Another Mount Rokkon
- See also: Mount Rokkon and Another Mount Rokkon (Savage)
Another Mount Rokkon
- 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
- 20
- Req. quest
- Talk to Osmon after completing Mononoke Aware
- Patch
- 6.45
“Delighted beyond measure to hear tell of the mononoke haunting Mount Rokkon, Osmon cannot help but speculate upon the nature of spirits—and what should result were they to grow more powerful than nature is wont to allow...
— In-game description
Another Mount Rokkon is a level 90 criterion dungeon introduced in patch 6.45 with Endwalker.
Objectives
- Clear the Single Step: 0/1
- Defeat Shishio: 0/1
- Clear the Clever Roost: 0/1
- Defeat Gorai the Uncaged: 0/1
- Defeat Moko the Restless: 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 Single Step
There are three groups of enemies in this room.
- Shishu Yuki - A lone enemy that will begin patrolling the room upon engaging the first enemy. It has a buff that significantly increases its damage dealt and reduces damage received until the Shishu Raiko and Shishu Fuko are defeated. While its buff is active, if aggroed by sight or being hit by any attack from players, it will instantly kill any party member with its auto-attacks. Defeating the other enemies will remove the buff and make it manageable to fight.
- It will initially walk south then do a 360 degree loop clockwise around the room, then back to the middle. While in the middle, it will raise one of its arms and do either Left Swipe or Right Swipe, a telegraphed half-room AoE. Afterwards, it will head north again, turn left, and keep looping around the room in a "figure-8" pattern.
- Jobs with large AoE attacks (e.g., dancer and dragoon) should be especially careful not to accidentally aggro the Yuki.
- Shishu Furutsubaki x 2, Shishu Raiko (east) - The party should engage this pack first. The tank should pull the Raiko to the southeastern part of the room, near the entrance, but not to the corner.
- Bloody Caress (Furutsubaki): A telegraphed conal AoE.
- Disciples of Levin (Raiko): A briefly telegraphed point-blank AoE. The party should dodge to the southeast corner.
- Barreling Smash (Raiko): A non-tank is marked with an orange overhead marker. The Raiko will then charge at them with a briefly telegraphed line AoE that will reduce anyone hit to 1 HP. The tank needs to avoid being hit with the AoE as they will instantly die from auto-attacks.
- Howl (Raiko): Moderate partywide damage that should be mitigated. The player hit with Barreling Smash needs to be healed in time for this attack.
- By this point the Yuki will begin nearing the party in its patrol, so the party should begin move to the southwest corner and defeat these enemies as fast as possible.
- Master of Levin (Raiko): A briefly telegraphed donut AoE with inside its hitbox safe.
- Red Shishu Penghou x 2, Shishu Fuko (west) - The party should engage this pack after defeating the east one. They can move to the nook at the north of the room and remain in a corner for the most part when fighting this pack to avoid aggroing the Yuki.
- Tornado (Penghou): A telegraphed circular AoE aimed at a random player.
- Scythe Tail (Fuko): A briefly telegraphed point-blank AoE.
- Twister (Fuko): Stack marker on a random player.
- Crosswind (Fuko): Partywide damage and a briefly telegraphed knockback from the Fuko. This knockback can be prevented with knockback immune. Otherwise, ensure not to be knocked back to the Yuki.
- Once the other enemies are defeated, it is safe to engage the Yuki, who is straightforward to fight. It will use Left Swipe or Right Swipe, so dodge accordingly.
The Clever Roost
There are three enemies in this room. One Kotengu in the south end, a ninja (Onmitsugashira) patrols in middle, and a second Kotengu in the north.
In addition, untargetable wind sprites patrol the edges of arena in a fixed pattern. Each north-south half of the arena has three sprites, one on each wall. The wind sprites will regularly stop, visibly channel energy, then fire a long line AoE across the arena. This applies a moderate amount of damage and a stacking, 1-minute-long vulnerability-up debuff. Players will need to watch the sprites along the edges for the channel animation as the attack is too fast to dodge just based on the ground indicator.
