Shakedown One

Seafoam grinned on seeing just how effective the falling objects had been, and examined the gantries trying to determine whether there were any more objects above the craggers that could be used to eliminate the viruses. Swiftly, the netnavi pulled out another harpoon and hurled it at a stage light that she figured was in about the right position.

Leaping from panel to panel, Seafoam maneuvered away from the mets, even as she lined up another harpoon throw, this one aimed to knock another of the heavy stage lights down onto the other wounded virus. Throwing the harpoon, she shouted, "HEY! OVER HERE!"

With most of what she could do done, the netnavi readied herself to avoid any retaliation.

Turn Summary
1. Buster Shot: 10 @ Object above Cragger A
2. Feint away from mets try and draw fire away from them.
3. Take Aim.
4. Buster Shot: 10 @ Object above Cragger B
5. Dodge
6. Dodge
Status:
HP: 110/150
Wave Strike on Cooldown 0/1
High Tide Ready
Chips used: Cannon
Seafoam was making headway against the two rock-solid targets, but they didn't seem like they were ready to give up just yet. Neither of the two seemed inclined to move, but instead just raised their fists again, trying to crush everyone in front of them to pulp. As Seafoam made a quick scan of the ceiling gantry, however, it didn't seem like there were any more useful objects directly above either of her targets. The nearest ones she'd have to strike and hope for a lucky swing before they fell.

Her first shot struck a nearby fixture and set it swinging as the thing strip of metal connecting it warped. The craggers swung again, unheeding, but thankfully their slow, ponderous aim didn't connect with either Seafoam, or any of her met friends. Each time the ground shook as the fists smashed down and sent more cracks through the surrounding panels; there was plenty of solid terrain left, but falling into one of the broken gaps would certainly make avoiding the heavy attacks that much harder.

Her second shot struck another piece of overhead equipment, while the metools all tried their best to harry the foes directly – two more picks struck one of the Craggers, though they didn't seem able to make too much impact against their hardened bodies. Seafoam was forced to throw herself out of the way as another slamming fist struck down much closer to her, but still managed to avoid a direct hit. Cracks spread out in a wide area around where the fist struck, not just where she had been standing, but several panels around the space as well.

As the repeated attacks from her opponents hammered down, the swinging fixtures above final snapped their connections and fell; one managed to swing close enough to clip one of the Craggers, but the other didn't fall close enough. It seemed as though, unless she could get the viruses to move, there weren't any more objects close enough above them to be of use. If she could find some other way to hit the viruses with something heavy and destructive, she might be able to end the fight quickly, otherwise it might take a bit more effort to fight through their rock hard defences.

-=Rocky Residents=-
CraggerCragger (Cragger)

Craggers are pretty easy targets, given their size. They also move very rarely, and when they do they move slowly. Their dodge rate is abysmal. They generally rely on their HardBody defense, which reduces non-break damage by half, but doubles break damage. They have high attack power and AoE, but their accuracy is generally bad as their attacks are easy to follow and take time to deliver. Their attack is executed as a Drop Attack, and thus attacks from above, and not head-on. Targets caught underground within this attack's AoE range take an additional 50 Null damage that ignores all defenses.

Area: Netopia, Sharo, Hades Isle

HP: 120
Attack Damage/Effect: 30 Null + Break + Panel Break + WideAttack
Attack Accuracy: D
Attack Description: Slams the enemy and surrounding area with fist. This is executed as a Drop Attack, and is more damaging to targets below ground (IE: Submerged or burrowed).
Element: None.
Possible Rewards (Per Virus): GolemHit1, Zenny
Special: Hardbody.
A: 40Hp [Normal] [Far left end of the area]
CraggerCragger (Cragger)

Craggers are pretty easy targets, given their size. They also move very rarely, and when they do they move slowly. Their dodge rate is abysmal. They generally rely on their HardBody defense, which reduces non-break damage by half, but doubles break damage. They have high attack power and AoE, but their accuracy is generally bad as their attacks are easy to follow and take time to deliver. Their attack is executed as a Drop Attack, and thus attacks from above, and not head-on. Targets caught underground within this attack's AoE range take an additional 50 Null damage that ignores all defenses.

Area: Netopia, Sharo, Hades Isle

HP: 120
Attack Damage/Effect: 30 Null + Break + Panel Break + WideAttack
Attack Accuracy: D
Attack Description: Slams the enemy and surrounding area with fist. This is executed as a Drop Attack, and is more damaging to targets below ground (IE: Submerged or burrowed).
Element: None.
Possible Rewards (Per Virus): GolemHit1, Zenny
Special: Hardbody.
B: 40Hp [Normal] [Far right end of the area]
HotHeadHotHead (HotHead)

HotHeads alternate actions between attacking and guarding. These are the only actions HotHeads may perform, and the first action of every battle is always guarding. HotHeads will not break from this pattern unless forced to by status effects. HotHeads cannot be lifted or thrown, even with Rageclaw.

