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Guide and Walkthrough by kratos109876

Version: Seven | Updated: 04/18/2017

ngNow I'm not gonna do one of those fancy banners at the top of my 
walkthrough. Mostly because I don't know how. If anyone wants to make 
a banner and would like me to use it, send it to me through e-mail and 
I'll credit it to you. Just be sure to tell me what name you want me 
to credit it to, or I'll default to the e-mail address from which I 
receive it. 
 
 
SWORD ART ONLINE: 
LOST SONG 
Copyright 2016, Kratos109876 
 
****************** 
* Table of Contents *
****************** 
1. Foreword [001]
2.	Controls [002]
3.	General tips [003]
4.	Story Mode walkthrough [004]
5.	Weapons List [005]
1.	1-Handed swords [005a]
2.	Rapiers [005b]
3.	Daggers [005c]
4.	2-handed swords [005d]
5.	Knuckles [005e]
6.	Katana [005f]
7.	Axe [005g]
8.	Mace [005h]
9.	Spear [005i]
10.	Bow [005j]
11.	Shield [005k]
6.	Sword skills[006]
1.	Dual-Wield [006a]
2.	Rapiers [006b]
3.	Axe [006c]
4.	Katana [006d]
5.	Dagger [006e]
6.	Knuckles [006f]
7.	Spear [006g]
8.	Bow [006h]
9.	Mace [006i]
10.	2-hand sword [006j]
11.	1-hand sword[006k]
7.	Spells[007]
8.	Accessories[008]
9.	Monster drops by location[009]
10.	Boss enemy list[010]
11.	Frequently asked questions[011]
12.	Credits[012]
********** 
*  Foreword * [001]
**********
This is my first time ever writing up a walkthrough for anything, so 
my apologies if I have missed anything important. If you have see 
anything I have gotten wrong that needs to be corrected, or have 
anything you would like to see added, send me an e-mail at 
tjs10987@gmail.com. This guide is free for anyone to use, and may be 
posted to any website, so long as I am credited as its author. All 
trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders. 


*********
* Controls * [002]
***********
Square = Basic attack 
Triangle = Strong attack(Consumes stamina) 
Circle = Dodge(while moving. Uses Stamina. Can dodge in air if 
Double Jump has not been used) 
X = Jump(Uses stamina. Can double jump)
L1(short hold) = Lock on 
L1(long hold) = Remove Lock on
R1(tap) = Toggle between swords drawn(sword skills) and swords 
sheathed(Magic)
R1(hold) = Sword skills/Magic display 
R1(hold while moving) = Run(Uses Stamina)
R1(hold) + Circle = Guard 
Circle(while guarding) = Guard Attack(Uses Stamina)
R1(hold) + X, Triangle, Up, Down, Left, Right = Assigned Sword 
Skill/Spell
Left control stick = Movement 
Right Control stick = Rotate camera OR switch lock on targets 
when locked on
R2 = Activate Union Rumble when Union gauge is full 
L2 = Emotes/Multiplayer in-game messaging. 
Options/Start button = Pause Menu 
Center/Select button = Items/Commands
Triangle + Circle(while in active Union Rumble) = Switch(press 
Square for AI partner 1 to switch in, or Triangle for AI partner 
2 when playing Single player)

When outside 
Up = Flight mode
Left/Right = Hover mode
Down = Wings off(free fall)
X(hold while in hover mode) = Ascend
X (double tap, hold on second while in hover mode) = Descend
R1(while in Flight mode, uses stamina) = Faster flying
R1 + X(while in Flight Mode, uses stamina quickly) = Flying 
Dash(Homing Dash when Locked on)
X(double tap, while in Flight mode) = 180 turn(turn towards 
target when Locked on)
Square/Triangle(while performing Flying/Homing Dash) = Flying 
Dash Attack(powerful)
Circle(while performing Flying/Homing Dash) = Barrel Roll

***********
* General tips* [003]
************* 
 
Equip your skills and spells. This applies not only for the character 
you are controlling, but your AI allies as well. An AI ally will not 
use any spell or skill they do not have set. This can have uses both 
ways. If you want an ally to train proficiency with a certain weapon, 
remove all their spells and sword skills. This will force them to use 
only regular attacks. Otherwise, be sure to have the spells and skills 
equipped that you want.

Don't spam sword skills. Not only does it eat through your mana supply 
quickly, but using sword skills will not grow your weapon proficiency. 
This is to say, if you wish to level Kirito's Dual-Wielding, you can 
use his Final Revolution skill until you are blue in the face. His 
dual-wielding will not level. You have to use regular attacks with 
square and triangle for this. 

Always keep a generous supply of Healing Items. This one kind of 
goes without saying, but I can't tell you how many times I wind up in 
a boss battle I wasn't predicting, and I find myself all out of Dew 
of Yggdrasil and I'm the last one standing, using a character who can't 
learn the Resurrection spell. Always double check your healing items 
before you set out for a new dungeon. You never know when you'll need 
them most

Examine all glowing spots. In the open field and in all dungeons, 
you'll will see a number of unmistakable glowing spots. These will 
produce yuld, materials used for upgrading weapons, or in the case of 
the Search extra quests, healing items. It's usually worth it to take 
the time for these.

Train Kirito. This may seem like a no-brainer, but when you're in a 
game this open ended, allowing you to customize your party any way you 
like, some people may not want to use Kirito. However, Kirito is forced 
into a few Duels throughout the storyline, and if he's underprepared, 
you'll find yourself in a tight spot. Additionally, almost every 
character event that occurs in town, signified by blue dots with red 
arrows on the map involve Kirito, and will not appear unless he is the 
member you are actively controlling.

Stronger enemies give more experience. This may seem like another 
no-brainer, but it applies for more than just your general level as 
you gain EXP. For instance, if you are attempting to level up Kirito's 
Dual-Wielding proficiency, 10 attacks on a level 500 mid-boss will 
yield more experience for his Dual-Wielding than 50 attacks on a level 
100 normal enemy. This experience is gained regardless of whether or 
not an enemy falls, so if you're trying to learn more sword skills, 
seek out the strongest enemies you can find. This goes along with my 
next tip.

Don't be afraid to die! This isn't the SAO from the anime. Dying isn't 
going to kill you, and the death penalty isn't that steep. Any quests 
that you've made progress on will revert to the way they were when you 
entered the area. For example, if you had a quest to kill 30 slimes, 
and when you enter Woglinde, you've already killed 6. You go and kill 
enough to finish the quest, but you weren't paying attention and Fafnir 
swoops down and takes out your whole team. You'll get warped back to 
the teleport gate, and your quest will be set back to 6/30 slimes killed. 
However, any levels you may have gained, be they character levels, 
weapon proficiency levels, sword skill levels, or spell levels, will 
be retained. Experience cannot be lost in anyway, short of forgetting 
to save.

Save Often! This one needs no explanation.

Appraise your weapons and accessories. All equipment when gained, 
unless bought directly from Agil or given specially as a quest reward, 
will be in a state where it must be appraised by Lisbeth before it can 
be identified or used. Not only do appraised weapons have the chance 
to be stronger than their purchased counterparts for raw damage, they 
very often have special enchantments on them. One might have a chance 
to cause poison, while another might make critical hits more likely. 
To better understand what each enchantment does, select a weapon, any 
weapon, and press Triangle to bring up the information screen. One of 
the options then is to press Square, which will bring up the key showing 
what each enchantment symbol means. It's good to familiarize yourself 
with this to know what your weapons and shields will do.

Know your status conditions. It's all well and good to have a weapon 
with an enchantment to cause a status condition, but you have to know 
what they do. This will also help you know what to do if you should 
suffer that status condition. Obvious ones include poison, stat 
reductions, and reducing an enemies resistance to an element. Fatigue 
will cause your MP to reduce much like poison does to HP. Seal will 
prevent you from using any spells or sword skills. Curse will cause 
you to take extra damage, while reducing the effect of healing spells 
on you, though healing items will still restore the percentage 
displayed in their description. Confuse, sleep, paralysis, and bind 
are all immobilizing conditions that prevent you from taking further 
action. Each of these will automatically end upon receiving a hit, or 
after a certain amount of time. Despite the fact that the programmers 
did include an item specifically designed to cure paralysis, you cannot 
use it while paralyzed, essentially rendering it worthless. Paralysis 
and Bind are fantastic conditions to inflict upon enemies, robbing them 
of movement the same way they do to you. Paralysis tends to last longer 
than bind, and when inflicted on an enemy, they will end after a certain 
duration, not when the enemy takes a hit. Sleep, however, will end when 
the enemy takes a hit, rendering sleep a virtually useless condition 
to inflict on enemies.

Practice guarding! I cannot stress this one enough. With the 
exception of a small handful of attacks, guarding against attacks will 
grant you total immunity to the damage and status conditions they 
inflict. However, if you let your guard get crashed, you'll take full 
damage from the attack. You have to spend time out of guarding stance 
to let your guard meter regenerate. In addition, there is a mechanic 
built in that I have dubbed Perfect Guard. If you receive an attack 
while guarding before the meter is fully displayed on the screen, you 
will guard the attack and your guard meter will remain unchanged. Just 
remember that you can't guard attack that hit you from behind.

Use that Super armor! Super armor is a condition in which your 
character will not stagger or be knocked out of an animation except 
by things such as Paralysis. Most Sword Skills will put you into a super 
armored state during their animation. This can be very useful if under 
attack by one relentless enemy or a group that is otherwise overpowering 
you, and can prove useful in turning the tides. Do recall that super 
armor does not prevent damage, so you can still get KO'd mid-super armor 
animation.

Tactical retreat. This especially applies to outside battle when your 
wing can be used. If you're starting to take a lot of damage, or your 
party members have been knocked out, don't hesitate to fly or run away 
to get the opportunity to heal yourself or them. Remember that the Dew 
of Yggdrasil and Yggdrasil Droplet items will work no matter what 
distance you are from your fallen comrades, despite the fact that AI 
partners will only use them while right next to your remain light. A 
strategy to use in an outdoor battle is to fly as high as you can and 
lure the enemy with you, then cut your wings and use the fall time to 
activate the item or spell. Remember than when falling, a spell will 
make you hover on the spot as you cast it, but while using an item, 
you will continue to fall.

That's all the general tips I can think of for now. If I think of more 
later, or more are suggested to me, I'll add them in. 

******************************** 
*STORY MODE WALKTHROUGH* [004] 
********************************
Well, when you first start, you'll get a little animated scene with 
Kirito waking up back in ALO. Eager as ever, it seems he went ahead 
of everyone else and gets scolded by Leafa for it. Anyhow, after a short 
tutorial on how to fly and fight, you'll be taught how to follow the 
markers on the map, and be led to the teleport gate to head to town. 
Not much to see when you first enter, so make your way over to where 
Asuna is standing. This building is the Inn. Make note of it well. This 
is where you will go to save, change your party line up, and move items 
between your inventory and warehouse. Enjoy the animated scene that 
follows meeting Asuna, and the cutscenes after. You will now gain three 
party members in addition to Kirito: Asuna, Leafa, and Sinon. In my 
opinion, it's always worth having Asuna in your party because she seems 
to focus heavily on healing, and tends to pull better healing items 
from her bottomless inventory, such as Pure Healing Crystals and Pure 
Mana Crystals, but it's your game. Build your team how you like. It's 
meant to be fun, after all. 
 
As you head back out of the inn, you'll see 4 orange markers have 
appeared. It's entirely optional to visit these, and the two on the 
west end of the map point to areas you won't even use through most of 
the game. 2 on the east, however, point to the tavern, which while it 
is accessible now, has nothing to offer. The second points to what will 
become the weapons/accessories shop and smithy. You'll have to make 
some story progress before that happens, though. Once you are ready 
to proceed, step into the teleport gate to return to Woglinde, the Land 
of Meadows. Now your open adventure begins. Any golden glowing spots 
you see, fly or walk close to them and press Circle. They will yield 
either a decent amount of Yuld, or resources. The resources from the 
glowing points of Woglinde's exterior areas are Iron Sand and Sharp 
Claws. 
 
There are a number of enemies around Woglinde you can fight. All the 
enemies tend to drop Iron Sand and Sharp Claws as you fight them, which 
are used for enhancing weapons early on. They also drop single digits 
of Yuld. The enemies by and large you will face are: 

Kobolds: These hammer-wielding lizards are one of the easiest enemies 
to take on. Their only true attack it to leap at you and swing their 
hammer down at you. This can be easily blocked or dodged. If you are 
fighting among Kobolds in the northeast on lowest altitude level, 
EXERCISE EXTREME CAUTION. Among the group of nearly harmless level 100 
kobolds is a large one with a red cloud about him who is level 500. 
Approach him carelessly, and he will wipe the floor with your team in 
one or two swings. 
 
Quasits, or as my little cousin likes to call them, bat-balls: 
These little spheres with wings are as common and easy to fight as 
Kobolds, so long as your have access to your wings. Their main attacks 
are to stop in place, charge for a moment, and release a burst of light 
that can knocked you straight to the grounds. The second is a charging 
headbutt. There is little to fear with these guys, though they can be 
annoying by jumping back out of your reach. If you're having trouble, 
just lock-on and do a flying dash attack to take them out 
 
Slimes: As basic as it gets. Slimes attack by jumping on you. Didn't 
anyone tell them they aren't Mario? Anyhow, they can become a bit of 
a problem in numbers, so focus on weeding them out one by one. 
 
Evil Glancers: These guys can be a bit of a pain. Their main method 
of attack is to charge at you with a headbutt, but they can also stop 
in place and start into a flurry of slashes with their tiny arms. During 
this, they are animation locked and cannot move. Get behind them and 
unleash hell. 
 
Alp: Green Evil Glancers who can poison you. Other than that, they are 
exactly the same. 
 
Lizardmen: Just like Kobolds, except they wield swords. This gives them 
a larger hitbox when they attempt to attack you. Other than that, no 
difference. 
 
Wyverns: Primary methods of attack include charging directly at you 
or swooping around to hit you from behind. If you've locked onto one, 
when it attempts to catch you from behind, just keep your guard up and 
hold Up on the control stick so your block is facing the direction it 
will attack from. 
 
Griffins: Located near the center of the island around a stone slab 
on the ground, these characters are rare on Woglinde. They attack by 
charging at you, and that's pretty much it. They're quite likely to 
keep on the run from you, so chasing them down is a pain in the butt. 
Still, they aren't as irritating as the next two enemies on this list. 
 
Basilisks: These not-so-little green bugs can be a real pain. They tend 
to play a kiting strategy, keeping their distance to wear down your 
stamina chasing them, then they attack with fire breath. Yeah, bugs 
breathing fire. It happens in Svart Alfheim. Best bet is to try a flying 
dash attack. 
 
Silky: OMG, GET THE INSECTICIDE! These guys are the most 
pain-in-the-butt normal enemies you can fight. They look sort of like 
a brown bug with scythes for arms, located  around the dungeon in the 
north west, not far from Basilisks. They play the same kiting method 
as Basilisks, too, but instead of fire breath, they unleash a cloud 
of poison that will paralyze you. You may wish to consider using Magic 
or a bow to take these guys out without entering their paralysis cloud. 
Otherwise, just lay into them with your strongest sword skills and don't 
give them time to breath. 
 
Platinum Quasit: If you get lucky enough that one of these appears, 
chase it down and put it down fast and hard. This rare Quasit gives 
a significant amount of experience and is quite evasive as you attempt 
to fight it. This is not the biggest threat about it, though. Most often, 
a Platinum Quasit will have NPC players chasing after it. They will 
become hostile and attack you If you attempt to take out the Platinum 
Quasit, meaning you'll have extra enemies on your hands. 
 
Honey Slime: I've only heard rumor of people encountering this enemy 
in Woglinde, but it's the same situation as the Platinum Quasit. 
 
Anyhow, back on track. You'll see an orange marker that when you follow 
it, will point to a closed stone door. Approaching it will trigger a 
cutscene (No Sinon, you can't just blast the door open) and take you 
to a farm slightly northwest. You'll get trapped into an invisible 
barrier with about 10 Quasits. These guys are pushovers, but a good 
way to warm up your sword arm(or Sword Art). You'll be tasked to check 
out the little farmhouse now. Once you get the door open, you'll receive 
a key item, and a hint about where to go next. When you follow the marker 
to the small floating island, you'll have a 'boss' battle against a 
wyvern and 2 mushus(the Wyvern's little brothers, same fighting style). 
Now that you have both pieces of the key in hand, return to the locked 
stone door, where you'll see two players getting knocked on their butts 
by a Deep One, the Lizardman's big brother. He fights the same way as 
a lizard man, but his sword is laced in Poison. He poses no serious 
threat. Once you take him down, it's time to enter your first dungeon. 
 
Make note that when in dungeons, you don't have access to your wings, 
so flying enemies instantly become much more annoying. This dungeon, 
Hymir's Cavern, is rather straight forward. Follow the map on your pause 
menu to examine the areas, find the key, and open the door. Most dungeons 
will follow this layout, of either finding keys, activating devices, 
or taking out enemies to open doors. It's always a good idea to search 
every area of the dungeon for treasure chests(feel free to use Kirito's 
Searcher spell to make them easier to find) and glowing points. A thing 
to note, White chests contain keys and key items. Black chests contain 
treasure. In some later dungeons, both varieties can turn into Mimics 
when you attempt to open them. Mimics drop a large amount of Yuld when 
killed, and have the potential to drop some accessories and gear, too. 
The only new enemy you face in this dungeon are the Jellies, which are 
just recolored Slimes. They aren't any stronger, and they don't drop 
anything new. The boss of this dungeon is nothing more than a 
larger-than-usual Deep One with his little Lizardman brothers helping 
him. The Lizardmen will vanish if you finish off the Deep One, as most 
lackies will when their boss is defeated in other dungeons, but it's 
a good idea to take them out for the EXP, Yuld, and possible materials 
or unappraised items. When the Deep One falls, he will drop 100 Yuld 
and an Ancient Fruit. This is the game's Elixir, restoring one 
character's HP and MP to full when used. Like Elixir in most games, 
you won't ever be able to outright buy these, so best to save it for 
later. When you're ready, return to town and speak to the big man, Agil. 
After the cutscene, you'll have a few new members added to your team. 
Lisbeth, Silica, Strea, and Philia. Lisbeth can be particularly useful 
as she learns the “Enhance” spells to turn your attacks into certain 
elements. Strea is often called upon for DPS, and Philia is useful for 
treasure hunting as the only other named Spriggan character. Silica 
is good to have along. Early on, she doesn't have many useful spells, 
but down the line, she will gain high level healing spells such as 
Resurrection to save party members and Revive to pull herself back from 
Death's Door. Again, like before, build your party as you want, though 
do bare in mind that you will have a forced battle using just Asuna 
soon, and near the end of the main story, you will have a few forced 
battles with just Kirito, so you should put some time and training into 
them. 
 
Upon entering the Inn, you will see an arrow pointing to the gallery 
if you haven't examined it before this, and one pointing to the couch. 
Examining the couch will lead to a battle with Kirito and Asuna versus 
a horde of Slimes, ranging from tiny to massive. Strategically, it's 
wise to take out the small ones first so there are less bodies attacking 
you. Just note that since it is an outdoor fight, if you start to take 
too much damage, take to the air and fly up to get out of their attack 
range and heal yourself. Even Kirito starts with a First Aid spell to 
restore his HP. At the end of this battle, Asuna will get an “Original 
Outfit” she can switch to. 
 
Once your team is built to your liking, proceed to the quest marker 
in the west for a cutscene, then head to the tavern. You have a small 
side quest to do. The objective? Kill slimes. When you return to 
Woglinde, there will be a quest marker pointing to the windmills north 
and slightly west of the teleport gate. This is one area where slimes 
will appear in great number. Just off 30 of them and return to the tavern 
to claim your reward. You'll be directed to the area in front of the 
inn, and following the cutscene that ensues, the weapon shop and smithy 
are open for business. And guess what? That happens to be your next 
destination according to the quest marker. By this point, it's unlikely 
you'll have a lot of Yuld, so you won't be able to buy most of the things 
on sale. Agil's inventory at this point is just the rank 1 weapons, 
so it is okay if you want to have someone switch to another style of 
weapon or give someone a shield who doesn't have one. Seriously, Asuna, 
having a shield might have thrown off your rapier work in SAO, but here, 
not having a shield just makes you more fragile. Oh, and Agil will join 
your party here. His weapon choices are slow, but with lots of power. 
He also tends to have very high HP growth. There are two blue quest 
marker points in here, both of which are talk scenes. One will give 
Leafa her Original Outfit. The other will give Lisbeth and Silica their 
original outfits. Upon leaving the shop, you'll get a short scene with 
Argo before she joins your team. People be joining like crazy, eh? 
 
As you approach the Teleport Gate, you'll be stopped by two players 
who ask you to help their friend. Obviously you have to play the Good 
Samaritan here and say you'll help him out. Before you step into the 
teleport gate, though, head to the inn for a short scene regarding 
Original Sword Skills, or OSSs. Before you get all excited, no, you 
can't craft your own OSS in this game, and Kirito doesn't unlock one. 
Back to woglinde, to Hymir's Cavern(the first dungeon you entered). 
Treasure chests haven't respawned, though the glowing collection 
points have, as they always will when you exit and re-enter an area. 
Feel free to collect them if you wish. If not, run straight to the boss 
room, where you'll have to face a number of Quasits. When they fall, 
you'll fight a number of Vouivres(Someone please tell me how to 
pronounce that) who are just different colored Quasits. They fight the 
same way. After they fall, you'll face some Empusas, again, recolored 
Quasits. After the little guys drop, you'll have to face a giant and 
higher leveled version of each one at the same time. This is actually 
easier than the little guys since you have bigger targets to hit. With 
the poor big guy's bacon saved, return to town and talk to his friends 
for a reward. There won't be a quest marker for where to go next, but 
as you head back to the Teleport Gate, you'll get a cutscene with other 
people raving about a songwriting idol named Seven. Each one wears that 
feather behind their ear. It will play a plot point later on. Anyway, 
head back to the west to the blue quest point, where you'll get a scene 
with Recon. Why can't I have Leafa use that flying kick on enemies? 
 
Back to Woglinde! You'll be directed to the center of the island, where 
there's a stone slab with a blue symbol on it. A cutscene will ensue 
where you'll get a look a Mr. Attitude, then be redirected to another 
ruin, the ruins of Magni. If you came here before, you found the door 
was locked. Guess what? It still is, but when you examine it, Klein 
swoops in to open the door, then vanishes into the night. Navigate your 
way through this dungeon, and soon you'll reach the boss room. The only 
thing notable about this boss is that you've not yet encountered Orcs, 
the smaller ones, or Uruks, the bigger pink one. These guys can be 
somewhat annoying because they have an infinite supply of axes to throw 
at you. This makes it tough to cast spells or use healing items. Luckily 
most sword skills grant you Super Armor, so use those and you don't 
have to worry about getting staggered. When you beat him, he'll drop 
a weapon that needs to be appraised and 120 yuld. The white chest in 
the room behind him will give you a book and a key, both of which are 
key items. 
 
Back to town again. That's going to happen a lot. You'll have a quest 
marker pointing to Klein by the inn. Upon talking to him, you can add 
him to your party, and in fact, you must in order to proceed to the 
next dungeon. His katana skills are quite nice, especially later on. 
Return to Woglinde. Yeah, that was a short trip into town. Head to the 
flashing quest marker on your map. This new dungeon, Thrivaldi's cavern, 
is another that was locked if you came here before. Klein will have 
the key in hand to open this door. You'll see a new, yet familiar face 
here. Remember the orcs you fought along side the last boss? They're 
back, and they respawn in this dungeon. Unlike the normal enemies you've 
faced so far, they don't drop materials. They drop weapons that need 
to be appraised. 
The boss in this dungeon is nothing special. A small squad of Evil 
Glancers paired with a powered up, giant Alp. Take note that the Alp 
can poison you. When the Alp falls, he'll drop 180 yuld and that's all. 
The chest behind him contains a key item called Tonttu's Flower, which 
has no use or significance. What a let down. Anyhow, you'll get 
automatically taken back to town. Talk to a few people around town with 
quest markers on them, to find they have no useful info to give you, 
then head to the inn. You'll get a couple new party members, Sakuya 
and Alicia rue. Sakuya's katana skills, combined with her Sylph healing 
abilities make her quite useful. Alicia can be fun. Again, it's however 
you choose to build your team. 
 