- Shishu Kotengu
- (Direction)-ward Blows: Attacks in a 90-degree cone in front of it, then to one side based on the name of the attack. Has no AoE telegraph.
- Wrath of the Tengu: Party-wide AoE with a bleed. Mitigate and heal.
- Gaze of the Tengu: Gaze attack that will inflict stun if hit.
- Shishu Onmitsugashira
- Juji Shuriken: Faces a random player and uses an untelegraphed line AoE in front.
- Issen: Telegraphed tankbuster.
- Huton: Greatly increases attack speed. Followed by four rapid shuriken casts, one at each party member. Recommend to stack together and rotate around it to dodge.
To facilitate avoiding the wind sprite AoEs, fight the first Tengu in the southwest corner, the Onmitsugashira at the west wall slightly above the cardinal, and the second Tengu in the northwest quadrant towards the north exit. Wait for the sprite AoEs to pass before pulling the next enemy. Can place waymarks to guide. Video reference.
Bosses
Failing any boss mechanic will result in a Damage Down debuff.
Shishio
Shortly after engaging the boss, the arena will be surrounded with an AoE that will instantly kill anyone who touches it.
- Enkyo: High partywide damage that should be mitigated.
- Stormclouds Combo 1
- Stormcloud Summons: Spawns several untargetable Raiun (small red clouds) and extends the lethal outside AoE to compress the arena to a circle.
- Smokeater: The boss will inhale one, two, or three sets of clouds, removing them from the arena. The number of inhalations determines the number of line AoEs the boss will do and the resulting size of the cloud explosions in its next attack.
- Rokujo Revel: An attack that is resolved by how many times the boss inhaled. The boss will sequentially spawn one to three line AoEs with dark red telegraphs, whose ranges are also denoted by the arrangement of rocks on the floor.
- After the AoE resolves, the clouds inside the AoE will explode as a point-blank AoE (Leaping Levin) with a brief telegraph. The size of the AoEs is determined by the number of inhalations.
- Other clouds in range of the prior cloud explosions will explode themselves, leading to a chain reaction.
- Once: Spawns one line AoE. Locate the first AoE. There are six locations where a cloud may appear inside it (at the "corners", or in the middle). Find an empty location without a cloud inside the AoE and dodge into it once it resolves.
- Twice: Spawns two line AoEs. Locate the "corners" of the first AoE and dodge into the only empty corner without a cloud once it resolves.
- Thrice: Spawns three line AoEs. Locate the singular cloud that is not covered by any AoEs, then go towards the wall directly opposite it. Once the first line AoE resolves and cloud explodes, run into the center of the first explosion, staying at the wall. Using Sprint is highly recommended.
- Tankbuster Combo 1
- Splitting Cry: A very wide line AoE tankbuster. Non-tanks must be behind the boss. The flanks are also safe, but only outside of its hitbox.
- Slither: An untelegraphed conal AoE at the boss's rear immediately following the tankbuster.
- Noble Pursuit: Four lines of rings will spawn: two vertical, one horizontal, and one diagonal, indicating the path the boss will charge through. These will use an untelegraphed line AoE perpendicular to them when the boss dashes through them. Each set of rings will have an empty space. The safe area is entirely surrounded by empty spaces; it can be identified by looking at the gap in the wall opposite from where the boss starts. Once the boss finishes charging, it will cast Enkyo again.
- Wail 1
- Unnatural Wail: Assigns various debuffs to players. These will resolve when the debuff timer expires.
- Intensified Wailing: Assigned to one random support and one random DPS. A medium-sized split damage AoE (Unnatural Force) on the target that should be shared with another player without this debuff. Inflicts Magic Vulnerability Up
- Scattered Wailing: Assigned to all players. A medium-sized AoE (Unnatural Ailment) on the target that deals damage and inflicts Magic Vulnerability Up, requiring all players to spread.
- Both debuffs will be assigned with each iteration of this action, although either stacks or spreads will resolve first, then the other, based on the initial debuff timers.
