In this guide we are going to talk about all the 50 floors of TOWER OF DOOM IN LOST ARK., So without wasting your time lets get into it.

1st floor

We are waiting for the room to be shrouded in fog and crowds of mobs will trample on you. We destroy them. Next, there will be a simple boss. It hits with a series of quick attacks, returning to the original one at the end. We kill, trying not to get hit.

2nd floor

There are bombs near the walls, it is better not to approach them. You need to kill the boss. We run around him, inflicting damage and avoiding attacks, as they, applying a slowdown, throw back on the bombs. For the especially lazy: you can just put a scarecrow and kill the poor man while he pays no attention to you.

3rd floor

A boss with very slow but extremely powerful attacks awaits us here. After you start hitting him, invulnerable arrows will appear throughout the room. We run around the boss, inflicting damage and dodging his attacks and the abundance of projectiles flying at you. Nothing complicated.

4th floor

A room full of bombs. You can take a scarecrow with you to get rid of some of them. It is better to start from the top, then run down the edge of the room, then go up again through the center and repeat the run. When the timer is 2.30, we stand in the center, the bombs will simply explode on the spot. At 2.20, large bombs will begin to appear in turn from above, below, left and right. Then another wave of big bombs, starting from the top, but now in a continuous formation in a circle. We carefully undermine. This is where the sapper game ends.

5th floor

There are two simple bosses waiting for us. We dodge attacks, infusing damage. Very light floor.

6th floor

Another boss. Summons a bunch of invulnerable evil spirits to help you, which debuffs and deals damage. There are no special mechanics here. We run around the boss, trying to kill as quickly as possible. An incendiary mix and a scarecrow to help you.

7th floor

Let's start with attacks: they will go sequentially, you need to remember them. First, a few circles below you. Next beams to the upper half of the room. Then the rays to the bottom, and so on in a circle. Also, from time to time, a thunderstorm fog will appear, causing damage. Try not to stand in it. You need to kill the boss in the center, while dodging all attacks. They hit extremely painfully, so be careful.

8th floor

This time there are 3 bosses. You can hit one at a time, you can at least all at once. Nothing complicated.

9th floor

It will be a little more difficult here. Your goal is to stay alive by running around the room and dodging all attacks. It is best to start the race from the center, up, then leisurely along the edge of the room counterclockwise. At first, we will be bombarded with ordinary circular attacks. The most important thing is not to rush and not run far. Next, the rays come into play. They are activated from the top and go cyclically in a circle counterclockwise, being the main difficulty of the room. do not immediately disappear, interfering with movement and discarding if you get under them. The main task is to be as far from them as possible at the time the rays appear. If you started the race, as described earlier, then when you activate them, you will have a lot of time. Further, the most important thing is to keep it, moving slowly. Soon bombs will connect to your fun, they are visible in advance, and you just need to run around them.

10th floor

A fat boss with very slow attacks. Some time after the start of the battle, poisonous puddles and several immortal mobs will appear around the edges of the room. It is better not to go into the puddles, as they beat painfully. Also, from time to time, the poison will appear in other parts of the room, it will not hit so hard, try to avoid it. Mobs, on the other hand, will move around the room in jerks, pushing you away and causing damage. There are 2 options here, either to constantly dodge, or to gather in a heap and stick it with a Vial of soporific gas. Overall, not a difficult level.

11th floor

At the edges there are 5 wizards, constantly summoning heaps of small mobs. A new call is carried out only after killing the previous one. The task is to kill the sorcerers. You can collect all the monsters in a heap and stick with the already familiar soporific bottle and calmly deal with the magicians. Well, or knead everyone in a mix, it's up to you to decide. A surprisingly simple room.

12th floor

Slow enough and plump boss. At the edge of the room are invulnerable crows that cast AOE. Also, along the way, crowds of small crows fly at you and fall asleep from above with feathers. There are no special mechanics here. Try, constantly moving, to damage the boss, simultaneously killing packs of small crows, while not going to the edges of the room.

13th floor

Another boss. Some time after the start of the battle, he will begin to summon his immortal clones, which will interfere, bombarding you with attacks. Not paying attention to them and, if possible, dodging flying shells, we thresh the main thing. You can identify it by color. Nothing complicated.

