Another Aloalo Island
- See also: Aloalo Island and Another Aloalo Island (Savage)
Another Aloalo Island
- Level
- 90 (Sync: 90)
- Item Level
- 640 (Sync: 665)
- Difficulty
- Extreme
- Party size
- Light Party
4 man • 1 1 2 - Unsyncing
- Not Allowed
- Time limit
- 90 minutes
- Duty Finder
- V&C Dungeon Finder
- Tomestones
- 30
- Req. quest
- Talk to Osmon after completing Stranger from Paradise
- Patch
- 6.51
“Inspired by your tale, Osmon rejoices as his imagination soars to heights untold. Visions of the glorious civilizations the peoples of Aloalo built take shape in his mind, populating the island with beasts imbued by esoteric magicks. Drawn into this tide of fantasy and swept to its remotest edge, you must now do battle with the mundane made legendary.
— In-game description
Another Aloalo Island is a level 90 criterion dungeon introduced in patch 6.51 with Endwalker.
Objectives
- Clear the Sands of Morn: 0/1
- Defeat Ketuduke: 0/1
- Clear the Roots of Gloam: 0/1
- Defeat the lala: 0/1
- Defeat Statice: 0/1
Enemies
There are two rooms with "trash mobs" in this dungeon. Each room will be sealed 15 seconds after engaging the first enemy, similar to a boss room. If the party wipes before defeating all the enemies in a room, they will all respawn. Being hit by any avoidable AoEs will inflict a stack of Vulnerability Up.
The Sands of Morn
There are four groups of enemies in this S-shaped room. In addition, whirlwinds will be constantly traveling across the room. Touching them will inflict high damage, knock the player back, and inflict a short stun in addition to the Vulnerability Up.
Aloalo Kiwakin
- Lead Hook: Telegraphed three-hit physical tankbuster dealing high damage.
- Sharp Strike: Telegraphed physical tankbuster dealing high damage and inflicting Concussion damage-over-time. Should be cleansed using Esuna.
- Tail Screw: Reduces the tank's HP to 1. Will result in death if their Concussion was not cleansed.
Aloalo Snipper and Aloalo Crab (x2)
- Water III (Snipper): Stack marker on one player, dealing magical damage. Should be mitigated.
- Bubble Shower (Snipper): Late telegraphed frontal conal AoE. Immediately followed by Crab Dribble, a late telegraphed rear conal AoE with a quick cast. Dodge both at the flanks.
Aloalo Ray and Aloalo Paddle Biter (x2)
- Hydrocannon (Ray): Late telegraphed frontal line AoE.
- Expulsion (Ray): Large, late telegraphed point-blank AoE.
- Electric Whorl (Ray): Late telegraphed donut AoE.
Aloalo Monk
- Hydroshot: Marks a player with an orange marker and uses an attack that deals magical damage, knocks them back a moderate distance, and inflicts an uncleansable dropsy for 15s that must be healed through. The knockback can be prevented with knockback immune actions.
- Cross Attack: Telegraphed physical tankbuster dealing high damage.
The Roots of Gloam
There are two Aloalo Islekeepers and two Aloalo Wood Golems in this room. Each enemy will patrol the room in a fixed pattern and begin moving when one enemy is pulled. Both Aloalo Wood Golems will initially have red sword markers around them, indicating a Damage Up buff. Both Aloalo Islekeepers will initially have blue shield markers around them, indicating a Vulnerability Down buff. Each time an a enemy is defeated, the remaining adds will swap their buff and increase in movement speed. Each add will enrage a certain period of time after being pulled, so it is important to only fight adds that have the Damage Up buff, one at a time.
Kill order:
- Pull the northwest Wood Golem to the northeast corner and defeat it.
- Pull the nearest Islekeeper to the northeast corner and defeat it.
- Pull the remaining Wood Golem to the southeast corner and defeat it.
- Finally, pull and defeat the remaining Islekeeper.
Aloalo Islekeeper
- Ancient Quaga: Heavy party-wide magical damage and inflicts sludge. Should be mitigated.
- Gravity Force: Stack marker AoE on a random player, dealing magical damage.
- Isle Drop: A late telegraphed circle AoE directly in front of the enemy.
- Ancient Quaga
- The enemy will then enrage with a slow cast of Ancient Quaga, which will wipe the party.
Aloalo Wood Golem
- Ancient Aero III: Lethal party-wide magical damage that must be interrupted.
- Tornado: Marks a random player, targeting them with a small untelegraphed AoE that will inflict bind to anyone in it. This must be cleansed using Esuna to avoid the next attack.
- Ovation: A narrow, late telegraphed frontal line AoE aimed at the previously marked player, killing anyone hit.
- Ancient Aero III
- The enemy will then enrage with a slow cast of Ancient Aero III, which will wipe the party.
Bosses
Failing any boss mechanic will result in a Damage Down debuff.
