Alamayo World Wiki

Falselight Harbour

DungeonPar 26:00

A dungeon for a crew of up to five, by the Wreckers' ship at the big pier: three wings and three bosses, on a clock. Beat the clock and the key that started the run climbs, as in the Wreck, the Orchard and the Gloamhollow. Opens at level 10.

The Wreckers' ship at the big pier, and the false fire across the water
The Wreckers' ship at the big pier, and the false fire across the water.

Every wreck on this coast began with a light. The Wreckers keep theirs burning blue at Falselight Harbour, in a cove the island cannot see.

The fire that wrecked the Captain's ship still burns on its tower. Board the Wreckers' ship at the big pier, and put it out.

Opens
Level 10, on the island
Par
26:00 +3 under 15:36 · +2 under 20:48
Crew
1 to 5, any classes, any mix
Bosses
3: Ballast and Mag Tallow, The Three Shares and Wreckmaster Morrow

How to get in

The Wreckers' ship lies at the big pier, along its seaward rail, once the harbour takes crews.

Press G at the foot of its gangway (or right-click the gangway) to gather a crew. It wants level 10. A crew runs Falselight Harbour when the key that starts the run points here (your key).

A run

The finish

Kill all 3 bosses and reach 360 enemy forces; the forces and the bosses can come in either order. The map holds 418, the main path 324, so 36 more come from the side areas (the Net Lofts 48 and the Rope Walk 46): the Net Lofts and the Rope Walk each make up the rest alone. Only the packs on the map count, not a boss's adds.

Falling

Fall and you rise at the last lit checkpoint (the arrival pier, the Seal Slip's gates and the Tally House's west door): the first is lit from the start, and each of the others lights when the boss before it dies. The clock never stops.

A boss's doors

A boss's doors seal 7 s after the pull, until it falls: be inside by then. If nobody in its room is left standing, it returns to its post, healed, and the doors open.

Par is 26:00

Timed, your key climbs +1 in par (26:00), +2 under 20:48 and +3 under 15:36, then draws its next dungeon at random (maybe Falselight Harbour again). Over par it drops one and draws again. A wipe does not end a run here: the crew rises at the last lit checkpoint. If everyone leaves, or the run is still going after an hour, the key drops one and stays in Falselight Harbour. If every line in the run dropped (an outage), the key is kept as it was only if nobody had left the run by choice or been removed from the crew and it was still within par; otherwise it drops one and stays in Falselight Harbour. A server restart keeps it as it was.

The key of the character that starts the run moves: how a run moves a key. Each boss has a hard enrage: Ballast and Mag Tallow 5:00, The Three Shares 5:15, Wreckmaster Morrow 6:00. From key 12 every death adds 15 s to the clock.

When it ends

Your loot is in your bag at once: a won run shows your pieces as pop-ups, and chat has the result with a Run summary link and a line for each crewmate who got something. The dungeon then stays open for 5 minutes: the enemies are gone, the fallen stand up where they lie, and you can walk about. The run card shows Leave dungeon, which takes you out to the foot of the Wreckers' gangway at the big pier at once, and “Closes in” with the time left; warnings come at 1 minute and at 10 seconds. Then everyone still inside is back at the gangway.

The key ladder

Enemies get tougher every key: their health grows 2% a key to key 5, 3% to key 10, 14% to key 15, 3% to key 20, 20% to key 22 and 45% from key 23, and their damage 10% a key to key 5, 11% to key 10 and 3% from key 11.

Each kind of blow also has its own dial. A move that shows on the ground first hits twice as hard at keys 1 to 3, 25% more at key 4, 6% more a key to key 10 and 16.5% more a key from key 11. A plain swing hits 1.5 times as hard at key 1, 11.5% more a key to key 10 and 3.5% more a key from key 11. A move that takes a share of your health takes the same share at keys 1 to 10 and 15.5% more a key from key 11. The Gore, Capstan Blow and Hook Staff hit as the harder of a ground move and a plain swing, the ground move's dial stopped at key 10. Every blow also grows with the health the gear worn at a key gives: 14% at key 2, 27% at key 10, 39% at key 15.

In Falselight Harbour its packs (not its bosses or their adds) also gain 6% more health a key from key 9 to key 15, on top of the key's own growth.

