Location: Wendell's Nightmare
Hits with recommended weapon:
Recommended Accessory: Herbs
Attacks: The Gelatinoid has no attacks to speak of, though if any form of the Gelatinoid (including the basic slimes) makes contact with Alundra, he will take one point of damage.
Strategy: The Gelatinoid slowly moves around the arena, trying to make contact Alundra, simply hit it with the dagger, moving away during its period of invincibility after each hit it takes, hitting it once it falls out of invincibility. Once the moves of the boss can be predicted to a certain extent, it's possible to keep him invincible for as long as possible, hitting the boss as soon as it stops.
After 21 hits, it splits into four smaller versions of itself, these function in the same way as the big Gelatinoid, along with the grace period whenever they get hit, just hit them with the dagger, aiming to get more than one of them per swing in order to make the fight go faster, and use Herbs if Alundra's health gets too low.
After one of the medium slimes takes 14 hits, it splits into four basic slimes, these take 5 hits with a dagger to kill, these have no sort of invincibility, making them extremely easy to kill as long as Alundra does not get cornered. After every slime is dead, the boss fight is over.
Location: Lars' Crypt, Ancient Shrine and Murgg Woods
Hits with recommended weapon:38 hits with the Dagger, 25 hits with the Iron Flail.
Recommended Accessory: Herbs or Bombs
Attacks: Contact with the Ancient Guardian or his rocks results in 2 damage being taken with the Cloth Armour and 1 damage with the Leather Armour.
Strategy: The recommended strategy for this boss is for Alundra to keep his distance whenever the boss is in his grace period from being hit. Keeping a distance allows the Circular Rock Fall to always miss and the extended version to be dodged much more easily. It also allows a heads-up for the Zig-Zag Rock Fall, allowing that to be maneuvered around. As will the Gelatinoid, try to hit the boss at any point when it is not invincible, though don't risk direct damage in order to do it, though occasionally a hit will prevent the boss from carrying out the attack it was going to do. Also, in the case of certain attacks, such as the any of the gradual rock falls, it might be wise to throw a Bomb, since Bombs deal 2.5 times the damage of a dagger hit to the Ancient Guardian.
For the Shrine Guardian, there are a few slight differences, while the sand there makes Alundra move slower, Alundra has slightly more life and takes half as much damage from the Guardian, he can also deal more damage from a further range with the Iron Flail, finally, the Guardian's attacks are weaker due to the smallness of the arena as well, many of the zig-zag falls terminate prematurely due to contact with the edge of the arena. In the fight, just attack with the Iron Flail whenever there is a chance, dodging the few rock drops that occur.
Location: Bonaire's Dream
Hits with recommended weapon: One hit with a Bomb or one hit with the Earth Scroll and nine dagger slashes.
Recommended accessory: Bombs, Earth Scroll and Herbs
Attacks: Every one of Sara's attacks deals two damage to Alundra, her attack pattern is normally Rapid Dash/Mirror Image → Energy Disc v1/2 → Rapid Dash/Mirror Image etc
Strategy: There are two main strategies that can be used for this battle, the first is to throw bombs around the arena almost constantly. If Sara takes damage from a bomb while using Mirror Image or Rapid Dash, she will be defeated instantly. The problems with this strategy lay with its reliance on luck, the five second fuse of a bomb and the fact that Alundra will take heavy damage from Sara's mirror images, since he is unable to hit them for fear of hitting the actual Sara and breaking off the attack. However, the battle is likely to end quickly with Sara sometimes dashing into an exploding bomb or materializing into one.
The second strategy is slower but a lot more reliable, the first time Sara uses her Mirror Image, use the Earth Scroll to destroy all the images and Sara, as well as removing 2/5ths of her health. Feel free to use an Elixir or Wonder Essence to restore Magic and do it again as soon as possible. If not, proceed to use the dagger almost constantly afterwards, since once Sara is hit, she will stop her attack and teleport away, generally using her energy disc attack.
This fight is slightly unique, actually being a fight against eight of the Mummy Guardians found through the entire Ancient Shrine rather than against any specific boss.
Location: Ancient Shrine
Hits with recommended weapon: One casting of the Earth Scroll, one hit with a Bomb, 10 hits with the Iron Flail
Recommended accessory: Bombs, Earth Scroll and Herbs
Attacks: Contact with a Mummy Guardian deals two damage to Alundra.
Strategy: For this battle, walk downwards and let the Mummies get around Alundra, as soon as they do, use the Earth Scroll, this should kill off most of them, after that, fire off the Earth Scroll once again to kill off any that are still alive. If any live through both spells, use Bombs to easily dispatch them in one hit.
Location: Coastal Cave
Hits with recommended weapon: 10 Charged hits with the Sword
Recommended Accessory: Herbs or Earth Scroll
Attacks: Contact with the Watcher in the Water's vulnerable form deals 4 damage to Alundra, contact with his arms deals 3 damage to Alundra.
