English translation in progress. Untranslated passages remain in Japanese.

The Crimson God [Adulthood] (Canto X, Route C)

CHAPTER 10 / BOSS GUIDE

The Crimson God [Adulthood] (Canto X, Route C)

10-04 · Sisyphus Department Store C, 5F: CorridorStory guide

Besides reducing HP to zero, you can finish by winning clashes against specific major skills and building to 5. This guide focuses on that route. Check and when assigning clashes each turn, and preserve Sinners with for the final phase.

HP
Maximum 6,000 / starts at 3,000
Level
90
Speed
2~4
Defense Lv.
92
Deployment limit
12 Sinners

Information last checked:

ContentsTotal: 6 entries
  1. 01Keys to the fight
  2. 02Unique effects and cautions
  3. 03Recommended teams and preparation
  4. 04Basic stats
  5. 05Skills and how to respond
  6. 06Passives

3 things to understand first

  1. Each turn, use Sinners with against Lust skills and strong clashes against Sloth skills that apply .
  2. In Phase 2, eliminate staff first. Avoid excessive body damage and enter the final phase at 3 .
  3. Preserve a holder for the end and win against . After reaching 5 Memories, win one more clash.

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

increases despite winning
“” and “” become Unbreakable if the target lacks . Win with a Sinner carrying to stop the attack. Sinners with gain Count simply by using basic attacks; choose or defense instead.
One hit starts repeated area attacks and wipes the team
From Phase 2, a follow-up triggers After Attack if the main target has at least 5 . The final phase's Pride skill applies 2 even after a clash win, so switch its main target to a Sinner with 2 or less. The follow-up itself is Unclashable, cannot be redirected, and does not activate defense.
Staff are stronger than predicted and I cannot finish them
The body's support halves staff HP and gives them +5 and Rampage. Even at low HP they take 50% less damage and can strengthen beyond the initial clash prediction. Focus area damage on their arrival turn and kill them before their Wrath skills.
I cannot win the late major clashes
Sinners who lost cannot trigger −3 Power on the major skill. Early converts the recipient's into , and the Pride skill also removes it from the main target. Do not rotate everyone through these attacks; preserve holders for the end.
Memories reached 5 but the fight did not end
At 5, the enemy changes to a single Gluttony skill. Win that clash with a holder too. The following turn, it stops resisting; victory occurs at that turn's end. Do not simply defend and wait immediately upon reaching 5.

Before battle

Prepare Customer Lv. 65 and resources for major clashes

  • Shop toward Customer Lv. 65 and Diamond rank. Check missed shops and vending machines rather than farming experience outside. Use the available deployment slots and keep survivors alive until the end.
  • Prepare high-Power , or Power debuffs, area damage for staff, HP recovery, and Shields. Do not assume a clash is winnable based only on its maximum before modifiers.
  • In the preceding encounter, dash or evade attacks and repeatedly attack to escape grabs. If HP is low, retreat and kill replenishing minor enemies to heal. Reducing the body to 3,000 HP starts the dungeon battle.
  • Meursault's provides support and +2 resources matching a used skill's affinity, twice per turn. This battle also grants him +3 Final Power. Use him for resources and early Memory-gaining clashes.

Action selection order each turn

Check Bleed, L'Abject, and the Shared with Pwie holders to preserve

  • First check Sinners' , , and . Avoid repeated basic attacks with ; switch to or defense. This prevents basic attacks from increasing Count, but does not remove existing .
  • Next, assign strong clashes to Sloth skills that apply . Win against “” and “” with Sinners carrying .
  • The three Lust slots using “” apply but not . If strong skills are limited, prioritize -building attacks and Memory-gaining clashes first.
  • Finally, focus spare attacks on staff. When a is present, check whether extra attacks or follow-ups might trigger it early. Do not resolve everything through repeated basic attacks or auto-selection.

Phase 1: opening through the first Memory

Stop Sloth skills and gain the first Memory

  • The opening level gap to enemy Lv. 90 is large. Prioritize winning Sloth clashes and use for difficult ones. In Phases 1 and 2, using a skill against a holder lowers the enemy's SP by 10, so later attacks face different conditions.
  • In the normal sequence, it prepares a able on turn 2. Use a recipient who can win; the third consumes everyone's . The is Unbreakable, so expect hits after winning too.
  • Turn 3 in the normal sequence brings . lowers enemy SP by 20 and Power by 3. able regardless of ; winning increases .
  • After the attack, the recipient's becomes , losing 75% damage reduction. Assign an early recipient such as Meursault and preserve other holders for the end. The next Gluttony skill heals the body and staff join the battle.

