------------------------------------------------------------------------------ Sword Art Online Hollow Realization Sacrament Invasion Guide by Xenomanx ------------------------------------------------------------------------------ "There's nothing more boring then watching someone else play an RPG" - Kirito, Sword Art Online, Vol. 1 Ch. 22 Hollow Realization is the third in a series of (very meta, non-canon ARPG) games based on the Sword Art Online series of Light Novels and Anime by Kawahara Reiki. The story as always follows Kirito and friends as they play yet another new VRMMO game titled Sword Art: Origin. The story, particularly the antagonist, are well below the level of quality I would expect from Kawahara (almost as if to prove the above quote) but the gameplay happily makes up for it. Particularly challenging and fun is the Sacrament Invasion, a series of optional and increasingly difficult dungeons. I was originally planning on only writing a Sacrament Invasion loot guide for my own use, but since I had most of the data already I went ahead and a turned it into a proper guide. ------------------------------------------------------------------------------ Sacrament Invasion Overview: Sacrament Invasion (SI) is divided into 3 "updates". All dungeons in update 1 must be completed before you can access update 2 and all dungeons in update 2 must be completed before you can access update 3. The first dungeon in each update must be completed before you can access any of the others. To reach a SI dungeon, teleport to the area and location listed below. You can teleport directly to the dungeon entrance via the teleport stone. Approach the large door to start the SI quest. All SI quests follow the same format: - There is a time limit to complete the quest, displayed in the bottom right. - There are target enemies that must be defeated in that time limit, also displayed in the bottom right. These may be a combination of bosses and normal mobs. - You must navigate a single large map filled with normal mobs that can be ignored to reach the target. - You start at the entrance, and can quit the quest any time by returning to it. - There are 3 defense targets (red, blue and green) scattered across the map. - Normal mobs and sub-bosses will periodically attack each defense target. You will be notified whenever this happens and an icon will appear on the map whenever there is a sub-boss attacking. - Bosses get powered up for each defense target that is wiped out. - There are 2 optional treasure chests in each SI dungeon. Each is guarded by a sub-boss which must be defeated to claim the treasure. Getting these chests does not help the SI quest in any way. Each treasure is a unique piece of equipment that cannot be acquired anywhere else in the game. You can farm the same piece of equipment by revisiting the chest and defeating the sub-boss everytime you complete/fail/quit the SI quest. - If you run out of time or get wiped you return to outside the dungeon. - If you defeate the target enemies within the time limit you will return to the entrance where there is a pedestal with a sacrament and, depending on your rank, up to 2 treasure chests. You have 30 seconds to claim the loot before you are returned to outside the SI dungeon to leave or try again. - If you cleared the SI quest with a rank of A or higher a random weapon will be waiting in a chest to the right of the sacrament. They can sell for about 800 col in update 1 and are comparable in strength to late game chest weapons. These will be the best weapons you can find when SI first becomes available but are sorely outclassed by the HNM drops, which you should be able to get long before finishing SI update 1. - If you cleared the SI quest with a rank of S or higher there will be a piece of armor in a chest on the left of the pedestal. These are very high grade and sell for 2000 col or more. There seems to be some sort of pattern to what you get from which SI quest but I have yet to figure it out. - The rank you get for the SI quest is based on time remaining, defense targets remaining, and bosses defeated. The bosses defeated ONLY counts the sub-bosses that attack the defense targets. To get an S rank in Update 1 or 2 you generally need to defeat one sub-boss at each of the 3 defense points. If you are really fast 2 is enough. - Each map has a certain number of barriers (it may be 0 in some dungeons). To pass these barriers you must defeat certain defense sub-bosses. These sub-bosses may be either normal mobs or NM, but will generally be weaker then the chest sub-bosses. - Target enemies and all sub-bosses (attacking, defending or chest) will have a crossed sword icon above them to differentiate them from normal mobs. Regarding Equipment: - The ATK value of a weapon or the DEF value of a shield, helmet, armor or boots is predetermined for that piece of equipment. The same is true of a shield's damage reduction. - All other stats and abilities are determined randomly with each drop. - Which stats a piece of equipment will increase and what other abilities it may have are predetermined, as well as the minimum andmaximum stat increase. - All equipment drops with a random number of stars from 1-5. The more stars the better the total stat bonus. Sacraments are an exception to this, as they can have 5 stars even with minimum stat bonus. - If a piece of equipment has an additional effect, that effect will show up on approximately 30% of drops for that equipment. Some equipment seems to not have any abilities. All equipment listed as such has been tested at least 10 times without abilities. - The number of stars does not affect the odds of getting an effect. ------------------------------------------------------------------------------ Template for SI dungeons data () () () map key: 1 = Chest #1, 2 = Chest #2 A = Attack Target (non boss), B = Boss, D = Defense Target, E = Entrance, S = Sub-Boss (defending barrier)x T = Teleport Stone, X = barrier Dungeons listed by order in which SI quest can be attempted, with sub order on when the area and location can be reaced in story mode. ------------------------------------------------------------------------------ Update 1: Update 1 of SI becomes available in the first area of the game. The recommended level for this area is 50 but the enemies have levels in the 30s and this dungeon is fairly easy even with a level in the 20s if you have a SS with ignore defense (either katana or scimitar). I would recommend the scimitar because Dancing Hellraiser has a better AoE. My default strategy for all SI in update 1 and 2 is to just run past all normal mobs and make a bee line for the boss, getting the chests along the way and rescueing each defense point only when a boss is attacking. For almost all bosses in Update 1 and 2 my default strategy is to use put on a bunch of buffs, wield a scimitar and spam Dancing Hellraiser. It has a wide area and pierces defense. Be sure to have your party build your chain and restore SP as needed. To get an S rank you need at least 3 boss repels plus you must be fairly fast. You have enough time to get both chests in every update 1 dungeon. Below is a breakdown of each SI dungeon in update 1. ------------------------------------------------------------------------------ Rustoria Plains Fuldum Trail Shifting Path of Myrtel Pendant of Divines (HP, DEX, CRT ATK +30%) Curse Canceler (HP, STR, Defense +10%) Pure Blue Crystal (STR, VIT, CRT +5) It is a relatively strait path to the boss, you just have to run past a bunch of normal mobs down the U-shaped corredt, off one easy barrier sub-boss and youre there. If you want the S rank you will need to wait for some attack bosses to show up, so you may as well get the chests while you're waiting. B D___ | | | | X |_| |________|__ D | | S | _| 1 | D-|_______ E |____________| | 2 Rustoria Plains Mimariana Pass Sodom's Gaol Girdle of Lightning (VIT, AGI, SP Based ATK UP +5%) Earring of the Lost (DEF +23, SP, STR, recast time -5%) Pure Green Crystal (VIT, DEX, Movement Speed +3%) In order for the boss to appear you need to defeat a bunch of attack targets, which are hidden inside of other attack targets. Fortunately these guys are easy. If you are using a SS with multiple strikes you can finish them all in 1 go. For an S rank, work your way CCW around the main loop from west to north, getting both treasures and defeating the souther 2 attack targets along the way, and the north defense point should be coming under attack at just the right time. Rescue them and beat the 3rd attack target, make your way back east and pick up the 4th. Protect the east defense target then make your way east to the last attack target and the boss. You don't need to protect the south defense target for the S rank. This boss is a good bit more dangerous then the last as it has some nasty AoE attacks. Be ready to switch or evade at any time if your HP is low. Fortunately he goes down pretty quickly. The Earring of the Lost is one of the best helmets IMHO. D A/\ / \ / \ / \__2 / \_\ E_________/ A \D_______ \ / \___\________ B \ / A \A /A \ / \ __/ \/ 1 D Oldrobe Forest Grillim Forest Litlefoot Forest Maze Angelic Wristband (STR, VIT, Aggro Gain +5%) Band of Banishment (DEX, AGI) Pure Red Crystal (STR, AGI, Max HP +10%) This aptly named dungeon is particularly annoying because the map doesn't show where the walls or paths are, the lighting is poor and it is easy to get a bit lost. A general rule of thumb is to follow the torches. Note the actual dungeon is a lot more twisty then the strait lined asci map below, but this at least lets you know when to backtrack. If you manage to not get lost you will probably have overshot the defense targets considerably by the time they are attacked by sub-bosses, so you will have to backtrack or wait if you want the S rank. Fortunately, this boss is very easy. Just stick to his side and hit him with AoE attacks and his head and tail will break as quickly as he can recover. So long as you are not directly in front of his mouth all his other attacks are telegraphed well in advance and his only redeeming feature is his high HP. Note this strategy works on most dragons in this game. B | | | ___| ___|_ | | | | | D D___ | |_| _D | | 2___|___|_| | ____ | | | 1_________| | | E Oldrobe Forest Kark Chateau Moreas Ruins Ring of the Dawn (STR, DEX, CRT + 5) Dire Demon Girdle (VIT, AGI) Pure White Crystal (DEX, AGI, Recast Time - 3%) There are a whole lot of barriers in this dungeon, but the mobs are weak. The boss isn't that hard either, although it moves a bit faster than most. Theres not much to say about this dungeon, just be quick and a S rank is guaranteed. E | | S X __XS_|_SX__ | | S 1 X D|_____|SX____D S | | X D | | S 2 X | ____XS__| | S X | B Jeweled Peaks Lakes Marcieville Water Caves Gorah Mahazaroh Crags Repulser Wristband (STR, AGI, Increased SS Damage +10%) Ring of Twilight's Calm (STR, DEX) Pure Orange Crystal (STR, DEX, Jump ATK + 50%) This is probably the easiest of SI dungeons. No barriers, no bosses, just a bunch of easy glowing mobs as attack targets. They pop and re pop at random all over the map and you just need to kill 12 of them. If you have a decent weapon you can drop them with a single SS. If you want the S rank just rescue a few defense points along the way. Note that the first chest has IMHO the best bracelet in the game, so I suggest farming until you get a good one. A____AA | | ___| | | A___| | | | | 1 ___A___|D | | | | | | | | |_____A__|___A___|A A | | | | | | | | D|___A___|___|__A A| | | A__| | | | D 2 _| | E_| Jeweled Peaks Lakes Cranvede Path Mezul: Corrupted Wastes Fallen Beast Piercing (DEF + 20, VIT, DEX) Starshine Necklace (HP, SP, Recast Time -5%) Pure Purple Crystal (VIT, AGI, Max SP +15) This is hands down the hardest dungeon in update 1. The