DLC 7

DLC chapter 7: the Big Top, the 12 tickets and the final bosses

A circus tent full of puzzle rooms, twelve tickets to collect and four bosses to the credits. 9 chests, 2 Time Runes, 4 bosses.

  • 15 items to collect
Your progress here0 / 15

Tick the coloured tags as you pick things up. Progress is saved in this browser.

The Big Top is the DLC’s last dungeon. A boss greets you at the door, then a group of clowns sends you out to collect twelve tickets from the tents around the main one. They come in pairs, two from each puzzle room, and opening the way on takes two statue hands in between. Then come the final fights: Pantouf, The Puppeteer on a giant Wheels board, and the Dweller of Scourge, which you finish off in a very unusual way.

Checklist

ChestWhereContents
Big Top chest 1After the first boss, to the right before you go into the main tent.Barbapapa x2
Big Top chest 2Southwest tent: right where the cannon drops you.Caramel Corn x2
Big Top chest 3Southeast tent: a sparkle on the floor on the north side.Fruity Roll
Big Top chest 4Southeast tent: up the ladder past the ladder tile on the third floor.Grand Marvel’s Regalia
Big Top chest 5Main tent, west side: after the cannon launch, go south before dropping down.Milkshake x2
Big Top chest 6Western tent full of enemies, after the first wave.Starborn Bracelet
Big Top chest 7Eastern tent, right inside the entrance.Skybound Wraps
Big Top chest 8Northwest tent with the obstacle course: a hidden sparkle at the far north of the ground floor.Sour Licorice
Big Top chest 9Northeast tent: drop off the upper-right corner of the high cannon platform.Infinity Lens
Time RuneWhere
Time Rune XIClock puzzle in the cave under the northeast tent, down the ladder before you go in.
Time Rune XIIGiven for finishing the DLC.
BossWhere
Monsieur TenduWaiting just inside the Big Top.
PantoufThrough the giant mouth in the main tent, once both hands are back.
The PuppeteerAt the top of the elevator, after the twelve tickets.
Dweller of ScourgeStraight after The Puppeteer.

Boss: Monsieur Tendu

  1. A scene plays as you walk in, and the first fight starts before you’ve taken a step inside.
MoveWhat it doesHow to handle it
Normal attackBacks off, then dashes in to hit one character twice, about 45 in total.Block both hits.
MantraHe sits down to meditate with 10 locks and gives you 8 turns to break them. If you don’t, a very powerful attack follows.Two or three turns of steady hits are enough to break it.
Mirage TossClones of him leap off screen and rain down on random party members, 15 to 50 damage each.Watch where each one lands and block it.
  1. He has very few moves and a lot of HP, which makes him one of the easiest bosses in the whole game, just a long one.
  2. Keep everyone above roughly 50 HP, so any single attack can be survived and healed afterwards, and keep hitting.

The main tent and the first tickets

  1. After the fight, go north and grapple at the balloons to pop them, then grapple across. Before leaving, go right for a chest with Barbapapa x2. There’s also Corn to the left.
  2. Enter the tent to the north. The clowns explain the plan: find twelve tickets to open the way to the end. It’s quicker than it sounds.
  1. You can take either side first. This route starts on the left: follow the path southwest through the tent to the next one.
  2. Southwest tent (tickets 1–2):
    1. A fight with rats starts as you walk in. Take out the white rat first: it calls in more of them.
    2. Pop the balloons on the left, grapple across and lift the generator. Bring it back and set it down at the bottom of the stairs to the south. That powers a big cannon, which fires you off; open the Caramel Corn x2 chest where you land.
    3. Lift the floor tile, drop down and lay it below. Go back to the start, take the generator, cross the tile, climb the ladder and set the generator up there. A wall slides away from a grapple point.
    4. You can’t reach it yet: go down, move the floor tile up there, grapple across, climb north and kick down the rope ladder.
    5. Climb down, take the generator to the right side of the area and set it there to lower a ladder.
    6. Before using it, move the floor tile here so you can cross. Lift the ladder tile, carry it south over the bridge, grapple left and set it down. Bring the generator over and the ladder grows very long.
    7. Climb it and cross the rope to the balloon that holds the first two tickets.
  3. Go back to the main tent and take the southeast exit, picking up the Butter on your way out.
  4. Southeast tent (tickets 3–4):
    1. Here you reach the top by bouncing off a block with a springboard and landing on target tiles. First check the north side of the room for a hidden Fruity Roll.
    2. Climb the central tower and press the button on the second floor to reach the springboard block. Push it off the ledge and move it to the southwest corner. Climb up again and jump off that corner: you bounce over to a lever. Pull it.
    3. Move the block to the northwest corner and leap off the third floor on that side. A button over there lowers the bottom floor.
    4. Shift the block to the southeast corner and jump from the third floor again. Where you land, take the ladder tile; the ladder beyond it leads up to a chest with Grand Marvel’s Regalia.
    5. Back on the ground, return the block to the southwest and bounce from the second floor to the lever once more. This time it raises the bullseye platform. Then shift the block to the northwest.
    6. Climb the tower, place the ladder tile and climb to the fourth floor. Jump off to a platform with a button and press it.
    7. Drop down and climb the tower to the top: the balloon there has tickets three and four.