Ketuduke
Shortly after engaging the boss, the arena will be surrounded with an AoE that will inflict a lethal dropsy to anyone who steps in it. The arena is a 4x4 grid of tiles, which is important for some mechanics. Waymarks should be placed around the middle of the arena in a box pattern on tile intersections.
- Tidal Roar: High party-wide magical damage and inflicts dropsy, requiring mitigation and healing.
- Spring Crystals: Spawns four flat Spring Crystals on certain tiles: one on the middle four tiles, and three on the outer tiles. These will later do late telegraphed line AoEs (Saturate) in the directions of the long faces of the crystals, each hitting a column or row of tiles.
- Bubble Net: Party-wide magical damage and assigns debuffs to players, which turn into other debuffs after 24 seconds. Each role group will receive the same debuff.
- Bubble Weave: The player will be inflicted with Bubble Net for several seconds, preventing movement and lifting them off the ground in a bubble, making them susceptible to knockbacks from wind attacks.
- Foamy Fetters: The player will be inflicted with bind for several seconds, preventing movement.
- In addition, each Spring Crystal will be encased in a bubble.
- Hydrofall or Hydrobullet: Assigns additional debuffs to players depending on the name of the cast. Either set of debuffs will resolve after 23 seconds.
- Hydrofall Target: Both DPS or both supports may receive this debuff. When it resolves, they will emit a medium-sized AoE (~0.5 tile radius) that deals split magical damage (Hydrobullet) and inflicts Magic Vulnerability Up, requiring them to stack with one other player with no debuff to prevent lethal damage.
- Hydrobullet Target: All four players may receive this debuff. When it resolves, they will emit a very large AoE (~1.5 tile radius) that deals magical damage (Hydrobullet) and inflicts Magic Vulnerability Up, making overlap lethal and requiring the party to be spread far apart.
- Dying with these debuffs will cause them to detonate on random players, likely causing a wipe.
- Fluke Gale: Spawns four wind knockback telegraphs, one on each quadrant, forming a rotating pattern. Two diagonally opposite quadrants will receive a I marker, indicating that their knockback will resolve first, followed by the other two quadrants that receive a II marker. Any bubbled players or crystals will be moved the length of two tiles in the direction of the knockback, while non-bubbled players will be unaffected.
- Immediately before the knockback resolves, each player's Foamy Fetters or Bubble Net debuffs will resolve, preventing movement. Afterwards, the crystal line AoEs will resolve at the same time as the stack/spread debuffs.
- To solve, each player should first be assigned a side, with the tank and ranged DPS going north and the healer and melee DPS going south.
- When the crystals spawn, the party should make a note of the four tiles that will be safe after the knockbacks. This can easily be deduced by looking at the crystal in one of the middle tiles. Imagining the crystal as the center of an H, the safe tiles are at the ends of the H, i.e. the two outer tiles diagonally in front to the crystal and the two outer tiles two behind and one across. The outer crystals can be ignored entirely.
- Each player should then make a note of their debuffs, followed by the knockback pattern:
- players will always start on the II quadrant in their side (north or south) and position to be knocked into one of the four safe tiles, keeping in mind that the knockback is two tiles in length.
- players will have different starting quadrants depending on whether the debuffs are stack or spread. If stack, they will start on the I quadrant in their side on a safe tile, which will allow a bubbled player to be knocked into them. If spread, they will start on the II quadrant in their side on a safe tile, which will allow the bubbled player on their quadrant to be knocked away from them.
- To avoid hitting others with the very large spread AoEs, each player should stand on the middle of a tile.
- Bubble Net: Party-wide magical damage and assigns debuffs to players, which turn into other debuffs after 24 seconds. Each role group will receive the same debuff.
- The boss will then use Hydrobullet followed by Hydrofall, or vice versa, giving all players spread debuffs and two players of the same role stack debuffs. These resolve in the order of the casts in the upcoming mechanic.
- Blowing Bubbles: A total of 16 portals (four on each wall) will appear in front of alternating tiles and each spawn a bubble that will move across the arena. Being hit will immobilize the player in a bubble for several seconds, inflicting bind and Bubble Gaol, making them vulnerable to other avoidable AoEs. While dodging these, the stack/spread debuffs will resolve in sequence. The boss will also cast Hydrobomb twice during this mechanic, spawning three sets of baited circle AoEs at each player's location, for a total of 6 baits per player.
- To solve, each player should start on their side or quadrant, depending on whether stacks or spreads resolve first. Players will need to bait three AoEs while dodging the bubbles, after which the first set of debuffs resolve. After two more AoE baits, the second set of debuffs will resolves, followed by the final AoE baits.
- Hydrofall: Gives both supports or both DPS a 19-second stack debuff, which will resolve in the following mechanic.
- Strewn Bubbles: Two sets of four blue portals will travel two tiles from the center in alternating directions, leaving behind a blue line. This indicates an AoE that covers each tile the line passes through. Note that the moving portals are safe to pass through.
- The boss will use one of the following two attack sets:
- Encroaching Twintides is a late telegraphed donut AoE making its hitbox safe, followed by Near Tide, a very fast cast that is a late telegraphed point-blank AoE making outside of melee range safe.
