Woho, new area, new monsters, new ways to die and new chances to meet people who would wants a free ride in a new dungeon. It’s update time, let’s go to Albatrocious Rock and Belly of the Whale!
Start off by going to Frigost Village and take the boat from [-84,-40]. Very easy access to this area, no portal hunt required like the other new additions to the game. Talk to Captain Pawl Ouatnos, accept his proposal and you’ll arrive on the island.
This is a very small area, so unless you want to try some mobs before you give the dungeon a try, just head to [-85,-59] to enter the dungeon inside the whale’s mouth. But, before you do, here you’ll find some info about the monsters, how to beat them and some fun sentences that has no reason to be there. Read on to see if you get your reward.. or just if you’re interested in the monsters. I’m sure there are some of you out there as well...
Every monster in this area has only 1 hp. Depending on how you look at life, this either sounds very very easy or dangerously impossible. It can hardly be qualified as very easy, but it’s not impossible. This is how the monsters work in this area:
N.B.: As of Tuesday 26/09/14, all the monsters in this area have 1000 hp. This does not change how they work at all, so at best it's a cosmetic change for the normal player.
Every monster is invulnerable. Which makes most think “oh nooo, this will be horrible”. But it doesn’t mean you can’t spend your time hitting with your spells and slapping monsters with your chopsticks to see the big numbers showing up. When a monster starts a turn, it will summon a Malamoeba (unless there already is one in play):
This… thingy, gets summoned by the first monster in the fight. It will sacrifice every single enemy the turn it’s summoned. Here are some not-so-fun but very useful facts about this Malamoeba:
- Summoned by the first monster, no matter which kind of monster the first one is. If the Malamoeba is killed, it will be summoned again by the next monster at it’s turn. Killing the Malamoeba does NOT mean you can kill the other monsters, they will still be invulnerable even if Malamoeba is killed.
- Even if the monsters Malamoeba are sacrificing are invulnerable, you will be able to damage Malamoeba by hitting them. All hits made on any monsters will damage Malamoeba, like regular sacrifice. Unlike normal sacrifice, however, all hits will be calculated by the resistances of Malamoeba. So using vulnerability/jump for -resistances would be pointless to do on the other monsters.
- Direct damage to Malamoeba will be reduced by 50%, so if you can reach a normal monster, it would be better to hit it than to hit Malamoeba directly.
- Malamoeba’s hp will depend on the number of players in the fight at the time it’s summoned. The hp will be 1+2000*number of players. Additional to this, if any ally dies, Malamoeba will lose 2000 hp (does not count for summons, not even bugged atm, so no easy solutions to exploit here).
- Killing Malamoeba’s summoner will kill Malamoeba, in case you don’t want to damage it all the time this is a possibility.
- Malamoeba is immune to Truce and Masquerade. Masquerade is bad, obviously, but the Truce one means you can use it to survive another turn for “free” while still being able to make Malamoeba suffer.
- “A summon that doesn’t damage, move or lock? Woho, this will be so easy, I’ll just leave it alone until I win the fight, Ankama is so stupid.” Well, no. If you let a Malamoeba play it’s third turn it will kill every character in your team. This means that you will, no matter what, have to kill Malamoeba at least two (2) times during each fight (one could be by killing the summoner). Why? Stop being impatient and keep reading how to kill the rest of the monsters, it will make you understand why you have to survive at least five (5) full turns each fight.
Every monster apart from Malamoeba is invulnerable. To kill them, you need to do the same thing to them five (5) turns in a row. On turn five (5) of these consecutive turns the monster will vanish. If you miss a turn you’ll have to start over, so it’s important to be careful with what you do.
How to kill: Do not heal anyone for five (5) turns in a row.
Big, snail-like, silly look on it’s face, colors like someone farted a rainbow. Get used to it, this is how the monsters here look. We’ll start with this one because he’s the first in the alphabet he’s the one with the worst condition required to kill of all of them. Since you can’t heal anyone at all for this one to die, it’s important to bring some character that improves the team’s survivability like feca and masqueraider. Keeping monsters away with pushback/mp reduction is a good option for most of them as well.
Subtle Exchange: Changes position with an enemy at medium range, deals NEUTRAL damage (around 300). 1-4 range, linear.
Gastric Reflux: Causes WATER damage (around 300), removes one (1) turn of effects of the target. 1-2 range, diagonal.
