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Difference between revisions of "Ghost Train"

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(Notes)
(Updated levels and entrance fees, added description)
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|Name=Ghost Train
 
|Name=Ghost Train
 
|Image=[[File:GhostTrain.png]]
 
|Image=[[File:GhostTrain.png]]
|MinLevel=75
+
|MinLevel=85
|Level=75-78
+
|Level=85-88
|MLevel=75-78
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|MLevel=85-88
 
|Boss=[[Pandemos Floo]]
 
|Boss=[[Pandemos Floo]]
 
}}
 
}}
  
 
==Description==
 
==Description==
 +
As beautiful and serene as the Oceanic Express can be during the day, they are something completely different after the sun sets. A dark fog rolls in across the ocean, and evil comes aboard, starting from the very end. Those who cannot outrun the darkness are never seen again. At least, not alive.
  
 
==Notes==
 
==Notes==
*Ancient Dungeon
+
*[[Ancient Dungeons]]
*Entry Fee: 1 Spectral Compass (available via Repeatable Quest: 10 Endless Eternities and 40 Blue Cube Fragments) '''OUTDATED'''
+
*Normal:
*Entry Fee: 10 Endless Eternities and 120 {{IconLink|Clear Cube Fragment}}s
+
**Entrance Fee: 10 [[File:Endless Eternity.png]] Endless Eternities and 120 {{IconLink|Clear Cube Fragment}}s
*Can only use 3 Tokens per run.
+
**3 tokens total per run (With or without a party.)
 +
*EX:
 +
**Entrance Fee: 30 [[File:Endless Eternity.png]] Endless Eternities and 120 {{IconLink|Clear Cube Fragment}}s
 +
**1 token total per person per run (limit is shared across a party)
 +
 
  
 
==Map==
 
==Map==

Revision as of 13:48, 26 February 2016

Ghost Train
Ghost Train.png
Location Saint Horn
Min. Level 85
Level 85-88
Monster Level 85-88
End Boss Pandemos Floo

Description

As beautiful and serene as the Oceanic Express can be during the day, they are something completely different after the sun sets. A dark fog rolls in across the ocean, and evil comes aboard, starting from the very end. Those who cannot outrun the darkness are never seen again. At least, not alive.

Notes


Map

Strategy

The main gimmick for this dungeon is a Ghostly Cloud Wall that constantly moves towards the right. While you can stand to be within the cloud, if you stay in it for too long (denoted by a suffocation meter), it will instantly kill you. Thus, time is of the essence when clearing the rooms.

Room 1

  • Skeleton Mermaidea x8

This room is pretty straightforward, just defeat the Skeleton Mermaideas. Be careful, since they get Super Armor on some of their attacks, and they can be quite fast. It's probably best to get them grouped up in the right side of the room and take them out.

Room 2

  • Wooden Doll x8
  • Spirit Wooden Doll x4

This room is a little bit trickier. Conductor Rabineta will float along the room, commanding Wooden Dolls to rise and fight you. Keep in mind you won't be able to attack Rabineta...yet. All the while, Rabineta will occasionally call on various Spirits to rise and fight from Coffins that set about the room. Be wary, since if the Spirit Wooden Dolls enter the Cloud Wall, they'll go berserk.

Here's what you'll have to contend with:

  • First coffin contains a Priest Spirit Wooden Doll. It wields an ax and is capable of performing Giant Weapon Launcher and Star in the Sky.
  • The named version will drop a health and mana orb upon death. It's ax will stay and deal AoE when killed, but the axe can be destroyed.


  • Second coffin is a Fighter Spirit Wooden Doll. It's basically a Nen Master that wields tonfas and will try to Seismic Punch you. Also can create a Nen Shield in which it and anything else is invincible in. Can cast aggressive dopplegangers to Seismic Punch you.
  • The named version will drop a buff upon death. Casts a single Nen Flower when killed.


  • Third coffin is a Slayer Spirit Wooden Doll. It's basically a Soul Bringer that uses Ice Saya and falls prone for and invulnerability attack with it's sword.
  • The named version will drop a movement speed buff upon death. Casts Tombstone when killed.


  • Fourth coffin is a Dungeon Fighter Spirit Wooden Doll. It's some sort of Mage hybrid mimic. It has a whip with wide range and can also perform a Draw Sword-like attack with the whip.
  • The named version will drop a buff upon death. Creates two tornadoes that will chase the player when killed.

Room 3

  • Dark Spirit x5
  • Conductor Rabineta

This room is split into two parts. In the first part, you'll have to deal with several Dark Spirits before you can move past the ghostly barrier. They're not too hard to contend with, but DON'T directly look at them when they turn red, or you'll be marked. They can also turn black and disappear only to reappear behind you, trying to grab you. If successful, you'll become trapped and the Dark Spirit will become invincible for a bit. However, there is a bit of delay for this attack, so it's easy enough to avoid.