Phase 2: three staff appear

Eliminate adds first and reach 3 Memories

  • Finish staff with area damage on their arrival turn. From the following turn, their Wrath skill becomes extremely strong through , , and increased . Clear them while still covering the body's Sloth and Lust clashes.
  • The body heals ed staff and removes their . Do not leave them merely because they are ed; prioritize killing them that turn. Dead staff become flesh with and later return, so prepare for reappearance.
  • Phase 2 heals 15 SP and gains +2 Power per staff member. If all are dead, Power −3. Kill staff with fast attackers before winning this major clash with a slower recipient.
  • Below 25% body HP or at 3 Memories, Phase 3 begins. When pursuing Memories, direct damage at staff and avoid reducing the body too far before gaining enough Memories. At transition, the body heals and removes negative effects.

Phase 3: after absorbing the adds

Choose Pride recipients and gain Memories through Gluttony

  • Only the body remains, alternating between able turns and turns. The early SP loss from targeting holders no longer applies.
  • The final Pride skill has all-s during Rampage. Choose a main target with 2 or less and win with a strong skill. The remaining On Hit +2 must not reach the follow-up threshold of 5. Losing adds more, so 2 or less is not permission to ignore the clash.
  • A main target lowers Atk Weight from 5 to 3, but loses that effect afterward. Check surviving holders before sacrificing one so you retain a recipient.
  • The can remove everyone's . Resolving it after the Pride skill can clear buildup, but check action order so an extra attack does not trigger it early. with a high-Power skill and win for 80% reduction.
  • A recipient gives −3 Power. Across four s, its base maximum falls from 27 to 15, but , , and level-gap modifiers still apply. regardless of and win for +1 Memory and 95% reduction. It does not convert into , so the same holder can handle it repeatedly.

At 5 Pwie's Memories

Win the changed major clash once more, then wait until next Turn End

  • 5 Memories does not immediately end combat. The enemy next prepares only one Gluttony skill; win with a preserved holder. The all-Unbreakable conversion that applies below 5 Memories also stops.
  • On the following turn, it stops resisting. You do not need to reduce HP to 0; victory comes at Turn End. Losing every holder just before this makes the final clash harder, so protect them until the end.
  • If the team collapses, Continue is an option and still allows an EX clear. When retrying, identify which attack brought a Sinner to 5 .

NOTESUnique effects and cautions

Easy-to-miss details

  • 5 is not immediate victory. Win the changed major clash, then reach the following Turn End.
  • and are different. The former protects Sinners and weakens major skills; the latter accumulates on the body and affects victory conditions.
  • 's follow-up is checked After Attack and triggers once per turn. The value at clash start alone does not guarantee safety.
  • Losing also loses 75% damage reduction. retains SP recovery but does not provide the same defense.
  • The body removes staff and strengthens them, and they return after death. Do not leave them merely ed.
  • Meursault's survival requires another ally. Do not plan to take every attack with him as the last survivor.

Granted at Stage Start to Sinners, including reserves. Minimum and maximum +3, final damage taken from the Crimson God [Adulthood] −75%, and heal 15 SP at Turn Start. Also weakens certain major skills.

Removed by the Pride skill and converted to by . Preserve multiple holders for the end.

Maximum 5. Held by the body. Base Offense and s −5 and Power −1 per Stack. At Turn Start, heal SP equal to Stack ×8. Gained by winning clashes against specific major skills.

3 Memories advances to Phase 3. After 5, win the changed major clash to finish. Its SP recovery means level reductions alone do not render it harmless.

Replaces . Damage to the Crimson God [Adulthood] +30%; heal 15 SP at Turn Start. Does not retain 's 75% damage reduction or support.

Damage rises, but survival falls. Fix early recipients rather than having everyone lose in turn.

Maximum 5. −1 and damage taken +20% per Stack. Using a basic Attack increases own Count by Stack. From Phase 2, if the main target has at least 5 After Attack, a powerful follow-up triggers once per turn.

Use or defense instead of basic attacks. Count application from remaining Unbreakable hits too, and manage it before the follow-up.

The body gains Count whenever damage occurs and gains Potency per cumulative 10 Count consumed. At 2 Potency, Final Power +1; at 3, Potency inflicted +1; at 4, Power +1; at 5, Rampage no longer decreases.

