ZeusSpoiler (click to show/hide):
In an odd choice of defensive tactics, the Torizo attempts to catch your Missile out of the air, possibly in an attempt to throw it back at you. However, the fact that its right eye is missing already comes into play, as instead of catching the rocket, the claw instead rips it down the middle, causing the warhead to divert off-course. What was originally aimed for the head is now going for its chest.
However, your icy blast at the chest earlier seems to have paid off. As you yourself would put it: "the colder they are, the easier they shatter."
With enough exposure to the cold air around it, that spot on the chest you had blasted with your Beam weapon earlier had grown quite brittle. As a result, the Missile impacts with extraordinary results, blowing a sizable hole in its torso! (100 damage!) While the statue can still move, the components within are exposed to the chilly air, clearly hampering its mobility. The stable walk it had earlier is now more of a limp, and from what you can see through that hole in the chest, its Beak Bomb storage compartment is getting frozen over, making that attack useless. However, it still has that Kinetic Force Wave projector...
...which it quickly puts to use against you, swiping its claw to create the wave, appearing much like something of a golden glowing sound wave. Your position behind the pillar shields you from the attack, but the pillar itself isn't so lucky. Perhaps due in part to the cold air, the wave's impact utterly shatters it, tossing bits of gravel all around you, leaving a mere stump where the pillar used to be. That stump is also too low to the ground to function as proper cover, so there's no more use staying there.
Your enemy is heavily crippled, but is certainly not harmless. However, if you move quickly and appropriately, you should be able to end this here and now.
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TORIZO STATUE Battle Map and Stats
Spoiler (click to show/hide):

- Dhoz Battlemap 3.jpg (62.07 KiB) Viewed 1696 times
<Dhoz>
At space O-6.
EN: 61
Missiles: 7.
Status: Normal.
<Torizo Statue>
Origin at space I-7.
HP: 40.
Status:
VULNERABLE. Susceptible to a Lethal Strike, but only at Melee range.
NEW ACTION AVAILABLE: Lethal Strike.Spoiler (click to show/hide):
The Lethal Strike is an ability that only appears against a handful of foes. When their HP drops to or below a certain level (usually 10% or 20% of the maximum), a Lethal Strike can be used to end the battle immediately, performing a fatality-esque maneuver of the player's choice. However, enemies susceptible to Lethal Strikes are few in number, and some require you to be within a specific range before you can execute a Lethal Strike; in this case, Dhoz must be within Melee range (i.e., adjacent to the target) before he can utilize it. To use terms that gamers would understand, the Torizo Statue could be thought of as a "tutorial boss" for the usage of Lethal Strikes.
Dax and ReaverSpoiler (click to show/hide):
With what little energy he has left, the Space Pirate bleeding in the corner throws one last taunt your way, albeit in his own dialect: "Phlehehehe...oei wioj uho visbot. Ceht Weavel weadw ke whur oei ro kxo vcuhwufj, udt jxelo om hawxk if oeih- Of course, he doesn't get to finish that insult, as Emile's axe promptly splits his exoskeletal skull like a watermelon. Your translator device does provide a set of subtitles for what he did say: "You guys are fucked. Lord Weavel's going to grab you by the flargaps, and shove em right up your-"
..."flargaps?" Someone's not familiar with xeno-anatomy, eh?
Anyways, the two of you proceed past the Emergency Evacuation area, through a connecting passage, and into an elevator shaft. So far, this frigate's layout appears quite similar to Orpheon's, at least from what parts of Samus's reports have been declassified. Unfortunately, the elevator here appears to have stalled at the bottom, where you are; whatever Weavel's got planned, he's clearly covering his tracks rather thoroughly. However, he apparently failed to notice the in-case-of-emergency ladder rungs built into the wall, as well as a set of magnetically-compatible plates on the walls that can be used as grapple points with Gino's Grapple Beam system, should he prefer to do some vertical, Spiderman-style parkour. Either way, that elevator's not going to be moving any time soon, so you might as well take what you can get.
GorySpoiler (click to show/hide):
As you exit the hangar by way of the southern catwalk, a Pirate Trooper comes around the corner down below, and for a brief moment, he glances up your way...but thanks to the insufficient lighting in this room, he fails to notice you. Speaking of this room, if you had to hazard a guess, your tech-savvy experiences would suggest it's a decontamination room, considering all of the pods kept around, each hooked up to a central pumping system that reeks of de-tox fluids. Aside from the way back into the hangar, there are only two exits from this room: one straight ahead on the eastern end, and one on the northern wall, which translates to far left of your position in this case. Both have display signs hung above them, and while the words being displayed are written in the Pirates' own language, your translator reveals the northern exit to lead to the ship's R&D labs, while the eastern exit leads to the brig and the power systems.
At the present time, around 7 Pirate units are moving out of both the R&D labs and the brig, obviously towards the hangar to respond to your little mess. If you stay put until they leave this room, you should be able to sneak by undetected. While the northern path to R&D is better if you want to nab some Pirate gizmos for your own designs, the amount of resistance you'll likely encounter in the brig is probably much lower, considering they would likely "re-purpose" the majority their prisoners as food supplies, like the craven savages that they are. Either way, the direction you head in is entirely up to you...once the present host of unaware Pirates are gone, that is...