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 UA2 - Enemies

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Lance Corporal
Lance Corporal

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PostSubject: UA2 - Enemies   Thu 5 May - 13:50



Life form Grades

As there are a vast number of different mutations, species of enemies are given a letter grade depending on their strength and deadliness when engaged. These range from D to A, with D rank containing the most common and weakest mutations, up to A, where the most powerful and enduring mutations are listed.

Note that some beings are so powerful that they are not given a letter grade, but instead allocated their own unique level that is named after them. There also exist several immobile life forms which do not pose a direct threat, but can spawn other life forms.

Immobile life forms

Immobile life forms do not present a direct threat, but can spawn mutants.

Spore Colony
Spore Colonies often represent the first stage of an infestation. While they pose no direct danger themselves, and spawn only the weak Minions, they are typically a sign that worse is to come. The presense of Spore Colonies may indicate that a network of underground tunnels has been established, which may produce Hive Queens. Spore Colonies should be destroyed on sight to help prevent the further spread of the infestation.

Will not spawn in Umbrella.

Egg Sack
It is unclear how the egg sacks appear, or what lays them. What is known is that if they are allowed to develop, they will eventually hatch to release a Hephaestus, accompanied by a clutch of Terrorizers. If encountered, Egg Sacks should be destroyed to kill the growing Hephaestus inside, while it is vulnerable.

Will not spawn in Umbrella.

D-grade life forms

D-grade life forms pose little to no threat individually, or even in groups composed solely of such life forms. They only pose a serious threat when accompanied by more powerful zombies, giving them time to rush marines while the more powerful zombies absorb damage. These are the most prevalent members of the zombie horde.

A victim of the unfortunate outbreak, rising once again as a bloodthirsty and rotting shadow of their former selves. These are the most common form of enemy encountered, and have undergone the least amount of mutation. They have little advantages or powers that make them any stronger than they were in life, and in fact have very little staying power, often being dispatched in a few shots of a rifle. The only true threat they possess is distracting a soldier from the truly dangerous enemies in higher grades.

These shouldn't be a problem no matter what the situation is; the very worst they could do is get in your way and get you killed off by blocking your escape route.

Fast Zombie
The recently infected, who still retain a human appearance and have not experienced as great an amount of muscular and cardiovascular decay. Fast zombies run at speeds rivalling that of USMC soldiers, but are otherwise weak, dying in a few shots and dealing little damage.

Spiders affected by the virus outbreak, they have mutated to become many times larger than their former selves and, like all other victims, are bloodthirsty. More commonly known simply as spiders, they are even weaker than their common human counterparts and are simple to dispatch; however, they are fast and within the fangs of the Terrorizer lie a poison that can cripple and slowly kill off an unfortunate victim.

While a single rifle butt takes care of these guys easily, one should note that, if they catch you, they could drag you into a situation where you're surrounded by them as the more powerful zombies come to finish you off. They also have a nasty habit of charging at you from the direction you're running to.

Will not spawn in Umbrella.

Occasionally, a dead zombie will rise again as a frenzied and rotting licker. It is unknown whether it is to those careless enough to not fully dispatch a mutant life form, or the mutations of the virus, that the life of this curious monster owes, but it is likely the latter, as lickers have been seen to return from corpses that have been blown apart by powerful explosives. Lickers approach prey at a frenzied pace, but are very weak and will not pose much of a threat unless it happens to return to life next to a clumsy marine.

Like spiders in terms of strength, except much less numerous. Not a threat.

Zombie Dog
Domesticated or stray canines that have fallen prey to the outbreak. Zombie dogs develop a more wolf-like appearance, and will attack any and all non-infected organisms. They are often seen attacking in a large pack, and will chase down their targets without mercy. Like other grade-D's they have little defence against firearms. They're usually only an irritating enemy that chases you everywhere.

Will not spawn in Umbrella.

An infected version of the normal insect. Unnaturally large and dark-tinged, locusts fly at high speeds and attack in groups to quickly eliminate fleeing marines.

While weak, they tend to swarm at you in groups and can become very dangerous. If no one else is there to cover for you, flare them to slow them down before shooting.

Small scarab-like mutants that are spawned periodically by a Gonarch. They are slow-moving, deal low damage and have low hit points. They usually only serve as a distraction to bigger threats.

Will not spawn in Umbrella.

Small creatures which appear to be mutated ants, Minions spawn periodically from Spore Colonies and Hive Queens. While they move quite quickly, they are easily dispatched with small arms fire and deal little damage, and do not pose a serious threat.

