Wally's Underground Laboratory
This is a Secret Dungeon. In order to enter, you must:
- Complete all dungeons in Elder on Very Hard.
- Have a Hoffman's Entrance Certificate in your inventory. (Secret Key to Wally's Underground Laboratory is needed when entering Hell mode)
Wally's Underground Laboratory
As the team eliminated the last of Wally's Nasod Machines, they heard a strange whirring sound from the depths of Wally's Underground Lab....
Mobs
Fire Crossbow Soldier: These crossbowmen are similar to those at 2-5, but can activate super armor and shoot up to three arrows in a row. Their arrows can cause the burning ailment. Their super armor will end before they can attack.
Poison Crossbow Soldier: These crossbowmen are similar to those at 2-5, but can activate super armor and shoot up to three arrows in a row. Their arrows can cause the poison ailment. Their super armor will end before they can attack.
Royal Guardian: These Knights are similar to the knights in 2-5, but can activate super armor if hit 10 times (15 times in Hell mode). Their super armor will end before they can attack, unless they use a kick attack which will extend their super armor frames.
Royal Big Brother: These Knights are similar to the Mini-Boss Knight in 2-5 but can activate super armor if hit 10 times (15 times in Hell mode). Their super armor will end before they can attack.
Infected Rat: Their attack style is very similar to the Giant Phorus, but their attacks can poison you.
Mini Wally No.8 -Punch-: These are smaller, brown colored variants of Wally No. 8. They have only the most basic abilities all Wally robots have on Normal Mode. They can hover, punch and do a downward smash when they are hovering. In Hell and Luto Modes, a large amount of debris will fall randomly to either side of itself each time it smashes the ground.
Mini Wally No.8 -Laser-: These are smaller, red colored variants of Wally No. 8. They will fire a large laser out of their heads. When they do, the screen will darken like it would if a player used a skill. The laser's hitbox forms a bit away from itself, making standing right in front of these as they are shooting perfectly safe.
Mini Wally No.8 -Missle-: These are smaller, yellow colored variants of Wally No. 8. They will activate super armor and launch homing missiles out of both arms. In Hell and Luto Modes, they can also launch a spread of missiles into the air that will come down on both sides of itself.
Obstacles
Steam Trap: Similar to that of 2-3, there will be vents that will exert steam at regular intervals that can damage you.
Mini Cannon: Fires explosives out of one of three cannons (Left, Up, and Right), generally fires from the cannon closest to the player. Similar to the ones that appear in 3-1.
Miniboss: Wally No. 7
Wally No. 7 is an upgraded form of Wally No. 8. This Nasod is now capable of using the same attacks faster and activating super armor during almost all of its attacks.
- In Hell Mode, Wally No. 7 will stoic after every 3 hits outside of super armor frames. Also, whenever it does a downward smash, debris will fall randomly to both sides of itself.
- In Luto Mode, Wally No. 7 identical to its Hell Mode appearance, except shows up as a mid-boss twice, once alone and again fighting alongside Wally No. 8.
Miniboss: Wally No. 8 MK2
Wally No. 8 MK2 is another miniboss but only appears on Hell and Luto Mode. It will use the same attacks from your previous encounter with it in 3-5. The only difference is that it has more HP.
Boss: Nasod Inspector
The Nasod Inspector is the gargantuan blue robot boss found in Wally's Underground Laboratory.
Defense Mode
There is a Signal Lantern located at the center of Nasod Inspector's chest. At the beginning of the battle it is inactive. When damaged Nasod Inspector will activate it.
The color of lantern indicates the defense mode of Nasod Inspector and will change over time.
Yellow means Nasod Inspector is highly resistant to all physical attacks.
Blue means Nasod Inspector is highly resistant to all magical attacks.
The defense boost is high enough that all damage of the type it resists will be reduced to 1.
Moves
Fire Laser: The Nasod Inspector can fire a beam of yellow laser (similar to that of the Cockatrigles in Velder) from his signal lantern across a long distance, dealing substantial damage.
Cannon Fire: The Nasod Inspector aims its cannon forward and fires, the attack is fairly short ranged but the damage is high.
Cannon Slam: The Nasod Inspector slams his giant cannon vigorously onto the ground and fires, causing a series of giant explosions. This does extremely high damage, more so if you are carried along with the blast wave. Players hit by the cannon will be stunned for several seconds.
