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Thaemine Gate 2 Boss Guide

Overview

Introduction

Welcome to the Thaemine Gate 2 guide! Thank you to ATK for providing the video footage, make sure to check out his video guide below!

Full Video Guide

Recommended battle items

Universal Mechanics

Weakness Debuff

Getting hit by black attacks gives you a weakness stack. These stack infinitely and cause you to take more damage.

If you get stunned whilst having stacks your character will explode, dealing damage based on the number of stacks.

Major Mechanics

x152 Phase

This is a hard mode only mechanic.

The boss teleports to the middle and breaks the stage. You can fall to your death from yellow and black attacks, or when you're grabbed and thrown off.

Dragon Pattern

A dragon will spawn on either a:

  • Falling edge, spawns snakes that move forward in a straight line.
  • Wall, spawns black waves that push players.

x134 Orb Counter

What happens
  1. Cutscene plays, followed by destroying the other side of the stage.
  2. The boss will jump down on the red indicator.
  3. The boss will spawn lightining on top of players.
  4. The boss shoots 7 orbs at the players that can be countered.
  5. Three seconds after countering the orb players will be silenced and unable to move, followed by a large pool appearing beneath them.
  6. The boss will be counterable. If the boss turns red it is a fake counter, the boss can only be countered when it turns blue.
  7. The boss will spawn lightning again.
  8. The boss will transform and be counterable again immediately after (starting the running mechanic).
What to do
  1. Group up with party, then move away as soon as the boss lands to dodge the lightning.
  2. Move to the bottom of the battlefield to wait for the orbs. One player should stay near the boss.
  3. Players should counter based on party order.
  4. After countering, quickly move to somewhere on the edge on either side of the battlefield, make sure to be far away from other players to avoid hitting them with your pool.
  5. The player near the boss should prepare to counter the boss only when it glows blue, red glows are fake counters.
  6. Group up below (preparing for the counter) with the party, then move away as soon as the boss lands to dodge the lightning.
  7. Counter the boss again.

Running Mechanic

This mechanic starts immediately after the x134 mechanic. This is a long mechanic!

After the counter:

  1. A rock wall that can be destroyed appears.
  2. Two players will have a lightning attack targeting them. Getting hit by this attack will cause stun.
  3. Players will encounter two paths, the boss will choose one of these paths to attack and knock the players.
  4. On the bridge after the two paths, the boss will appear on either side.
    • Right is always a counter.
    • Left is also a counter, but the boss has a chance to use a fake red counter.
  5. After the bridge, pools will appear that will stun.
  6. Continuing the path, players will encounter a long bridge with white effects appearing on either side. Both sides will disappear and cause fall death to anyone not in the center.
  7. Following the bridge there will be some mobs, the boss will then appear either at the top or bottom and will be counterable.
  8. Further ahead, on the second set of mobs, the boss will appear either at the top or bottom.
    • Bottom is always a counter.
    • Top can be counter, or a vacuum, grab and stagger check.
  9. Before the bridge splits off, the boss will appear either at the top or bottom.
    • Bottom is always a counter.
    • Top is also a counter, but the boss has a chance to use a fake red counter.
    • This counter can be skipped if all of the other counters were successful.
  10. After the bridge, mobs will spawn all around the edges, three additional mobs on the left side spawn, then explode.
    • DPS players should always stay on the right.
    • Supports and Gunlancers can take aggro, or shield through the exploding mobs. Be careful because you can get knocked and fall.
  11. Destroy the debris, and continue on your way. Be careful of the areas highlighted by white and the blue indicators, stick to the right, until just before the circular area that leads left.
  12. The boss will appear and cast one (NM) or two (HM) explosions on the circular area. There is a safe spot at the end of the area highlighted in white (bottom right, just after the area that disappears), you can tell you're in the correct spot because you are directly below the boss' tail.
  13. You will fight the boss here, yellow indicator attacks can cause you to be knocked out and fall.
  14. After 4/5 normal patterns the boss spreads its wings and roars, Azena can be used for a special interaction (unless you failed two counters or more).
  15. If you didn't use Azena then you need to dodge an outside-safe yellow indicator attack.
  16. In the last path there are yellow indicator attacks that appear. Sometimes the boss runs across the bridge and is counterable, ignore this.
  17. The boss is at the end of the path and becomes counterable, sometimes performing a fake counter beforehand. Failing this counter will result in a vertical yellow indicator attack.
  18. When entering the battlefield, the boss will cast a large yellow indicator attack in the middle that can knock players out.

