FANDOM


UpdatedArchie
Tale of Diep (ToD) is no longer under active development as a derivative of Diep.io and remains here as an archive, though spin-offs such as The Extended Tale of Diep remain active. For info on the successor to Tale of Diep, now an independent work called "A Tale Where Nothing Matters", visit its Discord server here.

Ah yes, the stronghold in the mountain. Locked at the intersection of Shallows and the Desolate Plains, a mere few hundred miles from the Tower of Gladii itself. The nefarious doctor who runs this citadel laboratory is one of the key members of power within the Cult of Panzer, having pledged allegiance to them near the start of The Middle Era, a few hundred years after the smoke cleared.

The lab is guarded by hundreds of creations of the nefarious Dr. Lacus, who he himself was granted evil power by the Great Dark One. The power of precognition. He can sense danger before it happens, and can dodge a bullet before it is even fired. The mad doctor is near unkillable, and with an army of automatons at his aide, he could rival even the Archprophet himself if it wasn't for Panzer pulling his strings, ha ha ha.

Behead and bring down the laboratory, at least for a while. While Dr. Lacus may be impossible to kill, or so it seems, scare him off for a bit. Yet no matter how hard we try... he'll be back...

Overview

Mad Science is a VERY special Event Gamemode that can only be entered while the Seven Steps of the Sanctum are being completed. Beating Mad Science at least once is a requirement to eventually reaching the Archprophet himself, so complete and run through it... cautiously. The mad doctor has hundreds of tricks up his sleeve, be it traps, robots, tailored machines of death, pools of chemicals, and other darker creations... All players who join Mad Science spawn in the same server, as only one run of Mad Science can happen at a time. Once a run has started, another cannot until Dr. Lacus is killed or all players die/leave. Trying to enter results in a "Run In Progress..." message similar to "Waiting For Players..." in Survival. When active, Mad Science appears for 72 hours, but even once the step for reaching the Archprophet is complete, it can continue to be played. There are two bosses in Mad Science. Most enemies that spawn in Mad Science are listed on the Lab Guards page.

All players spawn in using a Character of theirs, as is typical in story based game modes. Therefore, risk of permanent death of that character and all items on them are imminent if one is not careful or does not have a Teleportation Amulet.

The Map

Similar to Tower of Gladii, the map is the same every run. Therefore, with enough practice, Mad Science can be perfected with an eventual universal strategy to completing it. Instead of a tile floor, the floor is very metallic, with light gray metal textures similar to the textures of the doctor's creation, like the War Machine, but once again, gray instead of red. Walls are typically black inside, with gray 2.5D walls stretching down for perspective, and lined with various tech equipment in most rooms. Mad Science introduces transformation chemical tiles, both green and red variants. Each bubbles and can be walked through. Red tiles apply Polymorph indefinitely. Green chemical tiles transform you back.

Layout

Start to Belisarius Chase I

The run starts at the bottom-left of the map, on a platform surrounded in red chemical pool and with a metal grate bridge leading right to the next room, which has some groups of enemies and a green chemical pool in the center. Players can take either path around the chemical pool to go right to the next room.

Following the first room is a long hallway leading right with three clusters of enemies leading into a small box before a long unavoidable red chemical strip. On the far side of the room beyond the unavoidable red chemical pool are some groups of enemies, and a green chemical pool lining the opposite wall. Players must rush through the pool and to the other side of the room before being able to fight back or run upward through a small hallway and into the next very large open room.

Above the rush room is a massive open room with a large wall block surrounded in red chemical pool near the top-right of the room. Players may choose to take the much more open left side with more enemies, or the much more narrow right side around the wall block with less enemies, but more risk of stepping into a red chemical pool.

Above the large open room, the entrance favoring the left side slightly more, is a thinner hallway with three clusters of enemies that will suddenly turn right, with that hall around the corner containing a single group of enemies.

The right-leading hallway will then open up to a slightly larger square room with a large green chemical pool in the top-left corner, and three smaller red chemical pools forming an incomplete square shape in the bottom right. In the back corner in a small nook behind the three red pools is a Diamond Core, which must be destroyed to open the War Machine II battle room. Diamond Cores have 15000 health and will spawn Lab Guards around them as they take damage. Other than this, there is no way for them to fight back.

