Seabed: Difference between revisions
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Seabed is the fourth area introduced in Episode 2. Here, players explore a derelict research facility submerged somewhere near the coast of Gal Da Val. Paths forward may be hidden behind destructible terrain elements and through small hallways that won't appear on players' maps. Hazards include the usual damage/status effect traps and introduce two flavors of horizontally swinging gate traps: The first is a stack of | Seabed is the fourth area introduced in Episode 2. Here, players explore a derelict research facility submerged somewhere near the coast of Gal Da Val. Paths forward may be hidden behind destructible terrain elements and through small hallways that won't appear on players' maps. Hazards include the usual damage/status effect traps and introduce two flavors of horizontally swinging gate traps: The first is a floating stack of chainsaw-like barriers that will damage and knock players down. The second is a floating laser sensor that will activate nearby pop-up turret traps or occasionally trigger other room hazards. Both types will typically swing slowly through a 90 degree range of motion, return to their initial position, then remain still for a brief moment before moving again. | ||
==Map and layouts== | ==Map and layouts== | ||
===Seabed Upper Levels=== | ===Seabed Upper Levels=== | ||
{{AreaLayouts|layouts=2|AreaSubName=Upper Levels}} | {{AreaLayouts|layouts=2|AreaSubName=Upper Levels}} | ||
The upper levels of the facility feature brighter ambient lighting and the occasional opportunity to see marine life swimming outside the windowed hallways. | |||
===Seabed Lower Levels=== | ===Seabed Lower Levels=== | ||
{{AreaLayouts|layouts=2|AreaSubName=Lower Levels}} | {{AreaLayouts|layouts=2|AreaSubName=Lower Levels}} | ||
The lower levels of the facility are notably darker and show clear signs of structural failure in the form of significant water leaks, collapsed-yet-usable walkways, and extensive structural damage in one of the area's larger rooms. Players' paths through the lower levels are more likely to include narrow, unmarked hallways and enemy ambush spawns in the hallways between rooms. | |||
==Monsters== | ==Monsters== |
Latest revision as of 21:43, 12 March 2025
Seabed | ||
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Attributes :
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A.Beast, Machine, Dark |
Seabed is the fourth area introduced in Episode 2. Here, players explore a derelict research facility submerged somewhere near the coast of Gal Da Val. Paths forward may be hidden behind destructible terrain elements and through small hallways that won't appear on players' maps. Hazards include the usual damage/status effect traps and introduce two flavors of horizontally swinging gate traps: The first is a floating stack of chainsaw-like barriers that will damage and knock players down. The second is a floating laser sensor that will activate nearby pop-up turret traps or occasionally trigger other room hazards. Both types will typically swing slowly through a 90 degree range of motion, return to their initial position, then remain still for a brief moment before moving again.
Map and layouts
Seabed Upper Levels
The upper levels of the facility feature brighter ambient lighting and the occasional opportunity to see marine life swimming outside the windowed hallways.
Seabed Lower Levels
The lower levels of the facility are notably darker and show clear signs of structural failure in the form of significant water leaks, collapsed-yet-usable walkways, and extensive structural damage in one of the area's larger rooms. Players' paths through the lower levels are more likely to include narrow, unmarked hallways and enemy ambush spawns in the hallways between rooms.