Area: Netopia, Hades Isle, Kotobuki Town

HP: 60
Attack Damage/Effect: 30 Fire + Break + Small Lava Terrain Change
Attack Accuracy: C
Attack Description: Fires Cannonball. Breaking. Creates Lava Terrain.
Element: Fire
Possible Rewards (Per Virus): LavaBall1, Zenny
Special: Immobile.
- Iron Body when not attacking.
: DELETED

-=Pathfinding Party=-
Map-Wielding MetoolMetool (Metool)

Metools not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave, Zenny
Special: Can hide in its helmet to negate damage.
: 40Hp [Holy] [A bit of distance away from Seafoam]
Sculptor MetoolMetool (Metool)

Metools not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave, Zenny
Special: Can hide in its helmet to negate damage.
: 40Hp [Holy] [A bit of distance away from Seafoam]
Nervous MetoolMetool (Metool)

Metools not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave, Zenny
Special: Can hide in its helmet to negate damage.
: 40Hp [Normal] [Away from Seafoam, but in the other direction]

-=Marshal of Meandering Metools=-
Seafoam.Exe: 110Hp [Cracked]

-=Surely Getting Closer Now?=-
30% Normal
  • No effects.
[Most of the terrain]
20% Holy
  • Halves Final Damage.
  • Cannot be in Sigs.
  • PanelShot: Converts attack to Life Drain.
[Four patches, two at Seafoam's end, two at the opposite end]
10% Lava
  • Non-Fire Elementals lose 5 HP/action standing, 10 HP/action submerged. Doubled for Wood Elementals, nullified for Fire Elementals.
  • Aqua attacks: Panel explodes, +100% Source Aqua Damage, change terrain hit to Normal.
  • PanelShot: Imbue Fire.
[Four small puddles; circles of lava on each side of the HotHead in the centre]
20% Broken
  • Not bottomless.
  • Reverts to Normal after a time, if no one is inside.
  • Doubles dodge penalties for bad RP.
  • 1-4 Movements actions to climb back out depending on method.
[Broken hole where the Craggers attacked Seafoam in the first round, as well as another section where their attacks overlapped]
10% Cracked
  • Changes to Broken when stepped on, chance to fall in when triggered.
  • Burrow: Change terrain to Broken, Null 50 to burrower.
  • Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
  • PanelShot: Splash1.
[Mid-field area where some of the Craggers other attacks damaged the ground]
10% Metal
  • Cannot be Broken or Cracked except with Geddon/PanelShot, cannot be Burrowed into.
  • Elec attacks: +100% Source Damage.
  • 100 Damage Aqua attacks: Change terrain hit to Cracked.
  • 100 Damage Fire attacks: Change terrain hit to Furnace.
  • PanelShot: Imbue Elec + Break.
[Two points on the sides of the area, halfway down, with ladders that lead upwards]



Area is a broad, oval shaped space, surrounded by metallic structures, with mesh gantries running overhead. Many heavy-looking objects are affixed the upper gantry, but could be knocked down. The ground has several small lava pools scattered about it, along with four patches of holy panelling, two at either end.

It takes a movement, or a feint to position yourself beneath a hanging object or to get out from under one; disturbed objects may fall at the end of the turn they are damaged, and will deal 30 Break damage to any target, navi or virus, underneath them when they fall.
"...fluff." was Seafoam's only response to seeing the falling objects miss her targets entirely. Conjuring a harpoon, the netnavi focused, channeling energy into the weapon. It took some time, but eventually the weapon lit up with a soft, flickering blue glow. Pulling back her arm, Seafoam hurled the weapon, this time aiming directly for one of the viruses instead of trying to dislodge another object.

Following up on her charged harpoon, Seafoam lifted her other hand, sending a wave crashing across terrain towards her target. After that, the netnavi readied herself to avoid any attacks from either of the remaining viruses.

Turn Summary
1. Charge
2. Charge
3. Charged Buster Shot: 40 Aqua @ Cragger A
4. Wave Strike: [color=aqua]40 Aqua; Ground (Acc B/D) @ Cragger A
5. Dodge
6. Dodge
Status:
HP: 110/150
Wave Strike on Cooldown 1/1
High Tide Ready
Chips used: Cannon
Deciding to not bother with the hanging implements this time around, Seafoam would begin to charge her buster up in defiance of maneuvering the rocky golems out of their little hole and under some more of the hanging implements. This would cause the two to look at one another before charging up their fists again for another strike at the navi, almost in unison they would quickly slam their fists down as the rocky fists would attempt to crush Seafoam this time...unfortunately, their fists went way overhead of the navi and crashed down behind her, destroying part of the field in tandem, one cracking, the other smashing through the paneling and beginning to block off any hope of a retreat should it come to that.

