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The Old Sluice

Dungeon

  • Level 28+
  • 1–5 players
  • Sedgemoor

The kings' old sluice under Sedgemoor: brick canals, cisterns and the great wheel. The Red Fox's smugglers carry the archive's pages out along its channels; Quartermaster Tallow keeps their store, and The Lockwarden is still chained to the wheel.

Getting in

Through the broken sluice gate on Sedgemoor's south edge, below Sedgemoor Ruins.

Loot and the daily lock

Everyone in the party who took part in the fight (a blow in it, or a heal) gets their own chest, however far above the boss your level is. Gear 5 times a day: kill it a sixth time the same day and only gold and materials come out. The tries renew every day at 04:00.

Alone or in a group

Players12345
Health×1×1.5×2×2.5×3
Blows×1×1.25×1.5×1.75×2

The creatures inside grow with the party: health and blows by the number of players. A boss calls more helpers and marks more circles for a bigger party (the counts in its fight read alone / 2–3 / 4–5). Fought alone, a boss's chest holds less gold and is less likely to hold gear.

Floors and who lives there

The West Canal

The Old Sluice

Tallow's Store

The Cistern

The Wheel Room

Bosses

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (27), in place of the blow multiples below: a move you could dodge 295 damage, a hazard 258 damage, its signature failed 405 damage, burning ground 88 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.

  • Rolling Barrels

    He kicks oil barrels down lanes through the party (1/2/3 for 1, 2–3 and 4–5 players), 1.6 tiles wide; 1.6 s later they roll, hitting everyone they pass for 1.9 × a normal blow. They stop at the stacked barrels and crates.

    WhenIn turn: Rolling Barrels; one move every 8 s, the first 5 s into the fight.

    EnragedMoves every 6 s.

    TipStep sideways out of the lane (0.8 tiles is enough), or get behind a barrel or a crate: the barrel stops there.

  • Marksmen! To the store

    It shouts: "Marksmen! To the store!" 1/2/3 Smuggler Marksman (level 26) come and attack the boss's target.

    WhenAt 60% and 30% of its health, once each.

    TipCut down the newcomers first: whoever holds the boss keeps holding it, the others turn on the helpers. Use your area skills here.

  • Chain Fire

    Oil drips on 1/2/3 of you for 3 s; then a pool 1.8 tiles round falls where you stand and lies 20 s. His fire arrow (marked 2 s, every 18 s; 295 damage to whoever is on its line) lights every pool it crosses, and the fire leaps on to every pool within 1 tile of a burning one. Standing in a pool as it catches: 295 damage; it burns on 4 s, 88 damage each 1 s. Alone, the fire does not leap.

    WhenFirst after 8 s, then every 18 s

    Enragedevery 14 s

    TipCarry the oil to the edge: far from the others and from the other pools.

  • Rage

    It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.

    WhenAt 30% of its health; it lasts to the end of the fight.

    EnragedMoves every 6 s.

    TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (28), in place of the blow multiples below: a move you could dodge 305 damage, a hazard 267 damage, its signature failed 420 damage, burning ground 92 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.

  • Stomp

    It draws a red ring round itself (radius 3 tiles); 1.5 s later it hits everyone inside for 2.1 × a normal blow. It stands still while the mark lasts.

    WhenIn turn: Stomp; one move every 8 s, the first 6 s into the fight.

    EnragedMoves every 6 s. The ring grows (radius 3.8 tiles).

    TipAs soon as the ring appears, move away from the boss: walking, you cover 5.3 tiles in 1.5 s, enough even from right beside it. Then come back and keep hitting.

  • Rise, you drowned! Keep the sluice

    It shouts: "Rise, you drowned! Keep the sluice!" 1/2/3 Mirewalker (level 27) come and attack the boss's target.

    WhenAt 50% of its health, once each.

    TipCut down the newcomers first: whoever holds the boss keeps holding it, the others turn on the helpers. Use your area skills here.

  • Shut the Gates

    He is chained to the great wheel and never comes farther than 6 tiles from it (9 tiles from 66%). He heaves the wheel round and his sluice gates start to open (1/1/1 at once for 1, 2–3 and 4–5 players; more from 66% and 33%): each glows red with a gold ring at its wheel and a count of 12 s (14 s alone). Stand in the ring to turn the wheel: 3 s shuts it (1.8 s with two or more, 2.5 s alone); stepping out holds the turning. Shut, the chain jerks him back: he reels 3 s and takes 20% more damage for 6 s. Not shut, the gate bursts: 420 damage to everyone, and its quarter of the room is deep water for the rest of the fight (breath 4 s, alone 6 s; then 92 damage each second).

    WhenFirst after 12 s, then every 22 s (18 s from 33%)

    Enragedevery 16 s

    TipThe tank keeps him at the wheel and his crank away from the others; the others run to the glowing gate and stand in its ring together.

  • The Flood

    When 3 of the last 5 gates have burst, the dam gives way: the water rises over the whole room in 6 s (a count on screen) and stands 12 s. There is no dry stone anywhere: breath 4 s (6 s alone), then 92 damage each second. No gate opens meanwhile; the next one comes 6 s after it drains. The next gate to burst while 3 of the last 5 have burst floods it again. A gate about to flood it is called out: "Shut or drown!"

    WhenWhen 3 of the last 5 gates burst

    TipShut most of the gates as they come and it never comes. Caught in it: top up before the water fills the room, drink a potion when your breath runs out, heal everyone you can and hold on until it drains.

  • Chain Lash

    4 s after a gate starts to open he lashes his chain at whoever turns a wheel (nobody: the farthest of you): a red lane 1.8 tiles wide, marked 1.5 s, 305 damage to whoever is in it.

    WhenWith every gate

    TipStep to the side of the lane and stay in the gold ring: the turning goes on.

  • Rage

    It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.

    WhenAt 30% of its health; it lasts to the end of the fight.

    EnragedMoves every 6 s.

    TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.