Dancing Baboon (舞王狒哥) Boss Guide 2026 — Tree of Bounty
舞王狒哥 — which we render as Dancing Baboon — is the second boss of 丰饶之树 (Tree of Bounty), the six-player dungeon the Chinese server added with its 1.2 content update. The fight is a music hall: a gold stage, a disco ball on every column, and a boss who punishes you for not dancing.
Everything below is read off one party's clear on one difficulty on the CN server, so treat each number as their experience, not a promise. Screenshots come from Raxari's silent 1080p recording; the spoken rules come from Kanhua's coaching callouts, credited separately. Both recordings use a Chinese client, so the English names on this page are our working translations.
Verification rule
[unverified] / 〔待核验〕 marks a detail the footage or cited sources could not confirm — the marker stays inline so you know exactly which claims to double-check.

Dancing Baboon mechanics, frame by frame
Golden rules before your first pull
- ◆Red first: the coach's summary of the whole fight is to dodge every red circle and keep casting through them.
- ◆After the circles, stand inside the ring to keep damage on him — for ranged that is the whole job, for melee it is a balance beam.
- ◆The dance is a Q / E / R prompt: pick the baboon pose that matches his, before 失败次数 reaches four.
- ◆When the charge marks you, put a pillar between you and him; a charge that never hits stone keeps running.
- ◆The laser is a heal check, not a tank check — pop personal mitigation and let the healer catch the group.
- ◆A 舞王狒哥狂暴 clock runs beside his health bar from about six minutes; this party finished with roughly half a minute left.
Verified gameplay source
Curly-Haired Baboon Raid Boss Guide/Showcase | Lord of the Mysteries game | 2k Ultra
- 01
It opens with a film, not a pull
The recording starts on the boss introduction cinematic: a purple-furred, gold-maned baboon working a dance step between four glowing troupe members while the game's own subtitle reads 一只会跳舞的……狒狒?!? — a baboon that can dance. Nothing mechanical happens yet, so use the seconds to check you are in the right wing and let the party pick up their bearings before the marker drops.

20s into the footage — the only moment you get to look at the model without a health bar over it.Watch from 0:20 - 02
His name is 舞王狒哥; the English name is not in the client
The name card spells him 舞王狒哥 with the epithet 热情的律动 underneath. Because both recordings run a Chinese UI, no official English name ever appears on screen — Dancing Baboon is our working translation of 舞王狒哥 (狒 = baboon), and the localisation stays 待核验. One of the two source videos calls him Curly-Haired Baboon in its title, which is that creator's invention, not the game's. Search the Chinese characters if you want answers instead of guesses.

26s — the authoritative spelling of this boss's name; the same characters then sit above his health bar for the rest of the fight.Watch from 0:26 - 03
The arena, the objective, and the berserk clock
进入战斗。 lands the instant the party takes aggro. The stage is a round gold platform inlaid with a tree medallion, ringed by vine-wrapped columns topped with urns and a disco ball, and the objective 击败舞王狒哥 (0/1) is pinned on the right edge. Two numbers matter from the first second: his bar at 100.0%, and the red 舞王狒哥狂暴 pill beside the target readout, which shows 05:59 here. That pill is the reason a slow, clean clear beats a fast, chaotic one.

28s — pull position: one player on the boss, four already spread across the stage, and the first red circles not yet dropped.Watch from 0:28 - 04
Red circles come first, and there are a lot of them
The coach's rule for the entire fight is basically to dodge all the red circle skills, and at 52s his party is standing in ten overlapping crimson telegraphs while the boss takes damage in the middle of them. The circles are the punishment for standing still, not the mechanic you build around: step out of the one you are in, keep casting, and save your mobility for the fan and the charge.

52s — boss at 74.9%, berserk clock at 04:55, and the floor almost entirely painted red.Watch from 0:52 - 05
The charge only stops at a pillar
Whoever is marked has to break line of sight: hide behind the pillar, make him hit the pillar, because if you do not let him hit it he keeps charging. Everyone else keeps dealing damage — the coach repeats both halves of that instruction in the same breath. The footage owner chapters the first pillar charge at 00:56; by 84s the boss is sprawled against a column with the reticle still sitting on the stone, which is what a stopped charge looks like. Note that the same recording calls out a lagging healer twice: a charge you cannot see coming is a latency problem as much as a positioning one.