dungeon itself is straitforward, but the boss is very tough. It is not 1 but 2 very durable golems, either of which on its own would be enough to rank strongest boss in update 1 and you have to fight them both at once. To top it off they can resurrect eachother with full hp so you have to finish them off within a few seconds of eachother. Note that all golems, especially boss ones, are weak to blunt attacks and strong against slash and thrust. I recommend using a blunt SS on your favorite weapon to chain and down one of these then pummel him to halfway through his last bar. Next, stop, reapply buffs and replenish SP as needed then do the same to his friend. Finally fight them both at once, AoE attacks are recommended for this final stage only, and do NOT let one outlive the other by more than 10 seconds or so. __D_____B | DSX|___ _|_____| | | | | _| E | |______| D |_| | | | | 2 |____| 1 Kurjiez Desert Gebuerno Ruins of Castle Vassa Dark Saint Earring (Def + 23, STR, VIT, Max HP +10%) Hoop of Containment (HP, SP) Pure Black Crystal (STR, AGI, Dash ATK: +10%) Its another gauntlet of barriers, not much else to say. Just do what you did in Chateau Moreas and you'll be fine. S_____X_______B | X_________S X | __| D S | D|_| | _| 2_|_|_X_ D S_|_X____S_1 _____|_| | E Oltrum Bastion Illial Temple: Lift Oltrum Abbey: Cloister Divine Embrace (VIT, DEX, Dash ATK: +120%) Prominence Ring (STR, DEX, Increased SS Damage +10%) Pure Grey Crystal (VIT, DEX, Parry Time: +10%) This dungeon has a lot of sub-bosses, each is weak to a single type of attack. The first is blunt, the second is thrusting, the third is slashing. The next two are 2 sub-bosses at a time and the last is one of each. Before entering this dungeon make sure your selected weapon has a SS of each category in your command palette. There is ample time to get both chests and all 3 defense points for the S rank. The boss at any time is impervious to 2 of the 3 attack types and weak against the third. Which one may change at random, but so long as you realize this and keep hitting him with his weakness this fight is easy. A couple of dead ends are omitted from the map. E | | | ___|X__ | | | 1 S | | | _______| | S|X__ 2_ | | __| D | | |S S| | | |X_| D | D X | | __XS___| | | |_ |S X | B ------------------------------------------------------------------------------ Update 2: These dungeons are, at best, slightly harder then those in update 1. There is a slight increase in the level of the mobs and bosses, as well as the quality of the rank loot. You cannot start this update until you have beaten all the update 1 dungeons, which cannot be done until near the end of area 5, at which point you should already have access to the best weapons and should have plenty of good equipment from update 1 to boot. Most of SI update 2 should be pretty easy and you can just use the same strategies as in update 1, although you may want to consider switching to a hidden EX skill at some point. The biggest change in this update is that after clearing the Karmic Variance Zone for the first time you get the ability to fuse your sacraments to your weapons for a modest boost in power. ------------------------------------------------------------------------------ Jeweled Peaks Lakes One Fall Cataract Karmic Vaiance Zone Mirror Shell (DEF +25, Damage Reduction % +40, ATK, VIT, AGI, Parry Time: +5) Aegis Bangle (SIR, VIT) Ancient Onyx (STR, AGI, SP Based ATK UP +5%) Let me just say that I HATE this dungeon. Despite being the first in Update 2 it is one of the worst. The reason for this is the entire dungeon is filled with tainted water that, if you step in it, you will be inflicted with 'slow' status. So you cant just run through those long corridors like in other dungeons, you have to jump and dash from rock to rock, and you'll still have to get debuffed at the boss and chests. As near as I can tell it is impossible to get both chests and still get an S rank. To clear this dungeon work your way CW from the entrance while air dashing over the water. If you fall in anways either treat the debuff immediately or just keep walking in the water until it wears off, as you can't get slowed a second time until it has. The first chest is guarded by turtle with rather high HP, defeat him if you want the shield. Continue CW and beat both sub-bosses, which are poisonous slimes with very low HP. If you want the S rank continue CW and rescue the 2 eastern defense points, then work your way back to the west one, then go strait to the boss. You can go to the second chest if you want, it is guarded by a jellyfish with very low HP that spams sleep debuffs, but you wont have time for the S rank. The boss is a slime that uses wide area attacks and debuffs with both poison and paralysis. To top it off he is camping in the slow inflicting water, so you WILL be debuffed for the duration of this fight. At least his attacks aren't that strong so just keep slashing away and he will go down eventually. Once again, I HATE this dungeon. _____2 | | D_____SX_|_SX_______D | B | | | | | 1_|______________| | | | D E Rustoria Plains Lake Steschal Ruined Gates of Lun Puj Blazing Bangle (STR, VIT) Resurrection Belt (VIT, DEX, SP Regen +3) Ancient Emerald (VIT, DEX, Backstab CRT Up +8) Fist, pretty much everything in this dungeon is a golem and weak to blunt attacks. Be sure you main SS is blunt. There are 4 sub-bosses that must be beaten to reach the boss. They are very weak but are randomly located at 4 of 8 possible locations. This level also has a bunch of normal mobs that block narrow doorways. They must be defeated to progress, but fortunately they are also very week. The boss itself is quite strong. Try to stay behind him and hammer him with blunt attacks. You will probably need to save 3 defense targets to get a S rank. S____ S | | | | |____|2 | D| ___|__| | | |__S S| | E_____|__D__X__B | | S____ | | | S | | | |__|___| |D | ___|__| | | | | S 1|____S Rustoria Plains Sophinastum Gorge Middark: Infernal Path Morion Ring (STR, VIT, Defense +10%) Joker's Burgonet (DEF + 25, SP, DEX) Ancient Sapphire (STR, VIT, HP Based ATK +10%) The boss is waiting immediatly after the barrier, which has only a single sub-boss, albeit a moderately tough NM. The only catch to this dungeon is that the boss will teleport after fighting him for a while to one of the defense points chosen at random. If you are slow enough he can teleport repeatedly. Aside from having to fight him twice he is fairly weak, and should go down easily to the usual tactics. Note that if you are really fast you can beat him before his first teleport, and that he may, on rare occasions, get stuck in the wall, in which case just wait for him to teleport again. No need to worry about time as you get much more than you need. 2 D__ D | | | |___ BXS|____| | | | _|__| | | |___ D _| |_E _| 1__| Rustoria Plains Guban Hill The Phantom Reach Fallen Sphere Necklace (HP, STR, HP Recovery +10%) Earrings of Guidance (DEF + 25, SP, AGI) Ancient Diamond (DEX, AGI, CRT ATK +20%) This dungeon is very easy. No barriers or mazes just a strait shot to the boss. The boss is a dragon with over 10 million HP so he can take a bit of punishment but he is very weak. Use the same strategy as the Littlefoot dragon and you can beat him without taking a single hit. One thing to look out for is the smokelike 'shadows' around the boss and elsewhere in the dungeon. If you walk right into one you get hit with stun and slow, but they are pretty easy to avoid. There is also ample time to get both treasures and get an S rank. D 2 __|__ | | | |______| | | | | D-| |_____|___ | |B | | |______|__| | | | | | |______| | | \ |_____| 1 | \ D | E Oldrobe Forest Teim Valais Estuary Poisoned Swamp Inferno Belt (STR, VIT, Attack + 10%) Wisp Whisperer Earrings (DEF +25, SP, AGI) Ancient Ruby (STR, AGI, Damage Multiplier: +10%) Although very linear, this is one of the most original dungeons in SI, and despite its name, it is not filled with poison. There are a series of 6 indestructable 'Weak Rocks' (W on my ascii map) and a bunch of mobs called explosive eyes (marked with cross swords like a sub-boss, but not on my map because they are literally everywhere). After losing over half their HP these eyes will blow themselves up in a huge AoE explosion, destroying nearby walls and damaging you and your party if you don't evade. You have to use normal attacks because SS will probably 1 hit them, and if you accidentally kill them just wait for them to repop. The first chest in this dungeon is hiding on top of some rocks and you will have to climb up to reach it. The boss is a giant version of the explosive eyes aptly called 'Huge Explosive Eye' and like his smaller cousins he uses massive AoE attacks. Though he doesn't self destruct he can cause pretty hefty damage and debuffs, so try to switch or run away when you see a big attack coming. Note that you can walk around the first rock in this dungeon. D /\ / \ E-W-\ / \ W W W \ / \ S W W X / \ \_____/ \___D | 1 | | B | |__D| | | |2__| Oldrobe Forest Felldart Passage Prison of the Forgotten Ars Guard(DEF +25,Damage Reduction % +40,ATK +138,VIT,AGI,CRT Resistence +10%) Slave-King's Helm (DEF +25, SP, DEX) Ancient Amethyst (VIT, AGI, HP Recovery +5%) Hordethorne Pollen Sprayer To clear this dungeon you need to defeat the boss called 'Pollen Sprayer' 5 times. The boss will appear at random when you kill his minions called 'Hordethorn' an indeterminate number of times. The minions are marked with the crossed swords and pop in large numbers in the open area where the boss appears. They are weak and can be killed several at a time using an AoE SS. Since the boss may pop behind you and there is no notice when he does, I sugget keeping an eye on the map. You will see a dot appear when there is a boss. Note that it is possible for 2 bosses to appear at once. Fortunately, the boss is also pretty weak, which is good since you need to fight him 5 times. The only thing to watch out for is his debuffs, but you can stop him from using them with a switch hit. The dungeon itself is fairly large and the defense points are spread out so time is a serious issue. If you want the chests and a S rank you will probably need 4 or more attack bosses repelled. I recommend fighting a few bosses until all 3 targets are under attack, then rescue them all starting with the west one. You can then rescue the west one a second time after a few more bosses, then return to finish the dungeon. 2 | _______|___ | | | D | | | D |______| / |B | / |__|___________/ | | _______| | | | | | |_____________|___ | | | |__1 | | | | E | |________D Jeweled Peaks Lakes Shangil Resevoir Speagh Callaecia Luxurious Pendant (HP, SP, Increased SS Damage +10%) Savage Guard (DEF +25, Damage Reduction % +40, ATK + 138, DEX, AGI) Ancient Citrine (STR, DEX) The boss of this dungeon is invincible until you kill his 7 minions, hidden through the rest of the dungeon. My map doesn't show it very well but the passageways are quite wide and there are plenty of blind corners for these guys to hide in. Furthermore, they are not always in the same places. The boss is always in the place closest to the entrance, but the minions will be in 7 of the other A on the map at random. They will probably only take a few good SS each to kill off, finding them all is the real challenge. Also, you can't see them until you get kind of close. I'm not sure if that is by design or due to technical limitations. The boss itself, like most everything in this dungeon, is a treant. That means he is slow, has high HP, and like to use AoE attacks with stun. Be ready to switch or evade, both of which will probably fail so you will lose your chain a few times. Slash and blunt attacks seem to work better then thrust. There is ample time so even if you go around the whole dungeon 2 or 3 times