- Receding Twintides is a late telegraphed point-blank AoE making outside of melee range safe, followed by Far Tide, a very fast cast that is a late telegraphed donut AoE making inside its hitbox safe.
- To solve, each player should be with their opposite role partner, with one pair going north or west and the other going south or east depending on where the portals initially spawned.
- Each player will avoid the first portal line AoE while dodging the in/out attack from the boss, after which the stack debuff will resolve. They should then move to the other lane that was previously hit by the line AoE and dodge the follow-up in/out attack from the boss.
- The boss will use one of the following two attack sets:
- Hydrobullet: Gives all players a 32-second spread debuff, which will resolve in the following mechanic.
- Roar: Spawns four untargetable Aloalo Zaratan adds, one on each cardinal on the intersections of tiles.
- Spring Crystals: The boss spawns four flat Spring Crystals that will later do line AoEs, leaving four tiles safe: either the far corner tiles, the north/south outer tiles, or the east/west outer tiles.
- Bubble Net: Party-wide magical damage and assigns two Bubble Weave and two Foamy Fetters debuffs to the party, which resolve after 14 seconds. These function as before, although random players will be given them instead of being role-restricted. In addition, two of the four adds will be encased in bubbles.
- The Spring Crystal AoEs and spread debuffs will resolve concurrently around 3 seconds before the immobilizing debuffs.
- Updraft: A room-wide AoE that will lift up any bubbled players or adds for a few seconds before they fall back down. Players will also be immobilized by their debuffs when this cast begins.
- Shortly before the lift-up, the adds will turn to face the closest player and begin to cast Hundred Lashings, a 180 degree frontal cleave that will kill anyone hit. This resolves during the lift-up, so players who are on a different elevation as the add will not be hit.
- To solve, players will first need to take note of the four safe tiles, as the Spring Crystals will spawn well in advance of the debuffs being applied.
- Once players receive their debuffs and two adds are bubbled, each player will need bait one add that is opposite their debuff: bubbled players will need to bait non-bubbled adds, and vice versa. This will ensure that, during the lift-up, the Hundred Lashings AoEs miss, as the player and the add they are baiting will be on different elevations.
- As there are two bubbled and two non-bubbled adds, to determine who baits which add, one priority system is to have the tank and ranged DPS start north and scan clockwise until they find the first correct add, while the healer and melee DPS start west and scan counterclockwise. If the tank and ranged DPS both have the same debuffs, then the tank and melee DPS can use the opposite priority.
- However, players will need to resolve their spread debuffs on the safe tiles before baiting adds. To minimize movement, each player should go to a tile that is close to their add. This can be facilitated by using waymarks wherein players go to the nearest tile with the same waymark color as where their add is positioned. To reduce movement, the party can stand on tile corners by waymarks but need to be well spread apart (2+ tiles apart) for the spread debuffs.
- After the spreads resolve, each player must quickly run to their add and face them straight behind, towards the wall. Adds that are strongly angled will risk cleaving other players. Using Sprint is highly recommended.
- Hydrobullet or Hydrofall: Assigns an 11-second spread or stack debuff, followed by a 13-second debuff of the other type. The debuff will resolve within 5s of each other during the upcoming mechanic.
- Angry Seas: Spawns a lethal line AoE telegraph in the middle and horizontal knockbacks on both sides. The line AoE will leave behind a persistent AoE that will inflict a lethal dropsy, partitioning the arena into two sides.
- The first set of debuffs will resolve immediately after the knockback, followed by the second set. The knockback can be prevented with knockback immunity.
- Spring Crystals: Spawns four polyhedron crystals on one side, which will later explode as late telegraphed point-blank AoEs.
- Bubble Net: Magical party-wide damage and encases the two crystals nearest the middle AoE in bubbles, in addition to spawning multiple free bubbles on each side. Players who touch the empty bubbles will be immobilized for several seconds with Bubble Net. In addition, four towers will spawn: three on the side with no crystals (north, middle, south), and one on the other side with the crystals (middle).
- Fluke Typhoon: A knockback from the one-tower side that will transport any bubbled crystals or players on that side to the other side of the arena, safely crossing the dangerous AoE in the middle. (Any bubbled players on the three-tower side will be instead knocked into the death wall.)
- After the knockback, the crystals will explode, and then the towers will resolve, dealing minor magical damage (Burst). Towers that are missed will explode (Big Burst) and wipe the party.
- To solve, each opposite role pair should be knocked back to a different side, with the healer and melee DPS west and the tank and ranged DPS east, and supports taking the north quadrants. Because the first set of spread/stack debuffs resolve immediately after the knockback, the party should preposition. It is recommended to use knockback immunity if stack first for melee uptime.
- Because there are only two players per side, and the towers spawn in a 3:1 pattern, one player on the side with one tower will need to enter a bubble to be transported to the opposite side with three towers.
