Rebellious Star (RS) Guide

Discussion in 'Dungeons & Raids' started by Guine, Sep 5, 2026.

  1. Guine

    Guine Member

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    Introduction​

    Where is it?

    You find it in the area, called Operation Stratos. You enter the area with the Warp Orb, that you get early on when lvling up the character. You can also buy one in Arcadia Realm, from the Quest machine, not far from Rona NPC. We cannot destroy the orb whatsoever so we all have it, on every character that is 85 lvl.
    SoulWorker.exe_Screenshot_2026.02.16_-_16.08.05.83.png

    What do i need to enter the raid?

    Rebellious Star is a 1-time-only Weekly raid, which requires only 20 FP as a material.

    Originally, the raid is designed to require 700 Soul Retention (SR), which means Atleast a full +9 Golden Labyrinth setup (Armors/Weapon included), together with Atleast +9 Esperanza Belt.
    HOWEVER, people found a way to bypass the SR requirement with a matchmaking system, meaning that we currently can enter the raid with whatever equipment we have at the moment. Keep in mind that the method might be patched in the future.


    What do i get from it?

    The rewards are pleasing:
    • Craftable materials;
    • Best-in-slot gear familiars;
    • Best-in-slot tags for weapons;
    The crafting materials can be used at Lugman, who is located in Etheldreda. If you complete the latest story line continuance, you will discover it beforehand.

    Currently the only way to enter Etheldreda is with Warp Orbs, which you can buy from Gruton Shop for 20 Gruton coins each.

    Lugman NPC has 2 ways of using your newly-earned materials:

    • Evolving your Golden Labyrinth equipment into new BIS gear;
    • Crafting the new Best-in-slot Titles;
    We got new crafting materials, which we now get from both BSHM and RGM (only from Maniac difficulity) which can be used for a couple different craftable rewards at the same NPC.
    I reccomend to check the Lugman NPC to see for yourself.
    SoulWorker.exe_Screenshot_2026.02.16_-_15.28.34.34.png
    SoulWorker.exe_Screenshot_2026.02.16_-_15.27.18.56.png


    Lugman Attacks​

    1. Silencing Attack

    This attack can be seen in Collateral Damage by the boss Belleto, but Lugman raid has a stronger version of it.

    After each phased mech (80%, 60%, 50%, 40%, 30%, 20% mechs), including the very start of the raid at 100% HP, Lugman begins the fight with a Silencing attack. This happens only if the targeted player is far away from Lugman. To avoid it, stay next to her when she is phasing (when shes being able to be attacked). She targets 3 directions, left/right and the front, facing the player she's taunted to (this attack is indicated with red lines, you can see the damage area and avoid it beforehand). Shortly after, she strikes with high damage and *silences* players on the path, not allowing players to use skills for a brief moment.

    What else this attack can do is push you away, throwing you off the edge of the map and killing you in process.

    This attack can be fatal.



    2. Red Circles

    This attack is seen in Ruthless Gold, Violent Soul Hero, Vile Predator and maybe somewhere else i haven't mentioned.
    Lugman does either 2 or 3 red circles in a row, indicating the damage area. The first circle is a small one under the Lugman. The second circle is a large one, surrounding the outside area of the previously-done small circle. The third circle covers both first and second circles' areas.
    Depending on Lugman's attacks rotation, she does either an attack of the first 2 circles or all 3 combined.
    The method is simple - we avoid the circles damage by running away from them. 1st and 2nd circles are are avoided by running/dodging and the 3rd circle is avoided by jumping.

    These red circles' damage can also be avoided with well-timed dodges, while inside of them (i-framing) and ex2 skill.

    This attack can be fatal.


    3. Small Explosions

    Lugman fires a bunch of attacks a bit further away from herself and explodes them almost at the same time. Since the damaging areas are fairly distanced away from her, most of the people don't ever get damaged by them. This attack would mostly concern the long-ranged characters, such as Iris, Nabi or Erwin.

    This attack is not really fatal.



    4. Spikes

    This attack can be seen in Broken Soul Hero, done by the boss Tenebris.

    Lugman fires a bunch of spikes from the ground, damaging players who get hit, launching them up when not avoided (Super Armor skills, Dodge/Evade).

    This attack is not fatal.


    5. Purple Balls/Needles

    This attack can be seen in The Beyond, made by Desire Stella, and Vile Predator, launched by Vista.

    Lugman spawns and sends a big number of purple balls to all directions. They don't deal significant damage individually. However, since they start floating from the middle (under the boss), when a player is attacking Lugman right from underneath it, he risks to absorb alot of these orbs, potentially dying in process.

    Together with the purple balls, Lugman launches fast-flying needles (in the direction that Lugman is facing, caused by the player who is taunting Lugman), giving Bleed debuff when hit.

    Simply try to fight Lugman a bit further from the very middle at all times.

