Wally's Underground Laboratory: Difference between revisions

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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.
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 first HP threshold is roughly 17 HP Bars on Normal.
*The HP thresholds for Hell Mode are 26, 20, 13, and 5 Bars.
*The HP thresholds for Hell Mode are 25.9, 19.5, 13.1, and 6.1 Bars.
**Knocking it from 26 to under 20 will cause it to skip Magic Defense phase.
**Knocking it from over 25.9 to under 19.5 will cause it to skip Magic Defense phase.
**Knocking it from 13 to under 5 will cause it to skip Physical Defense phase.
**Knocking it from over 13.1 to under 6.1 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.
*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 can be useful to have a [[Code Nemesis|Code Nemesis]] who has learned [[Atomic Shield]] to be in your party since the shield can block  the Yellow Flares that the Inspector fires.
It can be useful to have a [[Code Nemesis|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 ===
=== Other Information ===

Revision as of 06:17, 11 November 2012

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 Lab

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

Red Armoured Crossbowman: These crossbowmen are similar to those at 2-6, but can activate super armour 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.
Green Armoured Crossbowman: These crossbowmen are similar to those at 2-6, but can activate super armour 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.
Red Armoured Knight: These Knights are similar to the knights in 2-6, but can activate super armour if hit 10 times (15 times in Hell mode).
Barbaric Knight: These Knights are similar to the Mini-Boss Knight in 2-6 but can activate super armour if hit 10 times (15 times in Hell mode). Their super armor will end before they can attack.
Giant Rat: Their attack style is very similar to the Giant Phorus, but the difference is that their attacks can poison you.

Obstacles

Steam Trap: Similar to that of 2-4.

Mini Bosses, Wally No. 7, Wally No. 8, and Mini Wallies

Wally No. 7 is similar to Wally No. 8 in 2-6 Except that its attacks are faster and it can activate its super armour more frequently and quickly.

  • In Hell Mode Wally No. 7 will stoic after every 3 hits outside of super armor frames.

Wally No. 8 is another mid-boss but only on Hell and Luto Mode, it fights identically to how it did as a boss except now it has much more HP.
Mini Wallies Consist of the Red Wally, Brown Wally and the Yellow Wally. Each have their own abilities. The Red Wally can only fire lasers. The Brown Wally can only hit you with its arms . The Yellow Wally can only fire missiles.

Boss, Nasod Inspector

Image of Nasod Inspector

The Nasod Inspector is the insane, 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. Soon Nasod Inspector will activate it and gain benefit from it.
The colour 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.
Defense boost will be further improved in higher difficulties.

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.
Cannon Slam II: The Nasod Inspector slams its arm into the ground and then follows up by slamming it's 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 individual as well as collective damage. In other words, if you get hit by one, it may propel you to another and so on.
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 moderate damage.
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.
Self Repair: The Nasod Inspector will recover a chunk of health whenever his Signal Lantern changes colour.
Crazy mode: If you manage to reduce the Nasod Inspector's health below 1/4, the Nasod Inspector's attack speed and movement speed will be greatly sped up as if it were malfunctioning, making things more difficult.

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 6.1 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 6.1 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 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).

Drops

If you are lucky, you could get one of the Mechanized Set Equipment (Extremely RARE):






Playing it with Ruto's Hell Mode would improve the chances of drop.
Stats of this Set can be found here.

Videos

Blade Master VS Nasod Inspector

NA ElOfficer Runs 2-x

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  • Laby
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