''In the depths of World 1, past the Encroaching Villa, one can reach and fight the Beast of Blunder Hills, the Fright in the Forest, the 30 foot scourge of Dog Bone, the 'Terror who has not returned his 1997 Blockbuster copy of Mighty Ducks 3', Amarok.''
When killed, Amarok drops the {{CraftReq|Desert Topaz}} that allows you to open the portal to [[Worlds#World_2|World 2 - Yum-Yum Desert]].
Keys to enter the Amarok boss arena come from [[Dog Bone (NPC)]], [[Colosseum|Dew Drop Colosseum]] chests, or [[Post Office]] shipments (in World 2).
Keys required to enter Boss Room:
<ul>
<li>Normal - 1x {{CraftReq|Forest Villa Key}}
<li>Chaotic - 5x {{CraftReq|Forest Villa Key}}
<li>Nightmare - 30x {{CraftReq|Forest Villa Key}}
</ul>
==Tactics==
==Tactics==
Temporary tactic writeup from the [[Beginners Guide]] for the normal version of the boss:<br>
The boss has 7 different attacks.
'''For the boss''', you will want to be around lvl 23+, level 8+ [[mining]], [[chopping|choppin]], and [[smithing]]. Accuracy 130+, and damage 400+ is a good aim. Any lower and the boss fight will take a very long time, as he can heal and has a lot of health.
'''Fireball:''' Occasionally Amarok will raise his sword and send out fireballs. They are fairly easy to avoid and will be well telegraphed where they will land. He will cast more fireballs at a time on higher difficulties.
'''Stomp:''' Occasionally he will stomp, which will do a lot of damage if you stand too close but also shoot out rock spikes. To avoid the rock spikes, run to the pit on the left. If you are on the top platform you do not need to worry about this... however...
'''Uppercut:''' If you are on the upper platform, Amarok will occasionally do an uppercut, dealing a large amount of damage. Ranged characters will generally not get hit by this as they are out of range. Warriors are generally better off on the lower platform.
Make sure you have copper tools equipped for the bonus stats. You can also buy rings from the shop.
'''Sword Swing:''' Amarok swings his sword in a downwards arc. If you are in melee range on the lower platform this will not hit you.
You will hit the boss at 100% chance '''with no less than 175 accuracy,''' so you will want to respec your dps now, to make sure you have enough. Try to get the best stats for your accuracy skill on your equipment.
The boss is very overwhelming at first glance. He seems to hit you everywhere, and each attack seems to be a 1 hit KO. Don’t worry.
'''Spike Trap:''' During some attacks, spikes will come up from the ground in specific locations (marked by holes on the ground). Higher difficulties will have more spikes.
When you first enter, take some time to look at him. His extending fist can’t reach the far side of the map. It won’t hit you if you are killing his Health/Armour buffing stones, as long as you are close to them. And it can’t hit you much beyond the spikes on the ground.
'''Rocket Fist:''' Amarok aims his arm at you and after a while, he will shoot his fist at you. Once his fist starts pulsating, he will not move his arm, meaning you have time to get out of its path.
His big swipe won’t hit you if you are in the dip, nor will it hit you if you are '''exactly''' by his feet.
'''Healing Totem:''' At about half health, Amarok will sometimes spawn a healing totem, which heals him now and then. If you have enough damage you can just ignore it and keep attacking Amarok. If not, you would do well to destroy the totem. It heals 1250 health in normal and 750K in Chaotic.
The extending fist tracks you for a while, then bulges slightly, and locks on to that position. If you move after this lock, it won’t hit you. Best not to move until this.
As long as you have some defence, and crucially food, the fireballs will do very little. Maybe 30-40 damage, but you can just heal from them. Don’t let them panic you into running into another attack.
'''Shield Totem:''' Amarok will occasionally put up a shield totem, which will make the shielded body part take a lot less damage. The shielded part changes based on what platform you're on, so destroy this immediately.
