Ashburn Revoir / Simulation Skirmish

Ashburn Revoir is a campaign in Otherworld Legends that shows the first interaction of the forces of Sakra against Asura's Mirage after thousands of years.

## Unlocking

To unlock that event you must unlock all or most of features of Mirage Tracker, except Simulation Skirmish and Realmsoul

## Prologue

 Chao notices a dimensional rift that materialized in the left upper corner of a Nexus Chamber and calls Asura to check it. Suddenly, an unknown person appears from a rift. Asura notices that the person came from the upper realms, and the man introduces himself as Madeira. He offers his help, since different dimensional tunnels appeared around the Mirage, but all of them led to the artifact that created the whole Mirage. Chao is worried about the situation, and Asura orders him to be prepared.

### Dialogues

* ***Chao appears,***
* ***Chao***: Well color me aghast... that's a dimensional rift...!
* ***Asura appears***
* ***Asura***: Some force is aiming to compromise the spacial intergrity of this domain - it'd appear this rift leads to...
* ***Chao and Asura***: ! ! !
* ***Madira appears.***
* ***Asura***: ...A presence... from the Upper Realms?! Who are you, and by what means did you reach my domain?
* ***Madira***: Be at ease, friends - the more pertinent question is not who I am, but what help I offer to solve a problem.
* ***Asura***: "Help"? And why do you offer this "help"?
* ***Madira***: Seeing as my master was born of this same "ocean" within which you now dwell, this wouldn't be the first time we have inparted hospitality.
* ***Madira***: The spatial substratum of this domain has already been subject to vigorous undermining - I sense dimensional rifts now tunneling their way across multiple loci.
* ***Madira***: Judging based on the pattern of their connecting subspaces, I'd venture to presume that their eventual exit coordinates would align with the artifact with which you've used to create the Mirage.
* ***Madira***: The artifact's residing locale may be growing more populous as we speak, in fact.
* ***Chao***: If the artifact gets damaged, then...
* ***Asura***: Mobilize hands to guard the artifact, Chao. I shall attend to the rifts personally and as such cannot render further aid. Ensure that all is secure.
* ***Asura disappears.***
* ***Madira***: I shall leave it to you goodfellows, then.

## Stage

Ashburn Revoir takes place on a stone slab floating in space, in the far reaches of the mirage. The player appears on the left of the slab, where multiple NPCs can be found. Further to the right is the Artifact that created the Mirage, and at the far right there is a dimensional rift.

## Battle

Ashburn Revoir consists of two main phases: Holdout and Huntdown.

### Holdout

When entering Ashburn Revoir, the game begins in a Staging Phase. During a Staging Phase, no enemies spawn and the player is given time to set up their build and use the resources they've gathered. Staging Phases last for 200 seconds (3 minutes and 20 seconds), shown by a green bar on the right of the screen slowly filling up with blue. Staging can be ended immediately by pressing the play button on that same bar. Once the Staging Phase ends, a Holdout phase will begin.

During a Holdout phase, enemies will spawn constantly at the far right of the screen, next to the dimensional rift. There are three kinds of enemies, all bald monks: Deva Spearman (holds a spear), Deva Fighter (fights with its bare hands) and Deva Warlock (holds a golden chain).

* Deva Spearman: Attacks by stabbing its target with its spear, doing a single melee hit. They make up 40% of the total enemies.
* Deva Fighter: Attacks by punching its target, doing two short-ranged hits. They make up 40% of the total enemies.
* Deva Warlock: Attacks by launching a homing magic orb at its target that travels a limited distance, doing a single ranged hit. They make up 20% of the total enemies.

There is a maximum amount of enemies that can be alive at one time: when this limit is hit, no more enemies spawn until some enemies are killed. The enemies will move to the left after spawning, trying to target the Artifact. The Artifact has 100 points of health, and when an enemy hits it, its health is reduced by 1. If the Artifact's health reaches zero, the run instantly ends with no chance to revive. Damaging an enemy can make them start to target the player instead. Killing enemies grants a random amount of gold, ranging from 1 to 10 Gold. To complete a Holdout phase, the player must survive for a set amount of time, indicated by the blue bar at the right of the screen slowly draining until it becomes empty. Once a Holdout phase is complete, a Staging Phase follows it, and the cycle repeats. To complete the Holdout portion of Ashburn Revoir, the player must fight off five Holdout phases.

