
CHAPTER 10 / BOSS GUIDE
Four-legs (Canto X A)
Break the Shield and attack before Potency builds up. Win against the powerful for halved damage and prevention. Defeating Four-legs leads directly into One-leg.
- HP
- 814
- Level
- 23
- Speed
- 1~3
- Defense Lv.
- 25
- Deployment limit
- 12 Sinners
Information last checked:
ContentsTotal: 6 entries
3 things to understand first
- Break the Shield instead of leaving it up, and damage HP before Potency reaches 3.
- Win against the powerful to halve damage and prevent .
- Save HP and resources for the consecutive One-leg battle.
GUIDEKeys to the fight
Turn numbers indicate a typical sequence. HP loss and Stagger can change the order, so also check the names of the skills the enemy is using.
Find a response based on how you lost
- The same regular skills keep getting stronger
- At 8 or more Count, regular skills gain Power. on the target also raises Final Power. Check current and clash predictions rather than base maximum Power alone.
- An added area skill prevents recovery
- At Turn Start with 3 Potency and at least 10 Count, uses in an extra slot. Winning halves damage and prevents from the skill, so prioritize a strong against it.
- The next enemy wins after Four-legs falls
- One-leg follows Four-legs immediately. Losing the second battle restarts from Four-legs. Avoid wasting at the end; save healing and resources for major skills.
Before entering the Shoes Floor
Finish shopping and prepare for consecutive battles
- Meursault, Don Quixote, and Hong Lu are required. Bring your main attackers and HP recovery, using carried-over SP and resources.
- Aim for Customer Lv. 25 through shopping. You do not need to raise outside Identity levels. An official RENTAL Identity is available for Meursault too.
- Check Blunt resistance and for strong clashes. is not raised, so choose according to required effects and resource costs.
- Entering the Shoes Floor from the corridor starts combat. One-leg follows Four-legs, so prepare healing and high-Power skills for both battles.
Starting at 1 Preservation Potency
Break the Shield and avoid a prolonged fight
- Starts with 1 Potency / 0 Count and 3 Fabric. Ending a turn with a Shield remaining increases next-turn Count and .
- Taking hits while Shielded also adds Count. Do not leave the Shield intact through small attacks; concentrate damage to reach HP.
- Use Sloth ×1.5 and Lust ×1.25. All physical resistances are ×1.2, so there is no need to focus on one physical type.
Please, cut them off! I beg you!
Assign a strong clasher regardless of Speed
- Can be clashed with regardless of . At 10 or more Count, consumes it for +1 Base Power and +1 Power, so do not judge only from the base maximum of 14.
- At 3 or more Potency, all s become Unbreakable. Heal the clasher beforehand to prepare for Bursts remaining after a clash win.
- does not skip the enemy's action pattern. Recheck the skills it will use after recovery.
3 Preservation Potency and at least 10 Count
Win against Unfocused Volley and limit damage before the next battle
- The extra-slot “” has three s. On use, inflicts 3 and 3 Count on all targets.
- Winning halves damage and prevents from this skill's damage and effects. It does not evade everything, but controls damage better than leaving it unopposed.
- 's first hits the main target; later s choose a random target among those attacked. Heal secondary targets too.
- Resources and SP carry into the One-leg battle. Once victory is assured, do not add unnecessary powerful ; save them for the next major attack.
NOTESUnique effects and cautions
Easy-to-miss details
- are separate. The regular skill's threshold of 8 uses Count; the Unbreakable threshold of 3 uses Potency.
- Route A starts at 1/0. Do not mix it with Route B's enhanced opening state.
- Winning against the area skill leaves on-use effects and Unbreakable attacks. Do not skip HP recovery.
- Losing to One-leg restarts from Four-legs. Do not spend all resources on winning only the first battle.
The dungeon level raised by spending eyeballs in department-store shops. Determines Identity levels inside the dungeon.
If clashes are too weak, check unvisited shops and vending machines instead of farming outside EXP.
