Learn the encounter before your next pull. This guide is an original English synthesis of reviewed YouTube captions and official reference-client mode rules. Follow the specific difficulty and source version shown below.
Older footage is retained for its encounter explanations; it is not presented as a fresh ten-player clear.
Entry, difficulty & preparation
Rescue bubbles on the approach by jumping into them. Avoid farming the entrance bubble pack when safer later enemies can meet the route requirement.
| Check | What to use |
|---|---|
| Mode covered | Stage 3 · Stage 4 affix notes |
| Group | Up to 5 — current reference-client party format |
| Entry requirements | Select this dungeon and difficulty in the entry panel. Check character level, item level, minimum party size and remaining entries there. The reviewed mechanic videos do not establish a current numeric admission threshold. |
| Before pulling | Agree assignments, activate available checkpoints, clear pursuing enemies and prepare movement, defensive and stagger skills. |
Source version: read before assigning players
The linked encounter footage uses the older four-player party or eight-player raid format. Current reference-client parties and Sanctuary raids have expanded. The mechanics below describe that footage; fixed target counts, assignments and HP triggers must be matched to the encounter you enter. Do not copy an eight-slot raid diagram onto a ten-player raid without checking the live markers. Current NC entry and resurrection rules take precedence over old video advice.
Singing Alette
Watch the linked gameplay for song recognition; the written guide uses the corresponding floor tells.
| Tell / phase | Your response | Why it matters |
|---|---|---|
| Different songs and ground patterns | Read the visual sequence: expanding dash lanes, fire walls, or three circles followed by donuts in their original order. | Sound is a useful cue, but captions alone cannot reproduce the melody. |
| A player trapped in a bubble | Jump into the bubble to release them before the three-line follow-up. | Ordinary healing does not reach the trapped player. |
| Close blast then donut | Move out, then promptly return inward. | Running away for both attacks puts you in the donut. |
| Personal pools and slowing splash | Drop pools apart and recheck the target after splash. | A slowed teammate needs a clear escape lane. |
Deep Sea Pedeon
Stop attacking during the wall reversal if needed. Clean movement is more valuable than a cast completed in a wall.
| Tell / phase | Your response | Why it matters |
|---|---|---|
| Three red diamonds and one blue | Wait for rotation to stop, then stand in the blue diamond’s cone. | Following an unfinished rotation can put you in red. |
| Rotating walls around half health | Move with the first rotation, pause for the reversal and change direction. | Continuing in the original direction causes repeated hits. |
| Five jumpable rings plus personal circles | Keep moving sideways at a workable distance and jump each ring. | Stationary jumps can leave you in the next personal circle. |
| Frontal ground slams | Avoid the side rectangles as well as the first frontal lane. | The floor pattern expands beyond the initial hit. |
Submerged Eamon
Assign inner and outer collection zones and keep every jump-pad approach clear.
| Tell / phase | Your response | Why it matters |
|---|---|---|
| Screaming Storm around 75% / 25% | Use a glowing outer jump pad to escape the lethal floor, then glide toward the inner safe area. Follow the boss through the later repeated moves. | Landing too soon or gliding to the old position is dangerous. |
| Rotating wall and white wisps around 50% | Collect assigned inner and outer wisps while moving counterclockwise with the wall. | Remaining wisps explode; the source warns that invulnerability does not solve this failure. |
| Pools on the two furthest players | Place them at the edge between jump pads, never over the take-off route. | A blocked pad can turn the next flight into a wipe. |
| Spin dash then furthest pull | Leave the tank’s dash lane. If a ghost tether appears after the pull, return to the ghost. | Running farther away is the wrong response to the tether. |
| Fast star pattern and bubbles | Jump to free trapped players promptly. | A trapped player cannot simply be healed through the sequence. |
Difficulty changes & encounter details
This source primarily explains Stage 3. It also describes reduced lifesteal at Stage 2 and poison clouds from elite/miniboss deaths at Stage 4. These affixes are source-version notes, not a claim that Stage 4 is the current maximum.
Tank, healer & DPS assignments
Strategy recommendationSuggested preparation for this encounter. These assignments are editorial recommendations based on the mechanics above.
| Role | Assignment |
|---|---|
| Tank | Control frontal slams and keep the final boss clear of take-off routes. |
| Healer / support | Cleanse when available, but prioritize bubble rescues over ineffective healing. |
| DPS | Collect wisps, preserve pad access and move with the wall reversal. |
After a wipe: fix the cause
Strategy recommendationName the failed mechanic before the next pull. Check whether the target moved too early, the group missed its assignment, or a required cooldown was unavailable. Reassign a backup for any job that can target its original owner. Surviving the mechanic comes before completing a damage rotation.
- Call the next mechanic before the HP threshold; the actual cast may occur later.
- If a hit-count object is involved, use fast direct hits rather than assuming a long damage cooldown is better.
- Save burst for a real vulnerability window after the group has completed its movement.
- Check the current entry panel for loot probabilities and reward availability before spending another run.