- The tank and melee DPS can take the middle tower on their side, while the healer and ranged DPS be transported if needed. The adjusting player on the side with one tower will need to be transported using a bubble to the opposite side's outer tower. The correct bubble to take is one that is not nearby any bubbled crystals, as the bubbled player will be unable to dodge them. After being moved, they will take the nearest outer tower. The other ranged player, who is not using a bubble, will need to take the other outer tower. Note that any empty bubbles will disappear shortly into the Fluke Typhoon cast, so players will need to be quick.
- Players must dodge the crystal point-blank AoEs if needed prior to soaking their towers. Note that the crystals inflict Magic Vulnerability Up, so being hit will result in death to the tower soak.
- Spring Crystals + Bubble Net + Fluke Gale combo: A repeat of the first mechanic
- Strewn Bubbles + Twintides combo: A repeat of the third mechanic
- Tidal Roar
- Tidal Roar (enrage): The boss must be defeated before this long cast finishes or the party will wipe.
Lala
Shortly after engaging the boss, the arena will be surrounded with an AoE that will inflict a lethal burns to anyone who steps in it. The arena is a 5x5 grid of tiles, which is important for several mechanics.
- Inferno Theorem: High party-wide magical damage that should be mitigated.
- Angular Addition: The boss buffs itself with Times Three or Times Five, augmenting its next attack.
- Arcane Blight: A telegraphed 270 degree cleave that will rotate in the direction of the boss's overhead rotation marker before resolving. The arrows will indicate a 90 degree rotation either clockwise (orange) or counterclockwise (blue). The number of times the AoE will rotate is indicated by the boss's buff: three times (270 degrees) for or five times (450 degrees) for . In the savage difficulty, anyone hit by this attack will die.
- In other words, a V buff means that the AoE will rotate 90 degrees effectively once in the direction of the arrows. A III buff will indicate it will rotate 90 degrees once opposite the direction of the arrows.
- The AoE will instantly resolve in its final orientation when the cast finishes. An animation of it rotating will not play.
- For example, if south is free during the telegraph, and the boss has a III buff with a clockwise rotation, the safe spot will be east because the AoE effectively rotated counterclockwise.
- Analysis: Gives each player a Front/Right/Back/Left Unseen debuff, making them vulnerable to any source of damage except from the empty side of their ring.
- Arcane Array: Spawns two blue tiles with arrows on opposite corners, indicating single-tile persistent AoEs that will expand outwards in the direction of the arrows. When they reach another tile with an arrow, they will change direction. Contacting the AoEs will inflict a lethal bleed debuff.
- The AoEs will eventually cover the four outer columns of the arena, leaving the middle safe.
- In addition, two untargetable Arcane Globe orbs will spawn. One will be directly in front of one of the original blue tiles, while the other will be on the opposite side and be at the end of the moving AoE's path.
- When the moving AoE contacts an orb, it will explode for minor party-wide magical damage (Radiance) that will heavily damage anyone with an exposed weak point.
- To solve, each player must identify the first orb to be in the path of an AoE, then face their character so their open ring side is towards the orb.
- During this, the boss will cast Angular Addition followed by Arcane Blight, so after resolving the first orb, player's must solve the boss's rotation and go to its safe side in the middle column. Each player will also receive either Times Three or Times Five, which will be relevant soon.
- After dodging Arcane Blight, players must again face their character to be safe from the second orb explosion.
- Finally, the boss will begin casting Targeted Light, and each player will receive a rotation marker, indicating that their safe side will be rotated based on their number debuff. Players must face themselves so their safe side is towards the boss when considering the rotation, or they will take heavy damage, be knocked back, and inflicted with Damage Down.
- The tile AoEs will then disappear.
- Strategic Strike: A telegraphed, three-hit physical tankbuster that deals very high damage. Requires heavy mitigation or an invulnerability cooldown.
- Planar Tactics: Assigns various debuffs to players.
- Forward March: All players, 16 seconds. Will turn into a Forced March when it expires, causing the player to uncontrollably walk the length of three tiles in a certain direction.
- Times Three or Times Five: One of these debuffs will be assigned to each player.
- 1-3 stacks of Subtractive Suppressor Alpha: All players, 22 seconds. One player will receive one stack, another will receive three, and the remaining two players will receive two stacks. These debuffs must be fully cleansed by walking into the Arcane Mines in the upcoming mechanic, or the player will explode (Massive Explosion) and instantly wipe the party. Dying with the debuff will also cause them to detonate.
- Surge Vector: Assigned to both DPS or both supports, 22 seconds. A two-person stack AoE (Symmetric Surge) that inflicts Magic Vulnerability Up. Will deal lethal damage if only one player is in the stack or if two stacks overlap. A few seconds before the debuff resolves, a stack marker will appear on the target player.
- Arcane Mine: A long cast in which the boss will summon 8 AoE telegraphs in a 3x3 pattern on the middle tiles, leaving one corner empty. Note that the AoEs do not resolve until the cast finishes. Each AoE will summon a mine that must be disarmed by a player with 1+ stacks of Subtractive Suppressor Alpha walking over it, which will deal negligible magical damage (Arcane Combustion) and remove one stack. Mines that are not disarmed, or players without the debuff who walk over a mine, will explode and instantly wipe the party.