    This attack is Fatal. Instant death when caught, if not at Full HP/High defence (250k or higher).



    6. Flame Control

    This attack is famously-known and seen in Hidden Hideout Hero raid.

    Lugman launches the flames twice in 2 different directions, across the map. The flames themselves don't deal high damage, but they give a debuff, which causes the player to get constant damage, depending on the amount of debuff stacks the player has (up to 5) for 60 seconds.

    Debuffs can be troublesome when entering a mech without an ability to heal up, hence why it's important to avoid getting debuffed as much as possible.

    This attack can be fatal.


    7. Bombs Behind

    Lugman spawns a bunch of bombs behind herself, indicated with small red circles, dealing damage after exploding. She spawns them behind her from the direction where she looks at. This attack is the easiest attack to avoid/evade from all of the attacks. Majority of the time this attack does not deal damage to anyone in the team.

    This is actually the only unique attack of the raid that isn't done in any other maze in the game.

    This attack is not fatal.

    All of these attacks can be ignored with i-frames. For the skills, it varies on different characters and their abilities. EX2 works for them All as well.


    80% mech - Chess​


    Perhaps the most difficult mech on the whole raid.

    Right off, every player is split up between 2 colours - Black and White. This can be seen on the indicator where all your buffs are on your profile, below your HP, and on a Lugman image appearing near the character, either White or Black.

    There are 3 chess figures that spawn simultaniously one after another - Bishop, Queen and Rook. The order of them spawning is Always the same and it also goes like this: Bishop > Queen > Rook.



    The idea of the mech goes like this:

    You need to stand on the path of a chess piece, that is an **opposite colour of yours** (White/Black). The path is defined on the actual chess pieces paths on a chess board in an real chess game. This has to be done 3 times in total.

    • Bishop figure moves in diagonal lines ( x ) on the map;
    • Rook figure moves in horizontal and vertical lines ( + ) on the map;
    • Queen figure moves like Bishop and Rook combined ( * );
    Images below show the random chess pieces' possible placement and the pathing of the piece.

    chess1.png
    chess2.png
    chess3.png


    There are 2 more key factors to be considered when doing this mech:

    • Cannon spawns, together with chest pieces, showing the fire zone which is determined in red lines together with arrows of the cannon's shot direction, killing everyone who stays in that zone;
    • Overlapping - when both White and Black chess pieces are on the same path that they move on the chess board and player(s) stand on that same path, they get killed instantly, regardless of the chess piece colour they need.
    On the images above, the combined colour pieces indicate the overlapping tiles, as an example. An example for cannon placement is shown in the image below.

    chess4.png

    All in all, the goal is to do 3 things at the same time:

    • Stand on the opposite coloured chess' piece path;
    • Avoid standing on the path's tiles where cannon is targetting;
    • Avoid standing on the same path/tiles as both Black and White chess pieces align on (Overlap).
    This mech takes nothing but practice to understand how it's done.

    Unfortunately, as of today it is possible to have the RNG of the chess figures + cannon position spawning in an impossible rotation, where people would overlap each other no matter how they position themselves for the chess figures and die in the process.

    P.S. Avoid using EX2 skill before 80% mech begins. As of now, it is possible to kill the White/Black Lugmans (chess pieces) when the mech begins, turning them invisible and confusing the players of their actual position. Any skills can kill it, but specificly EX2 is mentioned because it's the easiest way to bug this part of the mech.



    60% Mech - Bomb Dices​


    Each player gets a dice, selected with a random number on it, from 1 to 8. The highest number indicates the amount of team members that are inside of the raid (up to 8 in Force team, up to 4 in Party mode).

    Beginning from Dice 1 up until the last one, all players get a bomb that detonates when its their turn. The goal of the mech is to detonate the bombs away from the rest of your team members to avoid deaths, theirs and your own.
    Players with dices, who have Odd numbers (1, 3, 5, 7), detonate once. players with dices, who have Even numbers (2, 4, 6, 8), detonate the bomb 2 times. The 1 explosion for Odd numbers is in a large area, the 2 explosions for Even numbers is in 2 smaller areas, following up one after another.

    Soulworker's community has collectively decided on one strategy to do this mech:

    Bottom left corner of the map is the safespot. Numbers 1 3 5 7 go to the Top Right corner of the map, numbers 2 4 6 8 run to the Top Left corner first for the 1st explosion, then Top RIght for the 2nd one. Numbers 1 3 5 7 go straight to the safespot in the bottom left right when they detonate their dice, numbers run to the safespot after they detonated their 2nd explosion.

    The important part of this mech is Preparing to run your dice number:

    When the 1st Dice player detonates his bomb, 2nd Dice player gets a Dice indicator above his head for a 2nd time, meaning that his turn is next. Same happens when the 2nd Dice player starts detonating his bombs, Dice number 3 gets a dice indicator again, showing that his turn is next, and so on.

