Trooper (Minor; Major Renegade Trooper)

Difficulty: 3,4

Annoyance: 3

Difference in Rank: 2

Synopsis: Both Minor and Major don white armor; they are exactly the same as their original counterparts except that they have a slight health boost. They can go beserk.


Renegade Clan Bob

Difficulty: 2

Annoyance: 4

Difference in Rank: n/a

Synopsis: Functioning similarly to original humans, Renegade Bob clones are deadly as snipers, but cannot really take much more damage than their human counterparts. They are clad in gray jumpsuits and are bluish skinned; they can go beserk; they sometimes are not even programmed to attack you.


Renegade Clan Vacuum-Enabled Bob

Difficulty: 3

Annoyance: 3

Difference in Rank: n/a

Synopsis: Most Renegade VacBobs are clad in grayish armor, but sometimes some are found in faked gold armor (the emblazonment of bosses), and are sometimes treated as real bosses- beware of this, that they are usually smaller than there boss counterparts, and are much weaker and their weapon is less able. That said, compared to original VacBobs, their armor is much thicker, and they are much more able to handle the upgraded Fusion Pistol. Although strong, anything more substantial than the Fusion Pistol or Assault Rifle is a waste of ammunition.


Renegade Clan Enforcer (Minor; Major Renegade Enforcer)

Difficulty: 3,4

Annoyance: 3,4

Difference in Rank: 2

Synopsis: Again, the Minor and Major castes are indistinguishable from emblazonment, but both are much more aggressive and are more adept at actually jumping into a battle rather than staying aloft as a sniper, although they are still able to do this. They can beserk; the only other difference is that both have a slight health boost.


Renegade Clan Hunter (Minor; Major Renegade Hunter)

Difficulty: 3,4

Annoyance: 2

Difference in Rank: 1

Synopsis: Renegade Hunters are stronger and more aggressive than their Pfhor counterparts, and can beserk, but that is it. However, Renegades usually deploy Hunters in large brigades, so a well aimed Fusion Pistol would go down well with a chain reaction of Hunter blast radii, or even one or two shots of the EMP will destroy an entire brigade.


Renegade Clan Cyborgs (Minor; Major Renegade Cyborg)

Difficulty: 3.5,4

Annoyance: 3

Difference in Rank: 1

Synopsis: A facsimile of the Pfhor Grenade Cyborgs (the ones donning flamethrowers and seeking grenades), the Renegade Clan Cyborgs now use a flamethrower that fires a stream affected by gravity, in that now they can be good ambush instruments, if positioned correctly. That said, the methods employed to dispatch them are more or less the same.


Renegade Clan Defender (Minor; Major Renegade Defenders)

Difficulty: 2.5,4.5

Annoyance: 2,4

Difference in Rank: 3

Synopsis: Again, the Renegade Defenders are facsimiles of the originals, but now have a health boost, and a better weapon for both castes. The Minor caste fires five bolts in succession; although not a danger in an open area, this can be deadly in a narrow corridor or when ambushed, so always dispatch a Defender quickly with a weapon that will either keep it in 'flinch' mode or will kill it immediately. Same goes for the Major caste, that fires two red seeking bolts that are very difficult to dodge (stand in front of a wall and sidestep quickly). Be mindful that both castes beserk easily, and can easily dispatch an entire Renegade attack force alone.


Renegade Clan Mother of all Hunters

Difficulty: 5

Annoyance: 4

Difference in Rank: n/a

Synopsis: Varying drastically from the original MOAHs, the Renegade MOAH now fires a volley of smaller bolts that are nearly impossible to dodge individually. However, they only have a small health boost to their facsimiles; they are beserkers.


Renegade Clan Mother of all Cyborgs

Difficulty: 5

Annoyance: 4

Difference in Rank: n/a

Synopsis: Again, with a small health boosts, the Renegade MOACs are more deadly than the Renegade MOAHs, due to their armament. They don a spraying grenade launcher (it is not seeking but deadly from close to medium range) and a rocket launcher. In the presence of a Renegade MOAC, keep moving, and take potshots with the EMP. They are beserkers.


