Compared to all the other Abyssal Dungeons inLost Arkthat come before it, theGate of Paradiseseries of Dungeons is a big step. For one,there are eight party members total instead of four.Two, it has one of the only Abyssals that introduce an alternate moveset players have to use. And finally three, there are more bosses and mechanics to memorize in general.
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Thankfully, the Sea of Indolence is a steady climb and doesn’t drop players into the metaphorical deep end mechanic-wise.This 960 Minimum Item Level Dungeondoes require eight people, but its general mechanics are pretty simple and it heavily features the fan-favoriteGiant’s Heart hoarding character, Nineveh. So, let’s go over all aspects of thisLost ArkDungeon and how exactly players are meant to clear it in the shortest time possible.
Quick Memorization Helper
Anyone looking up a guide forSea of Indolenceis someone already experienced with the Dungeon likely just looking it up to get a quick refresher on its phases or what exactly they need to remember to not drag the party down. If that’s the case, here are all the key aspects of this Abyssal, but this should also work as a handy-dandy compressed guide for players who only want the most basic coverage of what they need to know as well:
First Section: Shankrima Strategy Path
The first section ofSea of Indolenceis the only other mob-clearing section of an Abyssal Dungeon that manages to surpassthe fanfare of the Hall of the Twisted Warlord.The fact that players get to go underwaterin a non-revealing outfit (for once), get an exclusive moveset tied only to this Dungeon and have to memorizea new system with the O2 Meterall add up to make this immediately memorable.
That said, the first section can take a while, as there is a lot of mob-clearing, and players don’t have their optimized Skills down yet most of the time. Plus, for some reason, the Purple Team and Green Team checkpoint loading after the first batch of mob-clearing always seem to lag and cause everyone to run around in circles wondering if the Dungeon is actually bugged this time or if it’ll fix itself in a minute.

Second Section: Deep Sea Orboros
Deep Sea Orboros,for all intents and purposes, is just an underwater Hydra or fishy Cerberus. It’s the protector of this “sacred place” that’s put there to stop anyone from getting in. The actual fight itself is so incredibly basic, mostly because Smilegate knows that players aren’t using the Skills they’ve spent hundreds of hours gaining muscle memory with. That said, there is still one thing to keep in mind, and it’s theShark Summon.
Important Mechanic: Shark Summon
Somewhere around the middle of the fight,Orboros summons this bipedal Shark Monster into the arena who has an icon on the minimap.Once this creature spawns, everyone should immediately switch to killing it instead, ignoring Orboros for the most part. The Shark has a variety of its own attacks, mostly tail swipes and biting attacks, but it’s really just there to punish players who don’t take notice of it. If it’s left alone, the boss isn’t buffed or anything,but if it’s killed, the party gets a massive damage buff that will melt Orboros' remaining Health Bars.
Regular Attacks
All that said,it’s still very possible to die during this Boss, as Orboros has a good variety of wide-reaching attacks and stage hazards. So, let’s go over all of its regular attacks, just in case:
Description
Lightning Orbs
Bright blue Lightning Orbs are summoned around the arena from time to time and actually show up throughout the three Dungeons of the Gate of Paradise. These things explode and leave a damaging field behind if they aren’t broken beforehand.
Water Blast
Orboros' three heads spray a cone of high-pressure water in three directions. On-hit, these waves deal damage and push players back a decent amount.
Poison Field Summons
The Boss summons a myriad of small circular red telegraphs that fill almost immediately. When filled, they explode with purple poison, dealing high amounts of damage. Because this attack can last a while, and because they’re staggered to explode at different increments, this is the move that takes players by surprise the most.
Poisonous Auras
Orboros summons a bunch of environmental hazards in the form of Poison Auras that deal constant damage to any players standing in them. They don’t last incredibly long, but long enough to tear through the health of anyone ignoring them.
Third Section: Defeating The Unknown Monsters Blocking The Way
After getting blasted away with pure water pressure by Akam, players are literally blown out of their Wetsuits and thenplay the rest of the Sea of Indolence using their regular moveset. This is where theO2 Meteris introduced, so always keep an eye on it as well as air refill spots on the mini-map. The whole eight-player party then walks for a bit enjoying the deep sea scenery andlistening to Nineveh talk about a bunch of lore-related stuffbefore doing yet another mob-clearing section. This section takes a bit since there are a lot of spaced-out summons, but it mostly takes part in one small area.
Fourth & Final Section: Indolence Guardian Akam
Lastly, there’s the fight against the immensely tallIndolence Guardian Akam. Players will likely recognize this enemy model from Feiton, as there’s a land-version of this Monster they can fight while adventuring there. Akam works a bit differently becauseafter losing a large chunk of its HP, Akam’s legs will break down, bringing it closer to the ground.Not only does this beast havea constant Petrify mechanicto worry about, but it also hasa Wipe mechanicin the form of itsAqua Shockwave, and thefirst introduction of “yellow” telegraphsthat deal damage as well asdrain a player’s O2 Meter.
