SEAR1, The Camel

## Attributes

### Appearance

A very large hulking black humanoid robot with a large generator-type hump on its back.

### Attack Damage

**30** (Punch)
**6** (Nails)
**5** (Magnet)
**70** (Railgun)
**10** (Conduction)

### Health

**75** (Boss)
**30** (Enemy)

### Damage Modifiers

Nails & Saws - **75%**
Screwdriver - **150%**

### Other/Misc

No other notes.

**SEAR1s**, or **Camels**, are large Greater Machine minibosses. The first appearance is a single Camel in 0R-2 as a Prelude climax.

## Appearance

SEAR1s are large black carbon fiber humanoid robots, They have a large generator shaped backpack type container on their back. This container hosts the power to fire its railgun quickly and has the text "CAMEL" written on it.

The right arm of the machination has a large electric railgun, while the left has a nailgun. The machine has various wires coursing from the right arm to the backpack that shine blue. The machine's camera, hump, and other secondary lights are a nice light blue.

The eyes of the SEAR1 display its current ammo for the nailgun, and the brightness of the hump and wires connecting to the railgun represent its charge for the railgun.

## Combat

Camels are large machines similar to Cerberi in their combat. They have similar health and little resistances.

It can be very convenient to monitor the charge of the railgun and ammo of the nailgun by looking at the camel so you can know what's coming next. Though do note that the railgun charges up very quickly.

### Attacks

The camels use their railgun and nailgun constantly throughout combat, using them in tandem to reach its max potential.

* The camel can punch the player if they get too close, which is also its only option for attack when out of ammo and out of rails.

* SEAR1 can use its nailgun on you to a slightly lesser effect than V2, unless paired with its magnet.

* The nailgun can shoot the Attractor Nailgun's magnet, which can attract not only its own nails, but also your nails, your rockets, and even the Guttertank's rockets.

* The camel may use its railgun to focus on you, in which it will lock in for .25 seconds before firing. This can be dashed through.

* If V1 is hurt with SEAR1's nails then attacked with SEAR1's railgun, then the player will receive a small amount of extra damage after a delay. This is something the player can pull off for a **+CONDUCTOR** style bonus.

## Terminal Data

> **TYPE: GREATER MACHINE**
>
>
> **DATA:**
>
> SEAR stands for Solemn Early Acting Retribution, as the small SEAR model line was made to counter the V models, as they had been discovered early and were made to counter Earthmovers.
>
>
> As the SEAR project began its testing stage, they theorized that its current model would not be good for battle against V1, and would be too large to wander the Earthmover's surfaces. SEAR1's design was shelved.
>
>
> After a long time of developing SEAR2, the war had come to an end before it could be finalized, and the designers realized that SEAR1 was generally a good carrier of electricity and nails.
>
>
> SEAR1 had been turned into a working machine for civilians, branded as The Camel.
>
>
> As humanity perished, the working camels realized their potential, and had become war machines once again. Ravaging through hell, the camels had reattained the name SEAR.
>
>
> Now that the machines have eviscerated the powerful Cerberi that guarded the entrance of Hell, nothing stands there to defend Limbo, except for perhaps the SEAR1 for you.
>
>
> **STRATEGY:**
>
> - The magnets of the camels can be punched to be broken.
>
>
> - One can use the Sawblade Launcher in combination with the camel's magnet to gain a ring of death.
>
>
> - Camels are weak to the Screwdriver Railcannon.
>
>
> - The railgun can simply be dashed through.
>
>
>
> - Charge for the railgun and ammo for the nailgun can be monitored by the visuals. Camels take bonus damage when out of options.
>
>

## Rending Apart

Like how one can do to a Guttertank, a magnet from the Attractor Nailgun can be placed on a camel to deal extra damage to it. Though do note that magnets on surfaces and not enemies can still attract the camel's nails.

If a separate enemy is covered with the Camel's nails and then they are hit by an electric attack such as the Electric Railcannon will award an **+ULTRA****CONDUCTOR** style bonus, which has the same effect as normal conductor but doubled.

The railgun of the camels can be chargebacked like how the Malicious Face's laser can be, which has the same effect as a normal railcannon coin shot. On a similar note, due to their large stature, SEAR1s are vulnerable to railcoining.