Renegade Clan Juggernaut

Difficulty: 5

Annoyance: 4

Difference in Rank: 4

Synopsis: Very dangerous, donning huge armor (though less than their Pfhor counterparts), and machine guns and rocket launchers, that the Major caste are able to fire many in succession. Therefore, as the rockets are not seeking, and the machine guns open only at close range, keep your distance, and leisurely take shots with the EMP. Take care to dodge their rocket shots.


Red Artemis F'lickta

Difficulty: 3

Annoyance: 3

Difference in Rank: n/a

Synopsis: Very similar to the Lava F'lickta of Lh'owon, the Red F'lickta are faster and stronger. Keep them occupied with a drill from the Assault Rifle.


Los Disneys



Tourist (Child; Adolescent; Adult Tourist)

Difficulty: n/a

Annoyance: n/a

Difference in Rank: 1,1

Synopsis: Weak and unable to attack, the Disneyland Tourists are more an aesthetic monster than anything else, so unless they are getting in the way, there is no reward in massacring them.


Disneyland Costumiers (Donald Duck; Goofy; Disney Costumier)

Difficulty: n/a

Annoyance: n/a

Difference in Rank: 2,2

Synopsis: Also an aesthetic monster, but there is one major difference. When killed, the Donald Duck caste (appears once on the first level) will drop a 1x canister; the Goofy caste (appears once on the first level) will drop a 2x canister; the Disney caste (appears once on the first level) will drop a 3x canister. I recommend picking up the 1x canister for the estranged park ornaments, the 2x for the first system of corridors, and the 3x for the second.


Haunted Mansion Ghosts (Minor; Major Ghost)

Difficulty: 2,3

Annoyance: 2

Difference in Rank: 2

Synopsis: A facsimile of the Complier, they appear in the Haunted House section of the first level. As this part of the level is very narrow, you can just sneak behind the column (via the right corridor), and punch your way through. Beware that the purple caste fire seeking bolts, as before.


Pirates of the Caribbean (Minor; Major Pirate)

Difficulty: 1.5,2

Annoyance: 2

Synopsis: Appearing only in the Pirates of the Caribbean section on the first level, they are weak and have a slow firing napalm-bolt cannon from their mouths. They come in two castes, the first, smaller caste that only takes one or two running punches on normal to dispatch, and the larger, Major caste that has a better weapon and more armor.


It's a Small World

Difficulty: 2

Annoyance: 1

Difference in Rank: n/a

Synopsis: Appearing only in the It's a Small World section of the first level, they will not activate unless you enter the section itself, so you can just pick them off one by one with the Fusion Pistol, after you have it.


Disney Clone (Minor; Major Disney Clone)

Difficulty: 2,4

Annoyance: 2,3

Difference in Rank: 3

Synopsis: Although the ranks do not change through difficulty level, there is a huge difference between the Minor and Major Disney Clone, which can only be told by their tone of voice (Major is higher), and their weaponry. The Minor is easy to dispatch, being weak and carrying only a single-shot cycle rifle, that is reasonably accurate. They drop a machine gun round when they die. The Majors, however, carry a machine gun and rocket launcher combo; kill them quickly from a distance with the SMG. They drop a grenade pack when they die.


Eisner Clone

Difficulty: 2

Annoyance: 2

Difference in Rank: n/a

Synopsis: Weak, and a facsimile of the original Simulacrum. Deal with them the same way as usual.


Disneyland Security Tank (Minor; Major Security Tank)

Difficulty: 3,3.5

Annoyance: 2

Difference in Rank: n/a

Synopsis: A facsimile (in weaponry) of the original Cyborg, except larger, much stronger, and with a much more efficient weapon system. The Minor caste can fire a continuous string of bouncing grenades; the Majors can also use a Flamethrower. Use the Fusion Pistol.


Disneyland Juggernaut (Minor; Major Juggernaut)

Difficulty: 4,5

Annoyance: 3

Difference in Rank: 2

Synopsis: An exact facsimile of the original Juggernaut, except instead of N-Cannons, they are equipped with bouncing grenades. From a distance, deal the same way as normal Juggernauts.

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