How to kill: Do NOT let him start his turn closer than 6 range to anyone on your team for five (5) turns in a row.
This is one of the easier ones to kill. It’s important to say that it’s at the start of the monster’s turn the effect is cast, so if you accidentally get close to it it’s no problem as long as you keep your team members away when it’s Bacterrible’s turn.
Gives a -1 turn debuff to allies at the beginning of his turn each turn.
Secretion: Removes 1 mp and 3 range while dealing AIR damage (around 500 damage). 6-10 range in a circle.
Repulsive Dance: EARTH damage (around 600). 6-10 range, linear. Does not require line of sight.
Behavior: Cowardly (helps a lot to be able to kill him).
How to kill: Make him start his turn in 1-1 range to one on your team for five (5) turns in a row.
This one is fun for sacriers. Exactly the opposite of Bacterrible. There’s not much more to it really? Would it be more interesting if I gave him a nickname? Fine. From now on he is… Brad. Yes, Brad. Deal with it.
Inflation: Attracts players in the area around the monster and deals WATER damage to them. 0-0 range, AoE: 3 to every direction from the monster.
Acid Jet: Hard hitting melee attack dealing NEUTRAL damage. 1-1 range.
How to kill: Don’t remove mp or push/pull/move in any other way for five (5) turns in a row.
Small flying stuff that is annoying because… well, it has to stay where it’s going if you want to kill it. Makes you want to strangle it, but… it’s a small blob of goo, it would just squish and slip away. Stick to the boring way to kill it.
Contamination: Kills summons (my poor double). On normal characters it would deal FIRE damage (around 600 damage) and applies a 20% erosion. 1-1 range.
Viral Ball: Low to high AIR damage based on mp used (works exactly like Pulsar, 0-1500 damage). 3 range, linear.
Behavior: Aggressive/moves around easily.
How to kill: Make a summon hit it five (5) turns in a row (does NOT have to be the same summon).
The one that has a scary look instead of the confused one the other four has. This is the dungeon exclusive monster, so don’t go looking for it outside… or do, I don’t care what you waste your time on. But personally, I would stay away from that scary face… Maybe I should have called him Brad instead. Oh well.
Heartburn: FIRE damage in a small area of effect. If the spell hits a summon it will be re-cast with the center in the summon. 1-4 range, AoE: circle of 2.
Underground Attack: Hits summons only. No damage will come to the summons, but it will deal heavy EARTH damage to the summoner. 1-3 range in a circle.
The dungeon will take you from the mouth of the whale to the heart. At the heart the boss will be waiting for you with his bodyguard.
The boss, Protoz’orror, does, like the other monsters, only have 1 1000 hp. It’s advisable to clear the map of the other monsters before you start bothering with the big fellow. So, let’s see what this guy does:
Gains 100 power (infinite) each turn unless it’s deactivated.
Electrocution: In short range he’ll damage for around 900 FIRE and remove up to 6 mp.
Proto Jet: Hits for around 500 AIR at long range.
- Each time a character gets hit a glyph will be created under it. Not moving away from this glyph or walking over it will result in around 600 damage. These glyphs are the keys to vuln Protoz’orror.
- To deactivate his vulnerable state you’ll need to put him on the glyphs for 10 turns. “This is easy, I got a character that knows how to push”. Well, it’s not so easy. Protoz’orror is unmovable. The way to make him move to a glyph is to stand one square behind the glyph in line with Protoz’orror and then hit him so he can attract himself to the square in front of you. Successfully making him pass on a glyph will deactivate his 100 power buff. When he does, he’ll also gain +2 mp. Even if you don’t want to kill the boss fast, you would need to put him on a glyph every turn now and then so he won’t hit too hard.
Does people even read this? It feels like I’ve been writing for too long. If anyone reads this, you’re a trooper, and you deserve a treat. Go buy yourself a chocolate.
This should be all you need to know to beat the horrible blops on your way to the whale’s heart. Remember to bring characters to help your survivability, these monsters may look gooey and nice, but surviving over five (5) turns with these monsters isn’t going to be a walk in the park. Bring your defensive character(s) and give it a try yourself, if you find yourself with a chocolate in your hand by now you should know enough to give it a try.
Source: tofus.fr and Dofus Mag #40