Duo Walthrough with Ambush Bug locations

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Duo Walthrough with Ambush Bug locations

Post  Krellen on Fri Feb 04, 2011 9:05 am

Here is a useful walkthrough that was posted on another league's site. I wish I didn't learn some of this the hard way. Ex. Picking up the coffins. Including where to find Ambush bug in each Duo for the Feat.

http://www.the-peacekeepers.com/forums/viewtopic.php?t=6311027

Generally, these instances play exactly the same as their original versions, save with higher level enemies and more damaging effects. The biggest change besides the difficulty will be the introduction of several new mini-bosses to the instance, which can be quite difficult if you're not working with a competent partner.

In any case, I will only cover the parts of the instance that are vastly different from their originals, because covering the entire instance would take too long.
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Grodd's Lab

From the start, you'll find a new giant ape mini-boss at the beginning of the instance, just after the first few mobs you fight. You must be careful when fighting the first set of mobs, because pulling the boss before the rest of the room is clear can cause serious problems for you, if your team isn't well-geared and balanced enough to take on the adds AND the boss.

Giant Ape - Miniboss 1 (I'll get the actual name when I can get back in the game.)
There are no tricks to this fight, just lots of damage coming your way. This guy can hit like a truck, and can dish it out fairly quickly. Your best bet is to keep on the move, and let whoever can take the most damage tank him. I've found as a Controller that I can rarely stun him with certain attacks, but not with any consistency.

If you can take him down, beware! You will most likely still be in combat, unable to regenerate any health. This is because, for whatever reason, you somehow get linked to the mob groups that are revealed when the door behind the boss opens. The only way to naturally begin to regenerate your health is to take these guys out. If you're still low from the boss fight, you may want to heal up with a Soder, if you can. Otherwise, just take things very slowly, and worry more about blocking and rolling than dishing out damage unless you know you can take the mob down without taking any damage. The goal is survival, not decimation!

Right now, that's the only difference to this instance.

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Gotham University

Fairly early on, after the Zombie Hoard area, you'll come to a room with three soul globes and a variety of mobs. Once defeated, two clickable pillars will appear. After interacting with both, the miniboss of the instance will come through the door.

Funky Zombie Guy - Miniboss 1 (I'll get the actual name when I can get back in the game.)

This fight is a bit different than normal, since it's not a true fight, at all. When the boss appears, he'll begin to rapidly summon zombie helpers that will never stop coming. Luckily, they all die in one hit, so tossing some AOE out randomly will keep you from getting overwhelmed. The idea is to mostly ignore the zombies and concentrate on the boss, as once he reaches half health, his zombie helpers disappear and he runs away. Fairly easy battle.

Funky Zombie Guy, the Sequel - Miniboss 2 (I'll get the actual name when I can get back in the game.)

After the long string of scarabs, and taking a few zombies out, you'll come upon the miniboss a second time at the bottom of a crypt. This fight can be very, very grueling if you're not ready for it!

As you begin, he'll summon some zombies against you. These guys are pretty tough, so be sure to take them out before going up against him. If you've got any powers that allow it, pull the zombies up the hill to single them out and minimize the damage coming at you.

Once his adds are down, focus-fire the boss. He has a nasty knock-back attack that can really screw up your DPS, especially if you're melee. Just be sure to use your Breakout ability often to minimize your downtime.

Every now and then, he'll summon a bunch of sarcophagi. You'll notice that each one has a timer above it. These timers are your enemy! If they reach 0, Funky Zombie Guy will transform them into full-fledged zombies that can easily wipe you and your buddy out in a few seconds.

Luckily, you can (and should) destroy these coffins before they transform. The best way to do this is to pick them up and slam them into the ground, which breaks them in a single hit. If you try to use your weapon against them, it can take too much time. Not only because your damage is lessened against them, but because targeting issues can often make it look like you're hitting them, when really, you're not!

So, both players should drop everything at this point, and run around picking up and smashing the sarcophagi. This won't be easy, though, as Funky Zombie Guy will randomly levitate the coffins and throw them at you. When you see this happen, you can block, but I'd recommend moving to the coffins that aren't floating and resuming your smashing. Your movement will keep you from getting hit by the thrown coffins, and allows you to continue smashing them.

If you're lucky, all the sarcophagi will be gone, but usually, I end up with between 1 and 3 zombies added to the fight. Take these down first, then resume fighting the miniboss. You'll probably have a few rounds of sarcophagi tossing, so pace yourself and keep your health topped off until you can finally drop the guy.

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The Hive

Phew, one of the easiest low-level instances becomes Hell as a Duo! It is entirely too easy to get entire rooms chasing you down, and they will not be kind. Be absolutely careful about where you choose to fight, and what's going on around you. There are new patrols that run around the rooms that you'll want to avoid, and the group sizes of enemies have gotten much larger.

In addition, there are new enemies called "Mortuary Bees" that can bring defeated enemies back to life. Whenever possible, take them out first. If you see them working to bring an opponent back to life, stun them quickly!

Always pull enemies back into "cleared" portions of the instance to minimize the chance of being overwhelmed. Block, roll, and stay on your toes. There's no room for error, here.

Sergeant Honeysomething - Miniboss 1 (I'll get the actual name when I can get back in the game.)

This guy spawns when you try to free the first scientist in the instance. Suffice it to say, clear the entire room before interacting with the scientist, or you'll end up with everything in the room coming after you! Not good!

The boss comes with two little helpers. Take them out first, then concentrate on him. The fight is pretty straightforward. He does a lot of damage, so be sure to block and roll often.

Booster Gold - Miniboss 2

Booster Gold's been hypnotized by the Hypno Toad! ... errr, hypno-pollen. Whatever.

This fight can be long and drawn out, so pace yourself and keep your health up with Soders or other means, when possible.