New twists join at keys 4, 7, 10, 12 and 15, and enemies learn new moves along the way.

The week's twists join here too, by the key.

Powder kegs

Kegs of powder stand by some of the packs. A hit aimed at one lights its fuse, and the blast hurts Wreckers and crew alike: blow them on a pull, not on yourselves. You will find them on the Long Quay, Salvage Row and the Breakwater.

A keg's fuse burns 2.5 s. Its blast takes 30% of the health of every Wrecker within 5 m and 20% of yours. It lights the kegs within 4 m 0.5 s later; a chain hits each body once.

The way through

Wing 1: The Long Quay

A stone quay along the south shore: hull-house warehouses, cranes with Harpooners up on them, and the Seal Slip at its end.

5 packs on the path, 110 forces · The Net Lofts: 48 · Boss: Ballast and Mag Tallow, in the Seal Slip

Wing 2: Salvage Row

Streets of hull houses up the east shore to Tally Square, and the Tally House where the plunder is shared.

4 packs on the path, 108 forces · The Rope Walk: 46 · Boss: The Three Shares, in the Tally House

Wing 3: The Breakwater

A stone mole along the north, three bastions in the spray, and the false fire's tower at its end.

4 packs on the path, 106 forces · Boss: Wreckmaster Morrow, in the Lantern Crown

Foes

Numbers on this page are at key 1: damage, health and the share-of-health figures grow with the key (the key ladder).

Wrecker Deckhand

The rabble of every pull. Gather them up and burn them down together.

1 force · Health at key 1: 480.

  • Belaying Pin: A plain swing at the one it fights.
Wrecker Lampman

Throws burning oil from a distance. Kill it early, and move the fight off the blue fire.

2 forces · Health at key 1: 720.

  • Oil Lamp: A lamp thrown at someone's feet: a ring, then blue fire on the ground that burns whoever stands in it. Step out. · Cooldown: 9 s
  • Last Lamp: When it dies its lamp breaks at its feet: a small ring, then blue fire. Step away from the body.
  • Key 5+ Spill: Its fires burn longer.
Wrecker Harpooner

Harpoons from its perch and drags in whoever it hits. Kill it first from range, or drag it down.

3 forces · Health at key 1: 1,040.

  • Harpoon: A long thin line at whoever stands farthest back, the tank aside: whoever is caught is hurt, dragged in and held a moment. Step sideways out of it. · Cooldown: 10 s
  • Key 8+ Barbed Line: Its drag also slows whoever it catches.
Tar Rat

Fast and many, and they go for whoever is not the tank. Kill them together, and quickly.

1 force · Health at key 1: 192.

  • Gnaw: A quick bite that leaves a bleeding wound. The wounds stack.
Wrecker Shantyman

Leads the pack: his song makes it swing faster, and his Heave! makes it stronger. Interrupt him, and kill him early.

6 forces · Health at key 1: 2,400.

  • Horn Clout: A plain swing at the one he fights.
  • Heave!: A long call: if it finishes, his packmates hit harder for a while and are healed. Interrupt it, stun him or knock him back to break it. · Cooldown: 15 s
  • Hauling Shanty: While he lives, his packmates close by swing faster.
  • Key 10+ Big Voice: His Heave! reaches packmates farther away.
Wrecker Keg-Hauler

Big and slow, with a powder keg on his back. At half health he drops it: blow it on his pack, not on yourselves.

Elite · 8 forces · Health at key 1: 3,520.

  • Mallet: His heavy swing on the one he fights.
  • Shoulder Barge: A charge into whoever stands in front of him, knocking them back. Step aside. · Cooldown: 8 s
  • Keg Drop: At half health he drops his keg, already lit. It blows on friend and foe close by; a hit on it blows it at once.

Ballast and Mag Tallow

A tusked bull seal in a salvage harness, a hooded lantern between his tusks: walked along the cliffs at night, he looks like a ship riding at anchor. Mag Tallow keeps him, from her cart.

Ballast, with Mag Tallow on her cart
Ballast in the yard of the Seal Slip, Mag Tallow on her cart.
Where
the Seal Slip
Health at key 1
28,200 (for a crew of five: Ballast 23,100, Mag Tallow 5,100)
Hard enrage
5:00 into the fight: far harder hits and faster attacks from then on
Tank

Turn his tusks away from the crew, and take him back after every Lunge. Give him room when he rears.

