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== Squad Mode == To open the instance in squad mode, you must pay a entrance fee of 3 million coin. There should be at least two characters in squad and in the instance. Your squad's journey through to the Lunar Glade will take you through three valleys in total. The first valley will always be Humorum and the last will always be the Lunar Glade. The second valley and the chief inhabitant of the Lunar Glade are dependent upon your actions in Humorum. Like open map mobs, the mobs in the valleys can have modifiers such as Sacrificial Assault, Increased Life, and Increased Defense. Additionally, mobs may spawn additional mobs once they have been aggroed. This new mob will be spawned on any party member within the range of the aggroed mob. Each of the valleys has a kill count associated with it. If you do not kill 50%+1 of the mobs, the boss will stay in a frenzied state when you attempt to kill him. The quest is different for each valley and will auto complete once enough mobs have been killed. <br> === Humorum (Earth) === Upon opening, the party will be teleported into Humorum Valley. The Mobs here immobilize but overall aren't hard to deal with. Follow the path around until you take a left turn into a room with pillars and an open area in the center. To either side is a path with 7 normal mobs and a tombstone that is immune to physical damage. Which tombstone(s) you kill determine which second valley and final boss you will unlock. {| {{DefTable}} ! Tombstone ! 2nd Valley ! Final Boss ! 3rd Cast Molds |- | Left || Imbrium || Relic of Wind || Chest, Wristguards |- | Right || Smythii || Drake Fling || Leggings, Boots |- | Both || Cognitum || Primal Fear || Helm, Cape, Belt |} As soon as you kill one tombstone, the boss will spawn. If you want Cognitum valley and Primal Fear, make sure you kill both tombstones before you kill the boss. Once the boss is dead, the path is set and cannot be changed. <br> ---- '''Genesiac Blink''' ---- This boss is a tower that spawns in the central area of the valley. As soon as he is aggroed, he spawns three adds. The adds cast an AOE earth resistance debuff which decreases that resistance by about 90%. They will use Earth attacks at range and both Earth and Physical attacks at melee. There are two ways most squads deal with this boss: ranged or with a decoy. ''The Ranged Approach'' The goal here is to kill the boss from far enough away that the adds won't aggro on you. The safe distance is 26-28 meters, depending on where you stand. Watch the adds circle the tower for a moment before you start so you can see their path. It's more of an ellipse than a circle, so some places are safer than others. Since the boss is a tower, he's stationary, so you won't have to worry about his melee attacks. He will, however, deal a ranged Earth damage attack on occasion as well as use the curse debuff. ''The Decoy Approach'' In this method, a decoy is sent in first to take aggro of the adds and lure them away from the rest of the group. Remember that the debuff they cast is AOE and has a decent range, so remember to keep them a decent distance from the tower. Also, if you kill the adds, they will respawn at the boss. Once the adds are gone, the rest of the party is free to kill the tower without interference. Drops: * Various Essences * Heart of Genesiac Blink * Genesiac Blink's Skin <br> ---- '''Vile: Genesiac Blink''' ---- After you kill Genesiac Blink, an Attendant NPC will appear from which the squad leader can summon a second version of the boss. There are no adds with this one, so he's a little easier in that regard, but he will use the curse debuff and an AOE purge. He also has an AOE attack that will interrupt channeling. Drops: * Basic Badge (Quest Reward) <br> ---- '''Card Boss: Jaden Rutidon''' ---- After killing Genesiac Blink, follow the path around to the end of the valley. Where the two bridges meet, there will be a Summonbot for the card boss Jaden Rutidon. The overgrown lizard will spawn in the water behind the bot. Every once in awhile he'll sleep a party member, but he goes down easily. Drops: * Stamina Mats Once you're done here, talk to the NPC on the island in the pool and be teleported into your next valley. <br> === Imbrium (Wood) === The longest of the valleys, Imbrium is full of mobs that like to sleep and poison. Unless you're a die-hard, skip every mob you can. It's impossible to not make kill count for this valley unless you're a sin and stealth the whole thing. <br> ---- '''Card Boss: Archelon''' ---- Kill the first four mobs and turn around to find the Summonbot for this boss. This turtle has a weak AOE attack but overall goes down without much fuss. Drops: * Dexterity Mats <br> ---- '''Mystical Jarax''' ---- Meet Peachblossom Ritualist's little sister. She'll poison and use an AOE seal, but the fight is fairly easy. Drops: * Various Essences * Gloom of Mystical Jarax * Mystical Jarax's Poison <br> ---- '''Vile: Mystical Jarax''' ---- Slightly harder version. Drops: * 3rd Cast Chest Mold ''or'' 3rd Cast Wrist Mold * Basic Badge (Quest Reward) <br> === Smythii (Metal) === There are three mobs before the path splits off to traverse two bridges across the lake. Killing them spawns a Summonbot between the two bridges, who will spawn the Deep Strangler if you present the appropriate record to him. <br> ---- '''Card Boss: Deep Strangler''' ---- This giant squid will use the armor and mind break debuffs which should be purified if your tank doesn't have the effective HP to soak up the extra damage. Drops: * Spirit Mats <br> ---- '''Massaca Seben''' ---- Drops: * Various Essences * Massacaba Seben's Bone Shard * Tooth of Masseca Seben <br> ---- '''Vile: Massaca Seben''' ---- Drops: * 3rd Cast Legging Mold ''or'' 3rd Cast Boot Mold * Basic Badge (Quest Reward) <br> === Cognitum (Physical) === Perhaps the most commonly taken path, this is where the BH boss lives. Most of the mobs here are purely melee fighters, although the ones that look like Rankar (FB51) will attack you from range. Towards the end of the valley there is a path to either the left of the right. Either of these will lead you to the boss. <br> ---- '''Hauntery Queen''' ---- This boss will use a random aggro Bleed, sometimes paired with an interrupt, as well as a random aggro Curse and normal attack. Overall it shouldn't be difficult. Drops: * Various Essences * Gem of Hauntery Queen <br> ---- '''Vile: Hauntery Queen''' ---- The second version of this boss replaces his Bleed with an AOE Poison attack. Make sure to purify this off your HA party members quickly after the boss goes down because the stack can become lethal. He doesn't have any other special attacks, but he will cast Bramble on himself, so be sure to purge it or switch to ranged weapons if you can't stomach the reflected damage. Drops: * 3rd Cast Helm Mold ''or'' 3rd Cast Cape Mold ''or'' 3rd Cast Belt Mold * Basic Badge (Quest Reward) <br> === The Lunar Glade === The Lunar Glade is the last valley you will traverse when running in squad mode. You'll spawn in the middle of a circular path. You only need to follow one of the paths to reach the clearing where the boss awaits. The two paths are about equal, but depending on your kill speed and luck with mobs randomly spawning, you may have to run across to the other path and kill a couple of mobs. Only one of the three bosses will have spawned, depending on your actions in Humorum valley. Vile bosses can only be spawned if you kill the normal version of that boss first. <br> ---- '''Drake Fling''' ---- Drake Fling and his two clones await in the clearing where the two paths converge. The clones that are there when you start can either be killed before you start the boss, ignored by luring the boss away, or fought while fighting the boss (not recommended). At two points during the fight, Drake will summon an additional add. If you ignored the first clones and lured the real boss away, they will not disappear upon his death and will need to be killed before you can interact with The Attendant NPC that will spawn under them. Drops: * Various Essences * Scale of Drake Fling * Horn of Drake Fling * Chromatic Tinder * Unknown Tinder <br> ---- '''Vile: Drake Fling''' ---- Almost as soon as he is aggroed, the boss will use an AOE knock back attack that will deal physical damage as well as fling aggressors away from him. Occasionally, he'll use a random aggro melee attack, and hits moderately hard. Drops: * Essence of Defense * Basic Badge (Quest Reward) <br> ---- '''Relic of Wind''' ---- Relic of Wind will also be waiting where the two paths meet. Once aggroed, he will use a long lasting single target seal and a weaker aoe seal. He will also cast the Armor and Mind Break debuffs on the tank. As long as you can bypass or remove the seal, the fight shouldn't be difficult. Drops: * Various Essences * Shard of Relic of Wind * Crystal of Relic of Wind * Unknown Tider <br> ---- '''Vile: Relic of Wind''' ---- Drops: * Essence of Defense * Basic Badge (Quest Reward) <br> ---- '''Primal Fear''' ---- After clearing enough mobs, continue thru the clearing until you climb up on an island ring. Primal Fear awaits in the pool below. Every once in awhile, he will use an AOE purge. He can either be fought in the water, or from the rock to the right of him. Drops: * Various Essences * Ring Fragment of Primal Fear * Essence of Primal Fear * Ancient Tinder <br> ---- '''Vile: Primal Fear''' ---- The Attendant NPC spawns on the cliff overlooking the pool behind the party. The second version of the boss will use an AOE stun and an AOE fire DOT. While the ongoing fire damage isn't so bad that it has to be purified immediately, it will stack and can build up to a decently high damage tick. Drops: * Essence of Defense * Basic Badge (Quest Reward) <br>
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