After the cutscene, you'll be pushed into a duel using Asuna to fight 
Yuuki. This is why I recommended leveling Asuna up earlier. For those 
of you who have seen the anime, don't be alarmed. Yuuki doesn't have 
access to Mother's Rosario yet. She's no pushover, though. Anyhow, the 
battle will end when you take out 2 of Yuuki's 4 bars of health. When 
it does, she'll give you a key item and a few healing items, and she'll 
join your party. Yuuki can hit hard and she can hit fast, and later 
in the game she gains access to Mother's Rosario through completing 
Asuna's side quests. However, I feel it important to note that in my 
experience at least, Yuuki is the very definition of a glass cannon. 
She gets taken out very easily, so best to give her a high level shield 
to go with her one-handed sword, as well as accessories to boost her 
defense. Her spells to reduce enemies' stats are quite useful though, 
and can spread over an army. 
Return to the smithy for a scene in which Lisbeth will fix up the old 
key you found before. This will give you access to the last two dungeons 
you can reach on Woglinde. 
 
While here, head into the one door with a quest marker for a rather 
cute scene. Poor Silica and Sinon. The downside of being a Cait Sith. 
Everyone wants to rub your ears. After that's settled, a talk scene 
with Agil at the second quest marker will bring Klein in. When you're 
ready, speak to him and you'll be in a dungeon with your party set as 
just Klein and Kirito. Does this map look familiar? It should. The Ruins 
of Magni, the second dungeon you visited. All the puzzles will already 
be complete, so just run straight through to the boss room. When you 
arrive, you'll be faced with 2 wyverns and 4 Mushus. Man, more flying 
enemies, and we can't use our wings. Still, the Mushus are pretty 
fragile, so take them out first, then the wyverns. You'll get your key 
and open that locked chest. Don't get yourself in trouble with the ALO 
admins, Kirito. Anyway, after that, you'll obtain Kirito's Original 
Outfit. I tend to enjoy this outfit myself. Anyhow, back to Woglinde. 
 
There are two dungeons left to visit. One at the northwest of the map 
on ground level, the other at the east. For the sake of this guide, 
I'm visiting the northwest one first, Geirrod's Cavern. One thing to 
note, the door on the east side of the dungeon will remain locked until 
you have beaten the boss. Slimes, Jellies, Quasits, Evil Glancers, and 
Lizardmen. Nothing you aren't familiar with. At least not until you 
reach the boss room. Finally an enemy that actually qualifies as a boss. 
 
Ratatoskr Lvl 135 
Elemental weaknesses: Earth and Wind 
Elemental Resistances: Holy and Dark 
Armored places: Legs 
Unarmored places: Head and Belly 
Breakable places: Wings and Tail 
 
What makes this boss so annoying is twofold. First off, because his 
legs are armored and he's always turning around to attack you, you'll 
have a tough time getting at his tail and wings to break him for bonus 
items, and you'll often end up hitting his legs and doing minimal damage. 
Second, every time he does a jumping attack, your character will be 
thrown off balance for a few seconds unless they're in the air. 
Effectively, this works like a short duration paralysis, and Agil 
doesn't yet sell Balance Collars to help you mitigate it. Given the 
boss's elemental weaknesses, it's good to bring along Sakuya, Leafa(if 
you've trainer her enough that she knows Enhance Aero) Strea, Agil(if 
one of them knows Enhance Soil) or Lisbeth(be sure that she only has 
Enhance Aero and enhance Soil set for her Enhance spells). Klein makes 
a good third because of a Salamander's resistance to fire. To open, 
it's a good idea to set your Commands to Scatter. This will usually 
cause Ratatosk to target another party member, leaving his tail exposed 
for you to wail on. Just hit him with the best things you've got. If 
he fights you head on, when he stands to use his fire breath, just give 
his belly a big old hug, with swords. Staying in close against his belly 
will keep you from being burned and provide you the perfect opportunity 
to hit him. Make full use of your union rumble when it's ready, and 
be sure to use your switch. The damage is good, but the few seconds 
in which he's stunned are very valuable. When he falls, he'll cough 
up 1000 yuld and a weapon to be appraised. 
 
To reach the next dungeon, you have to fly to the large floating island 
on the east side. You actually have to land on it where the elevation 
is lower and run up the slope, which will put you above the altitude 
limit and disable your wings. This will be the first dungeon where 
you'll have more than one floor, Hyrrokkin's cavern. 
 
Slimes, orcs, lizardmen. You're familiar with them. You'll also get 
a few basilisks appear, which you may or may not have fought outside. 
These speedy little bugs are a real pain to fight without your wings, 
but they shouldn't be too tough. Gargoyles you'll find to be a new enemy 
that haven't appeared yet. Even so, they aren't very strong. They can 
be a little dodgy with their wings, but not too difficult to take down. 
When you reach the boss room, you'll actually get a look at him through 
the door before you fight him. 
 
Jormungandr: 
Elemental weaknesses: Water and Wind 
Resistances: None 
Armored spots: All three heads, including the necks from in front 
Unarmored spots: Back where the heads come together. 
Breakable spots: Tail 
 
This guy is a bit annoying. His most common attack is to charge directly 
at you through means of slithering. If you're directly in front of him, 
he'll try to bite with all three heads in rapid succession. If you're 
right against him, though, this bite will almost always miss. Do be 
warned that if he hits with it, it can cause poison. If he coils his 
tail, he's about to do a 360 spin to smack you with it, usually in 
response to being hit in the tail. At time, he may just lift his tail 
and slam it down on the would-be attacker. The worst is when he uses 
his fire breath. Most often, he will use his fire breath in combination 
with his charge attack and home right in on someone. The breath attack 
is almost guaranteed to break your guard and difficult to slip away 
from as he homes in on you. Best bet when he starts spitting fire is 
to keep your distance. At times, he will use his fire breath while 
stationary, the streams shooting in front of him, and to each side from 
his multiple mouths. This is fairly easy to dodge. 
To combat this guy, Scatter formation is good again. Wail on his tail 
with all you've got, and if you have Asuna, Leafa, Sakuya, or Lisbeth 
along, make sure they have only Enhance Aero or enhance Aqua set to 
take advantage of the boss's elemental weakness. Once defeated, he'll 
drop 1000 yuld and a weapon, just like Ratatosk. 
 
Now that you have the two key items in hand, it's time to head for the 
stone slab. Be warned that when you activate it, you'll face a rather 
powerful Mid-boss. 2 wyverns, 2 mushus. All giant, all on steriods. 
You will have a few NPCs to help you, but they won't be able to do much. 
If you're lucky, they may pull the attention of one or two of the dragons 
off you. For this battle, you'll want the Close Ranks order to keep 
your party focused on taking down one enemy at a time. Don't be hasty 
to strike. Sometimes, guarding and waiting for an opening is the better 
strategy. Once you finish them off, the wind tunnel is open for business, 
and you can use it to launch yourself to the island in the center above 
the altitude limit. Go prepared. The big boss of Woglinde is waiting 
for you at the end of The Ruins of Thrud 
 
This is the first time you'll have silkies appear inside a dungeon. 
These guys are annoying as all get out, with their constant fleeing 
and evading, and attacking with clouds of paralyzing poison. I choose 
to avoid them whenever possible until later when Agil sells accessories 
that prevent paralysis. Other than that, basilisks, orcs, gargoyles, 
kobolds, and you've surely seen too many Quasits by now. Once you open 
the door to the boss's chamber, you'll find yourself swept away to the 
outside of Woglinde, where you'll face this area's big boss. 
 
Fafnir Lvl 150 
Elemental Weaknesses: Dark 
Elemental Resistances: None 
Armored points: All four legs 
Unarmored points: Head, back 
Breakable points: Both wings and tail 
 
Boy, am I glad we're back outside. You'd never stand a chance against 
this guy without your wings. His attacks are quite predictable and easy 
to dodge or block, actually. If a large magic circle appears behind 
him, it will spawn a number of fireballs that will home in on one 
character. Their degree of homing is low and it can be easily dodged 
by floating to the side or getting behind him. If he leans forward as 
if watching you, in a few seconds, a tornado will erupt under you and 
each of your party members. This can be easily blocked, and once you 
block the initial hit, as long as you don't enter another tornado, you 
can freely start to attack him. If he curls his wings, legs, and tail 
in, he's about to unleash a blast of wind in a large sphere around him. 
Simply get your distance to dodge if your guard meter is low, or block 
it at point blank. After the block, resume attacking. He's vulnerable 
for a few seconds. If he gets on all fours when you have some distance 
between you and him, he's about to shoot out a long range dark cannon 
blast. This is easily dodged by moving to the side or behind him. If  
he targets one of your AI partners with this, count yourself lucky. 
He's wide open when he uses this. If he lets out a short roar, he's 
about to charge straight at you. Easily blocked, not so easily dodged 
if you are point blank. If he's in rage mode, he'll execute three charges 
in a row. While fighting him close range, he may lift his front leg 
to swipe at you. This could be a swipe on its own, a double swipe with 
the other leg, or a swipe of the leg, followed by a whip of the tail. 
Simply float down or turn off your wings for a moment to fall below 
his range of attack. If he pulled his head back a little, he may do 
a short headbutt. 
 
The easiest and safest way to fight him is to stick to his back like 
glue. His back doesn't have armor, and it's easier to hit his wings 
from there. Being behind him, you'll automatically be out of the way 
of his fireball storm, his dark cannon, and his claw swipe, but be ready 
to guard if the tail comes around. You'll only need to watch for the 
tornado, the wind sphere, which are both broadcast easily, the charge, 
which takes a little practice, and the headbutt if he quickly turns 
around at you. When he charges(or if in rage mode, as his third charge 
runs) take after him with your flying dash and drill him right in the 
back when you get close to him. It's also relatively safe to fly low 
and attack his tail. Just keep an eye on him in case the wind sphere 
comes into play. Fafnir will drop 5000 yuld and a weapon, and the next 
island, Wellgunde, the Valley of Sand, will be open, as well as a second 
teleport gate at the north end of Woglinde. 
 
A word of warning. Once you set foot in Wellgunde, there well be a mid 
boss flying around each island, including Woglinde. In Woglinde, this 
is Fafnir, but he's not the level 150 you just put down. He's been 
boosted to level 500. He can be beaten, but it will be very difficult 
at this level. Not to mention, you'll have other enemies swarming you 
in the process. In Wellgunde, it's a long eastern-style dragon named 
Huginn, level 600. His fighting style is similar to a wyvern, except 
that when at a distance, he may send a blade of air at you with a whip 
of his tail.  This can be easily dodged by moving left or right. These 
enemies when defeated yield no yuld, nor any sort of weapon or material 
drops. This does not mean there is no point in fighting them, however. 
With their levels being so high, you'll level your sword skills and 
weapon proficiency must more quickly while fighting them, and if you 
have the skill and patience to fell them, they are worth even more 
experience than the Platinum Quasits that may appear on Woglinde. 
Strategies for fighting this monsters will be discussed in their own 
section, but if you want to fight him now, you can lure Fafnir below 
the altitude limit. He fights just like before, only his health and 
attack power have increase exponentially. If you choose to fight them, 
and you find out you bit off more than you can chew, the death penalty 
is not so harsh. Any side quests you may have been taking on, such as 
seeking out and taking down a certain number of wyverns, will be reset 
to the state they were when you first entered the island for that visit. 
Any levels you gained to your sword skills, spells, and weapon 
proficiency are kept even on death, and any items you consumed while 
battling, such as Healing Potions and Dew of Yggdrasil, are returned 
to you. I do not believe items you have gained since the fight began 
are lost, but I have not tested this enough to confirm it. If anyone 
knows the answer to this, please do let me know that I may correct it 
here. 
 
Back to the story walkthrough. When you arrive in Wellgunde, you will 
be prompted to visit all the orange dungeon marks on the map. This is 
entirely optional. The story will move forward when you return to town. 
At this point, you have also unlocked the ability to use custom 
characters. Each one starts at level 145 when you craft him or her. 
When you approach the orange quest marker in the center of town, you'll 
get a short cutscene. There are a few side quests to take care of at 
this point if you wish. Next to the orange quest marker, you'll see 
a marker on Argo. Speak to her for a rather funny seen and 1,000 yuld 
for Kirito to keep his mouth shut. Talk about easy money. Speak to Sakuya 
near the gate at the west end of the town for a talk scene with her 
getting a bit uncomfortably close. Speak to Yui for a short 
hide-and-seek talk event, ending with a worried Kirito stumbling upon 
an adorable moment. Speaking to Strea will case a short talk scene in 
which she and Philia will gain their Original Outfits. 
Speaking to Leafa on the park bench will set your party to Kirito and 
Leafa, and teleport you to Thrivaldi's Cavern, a Woglinde dungeon that 
you've already cleared. Run through to the boss room, where you'll see 
a somewhat imposing creature. This luckily is not your opponent. You'll 
be amushed by 4 Unknown Players in a PVP style battle. These guys are 
only level 100 and not too difficult. The archer is a bit annoying, 
as true to the style of an archer, he'll use a run and gun strategy. 
Still, they should have know better than to mess with Kirito, the famed 
Black Swordsman of SAO. Upon defeating them, you'll be returned to town, 
and Argo will be standing beside the teleport gate. Speaking to her 
will teleport your Kirito/Leafa party to Geirrod's Cavern, where we 
formerly fought Ratatosk. Make your way to the boss room. Along the 
way, you'll be stopped in a forced battle against a small army of Kobolds. 
They should be nothing you can't handle. When you reach the boss room, 
you'll be teleported to an alternate dimension where your wings are 
enabled. You may recognize this bad boy if you flew around Wellgunde 
a bit. That's right. It's Huginn, but luckily, this is his level 130 
counterpart, not his big bad level 600 self.

Huginn Lvl 130 
Elemental Weaknesses: Dark 
Elemental Resistances: Wind and Non-elemental. 
Armored points: Legs and Wings 
Non-Armored points: Head, back 
Breakable points: Tail and Wings 
 
You read that right. From what I noticed, he takes less damage from 
attacks that have no element, so it's going to be an uphill battle if 
Kirito has not yet learned Enhance Dark. Also, that is not a typo. When 
you hit his wings, they make the “clank” sound of hitting an armored 
spot, but at the same time, with enough force, they can be broken like 
any other boss's break points. 
His primary attacks are a lunging bite, which tends to miss when you're 
fighting at close range, a flying charge, which you must block, a 
spinning tail swipe, a diving attack, from which he'll fly up under 
or behind you, and if you're at a distance, a swipe of his tail that 
sends a blade of wind at you. This guy is actually very easy to read. 
When he stops flapping his wings, he's about to attack, so guard. If 
he does his flying charge, he'll end up a good distance away behind 
you. Chase him down with a flying charge attack. If he dives, Just block 
and keep hitting Up on the control stick. If he gets behind you, your 
character should pivot around to block him. 
 
Really the strategy is simple. Just wail on his head, putting your 
priority on blocking, until he goes down. If you have stronger sword 
skills that are better suited for Breaking, target his wings and tail 
as much as you can. When the version fought during Leafa's side quest 
goes down, he drops 3000 yuld and a material. For me, this was Pyrite. 
It may be a random drop. 
 
Following this, you'll have Leafa standing beside the item shop back 
in town. Speak to her twice for two different events. After the second 
one, you'll receive a trophy if you haven't already, and Leafa's side 
quests are done. 
 
At this point, in the weapon shop there should be an NPC with a quest 
marker. Speaking to him causes a number of the ladies of the group to 
show up in the shop. Talk to each one and take them to the festival. 
Not much to be gained other than seeing the ladies in yukatas. Still, 
you want to take them all to the festival one by one. This leads to 
a trophy down the road. There will also be a short talk scene event 
with Strea at the inn. 
 
Once all the little distractions are done, it's back to Wellgunde 
 
The enemies of Wellgunde's exterior: 
Vouivre(Still don't know how to pronounce that): Quasits with a 
different color. That's it. Nothing special. Take care of you journey 
to the northeast-most end of the island. There is a large one there 
with a red cloud around it, bearing a level of 600. 
Deep One: Lizardmen painted yellow. 
Wyvern: You've fought a few of these so far. There's nothing new here. 
Golem: These large ground-bound rockmen are armored all over. There 
is no section where you can hit them where you won't hear the armor 
“clank”. They are vulnerable to magic, particularly wind, and their 
attacks are rather slow and easy to block. 
Griffin: You may have fought a couple back on Woglinde. Just lock onto 
them and keep on them. They like to zip around and confound you. 
Serket: These fire scorpions are ground bound and heavily armored. Like 
golems, they are weak to magic, but beware of their poisonous stingers. 
Apophis: Faster, dodgier Basilisks. 
Charadrios: Ah, the silky's even more annoying big brother. They fight 
the same way, kiting you at every turn, but this time their poison hits 
you with sleep, which is just as debilitating as Paralysis. I hate these 
things! 
**HUGINN** If you're flying about Wellgunde and you hear a roar, RUN. 
This means the island's mid-boss, Huginn has caught sight of you. He 
is level 600 and relentless. He will chase you down no matter how far 
you go unless you manage to get out of his sight for long enough or 
get to a teleport gate. Advice for how to fight Huginn can be found 
further below in the Boss section. 
 
Of the quest markers on your map, one is actually exterior. We'll be 
going after that one first. As you approach it, you'll see a large 
tornado whipping up from the ground, much like the jet stream generator 
on Woglinde. When you get close, a small cutscene will trigger and a 
new marker will appear on a smal island slightly north. Investigate 
the little altar here and you'll have a small fight against a few 
Basilisks and one Apophis. Take down the Apophis, the rest will fall. 
Your quest marker will fade after this, so you have to find your way 
back without. Where the wind was, you'll find a white chest on the ground 
level. Inside is a key, needed to enter one of the other dungeons around 
here. For now, we'll head north to Rossweisse's Cavern. Vouivres, 
Serkets, and Deep Ones. Nothing threatening here. If you want a new 
flavor, let's look to the boss. A new enemy known as a Spartoi, and 
a bunch of his little brothers, Skeletons. These guys can be fairly 
annoying because of the reach of their spears and the fact that the 
don't stagger so easily. That and their spears inflict Curse, which 
makes you take extra damage and makes healing magic less effective. 
Their attacks are predictable. If they raise their spear from afar, 
they're going to do a lunging strike. If they pull it to their left 
side at close range, they're going to do a 1-2 swing. Take down the 
big guy and the others will fall instantly. He drops 200 yuld. 
 
Next to tackle is Helmwige's Cavern, the next one you'll come across 
going south. Vouivres and Deep Ones. Even the boss is just a powered 
up Deep One with some Lizardman lackies. Not a lot going on here. He 
drops 230 yuld and a piece of gear. For me, it was a shield.
 
Last but not least is the southern most dungeon, the Ruins of Rangrid. 
This dungeon is locked by the key we found earlier when we turned off 
the Jet Stream Generator. Vouivres and Serkets. Not much to see until 
the boss. You get a few serkets and their big green brother, Girtablulu. 
This guy's poison causes Paralysis. He'll give you 280 yuld. If this 
is your third dungeon here, you'll automatically get returned to town, 
and your party will be set to Kirito, Leafa, and Asuna, and temporarily 
locked that way. Return to Wellgunde and you'll meet a character in 
distress. You've seen her a few times before throughout cutscenes of 
the game. She's fallen under attack by a band of harpies and their big 
sister, a cockatrice. Their primary attack is to float at a distance 
and shoot small energy balls that have no degree of homing. From the 
cockatrice, this carries a small chance of paralysis. They're quite 
easy to attack and take down. One thing you may notice in this scene 
is that our red-haired damsel in distress is dual-wielding. Yeah, 
Kirito's not the only one anymore. 
 
Now that we're back in town, a number of blue quest markers have appeared. 
One by the fountain on the west leads to a small short scene with Strea. 
Next to the item shop is Philia, and next to the weapon shop is Alicia 
Rue, ready to make someone jealous. It should also be Festival time 
again in the weapon shop. If you went with everyone you could the first 
time, there are new selections this time around. After exiting taking 
everyone I could to the festival and exiting the weapon shop, there 
was an event with Philia waiting at the park bench. 
 
When you return to Wellgunde, we're heading to the northern most of 
the two dungeons that have markers, Waltraute's Cavern. That key we 
assembled will pop this lock right open. Vouivres, Deep Ones, Serkets, 
and Skeletons. Pretty ho-hum. The boss can prove a bit challenging. 
A giant skeleton and a giant Golem, and both must fall. Neither one 
staggers easily, but since it has lower defense, the skeleton is your 
best bet. Once you beat them, leave the dungeon. You'll head to the 
last marked one now. Siegrune's cavern. Go as deep as you can for now, 
make sure the cutscene happens, and speak with the NPC. That's right. 
This place is a dead end for now. Return to town for now. As it happens, 
there's an NPC there who will mention some digger in the desert. When 
you return to Wellgunde, you'll see an orange quest marker in the 
southwest. When you approach, you'll see an NPC in golden armor on the 
ground. Speak with him and he'll ask for a certain item, which it just 
so happens we already got. Back to Siegrune's Cavern we go. When you 
reach the back room, the NPC is waiting there for you, and he'll activate 
a teleporter that takes you into the rest of the dungeon. You already 
saw in the first area that we have yet more Vouivres. Anyone else sick 
of them yet? As you proceed deeper, in the next room you'll be attacked 
by a group of  Charadrios. I suggest running past them. It's not 
mandatory to fight them, and their sleep powder is enough to aggravate 
anyone. Skeletons will bar your path in the next few rooms, and in high 
numbers. Make your way through to the boss room, where you'll be met 
by a new face. 
 
Bergrisi Lvl 205
Elemental weaknesses: Wind 
Resistances: None 
Armored points: Front legs, face, shoulder spikes. 
Unarmored points: Back Legs 
Breakable points: Back, Belly 
 
This guy can be a bit annoying, but easy to dodge at the same time. 
His main attacks are charging at you with those stone spires he calls 
arms, stomping the ground to shoot up rock pillars in widening 
circles(standing too close to him will throw you off balance) and a 
belly flop. The belly flop will cause rock pillars right in front of 
him if he's in rage mode. He may also lift one front leg as if aiming, 
and slam it down to send out rock pillars in a straight line in front 
of him. Additionally, you may see a magic circle appear on the ground, 
from which a rock spire will erupt. His last attack, he may lift his 
shoulders for a moment, then lift them again. On the second time, he'll 
send out a dome of sand around him that hits everyone in range. This 
attack barely puts a dent in your guard meter, so just bock him. To 
dodge his charge, belly flop, and the straight line rock pillars, run 
to the side. To dodge the stomping circles of rock pillars, your best 
bet is to get on his back. When you're on his back or attacking him 
from behind, he may jump backwards, which will cause his head to hit 
you and knock you down, or he may sit down and let himself fall over 
backwards. If he jumps back, just guard. If he falls over backwards, 
move. He's shattered my guard quite frequently with this. If you have 
a counter sword skill, such as the Dual-wielding Specula Cross or the 
Knuckles Rising Uppercut, it's an excellent way to defend when he's 
falling over backwards. 
 
