Papycha made his opponents go up in smoke!
Monsters
Firefoux explode when they die, dealing Fire damage in an area.
Boombardier
Boumbardier
Lvl 180 to 188
Spitfoux
Crachefoux
Lvl 182 to 190
Fouxnamballist
Founamboul
Lvl 183 to 191
Bangartifoux
PΓ©tartifoux
Lvl 179 to 187
Gingerocket
Rouquette
Lvl 181 to 189
Rooms
Room 1
Room 2
Room 3
Boss
Founoroshi β
Lvl 190
Dungeon mechanics
The Firefoux have prepared the party well and are therefore invulnerable from the start of hostilities.
- Each player still present on Founoroshi's turn lights a bomb lantern.
- These lanterns burn out after one game turn.
- When a lantern explodes in a 3-cell cross (Iop's Sword area), it deals Neutral damage to allies and permanently blows away the invulnerability of any Firefoux that are too close, but gives them a 400 Power boost for 1 turn.
- If a lantern is hit by another lantern's explosion, it explodes in turn, healing allies in its damage area, which creates a chain reaction.
Your team
- Sacrier disciples are used to dance parties and will have no trouble swapping places with an opponent just before the countdown ends.
- Rogues, with their pyrotechnics experience, will also be effective.
Strategy
- On the first turn, caught off guard by the ambush, you must charge your bomb lanterns before joining the party.
- Place your lanterns strategically in your enemies' path.
The party really starts on the second turn!
- Keep an eye on which lanterns will explode at the start of your teammates' turns and try to position them so they hit a Firefoux when they explode.
- Avoid placing lanterns too close to each other in a line.
- As soon as an opponent is vulnerable, fire at will! Take it down.
Finishing off Founoroshi will be trickier: it is very mobile, so debuffing it is more delicate, and the debuff only lasts one turn.
Apply erosion on the turns when you can't deal damage to it.
Tip: move quickly to the center of the room; this will indirectly debuff the Firefoux faster (and won't make you take any more damage).
Achievements
Last
This achievement shouldn't cause any trouble.
Anchorite
Stay alert: the lanterns count as allies.
Duo
A tricky achievement for this dungeon, and nearly impossible to do solo.
- Only the second player can deal damage, so pay close attention to initiative.
- Try to make the most of the turns when you can't debuff the boss, by setting up your board or building up toward a big damage turn.
- Rogue, Sram, Pandawa and Iop are the most effective.