Overview
Rokkon's mononoke having stoked the embers of his imagination, Osmon commits your—roundly embellished—adventures to paper. As you review the novel, you find yourself enraptured by the battles that might have been, were Far Eastern faerie tales significantly more violent.
Enemies
- Shishu Yuki - A lone enemy that will begin patrolling the room upon engaging the first enemy. It has a buff that significantly increases its damage dealt and reduces damage received until the Shishu Raiko and Shishu Fuko are defeated. While its buff is active, if aggroed by sight or being hit by any attack from players, it will instantly kill any party member with its auto-attacks. Defeating the other enemies will remove the buff and make it manageable to fight.
- It will initially walk south then do a 360 degree loop clockwise around the room, then back to the middle. While in the middle, it will raise one of its arms and do either Left Swipe or Right Swipe, an untelegraphed half-room AoE. Afterwards, it will head north again, turn left, and keep looping around the room in a "figure-8" pattern.
- Jobs with large AoE attacks (e.g., dancer and dragoon) should be especially careful not to accidentally aggro the Yuki.
- Shishu Furutsubaki x 2, Shishu Raiko (east) - The party should engage this pack first. The tank should pull the Raiko to the southeastern part of the room, near the entrance, but not to the corner.
- Bloody Caress (Furutsubaki): A telegraphed conal AoE.
- Disciples of Levin (Raiko): A briefly telegraphed point-blank AoE. The party should dodge to the southeast corner.
- Barreling Smash (Raiko): A non-tank is marked with an orange overhead marker. The Raiko will then charge at them with a briefly telegraphed line AoE that will reduce anyone hit to 1 HP. The tank needs to avoid being hit with the AoE as they will instantly die from auto-attacks.
- Howl (Raiko): Heavy partywide damage that should be mitigated. The player hit with Barreling Smash needs to be healed in time for this attack.
- By this point the Yuki will begin nearing the party in its patrol, so the party should begin move to the southwest corner and defeat these enemies as fast as possible.
- Master of Levin (Raiko): A briefly telegraphed donut AoE with inside its hitbox safe.
- Red Shishu Penghou x 2, Shishu Fuko (west) - The party should engage this pack after defeating the east one. They can move to the nook at the north of the room and remain in a corner for the most part when fighting this pack to avoid aggroing the Yuki. Be aware to look for which arm the Yuki is raising to dodge the half-room cleaves.
- Tornado (Penghou): A telegraphed circular AoE aimed at a random player.
- Scythe Tail (Fuko): A briefly telegraphed point-blank AoE.
- Twister (Fuko): Stack marker on a random player, dealing heavy magical damage. Should be mitigated.
- Crosswind (Fuko): Heavy partywide damage and a briefly telegraphed knockback from the Fuko. This knockback can be prevented with knockback immune. Otherwise, ensure not to be knocked back to the Yuki.
- Once the other enemies are defeated, it is safe to engage the Yuki, who is straightforward to fight. It will use Left Swipe or Right Swipe, so dodge accordingly.
- Shishu Kotengu
- (Direction)-ward Blows: Attacks in a 90-degree cone in front of it, then to one side based on the name of the attack. Has no AoE telegraph.
- Wrath of the Tengu: Party-wide AoE with a bleed. Mitigate and heal.
- Gaze of the Tengu: Untelegraphed gaze attack that will inflict stun if hit.
Encounter Notes
- Players have 23 minutes and 30 seconds to complete the dungeon upon engaging the first enemy before all enemies in the dungeon receive the Sewer-dweller buff, which grants "Damage dealt is significantly increased, while damage taken is significantly decreased." This timer will reset and all defeated enemies will respawn if the party wipes.
- If a player logs out or disconnects after the first enemy is engaged, they will be KO'd upon returning to the game.
- All bosses and enemies have very similar battle mechanics to those in Another Mount Rokkon but with higher health and damage. Some AoE attack indicators from enemies have been shortened or removed.
- There are three groups of enemies in this room.
- There are three enemies in this room. One Kotengu in the south end, a ninja (Onmitsugashira) patrols in middle, and a second Kotengu in the north.
- In addition, untargetable wind sprites patrol the edges of arena in a fixed pattern. Each north-south half of the arena has three sprites, one on each wall. The wind sprites will regularly stop, visibly channel energy, then fire a long line AoE (Mountain Breeze) across the arena. This applies a high amount of non-lethal damage (even on Savage difficulty) and a stacking, 1-minute-long vulnerability-up debuff. Players will need to watch the sprites along the edges for the channel animation as the attack is too fast to dodge just based on the ground indicator. Players will need to watch the sprites along the edges for the channel animation as the attack is too fast to dodge just based on the ground indicator.
- To facilitate avoiding the wind sprite AoEs, fight the first Tengu in the southwest corner, the Onmitsugashira at the west wall slightly above the cardinal, and the second Tengu in the northwest quadrant towards the north exit. Wait for the sprite AoEs to pass before pulling the next enemy. Can place waymarks to guide. Video reference.
Duty Information
- Duty Finder: V&C Dungeon Finder
- Time Limit: 90
- Phoenix Down: n
Achievements
Music
- Main: Crimson Rise
- Final Boss: Triumph