BeyondLink Tris

Gear Score
 Party Size
 Related NPCs

**Safe revivals are limited in this challenge. A full group of 4 is recommended to clear the dungeon.**

## Possible Rewards

**Rewards are randomly selected from all class pools.**

* Armor
* Accessories & Items

(x4)
(x4)

## Dungeon Objectives

 S rank | 960+ points

 Total | 1,200

## Strategy

Along with Rune Temple, BeyondLink Tris is considered to be one of the more challenging Hard Adventure Dungeons. Without proper team coordination, this dungeon can prove to be very difficult to complete. There are 3 zones and 5 stages that will be mentioned below. For the zone numbers, refer to the map image above. They are in order from bottom to top.

Attack names are unofficial and are repeated for ease of reading.

### Stage 1

Upon entering the dungeon, players will start off on a platform high above the main part of Zone 1 where there is also a moving platform. The platform will stop once it nears the players' main platform, and a lever must be interacted with to reactivate the platform. From there, the platform will move towards Kandura and Animus Soldier Series A and S will spawn, one on each of the two sides of the zone. Aside from being named differently and their appearance, their behavior is identical. The platform will also stop moving a minute after pulling the lever, which prevents new players from joining or reentering. The players can either choose to fight the Animus Soldiers or Kandura himself once he jumps off after ~17-18 seconds of them spawning.

Note that the Animus Soldiers can be spawned early by jumping off the moving platform before the lever is pulled. This is a strategy that some believe to be faster than engaging before Kandura jumps.

Once Kandura enters the fight, he will choose the left or right platform to jump on. His attacks vary based on the players positions, but he will periodically jump to other parts of his current platform before he decides to jump. Sometimes, he might even jump back to his original platform. His fairly weak attacks can deceive players new to the dungeon, but the next stages are harder.

**Explosive Blast:** Kandura periodically launches spheres that will target the ground beneath his target. After awhile, the ground explodes and deals heavy damage. He will only use this attack before he jumps down or if players are not on the same platform as he is.

**Staff Slam:** Kandura glows red before he jumps at his target, slamming the ground as he lands.

**Staff Swing:** Kandura glows green and swings his staff.

**Staff Flurry:** Kandura glows yellow and stabs forth several times with his staff.

**Staff Spin:** Kandura spins forward with his staff. Sometimes used after Staff Flurry.

There are two ways to advance to Stage 2: defeat both Animus Soldiers or bring Kandura's health to ~90%. When either of the requirements are met, Kandura will leave, stairs will appear, and players can advance to Zone 2.

### Stage 2

Once Zone 2 is entered, it cannot be left. Kandura will be waiting at end of the room. Approaching him will cause him to transform into his empowered form. Shortly after transforming, he will jump to the entrance of Zone 2. Kandura's attacks will be much more dangerous, and he will periodically spawn Shades at several parts of the room. They will shoot slow moving projectiles that will pass through walls. The Shades can spawn in each corner barring the top right, the basement, and the upper platforms located at the middle left and right of the arena. If they are not killed fast enough Kandura will absorb them, which grants him increased defense as more are absorbed.

**Kandura's Curse:** Kandura sends out two homing purple spheres at two players. Shades will usually spawn in one of the above locations. The players who receive the sphere will be afflicted with Kandura's Curse, which causes them to suffer constant Dark damage. Additionally, being hit by a Shade will inflict Spirit Seal for a few seconds, a debuff that drains Spirit to 0 and prevents it from regenerating. While Spirit Seal is in effect, being hit again will cause Terrified, a debuff that severely hinders combat effectiveness by reducing Accuracy and damage. Therefore, it is recommended that the players with this debuff attack Kandura while avoiding Shade attacks. Standing in the "basement" of the arena prevents the player from being targeted. However, it also prevents them from receiving Kandura's Offensive Command.

**Kandura's Offensive Command:** The players who do not receive Kandura's Curse are granted Kandura's Offensive Command, glowing red in appearance. These players are given additional damage, but their defense is also reduced. As with Kandura's Curse, standing in the basement of the arena prevents the player from receiving this debuff. If Kandura decides to reapply these debuffs, the player's current debuff will be replaced by the new one if it is different.

**Sword Swings:** Kandura starts off by harmlessly swinging his sword. Afterwards, he swings it once in a 180° arc and lunges forth in a full 360° circle.

**Sword Slam:** Kandura's sword glows orange before he slams the ground in a large cone in front of him. It will also slow the player for a few seconds. Referred by the game as the "down strikes", this attack is used for mission scoring. Being hit will deduct 6 points, up to a maximum of 60. Evading or blocking this attack will not deduct points.

**Claw Strikes:** Kandura raises his claw hand and strikes several times with it, inflicting damage over time. Each attack is spaced apart.

**Sword Lunge:** Kandura's sword glows green and he thrusts it forward. Afterwards, he swings in a 180° arc towards his target. Being hit by the second swing will knock players down.

**Accuracy Penalty:** Kandura's claw hand glows green and he launches three medium sized walls that reduce Accuracy. They move very slowly and can be easily avoided if the player not too close. Being hit by this will deduct 10 points, up to a maximum of 150.