Shields preventing HP damage from Sinners' also help limit enemy growth. Applying to the body likewise increases its .

[Le Désir] has a maximum of 3. Minimum and maximum +1, damage taken −50%, and cannot die from damage. Normally loses 1 at Turn End, but the body's 5 Potency stops this. Also affects the Pride skill's all-Unbreakable conversion and staff damage reduction.

Waiting for natural expiry is not enough. Keep gaining the body's Memories and eliminating staff before they act.

Dead staff return as Ripped Flesh of the Crimson God with 150 HP and 3 Voice. Voice loses 1 each turn and prevents death while present. On expiry, returns to staff form and gains SP recovery and Count based on remaining HP.

Do not repeatedly attack flesh expecting to erase it permanently. Prepare area damage for its return to staff form.

In this battle, Meursault gains +3 minimum and maximum , +3 Final Power, and +2 matching-affinity resources on skill use, twice per turn; cannot retreat. If another ally is alive at Turn Start, he also cannot die that turn.

Use him for early Memory-gaining clashes and resources. Survival is not unconditional when no other Sinners remain.

A Wrath major skill that gains Memories in Phases 1 and 2. Three s. weakens it in Phase 1; surviving staff strengthen it in Phase 2. Converts the main target's into .

Check the separate phase tabs and balance staff cleanup with preserving holders for the end.

Phase 3 Memory-gaining skill. gives −3 Power; a clash win grants +1 Memory and 95% damage reduction. Its damage cannot the target.

Win repeatedly with a preserved holder. Do not forget the final extra clash after reaching 5 Memories.

Pride area skill. A main target gives Atk Weight −2, but loses the effect After Attack. All s become Unbreakable during Rampage; 2 can remain after winning.

Receive with a Sinner at 2 or less and track remaining holders too.

able with three s. Consumes everyone's , but its amount increases extra damage and Count.

Win with a high-Power recipient for 80% reduction. Do not trigger it early with a weak follow-up.

PARTYRecommended teams and preparation

What to prepare first

  • Shop toward Customer Lv. 65 and Diamond rank. Do not reuse outside Identity levels or Route A's Customer Lv. 35 as the benchmark.
  • Bring Meursault and enough survivors to preserve several holders. Prepare for major clashes and area attacks to focus damage on three staff.
  • Combine HP recovery and Shields with enemy debuffs. buildup and the large gap make an -only approach unreliable.
  • Replenish scarce resources in the preceding dungeon battle. Continue still allows an EX clear, so consider it if clearing is the priority.

High-Power clash recipients who retain Shared with Pwie until the end

Use 's −3 Power condition to gain Memories. Do not assign every Pride skill and early conversion to those same recipients.

Area damage to eliminate staff before they act

Reduce the body's and major-skill buffs, killing staff before their dangerous Wrath attacks.

Offense Level and Power debuffs

Account for enemy Lv. 90 and buffs to improve the chance of winning high-Power clashes.

HP recovery, Shields, and resource generation

Recover from Unbreakable hits and and use for key clashes. Exploit Meursault's extra resources too.

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. A Route C dungeon battle. The body has 6,000 max HP but starts at 3,000 HP. Enemy Lv. 90 is separate from the recommended Customer Lv. 65. Body 92 and staff 69 exclude Memories, , and other modifiers. The body's are unconfirmed; staff have a threshold listed at 74 HP, but its percentage is unconfirmed. Identity levels follow Customer Level; outside Identity levels do not carry in. Identities below III are raised to III, but is unchanged. This is a different battle from Route A's Crimson God [Inchoate Life].

The Crimson God [Adulthood]Part: Body

The Crimson God [Adulthood] appearance
HP
Maximum 6,000 / starts at 3,000
Level
90
Speed
2~4
Defense Lv.
92
Stagger Thresholds
Unknown; cannot be Staggered until certain major skills are used

Physical resistances

SlashSlash
×0.8
PiercePierce
×0.8
BluntBlunt
×0.8

Sin Nullification

Wrath
×0.75
Lust
×1.2
Sloth
×1.0
Gluttony
×1.2
Gloom
×1.0
Pride
×1.0
Envy
×0.75
  • 3 slot weight per slot.
  • Enters Phase 3 at 3 Memories or below 25% HP. Memories provide an alternative victory condition.