Healer

His Roar hurts everyone at once: top the crew up before it. Her rats come for you first.

Damage

Break Mag's Prod. Carrying the bait? Put a bollard between you and him, then step out of his line: stuck fast, he takes far more damage.

Moves

Tusk Jab Ballast · Tank

A quick jab of his tusks at the one he fights, with no ground warning: the tank's to take.

When: On the one he fights · Warning: None: a quick blow, nothing shows on the ground · Effect: 23 damage

Gore Ballast · Tank · Timer

A heavy thrust of his tusks in a cone in front of him, turning with the one he fights. Only the tank stands there.

When: Every 12 s · Warning: A 60° cone, 5 m long, in front of him, turning with the one he fights; 1.5 s to get clear (he holds it drawn back) · Effect: 140 damage

Belly-Slam Ballast · Crew · Timer

He rears up and slams down in a ring round him, throwing back whoever is in it. Get out of the ring.

When: Every 20 s · Warning: A ring of 5 m around him; 2 s to get clear (he holds it drawn back) · Effect: 25% of the health of everyone in it, thrown back 4 m

Roar Ballast · Crew · Timer

A roar that hurts the whole crew over a few seconds and slows them for a while. Nothing to dodge: be ready to heal.

When: Every 45 s · Warning: He rears back for 1.5 s: nothing on the ground, nothing to step out of · Effect: 10% of everyone's health over 3 s, and 20% slower for 4 s

Lunge Ballast · Crew

He slides at whoever carries the bait, along a line to the edge of the yard, and hurts everyone in it. A bollard in the way sticks his tusks fast; the fence only angers him.

When: On Mag's bait, 4 s after it lands · Warning: A line 3 m wide from him through the baited one to the yard's edge; 2.5 s to get clear · Effect: 40% of the health of everyone in it, knocked aside. A standing bollard on the line sticks his tusks fast: stunned 8 s, 50% more damage taken; a bollard cracks at its second lunge. The fence or the slip riles him: 10% more damage for the rest of the fight, each time

Cart-Slam Ballast · Crew

With the whole crew up on Mag's cart, he soon rears and slams into it: everyone still on the bed is hurt and thrown down the ramp at his tusks.

When: Once the whole crew has stood on Mag's cart for 5 s together · Warning: The cart's bed is marked for 2 s: step off it · Effect: 25% of the health of everyone still on the bed, thrown down the ramp at his tusks

Goad Pole Mag · Tank

A jab of her pole at whoever stands at her cart.

When: On the one she fights · Warning: None: a quick blow, nothing shows on the ground · Effect: 20 damage

Bait Bucket Mag · Crew

Fish slopped over one of the crew who is not the tank: Ballast lunges at them next.

When: Every 30 s, at one of the crew who is not the tank · Warning: 1.5 s to land, then it stays on them · Effect: Ballast's next Lunge comes at them

Prod Mag · Crew

She goads Ballast with her pole: if she finishes, he fights faster and harder for a while. A stun or an interrupt breaks it.

When: Every 20 s · Warning: A 3 s call; a stun or an interrupt breaks it · Effect: Ballast attacks 30% faster and hits 15% harder for 10 s

Blue Oil Mag · Crew

A pot of oil thrown at someone's feet: a ring, then blue fire that burns for a long while. Step out, and keep the fight off it.

When: Every 15 s at one of the crew, every 6 s once Ballast is down · Warning: A circle of 3 m where it lands; 1.5 s to get clear (she holds it drawn back) · Effect: Blue fire there for 20 s: 3% of your health a second

Whistle Mag · Crew

She whistles, and Tar Rats pour out of the drains, going for the healers first.

When: At 70% and 40% of Ballast's health · Warning: A 1.5 s whistle · Effect: 8 Tar Rats out of the drains, going for the healers first

Tallow Whip Mag · Crew

Once Ballast is down: a long crack of her whip in a line. Step sideways out of it.

When: Once Ballast is down, every 5 s · Warning: A line 8 m long and 1.5 m wide in front of her; 1.5 s to get clear · Effect: 35 damage

Off the Chain Ballast

Late in the fight, or once the bollards are gone, he lunges at anyone every few seconds and nothing stops him.