But regardless, Seafoam finished her charge and let her lance fly, the navi's spear cracking a chunk off the virus where it impacted, as her followup wave attack would actually strike true against the virus' body from underneath, causing it to collapse into a heap of rubble and not get back up (40+40=80/2=40 total) from the attack. The virus' friend was DEEPLY angry at this, gritting it's jumbled teeth and narrowing it's eyes at her and her alone. Any thoughts of crushing the mets would fade away as the trio of metools would swing their picks in unison, cheering on Seafoam with reckless abandon. This only further angered the virus as it slammed it's fist down again...and again, missing, going behind her before she could move and into the hole made just a moment ago. There was little left to do, she could easily chip this one down and hopefully get these mets to a portal.

-=Rocky Residents=-
CraggerCragger (Cragger)

Craggers are pretty easy targets, given their size. They also move very rarely, and when they do they move slowly. Their dodge rate is abysmal. They generally rely on their HardBody defense, which reduces non-break damage by half, but doubles break damage. They have high attack power and AoE, but their accuracy is generally bad as their attacks are easy to follow and take time to deliver. Their attack is executed as a Drop Attack, and thus attacks from above, and not head-on. Targets caught underground within this attack's AoE range take an additional 50 Null damage that ignores all defenses.

Area: Netopia, Sharo, Hades Isle

HP: 120
Attack Damage/Effect: 30 Null + Break + Panel Break + WideAttack
Attack Accuracy: D
Attack Description: Slams the enemy and surrounding area with fist. This is executed as a Drop Attack, and is more damaging to targets below ground (IE: Submerged or burrowed).
Element: None.
Possible Rewards (Per Virus): GolemHit1, Zenny
Special: Hardbody.
A: RUBBLE (PING)
CraggerCragger (Cragger)

Craggers are pretty easy targets, given their size. They also move very rarely, and when they do they move slowly. Their dodge rate is abysmal. They generally rely on their HardBody defense, which reduces non-break damage by half, but doubles break damage. They have high attack power and AoE, but their accuracy is generally bad as their attacks are easy to follow and take time to deliver. Their attack is executed as a Drop Attack, and thus attacks from above, and not head-on. Targets caught underground within this attack's AoE range take an additional 50 Null damage that ignores all defenses.

Area: Netopia, Sharo, Hades Isle

HP: 120
Attack Damage/Effect: 30 Null + Break + Panel Break + WideAttack
Attack Accuracy: D
Attack Description: Slams the enemy and surrounding area with fist. This is executed as a Drop Attack, and is more damaging to targets below ground (IE: Submerged or burrowed).
Element: None.
Possible Rewards (Per Virus): GolemHit1, Zenny
Special: Hardbody.
B: 40Hp [Normal] [Far right end of the area]
HotHeadHotHead (HotHead)

HotHeads alternate actions between attacking and guarding. These are the only actions HotHeads may perform, and the first action of every battle is always guarding. HotHeads will not break from this pattern unless forced to by status effects. HotHeads cannot be lifted or thrown, even with Rageclaw.

Area: Netopia, Hades Isle, Kotobuki Town

HP: 60
Attack Damage/Effect: 30 Fire + Break + Small Lava Terrain Change
Attack Accuracy: C
Attack Description: Fires Cannonball. Breaking. Creates Lava Terrain.
Element: Fire
Possible Rewards (Per Virus): LavaBall1, Zenny
Special: Immobile.
- Iron Body when not attacking.
: DELETED

-=Pathfinding Party=-
Map-Wielding MetoolMetool (Metool)

Metools not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave, Zenny
Special: Can hide in its helmet to negate damage.
: 40Hp [Holy] [A bit of distance away from Seafoam]
Sculptor MetoolMetool (Metool)

Metools not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave, Zenny
Special: Can hide in its helmet to negate damage.
: 40Hp [Holy] [A bit of distance away from Seafoam]
Nervous MetoolMetool (Metool)

Metools not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave, Zenny
Special: Can hide in its helmet to negate damage.
: 40Hp [Normal] [Away from Seafoam, but in the other direction]

-=Marshal of Meandering Metools=-
Seafoam.Exe: 110Hp [Cracked]