Le Rouge Senior StaffPart: Body

Le Rouge Senior Staff appearance
HP
298
Level
65
Speed
3~4
Defense Lv.
69
Stagger Thresholds
74 HP (percentage unknown)

Physical resistances

SlashSlash
×0.8
PiercePierce
×0.8
BluntBlunt
×0.8

Sin Nullification

Wrath
×0.75
Lust
×1.2
Sloth
×1.0
Gluttony
×1.2
Gloom
×1.0
Pride
×1.0
Envy
×0.75
  • Phase 2 add.
  • The body's support halves current HP and grants Rampage and other buffs. After death, returns through flesh carrying Voice.

SKILLSSkills and how to respond

Use the tabs to switch skills. Displayed Power excludes unique buffs and adjustments from Offense Level differences.

has different effects in Phases 1 and 2, so it has separate tabs. icons show only always-s; check effects for conversion based on , Rampage, Memories, or HP. The staff skill “” lists one but has unconfirmed effect numbering; no extra s have been invented to fill the gap.

The Crimson God [Adulthood]

01

Je m'expulse

LustSlashSlash
Displayed Power
6〜14
Base Power
6
Coin Power
+4
No. of Coins
2
AttackLevel
92Enemy Lv. +2
Attack Weight
3

On Use At 6 or more on the main target, Power +1

On Use If the main target has no , all s of this skill become Unbreakable

[ Lose] Damage −80%; this skill's damage cannot the target

ⅠOn Hit Increase Count by 2.

ⅡOn Hit Without Breaking Inflict 1

Expulsion.

How to respond

All s become Unbreakable against a recipient without . Does not apply ; prioritize strong skills for Sloth attacks and Memory-gaining major clashes.

Le Rouge Senior Staff

01

With sickles mine I answer your calling!

LustSlashSlashEffect Coin number unconfirmed
Displayed Power
5〜12
Base Power
5
Coin Power
+7
No. of Coins
1
AttackLevel
68Enemy Lv. +3
Attack Weight
1

On Use Gain 6 Pulsation Count

On Use At 10 or more Pulsation Count, consume 5 Count for Base Power +2

ⅠOn Hit Gain 2 Pulsation Count

On Hit Inflict 2 Count ( number unconfirmed)

How to respond

A normal skill that builds Pulsation Count. The Count effect's number is unconfirmed; do not infer its activation point merely from the listed single .

PASSIVESPassives

The Crimson God [Adulthood]

Enemy passives

Le Moi

Condition: All phases: Memory victory condition and status limits

When a Sinner with wins a clash against certain skills, the Crimson God gains 1 .

At 5 Memories, change patterns; winning against the changed pattern's skill leads to victory.

, , , , and are capped at 50 Potency and 15 Count.

HP and SP damage taken from , , , , and −50%.

Fixed applies.

If ked at Turn End, SP becomes 0.

Me. I saw myself reflected in the water. I have a complete body...

Impact on the fight

Another major clash win is needed after 5 Memories. Do not rely solely on status damage; preserve the final recipient.

Enemy passives

Time to Answer

Condition: Phases 1–2: body below 25% HP or 3 Memories

Change action patterns when either condition is met:

- Current HP falls below 25% max HP.

- Has 3 .

Teach me... take me with you...

Impact on the fight

When pursuing Memories, avoid focusing too much damage on the body; enter Phase 3 at 3 Memories.

Enemy passives

Pouvoirs de la vie

Condition: Phases 1–2: ally and death

When an ally is ed by damage, use “” on them, once per turn.

When an ally dies, summon Ripped Flesh of the Crimson God with 3 at next Turn Start.

The violence of bringing something into being. Le Rouge's god holds the power of birth.

Where does consciousness go after death? Where did it come from before birth?

Sending it there or dragging it out: both are the same violent power.

Impact on the fight

Staff can recover from and return from flesh. Aim to kill them that turn instead of leaving them merely ed.

Enemy passives

L'Extimité

Condition: Phases 1–2: Stage Start and skill use against

Begin combat with HP reduced by 50%.

At Stage Start, grant to all enemies, including reserves.

On Use, lose 10 SP if the target has .

... You are outside the very edge of my body, yet occupy a place deep inside me.

Impact on the fight

In Phases 1 and 2, targeting a holder lowers enemy SP. Do not assume this SP loss continues in the final phase.

Enemy passives

La Jouissance Autre

Condition: All phases: damage and Turn Start

Count does not decrease at Turn End.

Whenever damage occurs in battle, gain 1 Count.

At Turn Start, heal 2 SP per Count.

