The Wanderer’s Palace Hard Mode is an end-game dungeon added during patch 2.5. It requires an item level of 90 or above to enter and rewards players with ilevel 100 equipment. The dungeon is found within the Upper La Noscea area and is accessible upon completion of The Wanderer’s Palace normal mode and the quest “The Ultimate Weapon”. You can then take on the quest “Not Easy Being Green”, which is given by Bloezoeng in Mor Dhona (X:22, Y:8).
Boss Guide
The Wanderer’s Palace Hard Mode contains three bosses, called Frumious Koheel Ja, Slithy Zolool J and Manxome Molaa Ja Ja. Below is a guide for each of them.
Frumious Koheel Ja
The main mechanic for this fight is called Sacred Spear. This will create a targetable spear on the ground and it must be killed as soon as possible because while it is up it will apply stacks of Burns to everyone in the party. This is a DoT and will also increase the damage taken with the increasing number of stacks.
Apart from this the fight is straightforward. Random players will be hit with Fire Angon which will deal a moderate amount of damage to the target but this is nothing to worry about.
When fighting the trash after the boss you do not need to kill the Sacred Standards, however the tank should pull the mobs out of the circles as they apply damage and defence buffs to the mobs within.
Slithy Zolool Ja
This is an interesting fight because your actions will affect how the boss is fought. Basically he will drop circles on the ground called Totems. These will grant a buff or debuff depending on the colour you pick up. Some are positive while others are negative. If you ignore them then the boss will take them himself. You should try to avoid picking up the negative Totems. The four types of totem are:
1 – This will turn you into a Toad, meaning you cannot attack.
2 – Decrease fire resistance – meaning you take more damage from his fire based attacks.
3 – This will remove the Toad status.
4 – This is a damage buff, DPS should pick this up.
Each of the totems effects are assigned a colour, but I did not list the colour here because it is not consistent. The colours are actually different for each party that enters the dungeon. This has caused some confusion. The colours do not change mid fight or after a wipe, only upon entering a new instance.
The strategy is to pick up each of the three totems that spawn on the first set to figure out which is which. The one that did not spawn on the first set is the Toad status. Once you know which is which you can avoid picking up the negative ones. DPS should alternate picking up the damage buff.
Apart from the Totem management there is nothing more to this fight. How much damage you take will be dependent on whether you picked up a fire debuff or not.
Manxome Molaa Ja Ja
The main mechanics for this boss is his use of Sacred Standard and Sacred Idol. You encountered Sacred Standard on your way to the second boss. You must move the boss out of these circles as it will buff his damage and defence.
Sacred Idol creates a tether to the boss which means even if you move him out of the circle he will be under increased damage and defence. The party must kill the Sacred Idols to remove the tether, however there is no reason to kill the Sacred Standards.
Manxome also has an attack called Tyranic Blare which is a large frontal cone pointed at a random player. To dodge this you must be close to the boss so that you can run out of it in time. If you get hit you will be stunned and receive a magic vulnerability debuff.
Another mechanic to be aware of is his use of Doom. This places a countdown on a random player which will kill them if the timer reaches 0. To remove Doom the healer must heal the player to full health. You can also avoid receiving Doom by turning around when he starts casting it.
A couple of adds will spawn during the fight but they are easy to dispose of.