-=Surely Getting Closer Now?=-
20% Normal
  • No effects.
[Part of the terrain, mostly in front of Seafoam and where the mets were at]
20% Holy
  • Halves Final Damage.
  • Cannot be in Sigs.
  • PanelShot: Converts attack to Life Drain.
[Four patches, two at Seafoam's end, two at the opposite end]
10% Lava
  • Non-Fire Elementals lose 5 HP/action standing, 10 HP/action submerged. Doubled for Wood Elementals, nullified for Fire Elementals.
  • Aqua attacks: Panel explodes, +100% Source Aqua Damage, change terrain hit to Normal.
  • PanelShot: Imbue Fire.
[Four small puddles; circles of lava on each side of the HotHead in the centre]
30% Broken
  • Not bottomless.
  • Reverts to Normal after a time, if no one is inside.
  • Doubles dodge penalties for bad RP.
  • 1-4 Movements actions to climb back out depending on method.
[Broken hole where the Craggers attacked Seafoam in the first round, as well as another section where their attacks overlapped, as well as a gaping hole behind Seafoam]
10% Cracked
  • Changes to Broken when stepped on, chance to fall in when triggered.
  • Burrow: Change terrain to Broken, Null 50 to burrower.
  • Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
  • PanelShot: Splash1.
[Mid-field area where some of the Craggers other attacks damaged the ground]
10% Metal
  • Cannot be Broken or Cracked except with Geddon/PanelShot, cannot be Burrowed into.
  • Elec attacks: +100% Source Damage.
  • 100 Damage Aqua attacks: Change terrain hit to Cracked.
  • 100 Damage Fire attacks: Change terrain hit to Furnace.
  • PanelShot: Imbue Elec + Break.
[Two points on the sides of the area, halfway down, with ladders that lead upwards]



Area is a broad, oval shaped space, surrounded by metallic structures, with mesh gantries running overhead. Many heavy-looking objects are affixed the upper gantry, but could be knocked down. The ground has several small lava pools scattered about it, along with four patches of holy panelling, two at either end.

It takes a movement, or a feint to position yourself beneath a hanging object or to get out from under one; disturbed objects may fall at the end of the turn they are damaged, and will deal 30 Break damage to any target, navi or virus, underneath them when they fall.
Seafoam laughed as she began charging another harpoon, "That's more like it!" As the weapon began glowing, the netnavi hurled it at the remaining virus, before Coral spoke up.

"Shotgun on its way. Don't think that you have to end this with your buster."

"Thanks Coral," Seafoam said, lifting a blunderbuss that formed from the incoming chip data to point at the virus before pulling the trigger to send a blast of shot downrange. The navi would then flip herself to the side in a cartwheel, her enthusiasm being shown in an acrobatic display. Finally, she would take one more step to the side, the additional movement hopefully helping to throw off her enemy's aim.

Turn Summary
1. Charge
2. Charge
3. Charged Buster Shot: 40 Aqua @ Cragger B
4. ShotgunDamage: 50 + Spread 1
Accuracy: A
Description: A gun whose shot penetrates an enemy to hit another one directly behind it.
Duration: Once
Element: Null
Trader Rank: E
: 50 + Spread 1 (Acc: A) @ Cragger B
5. Dodge
6. Dodge
Status:
HP: 110/150
Wave Strike on Cooldown 0/1
High Tide Ready
Chips used: Cannon, Shotgun
Standing her ground as she charged up another of her harpoons, the angry Cragger would do much the same, fist glowing softly as it threw another punch at the navi...missing entirely again, miraculously as her charge shot went off, sending cracks into the Cragger's body (40/2). The virus seemingly was uninterested in the damage, more that it's attack had missed yet again, but before it got the chance to ruin Seafoam's day, it was blasted in the chest and deleted outright (50/2), the virus crumpling into another massive heap of rubble, the battle finally over. The Mets cheering happily as the monsters were finally gone and finally, the group could potentially escape from this hellhole. Though inbetween the zenny she earned, a massive fist from one of the craggers could be seen...maybe enough data existed for chip data...

-=Rocky Residents=-
CraggerCragger (Cragger)

Craggers are pretty easy targets, given their size. They also move very rarely, and when they do they move slowly. Their dodge rate is abysmal. They generally rely on their HardBody defense, which reduces non-break damage by half, but doubles break damage. They have high attack power and AoE, but their accuracy is generally bad as their attacks are easy to follow and take time to deliver. Their attack is executed as a Drop Attack, and thus attacks from above, and not head-on. Targets caught underground within this attack's AoE range take an additional 50 Null damage that ignores all defenses.

Area: Netopia, Sharo, Hades Isle

HP: 120
Attack Damage/Effect: 30 Null + Break + Panel Break + WideAttack
Attack Accuracy: D
Attack Description: Slams the enemy and surrounding area with fist. This is executed as a Drop Attack, and is more damaging to targets below ground (IE: Submerged or burrowed).
Element: None.
Possible Rewards (Per Virus): GolemHit1, Zenny
Special: Hardbody.
A: RUBBLE (PING)
CraggerCragger (Cragger)

Craggers are pretty easy targets, given their size. They also move very rarely, and when they do they move slowly. Their dodge rate is abysmal. They generally rely on their HardBody defense, which reduces non-break damage by half, but doubles break damage. They have high attack power and AoE, but their accuracy is generally bad as their attacks are easy to follow and take time to deliver. Their attack is executed as a Drop Attack, and thus attacks from above, and not head-on. Targets caught underground within this attack's AoE range take an additional 50 Null damage that ignores all defenses.