Rather easy. Try to keep behind him or on his back and wail on him. 
Enhance Aero is quite useful to exploit his weakness, so try setting 
Sylph to fight from afar. If a Sylph is your first slot party member, 
use Formation 2. If they are second slot, use formation 1. This will 
encourage them to use their Enhance Aero and Wind Cutter spells. From 
there, just wail on him until he goes down. He's not complicated. When 
he falls, he'll drop 5000 yuld and a weapon to be appraised. With the 
switch you just flipped, you've turned off the wind tunnel that 
prevented access to the final dungeon of the island, so make your way 
back to Wellgunde and head to the last dungeon, The Ruins of Gondul! 
In the first room, you'll see yet more Vouivres, paired with Charadrios. 
Annoying little bugs as always. Luckily you don't have to fight them 
again. In the next room you start getting some new faces, the Guardian 
Archers. True to how an archer would fight, they'll try to keep their 
distance and peg you with arrows from afar. A thing to note, their arrows 
do not cause you to stagger, so it makes spell casting easier. Despite 
how they look, they are not armored. Serkets, Golems, and Skeletons 
are nothing new, but once you reach the last room before the stairs, 
you'll fight some new enemies. The Guardians. Flying swordsmen. Yeah. 
Nothing special, though their flying dash attack is annoying. Just beat 
them down to open the door and move forward. Proceed through the doors 
on the next floor up, and you will soon reach the boss fight. Once you 
open that door, you'll be force transported to the exterior, just like 
with Fafnir, for a fight in the sky against 
 
Hildisvini Lvl 225 
Elemental Weaknesses: Dark 
Elemental Resistances: Earth and Holy 
Armored spots: Entirety of head, excluding the jewel. 
Unarmored spots: Floating jewels, arms, jewels above floating base 
below him 
Breakable spots: Forehead jewel, base

This guy can be annoying. His main attacks are a spin with outstretched 
arms that usually follows a target, a jump back and clap of his hands 
on whomever is unfortunate enough to be in front of him, a sandstorm 
from his mouth, signaled by crossing his arms in front of his face, 
a pair of downward punches in front of him, moving forward or back to 
keep his target centered, and a magic circle appearing above each 
character to drop a rock on them. If you stay at a distance, he may 
send his fists shooting at you like a rocket punch. They do not have 
an unlimited range, though, and can be dodged by flying up after they 
start shooting forward. Note that when in rage mode, his downward 
punches go from 2 to about 10, and his magic circle rocks will drop 
three in a row, a new magic circle appearing above you each time. To 
dodge the spin and the clap, turn off your wings and let yourself fall. 
Don't try to guard through the clap. It shreds off about 90% of your 
guard meter and will do an obscene amount of damage on a direct or guard 
broken hit. When he uses his sand breath, you simply don't want to be 
in front of him. The most common attack you'll face is the rocks summoned 
from the magic circles. For about a second before it drops, you'll see 
the rock in the magic circle. At this point, the magic circle can no 
longer move to pursue you, so simply side step or block.

I've found the best way to fight this behemoth is to stay below him 
and attack the base. If you've locked onto him, your character will 
automatically fly towards his face when you fly at him, so you must 
use a combination of turning your wings on and off to get underneath 
him. This requires practice, but in this position, most of his attacks 
are incapable of hitting you, except for the magic circle stones. If 
you've trained enough that someone knows Enhance Dark, by all means, 
use it. Just stick to his base and wail on it. He has a lot of health, 
so it will take a while to bring him down, but look on the bright side. 
With each hit, you get more experience to your weapon proficiency. It's 
a good idea to have a healer on orders to keep their distance. He can 
tear your AI partners apart, and Dew of Yggdrasil is pretty expensive 
this early on. Once defeated, he'll drop 8,000 yuld and some materials. 
For me it was 10 Baking Mud. The next island is also opened. Flosshilde, 
the Ring of Ice. 
 
The first thing you'll notice about Flosshilde is that the altitude 
limit it ridiculously low, so you'll be quite limited in where you can 
go and what you can fight. The enemies of Flosshilde are 
 
Empusa: You've seen a few of these already. Quasits of a different color. 
Nothing special. 
 
Dopplegangers: Oh look, Kobolds did some workouts, but they still 
aren't a threat. 
 
Automata: Ice golems. Kill em with fire. Be warn, near the northeastern 
most dungeon, there is a large Automata who sports a wicked level 700. 
He's ground bound like the others, so this is a perfect enemy to have 
your archers train on. 
 
Telchines: The silkies are back again. These guys cause Fatigue, which 
is basically Mana poison. It'll have your mana plummeting, which means 
no spells or sword skills. They've at least lost the debilitating poison 
and paralysis, but they are still annoying enough. 
 
Harpies: You fought a few of these while saving Rain. These ones are 
no different. 
 
Gremlins: Pumped up Evil Glancers. Not a threat. Beware their poison. 

**MUNINN** High in the sky around the center dungeon is a silver dragon 
who looks like Huginn's brother. He's equally as dangerous, too, at 
level 700. Strategies for fighting Muninn can be found in the Bosses 
section of the guide. 
 
Once you're done looking around, head back to town. You'll be treated 
to a cutscene, then as you go towards the Teleport Gate, Agil will prompt 
you to go to his shop. At this point, there are some Side Quests that 
open up. Two talk scenes outside, one with Strea, one with Sinon, the 
latter of which unlocks Sinon's Original Outfit. Head over to the 
weapon's shop, and after the cutscene, it's festival time once again. 
When ready, return to Flosshilde. An NPC will direct you to the dungeon 
in the west, your next destination that will be highlighted on the map 
with a marker. 

Atrior's Cavern is your next stop. Empusas, Dopplegangers, and 
Telchines. Once you get asked by a small group of NPCs to help them 
fight a 'boss'. This is a new normal enemy, but you might recognize 
it. Spartoi, powered up Skeletons. After you take out the first Spartoi, 
a few more will join, along with a huge skeleton. Once you put the smack 
down on them, the NPCs will give you 1000 yuld and you're ready to move 
on. When you reach the boss room, you'll see no new faces here. Just 
more skeletons and Spartois. The giant one can shoot the Dark Sphere 
spell at you. You have to take them all down this time. The lackies 
won't fall when their boss does. Open the chest to find a crafting 
material. Looks like someone else beat you to this chest. Anyway, after 
you get it, shoot your way back to town and head to the weapon shop. 
After the cutscene, leave and enter either the tavern or the inn. When 
you emerge, the Weapon shop will show as a quest marker again. Keep 
repeating this pattern until the weapon shop no longer shows as a quest 
marker. Head up to the teleport gate and an NPC will stop you and give 
you a key. This unlocked the northeastern most dungeon, the Ruins of 
Norna-Gest. Empusas, Gremlins, Telchines, Dopplegangers. Nothing new. 
Even the boss. Just a giant Doppleganger, some smaller ones, and some 
beefed up Kobolds. The chest contains....Materials! Yup. You got beat 
again. Anyhow, head back to town. Lucky, Lucky! You just got a new party 
member, the Dual-wielding leprechaun Rain! 
Rain is not a character to be underestimated. Not only is she a 
dual-wielder, as a leprechaun, she gets access to some fairly good 
support magic, including all the elemental Enhance spells. She also 
starts with Sharpness and Protection to raise the team's Attack and 
Defense, respectively. To top it off, she starts at level 280, which 
is likely considerably higher than most of your party members unless 
you've done a lot of grind training. She is often my choice for DPS. 
 
Anyhow, once the cutscenes end, you'll be back in the Weapon shop. 
Silica is here with a talk scene side-quest where she succeeds at 
embarrassing herself, Kirito, and Asuna. There's also a side-quest in 
the park. Once you've finished those up, talk to the NPC beside the 
item vendor. This'll lead you another one, and the back to the tavern. 
You'll have to take on the side-quest “Here, Horsey”, which tasks you 
to defeat 15 Hippogriffs. These enemies appear on the east side of 
Flosshilde and have a quest marker to show you the way. They are powered 
up Griffins, and a bit of a pain in the butt, especially with the low 
altitude limit. Once you beat them, go turn in the quest at the tavern 
to receive the Brionac's Augite. With this, return to Flosshilde, and 
follow the quest marker. You may have tried to go through this pass 
before and been met with this enemy, and if you fought him, you found 
he just kept coming back. Well, now that you have Brionac's Augite, 
you have the key to stopping him from respawning. 
 
Lindwurm Lvl 265 
Elemental Weaknesses: Water, Earth, and Dark.
Resistances: Non-elemental 
Armored, Unarmored, and Break points are the same as Ratatosk 
 
Yeah, you read right. In my testing, he took less damage when there 
was no element on the weapon, but there was a very clear weakness to 
Dark. His attacks don't differ much from Ratatosk. The only one I've 
seen is that he can fly up into the air to breath fire from there. 
 
Luckily, the altitude limit is enough to let you fly a bit while you 
fight him. It makes him so much easier, because you can get at his wings 
now. Once you beat him down, proceed along the path to the dungeon, 
 
Herteit's Cavern. Spartois and Dopplegangers. Empusas, Telchines. 
These are nothing new. There is a new enemy, called a Drolem. It's an 
upgraded Gargoyle. There is also one spot where if you open the chest, 
you will encounter your first mimic. The mimics by and large are not 
too threatening if you have only one to deal with, but they can release 
various clouds of different poisons, signified by them burrowing to 
look like a regular chest again, then erupting. Once you reach the boss 
room, you'll encounter a new, but familiar face. 
 
Nidhoggr Lvl 310 
Elemental Weaknesses: Wind and Holy 
Resistances: Non-elemental and fire. 
Armored, Break, and Unarmored points are the same as Jormungandr. 
 
Not too much different that Jormungandr. He does have three new attacks. 
He may start swinging his tail back and forth like a whip, he may cause 
magic circles on the floor from which rock spires shoot up, and 
sometimes he'll jump in the air in a flying press. This can sometimes 
cause your character to lose their balance. Same strategy as 
Jormungandr. Stay behind him and wail the tail. When he falls, he gives 
4800 yuld and a Material. Exit the dungeon and proceed to the quest 
marker where you'll find a frozen waterfall. Get close enough and the 
next dungeon will open up. The Ruins of Frode! 
 
The first chest you see when you enter is a mimic. Attack it if you 
wish. From there, Empusas, Gremlins, Telchines. These are nothing new. 
There will be a new development. As you approach the last door, you'll 
be stopped and thrown into a duel as Kirito against Sumeragi. If' you've 
gotten Kirito's Dual Blade proficiency up to 300 and learned Star Burst 
Stream, this battle is already over. Seriously, land a couple of normal 
attacks, or bait Sumeragi into using his own skill, then attack with 
Star Burst Stream. He'll be caught in it and it'll shred off two of 
his four health bars, at which point the duel will end. At this point, 
you'll automatically be thrown from the dungeon and end up in the weapon 
shop. Shake off the disappointment and head back to the dungeon. 
Sumeragi won't bar your path this time, and you're free to go fight 
the boss. Here's a familiar face. 
 
Lindwurm lvl 340. 
Same as Lindwurm before, just a different level. Weaknesses and 
strategies stay the same, except that you can't fly this time. Have 
I mentioned how annoying I find this guy with all his jumping around? 
When he falls, for me he dropped 2900 yuld, and a second drop of 3000 
yuld. Head outside to the stone slab in the dead center of the island. 
Once you approach, prepare for a boss battle. 
 
Grendel Lvl 345 
Elemental Weaknesses: Fire(Big surprise, huh?) 
Resistances: None 
Armored, Break, and Unarmored points are the same as Bergrisi 
 
Yay! A ground bound enemy fought outside, but oh no! We're above the 
altitude limit and our wings aren't usable. Treat this like the fight 
against Bergrisi that you fought indoors. He brings nothing new to the 
table. Just replace the rocks and sand with ice and snow. Just power 
through it. He'll drop 12,000 yuld and a weapon. Once you beat this 
boss, it's time to kiss the altitude limit goodbye. And that's not just 
on Flosshilde. That's on Woglinde and Wellgunde, too. With the altitude 
limit disabled, there are now two additional dungeons you can reach 
on each island. Be warned that the field enemies at higher altitudes 
will be stronger than any enemies you've faced so far. You will need 
to visit these 6 dungeons and beat the enemies within to gain 6 key 
items to gain access to the final dungeon on Flosshilde. The order in 
which you do them is 100% up to you, but for the sake of the guide, 
I'm going to hit Woglinde, Wellgunde, then Flosshilde. Heading to 
Woglinde, of the two dungeons, we're going to the one further south, 
the Ruins of Ur. 
 
Most of the enemies here you'll recognize, but their levels have been 
boosted significantly. Their battle styles haven't changed in the 
slightest. Once you get to the last hallway, you will encounter a new 
enemy, the Rune Knights. These guys are spellblades. They can fight 
close range with their swords, or get some distance and use the Fireball 
spell on you. They aren't overly threatening, though with their armor, 
they do have decent amounts of health. When you enter the boss room, 
you'll be faced with Nidhoggr and Homonculus. The latter are just 
slightly upgraded Rune Knights. Not much of a threat. Just fight 
Nidhoggr the same as you always would. The big guy will drop 10 grand 
and a weapon. 
 
From here, fly north to the other dungeon, the Ruins of Modi. Quasits, 
Rune Knights, and a Serket or two. When you open the boss door, you'll 
be whisked away outside to fight 
 
Vidofnir 
Elemental Weaknesses: Earth 
Resistances: None.

In all the times I've fought this guy, I've never seen any difference 
between him and Fafnir except for his paint job. On very rare occasion, 
he may do a triple charge outside of rage mode. Like the last boss, 
he drops 10 grand and a weapon. On to Wellgunde now. Two dungeons here, 
one in the east, one in the west. Let's start in the east the Ruins 
of Hervor. Pretty quickly, you'll run into a new enemy, the Guardian 
Snipers. Not much different from the Guardian Archers, other than 
stronger. Make your way to the boss room for a pair of powered up golems 
and a stronger Ratatosk. Always throwing the heavy armor at us, eh? 
10,000 yuld and a weapon from beating the dragon. Seriously, why did 
someone turn Mario into a heavily armored dragon?

Now to the west. This dungeon is where Huginn tends to hang out, so 
best to make a beeline for the door. He can't follow you inside The 
Ruins of Freki! Vouivres, griffins, guardians, guardian snipers. When 
you reach the boss door, you'll be whisked outside again to fight 
 
Gullinbursti Lvl 385
Elemental Weaknesses: Water 
Resistances: Earth and Dark. 
 
He's the same as Hildisvini with a paint job. He has one new attack. 
When your in front of him, he may try to smash you with his forehead. 
If you stick to attacking his base like before, you won't have to worry 
about this attack. Topple him for another 10 grand and a weapon. Now 
last but not least, enjoy the fact that Flosshildes's crippling 
altitude limit is gone as we make for the last two dungeons in this 
place. 2 dungeons in the south east. 

We're going to the northern of the two, Skillfing's Cavern. Empusas, 
Alps, Automata, Spartoi. Just make your way through, and at the end, 
you'll fight Bergrisi. He doesn't even have any lackies with him.10,000 
and some materials. Wow, it's actually a little different this time. 
 
Off to the other dungeon, the Ruins of Skirnir. Nothing here you haven't 
already seen. Lindwurm's your boss this time. Man, I'm tired of these 
jumping dragons. 10 grand and an Ancient Fruit, so that's a pretty nice 
prize. If you return to town at this point, you'll have a couple of 
blue quest markers, one pointing to Asuna for a talk scene, one pointing 
to Sinon for a short dungeon delve with a party of Kirito and her. When 
you reach the end of the dungeon, you'll have a choice to make, to Save 
Loki or not. The choice you make will affect the next event you get 
with Sinon, but that will be a way off still. 
 
At last, it's time to proceed to the final dungeon of Flosshilde. Take 
caution. This is Muninn's hang out, so get inside fast. The Ruins of 
Sigmund. There's a new enemy here. An upgraded version of Mimics call 
Avarice. They hide as white chests, which you may recall normally 
contain keys needed in the dungeon. Once you make it to the end, you'll 
be pulled outside again, this time to fight 
 
Heidrun Lvl 420 
Elemental Weaknesses: Fire 
Resistances: Water and Holy 
Armored points: Petals around head 
Breakable points: Tentacle base, Head. 
Unarmored points: Tentacles(attack with caution) 
 
What's really a good description for this bosses appearance? It looks 
like someone planted a seed, and the giant flower bloomed a person while 
the roots turns into tentacles. It's pretty gnarly looking, and quite 
annoying. The armored petals may close around the head to lead into 
a charging attack, or a slower charge while shooting a stream of ice 
from between the tentacles. Quite often, it'll swing its staff and send 
out a row of 5 ice spikes. It is not recommended to attempt a flying 
dash attack, as it will often block that by shooting a beam of ice 
directly at you. Sometimes, it will close the petals around its head, 
spinning around. When the petals open, there will be a snow dome shower, 
much like you experienced with Grendel. The ice attacks have a nasty 
habit of lowering your speed, but that's not the most annoying thing 
this boss can do. At times, it will fly backwards with its tentacles 
whipping at you. A hit from these tentacles will put you to sleep, even 
through your guard, and sadly, Agil doesn't sell Anti-Hypnosis collars 
yet to help you. Oh, bother. The basic strategy is to keep above the 
boss's petals, easier said that done, and wail on the head. Not only 
is it breakable, but enough force to the head can cause it to enter 
a knock down state where it's totally vulnerable. Once you manage to 
bring it down, you'll receive 15,000 yuld, a material, which for me 
was a Frozen Tree Rock, and you can now access the last island, Nibelheim, 
the Rocky Wasteland, a.k.a. The dark world. 
 
If you return to town, you'll see Sinon has a blue quest marker on her 
now. It's time to face the consequences for your actions regarding Loki. 
Saved Loki: 
If you sided with the trickster god, you'll be sent off to a new dungeon, 
the Ruins of Jorg, which is a Dungeon on Nibelheim that you may or may 
not have chosen to clear yet. As soon as you arrive, you're thrown into 
battle against a small group of Guardians. They've got quite a bit of 
HP, so be careful. Enemies here include Lemures, , Uruks, and Uuns. 
When you reach the second to last room, you'll be faced down with a 
group of Guardian Archers and Heavy Guardians. Cutting their defense 
with Kirito's Weakness spell is highly recommended. After this battle, 
heal up and head to the next room. Time to take down big man Odin. 
 



Odin Lvl 480 
Weaknesses: Darkness 
Resistances: Holy 
Armored points: Lower Body 
Breakable points: Arms 
Unarmored points: Upper body, head, wings 
 
Lot of spear work coming from him. It's quite common for him to pull 
his spear back and lunge forward at you. In rage mode, this will usually 
be a combo of three lunges back to back. He will also often cause the 
spear to spin in a small arc around him. He may do a small thrust forward, 
which will be followed by a downward swing. In rage mode, he'll add 
a spinning strike and an extra thrust to the end of this. This combo 
will be signalled with a short charge up stance. Easiest way to fight 
Odin is to hug and attack his left arm with the shield on it. The shield 
does not provide armored protection, and from his left arm, you can 
easily see most of his attacks being started in time to dodge them. 
If you're attacking the right arm, you have less time to react. When 
he falls, Odin will drop 10,000 and a weapon. As a reward for finishing 
the quest, you'll receive a Crest of Valkyrja, which prevents you from 
having Attack, Defense, Speed, or Magic lowered by enemy attacks. 
 
Didn't Save Loki: 
If you chose not to help out the trickster god, you'll be sent to a 
new dungeon, the Ruins of Jorg, which is a Dungeon on Nibelheim that 
you may or may not have chosen to clear yet. Enemies here include Lemures, 
powers up Quasits, Uruks, powered up Orcs, and Uuns. Uuns are a new 
enemy, and extremely annoying. Once you reach one of the two final rooms, 
you'll meet up with Loki and his daughter Hel. Loki will make his escape 
and leave you to fight 
 
Hel lvl 450 
Weaknesses: None 
Resistances: Wind 
Armored points: None 
Breakable points: Legs on Abdomen and Wings. 
Unarmored points: Upper body. 
 
Thank goodness you're pulled into an alternate dimension where you can 
use your wings. Hel can be quite annoying as many of her attacks cause 
different status conditions. It's difficult to pick one accessory to 
pin down. Her attacks include flying towards a character while spewing 
a poisonous dark breath in a stream that can cause Curse, a quick lunge 
forward with her stinger that will cause poison and can lower your 
defense, three stationary stabs with her stinger that will rotate to 
target a player which can cause Paralysis, a slap from her wing if you're 
in her face that can lower your attack, a backhand slap that can send 
you flying a significant distance, a quick spin where she'll swipe with 
her stinger, and a ball of dark energy in a large sphere around her. 
In rage mode, she'll be able to shoot a couple small bullets of dark 
energy at you, and may proceed into a long duration spinning attack 
at which point any contact with her will cause you damage. The best 
way to approach is to remain around her head and use your highest power 
attacks to take away her chances to poison you. Once you beat her, she'll 
drop 10,000 yuld and a weapon. Heal up from that, and get ready. You 
still have Loki to deal with in the next room.

Loki Lvl 480 
Weakness: Water 
Resistance: Fire 
Armored points: Lower body. 
Breakable points: Arms 
Unarmored points: Upper body, head, tentacles coming from shoulders 
 
Yay, we can fly for this fight, too! Loki's most common attacks are 
to spin in place, which will surround him with spheres of darkness that 
he'll launch off in all directions shortly after. Next, and even more 
common, is to create a small black circle beneath your characters, 
through which his tentacles will shoot up to attack you, and in rage 
mode, the tentacles will make several attacks. He may hold both hands 
in front of him and shoot a ball of dark energy directly at you. This 
can cause Seal, stopping your sword skills and spells, and in range 
mode, he can use this in rapid fire in a strafing motion. If you attack 
him from directly in front, he'll try to hug you with his tentacles. 
It would be a sweet gesture, if it didn't Bind you. In rage mode, he 
may raise one arm, then he'll spin 4 times, whipping you with his 
outstretched tentacles. Honestly, I found Loki to be a welcome break 
after Hel. He's far less aggressive than she is, and his attacks are 
by and large easier to dodge/block. He'll drop 10,000 yuld and a weapon, 
and for completing the quest, you'll receive a Medallion of Njordr. 
This necklace increases your defense by an amount comparable if not 
exceeding a rank 10 shield, but drops your elemental resistances 
significantly.

There is another event ready to go with Asuna on the park bench. Once 
you start this quest, your team will be set to Kirito, Asuna, and Yuuki, 
and you'll be transported to the Ruins of Norna-Gest. Make your way 
through to the boss room. Before reaching it, you'll be stopped and 
thrown into a battle against 5 NPCs PVP style. I found them fairly easy 
to destroy with Kirito's Star Burst Stream. After you fight them, you'll 
be transported to an alternate realm where you'll fight: 
 
Skadi Lvl 480 
Weaknesses: None
Resistances: Dark 
Armored points: None 
Break points: Arms 
Unarmored points: Main body. 
 
Skadi is a danger from afar, as you can probably tell from the arrows 
sticking out of the bows she calls arms. Her attacks reflect her archer 
nature. She will often move into a strafing mode, firing three arrows 
at a time at you until all four arms are empty. If she fires both upper 
arms directly up, a few moments later a shower of arrows will rain down 
around her, harming those who are in close range. She can also clock 
you with her lower left arm at close range, and if done in rage mode, 
this attack becomes far more forceful, and is signaled by a Ding sound. 
If she lifts her right upper arm, but does not fire, she will come 
charging at whomever she is targeting. If she points both upper arms 
straight out horizontally, she'll fire 6 arrows at once that will arch 
in a similar fashion. If she aims her lower right arm, she'll fire 3 
beams of light that act like the Bow's Strike Nova sword skill. If she 
aims both lower arms forward and fires, but no arrows are seen flying, 
a moment later, the area in front of her will have arrows shooting 
everywhere like a swarm of angry hornets. 
I've found the easiest way to beat her is to press the assault from 
her right side. This will allow you the best opportunity to avoid her 
uppercut. When beaten, she'll drop 10,000 and a weapon. 

Once you return to town, head for the park bench again for another scene 
with Asuna. After some cutscenes, Asuna will be pitted in a duel against 
Yuuki. Time to finish what got interrupted so long ago on Woglinde. 
This time, you have to take out all four of her health bars. In all 
the time I fought her, she never once was able to block a flying charge 
attack, and at no point did she use Mother's Rosario. However, when 
this battle ends, both Yuuki and Asuna will be able to use Mother's 
Rosario. Just remember that they must be equipped with a 1-handed sword 
and rapier respectively. 
 
