The Manticore Raid
The Manticore Raid is Zenko’s endgame gauntlet — a single unbroken run of nine arenas that ends at the Manticore itself. You fight through waves of creeps, drop two mid-run bosses, and finish on a beast that takes to the sky and forces you onto a ballista to bring it back down. It is the hardest fight in the game and the only place the apex loot lives.
Bring a party of up to four players and split the pressure. Boss health is a fixed pool no matter how many of you show up — only your commander’s effective HP scales with the size of your squad, not the boss. A strong solo trainer can clear the earlier arenas, but the Manticore finale is a co-op capstone: its health pool realistically needs a party to burn down inside the per-arena time limit.
There are no checkpoints and no partial payout. The gauntlet is a single chain from the first creep room to the Manticore Roost, and the reward is paid only when the Manticore falls. Wipe anywhere along the way and you walk out empty-handed — but you keep the run count you spent, so pick your party before you enter.
The run marches through nine arenas in a fixed order: three creep rooms, then the Black Bull, then three more creep rooms, then the Sand Man, and finally the Manticore Roost. Creep rooms are waves of creatures that soften you up and drain resources; the bosses are the walls that decide whether you go home rich.
| # | Arena | Type | Boss HP | What waits inside |
|---|---|---|---|---|
| 1 | Creep Room I | Waves | — | Opening wave — ease in and warm up your rotation. |
| 2 | Creep Room II | Waves | — | Pressure climbs; start managing cooldowns and healer mana. |
| 3 | Creep Room III | Waves | — | Final softening before the first boss gate. |
| 4 | Black Bull | 3,250,000 | The first wall — a charging bruiser that punishes clumped parties. | |
| 5 | Creep Room IV | Waves | — | Second stretch of waves; resources are thinner now. |
| 6 | Creep Room V | Waves | — | Attrition mounts on the road to the Sand Man. |
| 7 | Creep Room VI | Waves | — | Last wave gate before the second boss. |
| 8 | Sand Man | 2,600,000 | The mid-run gatekeeper — clear him to reach the Roost. | |
| 9 | Manticore Roost | 7,000,000 | The apex fight, including the first-person Skyhunt. Beat it to claim. |
Boss health is a fixed pool at every group size — it is never scaled down for smaller parties. What scales with your squad is your commander’s effective HP, not the boss. A strong solo can clear the earlier arenas, but the Manticore’s 7M pool realistically needs a party to burn down inside the per-arena time limit.
Three bosses stand between you and the payout, each a distinct check. Their health is the biggest in the game — sustained damage, a real healer, and a front line matter far more here than in any solo dungeon.
The Skyhunt — the Manticore finale
The Manticore doesn’t just stand and trade blows. When it takes to the sky, the ground fight can’t touch it — and the raid changes camera entirely.
- The Manticore flies. Mid-fight it lifts off and circles the Roost, out of reach of your party on the ground.
- Climb the ballista. A siege ballista stands at the edge of the arena. Take the controls and the game drops you into a first-person view from the weapon.
- Shoot it out of the sky. Track the beast across the air and land your bolts to break its flight and slam it back to the ground, where the party can resume the kill.
The Skyhunt is the only first-person moment in Zenko — a hard pivot from the top-down party fight to a hands-on ballista sequence. Miss the window and the Manticore stays airborne, punishing your team from above until you knock it down.
Beat the Manticore and the Roost pays out. Nothing before it does — the creep rooms and the first two bosses are the price of admission, not payday. The reward is a six-chest, pick-two choice: six chests appear, and you open two of them.
The pool holds 15+ exclusive drops found nowhere else in the game, and at the very top sits an apex Mythical tier at 1 / 500 — the rarest pull in Zenko, and the whole reason to run the gauntlet clean.
The six-chest reward fires only on a full clear — the Manticore has to die. There is no consolation loot for reaching the Roost and wiping. Kill the finale, then pick your two chests.
The jackpot chest draws from a fixed pool of 22 exclusive items found nowhere else in Zenko — combat relics, cosmetic trophies, and two eggs. Whatever it holds, every drop arrives BOUND (untradeable): you own it and can equip it immediately, but it takes a 10,000 $ZOLANA convert before it can ever be sold or traded. The odds below are per run — they already fold in the ⅓ chance that your two picks include the jackpot chest, so a listed 1 / 500 means one apex pull every 500 clean clears.
