AMELIA EARHART
- ELITE
- THE RIFT
- SPAREABLE
AMELIA EARHART is a named elite on THE RIFT, a place of entities.
She flew into a cloud in 1937 that had no other side, and has been circling in here while half the Pacific was dredged for her. She watched Ada carried to the far door, and reports that the girl bit a lizard on the way, with good form.
The numbers
- BASE HEALTH290
- CONTACT DAMAGE22
- HITS EVERY0.70s
- SPEED24/s
- SIZE24 across
- CRIT CHANCE12%
- ABOVE THE HORDE+3 levels
- NOTICES YOU AT250
The monster at its baseline, before a venue has placed it. What it really fields on each difficulty is under “Where you meet it”.
Where you meet it
THE RIFT
It is placed by hand on THE RIFT and waits at its post until you come close.
| DIFFICULTY | LEVEL | HEALTH | DAMAGE | XP |
|---|---|---|---|---|
| EASY | 25 | 290 | 38 | 1427 |
| MEDIUM | 26 | 435 | 39 | 1664 |
| HARD | 29 | 667 | 40 | 1941 |
| NIGHTMARE | 53 | 1740 | 56 | 15263 |
What to know
- SPAREABLEBeaten, it kneels instead of dying and the run pauses for the verdict. Spared, AMELIA EARHART joins the party.
- THE ENTRANCECloses at 120/s until it has said its piece, then fights at its own pace.
- WHAT IT WAS CARRYINGA shift's pay, and only about one body in five is carrying any of it when it falls.
- WHEN STRUCKIt bleeds. A blow that overwhelms it bursts it, and there is a face among what lands.
Mechanics
Every dangerous move is telegraphed — it roots, it winds up, and you get the beat you need to be somewhere else.
- BLINK STRIKEIt roots for 0.8s first — the longest tell it has — and then it is not where it was. It arrives 30 from where you were standing WHEN THE TELL STARTED, already swinging for 72% of its contact damage across 32. It will do this from as far out as 280. Because the spot is fixed at the tell rather than at the arrival, a hero who keeps moving is met by a mob swinging at empty floor. Once every 9s.
- SEEKER VOLLEYIt roots for 0.7s first — the bearing LOCKS on where you were standing — then 3 bolts leave in a 26° fan, reaching 240 at 92 a second, each carrying 50% of its contact damage. They STEER after you, which is what makes them different from every other shot in the game: standing still does not work and neither does a sidestep. They turn slowly enough to be outrun, and a wall between you and them ends it. Once every 9s.
What it drops
Every kill pays one piece of gear, one medkit and one XP scroll.
Its drops roll 30% better on the rarity ladder than the level's ordinary loot.
Guaranteed pieces by rarity: 1 magic and a 50% chance of a rare. A rarity the monster's own level has not unlocked yet is skipped, so the same fight pays better on a harder rung.
Always drops
What it says
Spoilers for this fight, covered until you ask for them.
AMELIA EARHARTSTATE YOUR HEADING, PILOT. NO? NOBODY HAS ONE IN HERE. THE COMPASS JUST APOLOGIZES.
THE HEROAMELIA EARHART. THEY SEARCHED HALF THE PACIFIC FOR YOU. YOU WERE HERE ALL ALONG?
AMELIA EARHARTWRONG OCEAN. I FLEW INTO A CLOUD IN 1937. IT HAD NO OTHER SIDE. BEEN CIRCLING EVER SINCE.
THE HEROI'M LOOKING FOR A GIRL. THE LIZARDS CARRIED HER THROUGH HERE IN A CRATE. WHICH WAY?
AMELIA EARHARTTO THE FAR DOOR, LAST NIGHT. SHE BIT ONE. GOOD FORM. HURRY AFTER HER - HURRYING IS A DOGFIGHT.
Last words
FINALLY... ...A RUNWAY...
Beaten, it kneels rather than dies, and the run stops for your verdict. Spare it and AMELIA EARHART fights at your side for the rest of the campaign, handing over its story items but keeping its own kit. Kill it and the withheld blow lands.
What this scene is part of — everything said and found around it — is its chapter of the story.