Giggos

Giggos is the lair boss of the Rocky Highlands: a huge, heavy brute of basalt with lava in its seams, dragging a great club. He waits in the deepest hall of every highlands lair, the Basalt Heart. He hits very hard but moves slowly, and every big move he makes is shown before it lands.

Giggos is the lair boss of the Rocky Highlands: a huge, heavy brute of basalt with lava in its seams, dragging a great club. He waits in the deepest hall of every highlands lair, the Basalt Heart. He hits very hard but moves slowly, and every big move he makes is shown before it lands.

CONTENTS
  1. The hall
  2. Health
  3. Moves
  4. Rage
  5. Rewards
  6. How to fight it
  7. Drops
  8. Spirits and experience

The hall

Giggos's hall, the Basalt Heart, is a floor of basalt columns with dark seams of heat between them. The same look runs through every dungeon in the Rocky Highlands.

  • The heat follows him. The seams in the floor glow red wherever Giggos stands and has stood, and cool again over about 2 seconds after he moves on. They flare up where his club comes down and where his boulders land. The glow lights up the dark around him, so you can always see where he is.
  • The heat itself does not hurt you. It is light, not a hazard. But it counts as heat for a coat lined against fire (see below).
  • Four stacks of basalt columns stand in the hall. They are solid. A boulder he throws bursts on a column stack that is in its way, so you can hide behind one from his throws. Nothing else of his is stopped by them: not his shock waves, his club or his leap.
  • Vents of heat with red crystals of the Oathfire line the walls, and a glowing seam runs down the north wall.
A Wyvern-scaled coat (a coat lined with 3 Wyvern Scale; see Coat Linings) takes 25% less damage from fire and heat. Every blow Giggos lands counts as fire, and so does any blow that hits you while you stand on a seam of his floor that is still glowing hot.

Health

His health depends on the lair's tier and on how many Jewels you hold when you go in (see Lairs). In a Normal lair with no Jewels held it has 500 health.

Jewels heldNormal lairFatal lairAbyssal lair
05007501,000
11,4002,1002,800
22,5003,7505,000
36,5009,75013,000
411,00016,50022,000
514,00021,00028,000

In online play, each extra Wanderer who comes in through the boss gate adds 60% of this in a Normal lair, 72% in a Fatal lair and 80% in an Abyssal lair, up to 5 players.

Moves

Damage below is what each blow deals at its base, before the lair's own strength (the Jewels you hold and a Fatal or Abyssal lair raise it) and before your Defense. His rage adds 30% to all of it.

MoveBlowDamage
Club slamShock wave where the club lands35
Club slamShock wave from his feet25
Club slamThe club itself, if you are in the air in its path35
SpinEach sweep of the club20
Boulder throwThe burst where it lands, or the boulder hitting you in the airabout 34
Great inhaleThe stomp (and you are stuck in the ground)about 23
Great inhaleThe landing blast, or his club as he leaps75
Rockfall (Fatal and Abyssal lairs)Each falling stoneabout 28
Fault line (Abyssal lairs)The stone spikes30

Club slam

His most common move, and what he does whenever he walks in on you and you are within his reach. He turns to you, lifts the club, holds it at the top, then brings it down: just under 0.9 seconds from the start to the blow. A mark on the floor shows where it will land, a little way in front of him in your direction. Two shock waves spread out: a big one from where the club hits (35 damage) and a smaller one from his feet (25 damage).

  • Get out of the marked spot, or Space as a shock wave's front reaches you: a shock wave only catches you on the ground.
  • Don't be in the air right in the club's path as it comes down: the club itself hits you for 35.
  • After the slam the club sticks in the ground for about 0.6 seconds and he takes another 0.4 seconds to recover. That is your best time to hit him.

Spin

He winds up for about 0.8 seconds, then whirls round and round with the club held out for 4 seconds, drifting slowly after you. Each time the club sweeps through you it deals 20 damage and throws you aside (at most once every 0.5 seconds). Jumping does not clear it: the club also hits you in the air if you are in its reach.

  • Back off and stay out of reach. He follows at only about walking pace, slower than you.
  • When the spin ends he is dizzy for about 1.3 seconds. While dizzy he takes twice the damage from every blow. Run back in and hit him hard.
  • He never spins twice in a row.

Boulder throw

His favourite when you are far away. He reaches down, rips a boulder out of the floor (leaving a hole), lifts it and turns to throw. A mark shows where it will land; it follows you until the moment he throws, about 1.4 seconds after he starts. The boulder flies for just under a second and bursts where it lands in a shock wave (about 34 damage). If you jump into its path in the air, it hits you for the same.

  • Keep moving sideways after the mark appears, so the boulder lands behind you, and jump the burst's shock wave if it reaches you.
  • A column stack between you and him stops the boulder.
  • Enraged, he throws three boulders at once: one at you and one to either side.

Great inhale

His rarest and strongest move, used only when you are fairly close, never in the first 14 seconds of the fight and then no more than once every 30 seconds.

