A Detailed Breakdown of Complete Annihilation Endless Corridors

| Aug. 15, 2020 | 1,701 views |   0    

Complete Annihilation Endless Corridors is considered by many people to be the hardest dungeon currently in PAD. With 30 grueling floors of some of the hardest spawns in the game and several borderline unfair mechanics, this dungeon has likely scared away many people since it first released.

In this article, I will provide a breakdown of everything that can be found within the dungeon, and how you can approach attempting to clear it for yourself. Be forewarned that there is a lot of reading in this article, due to the length of the dungeon, and the complexity of some of the spawns. Remember that it is also important to read the dungeon info for yourself on a resource such as PDX.

Floor-By-Floor Breakdown

Floor 1: Zeus Giga

Preemptive: status shield for 999 turns, 11 combo shield for 10 turns, 100,000,000 damage void for 999 turns, wipes player buffs (which is impossible since he’s the first spawn in the dungeon, so this becomes a 30,820 preemptive attack)

Breakdown:

With a ridiculously high combo shield and 1 billion hp, this dungeon has its gloves off right from the start. While the numbers may be intimidating, Zeus Giga actually doesn’t do a lot in his moveset.

Giga always hits for 61,640 damage when he attacks, and he randomly changes his attribute every 4 turns (which makes using cheese teams impossible). Once his combo shield is gone, he puts up a 75% shield for 999 turns, quadrupling his effective health, but making dealing damage to him a lot more consistent.

Once he reaches 7% hp, he will skip a turn and have a 500% enrage, and will then kill you on the next turn, as his normal attack will now deal over 300,000 damage.

Floor 2: Marine Spec Ops Goblin + Dark Metatron Tamadra + Flame Golem

Preemptive (Goblin): 50% gravity

Preemptive (Tamadra): 50 damage void for 99 turns

Preemptive (Golem): 2 turn spinners

Breakdown:

This floor has a very annoying combination of preemptives to deal with, as the spinners created by the Flame Golem make performing a VDP against Dark Metatron Tamadra a lot harder, and you only have two turns until Dark Metatron Tamadra will execute you for 300,000 damage.

The best solution for this floor, in my opinion, is to bring a delay to use on the first turn, so that way you can safely be rid of the spinners, and also take a couple of extra turns to possibly ping the Tamadra down and prepare for dealing with the next floor.

Floor 3: Cyberdragon Valhalla

Preemptive: super blind for 5 turns, 154,264 preemptive attack + board lock

Breakdown:

As early as floor 3, we see the first hp threshold needed for this dungeon. You must have an effective 154,264 HP to survive Valhalla’s preemptive attack, on top of potentially dealing with the blind and locked orbs he presents you with.

After tanking his preemptive hit, it’s safest to one shot him right away, as his normal attack still does a significant 128,553 damage and also locks the board.

Floor 4: Earth Light Carbuncle + High Wood Ninja

Preemptive (Carbuncle): tapes the bottom row for 3 turns

Preemptive (Ninja): 6c shield for 3 turns

Breakdown:

There isn’t a lot to say about this floor, other than that tape resist obviously makes life easier here. The enemy hp is very low, meaning it’s safest to just one shot this floor right away, as otherwise you will be taking over 200,000 damage from the attacks of both spawns.

Floor 5: Shrine Priestess Kano or Gleaming Queen Hera Sowilo

Preemptive (Kano): 75% damage reduction for 5 turns

Preemptive (Hera): awakening bind for 7 turns, status shield for 999 turns, passive 90% resolve

Breakdown (Kano):

Kano is definitely the easier spawn to deal with on this floor, as although her 75% shield gives her an effective 1.3 billion hp, it’s actually totally safe to just zero combo until she has only one turn left on her shield, and then attack her. She only enrages when below 99% hp, and instead just smiles at you when she’s at full health. Once her shield is gone, she will recast it if left at full HP, meaning the best strategy is to two shot her when there is only one turn left on her shield.

Breakdown (Hera):

Hera Sowilo is much more of a headache, as you pretty much need an awoken bind clear solution to deal with her preemptive. Stalling for seven turns against her is not feasible given how hard she hits for, meaning you want to remove the debuff as soon as possible. The safest strategy is to just awoken clear and then kill her immediately, as after enough turns pass, she will automatically execute you.