Will not spawn in Umbrella.

C-grade life forms

C-grade life forms pose little threat individually, but in groups they may be able to overwhelm an isolated marine, and can threaten an entire squad of marines if they come in very large numbers. They are most threatening when a more powerful zombie can distract fire from C-grade life forms, allowing them time to close with a squad of marines.

Large Zombies
Zombies that are characterized by their unnaturally bulky proportions; whether this is due to mutations of the virus, or to the victim being of significant weight is unknown. They will not act any differently from their more common D-grade cousins and are much slower, but are many times more resistant to attacks as well as boasting a much heavier attack power.

Irritating at lower levels, which is when you don't possess the firepower to put them down quickly. With one or two people, the very last few of a wave of these guys will likely reach you unless you're past level 6 or so.

These minor variations of the common cannon fodder encountered are many times more dangerous than their less volatile counterparts. Identifiable by a slight red tinge to their skin, and a swollen body, these "boomers" do not appear to act any differently to common zombies except for being slightly stronger. However, upon death, chemical reactions in the creature's body cause it to explode in a giant fountain of gore, capable of instantly decapitating a marine if he wanders too close. The explosion itself occurs after a time lapse that can range from seconds to instant, and only affect a short range, but still pose a threat to unwary soldiers.

With a little over twice as much HP as the ordinary fodder type, the boomer actually becomes quite a threat, especially in areas with poor LoS. The main threat is that of them getting close enough to blow up if you kill them, so either do it while they're at a safe range, or run if they get close enough.

Like large zombies, ghouls are a stronger form of the common fodder found. Ghouls have a blue tinge all over their bodies, and are tall of stature. They are more numerous than large zombies, and will shrug off even grenade blasts to continue to pursue their target.

Very common in ordinary difficulty modes after twenty or so minutes, they have a fair amount of speed and endurance, as well as large type armour, which makes firearms less effective. Weaker rifle using MoS' may need to move around to take care of them, while other classes should be able to cope with just shooting.

Will not spawn in Umbrella.

A mutant possibly originating from cats or dogs, the stalker is bestial both in appearance and nature, with a tough red hide and horn-like protrusions from certain parts of its body. While not as powerful as some other members of the C-grade family, the stalker possesses the ability to detect invisible organisms and will alert nearby mutants to their presence.

Natural bane of ghosts, as their speed makes them hard to flee from and their numbers are enough so that killing one won't take care of the detection threat. The chances of these spawning are fairly rare compared to other enemy types, but one should still be cautious when invisible.

Will not spawn in Umbrella.

A slightly larger and more powerful version of the stalker species, they also have the ability to detect invisible enemies and, like the stalkers, will attack in large groups.

These guys are quite a bit more enduring and stronger than the smaller version, so care is advised when trying to take them on by yourself. If you happen upon a pack of these as a ghost when doing missions, your best bet is running and orbing, which will slow them down enough for you to finish them off if the orb doesn't.

Will not spawn in Umbrella.

Another form of a mutated spider, this species is many times larger than the terrorizer type, longer than two or three humans, and possess a distinct upper body that is unlike any normal spider species. They are powerful and enduring like other C-grades, but do not appear to possess any outstanding abilities.

Really just another class of semi-strong zombies, will come in medium groups. You can deal with them with fairly orthodox tactics.

Will not spawn in Umbrella.

If the large zombie is considered obese, then the glutton can be described as downright bloated. This creature has a significant amount of health and its cleaver shaped claws pack a punch. The most unique point of the glutton is that it has been observed to emerge, fully formed, from an infected human, rather than taking time to incubate inside the corpse. This strain can be contracted whenever a marine's HEV suit is puctured - usually via contact with mutants, but firearm damage can also allow an infection to occur. Should a marine be infected with the virus, it will deal slight damage over time, until the marine dies or it is treated by a navy corpsman.

Gluttons are like most other C-grades; moderately strong with medium HP. Deal with them normally.

Will not spawn 'normally' in Umbrella, but can appear via killing an infected marine.

Mutated Dog
Mutant dogs have shown the ability to instantly regenerate when wounded, making these individuals a threat if one lacks the firepower to take them out. These special zombie dogs are known as Mutated dogs. They can be identified by a distinctively high sound when getting shot, and a large blood spurt coming from their bodies as they use their quick regeneration to recover. At low levels, MOSs may need to rely on rifle butting or successive critical shots to overcome the mutated dogs' regeneration rates.