14th floor

Here you will need to play sapper. To complete you need one scarecrow and one cape. In the center of the room, invulnerable monsters will stand with a cross, they do not pose a threat, they simply do not allow passing through them. After the room is enveloped in fog, small bombs will be trampled. The first one at 12 o'clock, then at 6, 9, 3, 10 and the last at 4. Then there will be a short pause, and several more mobs will appear, which, teleporting, will try to prevent you. We are waiting for the timer to be 2.12, and put the scarecrow, then use the cloak and run away to the opposite end of the room. By the end of the cloak, the last big bomb will remain in the center. We carefully undermine it. This is where the sapper game ends.

15th floor

It will be a little tricky. You need to kill the boss. Some time after the start of the battle, groups of mobs will begin to appear sequentially at the edges of the room. The first group includes 8 snakes. They are located in four along the upper and lower boundaries of the floor. The second group consists of four snakes. Two along the left and right borders. These two groups will purge you with poison, poisoning and slowing down. The third and final group includes four snakes that annoy with a cone attack that imposes a petrified effect. Initially, they appear in the corners, but over time they will slowly move towards the center.

The minions were dismantled, now let's move on to the boss himself. The attacks are quite sharp and do good damage, so try to dodge everyone. Particular attention should be paid to the conical stun, as well as whirlwinds and puddles that cause very high damage.

Now let's move on to the walkthrough. The whole difficulty lies in the third group of mobs. Initially, the center is a safe area from all groups, but as the third group approaches, it becomes unsafe there too. The easiest option is to have time to pour damage while there is a safe zone. If it did not work out, and you are mobile enough, you can move at the time of the petrification cast, for example, up to the wall, but these will be jumps for luck, since there are no guarantees that the boss will not launch something at you. You can also try to catch petrification with a dash or other immune skills. If none of the above works, you can just insert runes for immunity to petrification and beat the boss, standing in the center, slightly shifting to the side on the cast, so as not to catch all 4 cones.

16th floor

Monsters will go in waves, you just need to kill them. The first wave is a group of swordsmen who attack in small series of attacks. The second wave - all the same swordsmen, but with arrows. The third wave - a crowd of melee gargoyles will join the already familiar swordsmen and arrows. Be careful, as they kill very quickly. Control or kaitim, inflicting damage along the way. Very basic floor.

17th floor

A plump mob that periodically summons its invulnerable copies for help. They will interfere with your control and do good damage. While dodging their attacks, focus on killing the boss. If things are going really badly, you can always use a scarecrow or a bottle of sleep gas. Nothing complicated.

18th floor

Here you will find a very agile boss with sharp, but not particularly strong attacks. Some time after the start of the battle, invulnerable mobs will begin to appear at the edges of the room. They will periodically fire projectiles at you, areas of which are highlighted on the floor, so be careful. The longer you hit the boss, the more mobs will appear at the edges, and therefore the projectiles will fly more and more often, and it will be more difficult to damage. Try to kill him as quickly as possible. If things go really bad, you always have a scarecrow that can take some of the mobs on itself, as well as a soporific bottle.

19th floor

In the center there is a stationary boss, one-shot with his AOE. In order not to get hit at the time of casting, you will need to move to the edge of the room. But everything is not so simple here. At the edges there are mobs, which, at regular intervals, cast a circular AOE, causing significant damage. Therefore, in order not to die, you need to choose the correct direction of displacement.

For convenience, let's conditionally divide all mobs into 2 groups. The first is those at twelve, three, six and nine o'clock. The second is all the others.

At first, a safe zone appears at any of the mobs of the first group at the moment the boss starts casting. Over time, a slight shift occurs, which will grow, and the zone will open with a slight delay, be careful. After the timer hits 2.20, the displacement of the first group will be very large and you just need to change the group to the second. In other words, if before 2.20 you ran, say, for 12 hours, then after this mark you will need to run for 2 hours. Also, while casting the boss, refrain from using skills that interrupt it (for example, the Guardian's victory cry ), as this will break the timings. A very simple floor if you understand the mechanics.