- To solve, each player must position themselves based on their number of stacks and face a direction that will allow their Forced March debuff to disarm the correct number of mines.
- Taking the empty corner as southwest:
- The 1-stack player will start on the tile west of this empty corner and disarm the south mine, ending up southeast.
- The 3-stack player will start on the tile south of the southeast mine and will disarm the southeast, east, and northeast mines, ending up northeast.
- The 2-stack players have 2 possible starting locations.
- One player will start on the tile west of the northwest mine and will disarm the northwest and north mines, ending up northeast.
- The other player will start on the tile west of the west mine and will disarm the west and center mines, ending up east.
- If both 2-debuff players have Surge Vector or both do not have this debuff, then they are free to take either position, as long as one player takes each.
- However, if only one 2-debuff player has the Surge Vector debuff and the other does not, these players will need to adjust such that they are partnered with the correct 1 or 3-stack player to ensure that the stacks are taken at the northeast and east mines. For example, if the 1-stack player has the Surge Vector debuff and the 3-stack player does not, then the 2-stack player without Surge Vector must take the west starting position, while the 2-stack player with Surge Vector takes northwest.
- To ensure that the stacks are resolved correctly and the north 2-stack player does not accidentally disarm the northeast mine, that player should start on the middle of the tile. The other players should start on the edge of their tile, close to the mines. In addition, the west 2-stack player and 1-stack player should start near each other.
- When at their starting tiles, players must then face themselves such that their Forced March will cause them to walk into the mines. The direction of their march will be rotated based on their III or V debuff and their rotation marker. Because all players initially received Forward March, an effective clockwise rotation will mean that the players will march rightwards, and a counterclockwise rotation for a leftwards march.
- The Forced March debuffs will resolve and players will walk to disarm the mines and cleanse their debuffs. The stack debuffs will also resolve towards the end of the Forced March, with no time for adjustment.
- Do not use Sprint or Expedient during this mechanic, or players will travel a greater distance than intended, likely causing the mechanic to fail.
- Inferno Theorem
- Strategic Strike
- Spatial Tactics: Assigns 1-4 stacks of Subtractive Suppressor Beta per player for 23 seconds. Each player will receive a different number of stacks. These debuffs must be fully cleansed by taking damage in the upcoming mechanic or the player will explode and wipe the party.
- Arcane Array: Spawns moving blue tile AoEs and arrows that will eventually leave either the middle column or row safe. In addition, one Arcane Globe orb and six Arcane Font orange cubes will be in the path of the AoEs. The pattern of objects is fixed: one AoE path will have four cubes, while the other has two cubes and the single orb.
- The orb functions as before and will emit minor party-wide magical damage when the blue AoE reaches it.
- The cubes will instead emit a plus-shaped AoE (Inferno Divide) hitting a column and row of tiles. This deals negligible magical damage to players with 1+ stacks of Subtractive Suppressor Beta, but will deal heavy damage and inflict Damage Down to anyone without the debuff.
- To solve, each player must be hit with a number of instances of damage corresponding to their debuff stacks to fully cleanse it.
- The party should first identify the orb, which is treated as relative northeast.
- 1 and 2-stack players can start in the middle tile, while 3 and 4-stack can start one tile south of middle.
- The orb will always be hit first, which will reduce everyone's stacks by 1.
- Afterwards, players will need to move based on how many stacks they still have to be hit or avoid the plus-shaped AoEs from the cubes.
- The 1-stack player, whose debuff will be already fully cleansed, should wait until the tile directly north is hit by the cube AoE, then move into it to avoid all subsequent damage.
- The 2-stack player should remain in the middle tile, which will be hit by a cube AoE afterwards.
- The 3-stack player should remain in their starting tile, which will eventually be hit with 2 cube AoEs.
- The 4-stack player can remain in their starting tile to be hit twice, then move to the outer south tile to be hit a final time. Alternatively, for melee uptime, they can remain in their starting tile until it is hit once, move into the middle tile until it is hit, and move back to their starting tile to be hit a final time, although the timing is tighter.
- While the AoEs are still resolving, the boss will cast Angular Addition, followed by an Arcane Blight that goes off after the blue tile AoEs have stopped traveling.
- Inferno Theorem x2. The blue tile AoEs will also disappear.
- Symmetric Surge: Assigns a 37-second Surge Vector pair stack debuff to both DPS or both supports.
- Constructive Figure: Spawns three untargetable Aloalo Golem adds on one wall, who will cast three late telegraphed line AoEs (Aero II) hitting the row or column in front of them, leaving two safe lanes. These adds are considered relative west for the upcoming mechanic.
- Arcane Plot: Spawns three arrow tiles and two blue AoEs on the relative north wall in a fixed pattern, leaving the part of the middle column and inner right column (below the left arrow) safe.
