Wally's Underground Laboratory: Difference between revisions

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[[File:2-x_(Renewal).png|right]]  
[[File:2-x_(Renewal).png|right]]  


=Wally's Underground Laboratory=
= Wally's Underground Laboratory =
<center>{{quotation|You've headed to '''Wally's Underground Laboratory''' to eliminate his last remaining Nasod forces. You can hear strange mechanical sounds coming from the inside of the laboratory.}}</center>
This is a [[Secret Dungeon]]. In order to enter, you must:
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|valign="top" width="100%" align="center" style="border:1px solid; border-color:#000000; background: #34afef; color:#FFFFFF;"  colspan="12"| '''Description:'''
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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....
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|valign="top" width="100%" align="center" style="border:1px solid; border-color:#000000; background: #34afef; color:#FFFFFF;"  colspan="12"| '''Recommended Level:'''
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50-60
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|valign="top" align="center" style="border:1px solid; border-color:#000000; background: #34afef; color:#FFFFFF;" width="50%" colspan="6"| '''Appropriate Item Level (Normal):'''
|valign="top" align="center" style="border:1px solid; border-color:#000000; background: #34afef; color:#FFFFFF;" width="50%" colspan="6"| '''Appropriate Item Level (Hell):'''
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70
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85
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|valign="top" width="100%" align="center" style="border:1px solid; border-color:#000000; background: #34afef; color:#FFFFFF;"  colspan="12"| '''Entry Requirements:'''
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<tabber>
<tabber>
NA=
NA=
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*Must be Level 60 or higher.
*Must be Level 60 or higher.
</tabber>
</tabber>
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<br>
|valign="top" align="center" style="border:1px solid; border-color:#000000; background: #34afef; color:#FFFFFF;" width="50%" colspan="6"| '''Mobs:'''
 
|valign="top" align="center" style="border:1px solid; border-color:#000000; background: #34afef; color:#FFFFFF;" width="50%" colspan="6"| '''Mini Boss:'''
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....
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*[[File:Fire_Crossbow_Soldier.jpg|60px]] '''Fire Crossbow Soldier''' - These crossbowmen are similar to those at [[2-5]], except it has high attack speed (when not in the '''Bunker'''), 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. Also, whenever attacked they will gain super armor for the duration of their stun animation.<br>  
== Mobs ==
*[[File:Poison_Crossbow_Soldier.jpg|60px]] '''Poison Crossbow Soldier''' - These crossbowmen are similar to those at [[2-5]],  except it has high attack speed (when not in the '''Bunker'''), 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.<br>  
'''Fire Crossbow Soldier''': These crossbowmen are similar to those at [[2-5]], except it has high attack speed (when not in the '''Bunker'''), 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. Also, whenever attacked they will gain super armor for the duration of their stun animation.<br>  
*[[File:Royal_Guardian.jpg|60px]] '''Royal Guardian''' - These Knights are similar to '''Wally's Guardian''' in [[2-5]], but can activate super armor if hit 10 times (15 times in Hell mode).  Their super armor will last until the end of their counter attack.  These will randomly enter a defense stance when under attack.  Their attack speed was significantly increased after the Hunting Fields patch.<br>  
'''Poison Crossbow Soldier''': These crossbowmen are similar to those at [[2-5]],  except it has high attack speed (when not in the '''Bunker'''), 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.<br>  
*[[File:Royal_Big_Brother.jpg|60px]] '''Royal Big Brother''' - These Knights are similar to '''Vergent''' in [[2-5]] and will activate super armor if hit 10 times (15 times in Hell mode).  Their super armor will last until the end of their counter attack.  Their attack speed was significantly increased after the Hunting Fields patch.<br>  
'''Royal Guardian''': These Knights are similar to '''Wally's Guardian''' in [[2-5]], but can activate super armor if hit 10 times (15 times in Hell mode).  Their super armor will last until the end of their counter attack.  These will randomly enter a defense stance when under attack.  Their attack speed was significantly increased after the Hunting Fields patch.<br>  
*[[File:Infected_Rat.jpg|60px]] '''Infected Rat''' - Their attack style is very similar to the Giant Phorus, but their attacks can poison you. (Except Bull Attack)<br>
'''Royal Big Brother''': These Knights are similar to '''Vergent''' in [[2-5]] and will activate super armor if hit 10 times (15 times in Hell mode).  Their super armor will last until the end of their counter attack.  Their attack speed was significantly increased after the Hunting Fields patch.<br>  
*[[File:Mini_Wally_No._8_-Punch-.jpg|60px]] '''Mini Wally No.8 -Punch-''' - These are smaller, brown colored variants of [[2-5|Wally No. 8]]. They have only the most basic abilities all Wally robots have on Normal Mode.  They can hover, punch, use a spinning attack similar to [[Windmill]], 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.<br>
'''Infected Rat''': Their attack style is very similar to the Giant Phorus, but their attacks can poison you. (Except Bull Attack)<br>
*[[File:Mini_Wally_No._8_-Laser-.jpg|60px]] '''Mini Wally No.8 -Laser-''' - These are smaller, red colored variants of [[2-5|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.<br>
'''Mini Wally No.8 -Punch-:''' These are smaller, brown colored variants of [[2-5|Wally No. 8]]. They have only the most basic abilities all Wally robots have on Normal Mode.  They can hover, punch, use a spinning attack similar to [[Windmill]], 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.<br>
*[[File:Mini_Wally_No._8_-Missile-.jpg|60px]] '''Mini Wally No.8 -Missle-''' - These are smaller, yellow colored variants of [[2-5|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 (Similar to '''Wally No 8 MK2''' have).
'''Mini Wally No.8 -Laser-:''' These are smaller, red colored variants of [[2-5|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.<br>
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'''Mini Wally No.8 -Missle-:''' These are smaller, yellow colored variants of [[2-5|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 (Similar to '''Wally No 8 MK2''' have) .<br>
*[[File:Wally_No._7.jpg|60px]] '''Wally No. 7''' - '''Wally No. 7''' - is an upgraded form of '''[[2-5|Wally No. 8]]'''. This Nasod is now capable of using the same attacks faster and activating super armor during almost all of its attacks.<br>
<br>
'''Note:'''<br>
 
