Bosses 13 bosses · 43 difficulties
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Checked-in boss knowledge

Gatekeeper Kalos

Researched · Lv. 265

T-Boy keeps switching on four weapons and the party shoots them off with Will of Kalos; Phase 2 adds a safe-dome test every 25% of HP.

Boss level
285entry 265
Defence (PDR)
380%
Authentic Force
330
Party
Up to 6
HP
Phase 1
712t
Phase 2
2.71q
  • 8 lives in MapleSEA, 20 minutes; the Destiny Weapon mission runs with 3. Weapons activate every 60 s.
  • Recommended · Authentic Force 330 Authentic Force (380 for the full +25%). CMS lists 550M combat power solo (about 59M each in a 6-party) as a rough reference.

Overview

Four weapons

  • Eye of Restraintleft · stun laser
  • Bombardment Fightertop · drone beam
  • Odium spherebouncing ball
  • Eye of the Abyssright · dark arrows

Shoot the Eyes directly; hit the drone and ball through the generator above or below them as they pass.

Weapon activation

Easy
every 80 s
Normal
every 70 s
Chaos and Extreme
every 60 s
Watcher's Roar
↓ +1 weapon

MapleSEA v251 slowed Easy and Normal from 60 s.

Shots per party member

Each Eye
2 · Chaos/Extreme 3
Drone
1 · Chaos/Extreme 2
Ball
Easy 1 · all others 2

A weapon's colour counts its shots left: red, then purple, then dark blue.

Phase 2 segments

  • 2-1 · 100–75%
  • 2-2 · 75–50%
  • 2-3 · 50–25%
  • 2-4 · curses

Each segment ends in a dome test; segment 2-4 adds a curse every minute.

  • Four weapons Eye of Restraint (left, stun laser), Eye of the Abyss (right, dark arrows), Bombardment Fighter (top drone) and the bouncing Odium sphere.
  • Activation One more switches on per timer (set by difficulty) and per Watcher's Roar.
  • Will of Kalos NPC/Gather key to aim, again to fire; refills about every 10 s.
  • Shots needed Scale with party size and difficulty.
  • All four on All four still on when the next timer ends ejects the party; freeing any one resets it.

Danger

  • Eye of Restraint Stun laser that chains into his attacks, even in dome tests. Freeing it cancels the shot (SEA v251).
  • Empowered weapons Chaos/Extreme: three or more active empower all; empowered arrows kill in two hits.
  • Watcher's Roar One-shot every ~2.5 min that adds a weapon; binds delay it by their length.
  • Breath and dive Phase 2 Laser Breath kills through Heaven's Door, one floor up too; the dive picks a random player.
  • Curses below 25% Segment 2-4: a curse every minute; two stacks raise damage taken, a third kills. Harvest the armguard to clear.

Tips

  • Caller and timer One watches Kalos after each teleport; one times Roar, breath, dive and next system.
  • Number the generators Call 1-5 for drone and ball shots so nobody doubles up.
  • Ball timing Fire when it is halfway to its generator; the barrier lasts about 2 s.
  • Hero's Will Use it before the left tower's laser lands.
  • Authentic Symbol Hotel Arcs Lv 11: +20% damage to Kalos (SEA v251).

Phases

Phase 2 dome test every 25%
  • Dome tests Each 25% segment ends in a three-dome test. A death heals Kalos 5%; success gives a 15 s groggy, timers paused.
  • Left tower in tests Eye of Restraint keeps firing during dome tests; never start one while it is active.
  • Threshold control Stop just above each 25% mark (parties use about 0.3-1%); phase once Left is off and fewer than three weapons are up.
  • Curses in 2-4 Below 25% a curse lands every minute: two stacks raise damage taken, a third kills. Harvest the armguard to clear.
  • Breath and dive Laser Breath kills through Heaven's Door and reaches one floor up; the dive lands on a random player.

Strategies

Clear left first

Low risk · Low damage requirement

Easy and Normal, learning parties or low shot accuracy

  1. Cleanse Eye of Restraint first, then usually Eye of the Abyss; whether the ball or the drone comes next is the caller's choice.
  2. Shoot from an angle you have practised and check that each shot connects.
  3. Never start a dome test while the Left tower is active.
  4. Hold a charged shot when the next system is about 10 s away, instead of firing at nothing.

Payoff Fewest stun-chain deaths and safe dome tests

Prepare weapons

Medium risk · High damage requirement

Chaos and Extreme, where three active weapons empower all of them; an advanced party convention that needs a caller

  1. Shoot one weapon (often the ball or drone) down to its last colour and leave it there as a reserve, with one named player owning it.
  2. When a third weapon switches on, the owner calls and finishes the reserve at once to drop back to two; never sit on three empowered weapons.
  3. Leave a nearly finished weapon up until the next activation, so you do not re-roll a worse one.
  4. Some routes put the Right tower ahead of Left while arrows are empowered; agree that exception in advance, and keep shooting during tests and bursts.

Payoff Keeps the active count under three at tests and bursts

Hold HP, then burst

Medium risk · High damage requirement

Any difficulty; the main party damage plan, with an entry sequence and stop margin each party calibrates

  1. Phase 1 - group on one side, wait for his first teleport so everyone has loaded, then bind and burst.
  2. Phase 2 start - group in the middle so his opening dive lands there, step out, then bind and burst.
  3. Stop just above each 25% threshold (about 0.3-1% is a party habit, not an official margin; allow for lingering damage) and phase once Left is off and fewer than three weapons are up, before the next Roar adds a weapon.
  4. Burst again in the 15 s groggy after each dome test, and burst through segment 2-4 quickly.

Payoff One long burst per segment and fewer weapon cycles

Notes

  • Destiny Resolve per clear Normal 10 · Chaos 70 · Extreme 400, split among everyone who entered.
  • HP estimates Overdrive HP is estimated from the published KMS reductions.

Sources

Research checked .