- To solve, the party should identify the four safe tiles from both the adds at west and the traveling line AoEs and preposition. The tank should take the northwest tile, melee DPS northeast, healer southwest, and ranged DPS southeast. The tank+melee DPS will be partners, along with the healer+ranged DPS.
- For melee uptime, the tank can pull the boss to the middle of the four tiles between them and the melee DPS.
- The boss will cast Arcane Point, marking all players. This will inflict magical damage (Powerful Light), Magic Vulnerability Up, and cause them to drop a persistent AoE covering only the tile they are standing in. The Aero II lines from the adds also resolve concurrently.
- Immediately after dropping their AoE, each player should shift over one tile, which was previously hit by the adds.
- The boss will cast Explosive Theorem and give each player a large spread marker. The party should drop these in the corners of their tiles such that there will be an empty space by the intersections of tiles. These deal magical damage, inflict a short Magic Vulnerability Up, and spawn a new AoE telegraph where the players originally stood.
- Each pair should then move into the safe space to resolve the Surge Vector stacks.
- Afterwards, the blue tile AoEs will disappear.
- Strategic Strike
- Inferno Theorem
- Analysis + Arcane Array + Arcane Blight combo: A repeat of the first major mechanic.
- Strategic Strike
- Inferno Theorem
- Inferno Theorem (enrage): The boss must be defeated before this long cast finishes or the party will wipe.
Statice
Shortly after engaging the boss, the arena will be surrounded with an AoE that will instantly kill anyone who steps in it. Note that in some areas, the wall is a few pixels larger than it appears.
- Aero IV: High party-wide magical damage that should be mitigated.
- Trick Reload: Statice will sequentially attempt to load 8 bullets into her gun. Six of them will be successfully loaded, while two will miss. The party should take note of which bullets miss, as this indicates three separate tells for future attacks.
- The first and last loading attempts will denote stack or spread mechanics. A miss indicates a stack AoE, while a successful load indicates a spread AoE. If the first bullet misses, the last will be successfully loaded, and vice versa, meaning that there will always be one stack and one spread.
- One of the middle six bullets will miss, while the other five will be successfully loaded. The position of the missed bullet denotes the safe numbered sector for an arena-wide attack similar to variant mode.
- For example, if Trick Reload had a XOOXOOOO pattern (O = loaded; X = missed), then it indicates a stack AoE, then sector 3 safe, and finally spread AoEs. If the pattern was OOOOOOXX, then it indicates spread AoEs, then sector 6 safe, and finally a stack AoE.
- The tells can be communicated to the rest of the party in the chat so players remember the order of mechanics.
- Trapshooting: Resolves the first stack or spread mechanic corresponding to the first bullet in the previous Trick Reload.
- If stack, one random player will be hit with an untelegraphed split damage AoE dealing magical damage.
- If spread, all players will be hit with untelegraphed AoEs dealing magical damage. This does not apply a vulnerability debuff, so overlapping two AoEs is survivable with shielding and mitigation.
- For a more precise explanation of this attack, Statice will summon an overhead meteor and attempt to shoot it with her first bullet. If she loaded the bullet successfully, the meteor will split and hit all players. If she did not load the bullet, the meteor will remain intact and hit a random player.
- Trigger Happy: Cover the arena with 6 conal AoE telegraphs, numbered 1-6. The party must head to the correct numbered sector corresponding to the missed bullet from the previous Trick Reload to avoid this attack. Note that sector 1 will always be north, and the sector numbers increase in a clockwise pattern. This orientation is important to remember for the final major mechanic of the fight.
- Ring a Ring O' Explosions: The boss summons six untargetable bombs in fixed locations. One bomb will always be in the center of the arena, while the remaining five will form a regular pentagon around it, with one of the vertices at north. The bombs will tether to each other in one of two patterns, both forming two triangles:
- Two stacked, non-overlapping triangles, with one smaller triangle that includes the middle bomb and one larger triangle with the others.
- Two overlapping triangles that form a star-like arrangement with a flat bottom. The left, right, and center bombs will be tethered together to form a thin triangle, while the other bombs will be tethered to form a tall triangle.
- Regardless of the tether pattern, one of the bombs will begin glowing. This indicates that it and the two bombs it is tethered to will later explode (Burst) as large, late telegraphed circle AoEs. Anyone hit by these will die. The other bombs will be entirely harmless.
- To solve, the party should identify the safe region(s) of the arena from the bomb explosions and move to it. The boss will use another Trapshooting, resolving the stack or spread mechanic from the eighth bullet loading, immediately after the bombs explode.
- Trick Reload: The party must again remember the position of the missed bullets for the upcoming mechanics.
- Ring a Ring O' Explosions: Again summons the untargetable tethered bombs. The party should take note of the glowing bomb and which ones it is tethered to, as the tethers will disappear soon. Note that the bomb does not start glowing immediately.
- Dartboard of Dancing Explosives: Transitions the arena into a dartboard.
- The dartboard will be partitioned into 24 sectors and include an inner and outer region.