Rows marked Manticore-only can appear only when the apex beast itself falls — that signature loot can never farm off a lesser kill. The two eggs are chases in their own right: the Roost Egg hatches one of the five exclusive Roost creatures, and the Manticore Egg hatches the apex Mythical Manticore itself.
| Item | Type | Rarity | Odds / run | What it is |
|---|---|---|---|---|
| Manticore Egg | Egg | Mythical | 1 / 500 | Hatches the apex Mythical Manticore — the rarest creature in the game. Manticore-only. |
| Manticore Aura | Cosmetic | Mythical | 1 / 500 | Aura trophy — a ring of fire with a floating flame around your trainer. Manticore-only. |
| Sand Man Aura | Cosmetic | Mythical | 1 / 500 | Aura trophy — a swirling sand vortex ring and dust-devil column. Manticore-only. |
| Manticore Heart | Relic | Mythical | 1 / 500 | Mythical combat relic — huge Attack and Crit Chance, plus a venom-barb passive. Manticore-only. |
| Solar Requiem Core | Relic | Mythical | 1 / 500 | Mythical combat relic that casts Requiem, a boss-nuke active dealing % max-HP damage. Manticore-only. |
| Manticore Regalia | Relic | Mythical | 1 / 500 | Mythical trainer relic — casts Cataclysm, a party-wide Attack rally. Manticore-only. |
| Manticore Fang | Relic | Legendary | 1 / 100 | Legendary relic — Attack, Crit Damage and lifesteal, with the Ultra Pierce+ active. Manticore-only. |
| Ruinhorn | Relic | Legendary | 1 / 100 | Legendary Black Bull relic — a heavy HP and Defense bruiser plate. |
| Hourglass of Ages | Relic | Legendary | 1 / 100 | Legendary Sand Man relic — Ward, cooldown reduction and anti-heal. |
| Manticore Wings | Cosmetic | Legendary | 1 / 100 | Accessory trophy — animated molten-veined bat wings. Manticore-only. |
| Pyre Crown | Relic | Epic | 1 / 60 | Epic relic — Attack, Crit Damage and armor-pen, with the Sunflare Rally party buff. |
| Magmahide Plate | Relic | Epic | 1 / 60 | Epic Black Bull relic — an HP and Defense tank plate. |
| Cerement Plate | Relic | Epic | 1 / 60 | Epic Sand Man relic — Ward and cooldown reduction. |
| Emberhorn Mask | Cosmetic | Epic | 1 / 60 | Hat trophy — the Black Bull’s molten-cracked skull mask. |
| Sand Man Clothes | Cosmetic | Epic | 1 / 60 | Outfit trophy — a full gold pharaoh-armour body-swap. |
| Manticore Mask | Cosmetic | Epic | 1 / 60 | Hat trophy — a black lion plate framed by a fire mane. Manticore-only. |
| Pharaoh Mask | Cosmetic | Epic | 1 / 60 | Hat trophy — the Sand Man’s golden King Tut death mask. |
| Roost Egg | Egg | Epic | 1 / 60 | Hatches one of the five exclusive Roost creatures (Epic–Legendary). |
| Solar Talon | Relic | Rare | 1 / 30 | Rare relic — Attack and Crit Damage, with the Ultra Pierce active. |
| Basalt Hoofshard | Relic | Rare | 1 / 30 | Rare Black Bull relic — HP and Defense. |
| Gravesand Vial | Relic | Rare | 1 / 30 | Rare Sand Man relic — Ward and cooldown reduction. |
| Ember Chip | Relic | Common | 1 / 21 | Common relic — Attack and Crit Damage, with the Spark party buff. |
Odds are per completed run. The six Mythicals each sit at 1 / 500, so pulling one specific named Mythical is rarer still. Every clear also pays a guaranteed Gold and materials floor on top of the two chests you open.
The gauntlet is gated by a daily run allowance, and each entry also costs 50 stamina on top of the run. Every trainer gets 3 free runs a day. Need more? Buy +3 additional runs for 1,000 $ZOLANA — a hard cap on how hard the apex loot can be farmed, and the token flows to the treasury.
| Source | Runs | Notes |
|---|---|---|
| 3 | Reset every day, no cost. | |
| +3 | 1,000 $ZOLANA for three more runs the same day. |
Entering the gauntlet spends a run whether or not you clear it — a wipe still costs the attempt. Build the strongest party you can before you go in, because only a full Manticore kill turns that run into loot.
The Manticore Raid is the co-op capstone of the raid ladder — for the solo 25-dungeon curve, stamina, and material drops, see Dungeons & Raids; for the power formula that sets your party’s strength, see Combat & PvP.