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|Keywords=Babel, Tower, Fight, Boss, Floor, Stage, Guide, Tips, Trick, Walkthrough, Easy |
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|Keywords=Babel, Tower, Fight, Boss, Floor, Stage, Guide, Tips, Trick, Walkthrough, Easy |
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|tab1 = Overview |
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|tab1 = Overview |
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{{Header Notch|Season 7: The Last Spark}} |
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{{Header Notch|Season 7: The Last Spark}} |
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A.K.A. "Project Babel: Maelstrom", occurred under the [[The Last Spark]] Patch. |
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A.K.A. "Project Babel: Maelstrom", occurred under the [[The Last Spark]] Patch. |
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1. The Project Babel - Maelstrom consists of 3 levels. Each level has only 1 optional stage. In the optional stage, you can freely choose the combination of strategic objectives. |
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1) The Project Babel - Maelstrom consists of 3 levels. Each level has only 1 optional stage. In the optional stage, you can freely choose the combination of strategic objectives. |
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2) Each level can be challenged with up to 3 teams. You can only use the 1st team attempt each level at the beginning. When the 1st team has a clear record for each level, the 2nd team will be unlocked. When the 2nd team has a clear record for each level, the 3rd team will be unlocked. The record for each team's challenge level and members will be saved separately. |
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3) Each level contains 5 difficulty levels. Based on your selection, the final Strategic Level will gain different bonuses. Final Strategic Level = Strategic Level Selected x Difficulty Bonus Coefficient (rounded off). |
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2. Each level can be challenged with up to 3 teams. You can only use the 1st team attempt each level at the beginning. When the 1st team has a clear record for each level, the 2nd team will be unlocked. When the 2nd team has a clear record for each level, the 3rd team will be unlocked. The record for each team's challenge level and members will be saved separately. |
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4) There are three parts in the level: [Environmental Intelligence], [Strategic Target] and [Support Module] which will affect the battle. |
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3. Each level contains 5 difficulty levels. Based on your selection, the final Strategic Level will gain different bonuses. Final Strategic Level = Strategic Level Selected x Difficulty Bonus Coefficient (rounded off). |
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4. There are three parts in the level: [Environmental Intelligence], [Strategic Target] and [Support Module] which will affect the battle. |
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*Environmental Intelligence: Environmental Affixes in the battle. The challenge of this level will be affected by the Environmental Affixes. |
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*Environmental Intelligence: Environmental Affixes in the battle. The challenge of this level will be affected by the Environmental Affixes. |
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*Strategic Target: Difficulty Affixes in the battle, the selected Affixes will be added to the level to increase the difficulty. |
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*Strategic Target: Difficulty Affixes in the battle, the selected Affixes will be added to the level to increase the difficulty. |
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*Support Module: Buff Affixes in the battle, the selected Affixes will aid your members in combat. |
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*Support Module: Buff Affixes in the battle, the selected Affixes will aid your members in combat. |
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5) After each successful challenge, the members used will be locked and cannot be used in other levels and form another team. The players can change the status of the members by "Clearing Record" or "Restoring Record". |
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5. After each successful challenge, the members used will be locked and cannot be used in other levels and form another team. The players can change the status of the members by "Clearing Record" or "Restoring Record". |
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*Clearing Record: To clear the Strategic Levels gained by completing the level and unlock the members at the same time. |
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*Clearing Record: To clear the Strategic Levels gained by completing the level and unlock the members at the same time. |
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*Restoring Record: Restores the level to the state before completion and regains the corresponding Strategic Levels. The members used to complete the level will be locked again. |
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*Restoring Record: Restores the level to the state before completion and regains the corresponding Strategic Levels. The members used to complete the level will be locked again. |
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6) According to the combination of Strategic Objectives selected in the challenge of each level, rewards can be obtained once the total Strategic Level for a single level or the accumulated Strategic Level has reached the requirement of Challenge Mission. |
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7) Once you complete a level, you will get a collectible reward. The higher the Strategic Level you reach, the better quality the collectible will be. |
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6. According to the combination of Strategic Objectives selected in the challenge of each level, rewards can be obtained once the total Strategic Level for a single level or the accumulated Strategic Level has reached the requirement of Challenge Mission. |
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7. Once you complete a level, you will get a collectible reward. The higher the Strategic Level you reach, the better quality the collectible will be. |
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8. The final Strategic Level reached by all of your teams will be shown on the Babel Tower Ranking. |
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8. The final Strategic Level reached by all of your teams will be shown on the Babel Tower Ranking. |
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{{Header Notch|Stages}} |
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{{Header Notch|Stages}} |
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<div class="custom-tab_1"><tabber> |
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<span style="color:#FF6549;"><big>Team Requirements for Support Points:</big></span> |
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<big>{{p|<u>'''Team Requirements for Support Points'''</u>}}</big> |
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*Deploy 1 Member with 4,000 BP (+1). |
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*Deploy 1 Member with 6,000BP (+1). |
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*Deploy 1 Transcendant (+1). |
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<big>{{p|<u>'''Support Details'''</u>}}</big> |
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Deploy 1 Member with 4,000 BP (+1). |
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<span class="green">Spring Up:</span> |
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Deploy 1 Member with 6,000BP (+1). |
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Deploy 1 Transcendant (+1). |
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<span style="color:#FF6549;"><big>Support Details:</big></span> |
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<span style="color:#FF6549;">Spring Up:</span> |
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Restores 5% of max HP every second when you have an antibody. |
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Restores 5% of max HP every second when you have an antibody. |
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<span class="green">Hysteria:</span> |
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<span style="color:#FF6549;">Hysteria:</span> |
