The Strayborough Deadwalk dungeon guide
The Strayborough Deadwalk source-backed dungeon guide: unlock facts, first-clear prep, local mechanic notes, and related wiki source links.
On This Page
- Dungeon quick facts
- Before queueing
- Boss and mechanic notes
- Duty finder and rewards context
- Completion notes
- Verification boundary
Dungeon quick facts
Dreamborough-a district of Living Memory long thought lost to interdimensional fusion-rises from the rift after decades of disconnection. Yet what lies beyond its gates is not the dazzling paradise of Constancy's memory, but a land marred by shadow and haunted by vestiges of the Endless who once called it home. You must venture into the twisted grounds and quell the lost souls' agony once and for all...but the phantoms within do not take kindly to the living.
- Category: Dungeon
- First Appearance: Patch 7.0, *Dawntrail*
- Level: 100
- Item Level Requirement: 670
- Party Size: Light Party (4 players)
- Required Quest: Something Stray in the Neighborhood
- Entrance: Living Memory
- Entrance Coordinates: 33.8,33.7
- Region: Unlost World
Before queueing
Use the quick facts to check level, item level, party size, required quest, entrance, roulette, and time limit before queueing for The Strayborough Deadwalk.
- Repair gear and meet the listed level/item-level requirements.
- Tell the party if it is your first clear.
- Use the local wiki link for exact duty facts and related articles.
Boss and mechanic notes
The Strayborough Deadwalk has local boss notes for: His Royal Headness Leonogg I, Jack-in-the-Pot, Daylit Nightmare: Träumerei. These notes are pulled from the local wiki and should be treated as source-backed prep unless separately marked as human-reviewed strategy.
- Malicious Mist: Party-wide magical damage and spawns a dangerous AoE at the edge of the arena.
- Falling Nightmare: Spawns a floating head above each player's location. After a few seconds, the head will drop from its spawn location (in a small late telegraphed circle AoE) and inflict Benoggined for 10s, preventing anyone hit from taking actions and decreasing movement speed. Move away from the heads when they spawn to avoid.
- Team Spirit: Summons several dolls around the arena.
- Spirited Charge: The dolls will begin running through the arena, aiming at certain players. Once each doll reaches the other side, it will run through the arena a second time. Anyone who touches them will be inflicted with bind for 5s, making them vulnerable to subsequent avoidable AoEs, and then inflicted with Benoggined for 10s. This attack is combined with other mechanics throughout the fight, causing a very chaotic sequence of dodging multiple AoEs and dolls at once.
- The first time the dolls move, they will aim for the furthest player from them. The second time they move, they will aim for the closest player.
- Two ranged players can bait the dolls by standing near the north and south side of the arena, then move clockwise to dodge until the dolls reach the opposite wall. The dolls should aim for them again, so they can now dodge towards the middle of the arena.
- Evil Scheme: Four exaflare AoE telegraphs will spawn in the middle, 90 degrees away from each other. This is followed by another set of exaflares in the previously empty areas. Wait for the first set of exaflares to go off twice then move into the spawn locations of the first set.
- Note that these AoEs resolve while the dolls are still running around, so it is important to not touch them.
- Team Spirit and Spirited Charge are used again. In addition, two players will receive Looming Nightmare, a five-hit series of chasing circle AoEs. Players must avoid both the AoEs and the dolls at once.
- Team Spirit and Spirited Charge are used again. In addition, the boss will telegraph three sets of sequential conal AoEs that cover the arena (Scream). Players must avoid both the AoEs and the dolls at once. While the dolls are still running around, two players will receive Looming Nightmare.
- Falling Nightmare is used again but now summons heads at various locations above the arena, which should be dodged accordingly.
- Troubling Teacups: Spawns four teacups at the edges of the arena on the cardinals.
- Tea Awhirl: A ghost appears, tethers, and possesses one teacup. Afterward, all of the tea cups will begin spinning multiple times, moving inwards and outwards to attempt to disorient players. Players must keep track of the originally tethered teacup during this sequence because it will explode as a large late telegraphed AoE (Tricksome Treat).
- Troubling Teacups: Now spawns eight teacups, two per cardinal.
Duty finder and rewards context
Use this section to decide whether the duty belongs in roulettes, high-end queues, mentor roulette, or repeat farming.
- Duty Finder: Dungeons (Dawntrail)
- Roulette: Level Cap Dungeons
- Modes: explorer
- Time Limit: 90
Completion notes
After your first clear, check whether the duty has mapping, clear, Blue Mage, loot, music, or collection reasons to return.
- Achievement: Mapping the Realm: The Strayborough Deadwalk
- Music: Main: Court Jesters (Dawntrail)
- Music: Mid-Bosses: Roads Forsaken
- Music: Final Boss: Pathmaker
Verification boundary
This page is generated from local TJPedia wiki data. It does not invent missing mechanics, NPC coordinates, loot tables, or current-party-finder strategies. High-end positioning and current-prog tactics still need human review before being labeled as a full strategy guide.
- Source-backed: duty facts, local boss notes, achievements, and music.
- Needs human review: exact high-end progression strategy.
- Use official patch notes for changed requirements or rewards.
Related on TJPedia
Sources
Auto-draft eligible, human review required for volatile guide updates.