20th floor

You need to kill two golems, which, with their attacks, push you to the edge of the room, where robots will be waiting, periodically shelling the entire space except for the middle part. The shelling does significant damage, so try to stay in the center of the floor and avoid golem attacks. Also, from time to time, robots will appear, trying to run over you, be careful. For the especially lazy, you can put a scarecrow, throw hammers and beat the poor guys while they are busy with business.

21st floor

A bunch of bombs and centaurs that will get in your way. For a comfortable passage, you will need one scarecrow, one cape and one jet sabatons, well, or you can do with jerks. Explosions will periodically occur along the edges, so try not to leave the central part for a long time.

First, three bombs in the center will appear alternately with a short pause. After activating the explosion, we immediately run back to a safe area so as not to catch it, and return to the original one. Then another bomb will appear from a random side. Then there will again be two in the center, but the pause between appearances will be minimal. After activating the first, running away from the explosion, we run through the bots, and as quickly as possible we return back to activate the second. Then there will be a mob that will cast a puddle under you, and a group of bombs will appear in a semicircle at the bottom of the room. For a short period of time, explosions along the edges will subside. After quickly neutralizing the enemies, we return to the center. We put the scarecrow on the sidelines and go to inviz. A bunch of bombs will appear in a circle, then fire bugs will trample and another wave of bombs will follow, all these blows will be taken by a straw friend. Finally, a crowd of centaurs will fall out.

22 floor

You need to kill 5 elite mobs that appear alternately. Each subsequent will be, so to speak, an improved version of the previous one with its own bunch of henchmen. Carts will appear in the corners of the room, shooting at you from time to time. We run around the elites, inflicting damage and dodging attacks. The second and third mobs shoot with a machine gun, and the last one has very slow, but extremely powerful attacks, so be careful.

23rd floor

In the center, the boss stands motionless, which approximately every 14 seconds casts a circular stun for 2 seconds, which has a long animation. There is no need to wait for this animation to complete. We run away only for the duration of the cast, after we continue the distribution of cuffs. The first camp will be at 4.54.

Also, after the start of the battle, arrows will appear at the edges of the room. They will fire a volley every 11-12 seconds, the first will be at 4.50. The bullets will fly to where you were at the time of the shot, so a second before it start moving, for example, up or down so that you do not get caught.

In 3.28 4 knights will join your fun - 2 each on the left and right sides. They will hit the ground approximately every 10 seconds. The center line remains safe from 12:00 to 6:00, so try to move along it.

At 2.59, the light will be turned off altogether, and the knights will come closer to the center and will beat where you were at the moment of the swing. It will be extremely difficult to survive in such conditions. Therefore, there are 2 ways of passing. The first one is to take the damage cost and fill the boss before the light is turned off. The second is to insert runes from the darkness and, trying to dodge all the blows, quietly destroy the boss. Which of the two ways to choose is up to you.

24th floor

Another room with bombs, for the comfortable passage of which you need one cape. There will be a large robot in the center, and smaller robots at the edges. All of them will cast a laser, which is best not to fall under.

Starting at 12 o'clock, bombs will detonate in turn clockwise. We move in a circle without getting into the zone of explosions. Then there will be one bomb at 12 o'clock and again 4, but already counterclockwise, we also move in a circle. The boss will then outline a safe area and fire his laser. We get up on the border of this very zone for about 5 hours. At the same time, 2 bombs will begin to appear. First at 12 o'clock, then at 9 o'clock, followed by the center and the last at 3 o'clock. At the moment of activation of the central bombs, the laser casts will end and you will need to move a little, going beyond the previously marked zone in order not to explode. After that, we remain standing in place, as the next cast will start, and a bomb will appear in the center. When it detonates, we leave the zone of destruction of the beam, but we are not in a hurry to run away, there will be another one in the same place. At this moment, the boss has already finished his attack and you can, without fear, leave the zone of destruction of the bomb. This concludes the first phase.

Now there are little robots that will shoot rockets at you around the edges. You need to run next to the boss so that the projectiles hit him. To facilitate the passage, we use a little trick. At the moment the boss disappears, we squeeze the cape. Little robots will forget about you and start firing at the main thing. All that remains is to dodge the boss's attacks. In his arsenal there is a bombardment of rockets, which are illuminated in circles on the ground, and a flamethrower, which he casts in front of him, setting fire to dark puddles throughout the room. Bombs will also appear from time to time around the edges and in the center. Be careful.