- Haunting Cry: Summons four untargetable Devilish Thrall (ghoul) adds, on all cardinals or all intercardinals. Each add will have an orange ring indicating where it is facing.
- Two adds will use Left Swipe while the others will use Right Swipe, which are 180 degree cleaves based on which arm is being raised. This will leave a square region (faced diagonally) between two adjacent adds safe.
- The safe area will always be opposite the two adjacent adds that are facing the middle, or directly in between the two adjacent adds that are facing away from each other.
- During the first set of cleaves, the first set of debuffs (stack or spread) will resolve. Players should spread to the corners of the square safe spot, or stack with their role partners on the corners.
- A second set of adds will spawn on the empty intercardinals or cardinals, and telegraph another set of cleaves. The second set of debuffs will also resolve during the cleaves.
- Unnatural Wail: Assigns various debuffs to players. These will resolve when the debuff timer expires.
- Stormclouds Combo 2
- Stormcloud Summons / Smokeater: Similar as before, but all clouds will spawn at the edge of the arena. Note that there are more clouds compared to the normal (variant) mode of this action.
- Lightning Bolt: Drops a small AoE on each cloud, causing them to activate and begin aiming numerous telegraphed line AoEs (Cloud to Cloud) through the arena aimed at other random clouds, requiring tricky dodging.
- Wail 2
- Unnatural Wail: Assigns another set of stack/spread debuffs, similar to before.
- One of the following two attacks will then be used:
- Eye of the Thunder Vortex: An untelegraphed point-blank AoE followed by a donut AoE. Dodge out (a good ways from the boss; max melee is unsafe) then in.
- Vortex of the Thunder Eye: An donut AoE followed by a point-blank AoE. Dodge in then out.
- The debuffs will resolve during the two AoEs, so players should stack with their partner then spread (or vice versa) while dodging the AoEs.
- Enkyo
- Ghosts Combo
- Haunting Cry: Summons four untargetable Haunting Thrall (ghost) adds.
- Each ghost will tether to one player and follow them. To give as much room as possible, each player should aim their tether directly through the middle of the arena.
- The ghosts will emit untelegraphed, point-blank AoEs (Reisho) that should be avoided.
- Vengeful Souls: Spawns two towers in semi-random locations in melee range. When the cast bar finishes, one player must soak each tower, which will deal magical damage (Vermilion Aura), or they will explode and wipe the party. Two players will also be marked with an orange marker, indicating they will be hit with a massive circular AoE (Stygian Aura) that inflicts Magic Vulnerability Up. The unmarked players will need to soak the towers, while the marked players should claim a corner away from any towers to avoid hitting anyone with their AoE.
- The ghosts will despawn when the castbar reaches approximately the "o" in "Souls", giving a brief period for everyone to adjust to their final positions. During the slow cast, players should gravitate towards their final positions.
- Haunting Cry: Summons four untargetable Haunting Thrall (ghost) adds.
- Thunder Vortex: A untelegraphed donut AoE.
- Splitting Cry + Slither
- Stormcloud Summons + Inhale + Rokujo Revel: Similar to first usage.
- Stormcloud Summons + Inhale + Lightning Bolt: Similar to before, but the boss will always inhale two or three times. More inhalations will mean fewer clouds, but their line AoEs will be wider.
- Unnatural Wail + Eye of the Thunder Vortex / Vortex of the Thunder Eye
- Enkyo (enrage): The boss must be defeated before this cast finishes or the party will wipe.
Gorai the Uncaged
Shortly after engaging the boss, the arena will be surrounded with an AoE that will inflict burns to anyone who steps in it. Waymarks can be placed according to the right image to simplify one mechanic.
- Unenlightenment: Hard-hitting magical raid-wide that inflicts burns.
- Scurrying Sparks + Flame and Sulphur Combo:
- Seal of Scurrying Sparks: Two random players will be given Live Brazier, requiring them to stack with a partner when the debuff expires to resolve a large split-damage AoE (Greater Ball of Fire) that inflicts Fire Resistance Down II.