Head over to the weapon shop and you'll see Silica. When you talk to 
her, you'll be pulled into a boss battle against a lvl 430 version of 
Muninn using Kirito and Silica. Tips for Muninn can be found in the 
boss section further down. This one is no different, except for his 
level. You only need to get him down to his last health bar turning 
yellow, then the battle will end in a cutscene with the boss dropping 
16,800 Yuld and a weapon, and Pina getting an unknown status condition 
on her. Well, for more info on this, we turn to Argo, who is now standing 
next to the teleport gate. Sounds like things are pretty grim for the 
little feather dragon unless they hurry. You'll be pulled to the Ruins 
of Thrud, with just Kirito and Silica. When you reach the boss room, 
you'll have to face 

Thiazi Lvl 435 
Weaknesses: Holy 
Resistances: Dark 
Armored points: None 
Breakable points: Arms 
Unarmored points: Body 
 
This guy can be easy, or he can be quite annoying. One of his favorite 
attacks is to surround a character with 6 spheres of dark energy, then 
have them all close in at once. The real pain with this attack is the 
fact that it causes Bind, and since it hits from behind as well, it's 
near impossible to block. Another common attack you'll see at close 
range is for him to take a swing with his scythe three times. I've almost 
never had him hit me, even when right up against him, but when he hits, 
he has a chance to cause paralysis. He may also do a charging attack, 
spinning his scythe, and it has a second version where his scythe 
becomes a ring of dark energy. The later tends to go further and hit 
more often. One attack I rarely see, he'll lift his scythe high and 
a dark cloud will appear in front of each party member. When he brings 
his scythe down, an energy scythe will come crashing down on top of 
them. For as easy as this attack is to avoid, it leaves him so wide 
open. An attack you may see in close quarters, particularly in rage 
mode, is a scream that send out a very short range shock wave of 
red-black energy 
 
There's really little to say in the way of strategy here except avoid 
his dark spheres and be ready to guard. Once finished off, he'll drop 
4,000 yuld and a low level material. Well, he was kind of easy to beat. 
Enter the room on the north end of the map to find the hostage, then 
you'll be back outside. Seems like you're in the clear until 
 
Thiazi 2.0 Lvl 440 
Weaknesses: Fire and Water 
Resistances: Non-elemental 
Armored points: None 
Breakable points: Tail and Wings 
Unarmored: Head and talons. 
 
What can I really say about this boss's appearance? It looks like 
someone took a Noivern and mounted speakers in its wings. He loves to 
kite you, shooting spheres of dark energy 2 at a time that home in on 
you. He also likes to stop and shoot 7 at you at once, three from each 
wing and one from his mouth. If he has his wings spread and a sonic 
wave shoots out, get out of his way, because he's about to come barreling 
through in a heavy charge attack. If you dodge it, it leaves him pretty 
wide open, but if you get hit by it, it'll Seal you. If you're fighting 
him a close range and he curls his wings in, a burst of energy will 
erupt below him, hitting a bit below the visible point of energy and 
a good deal above his head. It doesn't hurt a guard meter much, so it's 
easy to block. If he flaps his wings with a small amount of visible 
sonic waves on it, he'll bring his wings in to surround whomever is 
in front of him. This will hit them with a weak dark attack, but the 
sphere he forms will explode only moments after, so don't rush into 
it or drop your guard. Sometimes he's deceptive with this move, and 
the signal will instead be followed by the previously mentioned burst 
of energy below him. He may also do a short flap of his right wing that 
will cause the same dark sphere to appear, but without the explosion. 
This attack is difficult to predict and block, but does very little 
damage. It will however Fatigue you. The last attack he has, and the 
most annoying, if he flips upside down, he'll send out a series of short 
range sonic waves. This rapid hit will devastate your guard meter, and 
even worse, it'll put you to sleep.

Your best bet fighting him is to stay in his face. Don't give him the 
opportunity to kite you, because he will be relentless with you. Once 
you take him down, you'll get 6000 yuld, a weapon, and  perhaps more 
importantly, Pina is saved. Hooray! After this, head to the park bench 
for one more scene with Silica, which I believe nets you a trophy. I 
already had it when doing the scene during the writing of this guide, 
so I may be misremembering. 
 
Head back to the weapon shop. Lisbeth has a side quest for you, too. 
When you start, you'll be thrown into Surg's Cavern, with a party of 
just Kirito and Lisbeth. This is another Nibelheim dungeon that you 
may or may not have finished yet. If yes, just run right through. If 
not, well you've seen enough dungeons to know how to navigate them by 
now. When you reach the boss room, prepare for another annoying enemy. 
It's Lindwurm again! The usual strategy to take him down. He'll drop 
8530 yuld and a few materials. For me it was 3 Black Yggdrasil Rocks. 
Anyhow, Lisbeth's quest isn't over just yet. Head back into the shop 
and talk to her again. This time, you'll be pulled straight into a battle 
against Bergrisi with Kirito and Liz. At least they picked a boss who 
isn't Mario in dragon form this time. He'l drop 15,000 yuld and a 
material, which for me was Mithril Ore. Head into the smithy and 
automatically, a scene will ensue. At the end of it, you'll receive 
the Light Crystal Ring, which increases max MP and elemental attack 
for all elements. This is a perfect accessory for a spellcaster, and 
there is only one, so don't sell it or it's gone. 
 
With this, all the side quests have been finished for now, so if you 
haven't already, it's time to head to Nibelheim, the Dark World. A look 
at the map will reveal 8 dungeon markers. 3 of them are dungeons you 
may have explored in the above mentioned side quests, but are not 
essential to story completion. 4 of them have quest markers on them, 
and when you proceed to each of the quest markers, you find a tower 
with a glowing portal in front of it. The northern-most quest marker 
leads you into a ruin with a locked door that shows no sign of how to 
open it. Don't waste your time here yet. This door ain't opening yet. 
You may visit the towers in any order you like, and in reality, you 
do not have to clear them all. You must clear at least one, however. 
First, though, a list of enemies you'll find around Nibelheim's outside 
world. 
 
Lemures – The Quasits of the dark world. 
 
Uruks – Orcs with a paint job and more health. 
 
Jellies – Slimes that I think come in Strawberry flavor. 
 
Uuns – These guys are new, and man are they irritating.  Their most 
common attack is to fly towards you while swinging their blades like 
a jogger swinging their arms. The first hit is likely to knock you down, 
and any attempt to get back up will be met with another blade hit and 
knock down. They may also start to spin with blades outstretched. To 
beat these guys, use magic from afar, or press the assault with high 
knockdown moves like Sygnus Onslaught. They stagger rather easily, so 
one is not a significant threat, but when you get a group of them coming 
at you, you have cause for trouble. Choose skills that provide super 
armor to punch through them

Hippogriffs – You fought these before to get the Brionac's Augite. 
Nothing has changed. 
 
Mushus – You fought a few of these alongside Wyverns in a few Woglinde 
missions. Nothing has changed

Ladon – Evil Glancers, trying to take the name of a dragon. 

**Vidofnir** This big guy won't be around your first time visiting. 
He'll appear down the road after you beat the boss who is connected 
to the 4 towers around the area. He sports a whopping level 800 and 
hangs out around the tower in the center of the map.
 
Unlike previous areas where there was one of the normal enemies around 
who had been super charged, like the Kobold in Woglinde, the Vouivre 
in Wellgunde, and the Automata in Flosshilde, I have not come across 
any creature matching that description in Nibelheim. Anyhow, as 
previously stated,  the towers are our goals. As a note, the towers 
contain some pretty darn good treasures, a lot of which are recovery 
items. I actually suggest taking only a minimal amount of recovery items 
with you for each or you may not be able to get them all. I also recommend 
controlling a character with the Searcher spell. For the sake of the 
guide, I'm starting at the Northwestern tower and working clockwise 
around the map. Let's enter the first one: Fimbul's Labyrinth 
 
This place is where things get interesting. Rather than just a straight 
forward dungeon like most, you have a bunch of teleporters you have 
to work around one by one. You start on the east side of the map. Of 
the three teleporters on this side, the southern most one will take 
you to the northern middle room. This is where you will encounter a 
new enemy, called a Mi-go. Sadly, this guy is not your amigo. He's the 
strongest version of a Silky. This time they use straight up poison 
to directly drain your HP. The middle of the eastern teleporters takes 
you to the southern middle room, where you'll face a few Heavy Guardians 
and find a couple nice treasure chests.The northern teleporter takes 
you to the long room on the far west of the map. When you enter the 
boss room, you'll have a small army to fight. 2 Guardians, 2 Guardian 
Archers, 2 Mushus, and a powered up Golem. Be warned, this golem can 
shoot fireballs without a need to charge the spell. Just as you examine 
the switch to pull it, some Shamrock lackies show up to stop you. Those 
jerks, leeching off your hard work. On your way out, there's a portal 
in the boss room. When I jumped through it, I was in a small room with 
5, yes FIVE Platinum quasits, and with each one being level 500, that's 
a bank vault of EXP right there. Once you're back outside, you'll see 
the light on the tower has gone out, and on closer inspection, so has 
the light of the same color on the tower in the middle of the island. 
You'll automatically be returned to town and get to enjoy an animated 
concert from Seven. You gotta wonder how much those special effects 
would cost in the virtual world. Anyhow, back in town, you'll have 2 
orange quest markers, one at the inn, one at Agil's shop. Both just 
trigger short talk scenes. When you return to Nibelheim, you'll learn 
of the nature of this floor boss from a pair of NPCs. For each tower 
you clear, the boss will get weaker. If you're confident in your skills, 
you can go fight him right now, but be warned that he will be much 
stronger than any enemy you have faced so far. When fought with 3 towers 
still lit, the boss is powerful enough to almost always one hit KO you, 
even from full health. To top it off, his own health regenerates so 
fast, it's very difficult to bring him down. I managed to do it once 
by getting lucky enough to have Kirito's Eclipse skill knock him down, 
during which time his health regeneration stopped, and had enough mana 
left to fire a second one immediately. For all my efforts I was awarded 
a second weapon, which when appraised turned out to be Excalibur. Not 
bad to get a rank 10 weapon for it, but in my opinion, not worth the 
hassle. It's your choice if you wish to fight him now, but I can't really 
post a strategy guide for 3 tower form, other than to say bring your 
three strongest DPS characters and have everyone equipped with an 
anti-hypnosis collar. If he puts you to sleep, he's pretty much going 
to regenerate all his health before you can start attacking him again. 
It all boiled down to luck for me. Do not feel obligated to take him 
down or lose Excalibur. You can get Excalibur later from other enemies. 
For the sake of this guide, I am going to assume you intend to continue 
on with clearing the towers, and will resume from the northeast tower, 
Gyor's Labyrinth. You should be familiar enough with dungeons by now 
that even with the teleporters, I don't need to go in depth on how to 
navigate this one. There is one new enemy that appears, named Hronn. 
It's basically just a red Uun, so there's nothing really to tell there. 
Time for the boss. 2 Heavy Guardians, 2 Guardian Snipers, 2 Cockatrice, 
and a beefed up Automata. The Automata can sling Ice Bullet with one 
swing of his arm. When he falls and you throw the switch, another portal 
will appear. For me, this contained 5 Honey Slimes, each at level 500 
for a wonderful pay day of EXP. 
 
On now to the next dungeon, the south east tower. Thrizi's Labyrinth 
Nothing new here. The boss of this tower is 2 guardians, 2 guardian 
snipers, 2 Lemures, and another beefed up Automata. This one can shoot 
Wind spells. Another portal awaits you after you pull the lever, and 
what's on the other side? Spartois. Yeah, they decided to stop with 
the rare enemies and throw this suckers at you. For the record if you 
want to avoid it, these little hidden rooms are 100% optional. Feel 
like fighting the boss yet? If so, go right ahead. If not, head to the 
south west tower. Just one more of these to go.  
 
Gensler's Labyrinth. By this point, I'm sure you've navigated enough 
dungeons that the only thing you need of this guide is some info on 
the boss. Well, simple enough. 2 Heavy Guardians, 2 Guardian Archers, 
2 Hippogriffs, and a beefed up Golem who slings earth spells from his 
fists. The portal this time contains 5 honey slimes. Not bad after all 
this fighting.
 
With all of the towers extinguished, it's time at last for our assault 
on the boss outside the center tower. If you did Silica's side quests, 
this guy looks quite familiar.

Hraesvelgr lvl 500
Weaknesses: None
Resistance: None
Armored Points: None
Breakable points: Wings, Tail
Unarmored points: Head, Talons

Now that all the towers have been dealt with, this guy's pretty easy 
to take down. His stats have taken a nose dive and his health no longer 
regenerates. He fights exactly like Thiazi in his Noivern form from 
Silica's side-quest, but in case you didn't do that yet, I'll repost 
his attack patterns here.  He loves to kite you, shooting spheres of 
dark energy 2 at a time that home in on you. He also likes to stop and 
shoot 7 at you at once, three from each wing and one from his mouth. 
If he has his wings spread and a sonic wave shoots out, get out of his 
way, because he's about to come barreling through in a heavy charge 
attack. If you dodge it, it leaves him pretty wide open, but if you 
get hit by it, it'll Seal you. If you're fighting him a close range 
and he curls his wings in, a burst of energy will erupt below him, 
hitting a bit below the visible point of energy and a good deal above 
his head. It doesn't hurt a guard meter much, so it's easy to block. 
If he flaps his wings with a small amount of visible sonic waves on 
it, he'll bring his wings in to surround whomever is in front of him. 
This will hit them with a weak dark attack, but the sphere he forms 
will explode only moments after, so don't rush into it or drop your 
guard. Sometimes he's deceptive with this move, and the signal will 
instead be followed by the previously mentioned burst of energy below 
him. He may also do a short flap of his right wing that will cause the 
same dark sphere to appear, but without the explosion. This attack is 
difficult to predict and block, but does very little damage. It will 
however Fatigue you. The last attack he has, and the most annoying, 
if he flips upside down, he'll send out a series of short range sonic 
waves. This rapid hit will devastate your guard meter, and even worse, 
it'll put you to sleep.

Your best bet fighting him is to stay in his face. Don't give him the 
opportunity to kite you, because he will be relentless with you. When 
this boss falls, you'll receive 20,000 yuld and a weapon. Now, behind 
the boss, you will see another portal pop up. This is the last dungeon, 
Dark Yggdrasil! As you navigate through, when you reach the first room 
that the party calls a boss room, you'll see that while there may have 
been a boss there, he's already been beaten, but he left behind a wake 
of destruction. Just past there, though, you'll see our good old 
annoying friend, Lindwurm. And he's got some Lemures lackies this time. 
Once he goes down, you can examine the door behind him, but you'll find 
it to be completely impassable for the time being. Instead, do as Seven 
suggested and go back to Agil's shop. Settle in. This talk scene is 
a long one. Once it's done, you'll see you have a blue marker over Sinon 
for one final talk scene with her before being awarded a trophy. Now 
it's time to return to Nibelheim and hit Dark Yggdrasil again. 
 
You will run into a new enemy here, known as Bara. It's just another 
Uun. As you enter the room on the upper east side on the second floor, 
you'll see a familiar face you hate. Nidhoggr appearing as a normal 
enemy instead of a boss. The good thing is you don't have to fight him. 
You can just run right past him to hit the switch. As you approach the 
boss door, you'll be face with a nice little sight. A PVP style duel 
between Kirito and Sumeragi. His stats have improved since last time. 
Once he reaches half health, the battle will be interrupted by a 
cutscene, where Sumeragi will explain the nature of his OSS to you. 
His health will restore to full as the battle continues. Be warned that 
he can now use his OSS. When he starts it, his left arm will be surrounded 
by a blue aura. When you see it, you have about a half second to get 
your guard up before he does a wide radius 360 swing. If you block, 
he'll be wide open. If you've been training Kirito enough to have his 
Eclipse sword skill, use that and this duel is over. Luckily for you, 
even thought he battle happened outside, you automatically get warped 
back to the room where Sumeragi was waiting for you to continue on. 
The third floor of Dark Yggdrasil is a labyrinth. Navigate your way 
through to hit all three switches and reach the southern door. As you 
approach the boss door, prepare for a new boss battle. 
 
Siegfried lvl 570 
Weaknesses: Holy 
Resistances: None 
Armored points: None 
Breakable points: All four arms. 
Unarmored points: The rest of him. 
 
This guy can really be a bug. If you attack him from close range, he's 
likely to do a cross horizontal slash with his bottom arms, then bring 
the top arms down together for a downward slash. He may extend his left 
upper sword in front of him with runes swirling about it. He'll charge 
forward with his sword in this position, and when he stops, he'll slash 
it downward into the ground. Another simple yet annoying attack is a 
quick pirouette with his swords outstretched high and low. He'll do 
this three times in a row if in rage mode. He may create a ring of fire 
around him that has a fairly long duration. If you're outside this, 
you can't attack him at this point. If you're right up against him, 
you'll be trapped inside, untouched, and free to wail on him. Just be 
careful. If you're at a distance, you are not safe. He may extend his 
lower swords out to the sides and bring them together, sending out a 
blade of air. He may also bring all four swords together, charging up 
a powerful beam of darkness. It may stay stationary or rotate 
counter-clockwise about 90 degrees. 
 
For a boss near the end of the game, he's not that difficult. Stick 
to him in close range and try your best to hit his arms for the 
possibility of breaking them. 
 
Head straight south to the final door. On the other side, you'll meet 
up with Seven. The time has finally come to put her in her place. You'll 
start out fighting her PVP style with your full party. For how high 
her level is, she's a joke. Not at all worthy to be a final boss. Just 
smack her down to zero health. Sadly, this isn't over. All those OSS 
skills she basically stole from her followers have caused her to 
transform.

Seven lvl 600
Weakness: None
Resistance: None
Armored points: None
Break points: Wings, Legs
Unarmored points: Body 
 
Now THIS is worthy to be a final boss. A culmination of almost all the 
bosses you've faced thus far. She can materialize a spear out of nowhere 
for a one-two strike similar to Odin, or use the same spear for a 
charging thrusts, also like Odin. If a field of digital coding surrounds 
her in a sphere, she's about to use the same Wind Sphere that Fafnir 
used at close range. If she opens her wings quickly, she'll do a quick 
burst of energy from them directly in front of her. If her wings open 
slowly, then when open, she'll shoot down a blast of energy similar 
to Fafnir's tornadoes directly around her. In rage mode, she has a 
longer charge up, but strikes each character with a separate blast of 
energies. She may hold her hands in front of her and shoot a beam of 
energy. Can you say, “Kamehameha”? She may also create a bow in her 
hand to shoot at her target. At the same time, she'll have a small sphere 
of energy around her that harms those at point blank range. 
 
Make no mistake, even though her wings make that armored “Clank” sound, 
they are still very breakable. There's really no one cut strategy to 
take her down. Watch her moves carefully and press the assault when 
you have the opportunity. It's not at all a bad idea to keep your 
distance to let your mana restore and strike with your strongest attacks 
when you're full up. Once she goes down, watch the credits roll, and 
you're back in Agil's shop. A quest marker on the west will let you 
talk to Sumeragi. Head back to Agil's shop after that for another scene. 
Once over, you'll be back in the inn. Make your way to Woglinde and 
seek out the quest marker to find Rain. This is the moment you've been 
waiting for. A duel between Dual-wielders. Just beware, she's got her 
OSS now. She create multiple swords above her that will then fly forward 
at the target, which happens to be you. However, during the build up 
for this attack, she does not have super armor. You should be able to 
knock her out of it with a sword skill such as Cygnus Onslaught, or 
if you have enough mana and a high enough skill level, slam her with 
the Eclipse. She's actually a decent PVP enemy. Once you defeat her, 
you get access to her OSS, and it is definitely worth using. It's perhaps 
stronger than The Eclipse when used right.


Now you're in the post game, and there are a lot of blue quest markers 
around here. Avoid talking to Strea for now. Talk to Philia for a fairly 
long cutscene. Head over to the park bench for a scene with Asuna, and 
a trophy as well. Talk to Rain sittign on the edge of the fountain for 
a little scene that will reward you with a Seven Fan Amulet. This thing 
is absolute trash. It has absolutely no affect whatsoever, but luckily 
it can be sold for a sweet 50,000. Examine the door to start an event 
where you'll have Kirito and Rain as your party. You'll be sent to the 
desert to hunt down an enemy with no quest marker to show the way. Fly 
directly forward towards the large bones sticking out of the ground. 
After the short scene, fly north and you should see a blue dot on your 
map. As you approach, you'll face a creepy old lady who will summon 
a powerful golem to stop you. By this point in the game, this guy's 
a wimp. Once your done, head to Agil's shop and talk to Rain there. 
You'll be taken to a dungeon. Run through to the boss room where you'll 
end up facing down 3 golems. Again, they aren't that strong at this 
point. Afterwards, you will face down Thokk. A level 400 Hildisvini. 
After your battle against Seven, this guy is a push over. You shouldn't 
need specs on him. Just beat him down. You'll be faced with an annoying 
face afterwards, who luckily will not fight you. However, for 
completing this quest, you just obtained one of the best accessories 
in the game, the Crest of Yggdrasil. This handy little accessory makes 
it much easier to train. EXP for overall leveling, weapon proficiency, 
skill level and spell level. It makes all of them faster. This item 
is not one of a kind, but getting more is not simple. 
 
Head back into Agil's shop and talk to Lisbeth for a quick scene and 
a trophy. Examine the door for a fun little fashion show. Talk to the 
NPC for the final entry of Festival Time and a trophy! Leave the shop 
and re-enter to make Seven reappear for a silly scene. Leave and enter 
to make her appear once more. You'll be whisked away to a battle against 
three Homonculi(plural of Homonculus) and three Lemures. Beat them down 
and proceed along the path before you and up the southern stairs. 
Proceed into this room to be pulled into a PVP fight with a handful 
of NPCs. Careful not to let them get you backed into a corner. They 
can overwhelm you with numbers, especially since you have to fight alone. 
One Eclipse if you have it can decimate the whole party if they're all 
right close together. Go a little further to see the NPCs get their 
heads handed to them by a few tiny sprites. Pathetic. Kirito won't try 
to take them on like a man. Rather he'll retreat to town, and you'll 
have to head back into Agil's shop and talk to Seven again. You'll go 
through a cutscene at the end of which you will receive the Necklace 
of Skald. While this accessory can be equipped by anyone, it affects 
a Pooka's Song magic, so it's only usable by Seven or a custom avatar 
Pooka. Honestly, I don't use Song magic, but if you wish to, go right 
ahead. With all the craziness said and done, go back to Woglinde. You'll 
see a blue quest marker on the map. Go to it and you'll see Sumeragi 
standing there. After a short conversation, you'll have him as a party 
member. Chances are good that unless you've been power leveling like 
a maniac, Sumeragi is much stronger than any other member of your party. 
He joins at level 600, which means he will know every spell he can learn. 
He also has 600 proficiency in the katana, giving him access to all 
the katana skills, to include his OSS, One-handed Tyr. Now, head to 
the inn and save. It's time at last to talk with Strea. When you do, 
she'll start to glitch out, and you'll be pulled into a battle as Kirito 
alone. Your opponent is. 
 
Black Lotus lvl 1,000 
Weaknesses: None 
Resistances: None 
Armored, Break, and Unarmored points: None, because this is PVP style. 
 
This chick is insanely difficult. I have never managed to beat her in 
this one on one battle. The biggest thing to watch for is when her black 
butterfly wings appear. She'll come charging at you like a maniac, and 
if she goes past you, she may swing around for a second attack from 
behind. If you can time it out well, it's good to use Specula Cross 
to turn that Light Speed attack on her. Win or lose, however, when you 
next go to the inn to build a party, you will be informed that you may 
add Black Lotus to your party. This mama is not to be underestimated. 
She joins your party at level 600, and she has 600 proficiency in all 
three of her weapon styles: 1-handed sword, knuckles, and Dual-Wielding. 
Yeah, there's a third one now. As such, she has access to all her skills 
in all three weapon styles right off the start, to include her two “OSS” 
skills. They aren't officially labeled OSS skills, but they fit the 
description, being unique to her. What's more, she can use these two 
skills no matter which weapon she is using. If that weren't enough, 
in the field and dungeons, her running and flying speed are equal to 
that of another character when they're boosted, and her speed can be 
boosted on top of that. When boosted, she's a freaking bullet! Her two 
OSS skills, Light Speed and Starburst Stream(not to be confused with 
the Dual-wielding skill Star Burst Stream, which she can use) are quite 
interesting. Light speed send her flying forward on her black butterfly 
wings. A hit to an enemy will be much stronger than a hit from Cygnus 
Onslaught. I've seen it slam an enemy for 30,000 more than once. 
Starburst Stream works much like Rain's Thousand Sword Rain. It's 
important to note that, like Thousand Sword Rain, Black Lotus's unique 
Starburst Stream does not have super armor. For all this power, Black 
Lotus must have some shortcoming, right? Well, she does. Black Lotus 
has absolutely no magic. This limits her recovery options to passive 
enchantments on her weapons and your item stock. 
 