Area: Netopia, Sharo, Hades Isle

HP: 120
Attack Damage/Effect: 30 Null + Break + Panel Break + WideAttack
Attack Accuracy: D
Attack Description: Slams the enemy and surrounding area with fist. This is executed as a Drop Attack, and is more damaging to targets below ground (IE: Submerged or burrowed).
Element: None.
Possible Rewards (Per Virus): GolemHit1, Zenny
Special: Hardbody.
B: DOUBLE RUBBLE
HotHeadHotHead (HotHead)

HotHeads alternate actions between attacking and guarding. These are the only actions HotHeads may perform, and the first action of every battle is always guarding. HotHeads will not break from this pattern unless forced to by status effects. HotHeads cannot be lifted or thrown, even with Rageclaw.

Area: Netopia, Hades Isle, Kotobuki Town

HP: 60
Attack Damage/Effect: 30 Fire + Break + Small Lava Terrain Change
Attack Accuracy: C
Attack Description: Fires Cannonball. Breaking. Creates Lava Terrain.
Element: Fire
Possible Rewards (Per Virus): LavaBall1, Zenny
Special: Immobile.
- Iron Body when not attacking.
: DELETED

-=Pathfinding Party=-
Map-Wielding MetoolMetool (Metool)

Metools not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave, Zenny
Special: Can hide in its helmet to negate damage.
: 40Hp [Holy] [A bit of distance away from Seafoam]
Sculptor MetoolMetool (Metool)

Metools not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave, Zenny
Special: Can hide in its helmet to negate damage.
: 40Hp [Holy] [A bit of distance away from Seafoam]
Nervous MetoolMetool (Metool)

Metools not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave, Zenny
Special: Can hide in its helmet to negate damage.
: 40Hp [Normal] [Away from Seafoam, but in the other direction]

-=Marshal of Meandering Metools=-
Seafoam.Exe: 110Hp [Cracked]

-=Surely Getting Closer Now?=-
20% Normal
  • No effects.
[Part of the terrain, mostly in front of Seafoam and where the mets were at]
20% Holy
  • Halves Final Damage.
  • Cannot be in Sigs.
  • PanelShot: Converts attack to Life Drain.
[Four patches, two at Seafoam's end, two at the opposite end]
10% Lava
  • Non-Fire Elementals lose 5 HP/action standing, 10 HP/action submerged. Doubled for Wood Elementals, nullified for Fire Elementals.
  • Aqua attacks: Panel explodes, +100% Source Aqua Damage, change terrain hit to Normal.
  • PanelShot: Imbue Fire.
[Four small puddles; circles of lava on each side of the HotHead in the centre]
30% Broken
  • Not bottomless.
  • Reverts to Normal after a time, if no one is inside.
  • Doubles dodge penalties for bad RP.
  • 1-4 Movements actions to climb back out depending on method.
[Broken hole where the Craggers attacked Seafoam in the first round, as well as another section where their attacks overlapped, as well as a gaping hole behind Seafoam]
10% Cracked
  • Changes to Broken when stepped on, chance to fall in when triggered.
  • Burrow: Change terrain to Broken, Null 50 to burrower.
  • Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
  • PanelShot: Splash1.
[Mid-field area where some of the Craggers other attacks damaged the ground]
10% Metal
  • Cannot be Broken or Cracked except with Geddon/PanelShot, cannot be Burrowed into.
  • Elec attacks: +100% Source Damage.
  • 100 Damage Aqua attacks: Change terrain hit to Cracked.
  • 100 Damage Fire attacks: Change terrain hit to Furnace.
  • PanelShot: Imbue Elec + Break.
[Two points on the sides of the area, halfway down, with ladders that lead upwards]



Area is a broad, oval shaped space, surrounded by metallic structures, with mesh gantries running overhead. Many heavy-looking objects are affixed the upper gantry, but could be knocked down. The ground has several small lava pools scattered about it, along with four patches of holy panelling, two at either end.

It takes a movement, or a feint to position yourself beneath a hanging object or to get out from under one; disturbed objects may fall at the end of the turn they are damaged, and will deal 30 Break damage to any target, navi or virus, underneath them when they fall.