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Gains 10% Extra DMG bonus and reduction every 10s. Stacks up to 3 times. Switching members will reset the effects. |
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Gains 10% Extra DMG bonus and reduction every 10s. Stacks up to 3 times. Switching members will reset the effects. |
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<big>{{p|<u>'''Environment'''</u>}}</big> |
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<span style="color:#FF6549;"><big>Environment:</big></span> |
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1) Dead Zone: Transcendants recommended. |
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1) Dead Zone: Transcendants recommended. |
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5) Antibody: Destroying the spawned Corrupted will grant you an antibody for 10s and remove your Parasite (if parasitized), during which you are immune to Parasitize, and destroying a host with 2 different types of Signal Orbs will prevent the Parasite from evolving (ineffective against the evolved Parasite). |
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5) Antibody: Destroying the spawned Corrupted will grant you an antibody for 10s and remove your Parasite (if parasitized), during which you are immune to Parasitize, and destroying a host with 2 different types of Signal Orbs will prevent the Parasite from evolving (ineffective against the evolved Parasite). |
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</div> |
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|-|BP-2= |
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<span style="color:#FF6549;"><big>Team Requirements for Support Points:</big></span> |
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<big>{{p|<u>'''Team Requirements for Support Points'''</u>}}</big> |
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*Deploy 3 Constructs (+1). |
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*Deploy 2 Constructs (+1). |
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*Deploy 1 member with 6,000BP (+1). |
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<big>{{p|<u>'''Support Details'''</u>}}</big> |
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Deploy 3 Constructs (+1). |
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<span class="green">Team Cooperation:</span> |
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Deploy 2 Constructs (+1). |
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Deploy 1 member with 6,000BP (+1). |
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<span style="color:#FF6549;"><big>Support Details:</big></span> |
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<span style="color:#FF6549;">Team Cooperation:</span> |
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Reduces character switching cooldown by 3s. Characters switched in gain a 25% DMG bonus for 4s. |
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Reduces character switching cooldown by 3s. Characters switched in gain a 25% DMG bonus for 4s. |
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<span class="green">Heavy Shield:</span> |
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<span style="color:#FF6549;">Heavy Shield:</span> |
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QTE will grant a shield equal to 20% of the controlling character's max HP and Super Armor for 4s. |
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QTE will grant a shield equal to 20% of the controlling character's max HP and Super Armor for 4s. |
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<big>{{p|<u>'''Environment'''</u>}}</big> |
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<span style="color:#FF6549;"><big>Environment:</big></span> |
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1) Four Signs: Rosetta will change the weather for every 25% HP lost (Thunderstorm will occur with only 25% HP left) and summon soldiers with the corresponding resistance. The current weather will be growing extreme over time. |
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1) Four Signs: Rosetta will change the weather for every 25% HP lost (Thunderstorm will occur with only 25% HP left) and summon soldiers with the corresponding resistance. The current weather will be growing extreme over time. |
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3) Nature Poetry: Activating 3 buoys when Thunderstorm is in effect will trigger the following bonuses: 3 different Elements will reduce Rosetta's all Elemental Resistance; 2 same Elements will grant you DMG reduction; 3 same Elements will continuously restore your HP. |
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3) Nature Poetry: Activating 3 buoys when Thunderstorm is in effect will trigger the following bonuses: 3 different Elements will reduce Rosetta's all Elemental Resistance; 2 same Elements will grant you DMG reduction; 3 same Elements will continuously restore your HP. |
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</div> |
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|-|BP-3= |
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<span style="color:#FF6549;"><big>Team Requirements for Support Points:</big></span> |
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<big>{{p|<u>'''Team Requirements for Support Points'''</u>}}</big> |
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*Deploy 1 Support-Type Construct (+1). |
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*Deploy 3 Constructs (+1). |
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*Deploy 1 member with 6,000BP (+1). |
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<big>p|<u>'''Support Details'''</u>}}</big> |
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Deploy 1 Support-Type Construct (+1). |
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<span class="green">Emergency Infusion:</span> |
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Deploy 3 Constructs (+1). |
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Deploy 1 member with 6,000BP (+1). |
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<span style="color:#FF6549;"><big>Support Details:</big></span> |
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<span style="color:#FF6549;">Emergency Infusion:</span> |
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DMG dealt by Yellow Orbs will restore HP based on the number of orbs pinged. 10s cooldown. |
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DMG dealt by Yellow Orbs will restore HP based on the number of orbs pinged. 10s cooldown. |
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<span class="green">Growth Hormones:</span> |
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<span style="color:#FF6549;">Growth Hormones:</span> |
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Increases Physical DMG by 30% for 5s when healed. |
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Increases Physical DMG by 30% for 5s when healed. |
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<big>{{p|<u>'''Environment'''</u>}}</big> |
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<span style="color:#FF6549;"><big>Environment:</big></span> |
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1) Infect: Siren will leave an infection area on the field for every 25s. Units in contact with it will be infected for 5s (Constructs will lose additional HP). |
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1) Infect: Siren will leave an infection area on the field for every 25s. Units in contact with it will be infected for 5s (Constructs will lose additional HP). |
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5) Dirge: Siren will become paralyzed and Vulnerable for 5s after devouring 6 familiars. Each rebuff will increase the duration by 1s and cleanse 1 infection area. If all familiars are devoured, cleanse all infection areas. After that, DMG dealt by Siren will increase based on the number of familiars devoured successfully. |
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5) Dirge: Siren will become paralyzed and Vulnerable for 5s after devouring 6 familiars. Each rebuff will increase the duration by 1s and cleanse 1 infection area. If all familiars are devoured, cleanse all infection areas. After that, DMG dealt by Siren will increase based on the number of familiars devoured successfully. |
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</tabber></div> |
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{{Header Notch|Rewards}} |
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{{Header Notch|Rewards}} |
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