Tales of Seikyu Wiki
🏰Dungeons9 min

Fox Ruins Dungeon Complete Guide

Full walkthrough of the Fox Ruins dungeon — 50 rooms, 3 boss strategies, puzzle solutions, and treasure locations.

Fox Ruins Overview

The Fox Ruins is the primary dungeon in Tales of Seikyu, featuring 50 rooms across multiple floors, 3 bosses, environmental puzzles, and valuable loot. Completing it unlocks two mask transformations and is required for story progression.

# Dungeon Basics

  • Total Rooms: 50
  • Bosses: 3 (Anji, Fujiki, and a third guardian)
  • Recommended Level: Combat level 3+ for mid-dungeon, 5+ for final boss
  • Key Items to Bring: Healing food, stamina food, weapon upgraded to at least Iron tier

Preparing for the Fox Ruins

Before entering, ensure you have:

  1. Hero's Iron Sword or Hero's Stone Hammer — starting weapons are too weak
  2. 10+ Grilled Fish — basic healing item
  3. 5+ Char-Grilled Kebabs — attack boost for boss fights
  4. 3+ Comfydant Lamb Stews — defense boost
  5. Coffee — speed boost helps with dodging
  6. Boar mask unlocked — essential for the first boss

Dungeon Structure

The Fox Ruins are divided into sections:

SectionRoomsEnemiesDifficulty
Entry Halls1-10Slimes, basic yokaiEasy
Middle Depths11-25Red Oni, Man-Eating PlantsMedium
Lower Catacombs26-40Mixed enemies, trapsHard
Boss Sanctum41-50Elite enemies, bossesVery Hard

Room-by-Room Highlights

# Rooms 1-10: Entry Halls

These rooms introduce dungeon mechanics:

  • Room 3: First combat tutorial — fight basic Slimes
  • Room 5: Simple switch puzzle — hit all switches to open the door
  • Room 7: Man-Eating Plant ambush — use fire-weapon attacks
  • Room 10: Mini-boss room — large Slime; dodge its bounce and attack between hits

Tip: Don't rush. Clear every room for loot and combat experience.

# Rooms 11-25: Middle Depths

Enemies get tougher and puzzles more complex:

  • Room 12: Key-and-lock puzzle — find the Fox Key in room 14 to proceed
  • Room 15: Red Oni patrol — use Slime form to squeeze past or fight carefully
  • Room 18: Spike trap corridor — time your movement between retracting spikes
  • Room 20: Treasure room — contains Karma Fire Wheel (dual blades, 30 ATK)
  • Room 25: Rest area with a save point and healing fountain

Tip: The Karma Fire Wheel in Room 20 is a significant weapon upgrade. Don't skip it.

# Rooms 26-40: Lower Catacombs

The hardest regular enemy section:

  • Room 27: Dark maze — use Tengu flight if available to navigate over walls
  • Room 30: Dual Red Oni fight — use Slime form to dodge their combined attacks
  • Room 33: Ice puzzle — freeze water with Yuki-onna (if unlocked) or find the alternate path
  • Room 35: Hidden treasure — Slime form through a narrow gap for a rare item chest
  • Room 38: Trapped corridor — step on wrong tiles and enemies spawn
  • Room 40: Pre-boss rest area — save and prepare

Boss 1: Anji (Room 41)

AttributeDetail
WeaknessBoar form charge attacks
Attack PatternSlam, charge, guard
DropsTransformation Scroll

# Strategy

  1. Phase 1: Anji uses slow slam attacks. Side-dodge, then charge with Boar form.
  2. Phase 2 (50% HP): Anji starts guarding. Only Boar charge breaks his guard — regular attacks bounce off.
  3. Phase 3 (25% HP): Enraged — attacks faster. Pop a Comfydant Lamb Stew for defense and play patiently.

Key: Boar charge is mandatory. If you run out of stamina, retreat and eat food before re-engaging.

Boss 2: The Third Guardian (Room 45)

AttributeDetail
WeaknessElemental weaknesses vary by phase
Attack PatternMulti-phase with elemental shifts
DropsRare crafting materials

# Strategy

  • Fire Phase: Use ice attacks or Yuki-onna form if available
  • Ice Phase: Switch to fire-imbued weapons or Boar charge
  • Lightning Phase: Dodge frequently, punish recovery frames
  • The guardian cycles through phases — adapt your mask form accordingly

Boss 3: Fujiki (Room 50 — Final Boss)

AttributeDetail
WeaknessSlime form (squeeze through combos)
Attack PatternFast multi-hit combos, illusion clones
DropsTengu Mask

# Strategy

  1. Phase 1: Fujiki uses rapid sword combos. Switch to Slime form — the reduced hitbox lets you dodge between swings.
  2. Phase 2 (60% HP): Fujiki creates illusion clones. The real one has a slight shadow difference. Focus only the original.
  3. Phase 3 (30% HP): Fujiki enters a berserk state with wider AOE attacks. Use Tengu flight (if you've already earned it from a previous play or have it) to avoid ground attacks, or maintain Slime form and punish recovery windows.

Victory Reward: The Tengu Mask, granting flight ability for exploration.

Puzzle Solutions

# Switch Puzzles

Hit all crystal switches in a room to unlock doors. Some switches are hidden behind destructible walls — use Boar charge.

# Sokoban (Push Block) Puzzles

Push blocks onto pressure plates. The block can only be pushed, not pulled. If you make a mistake, leave the room and re-enter to reset.

# Narrow Gap Passages

Switch to Slime form to squeeze through. Always check — these lead to treasure rooms.

# Flying Gaps

If you have Tengu form, fly across. Otherwise, look for alternate routes or push blocks to create platforms.

Treasure Locations (Key Items)

RoomItemHow to Reach
10Dungeon MapClear mini-boss
20Karma Fire WheelChest after puzzle
25Forge Upgrade BlueprintRest area chest
35Rare accessorySlime gap passage
41Transformation ScrollAnji drop
45Rare crafting materialsGuardian drop
50Tengu MaskFujiki drop

General Dungeon Tips

  • Return to town when low on supplies — the dungeon doesn't reset
  • Save at every rest point (rooms 25 and 40)
  • Kill every enemy — combat XP is valuable for skill leveling
  • Check every wall — some breakable walls hide treasure rooms
  • Bring 20+ food items for a full clear run