looking for that one minion you missed you should have no problem getting S rank so long as you rescue the defense points. A CCW route will take you past the defense points in the order they are attacked but you will probably pass the first one before it needs saving so get it on the return trip. IMHO Luxurious Pendant is awesome, try to get a good one. E A__A________A | | | | | |__ A____B____A | A |D | A | ASX__| |A |A |___| |__A _A| | | A A | | A |_________| |__A_____|2 A A| D D 1 Kurjiez Desert Remetta Excavation Fury's Cradle Helm of Revelation (DEF +26, SP, VIT, Backstab CRT +10%) Hazardwall(DEF +25, Damage Reduction % +40, ATK + 146, DEX, AGI, Defense +15%) Ancient Hermatite (VIT, DEX, CRT Resistence: +15%) You will notice immediately what kind of dungeon this is; there are 666 attack targets and you have a whopping 90 minutes on the timer. Fortunately they are very easy. You should have not trouble one hit killing them even without SS, although a good AoE really speeds things along. They pop in large numbers in an open area right at the entrance, and in groups of 2 or 3 at other points in the dungeon. The only catch is that the ones in the open area are accompanied by a couple slightly annoying normal mobs that spam you with SP drain debuffs, who also repop fairly quickly. My best time with B rank and no chests was 17:20, but I usually took over 20 minutes to clear the dungeon, so be prepared for a long grind. If you want the S rank and chests, wait until you are about half way through the 666 targets and the room is mostly clear before you make a single trip through the rest of the dungeon and you should finish up before any of the defense points falls in the second round of attacks. Note that since these enemies are so weak and numerous this is a great opportunity to train any weapon with an AoE SS that you don't normally use or to grind NPC traits. __ 2| | D__| __ |____/|| |__| | |D |______| |A | | E__|__| |_ | | _|_____| D| |__1 ------------------------------------------------------------------------------ Update 3: This update becomes available after clearing all the SI update 2 dungeons. Be forewarned that this is a LOT harder than the previous updates or anything else in the game (DLC excluded). I first attempted these dungeons with my whole party at level cap with HNM weapons +9 with sacraments and end game armor using the same tactics as earlier and in every single dungeon I either got massacred or ran out of time with the boss around half HP. Legendary weapons and hidden EX skills are highly recommended. If you want to stand a chance you will need for farm some traits on NPCs. Also the liberal use of potions couldn't hurt The changes to update 3 are as follows: - The NPCs guarding the defense points can be 'leveled up' by farming traits on the NPCS from town. This is a tedious process that can take dozens of hours, but is really advisable to attempt these monstrous dungeons. The game goes into this in further detail. - As soon as you enter the dungeon all 3 defense points come under attack. - Defense points are attacked by 3 attack bosses at once. - If any defense point falls, the boss gets a lot stronger. - A teleport stone is added to the dungeon, but it is only activated once the sub-boss is defeated and the barrier removed. - Crystals cannot be used in SI update 3 dungeons (I didn't need them in 1 or 2). - SS and SSS rank are added for even better rewards (marginally). ------------------------------------------------------------------------------ Oldrobe Forest Valkyr Weald Withern Badlands Powerbracers (STR, VIT, Attack +10%) Suregrip (STR, DEX) Divine Sapphire (STR, VIT, Defense + 10%) This level is just sadistic. Let alone the fact that you have to kill 5 bosses in just 20 minutes while the defense points are being attacked by 3 bosses at a time, you have to fight without killing any of their minions. The minions, who will go down with a single hit, always hover around the bosses and will come after you if you are within range, seemingly throwing themselves into your attacks if you try to attack the bosses themselves. The only thing you can do is luring the boss away from his minions by sheathing your weapons and pressing triangle a distance away. Even if you lure him away he can still get pushed up on the rocks and cliffs around the dungeon making him hard to hit and probably ruining your chain as well. But wait, theres more: if he moves to far from his spawn point he will be warped back WITH FULL HP! Also, the bosses will only appear at 5 of the boss points on the map, chosen at random, but the minions will always be at all of them, and they can wander over to the defense points on occasion, making them unsavable. The only bright side is that the bosses aren't very strong, so there is little risk of being killed in this dungeon. Okay, enough ranting about the dungeon from hell, here is how to beat it. The bosses are golems so blunt attacks might be effective, but I will not try that. Instead you should use dual wield and what I like to call the 'dual wield trick'. Start with dual wield, then open the menu before engaging the boss and change to an EX skill with good offensive buffs. Sacred Cross works well for this. Next close the menu and thrown on all your best buffs. Then reopen the menu and equip a sword to your left hand, this automatically changes you to Celestial Blades. Activate your remaining buffs, including the normal ones that only last 15-30 secs and begin attacking the boss. You can kill him in a minute or less so long as nothing goes wrong (and good luck with that). When you repeat this process for the next boss your cursor will already remember to be in the right places on the skill and equipment menus so you can do this fairly quickly. The ideal order through this dungeon is to kill one boss near the entrance, rescue the west and south defense points, kill the sub-boss (he will probably debuff you) and teleport to the north defense point. You should have enouth time to beat 2 more bosses before needing to save the defense points again, then just enough time left on the clock to kill the last 2 bosses with a few minutes to spare. You should probably use some potions for this dungeon as well. _D | B T B__|_B_ ___B________| |_ | | |__1 E_______|___|D _____ B | X B |___B T |____B___2 | S |________B| | D Jeweled Peaks Lake Tribei Feireese Lake Way Lake Mistrock Bug Repellant (HP, SP, AGI, SP Based ATK Up +5%) Helm of Mystery (Def +26, SP, VIT, Backstap CRT Up +10%) Divine Emerald (VIT, DEX, CRT Resistence: +18%) This is a fairly strait forward level. The only points of note are that the westmost defense point is quite a trek from the boss, and that there are 2 bosses. The boar type sub-boss is so weak he is barely worth mentioning. The bosses are lion like beasts, they are usually right next to each other and one will attack you while you are trying to chain the other. They hit pretty hard so you should try to evade, even though this will make it hard to build a decend SSC. Once again I recommend Dancing Hellraiser for these bosses. To get a SSS rank in the dungeon take the teleporter to the boss immediately after beating the sub-boss and focus on attacking one of the 2 bosses. Once the first defense point falls below half HP go and rescue it, killing all the attackers, then take the portal back and run to the west defense point and do the same. The north defense point should still be fine but since it is on the way kill the weaker monsters but don't waste time on the turtles. Make your way back to the bosses and focus on the same one as last time. You will have to make a second trip to the defense points once they are below half HP, probably before you finish the first of the 2 bosses. Once you have killed the first boss the second should be much easier to finish off alone, but it should go down with a minute or two to spare, provided you didn't get killed a bunch of times fighting the first boss. Note that the king has one nasty ability that reflects some of the damage he takes back at you. This cannot kill but it will reduce your hp to 1 very quickly. If you are not using Righteous Cross I would recommend killing the queen first. D______ 2_ | B | |__| D | T |____|_______| | | | |__XS | | 1_| | | |__________ | | | T |__| D_| | | E Kurjiez Desert Alle Fioro Sweltering Tropics Assassin's Buckler(DEF +26,Damage Reduction % +40,ATK +146,SP,VIT,SP Regen +3) Victor's Pendant(HP, STR, HP Based ATK Up +5%) Divine Amethyst (VIT, AGI, Damage Resistence: +5%) Here is a level with no cheap tricks, just pure old fashioned brute strength. The boss, as well as both sub-bosses, are dragons. Like all dragons, they can be downed by damaging their head or tail. But unlike other dragons, they are tough. The first sub-boss is actually a normal slow dragon with high HP as his only redeeming feature, but the second one is a lot faster so you will have a hard time evading his attacks. The boss itself is also fast, but ridiculously strong to boot. He can do well over 50000 damage with his 3 bite combo. If you see this attack coming I recommend backstepping rather than sidestepping as he can turn very quickly. I have only ever been able to beat him with Sacred Cross or Warmonger's invincibility abilities. The only good news is that he is very easy to run away from because his linear walking speed is so slow. When making your way through the dungeon rescue the west and defense points as you pass them the first time, fight the boss a bit, then rescue the east and west defense points once they get down to about 25%. You will need to rescue the south again at some point, but try to get the boss to around half his hp or less by then. You may need to rescue the east defense point a second time before finishing off the boss. _E | || | 2--|BTD __|XTD || |S| | ____/ | |_XD/ 1 _S| || Kurjiez Desert Trie Modragal Pass Shifting Sands of Haz'id Mask of Bravery (DEF +26, SP, VIT) Ring of Lightness (STR, DEX, Damage Resistence: +10%) Star Ruby (STR, AGI, Aggro Based Attack Up +15%) This dungeon is one of the easier in update 3. The sub-boss is weak, the defense are easy to reach and the boss is slow and easy to chain. The boss is a clone of the second area boss. Stay behind him and take out his legs while building a chain, then do massive damage while he is down. He can be beaten with the scimitar strategy without too much pain. His worst attack lets him summon minions and remain invincible until they are beaten. 1 E__________|___ | |_____2 ___|_D | | | | D-| | _T_|_D T___|XS__________| | | B Kurjiez Desert Calt Blanc Way Baltray Frontier Handy Bracers (STR, VIT) Bodybracer (HP, VIT, HP Based ATK Up +5%) Divine Diamond (DEX, AGI, Attack Speed Up +4%) This is hands down the easiest of the update 3 dungeons, which is to say it is only almost impossible with normal methods. The defense points are easy to reach, the sub-boss is a joke, and the boss is the easiest in update 3. The boss's chamber is connected to the rest of the dungeon by an unmapped teleporter on the floor behind the barrier. The boss himself is a clone of the first area boss. To down him and attack his main body you must break both of his legs. The legs regenerate rather quickly, but hitting them does damage and builds the chain. He also is guared by some weak slime type minions that like to debuff. Staying behind the boss and Using SS with good AoE is effective, Dancing Hellraiser works well, just be careful you dont run out of SP. Be prepared to backstep if you see an AoE attack coming. This is the only update 3 dungeon I have beaten with normal methods. D__ T D |_ | / \___E | _|_D | 2 |T/ \_S_____| 1 X B Oltrum Bastion Oltrum Bastion: Cordia Rogue's Shelter ? ? Divine Hematite (VIT, DEX, Incresed SS Damage + 10%) This is a rather unique dungeon. First, there