Captain Hunt | |
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Level | 11 |
Race | Human |
Zone | Oberursel - Stage 13 (Boss) |
Allies | ZPCI, ZPCI Medic, ZPCI Sniper |
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“ | Make sure no one leaves this place. Alive or dead. Disintegrate everything. | „ |
~ Captain Hunt to his subordinates |
Captain Hunt is a ZPCI Captain. He is the final boss of Zone 2, Oberursel, in Sonny 2.
Background[]
He is sent to Oberursel to eradicate the remains of a band of scientists who fled from Utopia after trying to find a cure for zombification. He assaults the village with a group of highly trained operatives and some war dogs, as well as his personal entourage - a ZPCI Medic and a Sniper.
Involvement[]
Hunt is encountered by Sonny as the final boss of Oberursel in the second game. He and his entourage of a sniper and a medic engage in battle with Sonny's party. Both of Hunt's companions are killed; Hunt himself is left wounded on the ground as the protagonists make their escape. As they leave, they hear him ordering that they be caught and killed.
Personality[]
From the limited amount of information available, it is evident that Hunt is cold and pragmatic under normal circumstances. However, if provoked enough, he will become angry.
Battle[]
Attributes[]
Attributes | LV11 | ||||||||
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EASY | Speed | 44 | |||||||
Instinct | 59 | ||||||||
Strength | 59 | ||||||||
HP | 3218 | ||||||||
CHALLENGING | Speed | 49 | |||||||
Instinct | 117 | ||||||||
Strength | 117 | ||||||||
HP | 5471 | ||||||||
HEROIC | Speed | 49 | |||||||
Instinct | 146 | ||||||||
Strength | 146 | ||||||||
HP | 6436 | ||||||||
Focus | 100 | Physical | Cosmic | Ice | Fire | Lightning | Earth | Shadow | Poison |
Target Weakest | Piercing | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
Defense | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
Abilities[]
Cost | CD | Available Targets | Number on Action Bar | |
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
Sonny can also use Anesthetic. | ||||
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This unit's direct damage output is reduced by 40%. Also suffering damage equal to 30% of the attacker's Strength, and losing 6 Focus each turn. This effect cannot stack. | Lasts 4 turns. 40% chance to resist dispelling. |
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Cost | CD | Available Targets | Number on Action Bar | |
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
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This unit is taking 100% extra damage and its Fire Defense is lowered by 15%. This effect has a 50% chance to resist being dispelled. | Lasts 5 turns. | ||
Cost | CD | Available Targets | Number on Action Bar | |
---|---|---|---|---|
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
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This unit is taking 20% extra damage, and its Fire Defense is lowered by 50%. This effect has a 50% chance to resist being dispelled. | Lasts 5 turns. Cannot stack. |
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Cost | CD | Available Targets | Number on Action Bar | |
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Element | Damage/Healing | ||
Accuracy modifier | Additional notes | |||
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This unit is stunned, but shielded from 4000 damage. This effect cannot be dispelled. | Lasts 15 turns. | ||
Ability Selection[]
Notes on enemy AI: | While in a given battle stage, enemies will attempt to use First Choice abilities. If impossible (due to focus, silencing or cooldowns), they will proceed to Second Choice, etc. Cooldown for enemies indicates how often abilities may be used, and is effectively one less than for Sonny (IE cooldown of 2 can be used every second turn) Enemy-targetting abilities have a chance of targetting the weakest enemy rather than targetting at random; this is given in the Attributes section above. Ally-targetting abilities always target the weakest targetable ally. Selection within a category is random unless indicated. All exceptions noted below. |
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Battle Stages | First Choice | Second Choice | Third Choice |
HP never reached 50%, all friendly units above 50% HP | Anesthetic Mark for Fire |
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HP never reached 50%, weakest friendly unit between 50% and 49% HP | 50%: -Anesthetic -Mark for Fire 50%: -Mark for Death |
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HP never reached 50%, weakest friendly unit below 49% HP | Mark for Death | ||
HP reached 50% but all friendly units above 50% HP | ZPCI Shell | Anesthetic Mark for Fire |
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HP reached 50%, weakest friendly unit between 50% and 49% HP | ZPCI Shell | 50%: -Anesthetic -Mark for Fire 50%: -Mark for Death |
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HP reached 50%, weakest friendly unit below 49% HP | ZPCI Shell | Mark for Death |
Equipment[]
Headwear | Bodywear | Gloves | Leggings | Footwear | Primary | Secondary |
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Eliminator's Sight | Juggernaut's Panzer | Reinforced Grasp | Dreadnaught's Panzer | Combat Boots | Rebellion Striker |
Drops[]
Hunt may drop any of his items, except his weapon. Like most of the ZPCI, he favors an assault rifle of some type.
Item Name | Item Icon | Sell Price | Item Stats | Item Description |
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Eliminators Sight | €58 |
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Juggernaut's Panzer | €58 |
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Dreadnaut's Panzer | €58 |
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This armor is as tough as a tank. | |
Combat Boots | €42 |
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Reinforced Grasp | €42 |
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Fury | €72 |
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Gallery[]
Trivia[]
- According to the dialogue in Oberursel and Ivory Line, Captain Hunt survives the battle against the player.
- Captain Hunt and his team are similar to the ZPCI team which arrives at the White November in Sonny and kills Louis the Blind.
- The Captain and his group are also the same as Galiant The Paladin's reinforcements, except that their leader is already in the group. (And replaces the ZPCI Elite)
- When he gets killed, Roald says "Quickly, come with me! We need to get underground, we can get out of here by train." Even though Captain Hunt is not there, you can still hear him saying "Get them! We can't leave anyone alive! DO IT!" at the victory screen.
- For some reason, he uses the same rifle (Rebellion Striker) that Roald and the Insurgents wield, even though they are opposing groups.
- The Bomb uses his portrait in Zone 6.
- Although an unintended bug, Hunt's helmet has an unused head sprite sticking out of it, possibly hinting at the fact that we were to get a glimpse of his face some point during his battle.
Hunt's helmet (left) zoomed in to show the head sticking out of it. Hunt unmasked (right).
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