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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.

And now... I have become death.

*sirens blare*

Destroyer of worlds...

*sirens blare*

You will be one with death...

*lights flash and sirens blare*

Overview

War Machine II is a heavily upgraded version of the War Machine and it spawns specifically in the Mad Science game mode. Unlike its older and inferior brother, the War Machine II is a Legendary Boss. Having many more weapons, weird tech gadgets, flashy lights, and a metal exoskeleton not even the toughest can penetrate, the War Machine II is gonna give anybody one hell of a fight. It is split into four phases.

BGM: https://www.youtube.com/watch?v=-gCi94zMURs&list=PL3B889B7285B65B73&index=130

Design

The War Machine II is made of nine pieces. In the same manner as the original War Machine, MOST of the pieces rotate around The Core, attached to it but barely. Imagine top Auto Turrets if they were on the side and rotated. All of them except The Shield, The Augmenter, and The Occult rotate around The Core.

The Shield is actually a giant metal piece that looks like quarter of a circle, made of beveled metal plates. It doesn't rotate and covers the same top-left corner of the War Machine II. The Shield actually extends over the edge of The Core, and the pieces that rotate around The Core will pass underneath it, being shielded from damage but also stop attacking until they go out the other side. Now how each other individual piece looks:

  • The Core: Larger scarier looking version of the original War Machine core with more metal and laser points. The Augmenter, The Occult, and The Shield sit on top it and MUST be destroyed first before The Core can be damaged. The Core has three random Auto Turret types on top of it between the three positions of The Shield, The Augmenter and The Occult. They can be regular, Machine Gun, or Dominator. There is also two giant laser beam pointers on it like on the original War Machine core. This thing is a boss in its own right, mwa ha ha!
  • The Breaker: A rapidly rotating beast of a tank with five Trapper barrels spaced evenly apart on it, constantly firing outward. The Trappers evenly remotely having the chance to accidentally hit another part of the War Machine II do not fire. These Traps do fire relatively far, so watch out.
  • The Blitz: Looks like a giant Gunner, but also has a Sniper barrel in the middle and a regular Auto Turret on top. Main rapid fire offensive force of the War Machine II. Will very simply fire at the closest player or sweep back and forth in waves. Sniper shots inflict Paralyzed, so be wary.
  • The Cannonade: Has three Destroyer barrels on it, evenly spaced apart, one on each side of the circle except for the one connecting it to the War Machine II. The barrel facing outward actually fires Missiles (the bullets that shoots bullets). Big bullets explode on contact with a tank, wall, or polygon into a ring of sixteen Gunner bullets.
  • The Vizier: A large Overseer-like tank with a black eye that has a red pupil in it, similar to The Saw. This pupil will track the closest tank and guides the Drones it summons. These Drones are light gray Crashers, akin to those summoned by the Fallen Overlord. However, they have small barrels on each side that will release a bullet from each of them when destroyed.
  • The Quaker: A giant fist, more than a tank. Resembles a large dark red Puncher on a chain. Flies out and comes back in. Things it hits suffer huge knocback, become Broken and Slowed, and it fires out a ring of bullets on contact. Like a Griever but without the grappling part. Will occasionally swing around in arc punches on its chain. Very unpredictable but fragile in comparison to the other weapons.
  • The Occult: One of the three weapons that sits on top of The Core, The Occult fires a GIANT solid laser beam at the closest player every eight seconds or so, and sweeps a 45 degree angle with the beam. Lasers, as usual, have infinite range and penetration, and deal stacking damage the longer a target stands in it. The Occult itself looks like a Dominator barrel with a red eye on it and extra spike armor near the barrel. Cannot be damaged until Phase 3.
  • The Augmenter: Does nothing on its own, but while its alive, other weapons on the War Machine II will receive random buffs for random lengths of time. A max of three pieces can have buffs at a time. Looks like a giant gray metal tank covered in lances and slowly rotates.
  • The Shield: Mentioned above. The Shield blocks all damage and reflects all bullets that hits it. The Shield will recover health slowly over time if damaged, about 100 every 4 seconds. Once The Shield is destroyed, Phase 2 is entered no matter the total health of the War Machine II.

