Something seventy metres tall has come up out of Kirrin Bay and is walking into Vellmouth.
You are sitting in the reactor housing of a TIDEWALL walker with your feet in the harbour.
You are not the driver. You are the power source. Your legs charge the cannon; when the bar
fills, it fires. Then the core overheats and you have to ride easy while it cools — and the
creature does not wait for you.
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THE SESSION 3:14 easy to wade out, then 8 × 2 min at 110 % of FTP / 90 s at 70 %, with sprints.
Contact difficulty
Standard: the creature attacks about once a minute and has the hide the manual says it has.
Sensors
Smart trainer or power meterNot connected
Heart rate strapNot connected
Speed / cadence sensorOptional, for dumb trainers
You
Everything is measured against your FTP, so set it honestly. The charge target is 110 % of it
and the coolant ceiling is 70 % — go over the ceiling and you vent the core, lose the charge and take
hull damage. The creature's attacks are the only time the ceiling is lifted: when it swings, sprint.
How to fight it
CHARGE. Hold above the called watts. The reactor bar fills; harder fills it sooner.
FIRE. The cannon discharges on its own when the bar is full or the window closes. How full the bar was is how much it hurts.
COOL. Ninety seconds under the ceiling. Go over it and the core vents.
← → swings the cannon. The orange bracket is the weak point the spotter has called — line the reticle up on it and you do more than twice the damage.
BRACE. Five seconds, everything you have, or the tail puts you in the water.
SHIELD. Hold the narrow band steady for eight seconds. Too much is as bad as too little.
GRAPPLE. Twenty seconds above FTP to throw it off.
V changes camera. P pauses.
CONTACTMORVREN · Hydroform Class IVLOCATIONVellmouth, Kirrin Bay — 02:40, heavy rainPLATFORMTIDEWALL assault walker ANVIL-SIXARMAMENTMk IV spinal induction cannon, rider-charged