Will not spawn in Umbrella.

A larger and stronger version of the small licker, this species also comes with a twist; it is capable of leaping long distances and heights to assault its target. Along with its C-grade stats, the leaper can potentially significantly damage an unsuspecting marine, or distract one long enough for something bigger to finish them off.

They're not dangerous if you have your teammates with you, but can take down your HP if it spawns right next to you. Because of its jumping ability, fast/hard shooting MoS should watch out for friendly fire when shooting this creature between you and a team mate.

Dark flyer
One of few flying mutants observed since the outbreak, the dark flyer is quite simply that; a dark, bat-like flying creature. Often seen in large groups, dark flyers will attack a target in unison, viciously clawing at the victim from the sky. Combined with its speed, the dark flyer is one of the most deadly creatures to lone, unsupported marines. Its only weakness is a lack of endurance; if sighted quickly, they can be dealt with before harm can come to any members of the squad.

They're like individual locusts, but faster, stronger, and more likely to stack into a large group. Dangerous to lone marines out ramboing/doing missions, and can even take down a member of a small squad before they can be fully taken care of. Flares are the best way to prevent them from getting close, and because of their tendency to stack into a small space, explosives can effectively wipe out the entire wave of them.

Will not spawn in Umbrella.

Shredders have the appearance of dark, winged women. Shredders can not take as much punishment as dark flyers, but are faster and deal more damage, capable of catching and taking down helicopters. Shredders tend to stack on top of each other, allowing them to deal a lot of damage quickly, but also die more quickly to splash damage. The most effective way of dealing with shredders is to flare them, then kill them with bullets or grenades.

Will not spawn in Umbrella.

A hideous mutant, another rare flying variety. Whilst the dark flyer attacks quickly in large groups, the gargoyle will seldom be found in a group bigger than four or five strong, and cannot fly as fast as dark flyers. However, it makes up for this by having a more resilient body, making it more likely to survive a barrage of bullets.

They act more as loners than in groups, unlike dark flyers. Can get close enough to attack before you can kill one off if you're not careful, and become particularly irritating in areas with poor LoS. Sometimes spawn close to/along with dark flyers and attack together.

Will not spawn in Umbrella.

The last of the commonly appearing flying mutants, and the most unique. Horrors so are named because of their appearance; they look like dark, levitating ghosts and spirits, floating in search of their next victim. Exactly what manner of creature and mutation needed to produce such a strange life form is unknown. Their attacks and speed are average, but they have the same ability to blow up as boomers, albeit without the time-delay, making them capable of doing huge amounts of damage if not handled properly. Horrors have, strangely, been sighted accompanying two advanced life forms, also known as 'Bonnie' and 'Dolly'.

Can be more or less dangerous than their boomer counterparts depending on the situation. Without support from the team, horrors are potentially your worst nightmare, but with skilful manoeuvring and tactics, it's possible to use them as a weapon against other zombies, as their explosions will hit anything nearby.

Will exclusively appear alongside Bonnie and Dolly in Umbrella. Spawns normally in other modes.

Considered a large threat to both civilians and marines. They have become something of a legend amongst soldiers because they cannot be seen by the naked eye, making it dangerous for those without the correct equipment. When uncloaked, they resemble tiny, glowing black butterflies. Sightings of Krill in a sector will be relayed to marines stationed there by SOCOM.

When Krill begin to spawn, SOCOM alerts you to their presence in the sector. Krill possess similar hit points and damage to dark flyers, but are significantly slower. Although you should have no problem at all taking care of them at this point in the game, it's still best to be prepared, especially for those classes which do not naturually have a way to detect invisibility. With a little caution, any Krill threat can be neutralised safely.

Most of the time, the cops in North town will kill them (if they are still alive).

Will not spawn in Umbrella.

B-grade life forms

B-grade life forms are the first life forms which can be dangerous on their own. Significantly stronger and rarer than C-grade life forms, B-grade zombies can be killed by a lone marine, but doing so requires considerable time and will almost certainly force the marine to give ground. They typically serve to distract fire from more common zombies, while the weaker zombies swarm over the marine squad.

Class B Zombie
A huge zombie, taller than a small house. They are simply called "B's" or "B-class" as they are extremely rare and been assigned neither a formal or slang name. Their gigantic, powerful bodies allow them to perform feats of strength and power not observed in any type of common zombie; they are capable of surviving barrages of explosives, and killing a marine with two or three thrashes of its giant limbs. They act the same as common zombies, and will even attack in a group with other B-class', making them difficult to deal with alone.