Arena

War Machine II is fought in a massive, dark room about halfway through the Mad Science game mode, which in itself is similar to Tower of Gladii in that acts as a MASSIVE Dungeon run with a preset layout. Multiple chemical pools, which turn you into a polygon, dot the room. Of course, both red and green pools dot the room so in case you become a polygon you can always transform back. Additionally, a long red line of red chemical pool runs along the left wall, and green on the other side. Both of these 'lines' lining the wall are the same size and thickness of a team base in 2 Teams. Note that chemical pools don't effect the War Machine II.

The Fight

Phase 1

War Machine acts as usual, slowly and aimlessly chasing players while all of its guns slowly rotate around The Core (or if their on top of The Core they don't rotate, as The Core itself doesn't rotate). Each weapon does as described above. Total health of the War Machine II does not dictate when it enters Phase 2, but the destruction of The Shield does. Once The Shield is destroyed, the boss enters Phase 2.

Phase 2

The War Machine II, having lost its massive iron shield on the top left of the tank, gets a massive speed boost and all remaining guns fire a lot quicker. For every rotating orbital weapon lost, the rotation speed of the other weapons increases. Phase 2 is actually an entirely optional section of the fight, as a smart group of players doing the run would save The Shield for last, making only dealing with The Occult a much easier task. Thus, Phase 2 can be done very easily, or can be a challenge put onto themselves by players. No matter what, Phase 2 will be entered, but its difficulty is heavily reliant on how early The Shield has been destroyed.

Phase 3

The War Machine II is nothing left but The Core and The Occult, neither of which has sustained damage up to this point (because of this, Phase 3 is always entered at 58,000 health). Despite The Occult being there, The Core can take damage. The Occult moves to the center top of The Core, and the other three random Auto Turrets are still there forming a triangle around it, being part of The Core. The Core sprouts eight giant Auto Turrets on its side, each with a lance on them, and beings rotating quickly as it rushes at players. The War Machine II now has an attack pool which it will draw from until Phase 4.

  • Berate: Will rotate so fast, the rotation itself becomes a blur, and beginning releasing a storm of bullets in all directions while charging at a player quickly speeding up over time. It gets harder for it to turn the faster it gets, so a quick side dodge will be fine.
  • Mega Blast: The Occult will charge up by flashing red, and then release a spinning 360 degree laser that slowly rotates its pattern, followed by five quick blasts in succession in random directions.
  • Spittle Split: Will release a cluster of giant bullets that almost rotate around each other. Once this makes contact with something, it will split into three smaller clusters of bullets that try to rotate around each other, which each upon hitting another object, will release a ring of 32 bullets.
  • Sword Dance: Will eject all eight of its lances as homing weapons that must be destroyed lest face death. Each lance missile has 800 health. Lances will grow back 10 seconds later. Berate can still be used, but less effectively.
  • Operate: The three Auto Turrets will jump off The Core and begin chasing and shooting at players as separate entities. Once enough damage is sustained, they will return to the main body and function as normal. War Machine II sits idle and Invulnerable during this attack.
  • Terrorize: Releases rotating bullet streams, followed by bullet line bursts outward in eight directions evenly spaced apart. Creates quite the sight.

Phase 4

Entered when The Occult is destroyed, leaving it at 30,000 health. The War Machine II's core goes entirely Invincible and all Auto Turrets shut down, going dark gray and cracking at parts to symbolize inactivity. The War Machine will spastically charge its body at players, firing sweeping beams from its laser pods. It also loses all its lance things as well, but will choose from the attacks below between charges as well.

  • Berate: Will rotate so fast, the rotation itself becomes a blur, and beginning releasing a storm of bullets in all directions while charging at a player quickly speeding up over time. It gets harder for it to turn the faster it gets, so a quick side dodge will be fine.
  • Spittle Split: Will release a cluster of giant bullets that almost rotate around each other. Once this makes contact with something, it will split into three smaller clusters of bullets that try to rotate around each other, which each upon hitting another object, will release a ring of 32 bullets.
  • Terrorize: Releases rotating bullet streams, followed by bullet line bursts outward in eight directions evenly spaced apart. Creates quite the sight.