- Flame and Sulphur: Six rocks and four blue flames, which will telegraph circle and line AoEs respectively, will appear leaving two "open" corners with fewer AoEs nearby. Each pair should take one. The boss will then glow a color and cast Brazen Ballad. Red makes the AoEs larger, leaving the far corners safe. Blue will cause the AoEs to split, causing the circles to become donuts and the lines to expand into two lines; the point nearby where a circle is centered on a line will be safe. The pair stack debuffs will also resolve.
- Impure Purgation: Aimed conal AoEs on each player dealing high magical damage and inflicting Magic Vulnerability Up, with a follow-up aimed at the same spots. Spread then adjust into safe spots.
- Thundercall + Humble Hammer
- Thundercall: Six lightning orbs (Ball of Levin) will appear (one in each corner and two near the middle). One corner will be slightly further away from the middle orbs. The lightning orbs will later emit large telegraphed point-blank AoEs that will initially cover the entire room.
- Humble Hammer: The healer will be marked and targeted with an AoE that inflicts Mini on any player or lightning orb hit. The healer should take it on top of the 'safe' lightning orb, which will reduce the size of its AoE telegraph and create a safe location from the AoEs.
- Flintlock (no cast bar): An untelegraphed "wild charge" line AoE aimed at the healer that goes off as the same time as the lightning orb explosions. Tank should stand in front of the healer to prevent lethal damage. The DPS can stay out.
- Torching Torment: Telegraphed magical AoE tankbuster that inflicts burns.
- Rousing Reincarnation: Party-wide magical damage and gives players colored and numbered Rodential Rebirth (red) and Odder Incarnation (blue) debuffs. The roman numerals indicate when the debuffs resolve. Failing to cleanse the debuffs in the next mechanic will transform the player into a critter, incapacitating them.
- There are four debuff combinations, which will be randomly assigned but all will be used: ; ; ;
- Shortly after, the boss will cast Malformed Prayer, which will sequentially spawn four pairs of colored towers: one red and one blue tower at a time, on random cardinals and intercardinals. These must be soaked by players with the matching debuff color, which will cleanse the debuff also inflict minor magical damage (Burst) and Magic Vulnerability Up. Failing to soak a tower will instantly wipe the party (Dramatic Burst).
- Additionally, two random players will receive exchangeable tethers that indicate they will be hit with a 45 degree conal AoE (Pointed Purgation) that deals magical damage and inflicts Magic Vulnerability Up. These must be aimed so they do not overlap or hit any players currently soaking a tower.
- To solve, all players can stack behind the boss, with the two players with the II debuffs standing in front to intercept the first two tethers. The I players then move to their correct tower, while the II players wait until their towers appear, then take their tether to their II tower. After the first tower soaks, the III players then take the tethers and move to the III towers, while the second towers are soaked. The IV players then take the tethers to the IV towers while the third towers are soaked. Finally, the other two players take the tethers while the fourth towers are soaked.
- Unenlightenment
- Seal of Scurrying Sparks + Cloud to Ground:
- Two random players are given Live Brazier pair stack debuffs. In addition, all players will also receive Live Candle spread AoE debuffs (Great Ball of Fire). Either the stacks or spread will resolve first, followed by the other debuffs. If a player is killed with a debuff on them, it will fire at another random player, likely resulting in more deaths.
- At the same time, exaflares will spawn around the arena. There will always be four exaflares near the center and traveling outside on the cardinals. In addition, there will be four exaflares on opposite walls in an alternating pattern, which will travel across the arena.
- To solve, players should pair off into safe zones and resolve debuffs while dodging exaflares. Melees can have full uptime during this sequence if ranged players adjust for the debuffs, e.g. tank north and melee DPS south while healer and ranged DPS adjust if needed.
- Considering the four wall exaflares as lanes, each pair should first start in a lane that will not be immediately covered by an exaflare originating from the wall. They should either be stacked or spread, depending on which debuff resolves first.
- After three pulses of the exaflares, players will shift over one lane, which will now be safe because its exaflare will have passed. For example, if the wall exaflares start north and south, then players will shift east or west. The ranged player will also meet up with their melee partner (if stack second) or spread away from them (if spread second). The AoEs are relatively large, so make sure to give enough room for the spreads.