-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.<br>
== Obstacles  ==
-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 MK2'''.<br>
'''Steam Trap''': Similar to that of [[2-3]], there will be vents that will exert steam at regular intervals that can damage you.<br>
*[[File:Wally_No.9_MK-2.jpg|60px]] '''Wally No. 8 MK-2''' - '''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.
'''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|3-1]].<br>
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|valign="top" width="100%" align="center" style="border:1px solid; border-color:#000000; background: #34afef; color:#FFFFFF;"  colspan="12"| '''Obstacles:'''
 
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== Miniboss: Wally No. 7 ==
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'''Wally No. 7''' is an upgraded form of '''[[2-5|Wally No. 8]]'''. This Nasod is now capable of using the same attacks faster and activating super armor during almost all of its attacks.<br>  
*[[File:Dunno.png|60px]] '''Steam Trap''' - Similar to that of [[2-3]], there will be vents that will exert steam at regular intervals that can damage you.<br>  
*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.
*[[File:Dunno.png|60px]] '''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 [[4-1|4-1]].<br>  
*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 MK2'''.
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|valign="top" width="100%" align="center" style="border:1px solid; border-color:#000000; background: #34afef; color:#FFFFFF;" colspan="12"| '''Boss:'''
 
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== Miniboss: Wally No. 8 MK2 ==
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'''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.<br>  
*[[File:Nasod_Inspector1.jpg|120px]] '''Nasod Inspector'''
<br>
After the [[The Evolution/3 - Secret Dungeon Reorganization|Secret Dungeon Reorganization]], all robot based monsters are much smaller, including the Nasod Inspector. The '''Nasod Inspector''' is the gargantuan blue robot boss found in Wally's Underground Laboratory.
 