Each successive Holdout phase is more difficult: the maximum number of enemies is higher, and their health and damage will increase (the damage increase only affects attacks that damage the player: they still only deal 1 damage to the Artifact). Later Holdout phases also last longer. From phase 2 onwards, Elite enemies have a chance to spawn, which are larger and are surrounded by a dark aura. These enemies have greatly increased health and weight, and will deal 5 damage to the Artifact per hit. Killing an Elite grants a random amount of Gold ranging from 50 to 55. Later Holdout phases have a higher chance of spawning Elites.

### Huntdown

After the fifth Holdout phase is completed, the player will get an indefinite amount of time to set up their build with the NPCs, and can then go into the dimensional rift at the right side of the stage. Once there, they can no longer return, and will have to fight four bosses in a row. Note that none of the bosses are real bosses, and hence they will take the slow debuff's full duration and can be incapacitated by the Fishing Net, as well as Anibella's Unforgivable Curse using the odds applied to normal enemies. They are, however, immune to all control effects and stun-lock.

#### All-Seeing Eye

The All-Seeing Eye is the first boss of the Huntdown phase. Any damage it takes is multiplied by 0.1x, making it incredibly difficult to take out, but a magic circle will materialize a few seconds into the battle and rotate counter-clockwise around the arena. While standing in the circle, the eye will take increased damage: it will now take 5x damage from all incoming attacks.

The Eye can move around the arena freely and has a couple of different attacks:

* When next to the player, the eye closes, showing a red cone area in front of it. After a moment, the eye will open, dealing heavy damage to the player and reducing their attack and movement speed if they're caught in the area.
* The eye flies into the sky and stays above the player, shown by a red circle beneath them. After a set amount of time, it falls down, damaging the player if they're hit, as well as creating multiple smaller explosions around the arena that deal a smaller amount of damage.
* The eye flies into the sky and falls down in the middle of the arena, dealing damage in an area as it does so. It will then show 6 red cone-shaped areas around it in a certain order. After this, it will blast the areas in the same order with light, dealing heavy damage and slowing the player's attack and movement speed. The eye can attack four different portions of the screen (top, left, right, bottom), and no area will be attacked twice in a row.

After fighting for a while, the eye will fly up and land near the top of the screen, also dealing damage in an area when it lands, and perform its ultimate attack: the screen fills up in a red area of effect that fills up over time, serving as a timer, and explosions occur at random around the screen constantly, indicated by red circles. An orb will appear in front of the eye: the player is able to damage it, and destroying it will end the attack immediately and blind the eye, causing it to stay still and receive 10x damage from all attacks for 20 seconds. Standing in the magic circle will amplify the damage further, to 20x. If the player fails to destroy the orb in time, the eye will open and blast the entire arena with many attacks that deal absurd amounts of damage. Getting hit by this attack is a guaranteed drop to 1HP, or death if lethal damage protection is not available.

After killing the eye, the player can access the dimensional rift at the right of the screen and access the next boss.

#### Flame Crusader

The Flame Crusader is the second boss of the Huntdown phase. It will begin the battle wielding an axe, and after a moment will switch to a different weapon. The Flame Crusader can hold three different weapons: an axe, a hammer or a glaive ("greatblade" according to the game's hints). It can use two different attacks, regardless of which weapon it is using:

* Swinging its weapon in an arc in front of it, dealing high damage in a semicircular area and applying burn.
* Smashing its weapon downwards, dealing high damage in a circular area and applying burn.

After a few seconds of battle, the Flame Crusader will split into three copies, each with greatly reduced health, and each wielding one of its available weapons. The axe clone spawns on the left, the hammer in the center, and the glaive on the right. Each clone can attack independently using the same two attacks. The player must kill the clone that is using the weapon the Flame Crusader had been using before: killing the right clone will break the Crusader's armor and cause it to stand still for 20 seconds, taking 10x damage from all attacks. If the wrong clone is killed, the Flame Crusader will return to the center of the screen and cause explosions in random places for seconds, each marked by a red circle and able to apply both damage and burn. Afterwards, it will disappear, and the screen will be covered by a red area of effect. A wall will drop down from the sky, and the player must hide behind it: it's the only way to avoid being hit by the incoming blast of flame, which deals ludicrous damage and is a guaranteed death without lethal damage protection available.