The two consoles and the statue hands

  1. Back in the main tent, four tickets let you switch on one of the two consoles. Start with the left one and let the cannon fire you up to a ledge. Before dropping down, go south for a chest with Milkshake x2. Then drop down and go out through the door.
  2. Western tent (tickets 5–6):
    1. Jump down the ledge, grapple across, drop into a fight, then press the button: the stone hand here is sent back to the main tent.
    2. Get up the eastern ledge, swing to the north wall and enter the tent up there; Butter sits by its door.
    3. Inside is a crowd of enemies, but they come in waves. After the first wave, open the chest for the Starborn Bracelet.
    4. Go left for Milk and beat the next wave. Climb the ledges for Sugar, beat one more group and pop the balloon for tickets five and six.
    5. Outside, climb the steps and press the button there; it opens your way to the central tent again.
  3. Now switch on the right console and ride the cannon up. Again, go south before dropping down, this time for Sugar. Then drop down and go through.
  4. Eastern tent (tickets 7–8):
    1. Follow the path to the tent, take the Sugar outside, and open the chest right inside for Skybound Wraps.
    2. Beat the enemies to the north. Three puppets form a pillar with a platform on top, and a purple chicken stands in the middle. Blow on the chicken with your wind: it spins, and the puppet pillar moves.
    3. Move the pillar onto the bullseye in the bottom-left corner. Climb the bottom-right pillar, jump onto the seesaw, and it throws you up onto the puppet pillar.
    4. Grapple north and press the button: squares appear on the floor, and a diagram on the north wall shows which ones to press. Put the puppet pillar on the top-middle square and stand on the bottom-middle one yourself. A cage on the right opens and a second puppet pillar is freed.
    5. Grab the Corn inside the cage. The next diagram needs three squares covered. It looks impossible, but you can park one pillar on the bullseye and launch yourself onto it to shove it forward one square. Cover the three marked squares.
    6. That frees the third pillar. Keep blowing on the chicken until all three are at the north side; a path opens overhead. Climb the ladder on the left, take the Sugar, cross over and collect tickets seven and eight.
  5. Leave the tent, go south, beat the enemies below and press the button at the right end to send the second hand back to the main tent.
  6. With both hands in place, the giant mouth in the main tent opens. Heal, save and walk in for a scene and the next boss.

Boss: Pantouf

  1. The first phase is against Pif and Pouf themselves. They don’t do much and drop after a few hits.
MoveWhat it doesHow to handle it
Normal attack (Pif and Pouf)Hits one character for about 20.Block it.
Front Wheel Crash (Pif and Pouf)Hits one character for about 35.Block it.
Party attack (Pantouf)Hits the whole party for about 20, and it can’t be stopped.Keep an eye on everyone’s HP.
Normal attack (Pantouf)Hits one character for about 30.Block it.
HypercutSends one party member flying out of the fight for a few turns, cutting your damage.When they drop back in, press the button on time as they land or they take heavy damage.
  1. In the second phase the two climb into Pantouf, the huge machine at the back, and that’s what you fight. Its normal attack now reaches the whole party.
  1. The most annoying part is Hypercut. There’s no clear warning of when the character comes back down, so stay ready to press the button.
  2. Keep everyone above 40–50 HP and you’ll be fine. If you can, let Artificer use charged attacks: they do big damage and end the fight quickly.