If you stand by his feet, with any character (more difficult with a ranged character, but there is a sweet spot very close), the only real thing that can hit you is the foot stomp, and the fist, but as long as you are quick, you can run into the dip and be fine. Practice on your first 2 attempts, but '''don’t use your instant respawn''' until the third attempt, when you are ready to kill.
If you have low defense it's recommended that you use food in both food slots, since this means you can make more mistakes without dying. With higher defense, you can just tank most if not all of the hits on normal.
==Attacks==
Warriors generally do best on the lower platform, where they only really have to avoid the stomp. In melee range on the lower platform, they will not get hit by the fireballs. Warriors can ignore the sword swing unless they have a royal bayonet, gnarled wand, or wooden bow.
Damage with 0 defence<br>
====Normal Difficulty====
Archers and Mages do well on the upper platform. Generally, they won't get hit by the uppercut and only have to avoid fireballs and the sword swing, which hits the entire platform and a bit farther.
Fireball: 100<br>
Stomp: 400<br>
Rock Spikes: 200<br>
Spike Trap: 75<br>
Rocketfist: 250<br>
Uppercut: 600<br>
Sword: 250<br>
==Drops==
==Drops==
===Normal Difficulty===
<tabber>
Normal Difficulty=
{{DropTable/head}}
{{DropTable/head}}
{{DropTable/coin|500|1}}
{{DropTable/coin|500|1}}
{{DropTable/row||Magic Meatloaf|0.1|1}}
{{DropTable|Magic Meatloaf|0.05|1}}
{{DropTable/row|Grandma Disguise|0.001|1}}
{{DropTable/card|0.04}}
{{DropTable/row|Mystery Upgrade Stone I|0.0003|1}}
{{DropTable|Grandma Disguise|0.001|1}}
{{DropTable1|chance=1}}
{{DropTable|Granite Obol of Amarok's Stare|0.0007|1}}
In the depths of World 1, past the Encroaching Villa, one can reach and fight the Beast of Blunder Hills, the Fright in the Forest, the 30 foot scourge of Dog Bone, the 'Terror who has not returned his 1997 Blockbuster copy of Mighty Ducks 3', Amarok.
Fireball: Occasionally Amarok will raise his sword and send out fireballs. They are fairly easy to avoid and will be well telegraphed where they will land. He will cast more fireballs at a time on higher difficulties.
Stomp: Occasionally he will stomp, which will do a lot of damage if you stand too close but also shoot out rock spikes. To avoid the rock spikes, run to the pit on the left. If you are on the top platform you do not need to worry about this... however...
Uppercut: If you are on the upper platform, Amarok will occasionally do an uppercut, dealing a large amount of damage. Ranged characters will generally not get hit by this as they are out of range. Warriors are generally better off on the lower platform.
Sword Swing: Amarok swings his sword in a downwards arc. If you are in melee range on the lower platform this will not hit you.
Spike Trap: During some attacks, spikes will come up from the ground in specific locations (marked by holes on the ground). Higher difficulties will have more spikes.
Rocket Fist: Amarok aims his arm at you and after a while, he will shoot his fist at you. Once his fist starts pulsating, he will not move his arm, meaning you have time to get out of its path.
Healing Totem: At about half health, Amarok will sometimes spawn a healing totem, which heals him now and then. If you have enough damage you can just ignore it and keep attacking Amarok. If not, you would do well to destroy the totem. It heals 1250 health in normal and 750K in Chaotic.
Shield Totem: Amarok will occasionally put up a shield totem, which will make the shielded body part take a lot less damage. The shielded part changes based on what platform you're on, so destroy this immediately.
If you have low defense it's recommended that you use food in both food slots, since this means you can make more mistakes without dying. With higher defense, you can just tank most if not all of the hits on normal.
Warriors generally do best on the lower platform, where they only really have to avoid the stomp. In melee range on the lower platform, they will not get hit by the fireballs. Warriors can ignore the sword swing unless they have a royal bayonet, gnarled wand, or wooden bow.
Archers and Mages do well on the upper platform. Generally, they won't get hit by the uppercut and only have to avoid fireballs and the sword swing, which hits the entire platform and a bit farther.