You start off fighting Booster alone, but after a bit of damage, he'll summon holographic clones of himself to help. Kill them quickly, then return to Booster. After a bit more time, he'll drop to one knee, and one of the pollen generators will become attackable. The generator will also spawn a group of enemies which should be taken out. Try to take them all out before interacting with and destroying the generator, because doing so will bring Booster back into the fight, and you don't want to fight both Booster AND the remaining minions that were spawned.

This process repeats for a total of three generators, each group spawned getting progressively worse. The final generator spawns a mob similar to the first miniboss, but thankfully, a lot less deadly. Still, don't take this fight for granted. Finish them off, destroy the generator, and you're home free!

End-boss Extras - Hive Queen
This fight is basically the same, save for a few changes. Firstly, when she summons minions to help her fight, there will often be more than you're used to. Take them out quickly!

Secondly, she'll randomly summon hexagonal yellow spheres with timers on them. You'll recognize them, because similar ones are summoned earlier in the instance. In both cases, you'll want to strike them once to destroy them. If you don't, when their timers run out, you'll be encases in a sphere and be tossed around the room. Very annoying!

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OMAC Base

One of the hardest end-game instances becomes... yeah, still really hard. The OMACs were bad news to begin with, and now they're even worse. Be on the lookout for a few different types you may not have seen before.

Incinerator - Miniboss 1

The first boss appears shortly after the first OMAC sequence. He's a large OMAC with fire powers, and he's horrible. Aside from dishing out a ton of damage himself, he will randomly activate a turret at the top of the room which chucks out tiny orange fireballs. These fireballs start off harmless, but soon you'll get a message that says "5 Seconds Until Explosion" or something to that effect. When these fireballs explode, they do about 300+ unblocked damage, so stay away from them!

But the fun doesn't stop there! Halfway through the fight, he'll summon a Nanosynth and two other OMACs. The Nanosynth can heal and provide buffs, so you really need to kill him quickly. Finally, take out his helpers, then refocus on the boss. This guy will take everything you've got, so don't ever let up and chug those Soders as necessary!

Shielded Omac Guy - Miniboss 2 (I'll get the actual name when I can get back in the game.)

Another pain in the butt. This guy is right after the "waves of OMACs" event that I'll describe later. Anyway, when the fight begins, he seems pretty simple, but there are a few things you need to watch out for. One, he fires off a stream of fireballs 360 degrees around him. If you're in melee range, they might go right over your head. Otherwise, roll counter-clockwise to dodge them entirely, and continue your fight.

He'll also randomly drop a pit of fire underneath one of the players. You HAVE to get out of the fire immediately. This thing will do 200+ damage to you every second or two that you stand in it, and can take you from full health to dead before you know what happened.

Aside from that, the fight has a few gimmicks.

First off, the miniboss will shield himself. During this time, you can't hurt him. At the same time, he'll summon four "junk" balls around the room, and swirling energy spheres will begin to float around. If you get hit by the spheres, you'll be stunned momentarily, so try not to.

Anyway, your focus should be the "junk." Run up, and interact with the junk. Once you have, it will allow you to pick the junk up. You'll then have to run to one of two pillars towards the front of the room (marked by an arrow on your screen) to charge the junk ball up. Once charged, you must then run the ball up to the miniboss to interrupt his shield. Do this four times to make him vulnerable again.

Continue your attack, until he summons a bunch of floating eye drones. These are a pain, so lure them behind pillars (to keep the miniboss from firing at you) and take them out. AOE is great, here! Once down, return to the miniboss.

He'll lather/rinse/repeat the above a few times before he's dead, so keep your health up. Good luck!

End-boss and Mission Extras - Brother Eye

Two things you'll want to remember, in this instance. One, just after the first miniboss, you'll come to a room with two OMACs that have a green shield around them. As long as they're next to eachother, they're invincible. To defeat them, you have to split them up and fight them separately. "Pull" type powers work great here.

Second, after that sequence, you'll come to an event where you have to defeat/hack some turrets that will help you in a sequence where you need to take on wave after wave of OMACs. There are a few heal barrels here, so use them whenever you begin to get low. DO NOT chase after the OMACs, let them come to you. Splitting away from your partner leaves you vulnerable, and the turrets will help keep you safe. As always, pick the Nanosynths out of the group and kill them first.

Finally, with the Brother Eye fight, there are some minor changes. One, when you go to activate the various consoles that spawn drones, a nanosynth will also spawn with them. Kill the nanosynth first. Also, be sure to kill the drones before actually activating the console, or you'll spawn the next wave of enemies and run the risk of being overwhelmed.

Also, there is no way to turn off the electrified floor plates like in the normal mission, but you can use this to your advantage! If you can stun enemies from afar, wait until they're over the floor plates and stun them. They'll fall into the plates and take repeated damage! This tactic helped me solo Brother Eye when my partner died at the beginning of the fight.

SPECIAL BONUS - AMBUSH BUG!
You get a feat for finding Ambush Bug in all four of the Duos, so here they are!

Grodd's Lab - Shortly after the first mini-boss and the few groups that follow him, there will be a group of crates to the left. Ambush bug hides behind them!

Gotham University - After defeating the miniboss for the second time (the sarcophagi version), climb to the top of this room. Ambush Bug is on top of a caged area.

Hive Base - Remember those yellow hexagonal spheres I mentioned that are new in the bossfight, and how you'll see them earlier in the instance? Well, in that room that you first see them, there will be a screened-in area at the top of the room, where Ambush Bug is hiding.

OMAC Base - After the Incinerator, in the room where you first fight the guys that shield eachother and need to be split apart, there's a blocked-off area to the left (from when you first enter the room) that hides Ambush Bug.[/color]

Krellen

Posts: 4
Join date: 2011-02-02

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