Learn the encounter before your next pull. This guide is an original English synthesis of reviewed YouTube captions and official Korean 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
Prepare debris callers, orb order, four slime teams and bomb runners. NC lists one weekly final-boss kill for this Sanctuary; check reward availability before entry.
| Check | What to use |
|---|---|
| Mode covered | Source raid clear |
| Group | 10 players — current Korean Sanctuary |
| Entry requirements | NC lists item level 3,500. This is admission, not a guarantee that the group meets the encounter’s damage or survival checks. |
| Before pulling | Agree assignments, activate available checkpoints, clear pursuing enemies and prepare movement, defensive and stagger skills. |
Evidence: NC · Sanctuary rules ↗ · Madsin · Corroded Decontamination Facility ↗
Source version: read before assigning players
The linked encounter footage uses the older four-player party or eight-player raid format. Current Korean 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.
Evidence: NC · Sanctuary rules ↗ · Madsin · Corroded Decontamination Facility ↗
Devouring Klawfly
Explain the order before pulling: destroy selected debris first, shelter second. Unmarked players should not pre-hide behind a pile that is about to be destroyed.
| Tell / phase | Your response | Why it matters |
|---|---|---|
| Debris and numbered jumps around 75% / 30% | Numbered players guide jumps through the paired debris, leaving one shelter pile. Unmarked players wait near the centre until jumps finish, then hide. | Destroying every pile removes the shelter needed for the final blast. |
| Outgoing orbs around 50% | Take purple orbs in the agreed order; pause while each pickup turns the others briefly red. Do not pick another while your debuff remains. | Simultaneous or repeated pickups invalidate the safe sequence. |
| Webs and late adds | Clear adds along the edge and keep their web drops away from the route to shelter. | Slows can prevent timely movement behind the surviving pile. |
| Personal drops / edge pull | Separate personal circles, run against the pull and spread for its late follow-up. | Crossing other targets creates overlapping damage. |
| Furthest beam | Bait it along a clear outer lane. | A beam through shelter routes can strand other players. |
Evidence: Madsin · Devouring Klawfly · 1:09 ↗
Black Blood Blatt
Use the actual cast bar to time slime deaths. Do not import the video’s older resurrection-sacrifice workaround.
| Tell / phase | Your response | Why it matters |
|---|---|---|
| Red and purple pools around 75% | Follow the announced colour order. Bait lines between pools, wait for the lanes to lock and then enter the required pool. | A line can remove a pool or its required effect. |
| Tentacles / imprisonment | Keep a rescue assignment available after the pool sequence. | Unresolved objects can imprison players needed for the next mechanic. |
| Four slimes around 35% | Assign an attacker and support job to each slime. Keep it alive at controlled health; intercept unwanted healing beams. | Killing early or allowing full healing prevents a correctly timed shelter. |
| Raid-wide cast during slime phase | Kill the prepared slimes shortly before the blast, roughly the final two seconds in the source, then use the brief domes. | The dome expires if the slime dies too early. |
| Damaging lines versus healing beams | Aim damage away from the prepared slime; have the assigned blocker intercept its healing beam. | Both attacks change the slime’s timing. |
| Tethers, donuts and bleeding hits | Drop donut hazards toward the edge; prepare cleanses and jump the subsequent waves. | Bleed plus missed movement quickly overwhelms recovery. |
Evidence: Madsin · Black Blood Blatt · 0:11 ↗
Terminator Bargott
The source’s numbered bomb layout is an eight-player-era assignment. Use the linked footage to understand pathing, then match the live markers; no invented ten-player coordinates are supplied.
| Tell / phase | Your response | Why it matters |
|---|---|---|
| Numbered rolls and bombs around 75% / 25% | Stand so the roll path reaches the next assigned bomb in order, and expect one additional roll after the numbered sequence. | A player who moves out of order can leave a bomb untouched. |
| Bomb platform around 50% | Use the faction action to collect and throw bombs at the boss within the timer. Assign runners and keep healers in reach. | The reviewed phase requires eight delivered hits from twelve available bombs. |
| Poison then three shared frontal slams | Rejoin for the shared hits; afterward assigned red-aura players clear poison in sequence. | Clearing everything at once or missing the shares adds avoidable deaths. |
| Flash tell | Turn your character away before the flash resolves. | Turning only your view may not change facing. |
| Chains and bombs | Assign one bomb to each chain removal and keep explosions away from teammates. | Knockback can throw another player off the platform. |
| Rolling claw and repeated frontals | Bait the rolling lane clear and respect both frontal hits. | Dodging the first hit does not end the sequence. |
Evidence: Madsin · Terminator Bargott · 0:10 ↗
Current resurrection & reward rules
NC currently lists ten-player Sanctuary raids. During a boss encounter, each character has two resurrections combined across resurrection skills and spirit stones. The encounter allowance resets on encounter start, boss defeat or a wipe. Ordinary resurrection and kisk resurrection are outside this boss allowance. Do not follow older advice that assumes only one class can revive players. Check the entry panel before the final kill: current Sanctuary reward and re-entry restrictions differ by raid.
Evidence: NC · Sanctuary rules ↗
Tank, healer & DPS assignments
Strategy recommendationSuggested preparation for this encounter. These assignments are editorial recommendations based on the mechanics above.
| Role | Assignment |
|---|---|
| Tank | Keep beams away from objects and control the position of shared frontal attacks. |
| Healer / support | Assign slime support and keep bomb runners in range without standing in their lanes. |
| DPS | Respect orb order, control slime health and learn the faction bomb action. |
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.
Evidence: NC · Sanctuary rules ↗ · Madsin · Corroded Decontamination Facility ↗
Sources & research scope
Original English synthesis. Video explanations establish the encounter strategy for the cited version; official Korean pages establish mode, entry and reward rules. Review date: 29 September 2026.
NC · Sanctuary rules ↗
Current Korean rules, read 29 September 2026. Admission and reward rules are separate from the older encounter footage.
Madsin · Corroded Decontamination Facility ↗
Source raid clear · historical 4/8-player footage. Reviewed captions; HP triggers are approximate and can be delayed by current actions or stagger. English boss names are lookup labels, not a claim of Global localization.
Madsin · Devouring Klawfly · 1:09 ↗
Encounter explanation begins here. Mechanic facts summarized in original English; coordination advice is editorial.
Madsin · Black Blood Blatt · 0:11 ↗
Encounter explanation begins here. Mechanic facts summarized in original English; coordination advice is editorial.
Madsin · Terminator Bargott · 0:10 ↗
Encounter explanation begins here. Mechanic facts summarized in original English; coordination advice is editorial.