With her inner monologue acting in tandem with her outer monologue, HunterWoman made another pounce across the hedges as the homing ball closed in on her. Her leap and quick duck down almost got her clear of the tracking sphere of energy, but it managed to clip her just as she dropped off the side of the hedge, sending a jolt through her system along with a jittery thread of corrupt code. All in all this made her landing on the inside of the central square less than graceful, but that didn't slow the huntress down.
in fact... it really rather seemed to have the opposite effect. Everything else seemed to be slowing down. The moments stretched out as her senses prickled into heightened awareness. Was everything really moving slowly, or had the navi just found herself sped up?
Didn't matter. What mattered was the mimic in front of her, and the over-eager navi was quick to ready a beat-stick of commendable proportions. the Mimic, however had let out another low, deep chuckle as she tumbled into its enclosure, and by the time HunterWoman had picked herself up and was swinging her log, the crack in the crystal had opened further, and a brilliant beam of thick, raw energy blasted out of it with a crystalline tone. It was so beautiful, and with her heightened senses, HunterWoman could easily see the matrix of particle energy that made up the beam in a spiralling reticulation that bordered on fascinatingly kaleidoscopic. Alas, none of this information helped her in getting out of the way, and the beam was coming right at her chest.
Her first log shattered into fragments before the beam, unable to reach its target, and HunterWoman herself felt the brunt of the energy pulse rip clean through her as well. Far off, the little metool several hedges behind HunterWoman heard the noise and peeked up from under its helmet just in time to see a burst of green energy erupt from the hedge in front of it, rending leaves and twigs as it went. The little guy let out a garbled sound that was something between shock and panic before the beam blasted through it and shredding its way out the far side of the hedge maze. When the beam had passed, the little metool was still spinning about on one foot, then collapsed down, smoking gently and panting.
Fortunately, back at the centre of the maze, HunterWoman had more up her sleeve than just one long, and retaliated with a second swing. This one connected solidly, to the satisfying sound of crunching crystal. Other sounds of scurrying could be heard as the sounds of conflict spurring the other metools to do... whatever they were doing... a bit faster.
In the wake of the beam attack, the hedge section behind HunterWoman collapsed in completely in one place, an looked about ready to go elsewise. Each of the hedges in a direct line behind had also had much of their foliage stripped away and looked decidedly delicate.
-=The Lost Party =-MetoolA: 10hp [Normal][Lost!][Cowering]
MetoolB: 40hp [Normal][Lost! but with MetoolC]
MetoolC: 40Hp [Normal][Lost! but with MetoolB]
MetoolD: 40Hp [Normal][Lost!]
-=Master of the Maze=-Green Mimic: 95hp [Normal][Centre of the maze]
-=Opener of the Data=-
HunterWoman: 105Hp [Normal][Glitch: Over-Caffeinated (3 turns left)]
-=Suddenly Hedge-Maze!=-60% Normal [The floor of the maze is all normal terrain]
40% Grass [Climbing or standing on the maze walls will count as grass terrain]
Notes: the hedge walls can be climbed onto or over with an action and decent RP, or pushed through with 2 actions. Slashing attacks directed at a section of the wall will deal double damage to hedges.
-=The Maze Itself=-The maze is comprised of many hedge sections, each roughly a couple of panels across, such that removing one would make a clean 'branch', just like any other turning or side passage. Each hedge has 80hp, takes double damage from slashing attacks, and counts as wood element.
Undamaged Hedge Sections: 80Hp [Wood][Slashing-Weak] (each)
Damaged HedgeA-E: 20Hp [Wood][Slashing-Weak] (Each)
Destroyed Segment: DELETED

Over-Caffeinated: Over-hyped and hyper twitchy, all the victim's senses are on high alert. As a result, they can take one additional action per turn, over their usual action limit. After three turns of this the glitch will burn out and the victim will crash down, forfeiting an action each turn instead, for two turns. The glitch can be cured with status cure before the crash, preventing it, however the crash effect acts like a nerf, and cannot be cured except by time out, or when combat ends.