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πŸ€– Ci & Cuo + Ironheart Centipede Boss Guide β€” Hidden Mountain v2.0 World Bosses ​

Two of Hidden Mountain's most challenging world boss encounters, accessible after reaching the Mohist mechanical city and the surrounding mountain region. Both bosses require precision deflects, tight positioning, and proper preparation. This guide covers every mechanic, phase, and reward.


Boss Overview ​

BossLocationDifficultyPhasesHealth BarsKey Mechanic
Ironheart CentipedeBroken path summit above Heron's encounterβ˜…β˜…β˜…β˜…β˜†1 (escalating)1Close-range positioning; poison zones
Ci & CuoLake east of old Mohist City (interact with white puppet)β˜…β˜…β˜…β˜…β˜…21 (shared then combined)Spotlight targeting; synchronized deflecting

Prerequisites & Access ​

Before attempting either boss, ensure the following:

RequirementDetails
Main QuestReach Hidden Mountain region (complete Hexi campaign + Imperial Palace questline)
Wulin JournalBoth bosses are accessed via the Wulin Journal (ζ­¦ζž—ε½•) boss tab
Celestial SeizeEquip this ability β€” essential for traversal and combat in Hidden Mountain
Hero's TombActivate the Hero's Tomb (θ‹±θ±ͺε†’) inside the Ironheart Centipede arena as a respawn point
Boundary StonesSet boundary stones (η•Œη’‘) as teleport checkpoints before boss climbs

Don't Skip the Tomb

If you die to Ironheart Centipede without activating the Hero's Tomb inside the room, you will respawn far down the mountain and have to re-climb the entire broken path. Activate it the moment you enter.


Ironheart Centipede (ι“εΏƒθœˆθš£) ​

Location & How to Find ​

The Ironheart Centipede is not inside the Mohist city. From the city, head toward the broken stone pathway that winds upward past the area where you first met Heron. Follow the crumbling switchbacks to the summit. The boss arena is a circular stone platform with mechanical debris scattered around the edges.

LandmarkDirection
Old Mohist CityStarting point
Heron's encounter spotMidpoint landmark β€” continue upward
Broken switchback pathThe climb route β€” watch for falling debris
Circular stone platformBoss arena β€” Hero's Tomb is on the left wall

Boss Description ​

A massive mechanical centipede built by the ancient Mohist engineers. Its segmented body is plated with corrosion-resistant alloy, and each segment houses a toxin dispenser. The centipede moves in undulating waves, using its segments to create sweeping attacks and poison fields. Despite its size, it is surprisingly fast at mid-range β€” the exact distance where most players instinctively position themselves.

Attack Patterns ​

AttackTellResponseDanger
Sideways SlashHead pulls back, mandibles glow brieflyDeflect (perfect timing) or dodge inward toward the bodyβ˜…β˜…β˜…β˜…
Ground StabRears up on rear segments, front legs raisedDash away β€” the AoE radius is larger than it looksβ˜…β˜…β˜…
Poison SpitMouth opens wide, green vapor emitsSidestep; leaves a poison pool that persists for 12 secondsβ˜…β˜…β˜…
Segment SweepBody coils, rear segments shift laterallyJump over the sweeping segments or dodge roll through the gapβ˜…β˜…β˜…
Toxic DischargeAll segments vent green gas simultaneouslyRetreat to arena edge β€” this is a full-arena attack that leaves only the outer ring safeβ˜…β˜…β˜…β˜…β˜…
Rammed ChargeBody straightens, head lowers to ground levelDodge sideways β€” it charges in a straight line and stuns itself on wallsβ˜…β˜…

Strategy Breakdown ​

The Golden Rule: Stay at close range.

The Ironheart Centipede is specifically designed to punish mid-range players. At close range (directly under or beside the head), most of its sweeping attacks whiff entirely and only the sideways slash and ground stab remain threats. At mid-range, the segment sweep and poison spit become devastating.

OPTIMAL POSITIONING:

   [CENTIPEDE HEAD]
         |
    β˜… YOU HERE (close, slightly to the side)
         |
  [SEGMENTS β€” avoid standing parallel to these]

Phase progression (single health bar, escalating):

HP ThresholdChange
100% – 70%Basic attacks only: sideways slash, ground stab, occasional spit
70% – 40%Adds segment sweep to rotation; poison spit frequency increases
40% – 0%Toxic Discharge added; Rammed Charge becomes more frequent; poison pools last longer

Step-by-step execution:

  1. Enter the arena and immediately activate the Hero's Tomb on the left wall.
  2. Close the distance as fast as possible β€” use Cloud Steps or a gap-closer.
  3. Position yourself beside the head, not in front of it.
  4. Watch for the sideways slash tell (mandible glow) β€” this is your main deflect opportunity.
  5. When it rears up for the ground stab, dash backward twice, then re-engage.
  6. Below 70%, watch the body segments β€” when they coil, prepare to jump or dodge the sweep.
  7. Below 40%, when all segments vent green gas, sprint to the outer edge of the arena immediately.
  8. Punish the wall-stun after every Rammed Charge with your full burst rotation.

