Bosses 13 bosses · 43 difficulties
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Checked-in boss knowledge

Baldrix

Researched · Lv. 290

Magic Erosion never falls and 1000 ends the run. Keep room gauges low, avoid Magic Marks, and burn Squeezing Magic on afterimages.

Boss level
290entry 290
Defence (PDR)
380%
Authentic Force
700
Party
Up to 3
Recommended · Trio
108k–113kKMS + MapleSEA, MapleScouter
Recommended · Duo
≈ 115k+KMS + MapleSEA, MapleScouter
Recommended · Solo
≈ 131kKMS + MapleSEA, MapleScouter
HP
Phase 1
3.62q
Phase 2
3.85q
Phase 3
6.31q

Overview

Room gauge at each rotation

  • Under 250 · no Erosion
  • 250+ · +20 Erosion
  • 500+ · +50 Erosion
  • 750+ · +70, penalty spreads
  • 1000 · +90, penalty sticks

Per room, every 120s in Phases 1-2.

Phase 1 room penalties

  • Baldrix-25/30% FD off the weak point
  • SleipnirCorrupted zones 10% HP/s
  • Ancient God15/20% of damage shared

Hit every room above 750; worse and stuck at 1000 until the rotation.

Trio Overflow into Erosion

3 Overflow
↓ +50
6 Overflow
↓ +100
8 Overflow
↓ +150
10 Overflow
↓ +200
12 Overflow
↓ +250

Added at each Phase 2 swap.

  • Magic Erosion Shared and permanent; 1000 fails the run. Deaths add 200 / 100 / 70 (solo / duo / trio).
  • Forced rotation Every 120s in Phases 1-2 the bosses shift one room (A Baldrix, B Sleipnir, C Ancient God become A Sleipnir, B Ancient God, C Baldrix) and room gauges become Erosion.
  • HP split Roughly 26/28/46% across the phases.

Danger

  • Room penalties Above 750 they spread to every room; at 1000 they worsen and stick.
  • Soul Execution His hits deal 100% HP until afterimages drain you to 0. Never leave his Zone.
  • Ancient God room +250 for two missed mirror shots in six; +500 when 4 (N) / 3 (H) rifts open.
  • Magic Storm (Phase 2) Sweeps all three sides in turn; crouch it. Purple pillars/orbs are safe inside, blue ones are not.
  • Sleipnir's chains They can stun-lock you; keep Hero's Will or a stun cleanse ready.

Tips

  • Call gauges Before each rotation; stop trading gauge for damage near 250/500/750.
  • Zone and weak point Fight in his Zone from the weak-point side. Immune ~5s after entry.
  • Close rifts early Best while a statue is possessed; they cost 1, 2, then 3 stacks as they widen.
  • Take afterimages Especially before Ragnarok; call yours. The triple swing's removes most.
  • Pre-Ragnarok lull No Triple Swing, Triad Thunder or Zone 10-20s before it. Stay central.
  • Under Soul Execution Meet hits with damage reduction, a shield or i-frames.

Phases

Forced rotation

Phase 1 · Three rooms room gauges
  • Join order Join order, not the leader, sends players to Baldrix, Sleipnir or the Ancient God.
  • Room gauge Drains 12/10/s while occupied, fills 8/s while empty, rises when you're hit.
  • Portal Solo and duo get one to an empty room (NPC/Gather, 10s cooldown).
  • Room penalties Above 750 a room's penalty spreads to every room; at 1000 it worsens and sticks until the rotation.
  • Ancient God room +250 for two missed mirror shots in six; +500 once 4 (Normal) / 3 (Hard) rifts open. Close rifts early.
Phase 2 · Three sides personal gauge
  • Centre, East, West Players split across the sides; no bind.
  • Personal gauge Decays 5/4/s. At 1000, gain Overflow and a permanent Magic Mark.
  • Marks (trio) 6/11/14 Marks copy extra patterns between sides.
  • Magic Storm Sweeps all three sides in turn; crouch it and warn the next side. Purple pillars/orbs: stand inside; blue: stay out.
  • No overflow Never reaching 1000 all phase earns a shield that blocks the first Ragnarok's +300.
Phase 3 · Together Squeezing Magic
  • Squeezing Magic Personal, +6/7/s. Take purple afterimages (from 300) to lower it.
  • At 1000 Drops to 600 and Soul Execution starts.
  • Ragnarok Every 125 s (MapleSEA v246). +300 Squeezing Magic to all; he is immune ~5s.
  • Soul Execution His hits deal 100% HP until afterimages drain you to 0; never leave his Zone.
  • Pre-Ragnarok lull No Triple Swing, Triad Thunder or Zone 10-20s before it; take afterimages then.

Strategies

P1 room split

Low risk · Low damage requirement

Every party, set before entering.

  1. First to join goes to Baldrix, second to Sleipnir, third to the Ancient God; leave and rejoin to change the order. In a trio keep one player per room so every gauge drains.
  2. The split only lasts until the first 120 s rotation moves everyone on, so each player still learns every room.
  3. The Baldrix room needs steady uptime inside his Zone and on the weak-point side. Which room is hardest depends on player and class (the guide says Baldrix, KMS players say Sleipnir).
  4. The Sleipnir room wants a stun answer such as Hero's Will for chain stun-locks.
  5. The Ancient God room player keeps closing rifts and steers the mirror light onto the possessed statue.

Payoff Each player starts in the room that suits them.

Keep P2 mark-free

Medium risk · Medium damage requirement

Parties that can dodge Phase 2 without overflowing; the guide encourages it.

  1. Never let your personal gauge reach 1000 in Phase 2; each overflow adds a permanent Magic Mark.
  2. Crouch Magic Storm and warn the next side; the storm's portal shows where it goes next.
  3. Identify each pillar or orb pattern by its tell, then stand inside the purple safe area and keep out of the blue one; never tank a hit because it is purple.

Payoff A one-time shield that blocks the first Ragnarok's +300 in Phase 3.

Notes

  • Limits 20 min · 10s potions.
  • Separate rooms Party buffs don't reach each other until Phase 3.
  • Talahart symbol Lv 11 +20% damage against him (MapleSEA v251).
  • Unconfirmed names MapleSEA v246 confirms Ragnarok and Triad Thunder; other Phase 2-3 names, the portal and shield are not confirmed.
  • Destiny Resolve per clear Normal 150 · Hard 450, split among entrants.
  • HP estimates Overdrive HP is estimated from the published KMS reductions.

Recommended · Hard About 108k-113k for a full-timer minimum trio clear, depending on party composition (KMS release-era figures); a duo needs about 115k or more and solo about 131k (KMS plus MapleSEA and MapleScouter research).

Sources

Research checked .