    Players should wait, near the explosion radius of the Previous Dice number player, for their turn, before running to their spot(s). This way players on the bottom left corner stay untouched from the bomb's radius, safe. If players start running on their turn right from the Bottom Left safespot, they risk killing team members, forcing them to change positions, which can cause a mess and deaths.


    Players 1, 3, 5, 7 can safely wait on the right side, near the 2nd explosion radius, for the previous dice to end his turn. Players 2, 4, 6, 8 should wait slightly further from the bottom left safespot, closer to the Top Left, to be prepared for their run to the Top Left > Top Right corners.
    Dices.png



    50% Mech - Horse​

    Horse is purely a tanking test - the miniboss doesn't have insta-killing mechs, instead he has several attacks which deal heavy damage. Lets go through them:

    • Shooting Gun :
    Horse shoots a couple of times towards the locked player, dealing damage. This is the least damage-dealing attack from the miniboss;
    • Stomp :
    Horse slowly raises a **random** leg, either the left or right one, stomping on the floor soon after and dealing damage to the whole perimeter on that side, depending from the current Horse's location at that time. This attack is fatal, it deals heavy damage;
    • Twirl :
    Horse twirls the upper body part, dealing damage a bunch of times to the targets next to him. The damage from each hit is not high, but the attack becomes fatal when they stack up. *An easy way to avoid being damaged is to run a bit further away from the miniboss*;
    • Type 1 Double-explosion Attack :
    Horse separates himself into small chess pieces he's made out of, spinning them around in the air for a while, coming back as a whole a bit later (1st attack) and then smashing the ground soon after (2nd attack). Both attacks are fatal, they deal heavy dmg;
    • Type 2 Tripple-explosion Attack :
    Similar to the other one, Horse splits itself in small pieces, spins around, soon after he spreads small flames (1st attack), comes back (2nd attack) and stomps/goes back down on the ground (3rd attack).

    Both Type 1 and 2 damaging attacks look very identical, they both can be treated the same way since their timings are pretty much the same.



    Horse's attacks are on a fixed order, same as Lugman herself, meaning that you can prepare for each of the attacks properly. The rotation goes like this:

    Phase begins with Shooting Gun; > Stomp/Twirl > Twirl/Stomp > Type 1 Attack > Type 2 Attack > Stomp/Twirl > Twirl/Stomp > Type 1 Attack > Type 2 Attack > Shooting Gun & repeat.


    NOTE: <2026-09-05> Horse's rotation is incorrect and not full. Correction will be done in the future.

    How to survive?

    The way to deal with these attacks goes the same way as many other attacks, even mechs, in many other raids :

    • Skills that give Super Armor state;
    • EX2 skill;
    • Dodging/Evading;
    Essentially, i-framing. All horse attacks can be, and should be, i-framed with the mentioned methods.

    Type 1 and Type 2 Double-hitting Attacks are a bit tricky because their timings of dealing damage don't really match the miniboss' animations. In reality (also depending on the ms (internet speed)), during those attacks the Horse deals damage slightly sooner than the animations would make you think when it's the right time. For that reason, it is better to practice timing the Dodging a bit sooner - slightly earlier before the animation plays out. For the Super Armor skills, the timing difference is not so significant since its much easier to avoid those damages with skills, rather than dodging.

    P.S.
    • Keep in mind that skills, which give Hard Armor state, do not help with nullifying the received damage from All of the Horse attacks
    • Speaking of Iris and Jin, all miniboss attacks can be "negated" for these characters with their unique skills - Iris with RMB (Right Mouse Button) Invincibility buff, Jin can Counter all of the attacks.


    30% Mech - Explosions​

    Each player gets a bomb. Similary to the 60% Dice mech, the goal is for everyone to detonate their bomb away from everyone else.

    As soon as mech starts, we can't see our teammates anymore - they become invisible (except for the currently dead players). The only thing we can see from other players in real time is their Soulmates.

    The way to do this mech is pretty simple - each Force team player has to run to any of the 8 sides of the map (4 if done in Party mode) for the bomb detonation, where the explosion radius doesn't reach others.

    When players stand on other players' explosion radius, they die.

    In Solo mode, 3 Robots spawn on 3 sides, immittating players, and detonate their bombs. Player must run to the side where there is no robot and wait for the bomb detonation on that side.

    Ideally, people decide beforehand on who runs which side/corner. Usually it's done with the clock hours measurement, as it's common in the Soulworker community where clock hours define the side where people do the mech.