When: From 4:00 into the fight, or once no bollard stands · Effect: No more bait: a Lunge every 8 s at one of the crew in the yard, and the bollards no longer stop him

Broken Loose Ballast

If his keeper falls first he hits harder and lunges at anyone, with less warning. The bollards still stop him.

When: If Mag falls first · Effect: He hits 40% harder, and lunges every 15 s at one of the crew with 1.5 s to get clear. The bollards still stop him

Fights On Mag

With Ballast down she hits harder and throws her oil far more often.

When: Once Ballast is down · Effect: She hits 50% harder, throws her oil every 6 s and cracks her whip every 5 s

Every Rat in the Harbour Mag · Adds

Left alone too long, or once the fight runs too long, she calls up every rat in the harbour at once.

When: 1 min 30 s after Ballast falls, or at the hard enrage · Effect: 16 Tar Rats at once

Enrage Clock

At 5:00 both drop their moves and batter you, 3 times as hard and doubling every 5 s. Kill him first, then her, before then.

When: At 5:00 into the fight · Effect: Mag whistles up every rat if she has not. Then neither makes a move: each runs down the one it fights and batters them with plain blows, twice as fast, 3× the damage, doubling every 5 s

The Three Shares

Three Wrecker captains share out the plunder at a keel laid flat as a table: Captain Doane, the Lion's Share; Captain Ivy Crane, the Hook; and Purser Venn, who keeps the ledger.

The Three Shares in the Tally House
The Three Shares at their table in the Tally House.
Where
the Tally House
Health at key 1
64,800 (for a crew of five: Captain Doane 27,750, Captain Ivy Crane 20,550, Purser Venn 16,500)
Hard enrage
5:15 into the fight: far harder hits and faster attacks from then on
Tank

Doane is yours. Keep his maul turned away from the crew, and step out when he brings it down on the floor.

Healer

Heal Venn's debtors to full: a debt left 10 s bursts on everyone close by. Ivy's hook and lines hurt in bursts.

Damage

Break Settle Accounts, or the others heal. Kill Venn first, or bring all three low and down together. Run Ivy's lines out away from her.

Moves

Maul Swing Doane · Tank

A swing of his capstan bar at the one he fights, with no ground warning: the tank's to take.

When: On the one he fights · Warning: None: a quick blow, nothing shows on the ground · Effect: 25 damage

Capstan Blow Doane · Tank · Timer

A heavy overhead blow in a cone in front of him, turning with the one he fights. Only the tank stands there.

When: Every 10 s · Warning: A 60° cone, 4 m long, in front of him, turning with the one he fights; 1.5 s to get clear (he holds it drawn back) · Effect: 127 damage

Splinter Slam Doane · Crew · Timer

He brings the maul down on the floor: splinters fly in a wide ring round him and throw back whoever is in it. Get out of the ring.

When: Every 25 s · Warning: A ring of 6 m around him; 2 s to get clear (he holds it drawn back) · Effect: 20% of the health of everyone in it, thrown back 4 m

Gaff Slash Ivy · Tank

A slash of her gaff at whoever stands at her.

When: On the one she fights · Warning: None: a quick blow, nothing shows on the ground · Effect: 20 damage

Crane's Hook Ivy · Crew

A thin line thrown at whoever stands farthest from her: whoever is caught is hurt, reeled in toward her and held a moment. Step sideways out of it.

When: Every 14 s, at whoever stands farthest from her · Warning: A line 2.4 m wide at them; 2 s to get clear · Effect: 15% of their health, reeled 9.5 m toward her and held 1.5 s

Lines Out Ivy · Crew

She hooks two of you on long chains and holds them. Run the line out away from her until it snaps, or she yanks you to her side.

When: Every 40 s · Warning: 2 of the crew who are not the tank are hooked for 6 s, a chain to her · Effect: At the end each is yanked toward her (9.5 m at most, 10% of their health, held 1 s) unless 18 m or more from her, where the line snaps

Quill Jab Venn · Tank

A jab of his quill at whoever stands at him.