Important Mechanic: Petrification
This may not be the “Wipe” mechanic that usually takes center stage as “what to remember the most”, but adjusting a playstyle around Akam’s Petrification will make the fight so much less painful. Essentially,every one of Akam’s attacks seems to apply a stack of this Petrify Debuff, with it actually freezing the player in place at five stacks.These stackslast nine seconds before fading away all at once, even if a player has four stacks.Frankly, this fight is more about survival than it is constant DPS,a lesson that moreLost Arkplayers need to learn about late-game combat.
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So, if a player is at four stacks, they want to make sure and either dodge the next few moves or stay extra close to their allies so that they can be freed as quickly as possible when frozen.To free a teammate, simply hit them until the purple bar underneath their character is empty.This bar is based on the number of times hit, not the amount of damage done, so multi-hit abilities and basic attacks are usually better than other Skills.
Important Mechanic: Aqua Shockwave
This is Indolence Guardian Akam’s Wipe mechanic,and while it can be annoying to deal with, it’s incredibly easy to learn. Sporadically throughout the fight,Akam will slam both hands down, creating an arena-wide red telegraph with a circular bubble-like safe zone somewhere within this telegraph.The entire party then needs to immediately run, dash, roll, or whatever else in order to make it into this bubble in time. After a couple of seconds, Akam releases this deadly shockwave that KOs anyone not in the safe zone. When combined with its Petrify mechanic, this is where most players get irritated with the fight.Akam can do this multiple times throughout its encounter, including the second phase where it’s missing its legs.
Important Mechanic: Yellow Telegraphs
WhileLost Arkdoesn’t exactly describe it in the most obvious fashion,players sort of figure out the difference between all the different telegraphs on their own over the course of their Abyssal Dungeon runs.There are standard red telegraphs that do damage, red telegraphs that fill overtime before unleashing an attack, and there are also blue telegraphs that usually denote some sort of status effect application if a player is hit by them.
But, the Gate of Paradise Abyssal Dungeon introduces another color to the mix,yellow telegraphs.It’s pretty simple,attacks with a yellow telegraph than hit a player deal varying amounts of damage, but also siphon varying amounts of their O2 Meter as well.It’s not all too common in the Akam fight or all too deadly, but it becomes much more important to pay attention to during the Belloc fight in Alaric’s Sanctuary.Once a player runs out of O2 Meter, their health starts rapidly draining on its own, so it’s crucial to keep an eye on it.

For how annoying Akam is to fight, it doesn’t have a wide range of attacks, even between its two different phases. But, there’s always a big percentage of the party that seems to constantly get hit by the knock-up portion of Akam’s back-kick, so let’s go over all its normal attacks just to be safe:
Back-Kick
Akam stomps slightly in front of itself before sweeping its leg straight into a back kick. After a short interval, the water trail left behind by this kick then explodes, knocking players up and applying more of the Petrify Debuff
Stomp
The Guardian does a large stomping attack in front of itself and then creates a red telegraph that becomes with shockwave with the only safe zone being the area where it just stomped.
Full-Circle Stomp
The Boss stomps four times in a circular fashion, essentially one stomp per cardinal direction, creating large AoEs around each Stomp that apply Petrify stacks.
Petrification Beam
While standing straight up, Skam creates a blue circle on the ground that becomes a “spotlight” of sorts, instantly Petrifying anyone inside it. Akam then moves the spotlight in a horizontal path, catching anyone who went to try and free their allies.
Charging Petrification Beam
Second Phase Only:Akam moves backward toward any edge of the arena, takes a second, and then charges forward using its Petrifcation Beam in a wide cone in front of it. Any player not basically at Akam’s sides will be Petrified during this charge.
Multi-Hand Slam
Second Phase Only:Much like the Full-Circle Stomp, Akam slams its hands four times in a circular fashion around it. These circles create secondary shockwave circles with a safe zone outside of it or in a small circle inside the telegraph.
O2-Draining Orbs
Second Phase Only:The Boss summons a variety of Red Orbs around the arena (usually right before using another attack in tandem with this one). These Red Orbs put a yellow conical telegraph in front of them that sends out a shockwave when filled, dealing moderate damage and draining the O2 meter substantially for anyone hit.
Underwater Lightning
Second Phase Only:Akam summons blue lightning at random locations around the arena. These bolts of lightning create a small circular environmental hazard before they strike, and leave a brief hazard after as well.
Recommended Consumables & Engravings
Sadly, if players are struggling in the Sea of Indolence,there aren’t many Consumables that can help much,not even among the best of the best. That said, there are still a couple that can help, such as:
Lost Arkis currently available on PC.
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