Battle 4 victory!
Rewards: 720z, GolemHit1Damage: 140 + Break + Panel Crack + Wide Attack
Accuracy: C
Description: A fist of stone falls from the sky to smash an enemy, and create a shock wave that hits two nearby enemies. The area affected by the fist becomes Cracked terrain.
Duration: Once
Element: Null
Trader Rank: D
((Where'd that 30 HP go? I had 110, and I didn't get hit?))
((1500z -> 2220z))
((GET: GolemHit1Damage: 140 + Break + Panel Crack + Wide Attack
Accuracy: C
Description: A fist of stone falls from the sky to smash an enemy, and create a shock wave that hits two nearby enemies. The area affected by the fist becomes Cracked terrain.
Duration: Once
Element: Null
Trader Rank: D
))

It took Seafoam a few moments to relax after the last virus collapsed into rubble. Noticing that one of the fists seemed to be intact, the curious netnavi approached and picked up the stone appendage and inspecting it closely, before putting it away...somewhere. "Coral, did my PET get that data?"

Coral leaned back in her seat before answering, "Yeah, a GolemHit chip." She didn't continue, still thinking over the encounter that the pair had just had.

Meanwhile, Seafoam had started collecting the Zenny from the battle, sending it to the pair's PET in the same manner. For a while, the navi worked in silence, but it wasn't long before she finished collecting everything that they could use, and turned her attention towards moving forward. Looking upward, something clicked. "Y'know...I bet that I could navigate better if I got higher."

Coral wasn't quite sure what her navi was talking about for a moment, before remembering the gantries. "Is there even a way to get up there safely?"

Seafoam hummed noncommitally as she turned to examine the surrounding structures. Finally, she started moving towards one, probably hoping to find a ladder on the other side.

((Look for a way to get up onto the gantries, or even higher if possible.))
While it seemed like her metool wards were taking a few extra moments to relish their victory over viruses that were normally a major danger to them (and whack at the remaining chunks of broken rubble that were still breaking down), Seafoam decided to get a better vantage point and confirm her location. Fortunately enough, the pair of metal ladders halfway along the enclosed space, on either side that seemed to lead upwards into the structures above, had survived the recent battle undamaged so climbing one was easy enough for her.

The ladder led up into the nest of metallic lighting equipment and though it did crest at a walkable gantry that latticed out above the ground below, it swiftly became clear that the structure holding all of the various stage equipment went onward and upward for several more levels overhead. The metal felt hot to the touch, but it was hard to tell right away whether it was from the bright sun and dry heat bearing down on everything in this part of the netopian nets, or whether some part of the machinery and equipment was generating the heat itself. The lights didn't seem to be on right now, but the nest was strung with cables and cords and the quiet whirring of fans, amidst quieter electronic sounds, could be heard as an ambient undertone to everything.

One odd element that became immediately apparent to Seafoam once she had climbed the ladder and got her footing on the walkway, was that this volume of structure climbing up and up sure hadn't seemed to be visible here when she had approached from the outside. It seemed like there was a whole lot more space and distance up here that it looked like from the ground, or from outside the structure.

It took Seafoam and extra few moments to pick her way across the walkway, moving hanging cables aside and ducking around protruding lighting apparatus, until she broke out into open space again and looked out over the local Netopian net space – hard rocky terrain baking in the sunny hat. A glance behind her showed only a thin, single layer of stage lights, covered over by heavy, sun-reflective tarps, but ducking back under the curtain of hanging wires and cords was a return to that strange theatre-tech jungle within.

Rgardless, she had a good chance here to survey the surrounding network and make sure they were on course for the transition she was aiming for. The hard, rocky area of the net continued on in two directions, and Seafoam could see several more similar structures to the one she was standing on top of dotted erratically across the landscape in the distance. In another direction, the network seemed to slide into a slightly more hospitable-looking landscape, with more greenery and what looked like occasional radio signal towers. As it turned out, she'd gotten ever so slightly off-course, but the higher vantage point made it much easier for her to correct mentally and chart the course she'd need to take to get her charges to the transition safely.

A couple of curious 'meeps' from below drew Seafoam's attention back to the present, where, down below, the trio of exploring metools had decided to come and see what their guide was up to – they were now industriously climbing the ladder up towards the gantry, pulling themselves up one step at a time with their pickaxes and seemingly in good spirits. The first one was just about to disappear from her line of sight as it neared the top of the ladder.

((Choice of exploration is up to you ^.^ There are no wrong directions – just remember to state your battle ready whenever you want to start your next combat encounter.))
It took Seafoam only a few minutes to mentally chart a course to the transition. Happily, the fastest way to said transition looked to be going through greener terrain, something the navi appreciated. "Alright then, let's get you back to Netopia," she said, turning to head back down the structure. This was slower going then the ascent, as Seafoam was taking pains to make sure that the metools relying on her as a guide weren't left behind; still, it wasn't more than perhaps 5 minutes before the group was back on ground level, and headed for the greenery that Seafoam had spotted from on top of the strange structure.

