26. Papa Mia
Act 1
The mirror knight will cast a buff on himself that reduces his vulnerability. remove the effect with Eerie Soundwave.
Caper Toss needs to be stunned with Flying Sardine.
Act 2
Papa Humbaba is weak to earth spells
He will buff himself then attack with body blow. the buff will cause him to crit, so remove before he attacks.
He will summon storm clouds above the arena that will occasionally fly over your location, keep your distance from them as they will cast powerful lightning aoes after they finish moving.
If you are targeted with a red marker, use Surecast or Diamondback to prevent the knockback.
27. Lock up Your Snorters
Typhon is very resistant to damage.
Bring Snort or Sticky Tongue to position bombs away from the Magitek Explosive, and water damage spells to destroy the Magitek Explosive quickly. If the Magitek Explosive is hit by an aoe or not destroyed in time, you will fail the challenge.
Typhon cycles through 3 different phases.
The first phase Typhon will snort all bombs to the edge of the arena. Move the bomb that will be pushed by the magitek Explosive away from it, then wear down the Explosive. Typhon will target you with AoEs, so don't stand too close to the explosive.
The second phase position yourself so the magitek explosive is on Tyhon's flank or rear. He will use a frontal snort. The bombs will be on the outside of the arena.
The third phase will have no Magitek Explosive. Pairs of bombs will fill the NE, SE, NW, and SW corner of the room. You will need to either snort the Sticky Tongue the bombs over Typhon to deal damage to him. He will use a frontal and rear snort that will push you, so best to snort. Stand in a corner in preparation for the third phase, once the bombs spawn, use sprint so you can make it to two pairs of bombs.
Typhon will cycle through these three phases until defeated.
28. Dangerous When Dead
Durinn will cast Doom on you. It will not stick if you are full healed when the cast finishes.
When he casts Mega Death, move into the AoE he lays on the ground.
Adds will Spawn, growing increasingly more powerful. Bring powerful fire spells and healing.
Cackle needs to be interrupted with Flying Sardine.
29. Read, Fraught, and Blue
Act 1
Shikigami of the Pyre is weak to Wind spells
Interrupt Fluid Swing with Flying Sardine
He will cast Pyretic which will place a debuff on you for 3 seconds. Do not move or cast until the debuff wears off. He will try to psych you out with a slow AoE.
When he casts Rush, move far away from him. Damage in decreased the further you are.
Pillars of Flame will be AoEs on the outside then inside of the arena, or inside then outside. Try not to stand fully on the outside or middle of the arena, the cast is relatively quick.
Flare Star is a proximity AoE, get to the edge of the arena. Three fiery tornados will spawn and will cast line AoEs at you. The also have an AoE on them, so don't stand in them.
He will repeat Fluid Swing, Pillars of Flame, and rush while the tornados fire Line AoEs.
Act 2
Shikigami of the Undertow is similar to the previous fight save a couple differences. He is weak to lightning spells.
Fluid Swing needs to be interrupted with Flying Sardine
Protean Wave is a skinny cone AoE that will come out very quickly when he finishes casting. Dodge to the side before the cast finishes. He will follow up with a second wave that does little damage.
Fluid Ball is two quick AoEs which require a little preemptive moving.
He will place the debuff Throttle on you. This must be removed with Exuviation.
Ferrofluid will place a negative or positive symbol on you and him. if your symbols match, stack with him, if you are opposites, to the edge of the arena.
Water Grasp will summon two hands, a left and a right. kill the left asap. The right will cast a cleave that pushes you slightly, so don't stand too close to the edge.
Shikigami of the Undertow will cast fluid swing while the hands are summoned, so be sure to interrupt the cast.
Big Splash is repeated high damage arena AoEs. Use Diamondback
Cascade will summon 3 water tornados that will cast cone AoEs towards you. The boss will continue to use Fluid Swing, Protean Wave, and Fluid Ball.
30. The Catch of the Siegfried
Act 1
Siegfried will buff himself against magic, so bring physical spells.
Ankle Graze will bind you. Remove this with Exuviation to dodge 4 aoes that follow.
Siegfried will summon bombs around the arena then begin casting Rubber Bullet. Move close to him. His cast will push you away. position yourself so he pushes you to the part of the arena where there are no bombs.
Act 2
Law of the Torch is three conal AoEs.
Swiftsteel will summon random circles AoEs and a large Donut AoE. Siegfried will push you away, so stay close or use surecast.
Sparksteel will summon multiple fire AoEs along the ground.
Shattersteel will create a ring of ice crystals. move to the edge of the arena where there are no ice crystals to avoid being frozen
Act 3
Siegfried will summon a copy of himself with either Ice, Fire, or Wind weaknesses. He will continuously use Law of the Torch and Ankle Graze. He will also use the magic damage buff on himself.
The Ice weakened Siegfried will use Swiftsteel and Law of the Torch
The Wind weakened Siegfied will use Sparksteel and Law of the Torch
The Fire weakened Siegfried will use Shattersteel and Law of the Torch
Killing the adds is required for the achievement, but not for completion, they will despawn after they have acted.
I still need 29 and 30... those levels are not hard as such, but really painful. Especially 27 with Typhoon, losing a second to select the bomb and you're dead.
Glad it was helpful.
Just a note for anyone else using this guide to attempt these challenges. The Fire-weakened copy on Siegfried Act 3 takes NO DAMAGE from Fire Angon, even though it should be rights do such.