Seiro-chan
The Steamer Tower. A stack of three bamboo steamer baskets with a lid. It never moves. Hit it and steam puffs out of the gap on your side; keep hitting and buns leap out and land beside you. Eat them. Mochi teaches restraint; Seiro teaches greed.
Before you go in
The Hug Club, rank 1. The rank’s other bosses: Mochimochi-chan, Daruma-san, Kurukuru Koma.
- Rank
- 1
- Tuned for
- Item level 10: the island’s green (uncommon) gear for level 10
That is the gear this fight was tuned for. More gear makes it easier, and good play can win below it. How item level works here.
What it does
For each slice of its health you take off, a bun pops out of the gap on your side and lands a few steps from you. Walk over it to eat it. It sits on the floor for a few seconds, wobbles, then hops back into the tower.
Eat them. Melee fighters’ buns always land inside their reach.
Each bun gives you a Warm stack: more damage, each stack on its own timer, up to a cap, and a small heal. With any Warm, casts that normally root you go on the move.
Casters: open with a move you can use walking, eat a bun, then cast freely.
At a high Warm count you waddle slower. Every warning in the fight is built to be walked out of at the waddle’s speed.
Waddling costs you buns, never a death.
The lid rattles, flips off and a red circle fills where you stand. The open top glows gold and buns pop twice as fast until the lid hops home.
Walk out of the red, then hit the open top: this is the burst window.
The slats on the side facing you glow coral and a red circle fills from the tower toward you.
Melee: walk round to the far side, or back off. Ranged: nothing to do.
The tower inhales, then a red ring fills round it.
Melee: step out with the inhale. Ranged: stay out of the ring.
Partway through, the top basket hops off the stack and hops after you with red circles of its own. It has its own health bar. A hop that lands hits hard and leaves you Bruised: no healing at all while the Bruised chip shows on your status bar. The next hop comes before it wears off, so two landed hops in a row end the fight.
Walk out of every hop. Breaking the basket open for a rain of buns is never required; leaving its hops is.
Late in the fight the lid cracks open for good and buns pop twice as fast to the end.
Eat everything and finish it.
If the fight runs long, steam pours from every gap, it hits far harder, and boiling bubbles rise under you.
Keep walking and finish it.
How to beat it
- Eat: A few buns win the fight. Eating most of them wins it fast. Ignoring them leaves you with a fight you have to finish through the enrage.
- Use the lid window: When the lid comes off, hit the open top. Buns pop twice as fast until the lid is home.
- Move first, then cast: A Hunter opens with Bow Shot or Quickdraw, a Firebrand with Cinder or Flashfire, a Cleric with Holy Spark. Once you are Warm, Heavy Shot, Pyre and Smite can all be used while walking.
- Take the near ones: In a crowd of buns, eat the ones nearest you and leave the far ones. A short walk beats a long one.
- Stay in the moves: Leave each red the way you would at any other boss. Eating never has to cost you a hit.
- Never take two hops: A landed hop leaves you Bruised, and the next hop can come before that wears off. Walk out of every one.
- Flawless: No toss, hiss, sneeze, hop or bubble hits you. A cold bun and a waddle do not count against it.
Every class can win: each attack has a red warning on the floor and can be walked out of. About the Hug Club.