Floor 6: Wrathful Steel Dragon Emperor Ninegaruda

Preemptive: locks the board, 999 turn status shield, 900% enrage for 1 turn, passive 50% resolve

Breakdown:

One of the most annoying spawns in the game, Ninegaruda forces you to either unlock the board, have enough natural heart orbs to follow up attack with, or have enough orbs to activate autofua with, depending on your choice of leader.

There are very few teams that can safely damage control him to the hp range at which he won’t execute you (between 50% and 20%), and there are even fewer teams that can tank his execution attacks when he isn’t in that range, which all are upwards of 500,000 damage.

Floor 7: Hamal

Preemptive: randomly changes color to red, blue, wood, or light, and then absorbs the color that is strong against the one he changed to for 5 turns, locks all heal orbs, awakening bind for 1 turn

Breakdown:

This version of Hamal is the same one that is found in Alt. Grotesque Being, with the new twist being that he now awakening binds you for 1 turn before he does his full poison board attack on the following turn. There are several solutions to deal with this floor safely, which include:

  • Delaying him, and then dodging his poison attack with poison resist once the awakening bind is gone.
  • Using an awakening unbind active, and then dodging his poison attack with poison resist (unlikely to be possible if you previously got Hera Sowilo as a spawn on floor 5).
  • Using a board to overwrite his poison attack after he uses it on turn 1.

After dealing with his most dangerous attack, you are then free to either attempt to kill him through his color absorb, or stall it out all together and then kill him safely. Execution is 277,290 damage at under 20% hp.

Floor 8: Enoch

Preemptive: status shield for 999 turns, transforms your leader into Reincarnated Raphael for 1 turn, creates 6 orbs of red, blue, wood, light, and dark on a 6×5 board but 6 orbs of red, blue, wood, light, dark, heal, and mortal poison on a 7×6 board

Breakdown:

Perhaps the most interesting spawn in the entire dungeon, the idea here is that you’re supposed to solve the whole board with the guaranteed 10 or 14 combos he gives you on 6×5 and 7×6 respectively, and then use Raphael’s massive multiplier to then kill him after leaving 6 or fewer orbs behind and matching 4 or more colors.

If you are unable to kill him on turn 1 due to not solving the board properly, or due to simply not having 4 colors on the team to get Raphael’s full multiplier, Enoch will then put up a 75% shield for 99 turns, and then execute you after a 5 turn countdown for 1 million damage. It is important to note that Enoch’s effective hp becomes a whopping 2 billion after the shield goes up, meaning that killing him on turn 1 is usually the easiest strategy.

Floor 9: High Water Ninja + Four Leaf Clover Princess, Thumbelina

Preemptive (Ninja): absorbs a random red, blue, green, or light attribute along with dark for three turns

Preemptive (Thumbelina): 90% damage reduction for 3 turns

Breakdown:

Another fairly simple, albeit potentially dangerous floor, you should focus on taking out Thumbelina first, as she’s the real danger here. If both spawns are left alive, Thumbelina will perform a 99% gravity on you, immediately followed by the Ninja performing a regular attack on you, instantly killing all leaders who don’t have a shield!

Thumbelina has an effective 309,000,000 hp after factoring her 90% shield, and once you take her down, the High Water Ninja doesn’t pose very much of a threat on his own, it’s very likely that you can kill both of them on the same turn anyway.

Floor 10: Master of the Masquerade Pumpkin Joker

Preemptive: 50% RCV debuff for 10 turns, 10,000,000 damage void for 99 turns

Breakdown:

I’ve always hated this spawn, and the endless variant of it is even harder than the regular one. The void shield here is simply too low to be able to damage control it safely, especially with how quickly this spawn is able to kill a player if it gets off even a single attack.

On turn one, Pumpkin Joker will always do a 99% gravity into a leader swap for 5 turns, meaning that you will likely be crippled by a leader skill you didn’t plan for, in addition to having low hp after the gravity, and the preemptive RCV debuff making it difficult to heal.

Do whatever you can in your power to stop this turn one attack from going off: delay it, bring lead swap resist, or make a VDP and kill the spawn straight away, but if not properly handled, this is a floor that can absolutely end your run.

Floor 11: Athena Non

Preemptive: status shield for 999 turns, 75% damage reduction for 20 turns

Breakdown:

Athena is another spawn that is best killed as quickly as possible, as her attacks can easily cripple a player and kill them in just a few turns if they don’t have some kind of planned solution.