Four of these may spawn with two Gonarchs as one of the first missions of the game, but from then they will not spawn until late in the game. Early on since all 6 can withstand large amounts of damage, coordination with team mates along with use of smoke grenades and flares is recommended. Later, they pose little individual threat.

Will not spawn in Umbrella.

Another large zombie, but with much more distinct muscle mass (to the point where it appears that the beast's muscles have burst through its skin) and a more stout appearance. They are larger than any C-grade, but still smaller than most other B-class zombies. These monsters are slow, but will shrug off most forms of weaponry without pausing in the slightest, usually requiring concentrated fire to kill effectively. They are also fairly common for their grade; where there is one of them, more is sure to follow, so care must be taken if one is to make a stand against a wave of zombies that are aided by beasts. They can also detect invisible enemies.

Very powerful creature that can take a huge beating, they'll usually come in long lines, and be accompanied by other zombies because they get overtaken. Because of their large size, explosives, which are the most effective way to kill them, will not usually catch very many in one blast. See Tactics for information on effective zombie-leading.

Will not spawn in Umbrella.

A smaller variant of Gonarchs that will often appear in survival, and rarely in other modes. While not nearly as powerful as a Gonarch, it is still a force to be reckoned with. they do not spawn beetles, unlike the gonarch.

Thanatos acts as a mini-boss, much like Beasts. They should be fairly easy to kill if the situation isn't too bad, but if Thantos are encountered without team mates, flares should be used to slow them down for easier killing or escape.

Will not spawn in Umbrella.

Known only as Mutants, these are a more highly evolved form of beast, and differ from them only in that they are larger significantly stronger. Mutants also share the invisibility-detecting capabilities of Beasts.

Mutants are very tough and are usually accompanied by their smaller cousins, beasts, so they become a huge nuisance, often overrunning towns that are not adequately prepared or have already taken a beating. Slowing or immobilising it will make it drastically easier to fight, so stun rounds (On a Cyborg or Machine Gunner), smoking and flaring and Nets will be the key to dispatching a Mutant with as little damage as possible. Juggling it between team mates is also possible.

Will not spawn in Umbrella.

One of the more commonly seen B-grades, the Gonarch is a large, insect-like mutant with a tough carapace and razor-sharp spikes all over its body. It is quite enduring and can overwhelm defences holding back normal zombies. It has the unique ability to reproduce small, scarab-like versions of itself that serve largely as an irritant or distraction.

The gonarch is one of the tougher B-class zombies, as strong as some A-class zombies. However, it's not too hard to kill if you pay attention to its location.

Will not spawn in Umbrella.

A very unique mutant, the Hephaestus appears to be an average-sized ball of lava rolling its way along. They are known to spawn from egg sacks, however it is unknown if they also spawn normally. They inherently possess the endurance of other B-grades, but are slightly weaker in attack power, and have the ability to expel flames from its feet (If that is what the appendage is) to create a similar effect to the item known as lift boots.

They're a hassle to fight solo, as they aren't as slow as other B-grades and are more likely to chase you down a cliff. They won't last too long under heavy fire, though. Note that Hephaestus' 'jumps' are not affected by flares, and he may (rarely) take advantage of this to escape the effective range of flares.

Will not spawn in Umbrella.

Locust Swarm
A group of infected locusts, the locust swarm is nonetheless treated as a single life-form because it acts like one. It moves very slowly, but has the ability to fly over obstacles and is highly resistant to firearms, making it a difficult adversary, and sometimes hard to run from. Their attack power isn't very high, and explosives will tear apart most of the locusts with ease.

The Locust Swarm moves very slowly and should be easy to destroy by utilising a "hit 'n' run" tactic, with enough damage output on your part. Be careful of being caught stranded between this and another danger in a narrow area or tight cliff, though.

The second of the boss zombies that will spawn the 'normal' way in Umbrella, Swarm is more likely to do you in than poor Pudge, especially if it sneaks up on an unsuspecting squad taking cover on the narrow ledge on North Hill. Again, explosives and good teamwork make short work of a Locust Swarm that is unsupported by other enemies. It also important to note that Locust Swarms are unaffected by Explosive Charges (ECs), which will do no damage to the Swarm whatsoever.