- Each sector will be red, blue, or yellow. A sector will always be bordered by different colored sectors.
- Each quadrant (6 sectors) has 2 sectors of each color.
- Three players will receive the Bull's-eye debuff lasting 18 seconds. When it expires, the players will be targeted with a dart that will cause all sectors of the color they are standing on to explode for magical damage (Uncommon Ground). If more than one debuffed player stands on sectors of the same color, the damage will be lethal.
- The bomb tethers will disappear, and the outer pentagon of bombs will rotate clockwise three or four times. Players must remember the final orientation of the bombs.
- Trapshooting: The glowing bomb and two other bombs it was originally tethered to will explode when this cast starts. Afterwards, the stack or spread AoEs telegraphed from the first bullet will resolve. Uncommon Ground also occurs during the stack or spread.
- To solve, each player can claim a sector color corresponding to the color of their role: DPS to red, the tank to blue, and the healer to yellow. If both DPS and one support receive the debuff, the melee DPS can flex to the color of the support who did not have the debuff, e.g. if the tank did not have the debuff, both them and the melee DPS would go to blue.
- The bombs will explode first, so the party must dodge these. If the middle bomb explodes, the entire inner ring of sectors is unsafe. If not, the middle is safe. Players do not need to be in their final positions for the Bull's-eye debuffs and stack/spread during this, as there is around 2 seconds to adjust to final positions after the bombs explode. Mitigation/shielding is recommended as players will be hit with two damage sources at once.
- The arena will then revert back.
- Surprise Balloon: The boss summons two blue balloons (one west and one east) and inflates them.
- Beguiling Glitter: Gives each player a 16-second direction debuff that will turn into Forced March.
- Trigger Happy: The party must head to the safe numbered sector denoted by the previous Trick Reload. In addition, during this, multiple late telegraphed blue line AoEs (Surprise Needle) will spawn. Being hit will inflict minor physical damage and no debuffs. However, AoEs that hit a balloon will cause it to Pop, inflicting an untelegraphed radial knockback from its position.
- It is recommended to use knockback immunities when the Trigger Happy cast starts to ignore the knockback, allowing players to freely walk to the safe sector.
- After Trigger Happy, the second balloon will pop and inflict another knockback. Players who timed their knockback immunity precisely will also be immune to this one, but if not, ensure not to be knocked into the death wall (be within the inner ring of the arena).
- The boss will then cast Trapshooting and resolve the second stack or spread attack. Players' Forced March debuffs will also resolve. If spread, players can start middle and face to be marched into their assigned cardinals. If spread, players can position around halfway on the outer large ring and face to be marched into the center of the arena.
- Aero IV
- Statice will become untargetable and begin a mechanic sequence (commonly known as intermission or Present Box 1)
- Ring a Ring O' Explosions: If two stacked, non-overlapping triangles spawn, the bombs in the smaller triangle will always explode later. If the star-like tether pattern appears, the bombs in the thin triangle (left, middle, right) will always explode later.
- Present Box: Spawns several untargetable adds, some of which will tether to players.
- Four Surprising Staves will spawn 90 degrees apart from each other on the cardinals near the inner ring. These will each do a telegraphed donut AoE (Faerie Ring) around them.
- Two Surprising Missiles will spawn at the wall on opposite cardinals. Each will tether a random player.
- Two Surprising Claws will spawn on the inner ring on opposite cardinals. Each will tether the other players.
- The missiles and claws will follow their tethered target around. If the player touches their chasing add, they will instantly die (Death by Claw / Death by Missile). However, touching other players' tethered adds is harmless.
- Statice will cast Fireworks, causing one of the claw-tethered players to receive a 2-person enumeration marker, which must be shared by the other claw-tethered player to prevent lethal damage. This AoE inflicts magical damage and Fire Resistance Down II.
- At the same time, chain markers will appear above the missile-tethered players. They will then be chained together and given Burning Chains. This chain must be broken by running away from each other, or both players will die if not broken in time (within 5 seconds of the debuff appearing). In addition, each of these players will receive a massive spread AoE that deals magical damage and inflicts Fire Resistance Down II, requiring them to not overlap other players.
- To solve, players will need to move to certain areas near the wall to resolve the stack AoE or chain breaks+spread AoEs. There are four such areas, each of which is created by the pattern of the donut AoEs. Depending on the bomb arrangement, some areas may be partially overlapped by their explosions.
- The movement pattern depends on the arrangement of bombs:
- Stacked non-overlapping triangles:
- The tip of the larger triangle, whose bombs will not explode, is relative north.
- Hand players go to the north open spot to resolve the 2-person stack.
- Missile players go to the east and west open spots to resolve the chains and spread AoEs. The specific spot they go to should be the further one away from their missile.
- Star-like pattern:
- The tip of the star (opposite the flat base) is considered relative north.
- Hand players go to one of the east or west open spots to resolve the 2-person stack. The specific spot they go to should be nearest the bomb that is sitting on only one donut AoE telegraph, not two.
