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Difference between revisions of "City of Noire Ferra"
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* {{Spawns|Deranged Impostor}} | * {{Spawns|Deranged Impostor}} | ||
* {{Spawns|Small Dimensional Rift}} | * {{Spawns|Small Dimensional Rift}} | ||
− | * '''Boss:''' {{Spawns|Phantasmal Delezie}} | + | * '''Boss:''' {{Spawns|class=boss|Phantasmal Delezie}} |
Revision as of 14:25, 27 March 2016
City of Noire Ferra | |
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Location | Castaway Cave Time Gate - Requiem |
Min. Level | 85 |
Level | 85-88 |
Monster Level | 85-88 |
End Boss | Phantasmal Delezie |
Contents
Description
Tragedy has befallen the Dark Elf City of Noire Ferra. A horrible epidemic killed many residents... and turned others into undead monsters. After determining that the Dark Elf alchemist Morgan hid his journal somewhere in the city before he himself was consumed by the epidemic, Klonter has asked that you aid him in locating it, as the journal may contain information about his last days in the City of Noire Ferra. What could possibly have taken place to ruin the once-peaceful Dark Elven homeland?
Notes
- Entrance Fee: 10 Endless Eternities and 120 Clear Cube Fragments
- 3 tokens total per run (With or without a party.)
Map
Normal map |
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Start = Boss = |
Min. Fatigue Points: 7 Max. Fatigue Points: 7 |
Strategy
Unlike the other Ancient Dungeons, the City of Noire Ferra puts your speed and damage to the test. Thus, many of the rooms can be cleared quickly if your damage output is high enough. Most enemies in here have Knockback on Standup, which means if they get knocked into the air, a green circle appears below the enemy and will blow you back a small distance when they hit the ground. It is possible for this to activate multiple times in a row.
Room 1
- Dark Elf Militia x8
Pretty easy to approach, but beware of the Dark Elf Militia's attacks. Their attacks can cause Bleeding, and they may try to self-destruct when low on HP. If hit, you'll be infected with very high-level Poison.
Room 2
- Dark Elf Militia x12
- Dark Elf Militia Commander
Very similar to Room 1, but now with a Dark Elf Militia Commander. The Commander must be killed off quickly as he'll summon more enemies into the fight. Like the Militia, the Commander's attacks can cause Bleeding, and has pools of Blood he spits on the ground. Standing on these pools rapidly drain your HP, so watch where you're standing. Has knock back on standup.
Room 3
Starting out in this room, the enemies will be split amongst the sides of the room, with the Screaming on the left, and Wailing on the right. The gimmick of this room is to prevent the Screaming and Wailing Dark Elf Zombies from combining with each other. If they do, they'll merge into a United Dark Elf Zombie, recovering all HP. They can let out a roar that will Stun everyone in the room (only happens once), can punch players across the room, and summon rocks to fall on a character similar to Stone Skeletons. On top of that, they're MUCH stronger and faster than the Screaming and Wailing Zombies, and are much more dangerous to deal with as a result.
The Screaming Dark Elf Zombies have low Magic Defense, and the Wailing Dark Elf Zombies have low Physical Defense, so split your forces accordingly.
Room 4
- Immortal Impostor x6
- Shadow Seeker Priest Noubillus
Arriving in the room, you'll see the Immortal Impostors, poised to attack. They can lay down Lightning Bolts that can cause Electrocution and track players across the room for a long period of time, meaning they should be dealt with quickly while avoiding the bolts. But the true enemy in the room is Shadow Seeker Priest Noubillus who'll revive the fallen Immortal Impostors if he gets close to them. However, he'll move around quickly and hide himself, as well as having knockback on standup, making him a hard target to kill.
Room 5
This room has two Shadow Seeker Priests, one on each side of the room, that cast large Voids. These voids will travel across the room towards the opposite priest, placing markers over their heads upon contact similar to Guardian Cinder from King's Relic (but in reverse). Thus, you must constantly keep them under attack to keep the counter down. If triggered, the party is Blinded for an extended period of time. They may randomly summon rocks around themselves similar to the Puppeteers' attacks that can deal severe damage if you get caught in it. They also have a super-armor bubble, but breaking it causes the priest to become invulnerable and teleport a short distance. They both have knockback on standup.
Room 6
- Delezie's Necroplasm
- Deranged Impostor
- Small Dimensional Rift
In this room, they'll be a Small Dimensional Rift and an Deranged Impostor, a stronger Immortal Impostor without the Lightning attack. The goal in this room is to defeat the Small Dimensional Rift, since it'll summon Delezie's Necroplasms, which act similar to Land Runners and will explode and inflict high-level Poison. The Necroplasms will fill the room as long as the Rift stands. On top of that, the rift powers up the Deranged Impostor and will revive it if it dies. However, defeating the Small Dimensional Rift will kill the Deranged Impostor if you haven't killed it yet.
- Note: If you get Hell Mode in City of Noire Ferra, this room will only have a few Delezie's Necroplams to defeat since the Sealed Container appears here. In other words, this room is actually much easier to clear with Hell Mode active.
Room 7 (Boss Room)
It may not be the true Delezie, but it'll put up quite a fight nonetheless.
- Combo Attack - Does a basic 3-hit combo attack that deals significant damage.
- Drill Attack - Shapeshifts into a drill, and drills across the room. Deals decent damage.
- Eat - Delezie will open its large mouth and engulf and hold a character in place for a second before throwing the character across the room. Doesn't do much damage, but can be annoying.
- Super Bite - The screen will darken and Delezie will start pulling players towards it before performing a massive bite attack. Only the main boss can do this move.
- Duplicate - Delezie's most dangerous move; it'll create duplicates of itself that act exactly like Phantasmal Delezie, but also have the ability to heal the boss for several bars of HP at close range.
- Ground Spikes - Usually occurs during or after creating a Duplicate. Delezie will go underground and shapeshift into spikes that erupt from the ground. If hit, these can do massive damage as they hit multiple times, have massive hitstun, and can combo into more spikes. The best way to avoid this is to run until Delezie reappears.
The primary strategy in this fight is to focus fire on Delezie. If it creates duplicates, try to focus your attacks on them and take care of them quickly, since they can prolong the fight significantly by healing the boss or deal heavy damage by chaining throws. Once again, the boss has knockback on standup.