25th floor

An angry wolf is waiting for you here. At the edges there will be invulnerable mobs, sending poisonous rain, which periodically damages and slows down. Some time after the start of the battle, worms will come out, turning off the light with their attacks. We run around the boss, trying not to lose sight of him, dealing damage and dodging attacks. I would like to mention the most dangerous of them, try not to fall under it. The wolf will disappear and after about a second it will catch you from the back. And then it will start to crumble, tearing off a decent piece of HP. To simplify the passage, after turning off the light, you can use a scarecrow, which will buy a little time. If it is very difficult, we put the runes from darkness to 100%, they will greatly simplify the killing of the boss.

26th floor

Heaps of mobs will go first. We kill. Next, the boss will appear. It attacks slowly, but very painful. We run around him, dealing damage and dodging attacks. Nothing complicated.

27th floor

Again a bunch of mobs and then the boss. Mobs will also appear around the edges of the room some time after it appears. It is useless to beat them. They will launch slow-flying projectiles at you that do little damage. The boss's attacks are also not very strong. Of the problematic ones, I would single out a puddle that he will throw from time to time. It does good damage and slows down, try to avoid it. It is better to kill the boss quickly, as soon he will begin to call his assistants. They have one very powerful attack. The knight sticks a sword into the floor and casts 3 hits at a short interval at the place where you were, so at this moment it is better not to stand still. Combined with the puddle slow debuff, they can cause a lot of problems, be careful.

28th floor

You need to kill the fat mob. The attacks are slow but strong and controlled. Some time after the start of the battle, 4 invulnerable mobs will start to appear one by one. They will throw projectiles at you, areas of which are highlighted on the floor. Try to avoid them, as they knock over and do good damage. There are no mechanics here. For simplicity, you can put a scarecrow in the center. This will distract most of the mobs.

29th floor

Elite mob. The attacks are slow but powerful. I would like to note one extremely dangerous, when he sticks his sword into the ground and an AOE zone appears in the form of a distant circle. At this moment, 3 puddles will begin to appear under you with a small interval, causing great damage when they appear. Try not to stand still during this attack. Some time after the start of the battle, invulnerable knights will begin to appear at the edges of the room, trying to make a cake out of you. They will jump in waves with a slight pause. First one, then two, and so on until five. Then at 1:45 the rain of knights will intensify and you will need to run a little in a circle. Then you will have time to sell the boss. Then at 1:15 the knights will appear again and will fall on you in waves of 6 with a short pause. We dodge when they fall and hit during pauses. In general, not a difficult floor, but you have to run.

30th floor

A mobile boss with fairly sharp attacks. Every 15 seconds, starting at 4:45 am, invulnerable mobs will spawn around the edges of the room. First 2, then 4, and so on. They will simultaneously dash towards the place where you were at the time of the cast. Also, in this room, do not give your way out of the overturn on the gap thoughtlessly, since being lying on the ground without a roll at the moment the mobs appear is tantamount to death. To easily dodge the attacks of the mobs, look at the timer, and when they should appear, move a little closer to the center, then run back to the wall while casting dashes. In my opinion, this is the most effective option, although not 100%, since there is always a boss who can throw something at you. To minimize the risk, try to run away from him. At 3: 00 after the first wave the second will appear. The number of mobs in it will grow similarly to the first. You can dodge according to the same principle, just do not forget that the waves will be 2. The boss must be killed as quickly as possible, because the longer you hit, the harder it will be, so do not spare the expense of damage.

31st floor

Just mobs that will constantly appear. We run in a circle, collecting them in a pack and throwing them with skills. The main thing is not to be substituted, as they gnaw very quickly in a crowd.

32nd floor

Three fat slugs. The attacks are slow enough, so there shouldn't be any problems with them. How many of them to beat at the same time, you decide. But keep in mind, if the damage is small, then there is simply not enough timer for kills one by one. In my opinion, it is best to hit everyone at once, running around, dodging attacks along the way. To simplify the passage, you can use a scarecrow and a damage expense.