The pulse felt through the whole body yet beyond words, instinct, the sum of all those pulsations.

Impact on the fight

damage on either side increases Count. Teams applying should account for faster enemy growth too.

Enemy passives

Le Besoin

Condition: All phases: cumulative Count consumption

Gain 1 Potency per cumulative 10 Count consumed.

Gain all applicable effects based on Potency:

- 1: Damage against slower targets +( Potency ×20)%.

- 2: Final Power +1.

- 3: Potency inflicted by skills +1.

- 4: Power +1.

- 5: [Le Désir] does not decrease.

Because I live. Because I was born.

A physical, inevitable, and thus fated desire that arrives like a curse.

Impact on the fight

At 2 Potency, Final Power increases; at 4, Power increases. Check current modifiers rather than reusing opening win predictions.

Enemy passives

The hand they could neither push away nor hold

Condition: Phase 2: surviving staff count

At Turn Start, gain 2 per Le Rouge Senior Staff on the field.

- Lose 2 whenever a staff member dies.

If all staff are dead:

- Gain 2 .

- On Use, Power −1 if the target has .

My hand... will you still hold it...?

Impact on the fight

Killing staff reduces the body's . Eliminate all of them before taking the Memory-gaining clash.

Enemy passives

La Jouissance phallique

Condition: Phase 3: Count

At Turn Start, if this unit lacks [Le Désir] and has at least 15 Count, consume all Count to gain 3 Rampage. Heal 2 SP per Count consumed.

Without Rampage, if at 10 or more Count, consume 10 Count On Use for Power +1.

Enjoyment of life comes with conditions. With conditions, physical pleasure is destined to fail: it has limits and an end.

Impact on the fight

At 5 Potency, Rampage no longer decreases. Do not wait for natural expiry; gain Memories to finish.

Enemy passives

La Moisson

Condition: Phases 2–3: After Attack, once per turn

After Attack, if the main target has at least 5 , use a powerful skill on that main target, once per turn.

The expelled appendage pierces another and calls me again from beyond the boundary.

Is the urge to return to the place of birth a drive toward death, or toward life?

Impact on the fight

5 on the main target triggers the follow-up. Count application from remaining s, not only the value at clash start.

Le Rouge Senior Staff

Enemy passives

Traces of Life

Condition: All phases: staff death

On death, grant the opposing side 2 resources of a randomly selected affinity among those with the lowest reserves.

A trace that someone lives, or once lived.

Impact on the fight

Gain 2 resources of a scarce affinity. Turn area kills into resources for the next clash.

Enemy passives

Blessings Upon the Flesh

Condition: All phases: staff during Rampage

While this unit has [Le Désir]:

- damage taken −50%.

- At Turn Start, fully heal SP, gain 1 Pulsation, and gain 5 Pulsation Count.

Receive that power with the entire body.

Impact on the fight

Even at low HP, takes 50% less damage. Concentrate enough damage to finish them.

Enemy passives

Emptiness Begets Satiation

Condition: All phases: cumulative Pulsation consumption and lost HP

During battle, gain 1 Pulsation Potency per cumulative 10 Pulsation Count consumed.

On Use, at 3 or more Pulsation Potency, Power +1.

Per 20% HP lost, +1 (max 3) and damage +20% (max 60%).

Impact on the fight

Staff whose HP is halved by the body also gain offensive strength. Remaining HP alone does not measure their threat.

Enemy passives

The Sickle Seeks the Slow

Condition: All phases: gap and 2 or more Pulsation Potency

Prioritize targets slower than self.

On Use, if faster than the target, increase by the difference.

At Turn Start, if Pulsation Potency is at least 2, use a powerful skill.

The pulsing predator seeks slower necks, dealing lethal damage in proportion to the gap.

Impact on the fight

Slower Sinners are more likely to be targeted. Eliminate staff with area damage before the strong Wrath skill appears.

Enemy passives

Persistent Pulsation Beside The Cherished One

Condition: All phases: body alive and after removal

While the Crimson God [Adulthood] is on the field, Pulsation Count does not decrease at Turn End.

If ed by a hit and then relieved of by the Crimson God's skill, attack the attacker unopposed with “”

Breath and pulse do not stop. Even wanting them to stop cannot stop them.

Impact on the fight

When the body's rescue removes , an unopposed attack follows. Do not treat staff as a safe pause.

Updates may change enemy stats, effects, or behavior. Also check the information shown during battle.

← Back to boss guides