Now that you have everyone all together, go to the inn and build the 
strongest team you can. This will likely include Black Lotus and 
Sumeragi. Go to Agil's shop and talk to Seven. You'll get a cutscene 
that actually has no voice acting. From here, you'll be teleported to 
the last floor of Dark Yggdrasil. As you reach the last door, you'll 
be stopped by a cutscene and instantly warped to an alternate dimension 
where you will face the game's true final boss. 

 
Lost Song Lvl 1,000. 
Weaknesses: None 
Resistances: None 
Armored, Break, and Non-armored points: None. 
 
This boss is unique from all the other bosses in the game. You must 
fight him in stages. From the very beginning, there's an altitude limit 
imposed at the lowest altitude on the map. This means your wings are 
unusable. In front of you, you'll see numerous Bottom Cores, each level 
1,000. At this stage in the fight, if you stand at a distance, one of 
the bosses other parts high above you will shoot down a laser at you. 
If you stand on line with one of the cores, it will charge up and blast 
you with a laser. If you stand next to a core, it may do a partial charge 
and release a small discharge right around it. If you stand close to 
Lost Song, you will see a large green circle appear on the ground. After 
a few second, the circle will vanish, followed by a blast of energy 
from the bottom of Lost Song all around it. You must get your distance 
and avoid this attack. It is very damaging. As you pick off a few of 
the cores, you may get a moment where a magic circle appears on the 
ground and follows you. After a few seconds, a pillar of a random element 
will erupt beneath you. This can be dodged by practicing the timing 
to jump back off the circle just before it erupts. For this part of 
the battle, stick to skills that have short animations, such as Cygnus 
Onslaught. If you lock yourself into a long animation in close quarters, 
the green shockwave attack will decimate you. Work your way around the 
bottom, taking out the cores one by one. Black Lotus is very useful 
for this with her naturally high running speed, since she can strike 
and retreat before the green shockwave smashes her. 
 
Once all the bottom cores have been destroyed, Lost Song will lower 
his wings. At this point, his attack patterns change. He no longer has 
the green shockwave shooting out at you, and with the cores gone, they 
cannot attack. You can still get pegged by the lasers from above, but 
they are far less frequent while you are ground level. Frequently while 
you are on the ground, he will shoot out a purple shockwave. This attack 
causes no damage, but does cause you to go off balance unless you jump 
at the right time. You will also frequently see Fafnir's Tornado attack, 
until you run up one of the wings and jump onto the platform of the 
Wing Core. At this point, you are in range that the parts of the boss 
higher up can attack you either with their lasers or orbs of dark energy 
that burst on impact and do about 4 or 5 hits before vanishing. The 
Wing Cores themselves are not that difficult. They have much more health 
than the Bottom Cores, but each only possesses two attacks. If the 
energy field around it flashes slowly, it will create several ice spikes 
that will shoot out in a circle around it. This attack cannot hit you 
if you are right up against the Wing Core, so do not worry. If the field 
around it pulses quickly, it's about to use a large electrical field. 
Avoid this by jumping back onto the ramp below the Wing Core's platform, 
then rush back in after it's done to destroy it. There are 2 Wing Cores 
per wing, and when both cores on one wing are destroyed, that wing will 
break apart and vanish. Once both wings have been destroyed, the magic 
circle creating the Altitude Limit will disappear and you can once again 
use your wings to fly as high as you like. Plus the background music 
changes to the title sequence. 
 
As your float up, you will see a number of faces named Chorus. These 
are the little things that were shooting lasers down on you earlier. 
As a note, destroying the Choruses is entirely optional, but doing so 
yields some of the game's highest level materials, so it's very much 
worth it. So long as you attack each Chorus from the side, its lasers 
cannot harm you. This is not to say that you are in the clear to attack 
as you please. The boss's main core high above you has one attack that 
can hit you from absolutely any elevation. A number of magic circles 
will appear one after another, creating a trail to track you as you 
move. There will be 6 in total. When the circles begin to shine brightly, 
move, because they are about to erupt in a pillar of light. If all 6 
circles are in the same place and you get hit by all 6 beams of light 
at the same time, you are almost guaranteed to get KO'd. 
 
Once you take out all the Choruses, or if you choose not to fight them, 
float up further to find the face of this dark tree. This is the boss's 
true face, so to speak, sharing its name of Lost Song. For a final boss, 
they have made its attacks fairly easy to dodge, though make no mistake, 
each one packs an extreme punch. You were already warned about his magic 
circle light pillars. Those are still going on. At nearly anytime you're 
fighting close range, he may shift forward and let out a scream. This 
is the one attack he has that doesn't do a boatload of damage. It does, 
however, send you flying all the way to the barrier if you don't guard. 
If you do get sent flying, just shake it off and fly back in. If he 
leans forward and opens his mouth slowly, he's about to do a powerful 
laser stream. This attack would be much more threatening if he didn't 
only move it vertically. Still, if you are careless or locked into a 
long skill animation when he uses it, it can absolutely wreck you. Yui 
will often warn you of when this attack is coming, and he has a tendency 
to move back far enough that you lose your Lock-On. At times, he may 
have magic circles appear all around his head in sporadic locations. 
From these lasers will fire straight out. The placement of the circles 
is static each time, so learn where the blind spot are in it. Once such 
spot is right in front of his mouth. Another attack to watch for is 
when he starts sending down lasers from the halo above him. If you are 
right in his face, as you should be to attack him, the 5th laser can 
hit you square on, so be sure to guard after 4 shoot down. While fighting 
him, a dark purple energy circle will appear, going from the bottom 
of his face up to the top of the altitude meter. While it's dark purple, 
it will cause no damage and serves as a warning. After a few seconds, 
the circle will turn a lighter purple. During this time, this attack 
is live and can harm you. To dodge this, just turn off your wings for 
a second to drop below his chin while the circle is dark purple and 
wait until it vanishes to fly back up and start attacking, or attack 
from a distance with magic or a few select skills, such as Black Lotus's 
unique Starburst Stream. The best strategy to fight this guy once you 
reach this point is to stay close to the front of his face and keep 
on the offense. Always be mindful of the magic circles that will produce 
the pillars of light. These can be hard to see sometimes. 
 
When he falls, congrats. You've just beaten the game's true final boss. 
This boss can be rebattled anytime from an Extra Quest in the Tavern 
called Song of Wills and Ways. Each time that you beat him, he will 
drop weapons at random. I've seen him drop as few as 1 or as many as 
3. Regardless, these weapons are always rank 10, and in the PS4 version 
at least, they glow when equipped. 
 
In addition to his weapons, this first time that you beat him, you will 
also receive one more party member: Seven. When she first joins, Seven 
will seem pretty underwhelming, having a level of only 200. To call 
her worthless, though, would be the furthest thing from the truth. 
Seven's claim to fame in this game is that, unlike a custom avatar Pooka, 
Seven has the ability to learn all the level 3 attack spells, including 
the truly OP Dimensional Abyss. If you have yet to see this spell, it's 
basically a giant black hole opened on the enemies in range. Her weapon 
choices aren't the best, but with a mace in hand, she can use a shield, 
and this is highly recommended. In my experience, Seven does not tend 
to perform well as an AI ally, as she seems quite reluctant to use her 
high level spells, even if she has no other spells or sword skills set. 
 
At this point, there is one last party member to get. I'm not entirely 
sure the significance of it, but for me, when I had Silica as my 
character in a Solo party, an Undine appeared in the park. After a 
conversation, you head to Viz's cavern in Nibelheim. Fight your way 
through, and at the end, you will be joined by a Sylph named Lux. 
 
That's almost it for story mode. There is one more thing you can do, 
and it is recommended that you do so. If you return to Nibelheim, fly 
to the dungeon furthest north. This is the dungeon that was locked 
before without any apparent way to open it. Well, guess what? That 
door's unlocked now. Head on inside The Ruins of Fjorm. This dungeon 
requires you to battle your way through. In the first large room on 
the right, you'll face a level 800 Siegfried. Once you beat him, the 
next big room on the right will be a bit of a challenge. Fafnir, 
Hildisvini and Heidrun, back to back with no break, all level 900. Be 
sure you have plenty of healing items before you enter here. In the 
next room, there's going to be a lot of minor enemies, all level 700 
and heavily armored. Once you break through them, head for the last 
room at the top right. Last but not least, you must face a level 1,000 
Seven. She's going to be much stronger this time around, but her attacks 
are the same as before. Fight hard, fight careful, and don't give up. 
Once she falls, you will gain a sword that when identified will be none 
other than Excalibur. At this point, the Ruins of Fjorm are open for 
you to fight and train to your heart's content, and many of the enemies 
here drop some high level materials.

That's it for story mode, folks. Hope you had fun with it!

************* 
*Weapons List* [005] 
*************
Given the sheer size of this list and the factor of the RNG playing 
with drops, while I have ascertained where to find the Rank 8 and 9 
weapons, I have not as of the time of posting this managed to get every 
one of them. If you can contribute names for the weapons I may be missing, 
please, e-mail me and let me know. You will be credited for your addition 
to the list. 
 
For this list, I have listed out the weapons within the game to the 
best of my ability. Therefore, this list may be missing a few. If you 
find one that is missing and can provide a proven method to find it, 
please e-mail me and let me know. 
For weapons and shields rank 1-7, these weapons and shields become 
available for purchase from Agil over the course of the story line, 
and are all available from Agil at the end of the story. As such, I 
will not be listing ways to get them. I will, however, list out ways 
to obtain weapons of rank 8-10. Do note also that enemies who drop rank 
10 weapons may drop an HG version of a lower rank weapon. These weapons 
have a rank of 10, and have damage ratings to go along with. Along with 
that, they also require the same level of materials that rank 10 weapons 
require for upgrading. 
 
I have found that the rank 8-10 weapons tend to drop most commonly from 
the bosses in Extra Quest of the corresponding rank. That is to say 
rank 8 weapon most commonly come from rank 8 Extra Quests, rank 9 from 
rank 9, and rank 10 from rank 10. Do note that from what I have seen, 
each boss seems to drop just one type of item. That is to say, in the 
mission Rebels and Wind Graves, Vidofnir drops 1-handed swords. You 
can fight him 1,000 times over, but you won't get him to drop a mace 
for example. You need to spread out and attack other bosses in other 
missions. The bosses and normal enemies in the rank 10 quests have a 
large chance to drop or break materials needed for enhancing the high 
level weapons.
 
The items needed for enhancement are dependent upon the item's rank, 
and are as follows 
* = This item is added to the list of needed materials after it reaches 
+5 
 
Rank 1: 
Iron Sand (Found everywhere) 
*Sharp Claw(Found everywhere) 
 
Rank 2: 
Iron Sand 
*Sharp Claw 
 
Rank 3: 
Iron Sand 
Sharp Claw 
*Pyrite(found in Geirrod's Cavern, Hyrrokkin's Cavern, and the Ruins 
of Thrud from enemies) 
 
Rank 4: 
Iron Sand 
Baking Mud(Found from glowing points around Wellgunde and in Wellgunde 
dungeons) 
*Dragon Stone(Found from glowing points all around Flosshilde and 
dropped by enemies at low 
altitude in Flosshilde) 
 
Rank 5: 
Iron Sand 
Myrkvidr fragment(Dropped by automata in Flosshilde Exterior) 
*Frozen Tree Rock(Dropped by enemies in Flosshilde Exterior) 
*Mysterious Amber(Found from Glowing Points and enemies in high 
altitude dungeons of Woglinde, Wellgunde, and Flosshilde 
 
Rank 6: 
Pure Iron(Found in Glowing points and dropped by enemies of high 
altitude dungeons) 
Flaming Crystal(Found in high altitude Wellgunde dungeons, glowing 
points and enemies) 
Eternal Ice(Found in high altitude Flosshilde dungeons, glowing points 
and enemies) 
*Meteoric Ore(Dropped by most enemies exterior in Nibelheim) 
 
Rank 7: 
Mithril Ore(Found in glowing points exterior nibelheim, and dropped 
by most exterior nibelheim enemies) 
Dragon Crystal(Dropped by enemies in the Tower dungeons around 
Nibelheim) 
Pure Steel(Dropped by enemies in Dark Yggdrasil) 
Electrum(Found in glowing points in Nibelheim dungeons, dropped by 
enemies in Dark Yggdrasil) 
*Black Yggdrasil Rock(Dropped by enemies in Search Extra Mission 
Dungeons) 
 
Rank 8: 
Gnipahellir Ore(Dropped by Lemures in The Ruins of Fjorm) 
Njordium(Dropped by Uruks in The Ruins of Fjorm) 
Forsetium(Dropped by Lemures in the Ruins of Fjorm 
*Surtrite(Dropped by Uruks in the Ruins of Fjorm) 
*Bragilite(Dropped by enemies in Search Mission Extra Quests) 
 
Rank 9: 
Odinium(Found from Glowing Points in the Ruins of Fjorm) 
White Cloth(Dropped by Mushus in the Ruins of Fjorm) 
Unsullied Marrow(Dropped by Uun and Hronn in the Ruins of Fjorm) 
Serpent's Tail(Dropped by Hronn in the Ruins of Fjorm and many enemies 
in Search Extra Quests) 
*White Feather(Found from glowing points in the Ruins of Fjorm, and 
dropped by enemies in Search Extra Quests) 
 
Rank 10(These vary largely due to the large number of items involved) 
Evil Eye(Dropped by Hronn in Ruins of Fjorm, and found from Glowing 
Points in same place) 
Vicious Claw(Dropped by Uuns and Hronn in the Ruins of Fjorm) 
Bone Spike(Broken from many Rank 9 and 10 Extra Quest bosses, dropped 
by many Rank 10 Extra quest mobs) 
Alfnium(Dropped by Chorus, part of the Lost Song boss) 
Orichalcum(Dropped by Seven in the Extra Quest) 
Divine Crystal(Broken from many Rank 9 and 10 Extra Quest bosses, 
dropped by many Rank 10 Extra quest mobs) 
(The remaining materials that differ based on which sort of weapon it 
is are dropped largely by Rank 10 Extra quest bosses, most notably the 
Choruses of Lost Song) 
 
1 handed swords: [005a]
Divination (1)
Polished sword (1)
Weizen (2)
Seeker Sword (2)
Crime Rouge (3)
Blodgang (3)
Sword of Hogni (4)
Platinum Edge (4)
Mirage Blade (5)
Hrunting (5)
Macuahuitl (6)
Fabulous Dark (6)
Sweep Saber (6)
The Monolith (7)
Joyeuse (7)
Vox Unitas (7)
Dark Repulser (8, Dropped by Basilisk, Abandoned tunnel 3rd floor) 
Dainsleif(8, Dropped by Apophis, Abandoned tunnel 3rd floor) 
Conscience (8)
Elucidator (9, Dropped by Empusa and Cockatrice in Abandoned Tunnel 
4th floor) 
Ka+@e_su%204(A.k.a. Kirito's Photon Sword from GGO) (9, Dropped by 
Black Lotus)
Excalibur (10, Dropped by Seven in the Ruins of Fjorm and by bosses 
at end of Abandoned Tunnel)
Holy Sword Excalibur (10)
Blazing Sword (10, Glowing)
 
Rapiers: [005b]
White Stinger (1)
Epee Rapier (2)
Spada della Rosa (3)
Mimung (4)
Volare (5)
Hornet's Stinger (6)
Ray of Grace (7) 
Answerer (8) 
Arondight (9) 
Lambent Light (10)
Glaring Light (10, glowing) 
 
Daggers: [005c]
Dagger (1)
Stinging Dagger (2)
Intruder (3)
Sword Breaker (4)
Brachen Blutgang (5)
Ettertanke (6)
Nagelring (7) 
Arma Nero(8) 
Scrape(9) 
Giardino(10)
Fragarach (10, Glowing) 

2 handed swords: [005d]
Two-Handed Sword (1)
Grosserheld (2)
Sword of the Brave (3)
Deadly Thorn (4)
Fragmenter (5)
Juggernaut (6)
Eraser (7) 
Dragvandil(8) 
Sword of Damocles(9) 
Gram(10) 
Object Eraser(10)
Durandal (10, glowing)

Knuckles: [005e]
Tearing Claw (1)
Katzenkralle (2)
Dragon's Nail (3)
Hard Knuckles (4)
High-Impact (5)
Cestus Gloves (6)
Ginnungagap (7) 
Brutal Fist(8) 
Fimbul(9) 
Paopei, a.k.a. Cat claw(10)
Iron Fist Oguma (10, glowing)

Katana: [005f]
Katana (1)
Kotetsu (2)
Suiryuken (3)
Dotanuki (4)
Satokotoba (5)
Raikiri (6) (a.k.a. Lightning Blade!)
Usumidori (7)
Ame no Murakumo(8, dropped by Bara in Dark Yggdrasil 3) 
(9) 
Futsu no Mitama(10)
Demon Sword Muramasa (10, glowing)

Axe: [005g]
Battle Axe (1)
Void Axe (2)
Gore Geyser (3)
Eliminator (4)
Decapitator (5)
Vendetta (6)
Axe of Fear (7) 
Soul Remover(8) 
Terminator(9) 
Nadr(10)
Lang (10, glowing)

Mace: [005h]
Plain Mace (1)
Barbaroi Club (2)
Ardent Smasher (3)
Gem and Spike (4)
Giant Tusk (5)
Lethal Blow (6)
Hammer of Midgard (7) 
Gridavol(8) 
Staff of Yggdrasil(9) 
Mjolnir(10)
Caduceus (10, Glowing)

Spear: [005i]
Target Lance (1)
Halberd (2)
Sinker (3)
Tripika (4)
Gae Bulg (5)
Mistelten (6)
Hairpin (7) 
Laevateinn(8) 
Gae Dearg (9) 
Elder's Trident(10) 
Divine Laevateinn(10)
Brave Song (10, glowing)

Bow:[005j]
Rafaga (1)
Bullseye (2)
Mistral (3)
Rebel's Bow (4)
Ydalir (5)
Siam Shekinah (6)
L'arc Qui ne Faut (7)
Resignation(8) (Dropped by enemies in Dark Yggdrasil) 
Failnaught(9) 
Artemis' Fault(10)
Silvan Bow (10, Glowing)

Shield: [005k]
Round Buckler (1)
Metalsmith Buckler (2)
Subsistence (3)
Survivor's Shield (4)
Fearless (5)
Death Repeller (6)
Svol (7)
Hephaestus(8) 
Aegis Shield(9) 
(10)

 
************* 
*Sword Skills* [006] 
************* 
The following section will outline the sword skills available for each 
weapon, as well as my personal opinion on each weapon available. Each 
skill will be evaluated on its damage, number of hits, and breaking 
capability. For skills that have no set number of hits in their 
description and hit too rapidly to count, such as Thousand Sword Rain, 
the number of hits will be given as an estimate. 
 
Dual-Wield: [006a] 
Gale Slicer 
Number of hits: 2 
Power: Low 
Breaking ability: Very low 
Opinion: With as low as the power is, you're better off waiting until 
you can use Final Revolution or something stronger. Gale Slicer does 
have a niche use to get you out of a corner if a boss or group of enemies 
has you pinned down. 
 
Final Revolution 
Number of hits: 1 (AoE) 
Power: Medium 
Breaking ability: Low 
Opinion: I still find myself using this endgame to take out weaker 
enemies who are surrounding me. It never become totally outclassed, 
so it's a good idea to have it at the ready. 
 
Specula Cross 
Number of hits: 2 
Power: Med-high 
Breaking ability: Counter 
Opinion: The timing for this and other counter attacks is quite tight. 
However, once you start to learn an enemy's attacking patterns, this 
is a useful move to take their most powerful attacks, prevent the damage 
from them, and deliver an attack that will usually stun them momentarily. 
Because of the nature of a counter move, they are not ideal for breaking 
because you cannot aim them. 
 
Cygnus Onslaught 
Number of hits: 2 
Power: Med-high – High 
Breaking ability: Medium
Opinion: This quickly became my most used attack for its raw power. 
Its short range demands you be right in your opponent's face, not that 
that's a problem. 
 
Star Burst Stream 
Number of hits: 16 
Power: High 
Breaking ability: Med-High 
Opinion: Ah, here it is. The first dual-wielding skill we saw in the 
anime. It maintains its power well, and personally, I find it best for 
taking out groups of flying enemies indoors, thanks to its fair mana 
consumption. 
 
The Eclipse 
Number of hits: 27(the last two thrusts carry multiple hits) 
Power: Very high – Descructive 
Breaking ability: Very High 
Opinion: Mmm, my word, this attack can be a big hit or a big miss. It 
is outstanding for pure DPS against bosses, and the last two thrusts 
have such high breaking power that sometimes, 1 Eclipse is all you need 
to break a piece. The long animation lock can be a pain if your opponent 
flies out of range, though. 
 
Thousand Sword Rain(Rain Only) 
Number of hits: ~30 
Power: Destructive 
Breaking ability: Medium 
Opinion: An awesome skill, but know when to use it. This skill is one 
of the few with no super armor, so you can be knocked out of it by one 
hit and lose your mana in the process, and it's not cheap.
 
Light Speed(Black Lotus only) 
Number of hits: 1(AoE) 
Power: Extremely Destructive 
Breaking ability: Very low 
Opinion: It would be better if it was more like it is when she uses 
it against you. Still, this attack has often hit between 20,000 and 
60,000 for me, depending on the level and type of enemy. It doesn't 
travel far, not much farther than Gale Slicer, but the sheer damage 
output is astonishing. 
 
Starburst Stream(Black Lotus only) 
Number of hits: ~20-30 
Power: Med-high 
Breaking ability: Low 
Opinion: For an attack that basically mimics Thousand Sword Rain, it 
doesn't have the sheer firepower that TSR has. Still, it is by no means 
a bad skill. Just note that it does not have super armor, so you can 
get knocked out of it with one hit and lose the mana in the process. 
 
Rapier Skills: [006b] 
Stinger 
Number of hits: 1 
Power: Medium 
Breaking ability: Low 
Opinion: It's fairly useful for a rank 1 skill. It's easy to hit with, 
being fairly accurate. 
 
Quadruple Pain 
Number of hits: 4 
Power: Low - medium 
Breaking ability: Low 
Opinion: It's a basic combo, but its average damage output is only about 
as high as Stinger. For the higher mana cost and chance of hits missing, 
I would rather just use Stinger. 
 
Piercing Territory 
Number of hits: ~4 (AoE) 
Power: Medium - Med-high 
Breaking ability: Low-med 
Opinion: This attack can be quite useful, especially when you end up 
surrounded. It's essentially a shockwave all around you, and I've found 
it very useful to take out groups of normal enemies.

Sonic Impulse
Number of hits: 1 (Projectile) 
Power: Med-high 
Breaking ability: Medium 
Opinion: A rather useful attack, especially against enemies who are 
a danger from close range. Don't give in to the desire to spam it. It's 
a fun attack 
 
Shooting Star
Number of hits: 4 
Power: High 
Breaking ability: Med-high 
Opinion: It's essentially Stinger combined with Quadruple Pain in one 
thrust. It's fairly useful. 
 
Star Splash 
Number of hits: 8 
Power: High - very high 
Breaking ability: High 
Opinion: It's what one would expect of a rank 6 skill. The combo can 
cause quite a lot of damage. Just be sure not to use it on a retreating 
or charging opponent. 
 
Mother's Rosario (Asuna only) 
Number of hits: 11 
Power: High – Destructive 
Breaking ability: High – Very High 
Opinion: As powerful as you would hope from an OSS of its caliber. Each 
hit is very strong, and the final thrust is about 3-4 times as strong 
as the other hits of the combo. Just remember that after your initial 
thrust forward at the start, you can rotate yourself, but not move any 
other way. 
 
Axe: [006c] 
Whirlwind 
Number of hits: 1 
Power: Med-low 
Breaking ability: Low 
Opinion: It's a basic axe swing with super armor and increased damage 
output. There's not much to say. 
 