33 floor

First, kill the egg in the center. Then the boss will appear. The attacks are quite sharp, and do good damage, while applying the disease debuff, which will periodically damage you. Also, caterpillars will constantly appear throughout the room, which attack close and spit from afar, often interfering with normal movement. We run around the boss, dodging attacks, simultaneously throwing skills. If it gets tough, you can use a scarecrow and a damage cost.

34th floor

Bombs are waiting for you here. To complete you will need a scarecrow and a cape. First, there will be an explosion at the edges of the room, so we stand in the center. Further undermining in the center, we run back. Then 4 bombs will appear on the right and after a small gap 4 on the left. We undermine as quickly as possible. Big bombs on the left, right, top and bottom will follow. Now a small wave of small bombs with a conical hit zone in front of you. We carefully undermine. Then we stand in the center, there will be another wave of cone bombs, but the explosion zone will be behind. Next, there are two large cone bombs in the center. Well, now you have to run a little. There will be a lot of cone bombs, both small and large. We dash in a circle, avoiding the explosion zones. At 0:59 we put a scarecrow, preferably farther from the center and go to inviz, while running back to the opposite end of the room. After the end of inviz, the floor will be passed.

35th floor

Two mobile bosses with fairly sharp attacks. Every 10 seconds, starting at 4:45 am, invulnerable mobs will spawn around the edges of the room. First 2, then 4, and so on. For convenience, we will divide the room into left and right halves, and also number the mobs in each of them. They will attack in pairs in succession. First the first, then the second, and so on. The enemies on the left side of the room carry out a dash with a rollover, the enemies on the right launch a flying hand that slows down and deals damage. To easily dodge their attacks, look at the timer. At the moment when they should appear, move about 4-5 or 10-11 hours. Then, during the first cast, run clockwise.

After 3:55 there will be a short pause from the mobs. At 3:25 am, the activities with the mob will continue, and the interval between appearances will be 20 seconds. The sequence of their attacks will also change. The mobs on the left side will attack at the same time, and the mobs on the right side will do the same as before. With each next appearance, the parties will change roles. In other words, at 3:25 the left side simultaneously attacks, at 3:05 the right side, at 2:45 again the left side, and so on. And when you kill one of the bosses, half of the mobs will also disappear. Scarecrow and hammer are not as effective here as the bosses are constantly moving.

Floor 36

4 alarms and a bunch of evil archers. Signals will slowly fly around the room, and if at least one of them is damaged, the whole crowd of mobs will make a sieve out of you in a matter of seconds. Slowly we begin to clean out the archers, leaving the alarms for last. Try not to aggravate too much, as the arrows hit very painfully. To simplify the passage, you can take damage grenades with you. You can also use a scarecrow when there are fewer mobs, and in 30 seconds you will have time to kill everyone, just put it on the edge and not stand on the line of mobs with a scarecrow, because in this case some arrows will still fly at you.

37th floor

Lots of mobs. We break down the wall, and proceed to clean them up. From time to time, robots from the back rows will launch projectiles at you, the areas of which are highlighted on the floor, try not to fall under them. After killing all the mobs, a new wave will appear. Beware of wheelbarrows that will roll, blowing out fire, as they will damage very much. We destroy enemies little by little, without substituting under the carts.

Floor 38

2 bosses, white and dark wolves. I will single out two of the most dangerous attacks. Let's start with the dark. Sometimes he will disappear and after a while he may, having appeared, catch you or carry out a quick series of blows from inviz. During his disappearance, try not to stand still. The white wolf will sometimes turn into a whirlwind, dealing a lot of damage. You cannot move far from it, as there will be an area, trying to cross which you will also receive damage. During this attack, the wolf continues to receive damage from your hits. If there are difficulties, you can use the scarecrow and the expense for damage.