Phase 2

Pool Spawn

40 seconds after Phase 2 starts.

  1. The boss casts tornadoes.
  2. Four players that are furthest from the boss will be given a blue debuff that triggers at different times to create a pool.
    • Players on the pool receive damage and are slowed.
    • Placing pools too close together forms a larger pool.
    • Having 8 pools on the battlefield at once will cause a wipe.
  3. When the buff starts to expire, players should place the pools away from other players.

Lurker

40 seconds after Pool Spawn. Can be skipped if party has enough DPS to bring the boss down to x72.

  1. The boss will slam its claws to the ground.
  2. There will be three head slams, each creating an explosion under your feet. Keep moving.
  3. Players will have to place pools and the boss will cast an attack with a large red indicator AoE. Place the pools just outside of this attack because any pool hit by this attack disappears. Pools will explode so move away quickly after placing them.
    • Don't place the pools too close to eachother because forming a larger pool will result in a larger explosion.

White Orbs

40 seconds after Pool Spawn or Lurker.

  1. The boss will fly and target a player, indicated by two red eyes appearing above their head.
  2. Three white orbs will spawn in the center and will explode if it hits a player.
    • If an orb explodes on a pool, the pool disappears.
    • Three players should take an orb each, guide it to a pool, then get hit by it to explode the pool.
  3. The boss will cast a sideways attack.
    • The boss will always face the targeted player, this means they can control the position of the attack.
    • The targeted player should always be at either 6 o'clock or 12 o'clock.

Fly Away Slam

  1. The camera will zoom out and the boss will prepare to land, signaled by the blue rectangular indicator in the middle.
  2. The boss will slam down causing an almost map-wide AoE attack.
    • The safe spot is direcly below him when he is flying/preparing to land.

x72 Orb Billiard

What happens
  1. The boss will teleport to the center, glow either purple or white and target a player, indicated by two red eyes appearing above their head.
  2. A stagger check will commence.
  3. Orbs will spawn around the map.
    • Hitting them will launch them in the direction you are looking at.
    • If the opposite colour hits the boss it will cause stagger.
    • If the same colour orb hits it will damage players.
  4. The boss will shoot a yellow indicator projectile towards the targeted player. This can knock out players and orbs.
What to do
  1. Targeted players should stand in a place with no orbs or players in-between them.
  2. Players should aim and hit the opposite colour orbs towards the boss.
  3. Players can optionally hit the same colour orbs away to prevent mistakes.

x50 Lightning Wall

What happens
  1. Large inside-safe AoE indicator appears.
  2. Darkness will appear in the unsafe zone, then dissipate.
  3. Blue indicators will appear and create a lightning wall.
  4. Projectiles will appear under you.
  5. Most walls will disappear, followed by a black wave from the center. Remaining walls can block this black wave.
What to do
  1. Move to the center to dodge the AoE attack.
  2. Choose either inside or outside the walls, dodge any indicators or projectiles that spawn below you.
  3. Find the remaining wall and stand behind it.

x18 Time Attack

What happens

Three waves of adds will spawn, they must be killed within 1min 10sec, wave:

  1. 8 easy mobs, be careful of the lightning attacks.
  2. 4 medium mobs, be careful of their cone attacks.
  3. 2 dragons, one of the dragons will be counterable, be careful of the lightning attacks and yellow indicator attacks.

Fly Away Slam will always happen afterwards.

What to do

Wave 1: Lure the wave to the center and AoE the mobs.

Wave 2: Use and kill the mobs.

Wave 3: Don't counter the dragon, let the dragon charge to the middle, then aim the Thirain sidereal to hit both dragons.

Counterable Mechanics

Slow Counter

The boss will smash the ground, then swipes. If the boss rotates its head afterwards then it's a follow-up attack, otherwise it's a counter.

Fast Counter

This counter always happens early in Phase 2. The boss turns his head very quickly and casts a counterable grab.

Notable Mechanics

Double Scratch

The boss will scratch resulting in a large yellow indicator cone attack, will knock players out if hit. There are two scratches.