The only way to get the War Machine II vulnerable is by making it charge its way into a red chemical pool, transforming it into an Alpha Pentagon for about 10 seconds until it runs to the closest green pool! The War Machine II cannot do attacks and just runs about confusedly until it decides to charge toward a green pool and transform back. Very simple from there, just destroy The Core and its all over!

Trivia

  • Third Legendary Bosse, a very exclusive title.
  • Is one of the Legendary Bosses that isn't the win condition of its game mode. The final boss of Mad Science, which this boss appears in, is Dr. Lacus himself.
  • An upgraded version of the first ever boss created by Zathsu, War Machine.
  • In the Extended Tale of Diep, it has yet another heavily upgraded version, the War Machine III.
  • Day 17 of the Month of Panzer event.
  • Has the fifth highest health of any boss in The Tale of Diep. Even more than Dr. Lacus himself. The fourth highest is Nostradamus, the third highest is the Archprophet, the second highest is the Polygon Mother, and the first is the Avatar of Panzer.
Bosses (Tale of Diep)
Polygon Bosses Polypatrons: GuardianSummonerDefenderLeviathanDemolishorVanguardTrapperzoidHeptazoidColliderSlider • Tri-Seeker • ConstructionistBattle CarrierArmorboatMessenger • Gunship • SeptashotDreadnoughtSpreaderWarshipTrape FighterNonation • Phage Lord • Industrian • Barricador • Terminator • Conquistador • PulsarDeltrabladeCascade Army • Vis Ultima • Excubitor • Quintet • Umbra • Savior • Constellation • Spartan • Vortex • Implosionist • Lurk • Earthquake • Asteriscus • Sassafras

Mechagons: Guardian LSummoner Mk. IIDefender PrimePenta-Powergon

Realm Bosses Emperor ScorpioX-BowClaxim the Crooked • Illumina Goliath • Cavern Fiend • Mother Moonhand • Usurper of the SunOvercharm • Sanctus the Blind • Mistress Cadavera • The MonstrosityHollow GougerWallflower • Hand of the Dunes • Minion Horde • Runic Husk • The Forgotten King • Tharea the Shattered • Banished Three • Captain Chromehook • Guardian XStormbringer • Avarice • War Machine • Giga-Droid • Allgazer • Herald of the Altar • Skullcrusher • Honorable of the High Order • The Begotten • Writhe • Cinder Ancient • Scourge of the Crimson Sky
Sons of Panzer Primordial Sons: The PentagunThe ChimæraThe WolfThe DecimatorThe Trio of DoomThe SupplementThe HelixThe EstuaryThe TitanThe FurnaceThe TorrentThe ShadowThe OctagonThe KeeperThe ArrowThe MasonThe ArtisanThe LichThe PuppetmasterThe SoldierThe TacticianThe Tres GeminosThe OvermasterThe BureaucratThe PrinceThe JudicatorThe Veil

Mechanical Sons: The AutomatonThe StrategistThe FrigateThe SawThe Cyborg


Final Sons: The HarbingerThe WarhandThe PestilentThe Siphon

Gladiator Bosses Jack of HeartsBane of DronesFirestarterSumo KabloomOverdriveLeaping WarmindAdversaryWicked PrinceRoyale
Paramarchs Patapars • Hypoten • Noma • Xharen • Cinnabar • Proxima & Cidetris • Harriet • Declan • Diacaster • Khan Scorpnida • Andax • Yulron • Ralfus • Seventry • Combostrum • Righ O'Larr • Wernad • Decolosis • Lyptna • Helazor
High Prophets GaiusVictit • Timidis • AllegorLocke
Polygon Disciples PerpendiculusTritesPentavianHexenSeptaurOctraxEnnealisDecratite
Event Bosses The Storm of Fragments • Soul of Azerot • Draconis RexThe PrismGlimpse of PanzerAcolyte of Doom
Legendary Bosses ArchprophetNostradamusWar Machine IIDr. LacusBelisariusApostle of Panzer
Era Bosses Avatar of Panzer
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