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WIKI/Dungeons/criterion/Another Aloalo Island

Another Aloalo Island

criterionEndwalker

Overview

Inspired by your tale, Osmon rejoices as his imagination soars to heights untold. Visions of the glorious civilizations the peoples of Aloalo built take shape in his mind, populating the island with beasts imbued by esoteric magicks. Drawn into this tide of fantasy and swept to its remotest edge, you must now do battle with the mundane made legendary.

Enemies

  • Lead Hook: Telegraphed three-hit physical tankbuster dealing high damage.
  • Sharp Strike: Telegraphed physical tankbuster dealing high damage and inflicting Concussion damage-over-time. Should be cleansed using Esuna.
  • Tail Screw: Reduces the tank's HP to 1. Will result in death if their Concussion was not cleansed.
  • Water III (Snipper): Stack marker on one player, dealing magical damage. Should be mitigated.
  • Bubble Shower (Snipper): Late telegraphed frontal conal AoE. Immediately followed by Crab Dribble, a late telegraphed rear conal AoE with a quick cast. Dodge both at the flanks.
  • Hydrocannon (Ray): Late telegraphed frontal line AoE.
  • Expulsion (Ray): Large, late telegraphed point-blank AoE.
  • Electric Whorl (Ray): Late telegraphed donut AoE.
  • Hydroshot: Marks a player with an orange marker and uses an attack that deals magical damage, knocks them back a moderate distance, and inflicts an uncleansable dropsy for 15s that must be healed through. The knockback can be prevented with knockback immune actions.
  • Cross Attack: Telegraphed physical tankbuster dealing high damage.
  • Ancient Quaga: Heavy party-wide magical damage and inflicts sludge. Should be mitigated.
  • Gravity Force: Stack marker AoE on a random player, dealing magical damage.
  • Isle Drop: A late telegraphed circle AoE directly in front of the enemy.
  • Ancient Quaga
  • The enemy will then enrage with a slow cast of Ancient Quaga, which will wipe the party.
  • Ancient Aero III: Lethal party-wide magical damage that must be interrupted.
  • Tornado: Marks a random player, targeting them with a small untelegraphed AoE that will inflict bind to anyone in it. This must be cleansed using esuna to avoid the next attack.
  • Ovation: A narrow, late telegraphed frontal line AoE aimed at the previously marked player, killing anyone hit.
  • Ancient Aero III
  • The enemy will then enrage with a slow cast of Ancient Aero III, which will wipe the party.

Encounter Notes

  • There are two rooms with "trash mobs" in this dungeon. Each room will be sealed 15 seconds after engaging the first enemy, similar to a boss room. If the party wipes before defeating all the enemies in a room, they will all respawn. Being hit by any avoidable AoEs will inflict a stack of Vulnerability Up.
  • There are four groups of enemies in this S-shaped room. In addition, whirlwinds will be constantly traveling across the room. Touching them will inflict high damage, knock the player back, and inflict a short stun in addition to the Vulnerability Up.
  • There are two Aloalo Islekeepers and two Aloalo Wood Golems in this room. Each enemy will patrol the room in a fixed pattern and begin moving when one enemy is pulled. Both Aloalo Wood Golems will initially have red sword markers around them, indicating a Damage Up buff. Both Aloalo Islekeepers will initially have blue shield markers around them, indicating a Vulnerability Down buff. Each time an a enemy is defeated, the remaining adds will swap their buff and increase in movement speed. Each add will enrage a certain period of time after being pulled, so it is important to only fight adds that have the Damage Up buff, one at a time.
  • Kill order:
  • #Pull the northwest Wood Golem to the northeast corner and defeat it.
  • #Pull the nearest Islekeeper to the northeast corner and defeat it.
  • #Pull the remaining Wood Golem to the southeast corner and defeat it. Be aware of the approaching Islekeeper later on; the tank should aggro it if it gets close so it does not auto-attack a DPS or healer.
  • #Finally, pull and defeat the remaining Islekeeper.

Boss Notes

  • Failing any boss mechanic will result in a Damage Down debuff.
  • Shortly after engaging the boss, the arena will be surrounded with an AoE that will inflict a lethal dropsy to anyone who steps in it. The arena is a 4x4 grid of tiles, which is important for some mechanics. Waymarks should be placed around the middle of the arena in a box pattern on tile intersections.
  • Shortly after engaging the boss, the arena will be surrounded with an AoE that will inflict a lethal burns to anyone who steps in it. The arena is a 5x5 grid of tiles, which is important for several mechanics.
  • Shortly after engaging the boss, the arena will be surrounded with an AoE that will instantly kill anyone who steps in it. Note that in some areas, the wall is a few pixels larger than it appears.