84s — the boss stopped at the column instead of running through the party; the red fan on the right is the dance sweep starting up.Watch from 1:24 - 06
跟上节拍: the dance is a Q / E / R prompt
This is the mechanic nobody warns you about properly. The stage fills with glowing music staves, four golden baboon illusions line up facing the party, and three orbs pop over your own character — Q in blue, E in red, R in green, each showing a different baboon pose. Answer with the pose that matches his while the 跟上节拍 banner is up. The footage owner's own summary of the round is to select the same dance as the baboons, pointing to right, left and middle. What you are looking at here is the clean start: 失败次数 0/4, with the boss bar parked at 56.3% for the whole window.

104s — the three answer orbs sit bottom-centre where your eyes already are; the failure counter is directly under his health bar.Watch from 1:44 - 07
失败次数: the fourth failure is the fight
Miss the pose and the counter climbs — 1/4 at 128s, 2/4 at 136s in this recording, with the boss bar unmoved at 56.3% the entire time. The coaching callout is blunt: once everyone hits four stacks it is an instant death. Whether the 失败次数 tracker and that spoken stacks rule are the same counter is 待核验, so do not go looking for the boundary — treat the third failure as the last one the party can spend, and call out your own miss instead of hiding it.

136s — two misses logged, one attempt left in hand, and the party still standing in the staves.Watch from 2:16 - 08
The laser is a heal check, not a tank check
The coach's line is that he is firing the laser and everyone at low HP will die, so the healer has to heal or the party dies — and just before it, pop damage reduction and heals. The recording catches a violet beam raking in from the top right of the stage at 160s while the group is still spread, with heal numbers landing on the stacked players a few seconds earlier. Do not stand in a line behind whoever got hit first, and do not try to climb back from a third of your health through it.

160s — the beam enters from the top right; the boss is mid-turn on the medallion and the melee group is already moving.Watch from 2:40 - 09
The tornado orb sits exactly where melee wants to stand
Watch out for this orb, this tornado — at 176s it is a full column of fire spinning on the boss's own platform, with a 462 hit landing on whoever is nearest and a distance marker reading eleven metres. It is a position check rather than a damage check, and it is the reason the ranged-versus-melee complaint in the same recording is fair: the safe ring and the melee hitbox overlap.

176s — berserk clock at 02:51, the vortex on the medallion, and the party already pushed off the centre.Watch from 2:56 - 10
The wide dance paints half the stage
After the red circles, the instruction is to stand inside the ring and deal damage — but the dance itself is the wide one. At 190s the sweep has turned the entire right half of the arena crimson while the party stacks on the medallion with block and crit numbers popping over them. Ranged players only have to sidestep it; melee players are standing right on the edge of it, which is exactly what the coach means when he says the ring is comfortable for ranged and not for melee.

190s — berserk 02:37; the crimson half is the dance, the gold ring is where the damage lives.Watch from 3:10 - 11
Front-back-front: the three-beat step pattern
The last movement check has no clean frame in this recording, because the camera sits behind the character for the whole sequence, so learn it from the callouts. The footage owner chapters it as front-back-front; the coach counts it out loud as left, right, left, right, three times. Two short shifts, then the third one commits — dodge on the second beat rather than the first, and you will still have the third movement spare for whatever the boss queues next. Treat the two descriptions as one pattern seen from two angles until a clearer recording settles it.
- 12
Colour pools: go to the one matching your note
The on-screen callout does the explaining here: 快快进入对应音符颜色的舞池 — get into the dance pool whose colour matches your note. At 226s a green pool is lit behind the boss and blue note markers are standing on the floor, with the party already splitting toward their colours. The footage owner's own summary is to go to the area that matches the icon above your head while ranged players keep casting. The second line in that banner, 技能释放所需战斗资源不足, is the fight telling you somebody burned their resource early — a real failure mode in a mechanic that runs on the same buttons as the dance.

226s — boss at 20.9%, berserk 02:01, and the colour split happening on the far side of the medallion.Watch from 3:46 - 13
Ranged has it easy here; melee has to spend mobility
Aside from healers and tanks, only melee players have a hard time, and the frames above show why: the ring you stand in for damage is right on the edge of the sweep, and the tornado lands on the centre platform where melee wants to be. If you are running melee, spend the movement windows instead of squeezing out extra casts — the fight is not going to be lost on damage. The coach also notes his party could tank the laser late because the boss's damage had dropped, which is not advice to test on a fresh week.
- 14
Follow the flashing stars behind him
When the dance comes back at the end, the instruction is to follow the four flashing stars behind him while dodging the wide spin. At 314s you can see what that looks like: a trail of glowing beat rings running out behind the boss with the party lined up along it, the boss at 0.4% and a fresh 1/4 on the failure counter with 00:33 left on the berserk clock. Standing in front of him during the spin is how a finished fight gets thrown away.

