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Difference between revisions of "Kartel Headquarters"
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− | This room consists of Head Security Kargiv and his 4 robots. Head Security Kargiv will focus on shooting rockets and charging his EMP. It is very important to avoid his EMP for it will stun you for a very long time. The Du-14 robots will remain idle but will heavily retaliate upon being attacked. The robots have a lot more defense and health than Kargiv so it's better to ignore them and focus on solely killing him. When he dies, the robots will go stationary and will short out dealing damage to players that pass by them. | + | This room consists of Head Security Kargiv and his 4 robots. Head Security Kargiv will focus on shooting rockets and charging his EMP. It is very important to avoid his EMP for it will stun you for a very long time. He is also invincible when charging it. The Du-14 robots will remain idle but will heavily retaliate upon being attacked. The robots have a lot more defense and health than Kargiv so it's better to ignore them and focus on solely killing him. When he dies, the robots will go stationary and will short out dealing damage to players that pass by them. |
=== Room 5 === | === Room 5 === |
Revision as of 01:55, 6 December 2015
Kartel Headquarters | |
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Location | Saint Horn |
Min. Level | 79 |
Level | 79-82 |
Monster Level | 79-82 |
End Boss | Captain Rangelu |
Finally, the location of the Kartel Headquarters is revealed! The Imperial Army is dying to obliterate the Kartel's command center, but hesitant to make a move, lest Rangelu panic and hurt Princess Erje whom he is holding captive. A group of adventurers volunteered to help rescue the Princess, and soon they will make the greatest contribution to the Army's victory in the Empyrean War.
Notes
- Ancient Dungeon
- Entry Fee: 1 Lunatic Fuel (available via Repeatable Quest "[Ancient Dungeon] To the Kartel Headquarters", requires 10 Endless Eternities, 25 Clear Cube Fragments and 10 White Cube Fragments)
- Only 3 Tokens can be used per run.
Map
Map | ||
---|---|---|
Starting zones: |
A1 |
Normal Dungeon Strategy
Room 1a (Jet Pack Room)
In this room you have to jump down a canyon with a jetpack. You must avoid missiles and sniper fire Pressing X slows it down but if you hold it down for too long it will overheat and you won't be able to slow your fall.
Room 1b (Bottom of the canyon)
- Kartel Special Forces x4 (More will spawn from the two bunkers)
This room is simple. Defeat all the Kartel Special Forces and destroy the two bunkers spawning them.
Room 2
- Rifle Max
Rifle Max is the sole enemy in here. His gimmick is that certain health intervals he'll jump into the back ground and fire 4 volleys of bullets from the top of the screen. He cannot be hit during this so all you can do is avoid his attack until he reaches the foreground again. There are also two Kartel Outlanders in the background who will throw explosive barrels at you. When he dies they will both run away allowing you to move onto the next room
Room 3
- Scout Captain Vilai
In this room there are 4 Kartel Anti-Tank Guns. The player must go inside one by pressing Z and shoot down Vilai along with any Kartel Snipers that spawn. Alternating the X and A keys can double your rate of fire. Both Vilai and the Snipers can damage the anti-tank guns and if the anti-tank guns take too much damage they will explode dealing massive damage to players in a massive aoe.
Room 4
- Head Security Kargiv
- Du-14 x 4
This room consists of Head Security Kargiv and his 4 robots. Head Security Kargiv will focus on shooting rockets and charging his EMP. It is very important to avoid his EMP for it will stun you for a very long time. He is also invincible when charging it. The Du-14 robots will remain idle but will heavily retaliate upon being attacked. The robots have a lot more defense and health than Kargiv so it's better to ignore them and focus on solely killing him. When he dies, the robots will go stationary and will short out dealing damage to players that pass by them.
Room 5
- Watchman Goro
Watchman Goro is the sole enemy in this room. His gimmick is that he'll fire missiles that put holes into the bridge. If a player falls through these holes they will fall down the canyon and take around 50% of their hp as damage and will have to use the teleporters to get back up to bridge. His other attacks consist of firing a huge amount of rockets, a giant hammer, and using his machine guns.
Boss Room
- Captain Rangelu
Captain Rangelu can be very tough to fight. It is extremely important to know how his two shields work. The bright red shield will absorb all damage done to him and will reflect it back at the player. His yellow shield will absorb some damage but will not hurt the player. He will constantly shift between shields without warning so be extremely careful when using any damage over time skills or skills with long animations. His main attack consists of running into you, stabbing you with his knive gloves and inflicting a high level bleed. Rangelus moves very fast so stationary classes must take caution to this and prepare anti-bleed and anti-status potions. He can also fire his back bazooka to do aoe damage and fire his hand mounted bowgun bolts to inflict heavy hitstun.
His other notable attacks are that he will constantly summon World's Strongest Landrunners. These do extreme damage just like their counterparts in Otherverse. Just like Gershen Grigun, he can also utilize G-series. Rangelu's G-Series is an altered G-2 Raptor that fires from above constantly, but they fire rather slow making it easy to avoid them simply by running. The 6 cannons in the background will usually fire rockets to go along with both of these attacks as well. The key to this fight is to keep on moving to dodge all the aoe and Rangelu himself.
True Ancient
EX: Kartel Headquarters | |
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Location | Time Gate |
Min. Level | 85 |
Level | 85-86 |
Monster Level | 90 |
End Boss | EX: Captain Rangelu |
Most of these rooms are identical to the normal version of the dungeon but the only difference is that the monsters have more hp. Refer to the normal strategy section on general strategy for these rooms.
Room 1a (Jet Pack Room)
This room is slightly longer than the normal version. Snipers will now attempt to lock onto you and shoot you down. You must move constantly to avoid the Sniper fire.
Room 1b (Bottom of the canyon)
- EX: Kartel Special Forces x8 (More will spawn from the two bunkers)
Room 2
- EX: Rifle Max
His volley cannot be interrupted in this version. He will still do it even if he is held.
Room 3
- EX: Scout Captain Vilai
He charges his attacks significantly faster and flies in a more unpredictable pattern.
Room 4
- EX: Head Security Kargiv
- EX: Du-14 x 4
Room 5
- EX: Watchman Goro
He makes holes more often. Falling through them deals lethal damage.
Boss Room
- EX: Captain Rangelu
He spawns with 4 World's Strongest Landrunners.
Monsters
Normal
- Kartel Special Forces
- Kartel Outlaw
- Kartel Sniper
Named
- Scout Captain Vilai
- Head Security Kargiv
- Du-14
- Watchman Goro
- Rifle Max
Boss:
Captain Rangelu