Cogwork Dancers
Twin automaton dancers forged from Green Prince’s lover, now deadly guardians on the way to Pharloom’s peak.

Statistics
- Health
- 630 per Dancer across P1–P3 (190+220+220), 180 in P4
- Location
- Cogwork Core
- Drops
- Access to Cogwork Core
Automatons of impeccable construction, welcoming entrants with a display of deadly dance. Two cogwork bugs, and yet the soul seemed singular? A sad, yet masterful imitation of life, imbued inside shells of iron.
Background
The Dancers are a tragedy of devotion: Green Prince’s partner gave body and soul to safeguard Verdania. That single soul animates two iron shells in perfect tandem, a beautiful and mournful imitation of life that bars the path to the summit.
In-Game Events
Fought in Cogwork Core’s central chamber. Victory reveals a hidden lift and advances ‘ASCEND: Pharloom’s Crown’ while starting three new goals: ‘LEARN: Conductor’s Melody,’ ‘LEARN: Architect’s Melody,’ and ‘LEARN: Vaultkeeper’s Melody.’
Behaviour & Tactics
All hits deal 2 Masks; Cadence/Configuration/Clash are rhythmically telegraphed.
Attacks:
• Cogwork Cadence: Head beams mark dash lines; groundward dashes end with twin slashes.
• Cogwork Configuration: They exit and re‑enter along a full light‑pattern of dashes.
• Cogwork Clash: Converging beams mark a circle; both dash in and flurry slash.
Phases (separate HP per Dancer):
• P1: 190 each.
• P2: 220 each, faster; Configuration may chain twice.
• P3: 220 each; Cadence becomes offset between the two.
• P4: 180 (solo). Pace drops; Clash fails into pratfalls; no Configuration.
Tips: Telegraphed beams give ample time to step out; Phase 4 creates long punish windows; Ascendant’s Grip can cheese many lines by clinging near the gold doors.
External Links
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