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Quest Reborn How to Beat Yokai Peak

Torii, oni, a fifteen-minute clock, and the last door before the void.

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Yokai Peak

Yokai Peak is the sixteenth dungeon. It shipped on 13 October 2023, almost a year after Gilded Skies. The theme is Japanese folklore: oni, yokai, red torii, stone temples, bamboo, and koi statues. You need level 200 for Insane and 205 for Nightmare. Community health checks sit around 1.8B–2.5B on Insane (900M glass) and 3B–4.4B on Nightmare (1.5B glass). The timer is fifteen minutes, not eleven. Ten rooms, three mini-bosses, then Sarugami. If Gilded Nightmare still feels like a coin flip, stay on Vytelus.

This walkthrough assumes Controls and a dedicated Warrior or Mage. Online parties make Tatsu’s whirlpool and Sangor’s curse circle sane. Use the dungeon checker before you queue as a tourist.

Packs on the mountain

The overworld is busier than Gilded. You will see Pincer Warriors, Tide Walkers, Tide Kitsune, Shadow Imps and their giant cousins, Shadow Stalkers, Pyro Casters, Yokai Shogun, Yokai Sorcerers, Fire Imps, and Lava / Fire Stalkers. Priority is the same habit as every late map: kill the caster that applies anti-heal or a long stun, then collapse the melee. Do not start a mini-boss at 13:00 on the clock with three people already down.

Yokai Peak is another ten-room map, same family as Gilded Skies, The Underworld, and Samurai Palace. Budget time for Tatsu in room three, Sangor in room six, Leonaru in room nine, and a two-phase finale. Sightseeing the torii is how you hit the wall on Sarugami with no lives.

Tatsu, Lord of Tides

Room three. A blue dragon in a water arena. Lightning Bolt ticks you until you step into the arena — standing in the doorway is a tax, not a safe scout. Head Slam paints a red rectangle, then more rectangles walk outward the way Northern mage lines do, just horizontal. Lightning Storm puts Tatsu in the air, invulnerable, over pulsing blue circles. Spinning Beams cross the floor, flip direction after a half turn. Tidal Breath and Tide Circles are water puddles that keep burning if you camp them. Whirlpool is the wipe check: Tatsu dives, becomes invulnerable, and the pool drags you. Damage the tethers and add packs to break the shield. A party that only hits the dragon model during whirlpool is a party that donates the fifteen minutes.

Sangor, the Bloodthirsty

Room six. A red oni with a kanabō. Leap slams a sunburst. Whirlwind and Blood Spin carry him across flaming lines. Sangor’s Curse is anti-heal: roar, then a green circle spawns somewhere in the arena — stand in it or your healer is decoration. Blood Circles throw a damaging wave. Melee range eats a club swing. If you linger outside the arena, a flaming rectangle taxes you until you commit. Same lesson as Tatsu: enter, then play.

Commander Leonaru

Room nine. An anthropomorphic lion with a naginata. Crying Swords hang over you until you enter. Explosive lines and a traveling quarter-arena square eat people who stand still. He throws the naginata, then a blade barrage. An explosion orb can be kited onto him for a small punish. Falling swords and temple laser eyes fill the rest of the floor. When the polearm is gone he claws. This is the last mechanics exam before magma. If your group cannot call the square, you are not ready for Sarugami on Hardcore.

Sarugami

The finale is a monkey-spirit oni that reads like a walking volcano: magma veins, glowing rock, two phases, seven moves. Community write-ups often refuse a full public moveset so the fight stays a skill check. Treat it as the sum of the three rooms you already paid for — enter the arena, respect anti-heal, break invuln adds, and do not stand in painted floors. Phase two is not a DPS skip. Save the second ability charge for the overlap, not the opener. Extra Item and Hardcore extra rolls apply to the chest; they do not shorten the lava.

Loot you actually keep

Best sets are Akuma Warrior, Akuma Mage, and Akuma Guardian. Named weapons people still wear on the way to the void are Akuma’s Wraithbringer and Akuma’s Soulreaver. Yokai Transformation is a Nightmare ability from this door: a Shadow Stalker form, a huge personal shield, and a melee spike that does not stack with Inner Rage / Battle Shout. Level 205 to equip. It is a physical toy, not a reason to hybridize. See the Abilities tier list and Skill Points before you respec for a fifteen-second costume.

Like Gilded Skies, this map does not highlight Legendary abilities the Volcanic-to-Northern way. Farm Akuma gear on Nightmare. How to get legendaries is still the odds page. Gregg can show; take him, then run.

After Yokai Peak

Abyssal Void is the seventeenth door: 210 Insane, 215 Nightmare, billions of health, Adelys, The Voidborn, Voidspire. That is a different game. Do not jump it on a lucky Akuma drop and a thumbnail. Bank the set or a fair trade. Wave Defense is already gone by this point in the list. Boss Raids Tier 5 wants level 200 and is a rings queue, not a Sarugami skip.

Codes will not open the torii. Daily rewards will not either. Bring friends. A quiet four-stack that walks into arenas on time will beat a six-stack that screenshots the gate.

Frequently Asked Questions

Frequently Asked Questions

Quick answers to the most common questions.

What level do I need for Yokai Peak?

200 for Insane and 205 for Nightmare. Bring billions of health on Nightmare or a planned glass cannon.

Why am I taking damage before the boss fight starts?

Tatsu and Leonaru tax players who stand in the doorway. Step into the arena, then play the pattern.

What does Yokai Transformation do?

Nightmare drop. Huge shield plus a melee spike. It does not stack with Inner Rage. Equip at 205. Do not hybridize for it.

Is this the last dungeon?

No. Abyssal Void is the seventeenth door and the current weapon ceiling. Finish Yokai Nightmare first.