  1. The pull. He crouches and draws in the air for 4.5 seconds. Streams of air, dust and leaves rush into his mouth and you are pulled toward him, harder the nearer you are.
  2. The stomp. Near the end of the pull a circle shows round him. Then he stomps: anyone on the ground inside it takes about 23 damage and is driven into the ground. Jump as he stomps to avoid it. If you are stuck, push left and right in turn (about 9 pushes) to wriggle free.
  3. The leap. He jumps high into the air, his club swinging (75 damage if it hits you in the air), and a circle shows where he will land.
  4. The blast. He lands about 2.9 seconds after the stomp in a blast that fills the whole circle at once: 75 damage, and it cannot be jumped. The only way to avoid it is to be outside the circle when he lands.
  5. Panting. He then stands panting for 4 seconds, wide open to your blows.
Being stuck in the ground lasts up to 3.6 seconds if you don't wriggle, which is longer than it takes him to land. Wriggle free at once, then run out of the landing circle.

If he flinches during the inhale (see How to fight it), the whole move is broken off.

Rockfall (Fatal and Abyssal lairs only)

In a Fatal or Abyssal lair, some of his club slams shake the hall so hard that stones fall from the ceiling round you: 6 stones, or 8 once he is enraged. A shadow grows on the floor where each will land; the first is aimed at where you stand, the rest are scattered nearby, landing one after another (the first about 1.35 seconds after the slam, then one every quarter of a second). Each stone deals about 28 damage. Jumping does not help: step out of each shadow. He uses it at most once every 14 seconds.

Fault line (Abyssal lairs only)

In an Abyssal lair he also has a heavier slam that sends a crack racing along the floor from where his club struck, turning to follow you as it goes, for up to about 17 tiles. Stone spikes burst up along the crack just behind its front, dealing 30 damage. Step out of the crack's line as it comes; it turns only slowly. He uses it at most once every 15 seconds.

Rage

When his health falls to 35%, Giggos roars as soon as he is between moves. The roar lasts about 2.5 seconds, deals no damage and cannot be interrupted. While he roars, creatures of the highlands climb out of the ground round him to fight beside him: 5 when you are alone, 2 more for each other player nearby (11 at most).

From then on, until he falls:

  • His blows deal 30% more damage.
  • Your blows on him deal about 17% less damage.
  • He chooses his next move 35% sooner.
  • He moves 30% faster (his walk, his spin, his fault line).
  • He heals a small share of his health each second (between 0.08% and 0.24% of it, more in a harder lair), but never back above the 35% where his rage began. Each blow you land stops his healing for 2 seconds.
  • He throws three boulders at a time, and his rockfall drops 8 stones instead of 6.

Rewards

  • 2 Oathfire Tusks, his trophy. Hang one on a Boss Trophy plaque, grind it into Fire spirit, or spend 3 at the Augmentation Table to bind his echo to another item. See Boss Trophies.
  • 1 Endurium.
  • The Oathfire, the Jewel of the Rocky Highlands, the first time you clear a highlands lair. Like every Jewel it opens the next metal tier. See Jewels.
  • Troll Forged gear. As he falls, his echo goes into one fully spirited weapon or coat you carry that has not been forged before, making it Troll Forged: 2 more trait slots and a power of its own. A Troll Forged weapon gets +20% power, +30% edge and +30% knockback; a Troll Forged coat gets +15% defense and +10% health. See Forged Gear.

How to fight it

  • Hit him after his big moves, not during them. The openings are: the club stuck in the floor after a slam, the 1.3 seconds he is dizzy after a spin (double damage), and the 4 seconds he pants after the great inhale.
  • Watch the floor. Every big move shows a mark first: where the club lands, where a boulder lands, the circles of the stomp and the landing, the shadows of falling stones.
  • Jump the shock waves of the slam and the boulders as they reach you, but never the inhale's landing blast: run out of its circle instead.
  • At range, expect boulders. He throws mostly when you are far away. Use the column stacks as cover, or come in close where he slams and spins instead.
  • He flinches. His health bar is split into parts; each time you empty one before his rage he flinches and is dazed for about 3 seconds in all, wide open. A flinch also breaks off his great inhale.
  • Before his health reaches 35%, be ready for the creatures his roar calls up. Deal with them quickly, or keep them away from you while you keep hitting him: once enraged he heals when left alone.
  • A Wyvern-scaled coat takes 25% less from all his blows. See Coat Linings and Lair Bosses.
In online play: Giggos is run by one player's game and seen by everyone else in the room. His health grows with the Wanderers who came in through the lair's gate: 60% more for each extra player in a Normal lair, 72% more in a Fatal lair and 80% more in an Abyssal lair. Hits on him are decided by the player who strikes. His blows, his pull, his stomp and every falling stone reach each Wanderer in their own game, and every player gets their own rewards.

Drops

When it falls it leaves:

Spirits and experience

When it falls it lets go of 24 Earth and 10 Water spirits. You gain experience in:

Health150
Attack150
Jump100

See also