== Boss: Nasod Inspector ==
[[File:Nasod_Inspector.jpg|200px|thumb|right|Image of Nasod Inspector]]
After the [[The Evolution/3 - Secret Dungeon Reorganization|Secret Dungeon Reorganization]], all robot based monsters are much smaller, including the Nasod Inspector.<br>
The '''Nasod Inspector''' is the gargantuan blue robot boss found in Wally's Underground Laboratory. <br>


===Defense Mode===
=== 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.<br>
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.<br>
The color of lantern indicates the defense mode of '''Nasod Inspector''' and will change over time.<br>
The color of lantern indicates the defense mode of '''Nasod Inspector''' and will change over time.<br>
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The defense boost is high enough that all damage of the type it resists will be reduced to 1.(No Damage in KR)<br>
The defense boost is high enough that all damage of the type it resists will be reduced to 1.(No Damage in KR)<br>


===Moves===
=== 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.  
'''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.  
<br>'''Cannon Fire''': The Nasod Inspector aims its cannon forward and fires, the attack is fairly short ranged but the damage is high.
<br>'''Cannon Fire''': The Nasod Inspector aims its cannon forward and fires, the attack is fairly short ranged but the damage is high.
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<br> '''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 increase like crazy and increase damage by 20% as if it were malfunctioning.<br>
<br> '''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 increase like crazy and increase damage by 20% as if it were malfunctioning.<br>


===Tactics===
=== Tactics ===
[[File:Nasod_Inspector_pattern.png]]
[[File:Nasod_Inspector_pattern.png]]


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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.


If you fail to skip the Magical/Physical Defense Mode Phase (Meaning it will use Magical/Physical Defense Mode) you can break its defense by inflicting any defense reduction like [[Armor Break]], Water Element Enchant Debuff, or any active/passive skill which can reduce its defense. Wind orbs are also effective in nullifying its defense increase.
If you fail to skip the Magical/Physical Defense Mode Phase (Meaning it will use Magical/Physical Defense Mode) you can break its defense by inflicting any defense reduction like [[Armor Break]], Water Element Enchant Debuff, or any active/passive skill which can reduce its defense.
*Only Armor Break will be sufficient for you to deal significant damage on Hell difficulty or higher due to the increased defense from level difference.
*Only Armor Break will be sufficient for you to deal significant damage on Hell difficulty or higher due to the increased defense from level difference.


===Other Information (NA)===
=== Other Information (NA) ===
*In Henir and on Hell difficulty Nasod Inspector starts out closer than in Normal and Luto difficulties.
*In Henir and on Hell difficulty Nasod Inspector starts out closer than in Normal and Luto difficulties.
*Assuming level 60:
*Assuming level 60:
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**Its defense on Normal Mode will reduce damage by approximately ~20%. (needs more testing)
**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)
**Its defense on Hell Mode will reduce damage by approximately ~32%. (needs more testing)
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|valign="top" width="100%" align="center" style="border:1px solid; border-color:#000000; background: #34afef; color:#FFFFFF;"  colspan="12"| '''Drops:'''
=== Drops(NA) ===
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1% chance to increase your action speed by 120% for 5 seconds<br />
1% chance to increase your action speed by 120% for 5 seconds<br />
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|valign="top" width="100%" align="center" style="border:1px solid; border-color:#000000; background: #34afef; color:#FFFFFF;"  colspan="12"| '''BGMs:'''
== Music ==
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=== Dungeon ===
=== Dungeon ===
[http://www.youtube.com/watch?v=HllUinDeBms '''''music016_stage''''']
[http://www.youtube.com/watch?v=HllUinDeBms '''''music016_stage''''']
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=== Boss ===
=== Boss ===
[http://www.youtube.com/watch?v=bwr500H-s0I '''''music025_boss''''']
[http://www.youtube.com/watch?v=bwr500H-s0I '''''music025_boss''''']
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<br>
== Trivia ==
== 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.
*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.
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*[http://www.youtube.com/watch?v=aK2gG_1Nucs '''NA ElOfficer Runs 2-x''']
*[http://www.youtube.com/watch?v=aK2gG_1Nucs '''NA ElOfficer Runs 2-x''']
<br>  
<br>  
== Gallery ==
 
<br><gallery widths=150px heights=150px>
File:Nasod_Inspector.jpg|Image of Nasod Inspector.
</gallery>
<br>
{{Dungeons}}
{{Dungeons}}