
Sol Erda Energy(x200)
White Jade Box(x1)Kalos the Guardian (감시자 칼로스) is the boss of Karote, the Unending Tower, in the Arteria region of Grandis. He guards the approach to the sky city of Odium, and during the fight the hacker T-boy repeatedly seizes control of the tower's weapons and turns them against the party. Entry requires level 265 or higher. Consumable items share a 10-second cooldown, and the fight allows a Death Count of 8.

Kalos is fought at four difficulties - Easy, Normal, Chaos, and Extreme - each split into two phases. Required Authentic Force is 200 / 200 on Easy, 250 / 300 on Normal, 330 / 330 on Chaos, and 440 / 440 on Extreme (Phase 1 / Phase 2). Phase levels run 270-285 and defense runs 300-380% depending on difficulty and phase. There is also an introductory single-phase tier at 130 Authentic Force (level 270, 300% defense, roughly 1.47 trillion HP). Exact per-difficulty HP, level, and Authentic Force values are shown live in the Overview panel on this page.
Reading the damage numbers below: every figure is written as (Easy) / (Normal) / (Chaos) / (Extreme). For example, "60% / 70% / 80% / 90% of max HP" means 60% on Easy, 70% on Normal, 80% on Chaos, and 90% on Extreme. All damage is a percentage of your max HP.
These run in both Phase 1 and Phase 2.
At regular intervals an explosion spawns at a random spot on the map and detonates 1.08 seconds later. Phase 1 deals 30% / 30% / 30% / 35% max HP; Phase 2 deals 30% / 30% / 35% / 40%.
Kalos's Will is the tool you use to break T-boy's interference. The gauge refills completely every 10 seconds.

Press the gather key to aim (you can keep moving while aimed), then press it again to fire. If you do not fire manually it releases automatically after 10 seconds. Each hit on an occupied weapon steps its color down - red (just activated) to crimson to purple to blue (deactivated).
Hits required to free a weapon, per party member: the Bombardment Fighter's upper structure takes party size x (1 / 1 / 2 / 2), the Sphere of Odium's lower structure takes party size x (1 / 2 / 2 / 2), and the Eye of Restraint and Eye of the Abyss orbs take party size x (2 / 2 / 3 / 3).
One weapon activates every 80 / 70 / 60 / 60 seconds after entering the map, and casting the full-barrage instant-kill pattern activates one more. When the active count drops from 4 back to 3, the activation timer resets and the 80 / 70 / 60 / 60 second cycle resumes.
If all four weapons are active for 1 minute, the run fails and the party is forcibly ejected. This is the hard fail condition of the fight - freeing even one weapon stops the countdown.
On Chaos and Extreme, once three or more interferences are active the weapons gain a red aura and switch to enhanced attacks.
Bottom-left of the gauge.

Hit the orb in the center with Kalos's Will to deactivate it.
While active it periodically aims a laser at a player and fires, similar to Guardian Angel Slime. Phase 1: 15% / 15% / 15% / 20% max HP per tick and a 2 / 3 / 4 / 5 second Stun. Phase 2: 15% / 15% / 20% / 25% per tick and a 4 / 5 / 5 / 5 second Stun. The Stun is what makes this the most dangerous weapon to leave up.
Enhanced (Chaos / Extreme): Phase 1 deals 25% per tick with a 3 / 5 second Stun; Phase 2 deals 30% per tick with a 5 second Stun.
Top-right of the gauge.

Hit the orb in the center with Kalos's Will to deactivate it.
While active it fires multiple lasers three times at set intervals. A laser disappears if a party member takes the hit in your place. Phase 1: 20% / 20% / 25% / 30% max HP and a 2 / 3 / 4 / 5 second Darkness debuff. Phase 2: 25% / 30% / 35% / 35% and a 3 / 5 / 5 / 5 second Darkness.
Enhanced (Chaos / Extreme): Phase 1 deals 30% / 35% with a 5 second Darkness; Phase 2 deals 40% with a 5 / 7 second Darkness.
Top-left of the gauge.
While active it periodically fires a laser straight down.
Damage per tick: Phase 1 33% / 40% / 40% / 40% max HP; Phase 2 33% / 40% / 40% / 50%.
Enhanced (Chaos / Extreme): 50% per tick in Phase 1; 50% / 60% per tick in Phase 2.
Bottom-right of the gauge.
Contact deals 30% / 30% / 30% / 35% max HP in Phase 1 and 30% / 30% / 35% / 40% in Phase 2. The sphere moves faster in Phase 2.
Enhanced (Chaos / Extreme): 40% / 45% in Phase 1; 45% / 50% in Phase 2.

Clearing Phase 2 moves the party to a reward map. The main reward is Kalos's Will, dropping 1 fragment / 1 / 2 / 3 by difficulty. Ten Kalos's Will exchange for one Eternal armor part. Soul fragments also drop.
Pattern clips sourced from the Naver blog seotbeo.