39th floor

Here you will find a new type of bombs with a long rectangular explosion zone. For the passage you need a scarecrow and a cape. We start from the center. After waiting a little, we move to the wall for about 6 hours. At this moment, a large circular bomb should appear in the same place or in the center. We undermine it. Then there will be many bombs with a rectangular and conical detonation zone, and almost immediately after a large one, a small one with a circular zone. We run in a circle, dodging explosions. At 1:55, position is approximately 11 o'clock. A bunch of bombs with a rectangular zone will appear, we begin to slowly run towards four o'clock, the main thing is not to hurry too much, so that you will not be squeezed against the wall later. At four o'clock we are waiting for a new wave of bombs and run back towards 11. We repeat these races a few more times. Then, when the timer is 1:21, a new wave will appear, but there will be few bombs, therefore, we run out of the affected area as quickly as possible, so that at 1:18 am we have time to put the scarecrow and go to the invisible unit, while running away from the explosions. After the end of inviz, the floor will be passed.

40th floor

Here you will find a boss with fairly sharp attacks that impose a disease debuff that periodically deals damage. Some time after the start of the battle, mobs will begin to appear alternately around the edges of the room, each of which will impose one positive effect on the leader. The boss must be killed as quickly as possible, because the longer you hit, the stronger he becomes.

41st floor

In the center there will be a boss who periodically uses a certain attack, which depends on the phase, and along the edges there will be mobs that cast AOE. The floor will consist of 3 phases.

On the first, the boss will cut 3 beams - 1 in front and 2 on the sides. They will move clockwise. The zone in the center will remain safe, so we stand between the beams and, without leaving far, we dance in circles, simultaneously pouring in damage.

In the second phase, the boss will cast a large circular AOE. In the area from 7 to 13 o'clock, the mobs will always attack sequentially one after the other counterclockwise. In other words, the mob will first start casting at 7 o'clock, then at 6, then at 4, etc. Therefore, try to keep to the right side of the room, while simultaneously watching the chain of attacks of mobs, in order to run away from the AOE boss, if necessary, without taking damage.

In the third phase, there will be many circular attacks that inflict fear. We run in the center so as not to get hit by mobs, dodging circles and infusing damage during pauses. In the 2nd and 3rd phases, skills that interrupt the cast are effective, for example, the victory cry of the Guardian. Also in phase 3, when the boss appears, you can put a scarecrow, it will knock down the first attack and, in general, will make life a little easier.

42 floor

Another game of sapper. Home position at 6 o'clock. At first, mobs will start to appear, dashing towards you, which apply a fear debuff. We run counterclockwise along the room to 12 o'clock, without falling under their attacks. By 2:43 we take a position at 12 o'clock and when a spurt caste appears, we run for 6 o'clock.

Then we move towards 3 o'clock, a mob will appear there. Standing close, there will be several circular attacks. At a certain moment, we run back down a little so as not to fall under them, then we return to the starting point.

At 2:18, the next series of attacks will start. We are waiting for the mob in the center to finish casting and move a little towards it. Then we run for 5 hours and wait until the mob appears and casts its AOE, after that we go upstairs to the new mob. Launch another series of attacks, here you will need to first move to the center, and then slightly down.

Then there will be several simultaneous jerks, we run first down to the wall, and then towards 4 o'clock. At about 1:45, we put a scarecrow there and go to inviz, running back to 12 o'clock.

At 1:20 we move to the left side of the room, just above 9 o'clock between the center and the wall. After the end of inviz and activation of rectangular bombs, we run to the wall, and then, dodging jerks, along the room clockwise.

Then it remains to simply rush around in a circle, avoiding the explosions of cone bombs. To facilitate the passage, you can use the Death Cheat engraving - it will give you a second life if suddenly something goes wrong.

43 floor

There are 2 gorillas waiting for you. It is worth paying attention to the right one. Its jerks will not be highlighted, the roar will cause damage, jumping throw off blocks, and there will also be breathing in front of you, so be careful. It's better to focus your damage primarily on her. At 5:29, the lights will be turned off, and you will have to navigate by touch, so try to kill at least one of the bosses before dark. Scarecrow and hammer are not as effective here, as enemies can simply run away with a dash.

44th floor

There is a boss in the center, from time to time charging from one to three attacks with a little preparation. At the edges of the room, wolves will appear at regular intervals, which carry out a series of three knockback strikes. The interval between the series of attacks is 15 seconds - the first will be at 4:41. At 3:26, after the first batch of mobs, the second will appear immediately. After 3:06, there will be a pause of 25 seconds, then everything will return to the usual 15. Try to completely knock down the boss's exhaustion scale during the start of the attack of the wolves to make it easier to dodge.