    • For the corner players, it's very simple - people stand on the very corner.
    • For the North, South, East and West side players (3, 6, 9, 12) it's a bit more tricky - players have to detonate their bomb on the spot between the black and white tiles. Standing in the middle of one of those tiles is defined as not an exact middle of the sides where the players have to be, resulting in being caught in other players' explosion radius and dying in process.
    A tip - in terms of miscommunication or no planning beforehand, if you see someone's soulmate next to you or on a side/corner that you are running to, it's an indication that you are next to another player. If possible, quickly change the side and run away before the bomb detonates.

    30%.png



    20% Mech - Sheep/Wolves​

    Either the easiest or the hardest mech of the raid, depending on your take.

    At 20% HP left, everyone in the team is being split up in 3 groups - Sheep, Wolves and No-Rolers. In Force mode, the splitting up goes like 2x Sheep, 2x Wolves and 4x No-Role players. In Party mode RS, the team splits up into 1x Sheep, 1x Wolf and 2x No-Rolers.
    This is a mech of 3 parts for everyone, so the explanation will be divided to 3 parts, for each role individually. Let's go through them.

    Sheep

    The hardest/most busy role out of all 3, since they have to be doing the most work, in order to survive the mech.

    1. Trashcans spawn in the middle line of the map on left and right sides, covered in the zone by red lasers. Sheep have to wait for their Sheep role buff to go to half and then hit the trashcans to be transformed into Sheep in Wolves clothing. They can also simply keep hitting the trashcans until they transform. Once that is done, they run towards Bottom Right (7'o clock) corner and wait for the cannons to shoot (being hit by them is not neccessary).

    sheep3.png
    sheep1.png
    sheep2.png
    sheep wolf.png

    2. While staying in the Bottom Right corner, once the wind attack is set up between Wolves and Sheep after waiting for a bit, Sheep MUST DODGE the wind by running away from the indicated red area and then come back to the Bottom Right corner afterwards.

    3. Sheep wait for the Wolves' HOWL to pass (red attack) while standing on the same Bottom Right corner.

    4. Right after the HOWL is over, both Sheep and Wolves run to the middle, near Lugman, to do the cleasning while being next to each other. Once the cleasning is done, Lugman can be attacked again.


    Wolves

    Very simple role, consisting of lots of waiting.

    1. As soon as the mech begins, Wolves run to the Top Left (11'o clock) corner and wait for the cannons to hit them (they deal no damage).
    2. Soon after, the wind attack is being set. While Wolves wait in their corner, they MUST GET HIT by the wind attack. (CAUTION: Wind deals damage, make sure to stay atleast at half/50% of HP). Wolves' role image will change - Wolves will transform into Sheep.


    wolves1.png
    wolves2.png


    3. After the wind attack, Wolves will become scared and do the HOWL (red attack), killing all Sheep and No-Rolers who stay nearby the Wolves. Wolves still wait in their corner till their HOWL is cast.

    4. After the HOWL passes, Wolves run to the middle near Lugman, together with Sheep, for cleansing. If Wolves don't appear near Sheep in time, all Wolves die. Once the cleasning is done, Lugman can be attacked again.


    wolves3.png
    sheep wolf.png
    wolves4 after sheep wolves.png


    No-Role

    Another simple role, which plays alongside Sheep players for the most of the mech duration.

    1. As soon as mech starts, No-Rolers run straight to the Bottom Right (5'o clock) corner, together with Sheep, and get hit by the cannon, just like Wolves.
    2. During the wind attack, No-Rolers MUST GET HIT by the wind attack, same as Wolves. Since the wind attack deals damage, make sure to stay at atleast half/50% of total HP.
    3. Same as Sheep, No-Rolers wait in their Bottom Right corner for the Wolves HOWL to be cast.
    4. After the HOWL has passed, No-Rolers, together with Sheep, go to the middle for cleansing, with Wolves included. Once the cleansing is done, Lugman can be attacked again.


    What causes deaths in this mech:
    • Sheep die if they run to the Bottom Right corner before hitting trashcans and transforming;
    • Sheep and No-Rolers die if Wolves get too close to the middle before their HOWL is cast;
    • Wolves and Sheep die if Sheep get close to Lugman before they get cleansed;
    • Wolves and No-Rolers die if they do not get hit by the wind attack;
    • Wolves and No-Rolers die if they Do get hit by the wind attack while being low HP (Caution for Eternal Desire gear users);
    • Similarly to 60% Dice mech and 30% Bombs mech, if players, who were already dead before the 20% mech begins and they innitaly got any role (Sheep/Wolf), they die or kill others when ressurecting after the mech is done, depending on which role they had in a first place.
    • Wolves die if Wolves with Sheep don't stay together during the cleasning moment after the HOWL.

    ---------------------------------------------------​


    The video linked down below shows the footage of all the 3 roles separately.

    NOTE: <2026-09-05> The footage of the Sheep mech part has been recorded wrongly for the Cleansing part. Since then, more information has been gathered. An updated video will be uploaded in the future.

     
    Last edited: Sep 5, 2026
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