Cthulhu's Reach: Devil Reef

Cthulhu's Reach: Devil Reef

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A Rusty guide for "Cthulhu's Reach: Devil Reef" part 2
Av GoodOlRusty_TTV
Nothing interesting about this guide but the scope is to share whatever knowledge I have to help others.
   
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A Rusty guide for "Cthulhu's Reach: Devil Reef" part 2
8) Kinetic (fire) Deep One: (Most likely 240 Hp as my rifle did 123 physical dmg +5 psychic dmg for the first shot and the second shot only did 112 physical dmg). They're slow and if you put enough distance between you and them, they'll relaxingly crouch and patiently wait for you to return. These enemies are ranged and will shoot kinetic/fire orbs at you that both slows and hurt you (20 dmg to player). I suggest being near a corner or obstacles to take cover from their attacks).

-Locations/Acts: (probably should've started with this before the enemies...)
Currently, there are two acts. Acts 1 and 2.

Act 1: A rather drab and uninspiring place, yet, filled with dread and torches, hopefully your attention will be focused to deal with the nightmares and traps of this dreary mazelike place.

Act 2: Dropping from the arena where The Watcher did it's best to put your journey to an end, you are met with a more lively atmosphere, now radiating with light from natural resources and from others not so seemingly natural. Perhaps though, more lively is not better as you will now be met by another layer of enemies. Some, stronger. Others, more aggressive. Then those that are more cunning.

-Environments and traps:
1) Barrels (Act 1 and 2 but apparent in Act 2): A red cylindric object standing on one end. You'll probably want to avoid shooting these especially when you're near them, but if you can gather your enemies near them, you can help them go out with a bang. If you do happen to be in blast range, it could hurt and it will leave behind a pile of fire sitting there, waiting for a careless victim to try to consume. Luckily, there is diameter of which, the farther you are, the less damage you'll take.

2) Spike Trap (Act 1): Upon walking on the trap, it will activate. If you jump over it though, you can avoid activating the trap. However, if you roll over it, you can both activate it and avoid damage if measured correctly. The rolling tactic can be used if you have a swarm of enemies following you (or even 1 enemy).

3) Gas Trap (Act 1): (Sorry, nothing really unique here except animation. Please use spike trap information).

4) Lava Pools (Act 2): As you've probably guess, there are pools are lava in Act 2, where making contact with the lava does 2 dmg for 5 ticks (2 x 5 = 10) but rolling can help you to avoid majority of dmg or all dmg if done right. My suggestion, jump (actually press the jump key/button) in the lava. As soon as you land in it, roll in the direction you want and jump out. This helps you to cover most lava areas. There are a few where you'll have to make a second roll (make sure to have stamina but worst case scenario, taking 10 dmg might be better than 20 or more). Currently, there is no exit from the lava pools (but you should be fine since you can jump) and so, you can knock your enemies into them. The slimes allow you to be lazy as, if you angle yourself correctly, when they slide and you jump over them, they will just slide right into the lava. One (or more) monster(s) to be freed taking care of. Another benefit of lava pools, if you find a horde of enemies you don't feel like dealing with or are unable to at the moment, you can just use to go around them or keep going from one spot to another to keep the enemies stuck to an area until you've finished the last one off.

-Bosses (Hp not included):
Act 1 Boss, The Watcher: Finishing up level 4, "Cursed Catacombs", you'll want to make sure you're as stocked up on ammo and have picked up any potions available. Also upgrade your weapons as best as possible. You'll enter a room where you can drop down. There will be waiting for you, The Watcher. It slithers slowly but it will cast three psychic orbs at you in a row, each one following the first one. It will also be spawning watcher spawn in the first stage of it's life, so if you find yourself running low on ammo, make sure to slay it's spawn for ammo to drop. At the second stage, it will change from 3 orbs to 4 orbs and also use Mindbind Circlet, an attack where it shoot psychic orbs in 8 different directions [same as a compass (north, northeast, east, southeast, south, southwest, west, northwest)]. Finally, the third stage, it will start using Insanity Malestrom (probably more correctly Insanity Maelstrom, but spelling isn't always the same as people can spell gray/grey, color/colour, whisky/whiskey, ax/axe, etc. but we get the idea). Insanity Malestrom will start from the caster and go out in a near full circle leaving a big enough gap to walk through to avoid dmg. Or just roll through it if you have stamina. Boss' dmg will be 10 to the player if you get hit. Congratulations. You've slain the boss (hopefully). Run around the room, collect whatever loot you can find. Collect your Dagonite and profits from The Watcher. Get your new incantation and down the ginormous hole to suggest how big of a trouble you're about to potentially be in.

Act 2 Boss, Mother Hydra: Finishing up level 9, "Enigmas Embrace", once again, you'll want to make sure you're as stocked up on ammo and have picked up any potions available. Also upgrade your weapons as best as possible. This is (KEY WORD) -> *TEMPORARILY* <- (KEY WORD) the last fight before your current run is over whether you defeat the boss or the boss defeats you. We wish you luck.
Entering the level, you are met with a door with a lava pool on both side. Behind the door, metallic grates on the floor with a most unique pattern leading to another door. Behind that door, Mother Hydra and her two minions. The enemies that are not Mother Hydra in this fight will only be psychic deep ones. Nothing special about them. Relieve them of their duty though and more will spawn to take their place. In the first stage of her life, Mother Hydra will be stationed and not move but will use Magma Artillery which will send a couple of large sized fire spits into the sky. Luckily, you don't have to guess where they'll land as the spot is indicated for you but it will leave behind a pile of fire, so be wary of where to step. In the second stage of her life, her Magma Artillery will be in sets of 3. She will also start using Magma Wall which sends a single wave of flame (or magma I guess) to where you were currently when she cast (similar to that of the burned prophets). Additionally, 4 psychic deep ones will now spawn instead of 2 (2 on each side). On stage three of her life, Mother Hydra's Magma Artillery will now be in sets of 5 as well as when she uses Magma Wave, she will send 3 waves of flames out. On top of that, 3 psychic deep ones will now spawn on both sides of her tail (total of 6). I am currently unaware of how much damage she does to the player with a direct hit but you can expect her burning affliction to do 2 pts of dmg for 5 seconds (10 dmg). Congratulations! You did it again (hopefully)! Mother Hydra is no more and all that remains is your ammo refill, potion pick ups, gold and dagonite (though that might be unnecessary as once you jump down the hole, the run has now come to an end.) Or... if you want to keep stockpiling on dagonites, you could instead let yourself be consumed by the lava pools before the fight. The call is yours.

Additional tips about Mother Hydra. Despite what I said about being her being stationary and despite the fact that she's fire based, if she catches on fire, she can take fire dmg and will start moving around.

For videos, feel free to visit GoodOlRusty on Youtube.
Good luck on your playthroughs and remember; THINGS ARE LURKING.
1 kommentarer
GoodOlRusty_TTV  [skapare] 19 maj @ 18:28 
I hope my announcing of being on YT doesn't seem like advertisement and is rather taken as an opportunity to try to further understand what I've mentioned if it's not clear enough.