Don't try to guard through the clap. 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, 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. 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 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. He's equally as dangerous, too, at level 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 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 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 , 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. 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. 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. 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 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. 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 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 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 yuld, and a second drop of yuld. Head outside to the stone slab in the dead center of the island. Once you approach, prepare for a boss battle. 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, 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.
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? 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. 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.
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. 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.
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. 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, yuld, a material, which for me was a Frozen Tree Rock, and you can now access the last island, Nibelheim, the Rocky Wasteland, 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. 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, 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. 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.
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, yuld and a weapon. Heal up from that, and get ready.
You still have Loki to deal with in the next room. 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'll drop 10, 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. I found them fairly easy to destroy with Kirito's Star Burst Stream. 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, 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 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, 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. 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, 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. 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 yuld, a weapon, and perhaps more importantly, Pina is saved.
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.
Finish the Story Mode and speak to Strea as Kirito. Strea will start to glitch and you'll fight her as a level enemy I lost and still got her. Complete the game and speak to an Undine in the plaza with leafa and silica in party.
Go to the dungeon in the top right of the map on Nibelheim. Post game you can play a short storyline quest with her by visiting Agil's shop after completing subevents with Rain. Finish story mode. You can find him in Woglinde on a floating island standing next to a chest after Dueling Rain as Kirito. Talk to him. Having arrived at the new hub city, Kirito 's group encounters the «Shamrock» guild.
Although led in practice by Sumeragi , this guild's official leader and most conspicuous member is Seven , aka Professor Nanairo Arshavin, an MIT alumna conducting research on virtual societies forming within online networks. By encountering "Nanairo Arshavin", who is said to stand as the light in contrast to the darkness belying the world of ALfheim Online through the legacy of Kayaba Akihiko , Kirito's next great adventure is put into motion [15].
For the first time in the series, players are able to play as characters other than Kirito. In addition, players are able to create their own custom characters, though the story mode will still progress as if the user was playing as Kirito [16]. Parties of up to three characters may be formed, up from two in the prior games. In keeping with being set in ALfheim Online, players are able to fly as well as walk on the ground.
However, walking within dungeons is mandatory. There are two modes for flight, one being flying using the up button and the other hovering. While hovering, the player is able to do perform any action just like when walking, but players are unable to use any skills while ascending and descending. The player can halt the flight mode via various ways: by pushing the left or right button, by pushing the square for a basic attack or triangle for dash attack, by pressing R1 and circle button for defend or just pressing the down button to fall or walk.
Players can also target individual parts of an enemy's body as they see fit, resulting in different types of damage output. Additionally, Lost Song adds the ability to use magic to attack enemies or to provide support to one's party [17]. The game is the first in the series to allow for four-person online multiplayer in one party, but the maximum number of players is sixteen for raid-type missions.
There are approximately 20 main characters in this game. Other characters, including a number of newly-created ones [13] , may be introduced in the wake of the game's Japanese release. Each continent, reported as measuring approximately one square kilometre in size [29] , has a particular area type: plains, deserts, icebergs, and so forth. Each of these regions can be reached from any unlocked Teleport Gate, one of which is located in the central city, The Floating City of Ryne, which includes a town square, an inn named «The Crowned Rooster» , Lisbeth's smithy, Agil's Weapon Shop, an item shop, and a tavern named «Einherjar», The Tavern of Heroes.
The first of these continents is "Woglinde, the Island of Meadows", a grassland region featuring windmills and other large structures.
The second island is known as "Wellgunde, The Valley of Sand", which features a desert with several canyons. The third island region is known as "Flosshilde, the Ring of Ice" and features a sweeping snowstorm blocking adventurers' paths [24]. The fourth island is known as "Niebelhiem, the Rocky Wasteland". It features a gloomy aura and four towers, which are powering the main tower.
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