are no treasure chests as far as I can tell. Second there are a lot of barriers and sub-bosses guarding them. Though not as bad as the dragons of the Sweltering Tropics, these sub-bosses are above average strength. Defeating any of the 7 sub-bosses will activate the teleporters, and any of the 3 closest to the boss will give you a path to him, while the rest can be ignored. The boss and sub-bosses all have NM in their names but have 4 health bars like HNMs. The boss is a reaper type and as such regularly summons spirit minions that, while weak, render the boss invincible. This is a guaranteed chain breaker so expect this to be a very time consuming fight. You will probably have to make at least 2 trips to each defense point but there is enough time to defeat the boss and protect all 3 to get a SSS rank, assuming you maxed the NPC's emotion level. That being the case, the best route through this dungeon is through the sub-boss to the east or west of the boss, for easy access to the teleporter. _____________E | S S | X X ____S____S____|___ | X X | | | B T D_|T___|__SX|___XS___| X | D S | |_______| | D Oltrum Bastion Oltrum Bastion: Flail Lievus Retreat Vital Guard (HP, VIT, Max HP +10%) Assault's End (DEF +26, Damage Reduction % +40, ATK +146, VIT, AGI, SP Based ATK Up +5%) Divine Onyx (STR, AGI, SP Regen +5 / 5 Sec.) This level is fairly strait forward except for the sizable trek to reach the north and south defense points. The boss is a pair of clones of the horse like boss of the third area. They have some fairly strong attacks but they go down easily by breaking their legs. I recommend Dancing Hellraiser for its wide AoE. You can keep both bosses down for the majority of the fight and build some massive chains. Celestial Blades or Illusion Thorn can help with this. You will need to back off and go to the defense points at least twice to get a SSS rank. D |_ | | 1_| | | __| SXT____B |_____| E__T| D | | D___|__ | | |__2 Oltrum Bastion Ilial Temple: Lift Dracovale Temple Hem of Composure (DEF +26, SP, VIT) Defender's Wall (DEF +26,Damage Reduction % +40,ATK +146,HP,VIT,Defense +15%) Divine Citrine (STR, DEX, HP Regen + 20 / 3 Sec.) This dungeon is a series of teleportation circles. They will either be alone or in groups of 2 spaced vertically, in which case I will refer to them as (N)orth and (S)outh. To get past the barriers between the entrance and the boss go SNS. The boss room has a teleport in each cardinal direction, with the east one going back to the entrance and the others going to the room in that immediate direction. The north and south 'L' shaped rooms both have a single teleport at their entrance returning to the boss room and 2 at their west end, the N going to the nearest treasure chest room and the S going to the nearest defense point room. The empty room in the middle has a single teleport in the east going back to the boss and 2 in the west with N going back to the entrance and S going to the west defense poitn. At treasure chest room 1 N goes back to the entrance and S to the boss, with treasure chest room 2 being the reverse. defense point rooms each have 2 teleports, with the south and east rooms having N going back to the boss and S going back to the closest room that leads to them. The north room has the opposite. I could not think of any good way to show all that in my ascii map. The boss is a clone of one of those bull area bosses from area 4. He has some very powerful attacks with massive AoE, and enough power to one hit kill with some of his attacks. Fortunately, he is incredibly slow so you should have no problem evading most of his attacks. His worst attack hits the entire room for massive damage. When this attack is coming you cannot use the teleports and if it hits it is a guaranteed one hit kill on the party. It is possible to parry or use some similary ability, but I recommend using the Warmonger or Sacred Cross's defensive abilities rather than having to worry about timing. D__ . . __ . | . | 2__ . . | D__ . . __ . . . _B_XXX__E | . 1__ . . . | D__ . . __| ------------------------------------------------------------------------------ Misc. FAQs: Q: What do I get for doing SI? A: Update 1 give you access to some end game level equipment very early on. Update 2 lets you infuse sacraments, which makes your equipment a good bit stronger, plus has some better loot. Update 3, despite being ridiculously hard, gives loot that is at best marginally bettern than 1 and 2. If you manage to beat every single SI dungeon you get to see a brief cutscene. Q: When should I rescue the defense points? A: In update 1 & 2, once a boss attacks it. That is just because killing them is necessary for the S rank, these dungeons can be beaten before any of the defense points fall. In update 3, wait until they are at half HP or slightly lower, then make a single round, killing everything at the defense point, before returning to clearing the dungeon. This will generally leave you with just enough time to finish the bosses without any NPCs dying. The actual magic number for the SSS rank is 30 bosses, or 5 rescues, with all NPCs alive, but the sixth is often necessary to keep the NPCs alive to get a SSS rank. Q: Why do you say some pieces of equipment have no effect or have an effect 30% of the time? A: I could be wrong with some of these. I took a survey of 100 pieces of equipment that sometimes did and sometimes did not have an effect and found 29 did and 71 did not. It is entirely possible that rate varies based on factors I hae not yet discovered. In an effort to farm all these equipment I got at least 10 of everything before I concluded that they had nothing. For some I went as high as 20. This does infact leave the possiblity that I simply had bad luck with some of them. Q: How can I farm the chests more quickly? A: You don't need to finish the dungeon, just get the chests then return to the entrance