Boss Encounters

Ketuduke

  • Tidal Roar: High party-wide magical damage and inflicts dropsy, requiring mitigation and healing.
  • Spring Crystals: Spawns four flat Spring Crystals on certain tiles: one on the middle four tiles, and three on the outer tiles. These will later do late telegraphed line AoEs (Saturate) in the directions of the long faces of the crystals, each hitting a column or row of tiles.
  • Bubble Net: Party-wide magical damage and assigns debuffs to players, which turn into other debuffs after 24 seconds. Each role group will receive the same debuff.
  • Bubble Weave: The player will be inflicted with Bubble Net for several seconds, preventing movement and lifting them off the ground in a bubble, making them susceptible to knockbacks from wind attacks.
  • Foamy Fetters: The player will be inflicted with bind for several seconds, preventing movement.
  • In addition, each Spring Crystal will be encased in a bubble.
  • Hydrofall or Hydrobullet: Assigns additional debuffs to players depending on the name of the cast. Either set of debuffs will resolve after 23 seconds.
  • Hydrofall Target: Both DPS or both supports may receive this debuff. When it resolves, they will emit a medium-sized AoE (~0.5 tile radius) that deals split magical damage (Hydrobullet) and inflicts Magic Vulnerability Up, requiring them to stack with one other player with no debuff to prevent lethal damage.
  • Hydrobullet Target: All four players may receive this debuff. When it resolves, they will emit a very large AoE (~1.5 tile radius) that deals magical damage (Hydrobullet) and inflicts Magic Vulnerability Up, making overlap lethal and requiring the party to be spread far apart.
  • Dying with these debuffs will cause them to detonate on random players, likely causing a wipe.
  • Fluke Gale: Spawns four wind knockback telegraphs, one on each quadrant, forming a rotating pattern. Two diagonally opposite quadrants will receive a I marker, indicating that their knockback will resolve first, followed by the other two quadrants that receive a II marker. Any bubbled players or crystals will be moved the length of two tiles in the direction of the knockback, while non-bubbled players will be unaffected.
  • Immediately before the knockback resolves, each player's Foamy Fetters or Bubble Net debuffs will resolve, preventing movement. Afterwards, the crystal line AoEs will resolve at the same time as the stack/spread debuffs.

Lala

  • Inferno Theorem: High party-wide magical damage that should be mitigated.
  • Angular Addition: The boss buffs itself with Times Three or Times Five, augmenting its next attack.
  • Arcane Blight: A telegraphed 270 degree cleave that will rotate in the direction of the boss's overhead rotation marker before resolving. The arrows will indicate a 90 degree rotation either clockwise (orange) or counterclockwise (blue). The number of times the AoE will rotate is indicated by the boss's buff: three times (270 degrees) for or five times (450 degrees) for . In the savage difficulty, anyone hit by this attack will die.
  • In other words, a V buff means that the AoE will rotate 90 degrees effectively once in the direction of the arrows. A III buff will indicate it will rotate 90 degrees once opposite the direction of the arrows.
  • The AoE will instantly resolve in its final orientation when the cast finishes. An animation of it rotating will not play.
  • For example, if south is free during the telegraph, and the boss has a III buff with a clockwise rotation, the safe spot will be east because the AoE effectively rotated counterclockwise.
  • Analysis: Gives each player a Front/Right/Back/Left Unseen debuff, making them vulnerable to any source of damage except from the empty side of their ring.
  • Arcane Array: Spawns two blue tiles with arrows on opposite corners, indicating single-tile persistent AoEs that will expand outwards in the direction of the arrows. When they reach another tile with an arrow, they will change direction. Contacting the AoEs will inflict a lethal bleed debuff.
  • The AoEs will eventually cover the four outer columns of the arena, leaving the middle safe.
  • In addition, two untargetable Arcane Globe orbs will spawn. One will be directly in front of one of the original blue tiles, while the other will be on the opposite side and be at the end of the moving AoE's path.
  • When the moving AoE contacts an orb, it will explode for minor party-wide magical damage (Radiance) that will heavily damage anyone with an exposed weak point.
  • To solve, each player must identify the first orb to be in the path of an AoE, then face their character so their open ring side is towards the orb.

Statice

  • Aero IV: High party-wide magical damage that should be mitigated.
  • Trick Reload: Statice will sequentially attempt to load 8 bullets into her gun. Six of them will be successfully loaded, while two will miss. The party should take note of which bullets miss, as this indicates three separate tells for future attacks.
  • The first and last loading attempts will denote stack or spread mechanics. A miss indicates a stack AoE, while a successful load indicates a spread AoE. If the first bullet misses, the last will be successfully loaded, and vice versa, meaning that there will always be one stack and one spread.
  • One of the middle six bullets will miss, while the other five will be successfully loaded. The position of the missed bullet denotes the safe numbered sector for an arena-wide attack similar to variant mode.
  • For example, if Trick Reload had a XOOXOOOO pattern (O = loaded; X = missed), then it indicates a stack AoE, then sector 3 safe, and finally spread AoEs. If the pattern was OOOOOOXX, then it indicates spread AoEs, then sector 6 safe, and finally a stack AoE.
  • The tells can be communicated to the rest of the party in the chat so players remember the order of mechanics.
  • Trapshooting: Resolves the first stack or spread mechanic corresponding to the first bullet in the previous Trick Reload.
  • If stack, one random player will be hit with an untelegraphed split damage AoE dealing magical damage.
  • If spread, all players will be hit with untelegraphed AoEs dealing magical damage. This does not apply a vulnerability debuff, so overlapping two AoEs is survivable with shielding and mitigation.
  • For a more precise explanation of this attack, Statice will summon an overhead meteor and attempt to shoot it with her first bullet. If she loaded the bullet successfully, the meteor will split and hit all players. If she did not load the bullet, the meteor will remain intact and hit a random player.
  • Trigger Happy: Cover the arena with 6 conal AoE telegraphs, numbered 1-6. The party must head to the correct numbered sector corresponding to the missed bullet from the previous Trick Reload to avoid this attack. Note that sector 1 will always be north, and the sector numbers increase in a clockwise pattern. This orientation is important to remember for the final major mechanic of the fight.
  • Ring a Ring O' Explosions: The boss summons six untargetable bombs in fixed locations. One bomb will always be in the center of the arena, while the remaining five will form a regular pentagon around it, with one of the vertices at north. The bombs will tether to each other in one of two patterns, both forming two triangles:

Duty Information

  • Duty Finder: V&C Dungeon Finder
  • Time Limit: 90
  • Phoenix Down: n

Achievements

Music