Strategy: For this boss, there are two strategies that can be used, the first one that will be covered is the typical strategy while the second will be a strategy that allows Alundra to dodge all of the Watcher in the Water's attacks but at the slight expense of his own damage dealing capabilities.
The Watcher in the Water has two forms, the first of which is the face in the water, this deals no damage when contact is made with it and only has two attacks, Bubbleburst and a Minor Arm Summon, both of these can either be dodged or dealt with using the Sword. After some time, the Watcher in the Water will switch to his second, vulnerable form, at which point, he will use one of his attacks until the condition to stop the attack is met (hitting him for the Major Arm Summon and Homing Arms and either hitting him or waiting for the attack to finish for the Circle of Arms.)
The typical strategy for this boss is to walk around in the water, dodging the arms as they spring up, though it is possibly safer to stand still since it lowers the likelihood of Alundra walking into an arm, though it does increase the chance of the Watcher in the Water summoning one right under Alundra. If he uses Bubbleburst, just attack the bubbles or dodge them. When the Watcher in the Water emerges, charge up a Sword Attack and use it on the body while dodging the arms, hitting them out of the way if it is a Major Arm Summon. After being hit, he will return to his invincible form and the cycle will continue until he dies.
The second strategy that can be used for this battle concerns the raised platform at the top left of the arena. While Alundra is standing on it, he is, for all intents and purposes, untouchable by the Watcher in the Water. Bubblebursts and arm summons cannot touch him and the Watcher in the Water will not attack with Homing Arms or his Major Arm Summon when he emerges, he will only use his Circle of Arms. The only drawback is the limited visual range that he has. If Alundra chooses to stand here, he should charge up his Sword attack and when either the vulnerable form of the Watcher in the Water becomes visible or no arms are visible on the arena for a prolonged time, he should jump down and attack him unless the Circle of Arms is used, due to the fact that he will retract much too quickly, before jumping up to the platform, repeat this until the battle is over.
Location: Nirude's Lair
Hits with recommended weapon: Not needed.
Recommended accessory: None needed
Attacks:
Strategy: Nirude is, for all intents and purposes, invincible. Alundra is not able to damage him in any way, instead he has to run away, reaching the bottom of the bridge as quickly as he can. The only obstacle in the fight are the rocks that fall onto the bridge, but these can be easily destroyed. As soon as the fight begins, begin running downwards. Use normal sword slashes to destroy the rocks unless there are more than two large ones in a row, then use a charge attack to destroy as many of them as possible. Eventually, the screen will begin to scroll downwards at a slower pace and the rockfalls would stop, keep on going downwards and eventually Nirude will stop and the trial will be over.
Location: Torla Mountain
Hits with recommended weapon: 20 charged hits with the Ice Wand.
Recommended accessory: Nava's Charm
Attacks:
Strategy: Wilda has three primary attacks to worry about, however equipping Nava's Charm blocks Fire damage, essentially making Alundra invincible. In the case of weaponry, Wilda is only weak to the Ice Wand and can only be attacked when he lowers his head. When he does, fire a charged Ice bolt at it and wait next to his head while charging up the Ice Wand. If he uses the flamethrower, let Alundra get pushed back and then walk directly towards Wilda's head, firing the Ice Wand once the flamethrower stops, if he fires the fireballs, head closer towards his head to dodge them, if Alundra gets hit, it's unimportant since he'll take no damage. When Wilda's head it up, it is best to stand on the upper right corner of the arena until he lowers it once again. Repeat this process until the fight is over.
Location: Sanctuary
Hits with recommended weapon: 48 charged shots with the Willow Bow or 6 castings of the Fire Book.
Recomended accessory: Silver Armlets or Recovery Ring
Attacks:
Strategies:
Magic - At this point Alundra has 3 Magic Seeds, along with an Elixir and a Wonder Essence, this allows him 9 possible castings of the Fire Book, six of these have to make contact with Ronan in order to kill him. If you choose to use this strategy, only the first two castings of the Fire Book can be directly chained, the rest will have to be slightly staggered. This is since Ronan responds to the first with a series of Arm Cannon bursts, after the second casting, he responds to a Fire Book casting with a shield summon, making him invulnerable during the entire period of the spell being cast.
Pros
Cons
Physical - The Willow Bow will be the weapon used, charged shots from it have the advantage of both range as well. Alundra is able to stay near the bottom of the arena and fire charged shots with impunity, having to only occasionally move to dodge the arrows from the sky. The charged shots from the Willow Bow should be enough to destroy Ronan's shield, but if Alundra does get hit by the shield dismiss, he will be able to easily heal the damage. At that distance Ronan will not use his arm cannon attack.
Pros
Cons
Location: Lake Shrine Interior
Hits with recommended accessory: 10 castings of the Fire Book
Recommended weapon: Spirit Wand
Location: Lake Shrine Interior
Hits with recommended accessory: 5 castings of the Fire Book
Recommended weapon: Spirit Wand
Location: Lake Shrine Interior
Hits with recommended accessory: 6 castings of the Fire Book
Recommended weapon: Spirit Wand