Floor 45

There are 2 local Gul'dan waiting for you. Of the attacks, you should be wary of a lot of circular AOEs that impose fear. The bosses will appear in different parts of the room, so you need to get them together first. To do this, we press against the wall near one of them and wait until the second one comes up. In case he gets stuck in the center and refuses to go, we run back in the opposite direction so that the first one comes up. As soon as the bosses stand together, we begin to pour in the main damage.

When enemies' HP drops below 2.5 bars, a couple of new moves will appear in their arsenal. The first is the call of two assistants. And the second is a caste of many damaging cracks that can cause problems. Therefore, hold on to the scarecrow and damage expenditure a little, so that later on quickly remove the problem area of ​​HP.

46th floor

There are 3 bosses waiting for you. We begin to beat the one at 12 o'clock, the rest will catch up in a few seconds. There are no other features here, so we just damage the bosses, dodging their attacks.

47th floor

Another three bosses, but each subsequent one will appear only after killing the previous one. The first to come out is the ice gorilla. The second is the ice warrior. His attacks apply a chill debuff, after 10 stacks of which will freeze. Also, the boss will occasionally stick the ax into the ground, leaving a small puddle that applies the chill debuff. Also, puddles will leave and sometimes blocks falling from above. The third opponent will be a spider. Some of her attacks apply a cold debuff at 5 stacks, from which you will freeze. Try not to stand in front of her face and avoid the icy path after your run. Also sometimes groups of spiders will come out. Small ones are invulnerable to attacks, but if you kill a big one next to them, they will also die.

Approximately every minute from the moment the spider appears, its copies will begin to appear at the edges in turn - the first on the left, the second on the right, then another one on the left, and so on. They will throw ice arrows at you and drop boulders from above, all this imposes stacks of cold. The boss must be killed as quickly as possible, because the longer you hit, the harder it will be. Damage spending will help you with this. Also, at first, you can put a scarecrow near the wall, it will give a little time for calmly making damage from the back.

Floor 48

A boss with elements of a survival floor is waiting for you. From the attacks, I will single out the 2 most dangerous. It collects energy for a while, and then hits the floor, dropping a ball into the place where you are standing, which does a lot of damage. Sometimes after the first blow, another one can immediately follow. It is better not to stand still during this technique. The second attack - the boss quickly hits the ground in front of him, releasing several balls that cause a lot of damage.

The main difficulty of this floor lies in the ghosts that will appear in the room and shoot with their circular AOE. First of all, we kill the mobs in the center, without falling under their attacks, then we proceed to destroy the boss. Until 8:56 the area in the center will be safe from ghosts, you will only need to move a little sometimes. At 8:56 we run back to the left or right side of the room, and at 8:40 to the top or bottom. The following groups will appear throughout the remaining time, you need to remember them. The first group with a safe zone to the right of the center, the second with a safe zone to the left, in order to escape from the third, we run back to the lower left part of the room. There, at about 8 o'clock, a ghost will appear. We approach it and after the attack we run back to the ghost that appeared to the right. Then we wait until everything calms down a little, and we run to the center.

Well, the timings of the appearance of ghosts and mobs themselves. Every minute, starting at 8:11, the second group will appear, starting at 7:56 - the third, and sometimes the first will also occur.

  • The first is the safe zone to the right of the center
  • The second is the safe zone to the left of the center
  • Third - we run to the lower left side of the map
  • 08:26 - First
  • 08:11 - Second
  • 07:56 - Third (after her mobs)
  • 07:11 - Second
  • 07:05 - First + mobs
  • 06:56 - Third (after her mobs)
  • 06:11 - Second (after her mobs)
  • 05:56 - Third (after her mobs)
  • 05:11 - Second (after her mobs)
  • 04:56 - Third (after her mobs)
  • 04:26 - First
  • 04:11 - Second (after her mobs)
  • 03:56 - Third (after her mobs)
  • 03:11 - Second
  • 03:05 - First + mobs
  • 02:56 - Third (after her mobs)
  • 02:11 - Second (after her mobs)
  • 01:56 - Third (after her mobs)
  • 01:11 - Second (after her mobs)
  • 00:56 - Third (after her mobs)
  • 00:26 - First
  • 00:11 - Second (after her mobs)

And one more thing. Ghost attacks can be knocked down with skills that interrupt the cast, for example, the Guardian's victory cry.

