Alamayo World Wiki

The Fair Return

What it is

The world boss of the island. A colossal hermit crab that wears the wreck of an old brig as its shell, with the brig's own anchor on its chain. Once a day it rises out of the sea off Keel Bay and fights on the beach, and anyone on the island can take it on, together.

When it rises

Once a day, at 13:00, 13:05, 13:10 and so on up to 13:30 UTC, or at 15:00 to 15:30 UTC. The day's time is picked at random from those, and the island tells you an hour ahead, below. It rises over 8 seconds, and stays up for 2.5 hours. It never sinks while it is being fought, and it sinks 20 seconds after it falls. There is one kill a day.

Where

Keel Bay, new land east of the town. From the end of the street a wooden ramp leads down to a long beach, and the crab rises out of the sea off the sand, facing the shore. It is out of reach for the 8 seconds it takes to rise.

How to join

What it does

MoveWhat happens
PincerIts plain swing at whoever holds it, every 2 seconds. No warning on the ground.
Hull SlamA red cone on whoever holds it, turning with them. Anyone else standing in it takes the same blow.
Barnacle Shot, Hurled HullIf whoever holds it stands out of reach, the blow is thrown at them instead.
Brine SurgeA pulse every 20 seconds on everyone within 50 metres: it cannot be dodged. It leaves a soak that ticks for 20 seconds, so the healers have work whatever the size of the group.
Fouled AnchorA red circle on one fighter who is not holding it. It follows them for a few seconds, then locks and lands. The marked fighter takes a quarter of their health and is knocked back, and anyone else inside the circle dies. Run it clear of everyone.
The clockFrom 20 minutes in, everything it does gains another 15% each minute.
The Deep CallsAt 25 minutes every fighter near it dies, and the fight is lost.

What to bring

What it pays

Each fighter who did their part is paid once a day, when it falls. You need to be level 10 or higher, to have done a real share of the damage, the healing or the holding, to have cast your powers through the fight and again near the end (an auto-attack left running is paid nothing), and to have helped in the last two minutes before the kill. Standing near it, or a single hit, is not enough.

Everything is personal: it goes straight into your bag, and what one fighter gets takes nothing from the next.