Athena has 800 million hp to start with, which then jumps up to 2.4 billion hp once factoring in her 75% shield (a little bit more than one card hitting the damage cap). Her basic moveset includes one very dangerous attack, where she has a 25% chance of reducing team hp to only 50,000 for 2 turns, and then converting the middle row to light orbs while dealing 25,488 damage.

Why is this such a problem? Because her other three normal attacks all deal either 47,790 and 49,385 damage with varying effects, meaning that if the middle row had heal orbs you needed to recover from Athena’s attack, you now no longer have any way to heal without the use of an active skill, and would likely die the next turn unless you got lucky from skyfalls.

Once Athena gets to below 75% hp, she will do a similar attack in which she halves team hp for 2 turns, and this time converts the second and fourth rows from the top of the board into light orbs while dealing 25,488 damage.

Finally, below 25% hp, Athena will attempt to dispel player buffs, and will then deal 68,500 damage consistently. This can kill a player caught off guard if they have either of her hp debuff effects at this point.

If you somehow try and stall out Athena’s 20 turn shield, she will use a 1000% enrage on the 19th turn, and then execute the player on the following turn.

Floor 12: Original Goddess Gaia Dragon

Preemptive: status shield for 999 turns, 75% damage reduction for 7 turns, 20,000,000 damage void for 99 turns

Breakdown:

Gaia Dragon has always had a very long and convoluted moveset that really doesn’t make a ton of sense to this day. The general idea is to just kill her within the first 7 turns, or you probably die to to a 500% gravity. She does two very large hits of 159,093 damage on turns 3 and 6 respectively, and has around 1 billion effective hp when factoring in her shield. Both damage control and VDP are viable options to kill her, so long as you keep track of the number of turns left on her shield before she does her 500% gravity!

Floor 13: Green Light’s Blossom Kaguya-Hime

Preemptive: awakening bind for 3 turns, 999 turn status shield, 50% damage reduction for 5 turns, passive 70% resolve

Breakdown:

I hope your awoken bind clear solution from Hera Sowilo/Hamal is back up, because Kaguya will always recast her 3 turn awakening bind if it gets removed, even if you stall it out naturally.

What I typically like to do on this floor, while it may sound risky, is try to activate my leader skill once while awoken bound, and try to ping her to below 70% hp to remove her resolve. From there, I use my awoken bind clear active, and kill her without needing to stress over making a follow up attack, especially if your awoken bind clear active is tied to a preset board, such as Aerith for example.

Hitting Kaguya’s resolve will cause her to heal to full hp, deal 84,000 damage, and turn the two middle columns into light orbs, making fua even harder to pull off.

Floor 14: Dub Amelit + Furi + Dub Topalit

Preemptive (Dublits): 2 turn spinners

Preemptive (Furi): status shield for 999 turns

Breakdown:

There are multiple ways to handle this floor, depending on how confident you are with your matching. When there are three enemies alive, Furi will not attack, and will simply put up a 50% shield every turn. The two dublits will hit for 42,023 damage each on every turn they are left alive, until there is only one dublit left alive on the floor, after which the last remaining dublit will do a 1000% enrage, and then kill the player on the following turn.

Be extremely careful to not leave Furi alive as the final spawn, as she will then put up a 10 turn 10 combo shield, and then do continuous 120,000 damage attacks there after. This will probably kill most players who aren’t playing on 7×6 should they accidentally activate this.

My recommended strategy would be to try and kill Furi first, and then use mass attacks to try and take down both dublits at the same time. Other alternatives include using guard break, defense break, or true damage to kill the dublits, and then taking out all three enemies at once.

Floor 15: Awoken Kushinadahime

Preemptive: 7 combo shield for 999 turns, status shield for 999 turns, -75% time debuff for 6 turns

Breakdown:

You’re halfway to the end, and we arrive at what is quite possibly the easiest floor of the entire dungeon. The only reason I assume this floor is here is so that you may accidentally carry the heavy time debuff from this floor onto the next floor, which can cause issues.

Due to her taking two turns to attack you when above 50% hp, it’s actually very easy to stall out her 6 turn time debuff. Once that’s gone, she has very low hp and minimal threat, so just make 7 combos and kill her.

