"In the underworld we have a saying: 'we're all fucked.' We think it applies here."
Command undead subjects to begin piling and compacting sand on the Eater's shell. That should start us off, at least.
You get the zombies to start burying the eater's sarcophagus in sand.
"Well, we're totally fucked. This is a really shitty time to be sobering up, If we survive this I need to remember where I found that bottle..." "GUYS! IF WE ARE GOING TO KEEP THE EATER CONTAINED, OUR BEST BET IS TO BURY IT WITH SAND! NOW! Bury the eater with sand as quick as I sustainably can
BURY SAND!
Shovel Sand.
BURY BURY BURY
"Steve, do you have the relative co-ordinates to the next site, and if you do, can you guide us there? I really think we've hit the point where we can't keep this thing contained, and our best bet is to get this thing as close to the target as possible, as soon as possible."
If Steve can guide us, start using my mass amp to roll the Eaterball towards the goal. Try and get it going around jogging speed. If he can't guide us, and the eater breaks out, use my micro amp to slowly raise the temperature of the air around the eater until it starts to calm down. If Steve can't guide us, and the Eater stays contained, just watch the fireball, and maintain my exo bonus.
People are rather blocking your attempts here by burying the eater in a fuck ton of sand.
How deep are the lights in the ground? Could I dig one out? Do my teammates have little location indicators somewhere I can see? Ate they near any of the lights?
There's one maybe...5 feet underground about 100 meters away. You could try to dig that one out.
Amp-shovel sand on the cocoon. Lot's of it.
Str 3; Dex 3; End 3; Cha 10; Int 6; Wil 15//Spe 0; Int 1; Han 0 (-1); Con 4; Unc 0; Exo 12; Aux 3 (+1); Med 0
Mk II Suit; Microwave PK Amp; Mass manip PK Amp; laser rifle (fired once); 0 tokens: normal cigarettes; blue smokes; datapad (with platformer shooter); nanoghosts; shock trigger (with Morul); white skin-tight node-covered black-shell stasis suit worn under Mk II.
Appearance: 5'11'', 170 pounds in a rather unmuscular frame, shoulder-long brown hair, short goatee, brown eyes, a rather long chin that earned him his nickname. Age 32
Half a robot foot. Robot right arm. Wears basic clothes when not in the Mk II.
Amp-shovel sand on the cocoon. Lot's of it.
Str 3; Dex 3; End 3; Cha 10; Int 6; Wil 15//Spe 0; Int 1; Han 0 (-1); Con 4; Unc 0; Exo 12; Aux 3 (+1); Med 0
Mk II Suit; Microwave PK Amp; Mass manip PK Amp; laser rifle (fired once); 0 tokens: normal cigarettes; blue smokes; datapad (with platformer shooter); nanoghosts; shock trigger (with Morul); white skin-tight node-covered black-shell stasis suit worn under Mk II.
Appearance: 5'11'', 170 pounds in a rather unmuscular frame, shoulder-long brown hair, short goatee, brown eyes, a rather long chin that earned him his nickname. Age 32
Half a robot foot. Robot right arm. Wears basic clothes when not in the Mk II.
[1+1]
Fuck.
Shovel sand, shovel sand, shovel more sand, shovel even more sand and shovel yet more sand in that order.
BURY!Test effects of potion-hands on air, then see if I can glass sand. If so, see if it would be feasible to make the guys in the tunnels a staircase out.
Potion hands seem to make the air turn murky and smell bad. It doesn't make things into glass though. It just seems to degrade or degenerate anything that it touches.
"Fire, so pretty! And dangerous. Agreed, lets leave them alone."
If the mk3 can withstand the heat, and the fire orbs don't seem hostile, then Carefully explore the cave.
"Let's not trouble the great balls of fire, Dubs, agreed?"
What shape is the chamber? Are there more exits than the one we came in through? Are there any interesting features of it that I can detect? Move along the outer rim of the chamber carefully, but not too far, to get a more complete look. Do the orbs seem to care about us in any way? If they visibly respond to me taking a step into the chamber, withdraw back into the tunnel.
The chamber isn't a pleasant shape to describe. It's a big ugly mass of undulating sides and half melted protuberances, the inside of a geode thats been half dissolved. There are several other exits scattered around the room, none of which are at the "Ground level" you'd be walking on. There are a bunch of weird crystalline formations out there on the ground and walls, as well as all sorts of odd rock formations that look pretty unlike anything you've seen before. However, the room is noticeably hot, even in the suits, and this is just from the threshold. The balls, however, either don't notice you or don't care.
The Work burying the eater goes pretty well, and within a few minutes it's under a sizable mount of sand. That fireball is still circling down, but at least the eater's struggles are concealed for the moment. As the thing comes down, you can start to make out details about it; namely the fact that it appears to have a sort of central body with radiating limbs or structures of some kind.