The second part has you finally contending with Conductor Rabineta. The gimmick here is that in order to damage Rabineta, you'll have to wear down his Soul to make him visible. When you first see him, stay near him, since he'll release a poisonous mist that will constantly deal damage if you're in it. Luckily, if you stay in the black part of the mist, you won't take damage.

You'll first have to fight Conductor Rabineta's Soul, which can phase in and out. After defeating it, it'll split into 4 Rabineta's Split Souls. Defeating one of these then split into 2 Unstable Spirit Fragments. After defeating all of those enemies, you'll then be able to damage Rabineta. Then the process will repeat. If you don't defeat Rabineta within a certain amount of time, he'll regain all his health. He can be killed during the first, but his soul shards will still form. Killing him during the first attack opening removes the damaging mist. However, note that Rabineta's soul shards can "bug out." If an attack's hitbox lasts long enough for the Split Souls to trigger and the damage they take from the attack is enough to instantly kill them, the Unstable Spirit Fragments might not spawn. If this happens, the dungeon will become impossible to complete as Rabineta will remain invulnerable and the mist will inevitably encroach and kill you.

Room 4

  • Zombie Vanguard x6
  • Chief Operator Saz

Another two-part room. In the first room, you'll take on several Vanguard Zombies. The Vanguard Zombies take severely reduced damage from frontal attacks. To effectively eliminate them, use back attacks. Be cautioned, because the Vanguard Zombies can call out to each other and initiate a turn about. The dangerous part about this room, is that the Vanguard Zombies have a shield bash that launches you a fair distance. If you are not careful, they can trap you in a corner and do this continuously as the Ghost Wall advances.

In the second part, Chief Operator Saz appears to fight you. He'll summon Saz Birds to harass you, and can drop Coffins from above. If they take too much damage or fall on someone, they'll spawn small Wooden Dolls. He can also create a Nen Guard-like bubble that shields from damage. He'll move about fairly quick and has permanent Super Armor. He has a plethora of invulnerable frames. Be very mindful of this and try to chain cc him in order to deal with him efficiently.

Room 5 (Boss Room)

  • Pandemos Floo

This can be a bit of a tricky boss. So here's some tips:

  • Pandemos Foo has abnormally high health regen, so you'll need to keep up the damage or it'll recover a lot of HP.
  • Performs two types of attacks mostly:
    • Bite attack in front.
    • Pandemos Floo puts its hands in the ground. Then you'll see yellow marks all over the ground and several fists will pop up to hit you. Just run circles to avoid, etc.
  • If the screen starts shaking and you see a black shadow dart foward, get away from the x-axis of that area as soon as possible. Once the shadow disappears, a giant phantom will come running over the x-axis of that area, dealing heavy damage to anything in its path. This will usually happen when his shield is broken. Too much damage in a short burst can trigger multiple phantoms or phantoms in rapid succession, so watch out for this. Up to now one efficient way to avoid this is to stand at the top edge, or the bottom edge of the room.
  • Pandemos Floo will form a shield around himself. Destroy the 4 pillars around him to get rid of the shield. Use a quick AoE move to destroy the pillars instantly, because if you hit the shield too much, small tiny wards will pop up next to you. Don't stick around long, since the wards will explode.
  • Pandemos Floo will open up his mouth, emit a circle and perform a ground-level (i.e. jump!) shock-wave across the entire room, causing knockdown. Usually does this with the shield up. This does lots of damage, so jumping is highly recommended.
  • Teleports in response to cube skills. The first time he reappears, he will try to attack anyone nearby. If you are in a party, do not run at each other (one of you might run into Pandemos Floo) and it is recommended to run up or down to dodge the bite when he reappears the first time. Pandeoms Floo is invulnerable during this first reappearance. When he reappears the 2nd time, he will be vulnerable to attacks again and has a short cooldown on using this move again. It is recommended to waste a low-level or non-damaging cube skill to proc this move before bursting him when he reappears the second time.

Monsters

Normal

  • Skeleton Mermaidea
  • Wooden Doll
  • Wooden Killjoy Doll
  • Wooden Leonor Doll
  • Wooden Jerova Doll
  • Wooden Ramnu Doll
  • Dark Spirit
  • Vanguard Zombie
  • Saz Bird

Named

  • Conductor Rabineta
  • Conductor Rabineta's Soul
  • Rabineta's Split Soul
  • Unstable Soul Fragment
  • Chief Operator Saz