Note that Swarms are slowed by flare guns, but because of their naturally slow speed and the fact that the 'dazed' orange effect does not show on the swarm, it is sometimes wrongly believed that it is useless against them.

A-grade life forms

A-grade life forms are very dangerous individually, and coordination throughout the squad to kill one is strongly recommended. They most commonly spawn as part of missions, though are usually hindrances rather than the object of the mission.

Note that all A-grade life forms can detect invisible units.

An extremely dangerous mutant that has a female, yet bat-like appearance. Aside from its naturally strong attack and health, anything an Artemis hits will be charged with electricity that will temporarily slow down its target and drain a small amount of mana. All Artemis are listed as Artemis-grade life forms.

Artemis' will never spawn naturally, and only spawn as a part of various missions. However, most of the time their spawn is not mentioned in the mission itself. They're fairly fast and are dangerous to deal with because of their ability. If you find yourself running from one without support, try and freeze their movements or just play safe.

Will not spawn in Umbrella.

One of the more infamous A-grades, the Pudge is, in essence, a much larger and tougher version of the glutton. Moves very slowly, but requires a large amount of heavy firepower or expert maneuvering to kill off.

A fairly standard boss-like mutant. Ordinary tactics are usually enough to take him out, with the help of a few good squad members and a fair amount of grenades or missles. Smokes and flares are optional, if need be.

One of the only two boss zombies that spawn in Umbrella mode, you will regularly find him stumbling his way after the team at North Hill or trying to chase down someone doing missions. Ultimately, he's not much of a threat in this mode, as he lacks faster zombies to help swarm his target, and he'll often run into Umbrella's squads, either killing them if they are small/DM squads, or being killed if it is a large one. If he assaults NH early game, or when very few players are guarding it, jumping onto the smaller inaccessible cliff will render his attempts to kill you useless.

Bonnie & Dolly
Unique pair of highly advanced mutants, soldiers refer to them affectionately as Bonnie & Dolly, named so because of a similar incident also involving two mutants. Resembling larger versions of a ravager and a zombie dog respectively, Bonnie & Dolly are fast and are by no means weak. They are suspected to be escaped synthetic creations from an Umbrella facility, and are accompanied by horrors.

Spawning exclusively for a mission in Umbrella, they're a bit of a pain to deal with solo. They are weak for A-class, only possessing the hit points and damage of a B-class mutant, so they're not difficult to kill; but they are fast and can be a threat to an isolated marine. Bonnie has more hp, does more damage, and causes a stunning effect upon a hit. Dolly has a higher movespeed and attack speed. The real danger, however, lies in the multiple large umbrella squads that spawn in the mission to hunt them.

Spawn only in Umbrella

Black Knight
One of the most dreaded types of zombies that spawn normally (although only rarely), the Black Knight appears to be a dark towering suit of flying armor. It is affected by smoke grenades, unlike most flyers. The Black Knight is similar in endurance and attack power to the Artemis, and has a similar movespeed to the Gonarch.

Will not spawn in Umbrella.

Hive Queen
Hive Queens appear rarely; only after 5 resonators have been activated and flushed them out of their dens. Hive Queens are very fast and do moderate damage, but have low hit points and armour - slowing abilities such as smoke grenades or flares will allow them to be killed easily. Hive Queens will periodically spawn minions.

Will not spawn in Umbrella.


The following life forms are considered powerful enough to exceed the boundaries of class A, and are given their own unique moniker. These life forms spawn exclusively for missions, and are typically the target of said mission. Team coordination is vital to dispatching these life forms without significant casualties either to the marine squad, Bravo company reinforcements, or civilians.

Except for Metasis, all of these life forms can detect invisible units.

A huge, bipedal bird monster with a vicious appearance, the Minerva has extremely violent tendencies and often targets towns in infected sectors. Any and all Minerva sighted are classed under the 'Minerva-grade'. A Minerva has the ability to jump long distances and, upon landing, will create a small shockwave around it that pushes its enemies away, temporarily rendering them unable to react.

Minerva will almost always make its way towards South Town first, unless it finds a player along its way. With careful coordination and use of skills, it's possible to restrain and defeat a Minerva without much damage to the town, but more often than not it will take joy in jumping all over the police and citizens, leading to deaths either caused by friendly fire or the beast itself.

Note that Minerva's AI will let it detect and attempt to stomp wards (such as explosive charges or field cameras) to no avail. This rare occurrence can lead to it continually trying to jump between a few EC's, creating an irritating (and embarassing) halt to the mission line unless you pry it away from its beloved bombs. This perk can also be useful when combating Minerva, as the EC's serve as a useful distraction.