After killing the Flame Crusader, the player can access the dimensional rift at the right side of the screen and access the final boss.

#### Dahana-Gharo (Butterfly)

The Butterfly is the first phase of the Dahana-Gharo bossfight, and the third boss of the Huntdown phase. After a moment of entering the arena, a fire tree will appear in the center of the screen, burning a huge part of the arena. Standing in the burning ground will progressively fill a "fire gauge" above the player's head, which will slowly decrease while the player is on a safe piece of ground. Standing on the burning ground with a full fire gauge will cause the player to take small damage ticks every second. The fire tree has a limited, but quite high health pool, and will only take 0.2x damage from incoming attacks, so while it is possible to kill it with brute force, it is not usually recommended. Along with the fire tree, a big drop of water will appear near the edge of the burnt ground. Standing next to it will cause it to slowly move forwards towards the fire tree, also cooling down the burning ground and making it safe to stand on. If the drop reaches the fire tree, both will be destroyed instantly. Killing the tree (regardless of how it was killed) causes the floor to return to normal, and the Butterfly will stand still for 20 seconds, receiving 10x damage from all attacks. While the fire tree is alive, the Butterfly can use three attacks to try to stop the player:

* The Butterfly aims at the player, then sends a blast of wind at them that deals multiple hits of damage.
* The Butterfly creates a fire tornado, which will track the player and burn them on contact. The tornado is destroyed instantly if it touches the drop of water.
* The Butterfly flaps its wings, creating wind that pushes the player backwards for a few seconds. The wind affects the entire arena in front of the Butterfly.

As long as the fire tree is alive, a fire gauge is shown beneath it that progressively increases over time. If the gauge becomes full, the Butterfly will fly away, and the tree explodes in a pillar of flame that fills the whole arena, except the corners, where the player is safe. Afterwards, the moth flies back down and another tree is created.

After killing the Butterfly, it will morph into Dahana-Gharo, its true form.

#### Dahana-Gharo

Dahana-Gharo serves as the fourth and final boss of the Huntdown phase. Dahana-Gharo will stay in the middle of the screen and cannot move. By default she has a shield that negates all incoming damage, except normal attacks, which still deal 0.01x damage to her. After her attacks end, she will remain vulnerable for 1 second, during which she takes 10x damage from all sources, before raising her shield again. Dahana starts the battle with 14 butterflies, which are used in her attacks. When Dahana-Gharo uses an attack, a magic circle appears somewhere on the screen: touching the circle causes it to disappear and makes the player Chillbound, indicated by a glowing aura around them: attacking Dahana-Gharo with a normal attack while Chillbound will destroy 2 butterflies and remove the player's Chillbound state, and the magic circle will spawn again on the boss's next attack. Dahana-Gharo can use these attacks, each telegraphed in a unique way:

* Dahana-Gharo turns around with her hand raised, then causes one slash in a circular area around her for every butterfly she has, dealing damage and burning the player if they are hit.
* Dahana-Gharo raises her hand, then fires bullets aimed at the player that travel in a straight line from the center of the screen and apply damage and burn on hit. One bullet is fired for every butterfly she has.
* Dahana-Gharo puts her hands in front of her face, then shoots bombs at the player that explode in a circular area and apply damage and burn, one bomb per each butterfly she has.
* Dahana-Gharo puts her hands on her hips and blasts half of the screen with fire, dealing high damage and burning the player if they're hit. She will attack once per each butterfly she has, and the move can only be used when she has 4 butterflies or lower.

When Dahana-Gharo runs out of butterflies, she will fly away and release volleys of bombs at the player from off-screen, each applying damage and burn in a small area. She can attack in multiple patterns: vertical or horizontal lines across the screen, a checkerboard pattern, or covering any half of the screen. Afterwards, Dahana-Gharo disappears and launches one final butterfly that travels slowly towards the ground. A magic circle will appear on the ground, and the player must go there before the butterfly touches the ground: when that happens, a huge explosion covers the whole screen, dealing insane damage that can only be survived with lethal damage protection. Afterwards, Danaha-Gharo returns to the center of the screen and remains vulnerable for 20 seconds, taking 10x damage from all attacks.