**Weakening Dust:** A fairly uncommon attack, Kandura scatters dust in front of him that reduces damage by 20% for a few seconds. He sometimes uses this attack multiple times, which can stack up to 4 times.

**Explosive Blast:** Similarly to Stage 1, Kandura will launch a projectile that targets the ground beneath a player. The ground will explode shortly after. He will only use this attack when there is a player on the side platforms or in the basement. If they leave either location, the projectile will fly forth and nothing will happen.

**Shadow Blast:** As with Explosive Blast, Kandura will only target players on the side platforms or the basement. A large area will be tainted by darkness, constantly damaging players caught inside.

**Kandura's Wrath:** Only usable after absorbing enough Shades, and is the main reason they should not be ignored. Kandura unleashes a powerful blast that reduces damage and deals constant damage. There is no way to avoid, prevent, or reduce damage from this attack, and players are bound to die without sufficient healing. Periodically, circles will appear on the ground under a random player. These circles will rise after a few seconds, producing an identical effect to Accuracy Penalty. Thus, it also deducts 10 points.

After being brought to ~40% health, Kandura will retreat to Zone 3.

### Stage 3

The door at the top right of the arena will open up so the players can follow him. There are ladders that must be climbed up to one of three platforms to continue the fight. Water covers the bottom, negating fall damage and allowing a player to return to the fight. Once he has been disturbed by an attack or proximity, Kandura will follow a new attack pattern.

**Sword Swings:** Kandura starts off by harmlessly swinging his sword. Afterwards, he swings it once in a 180° arc and lunges forth in a full 360° arc.

**Sword Slam:** Kandura's sword glows orange before he slams the ground in a large cone in front of him. It will also slow the player for a few seconds. Referred by the game as the "down strikes", this attack is used for mission scoring. Being hit will deduct 6 points, up to a maximum of 60. Evading or blocking this attack will not deduct points.

**Explosive Blast:** Only used when a player is on a ladder. Kandura will blast the player off the ladder and a small area above the ladder will explode in the same manner as his previous forms.

**Absorb Lifeform:** One of the harder attacks to avoid, this is indicated by him changing to his "default" position, the same used by an idle Kandura (Combat Pet). Afterwards, he will suddenly teleport in the middle of the three platforms and attempt to absorb one of the players. Some will be stunned, but jumping off fast enough can prevent him from absorbing a player. Hanging too high on the ladder of the top platform will still cause a player to be absorbed. The absorbed player will be forced to watch the fight until Kandura enters Stage 5.

If Kandura succeeds in absorbing a player, he will advance to Stage 4 and gain some defense. If he does not absorb a player before taking enough damage, Kandura will skip to Stage 5.

### Stage 4

Upon absorbing a player, Kandura will break the glass covering the various holes on each of the platforms. For a few seconds, the right platform will cause the same Terrified debuff from the Shades on players that enter any of its holes. Regardless, standing in the holes can protect against most of his attacks but still allow the player to use certain Skills to damage him. Kandura sometimes teleports to the middle of the platforms before using any of the below attacks.

**Sword Swings:** Kandura starts off by harmlessly swinging his sword. Afterwards, he swings it once in a 180° arc and lunges forth in a full 360° circle.

**Claw Strikes:** Kandura raises his claw hand and strikes several times with it, inflicting damage over time. Each attack is spaced apart.

**Sword Lunge:** Kandura's sword glows green and he thrusts it forward. Afterwards, he swings in a 180° arc towards his target. Being hit by the second swing will knock players down.

**Accuracy Penalty:** Kandura's claw hand glows green and he launches three medium sized walls that reduce accuracy. They move very slowly and can be easily avoided if the player not too close. Being hit by this will deduct 10 points, up to a maximum of 150.

**Soul Buster:** Kandura's claw hand glows green, but instead there will be a line that targets a player. He will attempt to target them 3 times, and at the end of the third attempt, he will unleash a devastating laser. Hiding in a hole does nothing to help against this attack. Being hit by this attack will deduct 10 points, up to a maximum of 40.

### Stage 5

Once Kandura is reduced to ~20% health, he will jump to the top of the top platform and release any absorbed players. From here, he will not move and begin his final stage.

**Sword Slam:** Kandura's sword glows orange before he slams the ground in a large cone in front of him. It will also slow the player for a few seconds. Referred by the game as the "down strikes", this attack is used for mission scoring. Hiding in a hole will not avoid this attack. Being hit will deduct 6 points, up to a maximum of 60. Evading or blocking this attack will not deduct points.

**Accuracy Penalty:** Kandura's claw hand glows green and he launches three large walls that reduce Accuracy. Compared to the previous stages, these walls are much harder to react to and to dodge. However, hiding in one of the holes is a way to avoid this attack, but be wary of his Sword Slam. Being hit by this will deduct 10 points, up to a maximum of 150.

Upon defeating Kandura, the players will receive a random Exqusite armor piece and an MSL Onyx weapon, along with 5 Red Stars and some Special Red Potions. 4 Absolute Ring Fragments or less commonly, 4 Absolute Belt Fragments are guaranteed. Uncommonly, a Gemstone & Gem Dust Box can be awarded. Rarely, Kandura (Combat Pet) and Kandura's Pendant can drop.