Lumberjack 
Number of hits: 1 
Power: Med-low 
Breaking ability: Counter 
Opinion: It's not much stronger than Whirlwind. Like all counter 
attacks, it's good if you can learn the timing. 
 
Triple Slash 
Number of hits: 3 
Power: Medium 
Breaking ability: Med-low 
Opinion: It's essentially 3 whirlwinds linked together. It's useful 
for a low mana cost 
 
Violent Spike: 
Number of hits: 2 
Power: Medium 
Breaking ability: Medium 
Opinion: The forward lunge before the swing can be useful to close the 
gap for an otherwise slow speed weapon. 
 
Catapult Tomahawk 
Number of hits: 1 
Power: High 
Breaking ability: Med-high 
Opinion: Now this is an attack with the power I would expect of a heavy 
slow weapon. The long range throw is useful, and the damage output went 
up nicely. 
 
Gravitational Impact 
Number of hits: ~3-5 
Power: High 
Breaking ability: high 
Opinion: I think they were trying to chop down Yggdrasil with this move. 
The initial hit is about as powerful as Violent spike, and the exploding 
shockwave can really add up, as well as making it a limited AoE. The 
last hit of the shockwave seems to have higher breaking and stunning 
power than the rest. 
 
Katana: [006d] 
Tsujikaze 
Number of hits: 1 
Power: Med-low 
Breaking ability: Low 
Opinion: Your basic level 1 skill, featuring essentially a normal 
attack with increased power and super armor. 
 
Hiougi 
Number of hits: 3 
Power: Medium 
Breaking ability: Med-low 
Opinion: Quite useful for its power and low mana cost. The combo is 
a decent speed to prevent enemies from escaping. 
 
Oborotsukuyo
Number of hits: 4 
Power: Medium 
Breaking ability: Medium 
Opinion: It's useful for small groups because it seems that the sword's 
range is extended for this attack. 
 
Qiong-Ji 
Number of hits: 6 
Power: Med-high 
Breaking ability: Medium 
Opinion: Round, and round, and round, and rou- Okay I'm dizzy now. Jokes 
aside, this attack is pretty good. It's easy to aim and keep the enemy 
on the end of it. The rising attack at the end tends to be stronger 
and have higher breaking ability. 
 
Zangetsu 
Number of hits: 1 (projectile) 
Power: High 
Breaking ability: Med-low 
Opinion: For an attack that shares the name of Ichigo's sword, this 
attack lives up to the expectation. A quick powerful burst of energy 
from the blade hits the enemy rather hard. It's easy to use. Just don't 
spam it and burn out your mana. 
 
Rashomon 
Number of hits: ~13 
Power: Very High 
Breaking ability: Med-high 
Opinion: This attack really goes to town with the damage. Gotta watch 
with animation locks that the opponent doesn't get out of range. 
 
One-Handed Tyr(Sumeragi only) 
Number of hits: 1 (large AoE) 
Power: Destructive 
Breaking ability: Medium 
Opinion: A good OSS. The super armor on it and the size of the 360 AoE 
could make it essentially an upgraded version of Final Revolution. It's 
a shame it's only available on an Undine, but his high mana pool means 
he can afford the cost of this attack rather well. 
 
Dagger: [006e] 
Fading Edge 
Number of hits: 4 
Power: Med-Low 
Breaking ability: Low 
Opinion: First off, I've been knocked out of this attack, so it seems 
this lacks super armor. That automatically reduces its usefulness. It's 
got good power for a rank 1 skill, though. 
 
Quick Throw 
Number of hits: 1 
Power: Med-low 
Breaking ability: Very low 
Opinion: It's fast, it has a decent range, and it's as powerful as the 
4 hits of Fading Edge without the opportunity to be knocked out of it 
due to lack of Super Armor, given how fast it executes. 
 
Rapid Bite 
Number of hits: 1 
Power: Medium 
Breaking ability: Medium 
Opinion: It can be useful, but if you space it wrong, you'll hit only 
the air. Practice with this one. Particularly useful against larger 
enemies. 
 
Mirage Fang: 
Number of hits: 6 
Power: Med-high 
Breaking ability: Med 
Opinion: A swift combo that doesn't leave you wide open and gives out 
plenty of damage. 
 
Swift Assault 
Number of hits: 8 
Power: High 
Breaking ability: Med
Opinion: Nice quick combo with good power on each hit. Each one has 
a good amount of force to assist with breaking. 
 
Lightning Ripper 
Number of hits: ~10 
Power: High 
Breaking ability: Med 
Opinion: This attack is better suited for groups, given the amount that 
the user moves while using it. It's quite the impressive move for a 
little blade like that. 
 
Knuckles [006f] 
Rising Uppercut: 
Number of hits: 1 
Power: Medium 
Breaking ability: Counter 
Opinion: Wasn't expecting to have a counter attack as a rank 1 skill. 
Still, it's like all other counters. 
 
Smashing Knuckles: 
Number of hits: 1 
Power: Low-med 
Breaking ability: Low 
Opinion: Ho-hum. Your standard basic attack powered up with super armor. 
Nuff said. 
 
Surging Terror Fist: 
Number of hits: 9-12 
Power: Med-high 
Breaking ability: Med-low 
Opinion: Woo-hoo! This is my favorite knuckles skill. It sends out three 
spheres of energy, that on contact burst for 3-4 hits on the target. 
It's low mana cost makes it almost spammable. The distance is good, 
and the power adds up. 
 
Leopold Blitz: 
Number of hits: 1 
Power: Med-high 
Breaking ability: Med 
Opinion: Dynamic Entry!! It's essentially a lunging attack with pretty 
good power. 
 
Turbulence Rush: 
Number of hits: 7 
Power: High 
Breaking ability: Medium 
Opinion: For the mana cost, this is a pretty good combo attack. The 
damage output is good, and the super armor is always useful. 
 
Deadly Flow: 
Number of hits: 5-7 
Power: High 
Breaking ability: Med-high 
Opinion: Falcon PAWNCH!! Nah, let's get serious. This punch packs a 
lot of power. It's good for stunning and knock downs with a serious 
amount of damage behind it. 
 
Spear: [006g] 
Triple Thrust 
Number of hits: 3 
Power: Med-low 
Breaking ability: Low 
Opinion: A simple quick combo of three. It's decent, and better than 
your normal attacks 
 
Spinning Slash 
Number of hits: 2 
Power: Med-low 
Breaking ability: Low 
Opinion: The twirl hits with a bit of power, then the downward strike 
causes the real damage. The twirl can hit multiple enemies if at point 
blank. 
 
Wild Twister 
Number of hits: ~7 
Power: Medium 
Breaking ability: Low 
Opinion: Useful in a group to really push them back. 
 
Spiral Gate 
Number of hits: 2 
Power: Med-High 
Breaking ability: counter 
Opinion: Your standard counter attack with a decent range since it's 
a spear. 
 
Blast Spear: 
Number of hits: 1(projectile) 
Power: Med-High 
Breaking ability: Medium 
Opinion: Hey, this is Odin's move. In all seriousness, it's good to 
see the spear gain a throwing move. 
 
Fatal Thrust: 
Number of hits: 6-7 
Power: High 
Breaking ability: Medium 
Opinion: One thrust, 7 hits, lots of power. 
 
Bow:[006h] 
As a note, I've noticed the bow is almost incapable of causing breaks, 
with the exception of the rank 6 skill, Strike Nova 
 
Wide Shot 
Number of shots: 5 
Power: Med-low 
Breaking ability: Nil 
Opinion: You won't be hitting 1 enemy with all 5 shots unless they are 
a very large enemy and you are point blank, which sort of defeats the 
purpose of a bow. 
 
Hail of Arrows 
Number of shots: 3 
Power: Med-low 
Breaking ability: Nil 
Opinion: For the low mana cost, this is a good move. 3 homing arrows, 
right in on one enemy with a good range. 
 
Stardust Exa 
Number of hits: ~10 
Power: Med 
Breaking ability: Low 
Opinion: I rather like this move. It seems to be good for knock downs 
against flying enemies, and it does have a decent chance to break their 
wings. On other enemies, though, breaks are rare from this, hence the 
low rating. 
 
Sparkle Shot 
Number of hits: 1-4 
Power: Med 
Breaking ability: Nil 
Opinion: This one is a special technique in that you can lock onto up 
to 4 enemies or sections of a boss. You use mana based on the number 
of targets you lock onto. 

Multiple Chaser 
Number of hits: 12 
Power: Med-high 
Breaking ability: Low 
Opinion: Hail of Arrows times 4. That's all it is. 
 
Strike Nova: 
Number of hits: 4 
Power: High 
Breaking ability: Medium 
Opinion: If used for breaking, this skill has the unique advantage of 
being able to lock onto a specific part of the boss, given that it's 
shot from a bow. Just take aim, press the button, and unleash your final 
smash, Zelda/Shiek.

Mace: [006i] 
Raging Blow 
Number of hits: 3 
Power: Med-Low 
Breaking ability: Med-Low 
Opinion: A simple twirling 3 hit combo with Super Armor. Useful for 
its low mana cost. 
 
Power Strike 
Number of hits: 1(very small AoE) 
Power: Med-Low 
Breaking ability: Low 
Opinon: It's a quick strike that can be useful if surrounded. 
 
Divine Assault 
Number of hits: 1 
Power: Medium 
Breaking ability: Low 
Opinion: A lunge forward for a strong strike makes this a fairly good 
move, if a little basic. 
 
Spirit Bomber 
Number of hits: 2 
Power: Med-high 
Breaking ability: Medium 
Opinion: No, Goku! Don't throw the Spirit Bomb down here! Oh 
wait....that's Spirit BombER. The charge up has strong super armor, 
and the strike is quite powerful. Direct hits to a break point can 
significantly help with scoring those sweet bonuses. 
 
Riot Smash 
Number of hits: 6 
Power: High 
Breaking ability: Medium 
Opinion: A quick combo I had not expected from such a heavy weapon. 
It's definitely not to be underestimated. 
 
Adamantium Breaker 
Number of hits: 4-6 
Power: High 
Breaking ability: Medium-High 
Opinion: It reminds me much of the rank 6 skill for the axe. The initial 
hit, followed by the exploding hits to follow. It's a powerful attack 
that can devastate groups of small enemies. 
 
2-Hand sword: [006j] 
 
Avalanche 
Number of hits: 1 
Power: Med-Low 
Breaking ability: Low 
Opinion: On the ground, this can push an enemy back and really punish 
them. In the air, I find it difficult to aim it right, especially with 
a fast opponent. 
 
Cyclone 
Number of hits: 1(AoE) 
Power: Medium 
Breaking ability: Med-low 
Opinion: Final Revolution with a 2-hander. 
 
Hollow Silhouette 
Number of hits: 1 
Power: High 
Breaking ability: Counter 
Opinion: A powerful counter strike, given the strength of the weapon. 
 
Eruption 
Number of hits: 2 
Power: High 
Breaking ability: High 
Opinion: A quick powerful combo of two hits that hits pretty dang hard. 
 
Furious Destroyer 
Number of hits: 5 
Power: Very High 
Breaking ability: High 
Opinion: Woof, this is high power. This is when a 2-hander really starts 
to show its strength. 
 
Ray Brandish 
Number of hits: 5-7 
Power: Destructive 
Breaking ability: High 
Opinion: This is a volcano of power. The first hit is strong. The 
shockwaves can cause even the strongest enemies to stagger, and are 
very good for breaking. 
 
1-Hand Sword: [006k] 
 
Sharp Nail 
Number of hits: 3 
Power: Medium 
Breaking ability: Low 
Opinion: A basic and useful 3 hit combo with super armor and a fair 
boost of power with Super Armor. 
 
Rage Spike 
Number of hits: 1 
Power: Med-low 
Breaking ability: Low 
Opinion: A basic attack with increased power and super armor. 
 
Horizontal Square 
Number of hits: 5 
Power: Medium – Med-high 
Breaking ability: Low 
Opinion: This attack is good for groups and large bosses, but the 
hopping around makes it a little difficult to really aim. 
 
Radiant Arc 
Number of hits: 3 
Power: Med-High 
Breaking Ability: Med-High 
Opinion: I like this move. It's got a really good power with a rising 
strike. The strength to mana used is very good. 
 
Vorpal Strike 
Number of hits: 1 
Power: High 
Breaking ability: High 
Opinion: Rage Spike on steroids. In all seriousness, this attack hits 
very hard.
 
Nova Ascension 
Number of hits: 10
Power: High 
Breaking ability: High 
Opinion: First, let me clear up confusion. The description suggests 
this is a counter attack. In my testing, it did not work as such, so 
I believe the description to be misleading. Anyway, it is a very 
powerful combo of attacks. 
 
Mother's Rosario(Yuuki only) 
See the description for Mother's Rosario in the Rapier section. It's 
no different here. 

 
******* 
*Spells* [007] 
******* 
As a note with magic, I have found that the level 1 and 2 attack spells 
are useful early on when you acquire them, but they do not grow enough 
to be worth using once the level 3 attack spells become available. As 
such, elemental attack spells will be listed together, and the 
description provided will be an assessment of the level 3 spell. 
 
Fireball/Flame Blast/Meteor Explosion: The meteor itself does a 
sizable amount of damage if it hits, and the AoE to follow is fairly 
sizable. Best used on enemies with weakness to fire. 
 
Ice Bullet/Freeze Lance/Absolute Zero: Personally I call this one Aqua 
Laser, but that's just because I play Tales Of games a lot. Still, 
Absolute Zero is a truly destructive spell. In Asuna's hands with the 
right accessories and battle skills, it has shown higher damage output 
than anything else I have seen in the game. 
 
Wind Cutter/Tornado Cannon/Tyrant Hurricane: Powerful, multi hitting, 
and an AoE that covers a fairly large section the Altitude Meter. This 
cyclone is quite useful 
 
Sling Stone/Rock Blast/Deathrock Cluster: The downside with this 
attack is that after the casting animation, the AoE is locked in, and 
a mobile enemy can easily avoid the attack entirely. 
 
Lightning Arrow/Holy Lance/Divine Ray: While powerful, this attack has 
the same downside as Deathrock Cluster. It's good for close quarters. 
 
Dark Sphere/Void Distortion/Dimensional Abyss: This spell is the best 
attacking spell in the game, bar none. It's a shame only Seven and Yuuki 
can use it, but Seven really puts it to good use. The large AoE and 
heavy damage output, the only drawback for this spell is that when used 
outside, it doesn't hit very high vertically. Used indoors, however, 
it will decimate your opponents easily. 
 
Enhance Flare/Aqua/Aero/Soil/Holy/Dark: As the name implies, this 
makes your physical attacks change to the corresponding element. 
Leprechauns get access to all 6, making them very useful for exploiting 
elemental weaknesses. 
 
Resist Flare/Aqua/Aero/Soil/Holy/Dark: Less useful than their Enhance 
counterparts, these can have their uses against bosses with fire breath 
or who use magic. Like the Enhance spells, Leprechauns get access to 
all 6.

Familiar skills: 
Those little dragons have some variable breath. They have one attack 
for each element, which can make them useful for exploiting weaknesses, 
and healing breath can be useful, allowing you to get back into guarding 
stance after a very short animation. The catch with Healing Breath is 
that the dragon will target the spot you were in when you used it, so 
if you move, you'll miss out. 
 
Song of Battle, Protection, Healing, and Divine Prayer: Song Magic is 
useful in the sense that it can stack with stat increases of other spells. 
For example, you can use Sharpness to increase attack, then Song of 
Battle to increase it further. However, the range of effect is very 
short, and the duration even shorter. On top of that, AI pookas are 
all but completely useless. Seriously, I've never seen AI Seven use 
a song magic once. Really, I find song magic to be worthless, but that's 
my opinion.

Healing spells: 
First Aid: Basic healing for the caster alone. Quick casting time, low 
amount of recovery, but the only one available to most races. 
 
Heal: Basic healing for the whole party. Fairly fast casting time, and 
useful to help the whole team. With a high enough level on this spell, 
I've seen it heal 50% of a health bar. 
 
Refresh: The ultimate healing spell for the party. Long casting time. 
With a high enough level, I've seen 100% healing from this. Worth it 
if you can get the distance to use it. 
 
Resurrection: If you have an AI party member who knows this attack and 
doesn't have it equipped, slap yourself. The name says it all. 
 
Revive: The description on this one is a little misleading. Anyone 
familiar with Final Fantasy knows the Auto-Life status. Those who are 
not, while the status is in place after using this, if the user is KO'd 
when they hit the ground, they'll stand back up with about 10% of their 
health and the Revive status is gone. This spell has a very long casting 
time, but is very much worth using. Do note that the Revive status is 
long-lived, but NOT permanent. 
 
Cure: Heals status conditions. Would be more useful if it hit the party 
instead of just the user. Would allow the caster to spring their allies 
from Paralysis, Sleep, Bind, Seal, and Stun. Still, it can be useful 
in the face of Poison, Fatigue, and Curse. 
 
Stamina Boost: Reduces your stamina consumption rate. Somewhat useful 
if you use a lot of strong attacks, but I never use it. 
 
Regenerate: Slowly restore the user's HP over time. Extremely useful. 
Everyone who can use this should have it equipped. 
 
Regenerate Mana: Very useful. This increases the amount of natural mana 
recovery, and has a fairly good duration. Every character on your team 
who can use this should have this equipped. 
 
Special spells: 
Venom Shot and Thunderbolt: These two spells carry a small chance of 
causing Poison and Paralysis, respectively. The chance is not very high, 
and I do not recommend using these spells. 
 
Bind: Unlike its brothers, Venom Shot and Thunderbolt, this spell is 
specifically set to bind an enemy. A fast enough enemy can escape the 
effect area before being caught. Still, if you have a slot to put It 
after the rest of your spells have been set. 
 
Magia: Very useful for attack mages and healers to bump up their power. 
 
Sharpness, protection, Quick: These abilities have a very fast casting 
time, and affect the whole party. Definitely worth having on a 
healer/support mage 
 
Exhaust, Weakness, Slow: These abilities are very useful, especially 
against large groups with the wide range they hit. If using someone 
like a Spriggan or Imp, these will be your bread and butter spells, 
due to their limited access to healing spells, and attack magic. 
 
Hiding/Hollow Body: Very limited usage. Maybe useful to escape from 
a tight spot, but even holding R1 to run breaks the invisibility of 
Hollow Body, and Hiding is far less effective. 
 
Searcher: As quick as it is to cast, almost instant, it's worth having 
as you adventure. Just remember, an AI ally will not use it, so be sure 
to remove it from their sets. 
 
Battle Shout: Good for a character with high HP and Defense. 
 
************* 
*Accessories* [008] *In progress* 
************* 
Update: 6/8/2016 I do not know exactly who left the feedback, but thank 
you. I don't know how I forgot an accessories list. This one may be 
a little delayed due to recent changes in my work schedule. 
Contributions would be very welcome. 
 
Many of the game's accessories can be purchased from Agil's shop by 
the end of the game. For those that can, there will be a price listed 
by the name. Most other accessories are dropped by enemies in the Search 
extra quests. Usually they drop commonly enough that I cannot tell which 
enemies drop which accessories exactly. 
 
Glittering Ring – 5,000: 
HP up 250 
 
Brilliant ring – 12,000: 
HP up 750 
 
Echo Ring – 5,000: 
MP up 100 
 
Harmonia's Ring – 12,000 
MP up 300 
 
Ring of Dvergr – 20,000 
HP up 250, MP up 100 
 
Ring of Fjalar – 80,000 
HP up 250, Attack up 50 
 
Ring of Galar – 80,000 
MP Up 300, Defense up 50 
 
Ring of Veigar – 50,000 
HP up 250, shortens duration of poison debuff. 
 
Ring of Gandalf – 50,000: 
HP up 250, Shortens Fatigue debuff 
 
Ring of Dvalinn – 50,000 
HP up 250, shorted Paralysis 
 
Ring of Durinn – 50,000 
HP up 250, shortens Sleep 
 
Ring of Thror – 50,000 
HP up 250, shortens Seal 
 
Ring of Loni – 50,000 
HP up 250, Shortens Curse 
 
Ring of Thrainn – 50,000 
Defense up 20, strengthens Guard meter 
 
Ring of Iari – 50,000: 
HP up 1,600, MP down 200 
 
Ring of Vitr – 30,000: 
HP down 600, MP up 600 

Ring of Mimir: 
HP down 6,000, MP up 2,000 
 
Ring of Origins: 
MP up 200, Elemental defenses for Fire, Water, Wind, and Earth up ~20% 
 
Ring of Vithar: 
HP up 5,000, MP down 3,000 
 
Ring of the Berserker: 
HP up 2,000, Weak guard meter 
 
Light Crystal Ring (one per playthrough): 
Increases MP by 600, raises all elemental attacks by ~20%. Ideal for 
spell casters, and useful for leprechauns with their numerous Enhance 
Element spells. 
 
Shell Ring – 50,000: 
MP up 100, Defense ip 20 
 
Elemental Ring – 50,000 
MP up 100, Fire, Water, Wing, and Earth defense up ~10% 
 
Contrast Ring – 50,000 
MP up 100, Holy and Dark defense up ~20% 
 
Defender ring – 5,000 
Strengthens guard meter 
 
Aegis Ring – 50,000 
Strengthens guard meter greatly 
 
Venom Ring – 20,000 
Small chance on each weapon hit to Poison 
 
Paralysis Ring – 20,000 
Small chance on each weapon hit to Paralyze 
 
Hypnosis Ring – 20,000 
Small chance on each weapon hit to induce Sleep 
 
Strength Void Ring – 30,000 
Small Chance on each weapon hit to reduce strength 
 
Defense Void Ring – 30,000 
Small chance on each weapon hit to reduce Defense 
 
Spell Void Ring – 30,000 
Small chance on each weapon hit to reduce Magic 
 
Kinetic Void Ring – 30,000 
Small chance on each weapon hit to reduce Speed. 
 