Belisarius Chase I

Eight seconds after the first player makes it through the room with the first Diamond Core, a loud sound of crumbling structure can be heard as Belisarius crashes in through the wall to the right of the newly entered hallway at the top-right of the room described above. Players behind Belisarius will be trapped for some time, as the rubble left behind takes quite a while destroy and catch up with everybody else. (Players cannot trigger the spawn and then move back to avoid the encounter altogether, at least one player must be beyond the trigger location for eight seconds). For those who made it, the camera will pan and change to enter chase sequence view. During a chase sequence the camera will be locked to where it is faces Belisarius' front, with him in the back of the screen and players running automatically toward the screen. Players have no control over this but can effect how fast they run, and players that fall too far behind will be grabbed by Belisarius and thrown like a projectile, dying. Players will have to move left and right entirely on their owns, and if a hallway turns, the turn will happen automatically. Belisarius always moves at the same speed, and players cannot travel too far ahead, as forward is 'off screen' since the camera is directly focused that way.

This chase sequence is not too long. It spans about three hallways, with the second one being significantly longer than the other two. Belisarius will charge after players, and select between any of his Chase Sequence attacks, usually one three seconds after the other. Twice during the chase sequence will he fake the ending of it, getting first stuck behind a beam players can travel under (signified by a slightly off shadow since the game has depth) before punching right through it with his fist. The second time is when he gets caught between three inactive Trap-type Lab Guards. It almost looks like the sequence ends there, with him almost fading from being two far away (since the camera angle is so strange compared to any other instance in the game), but then rocketing closer again with his jet pack and continuing the sequence. Anyway, when that is not happening, he will choose between his Chase Sequence attacks, one a few seconds after the other until the chase ends.

  • Sweep Blast: His cannon will retract and reform into a Vulcan, and he will sweep the barrel from left to right. Despite the barrel looking like a Vulcan, this is only aesthetic, and the shots themselves will be normal-sized and there will be about eight of them in a spread made one at a time as he sweeps his cannon, that players can squeeze through.
  • Target Shot: Will place a red target marker on the ground where players are which will flash red and yellow quickly. Two seconds later, it will become solid orange, and a powerful Annihilator shot will be fired there from his large cannon, dealing incredible damage to players caught in, and within 2 tiles of the blast, which explodes on contact with the ground.
  • Rocket Fist: His gauntlet's blue sigil will flash white before he moves to the left, right, or center, aims it in front of him, and fires it off in a straight line, piercing through players and dealing damage, before boomeranging back into his wrist socket.
  • Bombard: His cannon will turn into a Gunner-like one, and he will begin randomly firing off a barrage of four to six explosive bullets one at a time. Each one is like an individually weaker Target Shot, but a lot less focused.
  • Power Throw: If a player falls too far behind and comes within Belisarius' reach, he will grab them with his fist, and throw them like a projectile forward toward the players. Anyone hit takes damage equal to that player's body damage, and the thrown player rarely survives.

The chase ends at the conclusion of the third hallway, where players will squeeze into the air ducts and elude the grasp of Belisarius who will smash his hand in through the gap, but pull away.

Belisarius Chase I to War Machine II

From the end of the hallway is a very thin passage with a vent grate sitting along the wall next to it, implying the players are now crawling through the air ducts to reach another section of the lab. While inside the vents, the outside is completely black, allowing players to see nothing but the inside of the ducts. The ventilation system has a different metallic tile and bolted aesthetic, and goes straight upward for a while, holding no enemies. At the end of this hallway is a long thin path left and another small nook in the top-right containing the second Diamond Core. The vents then go left for a much longer time than they went up, this time having two clusters of enemies before it begins going down a short ways. One last time before the vents turn left, a group of enemies will be placed at the corner. Note that the air duct floor tiles look different from the usual floor tiles and the sound of large fans spinning can be heard while in this portion. During random portions of this section, the screen will shake as Belisarius' fist attempts to punch or grab at players from the side walls. This happens quite rarely and is random each run. Players cannot exit the vents through openings Belisarius makes.

Following the ends of the thin hallway, a compact rectangular room with two interior wall blocks and three groups of enemies will be entered, marking the end of the ventilation crawling section. Following this is another thin hallway with no enemies, but instead, walls that will pull back and then crush inward on a ten second timer. Tanks crushed will suffer massive damage if not outright killed.

