Kill the Sorceress!

Chapter 4 - Vehicle III (Tank II or UFO I)

Phase ending: 12 total damage.

After the second vehicle phase is completed, UFOs will begin to spawn randomly around the arena. The drop points of these UFOs are shared with the drop points of the tanks from the previous phase. The tanks spawned before the completion of the second vehicle phase remain spawned, but no additional tanks will spawn for the rest of the fight. A UFO cannot spawn behind a drop point already occupied by one of the remaining tanks.

A diagram depicting the drop locations of UFOs inside the arena. There are five such points, each located exactly in the middle of two cannon drop points and equally spaced from the adjacent UFO drop points.
UFO Drop Points (General)

Even though the second vehicle phase is over at this point, Agent 9 may drop another tank before recognizing the end of the phase. Once it's clear which vehicle is going to be dropped first, move to the drop point of that vehicle and wait for Agent 9 to initiate the drop.

The strategy used for this chapter depend on which kind of vehicle is dropped first (Tank II or UFO I):

  • In the case where the first vehicle dropped is Tank II, the strategies used are the same as the ones described in Chapter 3. Refer back to that for details.
  • In the case where the first vehicle dropped is UFO I, the strategies used depend on the degree of inadvertent hesitation created during the process of boarding the UFO.

No Hesitation (Standard)

If the process of boarding the UFO causes no hesitation, then continue forward for a moment before pivoting the UFO in the direction of the left-turning point of the predictable section of the Sorceress's fleeing path and begin shooting. While shooting, move toward the point of intersection of the first UFO shot and the Sorceress's fleeing path. After her damage animation is completed (and her status is reset), shoot again. After this second shot, turn away from the Sorceress (to the right) and set up similar conditions for another set of damaging shots. Repeat this process until the end of the phase.

UFO I - Attack Strategy (Standard)

Hesitation

If the process of boarding the UFO causes partial or total hesitation, then pivot the UFO in the direction of the hesitating Sorceress and shoot her while she is still roughly centered in the arena. After this first shot, turn away from the Sorceress (to the right) and set up conditions for a set of damaging shots like those described in the "no hesitation" strategy summary. Reference that strategy summary until the end of the phase.

UFO I - Attack Strategy (Hesitation)

Stalling

There are situations (created either through missed shots or sharp turns) where there is not enough time between the first instance of damage in a set of damaging shots and the intersection of the Sorceress's path and the UFOs path. In these situations, stall the UFO against the Sorceress for a moment to create more time.

UFO I - Attack Strategy (Stall)

Using only sharp turns increases the required precision for each set of damaging shots. Widening sections of these turns creates lenience by increasing the distance between the UFO and the Sorceress at the time of the first shot.