Attack Necklace – 5,000 
Attack up 20 
 
Predator Necklace – 50,000 
Attack up 50 
 
Aggressor Necklace: 
Attack up 100 
 
Guardian Necklace – 5,000 
Defense up 20 
 
Protective Necklace – 50,000 
Defense up 50 
 
Palladium Necklace: 
Defense up 100 
 
Medallion of Muspell – 30,000 
Attack up 20, fire attack up 50% 
 
Medallion of Jotun – 30,000 
Attack up 20, water attack up 50%
 
Medallion of Vidnarfr – 30,000 
Attack up 20, Wind attack up 50% 
 
Medallion of Jord – 30,000 
Attack up 20, Earth Attack up 50% 
 
Medallion of Frigg – 30,000 
Attack up 20, Holy attack up 50% 
 
Medallion of Hel – 30,000 
Attack up 20, Dark attack up 50%
 
Muspell Emblem – 30,000 
Defense up 20, fire defense up ~10% 
 
Medallion of Njordr: 
Defense up 300, but elemental defenses down ~15%
 
Jotun Emblem – 30,000 
Defense up 20, Water defense up ~10% 
 
Vindarfr Emblem – 30,000 
Defense up 20, Wind defense up ~10% 
 
Jord Emblem – 30,000 
Defense up 20, Earth defense up ~10% 
 
Frigg Emblem – 30,000 
Defense up 20, Holy defense up ~10% 
 
Hel Emblem -30,000 
Defense up 20, dark defense up ~10%
 
Fire Necklace -10,000 
Fire attack up 20% 
 
Flame Necklace – 50,000 
Fire attack up 100% 
 
Aqua Necklace – 10,000 
Water attack up 20%

Frost Necklace – 50,000 
Water attack up 100% 
 
Wind Necklace – 10,000 
Wind attack up 20% 
 
Gale Necklace – 50,000 
Wind attack up 100% 
 
Soil Necklace – 10,000 
Earth attack up 20%
 
Earth Necklace – 50,000 
Earth attack up 100% 
 
Holy Necklace – 10,000 
Holy attack up 20% 
 
Sacred Necklace – 50,000 
Holy attack up 100% 
 
Gloom Necklace – 10,000 
Dark elemental attack up 20% 
 
Dark Necklace – 50,000 
Dark elemental attack up 100% 
 
Medallion of Tyr – 50,000 
Defense down 100, attack up 200 
 
 
Fire Talisman – 10,000 
Fire defense up ~10%
 
Flame Talisman – 50,000 
Fire defense up ~30%
 
Aqua Talisman – 10,000 
Water defense up ~10%
 
Frost Talisman – 50,000 
Water defense up ~30% 
 
Wind Talisman – 10,000 
Wind defense up ~10% 
 
Gale Talisman – 50,000 
Wind defense up ~30% 
 
Soil Talisman – 10,000 
Earth Defense up ~10%
 
Earth Talisman – 50,000 
Earth Defense up ~30% 
 
Holy Talisman – 10,000 
Holy Defense up ~10% 
 
Sacred Talisman – 50,000 
Holy defense up ~30% 
 
Gloom Talisman – 10,000 
Dark Defense up ~10% 
 
Darkness Talisman – 50,000 
Dark Defense up ~30%
 
Viking Talisman – 50,000 
All elemental defense up ~10% 
 
Anti-Poison Collar – 60,000 
Cannot be poisoned 
 
Mind Collar – 60,000 
Cannot be Fatigued 
 
Anti-Paralysis Collar – 60,000 
Canot be Paralyzed(Very useful) 
 
Anti-Hypnosis Collar – 60,000 
Cannot be put to sleep (Useful against some bosses) 
 
Balance Collar – 60,000 
Cannot be off-balanced(Ratatosk's Bane) 
 
Liberty Collar – 60,000 
Cannot be Bound 
 
Liberating Collar – 60,000 
Cannot be Sealed
 
Anti-Curse Collar – 60,000 
Cannot be Cursed
 
Strength Collar – 60,000 
Cannot have Strength reduced 
 
Defense Collar – 60,000 
Cannot have Defense reduced 
 
Spell Collar – 60,000 
Cannot have Magic Reduced
 
Kinetic Collar – 60,000 
Cannot have Speed reduced 
 
Crest of Gunner 
Cannot be Paralyzed or Sealed 
 
Crest of Rota
Cannot be Bound or Cursed 
 
Crest of Hladgudr 
Cannot be poisoned or Off-balanced 
 
Crest of Gondul 
Cannot be Fatigued or put to sleep 
 
Symbol of Odin 
Wind defense up ~50%, earth defense down ~50%
 
Symbol of Baldur
Holy Defense up ~50%, Dark Defense down ~50% 
 
Symbol of Nerthus 
Earth Defense up ~50%, Wind defense down ~50% 
 
Symbol of Fenrir 
Dark Defense up ~50%, Holy defense down ~50% 
 
Symbol of Aegir 
Water defense up ~50%, Fire Defense down ~50% 
 
Symbol of Logi 
Fire Defense up ~50%, Water defense down ~50% 
 
Einherjar Emblem 
All elemental defense up ~20% 
 
Seven Fan Amulet: 
This item is obtained as part of Seven's character quest line. It 
provides no bonuses whatsoever and only has a use in selling for 50,000.
 
Crest of Yggdrasil: 
This handy accessory increases the rate at which all your levels 
increase. General Levels for the character, weapon proficiency, sword 
skill level, spell level. It increases all of them. One is obtained 
as part of Rain's character quests, and others can be obtained from 
the Mimic and Avarice enemies found in the Defiled Shrine Extra Quest. 
 
 
************************* 
*Monster drops by location* [009] 
************************* 
The information in the following section was gathered through defeating 
enemies in each dungeon and overworld location. This will also include 
items to be found from each of the glowing collection points. Note that 
all glowing points and enemies give Yuld when they fall, except for 
a few choice enemies throughout story mode. As such Yuld will be omitted 
from the drop list entirely. During this collection period, no 
characters in the party had any form of the Rare Drop battle skill 
equipped. This guide can also be used as a great way to find out what 
monsters appear in which dungeons, for the sake of completing the Side 
Quests offered in the tavern. The dungeons will be listed in the same 
order they were visited during the making of story mode walkthrough 
section of this guide. For enemies who drop unappraised weapons, at 
least 10 samples were collected from each to gauge the ranks of weapons 
they appraise into.




Woglinde Exterior: 
Glowing Points(low altitude): Iron Sand, Sharp Claws. 
Kobold/Quasit/Evil Glancer/Alp/Slime/Silky/Basilisk/Wyvern: Iron 
Sand, Sharp Claw 
Lizardman: Iron Sand, Sharp Claw, Unappraised weapons (rank 1) 
(High Altitude) 
Glowing points: Dragon Stone, sharp claw, pure iron 
Silky/Alp/Quasit/Griffin/Wyvern/Slime/Basilisk: Mysterious Amber, 
Pure Iron,
 
Hymir's Cavern:
Glowing points: Iron Sand, Sharp Claws 
Quasits/Slimes/Jellies: Iron Sand, Sharp Claws

The Ruins of Magni: 
Glowing points: Iron sand, Sharp Claw 
Quasits/Slimes: Sharp Claw, Iron Sand 
Orc: Unappraised weapons (Rank 1, Rank 2 very rarely)

Thrivaldi's Cavern: 
Glowing Points: Iron Sand, Sharp Claw 
Slimes/Quasit: Sharp Claws, Iron Sand 
Evil Glancer(Only appears after boss fight): Iron Sand, Sharp Claw, 
Unappraised Daggers (Rank 2) 
Orc: Unappraised weapons at random (Rank 1) 
 
Geirrod's Cavern:
Glowing Points: Iron Sand, Sharp claw
Quasit/slime/jelly: sharp claw, iron sand 
Lizardman: Unappraised weapons (rank 1-3) 
Evil Glancer: Pyrite 
 
Hyrrokkin's Cavern: 
Glowing points: sharp claw, iron sand, 
Slimes: Sharp Claw
Orc: Unappraised weapons (Rank 2-3)
Basilisk: Pyrite, sharp claw
Lizardman: Unappraised weapons (Rank 3) and shields (rank 2) 
Gargoyle: Pyrite 
Jormungandr(Boss, respawns): Unappraised weapons (Rank 3)

The Ruins of Thrud:
Glowing point: Iron sand, sharp claws. 
Basilisk: Iron Sand, Sharp Claw, pyrite 
Quasit: Sharp Claw, Pyrite,  
Orc: Unappraised weapons (Rank 2-3)
Gargoyle: Pyrite
Kobold: Unappraised weapons(Rank 2-3)




The Ruins of Ur: 
Glowing Points: Pure Iron, Mysterious Amber 
Quasit/Serket: Mysterious Amber, Pure Iron 
Homonculus(Rare appearance among Rune Knights): Flaming Crystal, pure 
Iron, 
Rune Knight: Unappraised weapons(Rank 5-6)
Nidhoggr(Boss, respawns): Meteoric Ore(break), Unappraised 
weapons(Rank 5-6)

The Ruins of Modi:
Glowing Points: Pure Iron, Mysterious Amber. 
Quasit/Serket: Mysterious Amber, Pure Iron 
Rune Knight: unappraised weapons(Rank 5-6)


Wellgunde Exterior:
Glowing Points: Iron Sand, Pyrite, Baking Mud 
Deep One: Iron Sand, Sharp Claw, Unappraised weapons(Rank 3)
Apophis/Charadrios/Vouivre/Serket/wyvern/Golem/Griffin: Iron Sand, 
Sharp claw 
(High Altitude) 
Wyvern/Serket/Griffon: Flaming Crystal/Pure Iron

Rossweisse's Cavern:
Glowing Points: Sharp Claw, Iron Sand, Pyrite, Baking Mud 
Vouivres: Sharp Claw, Iron Sand, Pyrite 
Skeleton(only after boss is beaten): Unappraised weapons(Rank 2-3) 
Serket: Sharp Claw, Pyrite

Helmwige's Cavern: 
Glowing Points: Iron Sand, Sharp Claw, Pyrite, Baking Mud 
Vouivres: Iron Sand, Sharp Claw, Pyrite 
Deep One: Unappraised weapons(rank 2) and shields (rank 3)

The Ruins of Rangrid: 
Glowing Points: Iron sand, Sharp Claw, Pyrite, Baking Mud 
Vouivres/Serket: Pyrite, Sharp Claw, Iron Sand.

Waltraute's Cavern: 
Glowing Points: Iron Sand, Sharp Claw, Pyrite, Baking Mud 
Serket/Vouivre: Iron Sand, Sharp Claw, Pyrite 
Deep One: Unappraised weapons(rank 3-4) 
Skeleton: Unappraised weapons (rank 3-4)

Siegrune's Cavern: 
Glowing points: Iron Sand, Sharp Claw, Pyrite, Baking Mud
Vouivre: Pyrite, Sharp Claw 
Charadrios: Pyrite, Sharp Claw, Baking Mud 
Skeletons: Unappraised weapons (rank 2-4) 
 
 
 
The Ruins of Gondul: 
Glowing Points: Iron sand, Sharp Claw, Pyrite, Baking Mud 
Charadrios/Vouivre/Serket/Golem: Dragon stone, Baking mud 
Guardian Archer: Unappraised weapons(Rank 3-4) 
Guardian: Unappraised weapons(Rank 3-4) and shields(Rank 3-4)

The Ruins of Hervor:
Glowing Points: Flaming Crystal, Pure Iron, mysterious amber 
Vouivre: Flaming Crystal, Pure Iron 
Guardian Sniper: Unappraised weapons(Rank 5-6) and shields(Rank 5) 
Ratatosk: Unappraised weapon(Rank 6)

The Ruins of Freki: 
Glowing Points: Flaming Crystal, Pure Iron, mysterious amber 
Vouivre/Griffin: Pure Iron, Flaming Crystal
Guardian/Guardian Sniper: Unappraised weapons (rank 5-6)
Golem: Flaming Crystal, Meteoric Ore 
 
 
Flosshilde Exterior: 
Glowing Points: Myrkvidr Fragment, Iron Sand, Dragon Stone, pyrite, 
Doppleganger: Myrkvidr Fragment, Dragon Stone, Unappraised weapons 
(Rank 4) 
Empusa/Automata/Harpy/Telchines/Gremlin/Spartoi/Hippogriff: 
Myrkvidr Fragment, Dragon Stone, Frozen Tree Rock.
(High Altitude) 
Empusa/Gremlin/Drolem/Automata: Eternal Ice, Meteoric ore, 
Doppleganger/Spartoi: Eternal Ice, Meteoric Ore, Unappraised 
weapons(Rank 6) and Shield (Rank 6)

Atrior's Cavern: 
Glowing Points: Pyrite, Dragon Stone, Myrkvidr Fragment 
Doppleganger/Spartoi: Dragon Stone, Frozen Tree Rock, Myrkvidr 
Fragment, Unappraised weapons (Rank 4) 
Empusa/Telchines: Dragon Stone, Frozen Tree Rock, Myrkvidr Fragment. 
 
The Ruins of Norna-Gest: 
Glowing Points:  Pyrite, Dragon Stone, Myrkvidr Fragment
Empusa/Gremlin/Telchines: Frozen Tree Rock, Myrkvidr Fragment, Dragon 
Stone 
Dopplegangers:  Frozen Tree Rock, Myrkvidr Fragment, Dragon Stone, 
Unappraised weapons(Rank 4) 
 
Harr's Cavern: 
Glowing Points: Pyrite, Dragon Stone, Myrkvidr fragment, Iron Sand 
Empusa/Telchines: Dragon Stone, Frozen Tree Rock, Myrkvidr Fragment. 
Spartoi/Doppleganger: Frozen Tree Rock, Myrkvidr Fragment, Dragon 
Stone, Unappraised weapons(Rank 4)


Herteit's Cavern: 
Glowing Points:  Pyrite, Dragon Stone, Myrkvidr fragment, Iron Sand 
Spartoi/Doppleganger: Frozen Tree Rock, Myrkvidr Fragment, Dragon 
Stone, Unappraised weapons(Rank 4)
Empusa/Telchines/Drolem/Automata: Dragon Stone, Frozen Tree Rock, 
Myrkvidr Fragment.

The Ruins of Frode:
Glowing points: 
Empusa/Gremlin/Telchines: Dragon Stone, Frozen Tree Rock, Myrkvidr 
Fragment.

Skillfing's Cavern:
Glowing points: Pure Iron, Mysterious Amber, Eternal Ice 
Empusa/Gremlin/Automata: Meteoric Ore, Eternal Ice
Spartoi: Unappraised Weapon (Rank 5-6)
Homunculus: Unappraised weapon (Rank 5-6)

The Ruins of Skirnir:
Glowing points: Pure Iron, Mysterious Amber, Eternal Ice
Empusa/Automata: Meteoric Ore, Eternal Ice
Spartoi/Homunculus: Unappraised weapon(rank 5-6) 
Lindwurm(Boss, respawns): Ancient Fruit(Wing Break) Pure Iron, 
Mysterious Amber, Eternal Ice, Meteoric Ore

The Ruins of Sigmund:
Glowing points: Pure Iron, Eternal Ice 
Guardian Sniper/Spartoi: Unappraise weapons (Rank 6) and shields(Rank 
6) 
Empusa/Drolem/Automata/Telchines: Meteoric Ore, Eternal Ice. 
 
 
Nibelheim exterior: 
Glowing Points: Meteoric Ore, Mithril Ore, Dragon Crystal, Pure Iron 
Lemures/Jellies/Mushu/Uun/Ladon/Mi-go/Hippogriff: Mithril Ore, 
Meteoric Ore, 
Uruk:Mithril ore, Meteoric Ore, Unappraised weapons (Rank 7) 
 
Surg's Cavern, The Ruins of Jorg, Viz's Cavern: 
After several trips in, even using 3 characters that all had Rare Drop 
and Rare Drop HG active, I did not receive one drop that was not Yuld. 
I have concluded that either the enemies and glowing points in these 
locations drop nothing, or the drop rate is so low that this is not 
a viable collection method.

Gensler's Labyrinth/Thrizi's Labyrinth/Gyor's Labyrinth/Fimbul's 
Labyrinth: 
Glowing points: Mithril ore, Electrum 
Lemures/Mi-go/Cockatrice/Hippogriff/Ladon/Gargoyle:Dragon crystal, 
Mithril ore
Uruks/Uun/Hronn/Heavy Guardian/Rune knight: Unappraised weapons(rank 
6-7), Mithril Ore





Dark Yggdrasil:
Glowing points: Dragon Crystal, Gnipahellir Ore, pure steel, electrum, 
Forsetium 
Lemures/Automata/Mi-Go: Pure Steel, Dragon crystal, Electrum 
Heavy Guardian/Spartoi/Bara/Kolga: Unappraised Weapons(Rank 7-8) 

 
The Ruins of Fjorm: 
Glowing Spots: Divine Crystal, Evil Eye, White Cloth, White Feather*, 
Bone Spike*, Odinium, Vicious Claw, Unsullied Marrow, Serpent's Tail 
Lemures: Gnipahellir Ore, Forsetium, Merlin's Wisdom 
Uruk: Hermes Wisdom, Surtrite, Njordium, Asclepius' Wisdom, Merlin's 
Wisdom, Heracles' Wisdom 
Uun: Divine Crystal**, Vicious Claw, Unsullied Marrow 
Mushu: White cloth, Unsullied marrow, Heracles' Wisdom 
Hronn: Vicious Claw, Evil Eye**, Serpent's Tail, Hermes' Wisdom, 
Asclepius' Wisdom, Aegis' Wisdom 

*- I have only seen these materials appear from the glowing point at 
the furthest room in, where you originally fought the lvl 1000 version 
of Seven. 
** - While I have observed these items drop from these enemies, the 
drop rate is so extremely low that even when allowing my AI partners 
to fight over night with all three party members having Rare Drop and 
Rare Drop HG active, I was lucky to have gained 20 of them. This is 
not a viable method for securing these materials in large numbers, and 
they are both needed in very high numbers to upgrade Rank 10 gear 
 
Note: I have omitted the materials and items found in the “Search” 
Extra missions because of their low drop rates. However, for notable 
equipment drops, refer to the Weapons section where they will be listed 
out. The materials needed for rank 10 items are dropped in large numbers 
by the enemies and bosses of rank 10 extra quests.

**************** 
*Boss Enemy List* [010] 
**************** 
 
Before getting into this section of the guide, there are some things 
to note. First off, the list of resistances and weaknesses was compiled 
through extensive testing on each boss enemy. The tests were conducted 
with Rain, using her Enhance Element spells. Her battle skills were 
set up to have no sort of Increase Element Damage skills, and her 
accessories and weapons bore no increases to any element to keep it 
all even and fair. Even so, if you find any of them that are incorrect, 
please e-mail me to let me know what needs to be fix. 
Secondly, you will see for each boss a list of Armored Points, Unarmored 
points, and Breakable points. Armored points are areas on each boss 
where upon taking a hit from a weapon other than a bow, an audible 
“clank” sounds will be heard, and regardless of weapon, damage will 
be reduced. 
Unarmored points are just that. Areas that take normal damage. 
Breakable points are areas on a boss's body that with enough damage 
and force will create an audible shattering sound. Sometimes, this will 
be no more than the sound, but in most cases, this will yield an item, 
an unappraised piece of gear, or most commonly, a quantity of materials. 
Once an area has been broken, it cannot be broken again during the same 
battle, but other breakable areas can. For instance, if you are fighting 
Fafnir and  break his left wing, his right wing can still be broken 
in the same battle. 
Due to the nature of how many bosses are battled repeatedly and at 
different levels with different drops, a drop list will not be included 
in this section, but you may refer to the material farming section and 
the weapons section to find where to locate what you are looking for. 
Lastly, due to many of the bosses being recolored versions of previous 
bosses, when these cases arise, I will list the bosses' names together, 
since they will share the same Armored, Unarmored, and Breakable points, 
and largely the same strategy. I will differentiate between which ones 
have which weaknesses and resistances, and if there are attacks between 
the two that differ, I will tell what attacks are new for which ones 
and how to avoid those new attacks. 
 
Ratatoskr/Lindwurm 
Weaknesses: Wind(R) Earth(R,L) Water(L) Dark(L) 
Resistances: Holy(R) Dark(R) Non-elemental(L) 
Armored points: legs
Breakable points: Wings and tail
Unarmored points: Head and belly 
Attacks and Strategy: What makes this so annoying is twofold. First 
off, because his legs are armored and he's always turning around to 
attack you, you'll have a tough time getting at his tail and wings to 
break him for bonus items, and you'll often end up hitting his legs 
and doing minimal damage. Second, every time he does a jumping attack, 
your character will be thrown off balance for a few seconds unless 
they're in the air. Effectively, this works like a short duration 
paralysis. To open, it's a good idea to set your Commands to Scatter. 
This will usually cause Ratatosk to target another party member, 
leaving his tail exposed for you to wail on. Just hit him with the best 
things you've got. If he fights you head on, when he stands to use his 
fire breath, just give his belly a big old hug, with swords. Staying 
in close against his belly will keep you from being burned and provide 
you the perfect opportunity to hit him. Make full use of your union 
rumble when it's ready, and be sure to use your switch. The damage is 
good, but the few seconds in which he's stunned are very valuable. 
Against Lindwurm, you will also see him fly up into the air, as if about 
to jump forward, and instead breath down fire breath on you.

Jormungandr/Nidhoggr 
Weaknesses: Water(J) Wind(J,N) Holy(N)
Resistances: none(J) Non-elemental(N) Fire(N)
Armored points: Heads(to include necks from front)
Breakable parts: Tail
Unarmored parts: Back(Just behind where heads split off.)
Attacks and Strategy: This guy is a bit annoying. His most common attack 
is to charge directly at you through means of slithering. If you're 
directly in front of him, he'll try to bite with all three heads in 
rapid succession. If you're right against him, though, this bite will 
almost always miss. Do be warned that if he hits with it, it can cause 
poison. If he coils his tail, he's about to do a 360 spin to smack you 
with it, usually in response to being hit in the tail. At time, he may 
just lift his tail and slam it down on the would-be attacker. The worst 
is when he uses his fire breath. Most often, he will use his fire breath 
in combination with his charge attack and home right in on someone. 
The breath attack is almost guaranteed to break your guard and difficult 
to slip away from as he homes in on you. Best bet when he starts spitting 
fire is to keep your distance. At times, he will use his fire breath 
while stationary, the streams shooting in front of him, and to each 
side from his multiple mouths. This is fairly easy to dodge. When up 
against Nidhoggr, he will often counter attacks to the tail by swinging 
his tail like a whip. He will do this three times in rage mode. Nidhoggr 
will also jump, slamming the ground with an off-balancing hit much like 
Ratatosk. Take note that in outside battles against this guy, if you 
try to fly out of his range, he will form three fireballs above his 
wings and send them right at you. 
To combat this guy, Scatter formation is good again. Wail on his tail 
with all you've got. His tail is the safest place to stand since it 
lets you avoid his bite and fire. He may leap back to get away from 
you, or whip around quickly.



Fafnir/Vidofnir:
Weaknesses: Dark(F) Earth(V)
Resistances: none(F,V)
Breakable points: Wings, Tail
Armored points: Legs
Unarmored points: Head 
Attacks and Strategy: 
His attacks are quite predictable and easy to dodge or block, actually. 
If a large magic circle appears behind him, it will spawn a number of 
fireballs that will home in on one character. Their degree of homing 
is low and it can be easily dodged by floating to the side or getting 
behind him. If he leans forward as if watching you, in a few seconds, 
a tornado will erupt under you and each of your party members. This 
can be easily blocked, and once you block the initial hit, as long as 
you don't enter another tornado, you can freely start to attack him. 
If he curls his wings, legs, and tail in, he's about to unleash a blast 
of wind in a large sphere around him. Simply get your distance to dodge 
if your guard meter is low, or block it at point blank. After the block, 
resume attacking. He's vulnerable for a few seconds. If he gets on all 
fours when you have some distance between you and him, he's about to 
shoot out a long range dark cannon blast. This is easily dodged by moving 
to the side or behind him. If  he targets one of your AI partners with 
this, count yourself lucky. He's wide open when he uses this. If he 
lets out a short roar, he's about to charge straight at you. Easily 
blocked, not so easily dodged if you are point blank. If he's in rage 
mode, he'll execute three charges in a row. While fighting him close 
range, he may lift his front leg to swipe at you. This could be a swipe 
on its own, a double swipe with the other leg, or a swipe of the leg, 
followed by a whip of the tail. Simply float down or turn off your wings 
for a moment to fall below his range of attack. If he pulled his head 
back a little, he may do a short headbutt. 
 
The easiest and safest way to fight him is to stick to his back like 
glue. His back doesn't have armor, and it's easier to hit his wings 
from there. Being behind him, you'll automatically be out of the way 
of his fireball storm, his dark cannon, and his claw swipe, but be ready 
to guard if the tail comes around. You'll only need to watch for the 
tornado, the wind sphere, which are both broadcast easily, the charge, 
which takes a little practice, and the headbutt if he quickly turns 
around at you. When he charges(or if in rage mode, as his third charge 
runs) take after him with your flying dash and drill him right in the 
back when you get close to him. It's also relatively safe to fly low 
and attack his tail. Just keep an eye on him in case the wind sphere 
comes into play. Vidofnir's attacks do not differ from Fafnir's, except 
that he may use the double swipe attack more frequently.

Bergrisi/Grendel: 
Weakness: Wind(B) Fire(G)
Resistance: None(B,G) 
Armored points: Front legs, face
Breakable points: Back, belly
Unarmored points: Back legs 
Attacks and Strategy: This guy can be a bit annoying, but easy to dodge 
at the same time. His main attacks are charging at you with those stone 
spires he calls arms, stomping the ground to shoot up rock pillars in 
widening circles(standing too close to him will throw you off balance) 
and a belly flop. The belly flop will cause rock pillars right in front 
of him if he's in rage mode. He may also lift one front leg as if aiming, 
and slam it down to send out rock pillars in a straight line in front 
of him. Additionally, you may see a magic circle appear on the ground, 
from which a rock spire will erupt. His last attack, he may lift his 
shoulders for a moment, then lift them again. On the second time, he'll 
send out a dome of sand around him that hits everyone in range. This 
attack barely puts a dent in your guard meter, so just bock him. To 
dodge his charge, belly flop, and the straight line rock pillars, run 
to the side. To dodge the stomping circles of rock pillars, your best 
bet is to get on his back. When you're on his back or attacking him 
from behind, he may jump backwards, which will cause his head to hit 
you and knock you down, or he may sit down and let himself fall over 
backwards. If he jumps back, just guard. If he falls over backwards, 
move. He's shattered my guard quite frequently with this. If you have 
a counter sword skill, such as the Dual-wielding Specula Cross or the 
Knuckles Rising Uppercut, it's an excellent way to defend when he's 
falling over backwards. 
 
