Rhino

Overview

 * Rhinos are heavy lumes that will charge on straight segments at high speeds, but if they encounter an obstacle, be a maze constructed or the map, the Rhino will slow down considerably until it has another clear path to charge again.
 * A Rhino is not aggressive towards players, although it will damage those who stand on its way. Only attacks the Core once it is within range.
 * Accelerates on straight paths. The player will take damage (~75) if he/she stands in its way once it has started to gain speed. At average or max speed a player can be immediately knocked out.
 * Its attacks are Impale - When the Rhino reaches the core, impales it with its horn. Deals 75 damage per hit.
 * Its weak spot is on the Chin (below the horns) - indicated in red on the lower part of its head.
 * This lume appears in most game maps. There are only 6 maps without Rhinos - the 4 ones from the first region (Facility), 3-4: Abandoned Lab and 7-2: Field.

Trivia

 * At some point the Rhino 's name was changed from 'Charger' to 'Rhino'. When a round with Rhinos begins, sometimes you will hear your character make a comment about how Chargers are coming.

Tower Strategies

 * A small bend in your maze will keep Rhinos from charging very far. Consider adding bends to the long straight paths of your maze when you know Rhinos are coming. Creating a maze which forces the Rhino to turn more can decrease its threat level substantially.
 * Build towers at corners or bends to maximize the time they can spend attacking Rhinos.
 * Rupture Mines can kill or seriously injure a Rhino if it charges while (or a bit after) being caught by the mine.

Player Strategies

 * Don't stand in front of a Rhino. It can suddenly charge and knock you out across even short distances. Interestingly, even heavily slowed or tightly stunned Rhinos still remain a huge threat and any player/friendly AI in their path can easily get fainted by slightly accelerated Rhinos, despite of this sometimes being visibly strange.