A special affected by effects that change . The usual Count cap is 20; lose 1 Count at Turn End. Enemy passives increase Potency and other effects through cumulative Count consumption.
Check separately. Spending Count may still advance buffs based on cumulative consumption.
At −20 SP or lower, maximum −1 and +1; at −45 or lower, maximum −5 and +3. wins and losses also change SP.
Lowering enemy SP is useful, but reduced does not finish the fight. Check remaining HP and Shields.
Maximum 15. Per 5 stacks, maximum −1 and Offense/s +1. Lose 1 at Turn End. Some passives also grant Shields according to Fabric stacks.
Check Fabric's level changes and Shields; avoid repeated small attacks that only chip at the Shield.
Each chooses one random attack target. The first always hits the main target; each 's damage and on-hit effects apply only to its chosen target.
Check secondary targets' HP too. Distinguish this from the on-use applied to every target.
PARTYRecommended teams and preparation
What to prepare first
- Meursault, Don Quixote, and Hong Lu are required. Bring your main attackers and HP recovery, using carried-over SP and resources.
- Aim for Customer Lv. 25 through shopping. You do not need to raise outside Identity levels. An official RENTAL Identity is available for Meursault too.
- Check Blunt resistance and for strong clashes. is not raised, so choose according to required effects and resource costs.
Focused Sloth and Lust damage
Break the Shield and progress before buffs build up.
High-Power clash against the extra area skill
Trigger the clash-win damage reduction and prevention.
Healing and resources for consecutive battles
Maintain fighting strength through the following One-leg battle.
One ally can fill several roles. First choose a main fighter who can win Clashes, then assign responsibilities for dangerous attacks and special mechanics.
STATUSBasic stats
Stats for 10-04. Deployment limit: 12 Sinners. Route A: Lv. 23 and 814 HP. 25 excludes additional Fabric modifiers. Separate from Route B's Lv. 48 version starting with 3/15 and a 1,000 Shield. Covers normal Route A “Nail” progression. In this dungeon, replaces outside Identity levels. below III is raised to III, but is unchanged. Form a team of up to 12 including each floor's three required Sinners. SP and resources carry over after battles. The 4F required Sinners are Meursault, Don Quixote, and Hong Lu.
Four-legsPart: Body

- HP
- 814
- Level
- 23
- Speed
- 1~3
- Defense Lv.
- 25
- Stagger Thresholds
- 40%/0%(325/0)
Physical resistances
Slash
- ×1.2
Pierce
- ×1.2
Blunt
- ×1.2
Sin Nullification
- Wrath
- ×1.0
- Lust
- ×1.25
- Sloth
- ×1.5
- Gluttony
- ×1.0
- Gloom
- ×1.0
- Pride
- ×1.0
- Envy
- ×1.0
- On entry, gain 1 Potency and 0 Count.
- Normal Route A progression, separate from Route B's enhanced version.
SKILLSSkills and how to respond
Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.
s that change at 3 or more Potency are conditional and are not shown as permanently Unbreakable. selects a target for each ; its three s do not hit everyone simultaneously.
Four-legs
Clip-clop
- Displayed Power
- 4〜8
- Base Power
- 4
- Coin Power
- +2
- No. of Coins
- 2
- AttackLevel
- 23Enemy Lv. +0
- Attack Weight
- 1
On Use
- Final Power +1 per 4 on the target (max 3)
- At 8 or more Count, Power +1
On Use If Count is below 15, gain 2 Count
ⅠOn Hit Inflict 1
On Hit Gain 1 Count
ⅡOn Hit Inflict 2
On Hit Gain 1 Count
How to respond
At 8 or more Count, Power +1. on the target also strengthens it; do not ignore it because base Power is low.
Clip-clop, Buck!