314s — a new dance attempt with the kill already in sight; the ring trail is the safe path around him.Watch from 5:14 - 15
The clear screen: rating, auction, materials
阶段挑战胜利 lands with a 璀璨星辰 rating, a damage card for the top player (6,233,164 in this run) and the 竞拍与分配 panel — an auction item on a 44-second timer with no bids yet, 发票单据 ×38 and 聚合因子 ×4 in the distribution list, and the 获得奖励 row across the bottom. That row is the materials the coach mentions at the start of his recording: claim them by teleporting back after the clear, or collect them while running AI battles. The 世界冒险秘宝 4/20 tracker on the right is a separate weekly counter, not this boss's drop.

318s — the whole reward set in one frame: auction timer, material counts, item row.Watch from 5:18
Where the facts and the frames come from
Fact source — coaching callouts
【诡秘之主- Quỷ Bí Chi Chủ】Phó bản 6 người 丰饶之树- Cây Thịnh Vượng- boss 2: 舞王狮哥- Vua Khỉ
Frames: Raxari's silent CN-client recording (XDomRGka1q4, 5:19, uploaded 2026-09-21), used with the credit his description asks for. Spoken rules: Kanhua's coaching recording (j5lrhCbmWsE, 6:33, uploaded 2026-09-20), read from its English auto-captions of Vietnamese callouts — his title also misspells the boss name, so do not copy it. Both parties are level-70 six-player groups on Normal difficulty, CN open beta, one clear each.
Pending verification (待核验)
- Boss English name
- The client shows 舞王狒哥 only. Dancing Baboon is our translation; the shipped English localisation is unconfirmed.
- Dungeon English name
- The HUD reads 普通·丰饶之树 (Normal difficulty). Tree of Bounty is a working translation, not an official one.
- Four stacks vs 0/4
- The on-screen 失败次数 tracker caps at four; the coaching says four stacks is instant death. Whether they are the same counter is unconfirmed.
- Patch and date
- The 1.2 / 2026-09-18 CN launch date for this dungeon is site context from patch coverage, not something either recording shows on screen.
Dancing Baboon questions
- Q1.Who is the second boss of Tree of Bounty?
- 舞王狒哥, which we call Dancing Baboon while the English client name stays unconfirmed. He guards the second wing of 丰饶之树, the six-player dungeon the CN server added with its 1.2 update, and the fight is a music-hall stage with a disco ball on every column.
- Q2.How do you beat the dance mechanic?
- Answer the prompt with Q, E or R to match the baboon pose he shows while 跟上节拍 is on screen, then move to the dance pool whose colour matches your note. The 失败次数 tracker under his health bar counts your misses and stops at four, so call your own miss and do not chain a third one.
- Q3.What actually wipes parties on this boss?
- Three things, in the order the recordings show them: a fourth dance failure, a laser taken at low health with the healer busy, and a charge nobody blocked with a pillar. The red circles and the wide dance sweep hurt, but they are avoidable by movement alone.
- Q4.Is there an enrage timer?
- Yes — a red 舞王狒哥狂暴 pill sits under the target readout and counts down from roughly six minutes (05:59 is visible at the pull). The party in this footage had 00:33 left with the boss at 0.4%, so the timer is generous only if you stop wasting dance windows.
- Q5.Is this fight worse for melee players?
- The coaching says ranged DPS has it easy in these dungeons and that only melee suffers besides healers and tanks, and the frames agree: the damage ring sits on the edge of the sweep and the tornado lands on the centre platform. Melee still clears it — you just pay for it with mobility instead of damage.
- Q6.What do you get for clearing him, and how do you claim it?
- The clear screen shows a 璀璨星辰 rating, the 竞拍与分配 auction and distribution panel, and a 获得奖励 row with the material items — 发票单据 and 聚合因子 were counted in this run. Claim materials by teleporting back after the clear or while running AI battles, per the coaching recording; exact drop quantities are not shown on screen and stay unverified.