The last four tickets

  1. After the scene, go back to the previous screen. Two new paths have opened, upper left and upper right.
  2. Northwest tent (tickets 9–10):
    1. Follow the upper-left path. There’s Milk beside the tent on its west side; then go in.
    2. Before anything else, walk north along the ground floor for a pile of items. At the far north end there’s a hidden sparkle with Sour Licorice.
    3. Climb the stairs in the middle and grapple north to reveal a button. From there it’s a timed obstacle course, mostly grappling. It’s straightforward until the button that releases tickets nine and ten.
  1. From the main tent, the upper-right path is the last one. Swing over the pit and turn east at the fork for Butter, Milk and Sugar before heading down the stairs.
  2. Before the tent: Time Rune XI
    1. Don’t enter the tent yet. Climb down the ladder and go into the cave: there’s a clock puzzle.
    2. The task is to get all three screws with crystals on top onto the green squares in the middle. We don’t have a step-by-step route for this one, so expect some trial and error.
    3. Solving it gives Time Rune XI.
  3. Northeast tent (tickets 11–12):
    1. Take the Milk in the middle, then climb the ladder on the south side to a cannon. You’ll use it again and again. Fire yourself up; where you land there’s a spot for a trampoline tile.
    2. Beat the enemies, go up the stairs and beat another group. Two more trampoline spots are here, and to the left are the three trampoline tiles themselves.
    3. Put two tiles on the two spots on the right and the third on the first spot, where the first fight was. Fire the cannon again to reach a new platform.
    4. That platform needs a tile too, but first go to its upper-right side and drop off: there’s a chest with the Infinity Lens.
    5. Use the cannon again, drop to the spot with two tiles and take the upper-right one (the one you just bounced on). Fire the cannon once more and set the tile down on the new platform.
    6. One last cannon shot takes you to the top. Take the Corn, go left, drop off the edge and collect the last two tickets.
  4. Bring all twelve back to the console in the main tent. It opens an elevator. Ride it up, heal and save, then go north: the final fights start after a scene.

Boss: The Puppeteer

  1. This fight takes place on a giant Wheels board, and the pieces behave like Wheels pieces. Each one attacks on its own.
PieceIts attacks
ClownNormal attack on one character, about 20.
MagicianNormal attack on one character, about 20.
Fortune TellerNormal attack about 20; Tempestal Ball hits everyone for about 25.
Knife ThrowerNormal attack about 25; Knoife throws a spread of daggers in front of one character, and only one hits, for about 50.
StrongmanNormal attack about 25; Stomp hits everyone for about 25.
MimeNormal attack about 20; Saw ya! hits one character for about 45.
  1. How the board works:
    1. In the middle, five wheels spin. Each lands on one to three orange or green gems, or on nothing. As in Wheels, green affects the pieces on the right and orange those on the left; a small pillar next to each wheel shows which side.
    2. A normal gem lowers a piece’s pillar. When the pillar hits the bottom, The Puppeteer moves that piece and it attacks.
    3. Gems on a starry background fill the bars under a piece’s platform instead. Every attack adds two bars, and full bars mean that piece’s strong attack.
    4. You can hit the wheels to spin them again, but the result is random and can make things worse. The Puppeteer can also lock some of them.
  2. Focus on the pieces your party is weak against first. If they get swapped for ones with no weakness, have Zale and Valere both hit the same piece.

Boss: Dweller of Scourge

  1. At first nothing you do hurts it. Keep attacking and a scene plays out: the party gets its original powers back. From then on Valere’s skills can deal over 1,000 damage, but the Dweller’s HP has grown to match.
MoveWhat it doesHow to handle it
Normal attackHits the whole party for about 20.Block it.
Gas AttackFires a string of gas clouds at a single character, around 50 damage.Block, then heal that character.
Cog RainSmall cogs fill the screen and two big ones come in from the upper right, about 90 to each character.It charges over several turns and can’t be stopped. Be at full HP before it lands.
SapAbout 40 to both characters, and the Dweller heals itself for 740 HP.It comes when a pink cloud shows in the Dweller’s right hand: stop it before it goes off.
  1. Once it’s “defeated”, a scene puts you in control of Artificer. Walk south to meet the others: the last round is fought with a giant Artificer.
  2. In this round your HP is effectively unlimited. What matters is the gauge on the right: push the skull to the top to win. Each turn you choose attack, risky attack or defend. The in-game descriptions boil down to this:
CommandHow it works
AttackNever misses, but a block softens it.
Risky AttackHuge damage, but a Defend turns it back on the attacker.
DefendCuts the damage of a normal attack and counters a Risky Attack.
  1. Read the boss’s line each turn. The pattern is usually risky attack, defend, risky attack, defend. Defend whenever the Dweller does, because attacking into its guard earns a counter. These lines mean it’s about to defend:
When the message says…Do this
Dweller of Scourge is checking the situation.Defend
Dweller of Scourge puts on a serious look.Defend
Dweller of Scourge needs a breather.Defend
Dweller of Scourge is hesitating.Defend
  1. After the final scenes and cutscenes, the DLC’s ending plays and you receive Time Rune XII.
  2. That’s the story finished, but there’s still a secret ending: it needs all twelve Time Runes. See Time Runes and the secret ending.

Tip: try , or