- Fighting Spirits: The boss will mark players 1 through 4 with overhead "limit cut" markers, inflict a moderate untelegraphed knockback (can be immuned), then jump to each player in order, inflicting a large untelegraphed plus-shaped AoE (Worldly Pursuit) upon landing, dealing physical damage and inflicting Blunt Resistance Down, making another hit lethal. The direction of the AoE is based on the direction the boss jumps. The boss will then jump a final time to the middle of the arena. The boss will have the Drunk with Power buff during this mechanic.
- To solve, each player should head to the waymark matching their overhead number. They should either preposition and use knockback immune, or be knocked back towards the waymark. After the boss jumps on them, they should immediately head to the east or west cardinal at the wall to dodge the remaining cleaves, including the final jump towards the center.
- It is recommended not to use Sprint if the party expects to see the next major mechanic (e.g. on Savage difficulty).
- If any player is dead when the markers are assigned, a random player(s) will be hit with the final cleaves, likely resulting in more deaths.
- Torching Torment
- Malformed Reincarnation: Party-wide magical damage and gives four debuffs per player.
- The boss will give each player a colored debuff ( Squirrelly Prayer and Odder Prayer) that will drop a tower of the same color at their location when it resolves. There will be two red and two blue tower debuffs. Dropping towers that overlap with other towers will cause them to explode and instantly wipe the party.
- Additionally, each player will receive three colored and numbered debuffs, similar to Rousing Reincarnation. There are two possible sets of debuffs:
- ; (2 players per combination)
- ; ; ; (1 player per combination)
- The boss will then summon two sets of four colored towers that must be soaked by players. The first four towers will appear in the intercardinals near the center of the room, while the second set will appear in the intercardinals by the corners. One half of the room will have all red towers while the other half has all blue towers. The orientation of the halves (north/south or east/west) can be used for initial positioning for this mechanic.
- To resolve:
- Players should go to the half with all tower colors that are opposite their I/II debuff color. There will be two players per half.
- The first debuff will soon resolve, dropping a third set of towers. To prevent overlap, players should stand between two towers on their half (can use the floor tiles to guide) such that they will drop their tower to make an L-shaped formation on their quadrant. Both player in a given half should drop their towers next to each other's.
- After dropping their towers, each player should look across the room to the other half and note the colors of the towers those players dropped. If the dropped tower vertically across from them matches their III debuff color, they will take the towers on that quadrant. If not, they will take the quadrant diagonally across from them. Each player will move across and soak the three towers on the correct quadrant.
- The tower soak order is middle > corner > wall (dropped by players).
- As the second set of towers resolves, the boss will cast Flickering Flame, causing two sets of criss-crossing line AoE telegraphs to appear across the arena, which will fire when the third tower resolves, so players must soak the third tower while avoiding these.
- Using Sprint is highly recommended.
- Seal of Scurrying Sparks + Flame and Sulphur
- Unenlightenment
- Living Hell (enrage): The boss must be defeated before this cast finishes or the party will wipe.
Moko the Restless
Shortly after engaging the boss, the arena will be surrounded with an AoE that will instantly kill anyone who touches it.
- Kenki Release: High magical party-wide damage that should be mitigated.
- Triple Kasumi-giri: A long cast where the boss will charge three attacks in a row, indicated by overhead markers that will appear for a few seconds. Each time, the boss will telegraph a 270 degree cleave based on the symbol over it. The arrow denotes the front of the boss and the empty part of the symbol indicates the safe spot. Note that the boss will always turn to face 180 degrees opposite the safe spot when it uses the cleave.
- Unlike variant mode, this symbol will also either be orange (fire) or blue (water), indicating another attack that will resolve with the cleave. Fire indicates a point-blank AoE making outside its hitbox safe, while water indicates a donut AoE making inside its hitbox safe.
- To solve, players can preposition on the correct side of the boss and either in or out to be safe from the first attack, so they will only need to remember the second and third indicators. They can then move accordingly, keeping in mind the new direction the boss may face each time it attacks. There is enough time to look for the next safe spot when the boss turns rather than having to solve for both of the subsequent safe spots at once.