((Heading for the greener area. Ready for Battle 5))
Carefully making her way back to ground level with her entourage, Seafoam set out towards the distant radio towers and greener terrain with renewed certainty in her path. It took a little while to make sure her wards were all accounted for and following safely, after the strange dimension-stretching upper-works of the theatre space, but soon enough the small party was moving forward again.

The mets following her chattered away with enthusiastic and curious sounds as they took in the sights; they glanced at each of the radio towers that the group moved past or came close to, almost as though they were listening to something that Seafoam herself couldn't quite hear, but eventually she began to pick up the background sound of different radio communications zipping back and forth; odd scraps of conversations leaking out on poorly secured channels, the occasional public broadcast program and other snippets of day to day listening.

The green hills covered with various natural vegetation began to grow more uneven as Seafoam approached her destination, and she found herself leading the small party down into what was becoming a deep valley, with high craggy hills reaching up on either side as the ground rolled gently downward. The radio towers continued as well, growing more frequent as they poked out between the plants and trees, and in some cases even jutted out of the rocky walls of the valley at irregular angles.

It was subtle at first, but Seafoam began to hear music, filtering out from the towers underneath their other signals. It was easy to miss at first, but the deeper into the valley she pressed, the clearer the sound became. It was on every channel, and underneath every signal now, gradually growing louder until it was the primary sound she was hearing, and the other information was swiftly being drowned out and lost. The music itself was strange and had steady beat to it; it was vaguely folksy, and a little bit rhythmic and hypnotic, but in a fun kind of way. It was just the kind of music that was prone to set one's foot tapping unconsciously, to to make a person sway to it gently without thinking. Behind her, the trio of metools following her had fallen into a rhythm step that matched the music, their pickaxes swaying back and forth in the air to the beat and their helmets nodding as they seemed to vibe along to the beat. Soon the beat of the music seemed to thrum through the air, and the sense that she was approaching the source grew clearer to Seafoam's senses.

A short way ahead of her, a tall cacty came into view... at least maybe it was a cacty? It bobbed and swayed to the music, and as it moved it began to look more like an entire line of similar cacty, all pressed together, swaying and grooving as it snaked back and forth across the increasingly cramped confines of the valley. Each cactus body was five segments high, instead of the normal three of a regular virus, and most of the heads seemed to be fake – just slightly different looking body segments. The virus as a whole – as it seemed like it must surely be – only seemed to have one 'proper' head; it had wide, dizzy eyes that spun with a kaleidoscope of swirling colours above an uncharacteristically manic grin. It was wearing a large party hat, complete with streamers, ear pieces and even a pair of little sparklers sticking up at jaunty angles. The head seemed to spend most of its time on the lead body but as the congo line of cacti swayed and danced, the head also seemed to bounce around, switching places with the other false head segments at random.

The party hat wasn't the only piece of festive gear the virus seemed to be wearing; each cactus body had a selection of bells attached to the lowest segment, which all jingled at regular rhythmic times with the rest of the music. About halfway up, they each bore a pair of long cloth kerchief, seemingly held on by virtue of being pinned through a spike on each side of the cactus, and these also danced and swished in time with the swaying movement of the cactus line. The air felt vaguely thick and a little cloying as Seafoam drew closer; there was the faint hint of a pleasant perfume, mixed with warmth and moisture in the air. The main head bounced back to switch places with a body somewhere in the middle and turned its crazy-eyes grin towards the approaching navigator, head tilting back and forth with the music as though inviting her to come dance with it. The music pulsed and swelled, thrumming through the air now; behind her, her met followers seemed mesmerised by the sound; it reverberated from the surrounding towers, and whatever other signals were supposed to be transmitting right now were clearly being blocked and congested by the virus' presence. More pressingly for Seafoam, the dancing and shifting of the virus had led it to a point of blocking up and congesting her entire path froward towards the transition point. Something needed to be done, it would seem.


-=Delirious DJ =-
CactoCongo.Worm: 300Hp [Dancing!][1-Hit Party Hat (Worn on Head)][Normal]

-=In The Spotlight =-
Seafoam.Exe: 110Hp [Grass]

-=Back-up Dancers?=-
Map-Wielding MetoolMetool (Metool)

Metools not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave, Zenny
Special: Can hide in its helmet to negate damage.
: 40Hp [Normal] [Just behind Seafoam]
Sculptor MetoolMetool (Metool)

Metools not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave, Zenny
Special: Can hide in its helmet to negate damage.
: 40Hp [Grass] [Behind and left of Map Metool]
Nervous MetoolMetool (Metool)

Metools not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave, Zenny
Special: Can hide in its helmet to negate damage.
: 40Hp [Grass] [Behind and right of Map Metool]

-=Not Mean To Be a Mosh-Pit =-
60% Normal
  • No effects.

40% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.


Valley area starts grassy and become rocky (normal) towards the virus' end; terrain is mostly even, but the valley is moderately narrow.