Rather easy. Try to keep behind him or on his back and wail on him. 
Grendel's attacks don't differ from Bergrisi. Just swap the stone and 
sand for ice and snow. 
 
Hildisvini/Gullinbursti:
Weaknesses: Dark(H) Water(G) 
Resistance: Earth(HG) Holy(H) Dark(G)
Armored points: Entirety of head
Breakable points: Base(the floating part at the bottom), arms, jewel 
on forehead
Unarmored points: Hands, Crystal directly above base, crystals 
floating around head
Attacks and Strategy: This guy can be annoying. His main attacks are 
a spin with outstretched arms that usually follows a target, a jump 
back and clap of his hands on whomever is unfortunate enough to be in 
front of him, a sandstorm from his mouth, signaled by crossing his arms 
in front of his face, a pair of downward punches in front of him, moving 
forward or back to keep his target centered, and a magic circle 
appearing above each character to drop a rock on them. If you stay at 
a distance, he may send his fists shooting at you like a rocket punch. 
They do not have an unlimited range, though, and can be dodged by flying 
up after they start shooting forward. Note that when in rage mode, his 
downward punches go from 2 to about 10, and his magic circle rocks will 
drop three in a row, a new magic circle appearing above you each time. 
To dodge the spin and the clap, turn off your wings and let yourself 
fall. Don't try to guard through the clap. It shreds off about 90% of 
your guard meter and will do an obscene amount of damage on a direct 
or guard broken hit. When he uses his sand breath, you simply don't 
want to be in front of him. The most common attack you'll face is the 
rocks summoned from the magic circles. For about a second before it 
drops, you'll see the rock in the magic circle. At this point, the magic 
circle can no longer move to pursue you, so simply side step or block. 
Gullinbursti has 1 additional attack, which is a quick forward slam 
of his face.

I've found the best way to fight this behemoth is to stay below him 
and attack the base. If you've locked onto him, your character will 
automatically fly towards his face when you fly at him, so you must 
use a combination of turning your wings on and off to get underneath 
him. This requires practice, but in this position, most of his attacks 
are incapable of hitting you, except for the magic circle stones. Just 
stick to his base and wail on it. He has a lot of health, so it will 
take a while to bring him down, but look on the bright side. With each 
hit, you get more experience to your weapon proficiency. It's a good 
idea to have a healer on orders to keep their distance. He can tear 
your AI partners apart.

Heidrun, Angrboda:
Weaknesses: Fire(H) None(A)
Resistances: Water(H), Holy(H) None(A)
Armored points: Petals around head
Breakable points: Tentacle base(where the tentacles meet) head
Unarmored points: Tentacles(Attack with caution.) 
Attacks and Strategy: The armored petals may close around the head to 
lead into a charging attack, or a slower charge while shooting a stream 
of ice from between the tentacles. Quite often, it'll swing its staff 
and send out a row of 5 ice spikes. It is not recommended to attempt 
a flying dash attack, as it will often block that by shooting a beam 
of ice directly at you. Sometimes, it will close the petals around its 
head, spinning around. When the petals open, there will be a snow dome 
shower, much like you experienced with Grendel. The ice attacks have 
a nasty habit of lowering your speed, but that's not the most annoying 
thing this boss can do. At times, it will fly backwards with its 
tentacles whipping at you. A hit from these tentacles will put you to 
sleep, even through your guard. Oh, bother. If you can buy em, get 
anti-hypnosis collars. The basic strategy is to keep above the boss's 
petals, easier said that done, and wail on the head. Not only is it 
breakable, but enough force to the head can cause it to enter a knock 
down state where it's totally vulnerable. I've seen no difference in 
Angrboda's attacks. 
 
Hraesvelgr, Thiazi(second form):
Weaknesses: None(H) Fire, Water(T)
Resistance: None(H) Non-elemental(T)
Armored Points: None
Breakable points: Wings, Tail
Unarmored points: Head, Talons 
Attacks and Strategy: 
He loves to kite you, shooting spheres of dark energy 2 at a time that 
home in on you. He also likes to stop and shoot 7 at you at once, three 
from each wing and one from his mouth. If he has his wings spread and 
a sonic wave shoots out, get out of his way, because he's about to come 
barreling through in a heavy charge attack. If you dodge it, it leaves 
him pretty wide open, but if you get hit by it, it'll Seal you. If you're 
fighting him a close range and he curls his wings in, a burst of energy 
will erupt below him, hitting a bit below the visible point of energy 
and a good deal above his head. It doesn't hurt a guard meter much, 
so it's easy to block. If he flaps his wings with a small amount of 
visible sonic waves on it, he'll bring his wings in to surround whomever 
is in front of him. This will hit them with a weak dark attack, but 
the sphere he forms will explode only moments after, so don't rush into 
it or drop your guard. Sometimes he's deceptive with this move, and 
the signal will instead be followed by the previously mentioned burst 
of energy below him. He may also do a short flap of his right wing that 
will cause the same dark sphere to appear, but without the explosion. 
This attack is difficult to predict and block, but does very little 
damage. It will however Fatigue you. The last attack he has, and the 
most annoying, if he flips upside down, he'll send out a series of short 
range sonic waves. This rapid hit will devastate your guard meter, and 
even worse, it'll put you to sleep.

Your best bet fighting him is to stay in his face. Don't give him the 
opportunity to kite you, because he will be relentless with you. Note 
that if fighting Hraesvelgr in Nibelheim and you haven't taken out all 
the Tower bosses, he will have very heavy health regeneration. If you 
wish to fight this version of him, you will be rewarded with a weapon, 
that for me appraised into Excalibur. Be sure to bring Anti-Hypnosis 
collars. If he puts you to sleep, he will recover all his health before 
you can move again. For me, it came down to luck to beat him. I managed 
to knock him down with The Eclipse, which stopped his health 
regeneration temporarily, and I had enough mana to use a second Eclipse. 
 
Siegfried:
Weakness: Holy
Resistance: None
Armored points: None
Break points: Arms(all four)
Unarmored points: Body and head 
Attacks and strategy: This guy can really be a bug. If you attack him 
from close range, he's likely to do a cross horizontal slash with his 
bottom arms, then bring the top arms down together for a downward slash. 
He may extend his left upper sword in front of him with runes swirling 
about it. He'll charge forward with his sword in this position, and 
when he stops, he'll slash it downward into the ground. Another simple 
yet annoying attack is a quick pirouette with his swords outstretched 
high and low. He'll do this three times in a row if in rage mode. He 
may create a ring of fire around him that has a fairly long duration. 
If you're outside this, you can't attack him at this point. If you're 
right up against him, you'll be trapped inside, untouched, and free 
to wail on him. Just be careful. If you're at a distance, you are not 
safe. He may extend his lower swords out to the sides and bring them 
together, sending out a blade of air. He may also bring all four swords 
together, charging up a powerful beam of darkness. It may stay 
stationary or rotate counter-clockwise about 90 degrees. 
 
For a boss near the end of the game, he's not that difficult. Stick 
to him in close range and try your best to hit his arms for the 
possibility of breaking them. Siegfried stands alone. There is no 
alternate version of him. 
 
Seven
Weakness: None
Resistance: None
Armored points: None
Break points: Wings, Legs
Unarmored points: Body 
Attacks and Strategy: She can materialize a spear out of nowhere for 
a one-two strike similar to Odin, or use the same spear for a charging 
thrusts, also like Odin. If a field of digital coding surrounds her 
in a sphere, she's about to use the same Wind Sphere that Fafnir used 
at close range. If she opens her wings quickly, she'll do a quick burst 
of energy from them directly in front of her. If her wings open slowly, 
then when open, she'll shoot down a blast of energy similar to Fafnir's 
tornadoes directly around her. In rage mode, she has a longer charge 
up, but strikes each character with a separate blast of energies. She 
may hold her hands in front of her and shoot a beam of energy. Can you 
say, “Kamehameha”? She may also create a bow in her hand to shoot at 
her target. At the same time, she'll have a small sphere of energy around 
her that harms those at point blank range. 
 
Make no mistake, even though her wings make that armored “Clank” sound, 
they are still very breakable. There's really no one cut strategy to 
take her down. Watch her moves carefully and press the assault when 
you have the opportunity. It's not at all a bad idea to keep your 
distance to let your mana restore and strike with your strongest attacks 
when you're full up. Take note, this is not an option when you fight 
the Extra Quest version of her. She has a number of (G)Uuns backing 
her up who respawn endlessly, and her health regenerates quickly. You 
must be fast and merciless to take her out. 
 
Lost Song:
Weakness: None
Resistance: None
Break Points: Chorus(each has its own health bar and killing each one 
gives a material item, optional targets)
Unarmored points: Bottom cores and wing cores(Must be destroyed to lift 
Altitude Limit) 
Attacka and Strategies: This boss is unique from all the other bosses 
in the game. You must fight him in stages. From the very beginning, 
there's an altitude limit imposed at the lowest altitude on the map. 
This means your wings are unusable. In front of you, you'll see numerous 
Bottom Cores, each level 1,000. At this stage in the fight, if you stand 
at a distance, one of the bosses other parts high above you will shoot 
down a laser at you. If you stand on line with one of the cores, it 
will charge up and blast you with a laser. If you stand next to a core, 
it may do a partial charge and release a small discharge right around 
it. If you stand close to Lost Song, you will see a large green circle 
appear on the ground. After a few second, the circle will vanish, 
followed by a blast of energy from the bottom of Lost Song all around 
it. You must get your distance and avoid this attack. It is very damaging. 
As you pick off a few of the cores, you may get a moment where a magic 
circle appears on the ground and follows you. After a few seconds, a 
pillar of a random element will erupt beneath you. This can be dodged 
by practicing the timing to jump back off the circle just before it 
erupts. For this part of the battle, stick to skills that have short 
animations, such as Cygnus Onslaught. If you lock yourself into a long 
animation in close quarters, the green shockwave attack will decimate 
you. Work your way around the bottom, taking out the cores one by one. 
Black Lotus is very useful for this with her naturally high running 
speed, since she can strike and retreat before the green shockwave 
smashes her. 
 
Once all the bottom cores have been destroyed, Lost Song will lower 
his wings. At this point, his attack patterns change. He no longer has 
the green shockwave shooting out at you, and with the cores gone, they 
cannot attack. You can still get pegged by the lasers from above, but 
they are far less frequent while you are ground level. Frequently while 
you are on the ground, he will shoot out a purple shockwave. This attack 
causes no damage, but does cause you to go off balance unless you jump 
at the right time. You will also frequently see Fafnir's Tornado attack, 
until you run up one of the wings and jump onto the platform of the 
Wing Core. At this point, you are in range that the parts of the boss 
higher up can attack you either with their lasers or orbs of dark energy 
that burst on impact and do about 4 or 5 hits before vanishing. The 
Wing Cores themselves are not that difficult. They have much more health 
than the Bottom Cores, but each only possesses two attacks. If the 
energy field around it flashes slowly, it will create several ice spikes 
that will shoot out in a circle around it. This attack cannot hit you 
if you are right up against the Wing Core, so do not worry. If the field 
around it pulses quickly, it's about to use a large electrical field. 
Avoid this by jumping back onto the ramp below the Wing Core's platform, 
then rush back in after it's done to destroy it. There are 2 Wing Cores 
per wing, and when both cores on one wing are destroyed, that wing will 
break apart and vanish. Once both wings have been destroyed, the magic 
circle creating the Altitude Limit will disappear and you can once again 
use your wings to fly as high as you like. Plus the background music 
changes to the title sequence. 
 
As your float up, you will see a number of faces named Chorus. These 
are the little things that were shooting lasers down on you earlier. 
As a note, destroying the Choruses is entirely optional, but doing so 
yields some of the game's highest level materials, so it's very much 
worth it. So long as you attack each Chorus from the side, its lasers 
cannot harm you. This is not to say that you are in the clear to attack 
as you please. The boss's main core high above you has one attack that 
can hit you from absolutely any elevation. A number of magic circles 
will appear one after another, creating a trail to track you as you 
move. There will be 6 in total. When the circles begin to shine brightly, 
move, because they are about to erupt in a pillar of light. If all 6 
circles are in the same place and you get hit by all 6 beams of light 
at the same time, you are almost guaranteed to get KO'd. 
 
Once you take out all the Choruses, or if you choose not to fight them, 
float up further to find the face of this dark tree. This is the boss's 
true face, so to speak, sharing its name of Lost Song. For a final boss, 
they have made its attacks fairly easy to dodge, though make no mistake, 
each one packs an extreme punch. You were already warned about his magic 
circle light pillars. Those are still going on. At nearly anytime you're 
fighting close range, he may shift forward and let out a scream. This 
is the one attack he has that doesn't do a boatload of damage. It does, 
however, send you flying all the way to the barrier if you don't guard. 
If you do get sent flying, just shake it off and fly back in. If he 
leans forward and opens his mouth slowly, he's about to do a powerful 
laser stream. This attack would be much more threatening if he didn't 
only move it vertically. Still, if you are careless or locked into a 
long skill animation when he uses it, it can absolutely wreck you. Yui 
will often warn you of when this attack is coming, and he has a tendency 
to move back far enough that you lose your Lock-On. At times, he may 
have magic circles appear all around his head in sporadic locations. 
From these lasers will fire straight out. The placement of the circles 
is static each time, so learn where the blind spot are in it. Once such 
spot is right in front of his mouth. Another attack to watch for is 
when he starts sending down lasers from the halo above him. If you are 
right in his face, as you should be to attack him, the 5th laser can 
hit you square on, so be sure to guard after 4 shoot down. While fighting 
him, a dark purple energy circle will appear, going from the bottom 
of his face up to the top of the altitude meter. While it's dark purple, 
it will cause no damage and serves as a warning. After a few seconds, 
the circle will turn a lighter purple. During this time, this attack 
is live and can harm you. To dodge this, just turn off your wings for 
a second to drop below his chin while the circle is dark purple and 
wait until it vanishes to fly back up and start attacking, or attack 
from a distance with magic or a few select skills, such as Black Lotus's 
unique Starburst Stream. The best strategy to fight this guy once you 
reach this point is to stay close to the front of his face and keep 
on the offense. Always be mindful of the magic circles that will produce 
the pillars of light. These can be hard to see sometimes. 
 
Thiazi(First form)
Weakness: Holy
Resistance: Dark
Armored points: None
Breakable points: Arms(also take added damage)
Unarmored points: Body 
Attacks and Strategy: This guy can be easy, or he can be quite annoying. 
One of his favorite attacks is to surround a character with 6 spheres 
of dark energy, then have them all close in at once. The real pain with 
this attack is the fact that it causes Bind, and since it hits from 
behind as well, it's near impossible to block. Another common attack 
you'll see at close range is for him to take a swing with his scythe 
three times. I've almost never had him hit me, even when right up against 
him, but when he hits, he has a chance to cause paralysis. He may also 
do a charging attack, spinning his scythe, and it has a second version 
where his scythe becomes a ring of dark energy. The later tends to go 
further and hit more often. One attack I rarely see, he'll lift his 
scythe high and a dark cloud will appear in front of each party member. 
When he brings his scythe down, an energy scythe will come crashing 
down on top of them. For as easy as this attack is to avoid, it leaves 
him so wide open. An attack you may see in close quarters, particularly 
in rage mode, is a scream that send out a very short range shock wave 
of red-black energy 
 
There's really little to say in the way of strategy here except avoid 
his dark spheres and be ready to guard. 
 
Hel:
Weakness: None
Resistance: Wind
Armored points: None
Breakable points: Abdomen(three places) and wings
Unarmored points: Upper body 
Attacks and Strategy: Hel can be quite annoying as many of her attacks 
cause different status conditions. It's difficult to pick one accessory 
to pin down. Her attacks include flying towards a character while 
spewing a poisonous dark breath in a stream that can cause Curse, a 
quick lunge forward with her stinger that will cause poison and can 
lower your defense, three stationary stabs with her stinger that will 
rotate to target a player which can cause Paralysis, a slap from her 
wing if you're in her face that can lower your attack, a backhand slap 
that can send you flying a significant distance, a quick spin where 
she'll swipe with her stinger, and a ball of dark energy in a large 
sphere around her. In rage mode, she'll be able to shoot a couple small 
bullets of dark energy at you, and may proceed into a long duration 
spinning attack at which point any contact with her will cause you 
damage. The best way to approach is to remain around her head and use 
your highest power attacks to take away her chances to poison you. 
 
Loki/Hrungnir:
Weakness: Water(L) None(H)
Resistance: Fire(L) None(H)
Armored Points: Lower body
Breakable points: Arms
Unarmored points:Upper body, tentacles coming from his shoulders 
Attacks and Strategy: Loki's most common attacks are to spin in place, 
which will surround him with spheres of darkness that he'll launch off 
in all directions shortly after. Next, and even more common, is to 
create a small black circle beneath your characters, through which his 
tentacles will shoot up to attack you, and in rage mode, the tentacles 
will make several attacks. He may hold both hands in front of him and 
shoot a ball of dark energy directly at you. This can cause Seal, 
stopping your sword skills and spells, and in range mode, he can use 
this in rapid fire in a strafing motion. If you attack him from directly 
in front, he'll try to hug you with his tentacles. It would be a sweet 
gesture, if it didn't Bind you. In rage mode, he may raise one arm, 
then he'll spin 4 times, whipping you with his outstretched tentacles. 
Honestly, I found Loki to be a welcome break after Hel. He's far less 
aggressive than she is, and his attacks are by and large easier to 
dodge/block. Hrungnir showed no differences in how he fought.

Odin/Baldr:
Weakness: Darkness(O) None(B)
Resistance: Holy(O) None(B)
Armored points: Lower Body
Breakable points: Arms
Unarmored points: Head, wings 
Attacks and Strategy: Lot of spear work coming from him. It's quite 
common for him to pull his spear back and lunge forward at you. In rage 
mode, this will usually be a combo of three lunges back to back. He 
will also often cause the spear to spin in a small arc around him. He 
may do a small thrust forward, which will be followed by a downward 
swing. In rage mode, he'll add a spinning strike and an extra thrust 
to the end of this. This combo will be signalled with a short charge 
up stance. Easiest way to fight Odin is to hug and attack his left arm 
with the shield on it. The shield does not provide armored protection, 
and from his left arm, you can easily see most of his attacks being 
started in time to dodge them. If you're attacking the right arm, you 
have less time to react.

Skadi/Jarnsaxa:
Weakness: None(S,J)
Resistance: Dark(S) None(J)
Armored points: None
Breakable points: Arms
Unarmored points: Body 
Attacks and Strategy: Skadi is a danger from afar, as you can probably 
tell from the arrows sticking out of the bows she calls arms. Her attacks 
reflect her archer nature. She will often move into a strafing mode, 
firing three arrows at a time at you until all four arms are empty. 
If she fires both upper arms directly up, a few moments later a shower 
of arrows will rain down around her, harming those who are in close 
range. She can also clock you with her lower left arm at close range, 
and if done in rage mode, this attack becomes far more forceful, and 
is signaled by a Ding sound. If she lifts her right upper arm, but does 
not fire, she will come charging at whomever she is targeting. If she 
points both upper arms straight out horizontally, she'll fire 6 arrows 
at once that will arch in a similar fashion. If she aims her lower right 
arm, she'll fire 3 beams of light that act like the Bow's Strike Nova 
sword skill. If she aims both lower arms forward and fires, but no arrows 
are seen flying, a moment later, the area in front of her will have 
arrows shooting everywhere like a swarm of angry hornets. 
I've found the easiest way to beat her is to press the assault from 
her right side. This will allow you the best opportunity to avoid her 
uppercut. 
 
Huginn/Munnin:
Weakness: Dark(HM) Holy(M)
Resistance: Non-elemental(HM) Wind(H) Fire(M) Earth(M)
Armored points: Legs
Break points: Tail, Wings
Unarmored: Head, belly 
Attacks and Strategy: His primary attacks are a lunging bite, which 
tends to miss when you're fighting at close range, a flying charge, 
which you must block, a spinning tail swipe, a diving attack, from which 
he'll fly up under or behind you, and if you're at a distance, a swipe 
of his tail that sends a blade of wind at you. This guy is actually 
very easy to read. When he stops flapping his wings, he's about to attack, 
so guard. If he does his flying charge, he'll end up a good distance 
away behind you. Chase him down with a flying charge attack. If he dives, 
Just block and keep hitting Up on the control stick. If he gets behind 
you, your character should pivot around to block him. Munnin has an 
extra move, which is essentially a mid-air corkscrew with his wings 
outstretched. 
 
Really the strategy is simple. Just wail on his head, putting your 
priority on blocking, until he goes down. Enough hits to the head and/or 
wings tends to put him in a knock down state, where he is completely 
vulnerable. If you have stronger sword skills that are better suited 
for Breaking, target his wings and tail as much as you can. 
 
 
*************************** 
*Frequently Asked Questions  * [011] 
*************************** 
Q: Where do I find the Elucidator? What about the Dark Repulsor for 
that matter? 
A: There are a number of places to find these in extra quests, but the 
best way I have found is in the Search mission Abandoned Tunnel. On 
floor three, after you beat the boss, stick around before using the 
teleporter and take out the green Basilisks. When they drop a sword, 
it is almost guaranteed to be the Dark Repulsor. On floor four, after 
beating the boss, but before stepping on any switches afterwards, make 
your way throughout the floor to take out Empusas. That will give you 
the Elucidator. 
 
Q: If this one takes place in ALO, but Kirito has his GGO Avatar, does 
his Photon Sword exist in the game? 
A: Yes it does. This one is a bit different. It appears in the game 
as a sword dropped by Black Lotus in her Extra Quest. However, It appears 
with a name that makes it appear to be a glitch. It's still fully usable 
and will not harm your game. 
 
Q: Where do I get more Crest of Yggdrasil? Do I have to start a New 
Game Plus? 
A: No you don't. Near the end of the Defiled Shrine search quest, you 
will be attacked by many many mimics and avarice. These guys have a 
low drop rate, but the Charms they drop are almost guaranteed to be 
Crest of Yggdrasil. Bring Mental Collars to prevent Fatigue against 
the Mimics. 
 
Q: Are the Rare Drop and Rare Drop HG skills worth using? 
A: What I've noticed with these skills is that they tend to increase 
the drop rate of equipment, and for items and materials, they tend to 
increase the amounts dropped as well. They are definitely worth using, 
and if you are farming materials in high numbers, it's actually a good 
idea to build a team of Kirito, Philia, and a custom Spriggan, as they 
are the three who can get both Rare drop and Rare Drop HG. 
 
Q: What's a good way to Break bosses? 
A: Take a look at the Sword Skills section of the guide. I've listed 
out which skills are ideal for breaking. Additionally, have battle 
skills set that increase your chance of critical hits. It seems 
criticals tend to break more frequently. 
 
Q: Is it worth it to upgrade weapons? 
A: Ultimately, it's up to you. The highest damage increase I've seen 
on a rank 10 weapon is about 200-300. I suppose that's pretty good, 
but in my opinion, it doesn't justify all the grinding needed to get 
the materials for them. For lower level weapons where the materials 
are common, certainly. Go for it.  
 
Q: I don't like such and such about your guide. 
A: Well, sorry if you feel that way. I wrote the guide in a way I hoped 
everyone would be able to easily understand. Oh, and did I mention I 
did it for free? Yeah. 
 
Q: I found something wrong or missing. 
A: Then please e-mail me and let me know. I'll fix it right up.


******** 
*Credits* [012] 
******** 
Bandai Namco and Artdink for making the game. 
 
Sony for making the playstation 
 
The fine folks at Aniplex and A-1 Pictures for making Sword Art Online. 
 
Havian, the youtube personality, for his videos showing where and how 
to get the Dark Repulsor, the Elucidator, Holy Sword Excalibur, and 
the glowing weapons dropped by Lost Song. 
 
You guys, the players. If there were no one playing the game, there'd 
be no point writing the guide, right?

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