Guide: Fungal Bloom

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T fungal bloom
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WARNING: This page may contain spoilers and ruin the joy of adventure.
Conversely, being killed out of nowhere can also ruin the joy of your adventure. Reader discretion is expected.

Overview

Fungal Blooms are areas where the Blob has infested local plant life, Cordyceps in particular. Between the Blob's tenacity and Cordyceps' behavior-modification capabilities, these are probably the single greatest long-term threat to rebuilding civilization.

More immediately, even one Fungaloid can create a whole army of them, and they tend to travel in packs. Cutting off the source is the only realistic long-term solution.

You'll need to get in quick, strike hard, and then get back out quickly.

Preparation

This assumes that you know where the Bloom is located. If you can't find something, you'll have trouble killing it.

The fungus' primary threat is the spores its personnel give off: their Fungal Parasite can deal crippling damage to an unprepared player. By comparison, the Spores seen flying around are harmless. With this in mind, the first thing you'll need is a way to remove fungal infection...just in case. Either a supply of Royal Jelly or the Blood Filter bionic will eliminate the parasite.

Your barrier-method comes next: a Filter Mask can work, though if you're planning on using fire or have a Mine nearby, you may as well use a Gas Mask.

OK, that's the infection sorted. In order to successfully assault the Fungal Bloom, you'll need:

  • A way to destroy the heavily armored Fungal Spire. Incendiaries don't seem to markedly affect the Spire, for some reason. High-powered explosives--Dynamite & up--are one option. If you're a melee fighter and have the Hydraulic Muscles CBM, that used to suffice, but now the Fungal Walls respawn about 1 turn after their destruction, basically invalidating melee. A high-powered rifle might be the way to go.
  • A crowd-control solution. Despite its inefficiency at killing the Spire, fire works wonders on the rest of the fungus. A Molotov or three will be handy, as will any sort of flamethrower. Important safety tip: Flamethrowers shoot a 3x3 (9-square) fireball centered on the square you targeted. DO NOT aim them at a square adjacent to you!
  • A way to quickly get to/from the target area. Even a Bicycle lets you move your gear to a good jump-off point for the actual assault. Maneuverable vehicles like a Motorcycle or Quad could be used, in conjunction with grenades or other such weapons, for bombing runs on the Bloom itself.
  • Bear in mind that you'll be fighting while under the effects of Mouth encumberment, possibly Eye encumberment as well if you're wearing the Gas Mask. If you can take a day or two and practice fighting whilst masked, that's probably time well spent, both for the experience in fighting and for you as the player.

Some additional gear isn't strictly necessary, but it helps:

  • Bringing a Fire Extinguisher might not be a bad idea. Though it won't help clear the fungus any, it's nice to be able to go attack the Spire once the flames die down, rather than waiting for the bloom to finish burning entirely.
  • If you can install CBM: Thermal Dissipation, that's a good contingency-bionic. Blood Analysis can tell you whether you've got a Fungal Parasite going, potentially saving your resources.
  • Extra food and water isn't a bad idea. Fungal blooms can take a while to burn, and getting out may take longer than planned. (Young fungaloids' plant marrow is Tainted, and the "fruit" of a Fungal Bloom isn't precisely safe to eat.)
  • If you're using a chainsaw or JHammer, best to bring spare gasoline. Ditto for bionics and your fuel source.
  • If your plans involve a Mininuke, remember to pack iodine. You may have to go through your handiwork and there's no sense in being unprepared.

Once you've got your gear together, look at your map and decide how you want to go about the attack. If you're a melee fighter, a clear road about 10-15 map squares from the Bloom may make a good jump-off point. Vehicle-users will want to avoid Forests, but melee-users may prefer to have cover against Fungal Zombies seeing their approach. (Fungaloids are theoretically blind, though they can hear and smell.) Since Fungaloids' spawning tends to rapidly alter the situation, there's no need to account for everything--but at least know how you're going to get out once you've completed your objective.

And as with all serious undertakings in Cataclysm, it's good form to go in Full, Slaked, reasonably well-rested, in good shape and free from pain. Once you're satisfied, pack up and roll to your staging point.

Violent action ensues.

The Hit

Melee-fighters may be able to do this entire op in one long siege. Road-warriors and ranged-fighters may have to set up a parking/staging area and work from there, but don't go too far lest you break map-tracking.

Paving the way

Even if you're piloting one of those multi-V8 doommobiles, it's probably not a bad idea to torch the Bloom first. Fungal terrain costs around 150-300 move points, which may make driving in it tricky. Piles of ash left over after you burn the thing to the ground only cost 100. (Besides, if this is your first Fungal Bloom, you owe it to yourself to at least try for a Marloss Berry.) A covert approach shouldn't be too difficult if you keep in mind that Fungaloids are blind: just keep moving, stay 10 or so tiles away, and they won't know you're there.

Once you reach the Bloom, check for Marloss Berries and if any are present in the first two or so outer layers, go for it. Once you've got the berry/berries, STOP and decide where to send the Molotov or flamethrower shot:

  • If there's a large group of fungal troops near you, retreat and torch them once they're at least one tile away. If any fire got on the fungal terrain, it'll spread, no worries--though feel free to help it along a little.
  • If the Fungal Spire is between you and the largest concentration of fungal troops, torch the Fungal Walls nearest the concentration. The Walls will block a direct attack on the Spire anyway and you'll want to stop the mobile fungus from getting at you.

Once you've started the fire, back off--sticking around risks both fire damage and continued fungaloid attacks. You can safely give the Bloom a few map squares of distance if you'd like, but don't go too far, either--fire and critter HP-tracking only happen when you're around. If you need to reload or get your vehicle into position, now's the time.

The Spire

Obviously, if the Spire is vulnerable to fire your previous work should have softened it up a little. Assuming that it isn't, though, you'll need to get in there and do your damage. Bear in mind that the Spire has significant armor against both cutting & bashing attacks, so an unassisted Combat Knife...literally isn't going to cut it. This is why you brought that heavy-duty weapon along, whether it be a grenade launcher, the railgun, LAW rockets--even a mininuke isn't overkill here. Just do your damage quickly, since the Spire will continue to release spores and thus spawn Fungaloids.

The Flight

Though killing the Fungal Spire will stop the continued spawn of Fungaloids, those already present will probably have closed in. Feel free to use additional flame shots where needed, but bear in mind that you're faster than they are, so simply running can work if you've got the room.

The Payoff

Well, there's no artifact involved, but you helped make the world that much safer and may have picked up an exotic fruit or two in the bargain. Betcha can't wait to try it...but you might do so a map square or two from base.