- Missile players go to north and south open spots to resolve the chains and spread AoEs. The specific spot they go to should be the further one away from their missile.
- Regardless of the pattern, there are additional nuances that players must be aware of:
- When the mechanic begins, the party should loosely spread near the middle so players can identify their tethered adds.
- The hand players move to their stack spot first. They must start moving relatively quickly, as the hands will spawn close to them. They should not move straight to the stack spot, and instead should move in a arch towards it, in order to create more distance between them and the hands.
- The missile players must stack dead center on the middle bomb until their Burning Chain debuffs (not the overhead chain markers) appear. These appear at the same time as the spread AoE telegraphs. Afterwards, each player must run directly away from each other until they reach their spread locations and the chain breaks. Assuming both players start stacked, they need to run approximately 28y of the 30y arena to break the chain. They should not run too close to the death wall, as it is slightly bigger than it appears.
- Some of the spots may be partially overlapping by exploding bombs, so players may need to concurrently avoid these by shifting slightly over. The spread players should also be careful not to overlap the stack players with their AoEs.
- Stacked non-overlapping triangles:
- Shocking Abandon: A telegraphed magical tankbuster that deals very high damage. Requires heavy mitigation or an invulnerability cooldown
- Pinwheeling Dartboard: Transitions the arena to a dartboard again.
- An untargetable Ball of Fire will be in the center and spawn three rectangular AoEs 120 degrees from each other, hitting the outer part the arena. These hit multiple times and will rotate clockwise or counterclockwise depending on the arrows. The fireball itself is safe to touch for this mechanic.
- An untargetable Homing Pattern will spawn on a random color sector in the inner ring, which will later cause all sectors of that color to be unsafe.
- Two random players will receive a 18-second Bull's-eye, which functions as before.
- The boss will cast Fireworks, giving one random player a 2-person enumeration stack marker, and two other players (one support and one DPS) chain markers and massive spread AoEs, similar to before. These debuffs are independent of which players have Bull's-eye.
- To solve, the party must first identify the color that the Homing Pattern spawns on and then orient to one of the three rectangle AoE telegraphs to be relative north for this mechanic. The correct telegraph is the one contacting outer ring sectors that are not the same color as the one on the Homing Pattern. For example, if it spawns on red, the relative north AoE telegraph will be the one contacting yellow and blue sectors at the wall.
- Players should loosely spread until the enumeration and chain markers appear to easily identify who has them.
- The chain marker players must stack directly middle and run apart to break the chains once the Burning Chain debuffs appear, with the DPS going west and the support going east, taking care to avoid the rotating AoEs on the outside. Once the chains are broken, these players will stand on the sector directly below the equator of the arena on their side.
- The enumeration and non-marked player will go north to the wall to resolve the stack. Each player will also claim a sector directly left or right (facing the wall) for the stack, depending on who received the Bull's-eye debuffs.
- If one DPS and one support received the debuff, the DPS will go left and the support will go right.
- If both DPS or both supports received the debuff, the player with the debuff must switch to the other side. It is also acceptable for both players in the stack to switch sides.
- After the Fireworks AoEs resolve, players must be careful to dodge the remaining rotating AoEs and return to the center of the arena.
- The arena will then revert back.
- Aero IV
- Beguiling Glitter: Gives each player a direction debuff. Two players will receive a 40-second debuff (short), while the other two will receive a 51-second debuff (long).
- Trick Reload
- Trapshooting: Resolves the first stack/spread mechanic.
- Present Box: Spawns four Surprising Staves as before, each telegraphing donut AoEs.
- Ring a Ring O' Explosions: Spawns a tethered bomb arrangement, which does not immediately explode.
- Trigger Happy: Each player must position in the safe sector while dodging the donut AoEs. The short Forced March debuffs on two players also resolve immediately after this cast begins, so they must position to be marched into the safe sector. Players with the short debuff will need to anticipate the location of the sectors (1 at north and increasing clockwise) and preposition, as there is only around a second between when the sector numbers appear and when the debuffs resolve.
- Trapshooting: Resolves the second stack/spread mechanic. More specifically, the three bombs will explode first, followed by the long Forced March debuffs, and finally the stack or spread. The long debuff players will need to position to be marched away from the bomb explosions and towards the stack or spread positions.
- Aero IV x2
- Aero IV (enrage): The boss must be defeated before this long cast finishes or the party will wipe.
Loot
Another Aloalo Island uses personal loot, so players have to be sure to click and loot the chest themselves.
Treasure Coffer
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Aloalo Coin | Currency | N/A | Basic | 4 |
Quaqua Horn | Other | N/A | Basic | 1 |
Achievements
This duty is associated with the following achievements:
Name | Points | Task | Reward | Patch |
---|---|---|---|---|
Charting the Unknown | 10 | Complete the criterion dungeon Another Aloalo Island. | - | 6.51 |
Mapping the Realm: Another Aloalo Island | 10 | Discover every location within Another Aloalo Island. | - | 6.51 |