Bosses
How to Beat Fire Cube Act I in Everblue Dungeons
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Fire Cube Act I rewards careful positioning: use an advantageous element, move between its fire rays, and attack during openings between hazards.
Use Wind or Water for the 1.30× Act I multiplier. When thin red warning lines appear, move away from the center and stay between the four fire rays—they reach the arena edge. Stop attacking while Immune appears, dodge fire-pillar areas, and keep space from Flame Cube Minions. Approach again after the rays disappear, resume damage when attacks stop returning Immune, then collect the chests after victory.

Enter Act I and Choose Wind or Water
Boss Mode requires character Level 15. Fire Cube Act I recommends 25,000 power, but that recommendation is not a hard entry requirement.
- Walk into the Start Game circle in town and press E Configure.
- Select Boss Mode → Fire Cube → Act I.
- Set Party Size to 1 for solo play, or adjust it for your group. Use Friends Only if desired.
- Select Create and wait through the starting countdown.
Choose your weapon element before entering:
| Weapon element | Act I multiplier | Recommendation |
|---|---|---|
| Wind or Water | 1.30× | Preferred elemental match |
| Flame | 0.90× | Less favorable |
| Nature or Ice | 0.75× | Lowest multiplier among these options |
Zanpakuto is a Wind option if you already own it. Wind and Water receive the same multiplier, so choose between them according to your weapon's upgrades and the moves you can use comfortably. The elemental advantage alone does not make a weaker weapon your best choice.
Use the weapon directory to find weapon elements and sources, or the element guide to compare Cube matchups.
Move Between the Four Fire Rays
Watch for thin red lines around Fire Cube. They warn of the four fire rays that divide the arena into gaps.
- Move away from the center as the warning appears.
- Position yourself between two rays and stay clear of their paths.
- Stop close-range attacks when they return Immune; use that time to maintain safe positioning.
The rays extend all the way to the arena edge. Running straight toward the wall will not protect you if you remain in a ray's path. Your position between the rays matters more than your distance from the boss.
Avoid Pillars, Control Minions and Reopen Damage
Fire Cube also creates fire-pillar attack areas while multiple Flame Cube Minions approach you. The minions are red humanoids with glowing lava cracks.
- Leave marked pillar areas promptly. Use LeftShift to dash out when needed, then move into clear ground.
- Keep space from approaching minions. Pull away when they crowd you, and attack them during safe openings rather than staying surrounded beside the boss.
- Approach again when the rays disappear. Test an attack and resume your damage skills once hits stop returning Immune. If immunity remains, pull back and keep avoiding hazards.
Favor short attack openings with room to retreat. Chasing continuous melee damage makes it harder to respond to the next pillar area or approaching minion.
Use Remaining Hearts and Collect the Chests
In a Fire Cube Act I fight with three lit hearts, one death reduces the count to two and returns you to the same arena at full health. Fire Cube keeps the damage already dealt, so continue the fight after returning.
After victory:
- Look for the Collection period ends in countdown.
- Move around the arena to find the chests.
- Approach each chest and use Open Chest when prompted, then collect its rewards and move to the next before time runs out.
Defeating Fire Cube once in Boss battles also completes its objective in The Black Swordsman's Legacy. That is one part of the Guts quest; follow the Guts quest guide for the remaining objectives and how to claim Dragon Slayer and Berserker.