Will not spawn in Umbrella.

An extremely large example of a Mutant, the Gargantuan (alongside the Behemoth) is considered enough of a threat to warrant reinforcements in the form of Bravo company. While it has relatively low hit points, this is made up for by its high amount of armour. It has a high movement speed and deals very high damage (typically killing in one hit without body armour, or two otherwise), making it a significant threat.

Immobolising the Gargantuan with constriction nets, or else flares and smoke grenades is recommended to counter its high movement speed. If the behemoth is allowed to move freely, it will scatter the squad and likely result in Bravo taking heavy losses. Using abilities which ignore armour (such as plasma grenade) will help to counteract the high armour value of the Behemoth.

Will not spawn in Umbrella.

An overgrown Pudge, the Behemoth spawns alongside the Gargantuan. It shares the Gargantuan's extremely high damage, but unlike its partner, the Behemoth has low armour and extremely high hit points. As such, it more vulnerable to weapons fire and less vulnerable to special abilities. This (and the fact that Bravo company is an excellent source of weapons fire), combined with its lower speed compared to the Behemoth, makes it the lesser threat of the two.

Typically the best way to deal with the Behemoth is to immobolise or slow it, and let Bravo focus it down, while the players take out the Gargantuan. Its lower speed means it can not chase down and kill marines as well as the Gargantuan, but it should still be hindered to ensure the safety of Bravo.

Will not spawn in Umbrella.

A Gonarch that has grown to huge proportions, it is now capable of crawling over cliffs and other obstacles, making it a major threat. It is extremely enduring and will require several very well equipped and experienced marines to take care of. It is now considered powerful enough to be classed as a 'Darreus-grade' life form.

One of Darreus' main dangers to the squad is that it is actually a flying unit, despite appearing to walk. As such, it's important to remember to run even when there is a cliff or obstacle between you and it, because otherwise it will walk right over that obstacle and kill you. This ability is further compounded by Darreus' ability to charge, giving it a move speed bonus. The use of flares and smoke grenades is advised, however the combination of the two won't necessarily stop it in its tracks, due to its charge ability. Darreus will also spawn locusts periodically.

Will not spawn in Umbrella.

A very rarely encountered flying mutant, Metasis resembles a skeletal dragon. It's strength is on par, if not stronger than, many of the other uniquely ranked enemies. It will fly at high speeds, and has enough power and health to take down entire squads or companies by itself. Attacking at a range of 135, he also has a 'purge' attack which will drain mana and temporarily slow on a successful hit. Metasis is immune to smoke grenades.

Metasis is crazy strong, possessing stats that easily rival Darreus and are second only to Genesis itself. As it almost never makes an appearance (Mission spawn only, and the mission alerts frequently do not specifically mention Metasis), some players are too shocked or do not know how to react to it. The best approach is to make use of flares and running where necessary; co-ordination with your squad is critical to take one down, or two, if you are unfortunate enough to encounter two from the Warehouse mission. Unlike other mutants of similar strength, Metasis does not possess the ability to detect invisible units.

Will not spawn in Umbrella.

The most powerful mutant creature known to man, a Genesis-grade mutant frequently spells doom for marine squads, as well as the rest of the Sector. Genesis appears to be a towering spirit, its appendages and features barely discernible on its vortex-like body, much like horrors. Its ability to endure is unparalleled, capable of being hit directly by multiple air strikes and ion cannons and still live. It even powerful enough to crush tanks with ease, and has on occasion taken out entire companies of marines by itself. Genesis-grade life forms are only sighted when infected sectors are almost contained, leading some to believe that death of minor mutants has something to do with its appearance. Once a Genesis is killed, a sector is generally recovered quickly.

Genesis is the last boss of the game on the difficulty-type modes, and lives up to its name by being, undoubtedly, the most dangerous and powerful creature in the game. With its insane HP and attack, it's nearly impossible to solo (without exploiting lift boots), especially considering that it is a flying unit.

The minis given to players after securing the LZs in the Genesis mission is absolutely crucial to the squad's survival, as they can provide the extra damage output you'll need to take this bad boy down. Smoking and flaring at same time is one of the few ways to kill it without severe damage to Bravo company. Stun rounds on an MG or Borg will also help.

Note that Genesis' movement AI will sometimes get clogged by too many zombies around the map, so use this to your advantage if your squad is dispersed and you need to run.

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