Ci & Cuo (η“·δΈŽι”™) ​

Location & How to Find ​

From the old Mohist City, head east toward the large lake. Along the shoreline, look for a white mechanical puppet floating partially submerged in the water. Interact with it to trigger the boss encounter. The fight takes place on the lake's surface β€” wooden platforms and suspension wires create the arena.

LandmarkDirection
Old Mohist CityStarting point
Eastern gateExit toward the lake
Large lake with wooden platformsBoss arena visible from shore
White puppet in waterInteract to begin the fight

Boss Description ​

Ci (η“·) and Cuo (ι”™) are a pair of synchronized mechanical dancing puppets created as a masterwork of Mohist artistry and engineering. They move in perfect harmony, suspended on thin wires above the lake platform. In Phase 1, you fight both puppets simultaneously as they dance in tandem. In Phase 2, the defeated puppet merges with the survivor, creating a single, vastly more aggressive construct.

Phase 1: The Dancing Duo ​

Both puppets are active. They share a single health bar. A moving spotlight tracks one puppet at a time β€” only the puppet in the spotlight can be damaged.

AttackTellResponse
Synchronized SpinBoth puppets spin in place, wires tighteningDeflect the spinning charge β€” two quick deflects back-to-back
Melee ChargeSpotlight puppet dashes straight at youDeflect or dodge sideways; punish the recovery
Wire DropOff-spotlight puppet descends from aboveRoll away β€” it crashes down with AoE damage
Dance RotationSpotlight switches to the other puppetRe-target immediately; the off-spotlight puppet is invulnerable
Twin SlashBoth puppets cross paths in an X-patternDodge through the center gap or deflect both hits

Phase 1 Strategy:

The key to Phase 1 is target discipline. You can only damage the puppet currently illuminated by the spotlight. The spotlight switches approximately every 15-20 seconds or after the illuminated puppet takes a certain amount of damage.

PHASE 1 ROTATION:

1. Identify which puppet has the spotlight.
2. Engage that puppet β€” deflect its melee charges.
3. When the off-spotlight puppet attacks (wire drop), evade but don't chase it.
4. When spotlight switches, immediately dash to the other puppet.
5. Repeat until the shared health bar reaches 50%.

Deflect Rhythm

The synchronized spin has a consistent rhythm: the first puppet hits, then a half-beat pause, then the second. Time your deflects as tap-tap β€” not tap...tap. Practice this timing early in Phase 1 while damage pressure is low.

Phase 2: The Merged Construct (50% HP) ​

At 50% HP, the defeated puppet collapses and its parts fly into the surviving puppet, creating a larger, four-armed mechanical dancer. The spotlight mechanic ends β€” you can now damage it freely.

AttackTellResponseDanger
Slashing ComboAll four arms extend bladesDeflect the full 4-hit chain; the last hit is delayedβ˜…β˜…β˜…β˜…
Ground SlamJumps high, all arms raised overheadInterrupt with enough burst damage, or dodge β€” massive AoEβ˜…β˜…β˜…β˜…β˜…
Wire GrappleShoots wires from wrists toward youDeflect the wire or dodge β€” if grabbed, you are pulled in and combo'dβ˜…β˜…β˜…β˜…
Spinning FuryBegins spinning with blades extended, moving toward youRun perpendicular to its movement; punish when it stops (dizzy state)β˜…β˜…β˜…
Enrage PulseBelow 20% HP β€” periodic red shockwaveJump over each pulse; three pulses per sequenceβ˜…β˜…β˜…

Phase 2 Strategy:

  1. The 4-hit slashing combo is your primary deflect opportunity. Learn the timing: fast-fast-slow-fast.
  2. When the boss jumps for the ground slam, commit everything to burst damage. If you deal enough damage before it lands, the slam is interrupted and the boss is staggered for 5 seconds.
  3. The wire grapple has a distinct audio cue (a metallic twang). When you hear it, prepare to deflect or dodge β€” this grab leads to an unavoidable combo that deals 40-60% of your HP.
  4. During Spinning Fury, do not try to deflect. Just run. When it stops spinning, it enters a 4-second dizzy state β€” use your full rotation here.

Ironheart Centipede ​

BuildWeaponWhy
BrawlerHand Guard (Gauntlets)Close-range focus matches the strategy; pseudo-invincibility frames on engage negate slash damage
Tank/BruiserThundercry Blade + Heavy ArmorCan absorb stray poison ticks while staying in close range
Mobility DPSInfernal TwinbladesFast re-engagement after ground stab dodges; high burst during wall stuns
Inner ArtEffect
Diamond SutraSuper armor during close-range exchanges prevents being knocked back by segment sweeps
Spirit RhythmAmplifies chi skill damage β€” use during wall stun punish windows