When: On the one he fights · Warning: None: a quick blow, nothing shows on the ground · Effect: 15 damage

Settle Accounts Venn · Crew

He settles the accounts: if he finishes, the other captains heal. A stun or an interrupt breaks it.

When: Every 18 s · Warning: A 2.5 s call; a stun or an interrupt breaks it · Effect: Each other captain standing heals 8% of its health

Debt Venn · Crew

Two of you go into debt and lose health until you are healed to full. A debt left too long bursts on everyone close by and passes to the nearest.

When: Every 20 s, on 2 of the crew who are not the tank · Warning: Nothing to dodge: healing them to full pays it · Effect: 2% of their health a second until healed to full. Left 10 s, it bursts: 20% of the health of everyone within 6 m, and jumps to the nearest

Bigger Shares

When a captain falls, the ones left hit harder and each takes a piece of his kit.

When: When a captain falls · Effect: Each one left hits 25% harder (the last one 50%) and takes a piece of the fallen one's kit. Doane's: plain blows that knock back 3 m. Ivy's: her hook every 20 s. Venn's: a debt every 25 s

No More Shares Clock

At 5:15 every captain left drops its moves and batters you, 3 times as hard and doubling every 5 s. Finish them before then.

When: At 5:15 into the fight · Effect: Every captain left stops its moves and runs down the one at the top of its threat, Ivy and Venn too, with plain blows, twice as fast, 3× the damage, doubling every 5 s

Wreckmaster Morrow

The chief of the Wreckers, who lit the false fire that wrecked the Captain's ship. He keeps the beacon on top of the tower, a lantern-hook staff in his hands.

Wreckmaster Morrow on the Lantern Crown
Wreckmaster Morrow, at the false fire on the Lantern Crown.
Where
the Lantern Crown
Health at key 1
30,600 (for a crew of five)
Hard enrage
6:00 into the fight: far harder hits and faster attacks from then on
Phases
Phase 1: 100% → 65% · Phase 2: 65% → 30% (two beams) · Phase 3: 30% → 0% (the mirrors)
Turns
65%: Stoke the Beacon · 30%: Turn the Mirrors
Tank

Keep his staff turned out to the rim and walk him round the mast ahead of the beam. Stand still while he swings: the cone turns with you.

Healer

The beam and his lights hurt in bursts. Mind the beam yourself, or it walks you into the fire.

Damage

Stop the Lampmen before they reach the fire, and carry his light away from the crew. At the end, turn the reflectors: all four together put the fire out.

Moves

Staff Rap Tank

A rap of his staff at the one he fights, with no ground warning: the tank's to take.

When: On the one he fights · Warning: None: a quick blow, nothing shows on the ground · Effect: 25 damage

Hook Staff Tank · Timer

A heavy swing of his hook staff in a cone in front of him, turning with the one he fights. Only the tank stands there.

When: Every 9 s · Warning: A 60° cone, 4 m long, in front of him, turning with the one he fights; 1.5 s to get clear (he holds it drawn back) · Effect: 114 damage

Wrecker's Light Crew

He raises his lantern, and two of you carry a ring of blue light for a few seconds before it bursts on everyone in it. Carry yours away from the crew.

When: Every 25 s · Warning: He raises his lantern for 1.5 s; then a ring of 4 m follows each of 2 of the crew who are not the tank for 4 s · Effect: It bursts on everyone in it: 30% of their health

Blue Oil Crew

From the beacon's stoking on: a pot of oil at someone's feet, a ring, then blue fire that burns for a long while. Step out, and keep the fight off it.

When: From the stoking on, every 15 s at one of the crew · Warning: A circle of 3 m where it lands; 1.5 s to get clear (he holds it drawn back) · Effect: Blue fire there for 20 s: 3% of your health a second

The Sweep

The beacon's beam turns slowly round the crown. Keep ahead of it together: caught, you are walked toward the fire and burn while it is on you, and each time it catches you it burns you harder.

When: From 0:15 into the fight · Warning: A 40° wedge of light from the mast to the rim, turning 6° a second; its leading edge shows 1.5 s ahead · Effect: Caught, you are Lured: stunned 2 s and walked toward the mast at 2 m a second, losing 4% of your health a second while in it. Each catch adds a Scorched stack for 40 s; each stack past the first burns you as much again

The Burning Foot

The ground at the foot of the mast burns while the fire is lit. Stay off it.