Monsters
Name | Attribute | HP | ATP | DFP | MST | ATA | EVP | LCK | EFR | EIC | ETH | EDK | ELT | ESP | XP | DAR | Drop Type |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dolmolm | A.Beast | 355 | 404 | 100 | 0 | 109 | 132 | 8 | 40 | 60 | 15 | 30 | 20 | 15 | 23 | 30 | Weapon |
Dolmdarl | A.Beast | 390 | 450 | 120 | 0 | 130 | 136 | 8 | 15 | 75 | 50 | 30 | 20 | 24 | 27 | 35 | Weapon |
Sinow Zoa | Machine | 662 | 490 | 123 | 88 | 155 | 242 | 20 | 15 | 90 | 90 | 50 | 30 | 25 | 41 | 30 | Weapon |
Sinow Zele | Machine | 845 | 551 | 171 | 125 | 173 | 155 | 25 | 75 | 90 | 90 | 28 | 75 | 20 | 52 | 35 | Frame |
Morfos | Dark | 596 | 440 | 390 | 0 | 180 | 120 | 15 | 50 | 50 | 70 | 36 | 60 | 15 | 39 | 40 | Weapon |
Deldepth | Dark | 400 | 180 | 75 | 0 | 180 | 473 | 5 | 50 | 75 | 75 | 50 | 90 | 5 | 37 | 40 | Barrier |
Recobox | Machine | 800 | 0 | 170 | 0 | 0 | 0 | 27 | 10 | 85 | 45 | 25 | 85 | 0 | 15 | 35 | Unit |
Recon | Machine | 160 | 303 | 90 | 0 | 111 | 100 | 45 | 20 | 20 | 20 | 60 | 20 | 0 | 5 | 10 | Weapon |
Delbiter | Dark | 2340 | 810 | 185 | 0 | 155 | 200 | 5 | 39 | 50 | 80 | 75 | 80 | 45 | 52 | 80 | Weapon |
Olga Flow (Form 1) | Dark | 7700 | 979 | 225 | 0 | 300 | 150 | 25 | 69 | 88 | 77 | 1000 | 90 | 100 | 0 | 0 | None |
Olga Flow (Form 2) | ??? | 8500 | 1100 | 270 | 0 | 270 | 120 | 75 | 95 | 95 | 95 | 95 | 70 | 100 | 4290 | 100 | None |
Gael | ??? | 150 | 0 | 80 | 0 | 0 | 10 | 50 | 85 | 58 | 85 | 1000 | 55 | 100 | 0 | 0 | None |
Giel | ??? | 750 | 0 | 120 | 0 | 0 | 100 | 75 | 45 | 80 | 80 | 80 | 80 | 100 | 0 | 0 | None |
Rare drops
Box drops
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Seabed Upper Levels | |||||||||
Amplifier of Rafoie | Amplifier of Rafoie | Amplifier of Rafoie | Amplifier of Rafoie | Amplifier of Red | Amplifier of Rafoie | Amplifier of Red | Amplifier of Rafoie | ||
1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | ||
Amplifier of Red | Amplifier of Red | AddSlot | |||||||
1/1170.29 | 1/1170.29 | 1/1170.29 | |||||||
Seabed Lower Levels | |||||||||
Launcher | Beam | Claymore | Berdys | Gatling | Baton | Sawcer | Edge | AddSlot | Sawcer |
1/1260.31 | 1/1260.31 | 1/1260.31 | 1/1260.31 | 1/1260.31 | 1/1260.31 | 1/1260.31 | 1/1260.31 | 1/1170.29 | 1/1260.31 |
Berdys | Edge | Beam | Pillar | Edge | Berdys | Launcher | Claymore | Amplifier of Yellow | Gatling |
1/1260.31 | 1/1260.31 | 1/1260.31 | 1/1260.31 | 1/1260.31 | 1/1260.31 | 1/1260.31 | 1/1260.31 | 1/1170.29 | 1/1260.31 |
Amplifier of Yellow | Amplifier of Yellow | ||||||||
1/1170.29 | 1/1170.29 |
CollapseAreas | ||
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Pioneer 2 | Check Room • Hunter's Guild • Lab • Medical Center • The Principal • Shopping District (Arms Shop • Tools Shop • Guards Shop • Tekker) | |
Episode 1 | Forest (1 • 2) • Cave (1 • 2 • 3) • Mine (1 • 2) • Ruins (1 • 2 • 3) | |
Episode 2 | VR Temple (Alpha • Beta) • VR Spaceship (Alpha • Beta) • Central Control Area (Jungle (North) • Jungle (East) • Mountain • Seaside) • Seabed (Upper • Lower) • Control Tower | |
Episode 4 | Crater (East • West • South • North • Interior) • Subterranean Desert (1 • 2 • 3) |