Ci & Cuo ​

BuildWeaponWhy
Deflect SpecialistNameless Sword / Strategic SwordSword's fast deflect frames are ideal for the 4-hit slashing combo in Phase 2
CC ChainHand Guard + Jade UmbrellaRoot the merged construct during its dizzy state for extended punish windows
Ranged BurstCrossblade / Mortal Rope DartSafe damage on the spotlight puppet in Phase 1 without over-committing
Inner ArtEffect
Swift HawkMovement speed helps chase the spotlight-switching puppet in Phase 1
Raging FlameBurst damage is essential for interrupting the Phase 2 ground slam

Rewards ​

Ironheart Centipede ​

RewardTypeDrop RateNotes
Centipede Carapace PlateAccessory30%Poison resistance +15%
Custom Chest (Mechanical)Gear chest100% (first clear)Contains Mohist-themed weapon skin piece
Echo JadeCurrency100%10-25 per clear
Toxin Core FragmentCrafting material60%Used for poison-resistant gear upgrades
Ironheart BadgeCosmetic badge10%Displays centipede silhouette on player card
"Segment Breaker" TitleAvatar title5%Rare purple title

Ci & Cuo ​

RewardTypeDrop RateNotes
Dancer's RibbonAccessory30%Deflect window +3 frames
Custom Chest (Puppetry)Gear chest100% (first clear)Contains puppet-themed cosmetic pieces
Echo JadeCurrency100%15-30 per clear
Wire Spool FragmentCrafting material60%Used for wire-based weapon upgrades
Ci & Cuo BadgeCosmetic badge10%Displays the twin puppet silhouette
"Puppet Master" AvatarAvatar8%Exclusive Hidden Mountain avatar
"Dance Partner" TitleAvatar title3%Legendary gold title β€” one of the rarest in v2.0

Pro Tips ​

General Hidden Mountain Boss Tips ​

TipExplanation
Set boundary stones firstBefore climbing to any boss, set your nearest boundary stone (η•Œη’‘) as a teleport point. If you die without a respawn set, the trek back can take 5+ minutes.
Always equip Celestial SeizeHidden Mountain's vertical design means you will use this constantly for traversal. Being caught without it during a boss climb is a death sentence.
Stay close to mechanical bossesBoth the Ironheart Centipede and Ci & Cuo (Phase 2) punish mid-range play. Close range limits their movesets significantly.
Repair gear before the climbThe path to both bosses includes trash automatons. Arriving at the boss with 60% durability is a common cause of wipes. Bring repair kits.
Check Wulin Journal for lockout timersWorld bosses have respawn timers. The journal shows when each boss is available.
Bring poison resistance foodParticularly for Ironheart Centipede β€” the persistent poison pools are the main source of attrition damage.

Ironheart Centipede β€” Specific ​

  1. The Hero's Tomb is not optional. You will die at least once learning the Toxic Discharge timing. Without the tomb activated, you restart at the bottom of the mountain.
  2. The side of the head is the safest spot. Not the front (charge attacks), not mid-body (segment sweeps). Slightly to the left or right of the head, close enough to touch it.
  3. The Rammed Charge wall-stun is your biggest DPS window. Save your ultimate and chi skills for when it stuns itself β€” the stunned duration is a full 6 seconds.
  4. Poison pools stack. If the centipede spits twice in the same area, the pools overlap and deal double damage. Constantly rotate around the arena to force new pool placements.

Ci & Cuo β€” Specific ​

  1. Do not split DPS in Phase 1. Attacking the unlit puppet wastes time and leaves you open to the lit puppet's attacks. If a puppet does not have the spotlight, treat it as scenery until it attacks you.
  2. The Phase 2 ground slam interrupt is the fight-decider. If you fail to interrupt it, the AoE hits the entire arena and the boss immediately follows up with a wire grapple on the knocked-down player. This combo is lethal. Save cooldowns specifically for the 50% transition and every subsequent slam telegraph.
  3. Count the 4-hit deflect rhythm out loud. Phase 2's slashing combo timing (fast-fast-slow-fast) is the single most common cause of deaths. Practice it until it is muscle memory.
  4. During Spinning Fury, run to the edge of the platform. The boss tracks your position but moves slowly during the spin. Kite it in a wide circle, and when it stops, you will be close enough to dash in and punish.

Quick Reference: Deflect Timings ​

BossAttackTiming Cue
Ironheart CentipedeSideways SlashMandible glow β†’ half-beat β†’ deflect
Ironheart CentipedeRammed ChargeHead lowers β†’ 1-second charge β†’ dodge (not deflectable)
Ci & Cuo (Phase 1)Synchronized SpinFirst hit lands β†’ short pause β†’ second hit lands
Ci & Cuo (Phase 1)Melee ChargePuppet leans forward β†’ dash sound β†’ deflect on contact
Ci & Cuo (Phase 2)4-Hit Slash ComboDeflect rhythm: 1-2---3-4 (with a pause between 2nd and 3rd)
Ci & Cuo (Phase 2)Wire GrappleMetallic twang sound β†’ half-second β†’ deflect or dodge


Last updated: July 27, 2026. Based on Hidden Mountain v2.0 boss encounters. Drop rates sourced from community data.

Unofficial fan guide. Not affiliated with Everstone Studio or NetEase.