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Rangelus' Guerillas

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Revision as of 09:30, 27 May 2011 by Ultratech87 (talk | contribs) (Strategy)
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Rangelus's Guerrillas
Rangelus' Guerillas.png
Location Interdimensional Rift
Min. Level 58
Level 58-61
Monster Level 58-61
End Boss Gershen Grigun

Description

Notes

  • Alternative World Dungeon
  • Only 8 Tokens can be used per run.
  • Must have a Party of 4 people to enter.
  • This dungeon can only be run 3 times a day. This resets the next day.

Map

Strategy

This particular Otherverse dungeon sort of acts as a damage test and relies on some Party coordination. The overall dungeon is much easier to deal with than the other Otherverse dungeons, but has a much harder boss encounter to compensate.

Room 1

Minigun Guerrilla x2 Guerrilla Trooper x2 Guerrilla Bomber

Very straightforward room. The Minigun Guerrillas fire their machine guns straight forward and can't move (but can be moved using skills). The Troopers shoot their guns and the Bomber lays landmines. The Bomber will also leave behind a large landmine when he dies; this is important for the next room. Essentially, just take out the enemies in the room, and get behind the Minigun Guerrillas to take them out.

Room 2

Baulthral

This is a very interesting room. As you'll no doubt notice, Baulthral has a TON of HP. He also has a ton of Defense, making normal attacks near worthless. So how do we kill him? Baulthral will summon Guerrilla Troopers and Bombers. The key is to kill the Bombers so that they leave behind their large landmines. From there, someone needs to lead him into the landmine. When it goes off and hits him, Baulthral will lose a lot of HP. However, this is made tricky, since as the battle goes on, Baulthral will summon more troops to support him.

So what can Baulthral himself do? He'll pursue characters and attack them with his gun. When hit, players may be inflicted with a very high-level Bleed effect. He's also got permanent Super Armor and is resilient to many Status Effects (but not totally immune to all of them). The best strategy is try and lure him around the room while avoiding his attacks and troops. Summons can help with distracting him, but be wary about them tanking him, as it just draws out the fight.

Room 3

Guerrilla Trooper x2 Mortar Guerrilla x2 Guerrilla Medic Guerrilla Sniper x2

This room's a bit of a breather compared to the last room. No gimmicks here, just beat on the enemies. The Mortar Guerrillas can fire off mortars that fly over players to hit behind them. The Guerrilla Medic can heal his allies and attack with a knife (take him out quick).

The Snipers lay on the other side of the room and attack from far away. Their actual attack is something similar to Neil the Sniper, with a large yellow crosshair moving around. So long as you avoid getting near the crosshair, you won't be hit. If hit, it does decent damage and has pretty high hitstun. Prioritize taking these guys out on higher roads.

Room 4

Indestructible Salvo (and his Guard)

This room can either fairly easy or ridiculously hard. Upon entering the room, you'll see Indestructible Salvo and his Guard, Duegong. Salvo himself is very tough, and Duegong can't be hit at all, only dying when Salvo does.

So what do you have to deal with?

  • Bash/Jab: Salvo bashes a player with his bazooka. Depending on what he does, this will either knock you down or send you flying.
  • Spread Missiles: Salvo launches a missile or two from his bazooka which then split into even more missiles. Deal very significant damage and has a very wide range. Usually sends a player flying. Salvo can also shoot these missiles in a Stinger-like style, only in an arc.
  • Carpet Bomb: Salvo shoots a missile into the sky with a smoke trail. Several seconds later, you'll see marks appear on the ground and missiles will come flying down, hitting the room with explosions. Pay attention to where the missiles will land to avoid damage.
  • Supply Drop: A plane flies over the room dropping Medical Supply Boxes. These do nothing for players, but if Salvo reaches one, he'll recover a lot of HP. The best option is to destroy the boxes as soon as they appear.
  • Dash: Salvo dashes away to avoid damage. This only occurs if Salvo's taking too much damage.
  • Quick Rebound: Salvo often does this when knocked down. He can't be hit in this state.
  • Uppercut: Duegong often does this to players too close to Salvo. Often launches players.
  • Electric Fence: Duegong lays these down periodically. If hit by one, it deals continuous damage and can even trap you. Destroy these as soon as you can, since they can impede your progress.

Now, the big issue that usually gets players is when the screen turns red. Salvo is a very counter-based enemy. When dealt too much damage, the screen goes red and gunners will appear on one side of the room. Duegong often yells where they appear.


Room 5

Room 6 (Boss Room)

Monsters

  • Boss: Gershen Grigun