- If players are behind the boss and out and it is about to use a fire attack leaving its front safe, it is highly recommended to use Sprint.
- Triple Kasumi-giri is repeated with a different pattern.
- Lateral Slice: A heavy-hitting physical tankbuster that will cleave in a 90 degree cone.
- Scarlet Auspice: An untelegraphed point-blank AoE making outside its hitbox safe. The party should preposition east or west for the next attack, which has a quick cast.
- Boundless Scarlet: Four large telegraphed line AoEs, two horizontal lines and two diagonal lines, forming an hourglass pattern. These will leave behind small orange lines that are initially harmless to move across.
- Invocation of Vengeance: Assigns debuffs to players:
- One support and one DPS will receive Vengeful Pyre, which will target them with a small split damage AoE that deals magical damage and Magic Vulnerability Up.
- All players will receive Vengeful Flame, which will target them with a small spread AoE that deals magical damage and Magic Vulnerability Up.
- Either the stack or spread debuffs will resolve first.
- Fleeting Iai-giri: The boss will tether one player and give them Rat and Mouse as a reminder they will be targeted. It will also telegraph a purple 270 degree cleave indicator that functions similarly as before, except it will not be coupled with a point-blank or donut AoE. When the debuff expires, the boss will jump to slightly behind the target player's location, turn to face where the player is currently facing, and execute the cleave, which has a late telegraph.
- Meanwhile, two orange lines (one horizontal and one diagonal) will begin expanding and glowing, indicating they will each explode in a very large late telegraphed line AoE (Explosion). The other two lines will then glow and explode. This leaves one corner of the room safe, followed by the other corner.
- To solve, the party should first identify the first safe corner and start running to it. The tethered player must go to the far corner to give as much space for the cleave and turn to face such that the open side of the cleave marker is towards the middle of the room. For example, if left is safe, the player's left will be towards the middle. After the boss jumps, the player must sidestep inwards to avoid its cleave.
- The first stacks/spreads also resolve. If stacks, the tank and healer can stack, and both DPS can stack. The tethered player's partner should be near them for the stack. These AoEs are small, so there is plenty of room to adjust if needed.
- Once the first sets of debuffs and fire line AoEs resolve, the party can run to the other safe corner and resolve the remaining stack or spread debuffs.
- Invocation of Vengeance: Assigns debuffs to players:
- Kenki Release
- Shadow-twin: The boss summons two untargetable Moko's Shadow adds, one west and one east.
- Moonless Night: Minor physical party-wide damage. The boss will then become untargetable for this mechanic sequence.
- Each clone will tether a player, giving them Rat and Mouse, and begin charging Double Iai-giri with two different cleave indicators. The first cleave will always be rear safe for both clones, while the second cleave will be random and may differ for each clone. If the clones overlap with each other when they land, they will later emit an unavoidable Kenki Release that will wipe the party. If the tethered players die before the clones jump, they will jump to a random player's location.
- During the second cleave telegraph, the boss will also have an overhead diamonds marker indicating that it will use an additional attack (Accursed Edge) on either the two closest or two furthest players. If there are pink diamonds touching each other, it will hit the two closest players (Near Edge). If there are purple diamonds not touching each other, it will hit the two furthest players (Far Edge). Regardless of proximity, this attack is a small AoE that will deal magical damage and inflict Magic Vulnerability Up and a 3-second bind. These attacks must be baited by the two untethered players.
- In addition, two large untargetable floating hands (Oni's Claw) will spawn on two opposite cardinals and use a late telegraphed point-blank AoE (Clearout), making the other two cardinals safe.
- Afterwards, the other two players will be tethered, and the mechanic sequence repeats with potentially different cleave directions, proximity baits, and safe spots. The boss will also use another Moonless Night before the second sequence of baits.
- To solve, designate two players to anchor and two players to adjust (which should be the same as in the second boss of this dungeon). Form two groups that preposition northwest and southeast, each consisting of one tethered and one untethered player.