Floor 16: Observer of Upheavals Reiwa

Preemptive: 999 turn status shield, 1 turn of damage immunity, no skyfall combos for 10 turns, spawns 6 of fire, water, wood, light, and dark orbs each.

Breakdown:

Reiwa forces you to play a game on the first turn, and she will put up different status effects depending on how many combos you make. To make life easiest, try and make 10 combos using her guaranteed board she gives you, because then she only puts up a 50% shield for 5 turns. Note: carrying the time debuff from Kushinadahime to this floor is obviously very detrimental in completing Reiwa’s combo game, so try to avoid that.

With her 50% shield up, Reiwa becomes about an effective 1.8 billion hp spawn, with a few annoying mechanics such as color absorb, and a 99% gravity + 10 turn rcv debuff when below 95% hp. Her average attacks hit for around 65,000 damage, and below 15% hp she will awaken bind you for 5 turns, before then executing you for 637,680 damage.

Floor 17: Fifth Dragon Caller Skyblazer Diara

Preemptive: 10,000,000 damage void for 999 turns, 2x rcv for 9 turns, 115,786 damage preemptive attack, passive 99% resolve

Breakdown:

Another very large preemptive attack on this floor, be prepared to kill this floor with VDP, as there’s no reasonable way to damage control under 10 million damage per card when the spawn has 300 million hp, it will just become far too easy to hit her execution range by attempting to damage control.

Diara actually only has two normal attacks in her moveset. For both of them, she fixes your starting position on the board and then hits you for 68,559 damage while she is above 50% hp, and then for 91,410 damage when below 50% hp.

The safest method of dealing with Diara is to hit her once to knock away her resolve, and then try to VDP kill her. Although, this isn’t the worst floor to stall on for skills either, so long as you keep her above 50% hp.

Floor 18: Quick Blade Mechanical Star God Algedi

Preemptive: 999 turn status shield, 3 rows of spinners for 1 turn, fixes your starting position for 1 turn

Breakdown:

Algedi’s preemptive may seem scary at first, but in reality, there is actual very minimal risk to it. If she is left above 50% on turn 1, she will put up a 75% shield for 10 turns (giving her effectively 400 million hp), and then do a 150% enrage. If she is left below 50% hp, she will instead put up a 9 combo shield for 10 turns, and also perform a 150% enrage.

As a result of this, it’s actually usually better to not do anything on turn one, allow her to put up her shield, and then kill her afterward, as most teams on 6×5 probably can’t deal with a 9 combo shield very easily.

After turn 1, Algedi will consistently do a 73,500 damage attack for 9 turns, before executing the player on turn 10, once her shield and enrage are about to go away.

Floor 19: Divine Queen Hera

Preemptive: 302,694 damage preemptive attack!!!

Breakdown:

Yes, this is the largest preemptive attack in the game, and there is no way of avoiding it, as she is a guaranteed spawn. Either use a shield, or stack as much effective team hp as you can to tank the preemptive, and then kill Hera immediately, as her normal attacks here do over 120,000 damage each.

Floor 20: Gods Enemy Monstrous Wolf Fenrir  or Original Goddess of Decision Gaia

Preemptive (Fenrir): 8 combo shield for 999 turns, heart orbs unmatchable for 3 turns

Preemptive (Gaia): Random color orb of fire, water, or wood unmatchable for 3 turns

Breakdown:

Both of these spawns are similar, in that you essentially only have three turns to kill them both. Gaia will perform a 300% gravity after three turns, which many teams will be unable to survive. Fenrir does a 200% enrage after three turns of 99% gravities, and will then hit for over 200,000 damage, which many teams will also be unable to survive.

Killing both of these spawns quickly will make life far easier, as it would be very depressing to lose a run that got this far into the dungeon.

Floor 21: Valkyrie Ciel

Preemptive: status shield for 999 turns, 30,000,000 damage absorb for 999 turns, 50% rcv debuff for 10 turns, 10 turn skill delay, passive 50% resolve

Breakdown:

Valkyrie Ciel is the single absorb spawn in this dungeon, and she unfortunately does require the use of a Fujin style skill, as damage controlling a spawn with over a billion hp just isn’t feasible, especially considering that she can heal herself once below 50% hp.

I would strongly advise pinging her down at least somewhat before attempting a kill, as burning your Fujin active and failing to kill her means you will probably lose the run, unless you are willing to stall it all the way back up again.