After the trash compactor, players enter a final room with a large red chemical pool in the center and thin portions to stand on surrounding it. More enemies sit on the shorter path to the next room, and less enemies sit on the longer path. Either way leads to the battle with the War Machine II. After this room, a final hallway right and then upward will lead to the massive arena with the War Machine II. The door will be locked if both Diamond Cores have not been destroyed. Tanks can go back to destroy them if they somehow failed to. The arena of the battle is listed on the page for the boss.

Boss: War Machine II

Belisarius Chase II

Immediately after the battle with the War Machine II, Dr. Lacus will command Belisarius to pursue the players once more. Eight seconds after the first player exits the arena, he will break in through the wall again with the same rules as the first time (rubble blocking the path for slow people, someone has to be chased or you can't proceed, etc.)

This area is much longer than the first one, spanning five different hallways in an almost S-shaped pattern. They are all relatively equal length, and as the first chase mentions, turns happen automatically since the camera angle is so odd to capture the epic of the situation. This time, alongside the many attacks of Belisarius, players must also be on the lookout for debris, which will deal moderate damage if walked into, and slightly slow down the player. This makes players not stand too close to Belisarius, but also not right up in front of the screen. Other than that, he will still select from his Chase Sequence attacks until the end.

  • Sweep Blast: His cannon will retract and reform into a Vulcan, and he will sweep the barrel from left to right. Despite the barrel looking like a Vulcan, this is only aesthetic, and the shots themselves will be normal-sized and there will be about eight of them in a spread made one at a time as he sweeps his cannon, that players can squeeze through.
  • Target Shot: Will place a red target marker on the ground where players are which will flash red and yellow quickly. Two seconds later, it will become solid orange, and a powerful Annihilator shot will be fired there from his large cannon, dealing incredible damage to players caught in, and within 2 tiles of the blast, which explodes on contact with the ground.
  • Rocket Fist: His gauntlet's blue sigil will flash white before he moves to the left, right, or center, aims it in front of him, and fires it off in a straight line, piercing through players and dealing damage, before boomeranging back into his wrist socket.
  • Bombard: His cannon will turn into a Gunner-like one, and he will begin randomly firing off a barrage of four to six explosive bullets one at a time. Each one is like an individually weaker Target Shot, but a lot less focused.
  • Power Throw: If a player falls too far behind and comes within Belisarius' reach, he will grab them with his fist, and throw them like a projectile forward toward the players. Anyone hit takes damage equal to that player's body damage, and the thrown player rarely survives.

At the conclusion of this chase, the end of the fifth hallway, the first player who makes it through will get a special automatic animation where their tank will move to a large red button on the other side of the gate the players pass through, and will press it with their body when all players get through, causing the wall (door) to form right as Belisarius is about to run through. If players stick around before moving on to the next section, they can see him attempt to bust through the door with his gauntlet and vast arsenal, to no avail. Now with no other places to turn, the group must proceed onward to Dr. Lacus.

Belisarius Chase II to Dr. Lacus

When the second chase ends, players will be exposed to a large square room with three paths. One upward, one left, and one right. Each path left and right is made up of hallways with groups of enemies, and two Circle Cores on each side. The first one is easier to reach, as at the end of the left and right hallways, the path will then go up or down. Up leads to the first Circle Core on each side, and down begins the long track to the second on each side. Ultimately, the second ones have more clusters of enemies and a longer multi-direction path to reach. The map image shows this in better detail. Circle Cores are exactly like Diamond Cores, but have 30,000 health and summon Lab Guards more often.

Directly above the room mentioned above is a thin path that leads into a wider opening that has three more clusters of enemies and the locked door leading to the Dr. Lacus arena. The door will of course, not be locked once the four Circle Cores have been destroyed, cutting off power to the door, and to the intercom... meaning the map will go slightly darker and Dr. Lacus will no longer taunt players as they make their way to his battle room. The layout of this area can be much more easily seen in the sketch above.