- When the second cleave indicators, diamond proximity markers, and hands spawn, players should take note of all of these and move to the nearest safe cardinals. Each group should specifically focus on the second cleave indicator for their clone.
- The untethered player will bait the AoE at either the wall (if far baits) or a ways inward (if close baits). Can use waymarks to guide.
- The tethered player will take the other position on their cardinal. They must face away from their partner to ensure the first cleave is baited away from them. After the clone jumps to them, they should move behind to not be hit by the cleave.
- Afterwards, each player will dodge the second clone cleave based on which of its sides is safe. Note that the safe spot will be very small if the clone is at the wall and the safe spot is in front.
- The mechanic sequence then repeats with the same partners, but whoever was tethered first will now be take the proximity baits, and vice versa.
- Azure Auspice: An untelegraphed donut AoE making outside its hitbox safe. The party should preposition east or west for the next attack, which has a quick cast.
- Boundless Azure: Spawns the same AoE telegraph pattern as in Boundless Scarlet, leaving behind blue lines that are initially harmless. Each line will begin sequentially glowing, indicating a late telegraphed line AoE (Upwell) that will cascade outwards in both directions, creating a chaotic sequence of dodging the waves of AoEs.
- One dodging strategy relies on limiting movement to a small square region to the east and west in melee range. Video reference.
- When the fourth set of wave AoEs begin to spawn, the boss will begin casting Triple Kasumi-giri. The party must take note of the cleave indicators and colors while dodging the final sets of AoEs.
- Kenki Release
- Soldiers of Death: The boss begins spawning multiple untargetable adds, beginning a mechanic sequence.
- One Ashigaru Kyuhei archer add will spawn first near a corner and glow blue. It will spawn a curved red arrow indicator directly in front of it or on the far corner in front, denoting the location of a large circle AoE (Iron Storm). Players need to note this add's location and arrow telegraph. For example, if it hits the northeast corner, then the two safe cardinals are south and west.
- Four Ashigaru Kyuhei archers will spawn and glow dark red, who will hit the middle and other three corners with medium-sized circle AoEs (Iron Rain). These arrow telegraphs can be ignored, as their pattern is fixed by the glowing add's attack location.
- Shadow-twin: Four Moko's Shadow adds will spawn around the boss, each tether one player, and begin casting Double Iai-giri with two cleave indicators. The first set of cleaves will always have rear safe, while the second set will either have left or right safe. The supports will each be given one left and one right clone, along with the DPS.
- To solve, players should first identify the safe cardinals based on where the glowing archer's AoE will land, then split into role groups with DPS taking one cardinal and supports taking the other.
- Each partner should take note of their tethered add's second cleave indicator. Both players will move to the wall at their cardinal, with the left-safe player going left (facing the wall) and the right-safe player going right. The Iron Rain AoE telegraphs will appear, and players should position to be just outside them. In addition, each player must face away from their role partner to ensure that the first cleave is aimed away.
- Once the clones jump, the players can dodge the first set of cleaves by moving back to the cardinal at the wall. They can then dodge the second cleave by moving towards the center and standing on the waymark.
- Triple Kasumi-giri
- Kenki Release
- Lateral Slice
- Kenki Release
- Kenki Release (enrage): The boss must be defeated before this cast finishes or the party will wipe.
Loot
Another Mount Rokkon uses personal loot, so players have to be sure to click and loot the chest themselves.
Treasure Coffer
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Shishu Coin | Currency | N/A | Basic | 4 |
Shishioji Flute | Other | N/A | Basic | 1 |
Achievements
This duty is associated with the following achievements:
Name | Points | Task | Reward | Patch |
---|---|---|---|---|
Moving a Mountain | 10 | Complete the criterion dungeon Another Mount Rokkon. | - | 6.45 |
Mapping the Realm: Another Mount Rokkon | 10 | Discover every location within Another Mount Rokkon. | - | 6.45 |
Images
Dungeon Images
The Flame and Sulphur mechanic from Gorai the Uncaged
Shishioji mount