Her normal attacks can deal between around 50,000 and 81,000 damage depending on her hp range, and she enrages once below 8% hp before then executing the player on the following turn.

Floor 22: Spirit Numen of Flames Borma

Preemptive: status shield for 999 turns, 15,000,000 damage void for 999 turns, spawns 14 bomb orbs in a fixed pattern, passive 99% resolve

Breakdown:

Another red color void spawn (this dungeon really loves them for some reason) who also has a passive 99% resolve. There isn’t a whole lot to say about this floor, as it’s just another void spawn who has hp far too high to safely damage control.

Borma has an interesting set of attacks, and when he gets to under 75% hp is when he starts to become dangerous, so stall on him before you hit him that low if you have to, then after you remove his resolve, VDP him and move on to the next floor.

Floor 23: Light Guiding Star Machine Orpharion

Preemptive: introduces himself to you and sets up a status shield for 999 turns, 7 combo shield for 999 turns, passive 50% resolve

Breakdown:

A spawn that many people probably haven’t seen in quite a while! In case you need a refresher as to how Orpharion functions, he does a 99 turn skill delay if he is left at full hp, and can randomly blind four orbs, tape the top most row, awakening bind you for 1 turn, or bind a sub for 2 turns while above 50% hp, while also dealing 90,000 damage.

If you attempt to remove Orpharion’s resolve normally by hitting him under 50% hp, he will dispel all player buffs and execute you, meaning that you must use either fua or autofua to kill him, as triggering his resolve will also cause him to execute.

Fun fact: both Orpharion and Despharion have their spawn movesets written in Italian, and they can be translated back to English where they make more logical sense.

Floor 24: Malice Dracosnake of the Blazehorns Nidhogg

Preemptive: 40,000,000 damage void for 99 turns, random 0-7 turn skill delay

2 turn attack counter when above 50% hp

Breakdown:

I’m going to be totally honest and say that this is another spawn where I have almost zero idea of how the enemy skillset actually works here, as it is very confusing and convoluted, similar to Gaia Dragon.

What I do know is that Nidhogg will change to a 1 turn counter when below 50% hp, at which point he sets up a 75% shield for 1 turn, in addition to a 999 turn status shield. After doing this, he has the possibility of doing a 330,000 damage attack depending on what hp range he is at after he sets up his shield, while his traditional execution attack is done at 5% hp.

I typically just try to kill Nidhogg using VDP and strong personal damage while he is above 50% hp to avoid having to deal with his headache skillset when below 50%. When he is above 50% hp, he is actually very easy to stall on, which could be helpful for the upcoming few floors.

Floor 25: Magic Dracosnake of the Evilfangs Zahhak

Preemptive: 999 turn status shield, 50,000,000 damage void for 999 turns, 9 combo shield for 1 turn

Breakdown:

Zahhak is another spawn with a very odd skillset, although there are some consistent elements to it.

On turn one, Zahhak will do a 55,705 damage attack if you are able to overcome his combo shield, and a 100,269 damage attack if you are not able to. He will then use a variety of different skills that can do things like create poison orbs or bind subs. After 5 turns, he will do a 150% enrage for 5 turns, and then tape the bottom row for 5 turns.

Once below 50% hp he casts a very dangerous 20% poison skyfall for 99 turns, which you should absolutely avoid at all costs, as it can be a huge detriment for the coming floors. His execution is below 10% after he uses a 10 combo shield for 1 turn.

Floor 26: Monstrous Beast of the Gleaming Peak Bigfoot

Preemptive: 30 turn status shield, 95% damage reduction for 3 turns

Breakdown:

Bigfoot seems to be a spawn that GungHo loves reusing in various challenging dungeons, and this one is no different.

Bigfoot’s gimmick is that they slowly get more powerful as their shield grows smaller and smaller as more turns pass. Typically the point at which you want to kill him is when he has either his 70% or 60% shield up. Stalling for too long against him can lead to him hitting too hard every turn, so that isn’t recommended.

Bigfoot’s execution is below 20%, where he will lead swap the player for 5 turns first. Even though he does give a turn of grace, you absolutely do not want to hit this hp range, as a lead swap can be very deadly going into the final few floors of the dungeon.