and repeat until you get the best stats on the loot you want. For chests that are a long way from the entrance try farming in multiplayer mode, but solo obviously. In multiplayer you can save yourself the walk back by logging out to go back to the lobby. Q: Can I go back for the chests after clearing the dungeon? A: Yes, although there isn't much need to do so. In multiplayer there is no timer after clearing the dungeon so you can go back for the chests. Also in single player you can stop the timer and walk around the dungeon by opening the menu. You will need to beat the NM guarding the chest in 25 seconds or leave it to your party though. Again, there isn't really a need to do that but you could if you wanted to. Q: What is trait farming and how do I do it? A: The game calls it something else, but this is the process of increasing the personality traits for NPCs, here is a brief guide: step 1: become acquainted with a NPC either by completing their quest on the message board or by talking to them 15 times in town (will need to leave and return twice). step 2: become friendly with NPC by accepting their email request, completing their delivery quest, talk to them 4 times then reply to their email friend request. step 3: add friendly NPC to party go into field and enter combat with them until traits appear. step 4: repeatedly issue orders corresponding to their traits until they can grow no more. you can check by facing them and pressing triangle with your weapons sheathed and no monsters around. Weapons must be drawn to issue orders step 5: repeat 1-4 with new NPC(s) until emotion level is maxed. You will need to go to an update 3 dungeon to check. It took me 45 NPCs with emotion values in the teens and 20s, so probably about 10-20 hours of total farming. I highly suggest doing this concurrently with other game activities, such as farming loot for legendaries. Q: Do I really need to max out the emotion level? A: Maybe not but I would definitely recommend it for the hardest dungeons in SI update 3. Some of them are a bit easier but you will probably want to get the emotion level to 2 or 3 even for those. Q: What is Dancing Hellraiser and why do you keep recommending it? A: It is a scimitar SS at 250 skill. It is my favorite SS and I use it constantly because it pierces defense, which is great for bosses, and has a very wide AoE, better than most skills that advertise as AoE. You can use some other type of weapon if you want but this is my preference. Q: What is air dashing? A: You can dash repeatedly in midair with the R1 button. This lets you cover great distance quickly, but with each dash the SP cost increases. Q: What are normal methods? A: I use this phrase a couple of times to describe how I fought bosses in updates 1 and 2, as opposed to 3. It means no legendary weapons, potions, or hidden extra skills, just enhanced chest weapons (up to HNM) and skills that can be attained with 250 skill level or less. That includes both buffs and SS. I make this distinction because it is sufficient for update 1 and 2 and anything more can take 10s of extra hours, as opposed to minutes to get these. Q: What are legendary weapons and how do I get them? A: The game's strongest weapons, though only marginally better then the much more attainable HNM weapons. Check the gamefaq forums or do a google search on how to get them. I did not discover any of this on my own so I won't include further instructions in this guide. Q: What are hidden extra skills and how do I get them? A: They are the more advanced EX skills and some of them have some awesome skills. In all honesty, I have no idea how to get them. Most just show up on their own at some point, I had to google the rest. Q: What extra skills should I use? A: The basic extra skills are all fairly mediocre, your first priority should be sword skills and all the buff battle skills. If you have the skill points to spare I would go for buffer or attacker, if just for the passive skills.
Once you get access to the hidden extra skills they are game changers.
Celestial Blades lets you build some massive SSC either with dual blades or
without but eats a ton of SP. It is best when you need to do a lot of damage
quickly and can take some time to restore your SP between rounds of attack.
Illusion Thorn is almost as good for SSC but sacrifices some DPS to save a lot
of SP. It is best when you need a sustained assault. Warmonger has some decent
attack buffs with great defensive buffs. I would recommend it against those
bosses that can wipe your party with a single hit, and also for the other
members of your party. Sacred Cross is similar to Warmonger but a good bit
stronger, but costlier and with greater downtime. It is a great middle ground
to the others. There are a few more that are all much better than the basic Ex
skills, but these are my recommendations for SI.

Q: Which buffs should I use?
A: For bosses, all or as many as you can. In general, anything that increases
attack or movement speed or restores HP/SP. There are a bunch of good ones on
the 2 handed sword path. Increasing SSC is also great, but only once you can
get it in the 10s or 20s.

Q: Why do you refer to the defense points by direction rather than color, like
the game does.
A: I personally find it easier to keep track of their locations rather than
colors. Also, this make the guide color blind friendly.

Q: Why do you use the 'rhetorical you' so much?
A: Because when you are giving instructions that is how you talk.

Q: Why do you refer to all the bosses with male pronouns?
A: No real reason, that is just how I think of them unless the have an overtly
feminine name.

Q: Can I quote/post this guide on some other website?
A: Knock yourself out, I really don't care. Just be sure to cite the source
and author.

Q: Why do your ascii maps look so horrible?
A: Because I'm not going to put that much effort into improving them.