49th floor

Here you will find a boss who has in his arsenal a number of AOE attacks: a cone in front of him, cones on the left and right at the same time. For the next two, you need to remember the position of the hands when casting, as it will come in handy in the phase with fog. Outer arm circle together and inner arm circle to the sides. There is still a beam, but the boss uses it only in the last phase and during the transition to the second. Attacks will go in series of several in a row, and there will be a short pause between the series.

Some time after the start of the battle, golems will appear at the edges of the room. They will push you away with their punches, thus making it difficult to dodge the inner circle. In order not to fall under the skill of the boss, while not getting from the mobs, slightly leaving the border of the circle, we run along it without stopping until the cast ends.

Next, let's take a look at the boss phases.

In the first, his series of attacks will consist of three moves. When the HP of the fourth bar drops to about 75%, he, by casting the beam, will go to the second phase. The number of attacks in a series will increase to 5.

Approximately 60% of the third strip will transition to the third phase, and fog will envelop the room. The number of attacks in the series will decrease to 4. At this stage, the boss will only use circular AOEs. In this case, you will need to navigate by the position of the hands, which I spoke about earlier.

When the HP of the second bar drops to about 25%, the light will be turned off, and the boss, by casting 4 beams, will go to the fourth phase. Beams will now be added to circular attacks, and the light will be permanently switched off before a series of hits. It will be very difficult to dodge in such a situation. Therefore, I recommend leaving the damage expense for last and before the start of the last phase, sell the boss as much as possible.

50th floor

Here you will find a difficult boss with a huge supply of HP and very strong attacks. He has several phases in which the techniques he uses are added or changed, and some additional difficulties appear.

1st phase. Let's start the analysis of skills with two circular attacks. It is worth paying attention to the color of the sword during casting, it can help in the phase with fog. The first attack with a safe zone near the boss, the sword glows white during the casting. The second with a safe zone far from the boss, here the sword has a yellow glow.

In addition, in his arsenal there is also a jump with a circular AOE and a dash, which can be used either once or in a series of several in a row, so be careful.

And the last technique of the first phase will be a regular circular attack with a safe zone behind your back. In the phase with fog, the safe area will not be visible, there you can take the edge of the sword as a reference point.

Phase 2. When the boss has 4 HP bars left, he will cast a scream that imposes fear. Try to catch him with a dash or other immune skill. The animation of this technique is worth remembering, since from now on the boss will use it approximately every 70-80 seconds. And keep in mind that when you switch to a new phase, the timer is reset. In addition to shouting, a couple of new techniques will appear in the arsenal. The first is a very strong blow with the sword from above, and the second is an attack with rays in front of you.

Phase 3. When the boss has 3 bars of HP left, he will jump to the center and outline a border around the edges of the room, try not to go behind it, as it repels and deals damage. Also, starting from this phase, the boss will use a very dangerous series of moves. Two sword strikes from above, leaving behind rifts that slow and deal damage. Then 4 jerks will follow. And the last in the series will be a sustained beam, hitting which you will most likely die. Well, in addition to this combo, the list of used techniques will be replenished with a screed.

Phase 4. When the boss has about 1.5 bars of HP remaining, he will jump to the center, and then, with a scream, envelop the room in fog. The sustained beam can now be used at any time, not just as part of a combo, as it was before. The last HP strip will add a new series of moves. The boss jumps to the center and makes 4 blows with a sword, followed by a shout, then a circular AOE and finally two beams. The first is supported, and the second is one-time.

This ends the analysis of techniques.

Of the engravings, I recommend putting "heavy armor" or "blurry silhouette". The first will reduce the damage received, and the second will avoid it altogether, but it requires a clear reaction and knowledge of timings. From the expense it is worth paying attention to the "reactive sabatons", at a critical moment they can help you dodge a blow. "Molotov" is not so effective here, since the boss is constantly moving, and the "scarecrow" is completely useless.

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