The debuff is the main source of damage to Master Gee, and is key to winning the fight. This buff stacks and with greater stacks comes greater damage, and thus it is highly advisable to avoid contracting this debuff at all. This debuff applies the base effect of the acid pool constantly to the affected combatant. If either is at the center, it will slowly start to decrease in size, and if they completely remove the entire pool of acid, they will be given a permanent debuff (denoted by a syringe on the HUD). The pools of acid will continue to grow in size until either Master Gee or a Vault Hunter is close enough to the center of the pool. If left unchecked, each acid pool will continue to spread indefinitely - reaching the edge of the arena very quickly - and multiple overlapping pools will cause increased damage stacks. Certain damage-response effects, such as Shield Booster drops from Booster Shields, cannot be triggered by damage from an acid pool. The damage cannot be avoided by standing on another object or jumping, nor will any damage modifiers such as Adaptive or Alkaline Shields reduce it. The acid will begin to pool and spread, causing damage to anyone within range of the pool, Master Gee included. When a sand worm is killed, a fountain of light green acid will begin to flow from the hole left by the worm. If a character drops into Fight For Your Life, the worms may retreat into the ground, making it more difficult to use them for a Second Wind. The sand worms here do the basic acid ball attacks, attacking more often and faster than Master Gee. There is no limit to the number of sand worms which can be in the arena at the same time. If a sand worm is not killed fast enough, eventually another will spawn in addition, and so on. Sand worms will spawn one at a time, but also at regular intervals. He can only be harmed by stomping on his head, dealing 1 or 2 points of damage. At the start of the battle and after every series of harpoon attacks, he will throw a tomahawk at the closest Vault Hunter, with tomahawk damage scaling up as his health depletes.īefore his shield is depleted, Master Gee is practically immune to player-controlled damage due to his shield. The harpoons are slow-moving and inaccurate, but also deliver a timed but powerful explosion after impact. He will sometimes drop to a knee and then start firing his harpoons. His main attack is a melee attack with his fists. He has very few attacks that he will use. Master Gee is a fairly slow moving enemy, and most of the fight will occupy his time by chasing a Vault Hunter. Master Gee becomes hostile when he is first attacked. Players have the opportunity to assemble and plan a strategy before initiating combat. Initially, Master Gee will not be aggressive. A nearby pirate chest on the south side is concealed beyond a ramp ducking under the other building there.06 June 2014 Walkthrough Objectives Inside are a number of lootable objects containing wads of cash. The room can be difficult to access, requiring a leap from a railing and onto a vent in the structure's north wall to reach. Maroonie's Secret Stash is a hidden room on the upper floor of a windmill. It's purpose was to point the way to a vast treasure chamber hidden beneath the sands of Wurmwater, and it could only do this when separate pieces of his compass were assembled and used as a key in its topmost level.Īt the top of the Lighthouse are two large red chests, which can be used to quickly farm for loot before the compass is used. Magnys Lighthouse, from which the surrounding area takes its name, is a tower constructed by the legendary Captain Blade shortly before his death. It is the home of DJ Tanner who maintains his pirate radio station from the upper floor of a low tower here. Lieutenant White (during X Marks the Spot)ĪM-FM Isle is a nearby spire connected to the main land mass by some rail bridges in a state of disrepair.Lieutenant Hoffman (during X Marks the Spot).
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