- Displayed Power
- 3〜9
- Base Power
- 3
- Coin Power
- +3
- No. of Coins
- 2
- AttackLevel
- 24Enemy Lv. +1
- Attack Weight
- 1
On Use
- Final Power +1 per 4 on the target (max 3)
- At 8 or more Count, Power +1
On Use
- Gain 2 Count
- At 3 or more , convert the last to an
ⅠOn Hit Inflict 3 and increase Count by 2
On Hit Gain 3 Count
ⅡOn Hit Gain 2 Count
On Hit At 15 or more Count, consume 3 to trigger Burst; reduce the target's Count by 1
How to respond
At 3 or more Potency, the last becomes Unbreakable. Stop it with a regular skill to prevent Count gains on hit.
Please, cut them off! I beg you!
- Displayed Power
- 2〜14
- Base Power
- 2
- Coin Power
- +4
- No. of Coins
- 3
- AttackLevel
- 25Enemy Lv. +2
- Attack Weight
- 1
Can clash with this skill regardless of
On Use
- At 10 or more Count, consume 10 for +1 Base Power and +1 Power
- With fewer than 10 Count, gain 5 Count
- At 3 or more , convert every of this skill to an
ⅠOn Hit Inflict 3
ⅡOn Hit Increase Count by 3
ⅢOn Hit Trigger Burst. Reduce the target's Count by 1
On Hit If this skill consumed Count, trigger Burst and reduce the target's Count by 1
How to respond
Can be clashed with regardless of . Gains strength at 10 or more Count and fully s at 3 or more Potency. Maintain the clasher's HP too.
Clippety-clop, what an awful sound...
- Displayed Power
- 3〜15
- Base Power
- 3
- Coin Power
- +4
- No. of Coins
- 3
- AttackLevel
- 27Enemy Lv. +4
- Attack Weight
- 3
Damage +3% per on self (max 15%)
Whenever this skill hits, trigger Burst and reduce the target's Count by 1
Combat Start Gain ( − 2) (max 3)
On Use
- Inflict 3 and 3 Count on all targets
- At 10 or more Count, consume 10 for +2 Base Power and +2 Power
[ Lose]
-Damage -50%
- This skill's damage and effects cannot its targets
Ⅰ.
Ⅱ.
Ⅲ.
How to respond
An with three s. Winning halves damage and prevents from the skill. Assign a strong skill and heal secondary targets too.
PASSIVESPassives
Four-legs
Le Noir: Fabric
Condition: At battle start and Turn Start
At Stage Start, gain 3 .
At Turn Start, gain a Shield equal to ( stacks)% of max HP, unless ed.
Le Noir fabric shapes the customer's figure with an armor-like, sturdy silhouette that holds its form.
Impact on the fight
Starts with 3 Fabric, granting a Shield equal to its stacks as a percentage of max HP while not ed. Break the Shield and damage HP instead of leaving it up.
Preservation
Condition: Cumulative Count consumption
For cumulative Count consumed during battle:
- Gain 1 per 3 consumed.
- Gain 1 per 10 consumed.
At 3 or more Potency, maximum Count +5.
Condense, gather power, and hold it in place. Keeping something unchanged can require more force than changing it.
Impact on the fight
Every 10 Count consumed adds Potency. Check buff progression even immediately after Count is spent.
Unleash the Condensed
Condition: At Turn Start: 3 Potency and at least 10 Count
At Turn Start with 3 Potency and at least 10 Count, use a powerful skill.
Power gathered in one place to hold something still will eventually burst out.
Impact on the fight
Save high Power for the extra-slot area skill.
Conservation-Conversion Paradox
Condition: Taking hits while Shielded; Turn End
When hit by a Sinner while Shielded, gain 1 Count.
- At 3/5 Potency, gain 2/3 Count instead.
If a Shield remains at Turn End, gain 1 Count and 1 next turn per Potency (max 3 each).
Convert outside forces that would cause change into a force for self-preservation.
A world where, however much one wishes to remain unchanged and still, something must always change.
Impact on the fight
A remaining Shield strengthens Count and defense. Do not prolong the fight using only small attacks.