Cannon Slam II: The Nasod Inspector slams its arm into the ground and then follows up by slamming its giant cannon against the ground as well but does not fire. This hits closer to itself and both the arm and cannon can deal moderate damage as well as launching you a significant distance upwards. A danger of this attack is that it can launch you into multiple yellow flares for incredible damage.
Fire Yellow Flares: The Nasod Inspector aims his mini-cannon towards the ceiling and fires, causing yellow flares to start floating down slowly. These flares do high damage. These flares will usually fall near the Nasod Inspector.
Fire Blue Flares: The Nasod Inspector aims his mini-cannon towards the ceiling and fires, causing blue flares to start dropping down to the floor quickly. These blue flares detonate after a set amount of time and do minor damage. These can fall anywhere and everywhere except for near the Nasod Inspector itself.
Crawl: If you are too far away from the Nasod Inspector, it will put its arms on the ground and pull itself to you, then stumble and fall, then pick itself up again. This move can flatten you and cause moderate damage.
Defense Mode: The Nasod Inspector will change its defense mode depending on its current remaining HP, the Signal Lantern will change color to indicate which defense mode it has entered. Whenever it does this it will recover a large amount of health.
System Crash: When the Nasod Inspector's health is reduced to critical levels, the Nasod Inspector's attack speed and movement speed will be greatly sped up as if it were malfunctioning.
Tactics
The Nasod Inspector's pattern will follow the behavior as shown above. Health values are a rough approximate. An example of how the chart works: when the Nasod Inspector reaches 70% HP, he will activate Magic Defense mode and will regain HP to 90%.
The Nasod Inspector is always super armored and thus will not be stunned by attacks. It can however be frozen temporarily with Light Enchantment (petrifying) on weapons, Awakening, or freezing attacks like Blizzard Shower.
The best move is always to KEEP OFF THE GROUND. Especially for melee characters, stay at the top platform of either side of the stage and wait for the Nasod Inspector to come to you. The Mini-Cannon would be just jutting out for you to hit and spam skills. Also as he crawls over, his hitbox becomes much wider and thus more susceptible to damaging AOE attacks like Gungnir.
When the Nasod Inspector starts shooting yellow flares, run to the opposite end of the map. They are extremely lethal.
A more advanced strategy is to knock Nasod Inspector's HP to just above a threshold where it will activate a defense mode and regenerate, then freeze it and deal enough damage to knock it down to the threshold of a different defense mode causing it to skip that phase.
- The first HP threshold is roughly 17 HP Bars on Normal.
- The HP thresholds for Hell Mode are 25.9, 19.5, 13.1, and 7.1 Bars.
- Knocking it from over 25.9 to under 19.5 will cause it to skip Magic Defense phase.
- Knocking it from over 13.1 to under 7.1 will cause it to skip Physical Defense phase.
- An alternative to freezing the Nasod Inspector is to wait till it tries one of its downward cannon slam attacks, it cannot cancel out of that animation allowing players to use multiple skills before it can activate or change defense modes.
- It is possible for it to "System Crash" and activate "Physical Defense Mode" at the same time if the skill chain reduces a large amount of HP while failing to kill it.
It can be useful to have a Code Nemesis who has learned Atomic Shield to be in your party since the shield can block the Yellow Flares that the Inspector fires.
Other Information
- Assuming level 60:
- It has roughly 2.5M HP on Normal Mode (21 Life-bars) and 3.8M HP on Hell Mode (31 Life-bars).
- Its defense on Normal Mode will reduce damage by approximately ~20%. (needs more testing)
- Its defense on Hell Mode will reduce damage by approximately ~32%. (needs more testing)
Drops
Trivia
- In the past Nasod Inspector's defense modes would merely boost its defense slightly instead of giving it enough defense to be completely immune to a damage type, it would change defense modes more often and regain much less HP from each mode change.
- There also used to be a third platform on the left which was high enough that none of Nasod Inspector's attacks could reach it with exception of its Yellow Flares, allowing players to attack it with near impunity. Yellow Flares while dealing much less damage than they did now fall in two waves, one wave falling much faster than the other.
- In the absolute earliest versions of this dungeon there was no Nasod Inspector, instead a larger version of the Wally #7 Mk.II which now serves as the mid-boss would fight alongside a Red and Yellow Mini Wally in its place. Also in this version many of the enemy spawns were different (it included many Ghost Mages and player-sized Giant Rats) and the stage went straight to the boss after the sewer portion.