Floor 27: Azure Riverdragon Unma

Preemptive: 999 turn status shield, 25,000,000 damage void for 999 turns, random 1 color unmatchable for 1 turn + 74,627 preemptive attack, passive 90% resolve

Breakdown:

You’re nearly at the end! This is also the last major VDP spawn in the dungeon, so rejoice over that!

Unma can do a few different attacks, including recasting his random 1 turn unmatchable status, casting a 50% shield, and binding subs. Below 50% hp he will bling 15 orbs and also cast a 2×5 cloud, so I would suggest killing him while he remains above 50% hp. His normal attacks range from around 60k to 75k damage.

Finally, below 10% hp, Unma will dispel all player buffs, and then execute them… so stay far away from that range.

Floor 28: Glowing Celestial Divinities Sól & Máni

Preemptive: status shield for 999 turns, locked orb skyfall for 15 turns, locks the board

Does a 10 turn skill delay upon death

Breakdown:

This floor is yet another that is best killed as fast as possible, due to Sol & Mani attacking for around 80,000 damage each turn, the fact that stalling here ends up being kinda meaningless due to the 10 turn skill delay they do upon their death, and the fact that they have very high hp, almost reaching 1.2 billion. Their execution is at 10% hp.

I typically like to try and 2 shot them by activating my leader skill, but not full combing the board to maximize damage, then going all out on the second turn to try and finish them off. The damage you will be able to deal of course depends on the types of personal damage that your team uses, but having strong god type damage such as god killers will make this and the final few floors substantially easier.

Floor 29: White Radiance Goddess of Secrets Kali

Preemptive: 2,000,000 damage void for 999 turns

10 turn attack counter

Breakdown:

This floor solely exists as a way to stall your skills back up from Sol & Mani’s death attack, as Kali only has a laughable 10 hp. The goal is either to combo only colors you don’t have on your team or heal orbs to stall your skills back up, or you can full combo the whole board and try to have all of your cards exceed Kali’s 2 million void to also avoid killing her.

If you allow Kali to attack you however, she will kill you, so make sure you do kill her within 10 turns. I typically will do a single combo on the final turn of her attack countdown without activating my leader skill to ensure that I don’t accidentally hit her void and die.

Floor 30: Mega Awoken Goddess of Power Kali

Preemptive: 99% damage reduction for 999 turns

Breakdown:

In my opinion, Mega Awoken Kali is an example of GungHo running out of legitimate game design ideas, as she is probably the most objectively unfair spawn in the entire game.

Kali has a single moveset that she repeats every single turn, which is to do a random attribute shift, a 99% gravity, and then a 100,800 damage attack.

What makes this so annoying to deal with is that Kali has the highest effective hp out of any spawn in the entire game, as 250,000,000 hp combined with a 99% shield gives her a whopping 25 billion hp. For those who don’t know, a single attribute on a card in PAD is only capable of dealing 2.1 billion damage at once, and this is true even through enemy shields. Even if you were to bring along a card like Dark Menoa , who has some of the highest damage against god type spawns in the game, you cannot deal more than 2.1 billion effective damage to Kali in a single turn, no matter what you do. In order to kill Kali in a single turn, you would need to hit the damage cap 12 times.

Because Kali always will do a 99% gravity into a 100,800 damage attack, you must do one of the following things to beat her:

  • Bring along a delay or a high shield active skill such as Orochi or Indra respectively, and deal 25 billion damage to Kali before those skill effects wear off and she kills you.
  • Have a strong enough shield in your card’s leader skill to tank Kali’s 99% gravity into her 100,800 damage attack, and then be able to heal again afterwards, slowly chipping her down each turn until you eventually kill her.
  • Bring along a large gravity such as Van Crow or Zeus Verse, and then deal the remaining damage required to kill her (this option can be combined with a delay or shield to help buy you several turns to do so).
  • Deal 25 billion damage in a single turn by hitting the damage cap on all 6 of your cards on the team, and their sub-attributes (cross leaders can probably do this).

Once you’ve finally killed this lazy excuse of a final boss, pat yourself on the back! You’ve just cleared the hardest dungeon in all of PAD, earned a whopping 1 magic stone, and now never have to worry about clearing it again!

(Unless you want to farm Qilin Dragon gems by clearing the dungeon during select events)

Bonus, my (very expensive) team that I use to run this dungeon:

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