After Dahana-Gharo dies, a portal spawns that will end the game. In Simulation Skirmish, she will also drop a Turbid Realmsoul.

## NPCs

Ashburn Revoir contains several NPCs: the Weaponsmiths from the Forge, Khan, Chao, Chin Mei and Madira. Each has a specific function to aid you in the Rift. There is also a Merging Station available to merge items as you normally would. All NPCs and appliances can be accessed at any point, even during Holdout sections.

### Chao

Chao provides most of the resources in the run: interacting with him opens up a Shop where you can buy things by using Gold:

* **Items:** The shop has three slots for items, which will change at the end of every Holdout phase. They can also be rerolled by spending 40 Gold, which will replenish every slot with a new item. Rerolls can only be used 5 times per Staging Phase, and are unavailable on Staging Phase 1. The Gold price of items increases each Staging Phase:
	+ **Phase 1:** 90
	+ **Phase 2:** 90
	+ **Phase 3:** 140
	+ **Phase 4:** 190
	+ **Phase 5:** 240
	+ **Post-Holdout** (after wave 5 ends)**:** 290
* **Sublimating Souls:** As Asura Heroes, Sublimating Souls can be bought from the shop. Any number of Souls can be bought, but their price increases every time you buy one, maxing out at 999:
	+ 100 -> 140 -> 213 -> 307 -> 420 -> 547 -> 687 -> 840 -> 999
* **Transmigrating Souls:** As Asura Heroes, Transmigrating Souls can be bought at the cost of 50 Gold.
* **Marks of Ouroboros:** As Naga Heroes, Marks of Ouroboros can be bought from the shop. The price of the marks increases every time one is bought, maxing out at 999:
	+ 100 -> 115 -> 152 -> 208 -> 281 -> 371 -> 477 -> 598 -> 733 -> 882 -> 999
* **Health Potions:** Health Potions can be bought at the price of 50 Gold each. Any number of HP potions can be bought, and can be activated by pressing a special button. When used, the character will recover a total of 20% of their HP + a flat 20 HP. 40% of that amount is regenerated instantly, and the remaining 60% is regenerated over the next 5 seconds. Getting hit stops any HP regeneration that had been in process.

### Khan

Khan's function is unchanged, allowing you to switch secondary skills at will. He functions like the Khan found in-game: not allowing skills to be swapped until their cooldown is over.

### Weaponsmith Man

The Weaponsmith Man is able to perform Power Switch as he would in the forge, and the Weapon Shop functions as it normally would, except now the available weapons can be rerolled by spending 50 Gold. Unlike items, weapons in the shop are not rerolled automatically at the end of every Holdout phase.

### **Weaponsmith Girl**

The Weaponsmith Girl is able to perform Power Infusion as she normally would.

### Chih Mei

Chih Mei will provide an explanation of how Ashburn Revoir works.

### Madira

Madira allows you to repair all the damage the Artifact has taken and return it to 100 HP at the cost of 300 Gold. Note that closing the game and reopening it will also restore the Artifact to 100 HP.

## Epilogue

After defeating Dahana-Gharo for the first time, Asura captures and imprisons her, and the threat to the Mirage is over. Asura, distrustful of Madira, forbids him from leaving the Mirage, but he says that he did not intend to leave anyway, and will now stay in the Living Room, next to the rift that leads to Ashburn Revoir. Talking to him reveals that he found something after Dahana-Gharo was defeated: a Turbid Realmsoul. Madira then explains how to purify a Realmsoul, and says that he already purified the one he found: he will then give the player a Realmsoul of the Blue rarity, and of the character used to beat Ashburn Revoir.

## Simulation Skirmish

Simulation Skirmish is a simulation of Ashburn Revoir that can be accessed by talking to Madira in the Living Room. Simulation Skirmish is identical to Ashburn Revoir gameplay-wise, and serves as a way to replay Ashburn Revoir after Dahana-Gharo has been defeated. By talking to Madira, the player can also access Realmsoul Purification, Power of Six Realms, and Realmsoul Reforging.