-=Battle 5, Start!=-
Seafoam stepped forward, reaching out towards the dancing...cactus worm with both hands, "Catchy beat there! Are you holding a shindig?"

At this point, Coral spoke up for the first time in a while, "Seafoam...this feels like a trap. As...festive as that thing looks, there's something offputting about it."

Seafoam's enthusiasm wasn't deterred in the slightest by her NetOp's caution. Still, the warning did remind the NetNavi that she was on a mission. "Oh don't worry about it...Mister Cacty, I can stay and dance for a bit, but I do have to get these mets back to ACDC net...I can't stay too long," she said, trying to reason with the eerily grinning virus.

((Attempt to join the festivities for a bit.))
Ahead of her, the strange cactus worm continued to dance and jig, the long line of its many bodies shuffling along in arching twists and turns as it swayed to the thrumming beat of the music. The air felt alive with sound and it almost seemed to sparkle and shimmer, like a party at a disco. Everywhere, all around, motes and streams of bright colours seemed to mingle and scatter through the air in a joyful haze. As the head of the worm grinned back at her, and Seafoam approached unheeding of her operator's warning, its eyes swirled bright and wild in a spiral of rainbow hues and Seafoam could feel the fun and playful nature of the creature flooding out to her; the very thought of bringing violence to this situation seemed to drift further and further from her mind.

Looking on, Coral might notice that her navi's steps seemed to grow more sluggish, as her body began to sway more to the rhythm of the music, but settled on the heavy lower beat that made her seem to move slower just to stay in time with it. On her PET, coral would be able to see an unusual debuff afflicting her navi, beyond the slowing effect; something that would sap the damage of her offence chips at the very least.

For Seafoam, drawing closer to the dance party, the shimmering multi-hued sparkle in the air resolved into clarity and she began to realise that what was ahead of her wasn't just a single virus; they were costumes! A collection of various humanoid navigators danced and partied to the music, dressed up in ribbons and streamers and bells as they partied the music. Indeed, the ribbons, bells and various jewellery was very nearly all many of the dancers were wearing; nothing indecent, perhaps, but this rave was pushing a line, an everyone seemed to be having a great time of it.

The press of bodies swayed past her in a cheering and dancing congo line, and one of the navis in the line reached out towards her; this was surely the most attractive navi that Seafoam could recall laying eyes on, and they were smiling as they pulled her into the dance line. It was hard not to dance along, as the dancing bodies surrounded her; she could feel them move to the rhythm like a single entity, and she just had to move along, though with so many people, there was a certain amount of unfortunate jostling here and there – a couple of errant elbows and knees collided sharply every now and then, but it wasn't really a big deal, not when there was a party to have.

On the outside, Coral saw her navi drift toward the virus and move up against its wiggling form, almost like she'd been compelled to draw closer to it. It coiled partially around her and, amidst its shifting and swaying, battered at her seemingly oblivious navi with multiple segments of its cactus body. Further back, the trio of metools seemed equally entranced by the strange aura of lights and colours that accompanied the music, but seemed to be more or less ignored by the virus itself.

-=Delirious DJ =-
CactoCongo.Worm: 300Hp [Such Dancing!][1-Hit Party Hat (Worn on Head)][Strengthen: 20][Normal]

-=In The Spotlight =-
Seafoam.Exe: 95Hp [Normal][Slow1 (1 turn)][Hallucinating Illusion: It's a dance party! (1 Turn)][Glitch: Toe-Tapping (2 turns, or until removed)]

-=Back-up Dancers?=-
Map-Wielding MetoolMetool (Metool)

Metools not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave, Zenny
Special: Can hide in its helmet to negate damage.
: 40Hp [Normal] [Just behind Seafoam]
Sculptor MetoolMetool (Metool)

Metools not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave, Zenny
Special: Can hide in its helmet to negate damage.
: 40Hp [Grass] [Behind and left of Map Metool]
Nervous MetoolMetool (Metool)

Metools not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave, Zenny
Special: Can hide in its helmet to negate damage.
: 40Hp [Grass] [Behind and right of Map Metool]

-=Not Meant To Be a Mosh-Pit =-
60% Normal
  • No effects.

40% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.


Valley area starts grassy and become rocky (normal) towards the virus' end; terrain is mostly even, but the valley is moderately narrow.

-=Glitch Record=-

Toe-Tapping: Balance Glitch (2 rounds, or until removed with status cure or other similar effects). The target can't help but respond to a beat that they can hear, tapping, bouncing or otherwise jigging to it. The sense of rhythm helps them dodge more effectively, at least if they dodge to the beat, but ti also hinders their ability to take proper shots and strikes when they need to, rather than hesitating for the right 'rhythm' Dodges are increased by one rank when roleplayed as being made on beat, while attacks accuracy suffers a 1 rank penalty.