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Sirocco's Nightmare
Contents
Description
Sirocco's defense mechanisms have made her believe that the memories of her feeling so weak and helpless in the Screaming Cavern were just a nightmare.
These memories have been given shape and form to wander inside the materialized world of her mind.
Sirocco, now that she's regained her strength, so desperately wants to believe that she's not the same one who was defeated by the Four Blade Masters and Roxy.
Lore
Lore Excerpt:
No, it can't be true.
I can't have been defeated on that pathetic patch of land that came off a destroyed planet.
I can't have been fooled by a wench with a knife hidden in her mouth, or thrown into a cold underground tunnel somewhere by her.
I can't have been brought to ruin by such insignificant creatures like humans. I can't have been shattered!
Ah, my anger pricks me like a thousand needles!
I can't believe they talk about me as if I'm a bygone legend—a silly myth!
They say I've been wandering like dust, amorphous, having been torn into pieces.
That can't be true—that can't be me!
No, it can't be.
This has to be a dream.
Yes, it has to be.
Uninvited guests in the middle of the night. Darkness darker than night. A world that can only be seen behind shut eyelids. Warp in the fabric of reality. Contradiction—fallacy!
You dared set foot inside me. Now, come see it for yourselves. My true form that I've envisioned inside my head.
[1]
Move Set
- W-Shaped Explosion: Nightmare creates lines that forms a W letter on the floor with magic circles that creates explosions
- Teleport: Nightmare can teleport around the room from either left or right to avoid being damaged or performs a pattern.
- 3-Pronged Blast: Nightmare launches down a purple sphere and once it hits the middle section, it'll split into three energy explosions going into a different direction.
- Floor Explosion: Nightmare does a front-line explosion attack.
Strategy
- Despite it's powerful attacks, constant movement and invinciblity frames, Sirocco's Nightmare is not a difficult boss fight.
- Before it can be found, all four Raid Teams need to chase Nightmare that's hiding in one of eight room spaces while they clear out the mobs in Hall of Subconsciousness.
- For Subconsciousness: Denial:
- Similar to Prey-Isys Raid's Grand Garden of Rest or Anton Raid's Naval Cannon Defense, clearing Denial can prevent a Raid reset inside Hall of Immateriality - 1st Plane during Phase 2, respawning after 2 minutes and 30 seconds goes by and has a general limit of 5 minutes. If this limit exceeds, everyone will be sent out back to the 3rd Plane.
- Since Sirocco's Nightmare lacks a groggy or Berserk, party members can easily burst it down along with the optional usage of Bullet Time can slow down Nightmare's patterns once Buffers deploy their respective skills Apocalypse/ Final Judgment, Crux of Victoria/ Laus di Angelus, Marionette/ Curtain Call, but do wait until Nightmare's patterns are finished and it hops back into the room's middle section.