Next, the player should run west to the blue vent if not already there from the lightning. Once the Hydra reaches 50% of its health, the bottom-left head falls off and it changes its carapace to red. This does not despawn the lightning, so if the player were to move off of the tile, the lightning will start following them again. It is also possible to trap the lightning by standing in the north-west corner, moving one tile diagonally south-east when the lightning is two tiles away from you, and instantly moving one tile north. Players may also hug the northern wall and quickly move their way west while damaging the Hydra, which works especially well with any ranged weapon with a distance of 10. Starting near the middle of the room and looping around one of the last lightning spawns, to escape the box they form, is the easiest way to avoid their damage. Getting hit by them will bind the player and deal up to 20 damage. The four pieces of lightning converge on the player's location. Throughout the phase, the Hydra will launch an electric ball in the centre of the room, which spawns four lightning currents in the four corners of the chamber, although the order in which they appear in is random. Next, the player should run north to the green vent.Ī player performs the lightning trapping method. Once the Hydra reaches 75% of its health, the bottom-right head falls off and it changes its carapace to blue. When it spits poison, move west two tiles - this avoids the one targeting the player, and the other four will splatter east. The best way to avoid this attack is by standing west of the red chemical vat, all the way south, then move north two tiles when the Hydra is positioned over the chemical pool. Both will cause a poison effect that deals 6 damage if players get poisoned, immediately clear its effects. The blobs have a 3x3 splatter effect dealing up to 7 damage, and standing on the poison pools will deal up to 12 poison damage per tick. After the first kill, the player should stand right next to the red chemical vat (to the west) so that the Hydra is automatically lured to the red chemical pool as soon as it spawns.Īfter the first three attacks, the Hydra will launch 4 or 5 poison blobs around the player's location 1 on the player and 4 randomly around it. In this phase, the Hydra starts with a green carapace, and should be lured to the red chemical pool. At the start of each phase, the Hydra will perform three auto-attacks before performing a special attack.Ī player fighting the Alchemical Hydra in its poison phase. If it gets sprayed by chemicals from an incorrect vent, its enrage stack will go up, increasing the damage of its attacks. The Hydra will Roaaaaaaaaaaar! via a message above its heads when it gets sprayed by the correct vent. This must be removed by luring it to the appropriate chemical vent. Players should be aware that the Hydra's phase transition animation can override the attack swapping animation, so counting the attacks is still beneficial.ĭuring the first three phases, the Hydra's carapace is strengthened and will immensely reduce incoming damage by 75% of what it would have dealt. Phase-specific special attacks do not count toward these three attacks. For the first three phases, after every three basic auto-attacks, regardless of damage dealt, the Hydra will sway its heads backwards as a warning indicator that it is changing combat styles. The Hydra will begin the fight with either combat style. In the last two phases, this will consist of one hit that does higher individual damage. In the first two phases, this consists of two instant hits that deal less damage individually. The Hydra attacks with both Magic and Ranged, with the left heads attacking with magic and the right with ranged. A head will fall off each time this occurs as the Hydra roars and changes forms, signifying the start of the next phase. The Hydra has four phases, each one beginning upon hitting or going past each 25% health threshold (~275 health). The Hydra has a respawn time of 20 seconds. Note: While the Hydra is in the room, players cannot leave through the doors, as they are jammed when this occurs. Dying elsewhere with items still held by him will result in them being lost forever. The fight is instanced if players die while fighting the Hydra, then they may reclaim their items from Orrvor quo Maten outside for 100,000 coins each time.
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