Fire Temple — Dungeon Guide (Normal & Hard)
Three bosses across Normal and Hard. Two optional coolant consoles let you disable falling hazard AoEs before the first two fights, and the final boss Kromede gates most of the fight behind a fire-wall maze that gets considerably harsher on Hard.
First Boss — Red Spark Ignis
Route & Optional Console
Follow the main path to the first large open room. Climb up the stairs, then jump and glide down the ramp to the left. You will see a fork: the left path (optional) leads downstairs to a coolant console — interacting with it turns off the falling circular hazard AoEs in the boss arena (these deal minor damage, so disabling them is optional). The right path leads directly into the first boss arena.
Lava Puddles (starts at 75% HP)
The boss marks party members with a targeted effect. After 3 seconds, marked players drop a persistent lava puddle that lasts until the end of the fight and drains health on contact.
What to do: If marked, quickly move to the outer edges of the arena to place the puddle away from the group.
Blazing Speed & Donut Jump (starts at 65% HP)
The boss jumps to the center of the room and unleashes a large donut AoE, then immediately casts Blazing Speed, rapidly jumping from player to player and landing with a small point-blank AoE each time.
Spread out slightly after dodging the initial donut AoE to avoid overlapping splash damage from Blazing Speed.
Filler Attacks
- Triple Circle Drops — drops 3 rapidly hitting small circular AoEs back-to-back on each party member’s location.
- Tank Dash — dashes to the tank and triggers a point-blank AoE explosion.
- Star-Shaped Projectiles — releases a 5-projectile star-pattern line AoE around itself.
Second Boss — Black Smoke Marut
Route & Optional Console
After defeating Ignis, either backtrack and head left (avoiding aggro from roaming elites), or jump from the protruding platform edge and glide straight ahead, climbing up to the arena. Taking the path behind the arena (or around the alternate entrance) leads to another coolant console that disables the falling hazard AoEs in Marut’s arena.
Arm Slam & Delayed Circle AoEs (Recurring)
The boss raises its arm and slams the ground, dealing heavy damage in the slam area. Shortly after, small circular AoEs spawn under every player and around the arena.
The circular AoE indicators detonate slightly slower than the visual cues suggest — they can be blocked or perfect-dodged with precise timing.
Expanding Stomp Waves (starts at 50% HP)
The boss stomps the ground, triggering an initial point-blank AoE followed by two progressively larger expanding point-blank AoE waves. Deals heavy damage on hit, but all waves can be blocked or perfect-dodged.
Filler Attacks
- Tank Jump — jumps directly onto the tank with a point-blank landing AoE.
- Dash & Boulder Throw — dashes in a straight line toward the tank, then turns around, picks up a boulder, and hurls it straight ahead.
- Fan-Shaped Line Projectiles — launches 5 line-projectile AoEs in a fan shape in front of itself.
Final Boss — Kromede
Route
From Marut’s arena, head toward the torch, jump off, and glide down toward the flight of stairs. Go up the stairs into the room (hug the left wall to avoid pulling unnecessary mobs). Activate the Kibilisk, interact with the door to open it, and enter the final boss arena.
Fire Wall Maze Phase (75% and 25% HP)
The boss becomes untargetable as sweeping fire walls move across the arena from the edges toward the entrance door. The fire walls contain gaps every 3 squares — some are open and safe, while others have secondary walls behind them.
Getting hit by a wall deals moderate damage and applies a burn debuff.
What to do: Navigate through 7 consecutive waves of wall gaps to survive.
25% HP addition: edge clones spawn and continuously fire line AoEs across the arena throughout the phase.
Hard Mode: clones are present starting at the 75% phase. At 25%, all party members are teleported to the room entrance as Kromede casts Blazing Judgment — you have 14 seconds to cross the arena and reach the illuminated safe circle on the far side, or the whole group is one-shot.
Clone Flurry & Rear Attacks (starts at 50% HP)
Moves to the center of the room and flutters, spawning clones that target every player with line AoEs. After the line AoE, clones shift behind each player and unleash a fan-shaped AoE.
All clone attacks can be blocked or perfect-dodged.
Filler Attacks
- Sweeps & Cleaves — standard frontal cleaves and weapon sweeps (safe spot: directly behind the boss).
- Airborne Line Attack — rises into the air and fires a line AoE at a target.
- Far Target Lunge — turns to the furthest target, winds up, and lunges forward with a knockdown point-blank AoE.
- Bow Rain & Triple Landing — shoots an arrow skyward to drop stunning circle AoEs on all players, then jumps to the furthest target with 3 consecutive stunning point-blank landing AoEs.
- Target Line Shots — points her bow downward and fires line AoEs at each player (2 lines per player below 25% HP; can be blocked).
- Rapid Arrow Rain — fires 7 small circular AoEs in rapid succession at every player (can be blocked).