When: While the fire is lit · Warning: The ground within 4 m of the mast · Effect: 3% of your health a second

Stoke the Beacon 65% · Adds

He leaps up to the fire, out of reach. The beam splits in two, and Lampmen climb onto the crown and walk to the mast: each one that gets there makes the fire burn hotter for the rest of the fight.

When: At 65% health · Effect: He leaps to the fire for 10 s, out of reach, and the beam splits in two. 4 Lampmen climb on and walk to the mast in 25 s; each that gets there makes the beam, the burning foot, his lights and his oil 10% stronger for the rest of the fight

Turn the Mirrors 30%

Near the end, stand at a reflector to turn it: the beam is thrown back on him, and for a few seconds he cannot use his moves and takes more damage. Turn all four together and the fire goes out for a while: he takes double damage, and Scorched is cleared.

When: At 30% health · Warning: Stand 3 s at a reflector to turn it; it then rests 20 s · Effect: The beam turns back on him: Glare-Struck for 6 s, none of his moves and 50% more damage taken. All four turned within 20 s put the fire out for 15 s: no beam, no burning ground, Scorched cleared, and he takes twice the damage

The Fire Takes the Tower Clock

At 6:00 the fire takes the whole crown, and his blows hit 3 times as hard, doubling every 5 s: no healing outlasts it.

When: At 6:00 into the fight · Effect: The beam fills the crown: at least 12% of everyone's health a second, wherever they stand. His blows: twice as fast, 3× the damage, doubling every 5 s

Loot

Where it drops

The four dungeons share one table, split by slot: the Gloamhollow drops weapons and trinkets, the Wreck off-hands and heads, the Overgrown Orchard bodies and backs and Falselight Harbour necks and rings. A piece drops where its slot does, whichever dungeon it was made for; below key 10, the pieces in one grid below are even odds, among those your class can wear.

Item level

16 at key 1, rising 3 a key to 58 at key 15, and stopping there. That is 3 above the Wreck and the Overgrown Orchard. Wearing a piece needs level 10.

Two versions

From key 10, every slot comes in two versions for each class, each with its own stat order. A piece is one of its owner's two versions at even odds, then one of that version's pieces at even odds (a version can hold more than one piece). In the Wreck, the Overgrown Orchard and Falselight Harbour, from key 10, one armour piece in six (a head, body, back, neck or ring) drops in another role's version instead.

Legendaries

From key 10, every run you finish in any of the four dungeons gives you a 0.1% chance at your own class's legendary: its weapon or its trinket, at even odds, item level 60.

On top

Each person's own: Black Pearls on a timed run (1.5, 1.5 more under 80% of par, 1.5 more under 60%; a half pearl is a coin flip; none for a run 4 or more levels below your best there), and the week's sure piece for your first timed clear of the week at your best level there or higher, one a week in any dungeon. Mastery pays as in the Wreck, ×3 on that clear.

Gear for the crew

The crew's pieces by the run's result and the crew's size. A smaller crew gets the same share a person, rounded up. Everyone gets the same whole number of pieces and the rest go to different people at random; each piece is made for its owner's class, and people who left get none.

The runa crew of 54321
timed +1 (within par, 26:00)33221
timed +2 (under 20:48)44321
timed +3 (under 15:36)65432
over par11111
not finished (a wipe ends a run in the Wreck and the Orchard; here a run ends when everyone has left or an hour has passed)00000

Above key 15, each level adds a piece to a timed run's loot:

a crew of 5, timed+1+2+3
key 15 and below346
key 16457
key 17568
key 18679
key 197810
key 208911

Necks

Keys 1 to 9

Rings

Keys 1 to 9

From key 10, by class

Each class's two versions of each slot, by their owner's class:

Its own pieces

Five of the necks and rings are Falselight Harbour's own and drop nowhere else:

Keys 1 to 9

From key 10

Falselight Lantern

A look, not an item: it has no stats. Falselight Lantern, a small lantern worn on the back, is a character's own from its first timed Falselight Harbour run at key 10 or higher. It can't be traded, sold or broken down.

Every finished run counts toward your rating. The in-game dungeon journal (J) lists every dungeon's bosses, abilities and loot.