Boss: Dr. Lacus

Intercom

During the duration of the run, Dr. Lacus can commonly be heard over the intercom of the laboratory, either mocking the tanks, saying random things on accident, or cueing the start of certain encounters such as the War Machine II and himself. Some may be said randomly while others may be triggered to always be said when something happens. Editable by Diepmon and Zathsu. If a quote is said because something happens, specify it in parenthesis after the quote. If no parenthesis exist, it is implied to be said randomly.

  • BWA HEE HEE HA!!! Welcome to my Laboratory, hapless tanks! (Upon starting a run of Mad Science)
  • They're approaching your position, Belisarius! DESTROY THEM! (When the first player activates the eight second timer triggering the first Belisarius chase sequence)
  • What do you mean they're RAIDING THE AIR DUCTS!? Do something, useless minions! (When players first enter the ventilation system part of the run)
  • BWA HEE HEE HA, silly tanks! You draw nearer to my deadliest machine... (When players exit the ventilation system part of the run)
  • You think you're clever entering the trash compactor? The walls will crush you before you can make it to the other side, ha ha ha! (When tanks enter the crushing wall portion)
  • WHAT DID I TELL YOU!? (When a player is killed by the smashing walls)
  • Get THOSE vermin out of here! (25% chance to be said when Tears of Panzer spawn)
  • Say hello... to my greatest creation! BWA HEE HEE HA! (Upon starting the War Machine II battle)
  • HA HA HA HA! You didn't destroy the locks to the door? How STUPID can you be! (If players get to the War Machine II battle's door, but did not destroy the Diamond Cores)
  • What's the matter silly soldiers? Afraid of Belisarius? BWA HEE HEE HA! (When the second Belisarius chase sequence begins)
  • Get another! I need my data! (When an AI Prophet "converts" a tank)
  • So we finally meet, little tanks. Keep in mind that I am practically invincible, so the chance that you will defeat me is <number between 0.00001% and 0.001%>. (Upon getting close to the room with the fight with Lacus himself)
  • Bwa hee hee ha! Say hello to <Son of Panzer name>! (When a trap is triggered that releases an artificial Son of Panzer created by Dr. Lacus)
  • Go, my minions!
  • Not again! Get over here! (Clanging can be heard in the background as well as Lacus chasing after something.)
  • Meow meow me - GET OFF THAT!
  • Bwa hee hee ha!
  • Hee hee! You silly tank! You've activated ANOTHER trap! (When 1 tank activates 2 traps within the span of 60 seconds.)
  • Bwa hee hee ha! You silly tanks have activated FIFTY traps! Are you getting clumsier every minute? OF COURSE YOU ARE! BWA HEE HEE HA! (When 50 traps have been activated)
  • My, you tanks are really being reckless. One hundred traps? I give you all the award for being the most graceless beings in the entire world! (When 100 traps have been activated)
  • FIGHT HARDER! (When 100 mechanical enemies have been killed total. This includes AI controlled tanks and Lab Guards.)
  • FIGHT HARDER, YOU WORTHLESS PILES OF SCRAP! (When 250 mechanical enemies have been killed total, or a 50% chance to be said if 20 mechanical enemies are killed within the span of 60 seconds.
  • KILL KILL KILL! (When 500 mechanical enemies have been killed total.)
  • What do you think you're doing? Self-destruct now! (Upon this announcement, 3 mechanical enemies start malfunctioning, attacking their fellow mechanical tanks. They then die after a few seconds and are replaced by 3 new enemies.)
  • *sound of water tinkling* Oh, silly me. I left my microphone on.
  • Not again! (Boxes and various metal parts can be heard loudly falling down in the background.)
  • Whaaaaat?! How? (Upon destroying a Trap, somehow...)
  • Why don't you just stand still? You tanks are just going to get killed anyways, regardless of where you go! Bwa hee hee ha!
  • Here's a joke: Why did the tank cross the road? To get smashed by ME!
  • BWA HEE HEE HA HA HA HA HA!!! Worse luck next time, fools! (When all tanks die)

Trivia

  • Part of the Return of Panzer month event, Day 20.
  • Wasn't originally going to exist.
  • Belisarius is seen more times here than in other game modes where he pursues players due to being in debt to Dr. Lacus for saving his life after the dire injuries that left him to become almost entirely mechanical.
Community content is available under CC-BY-SA unless otherwise noted.