Here's a quick guide to beat the first boss in Rollerdrome

rodeoneerer

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Most enemies in Rollerdrome are pretty straightforward: you shoot them with a weapon until they go down and you move on, however, midway through the game, it introduces the Spider Tank Mk. 1, an actual boss fight. Unlike other House Players that players will encounter in the many arenas of the game, the Spider Tank takes a little bit of work to put out of commission.

The first boss Rollerdrome, Spider Mech Mk. 1, can seem intimidating, but can be taken out quite easily with basic knowledge of the enemy's patterns. There are some attacks that can seem nearly impossible to dodge. But, with proper timing and an extra try or two, this boss will go down at Kara's hands without a sweat.

How To Beat The First Boss
Skate around the Spider Tank Mk I, avoiding its attacks, until you see one of its legs form a ramp (which I saw on the front right leg). Skate up the ramp and you’ll see a red circle on the boss’ back. Fire a grenade into it, and you’ll knock off the first hit point. The tank will then force push you away.

Once the angle of the legs is small enough for you to skate up them, do so and land on its back. There are two places where the boss is weak: a circular vent on the flat of its back and square vents that you’ll need to skate up the ramp on its back to see. The first hit will be right in the center (pictured below.) Skate to it and hit it with some slug shots with your shotgun to move into the next phase. After damaging it, it’ll throw you off its back.

Next, repeat the same process again. This time, when on the monster's back, skate up the halfpipe-like ramp that would be at home in a new Tony Hawk's Pro Skater on its back and, while in the air, use Reflex Time to shoot the new orange masses, this time being two vent-like structures on the top of the halfpipe. It's important to get both of these vents in one use of Reflex Time, or the mech will react quickly and throw Kara off its back.

Once the grunts are taken care of, again make your way onto the tank’s back. Its front end will be lowered and you should be able to leap onto it from the ground. Then, fire a grenade at the same red target you hit during the first stage.

And that's all there is to it. Kara will survive to skate another day.

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