Agartha Walkthrough Banner
  • Last updated 06/25 - Guide is fully checked and verified
  • The spoilers in this walkthrough are limited to what enemies you will face in a particular node. 
  • Every major boss encounter is initially hidden. 
  • Press the New Monster Information or Boss Information headers to see specific spoilers, advice and/or tips.
  • Generally, Agartha is a continuation of Shinjuku in difficulty. Some encounters are easier or harder depending on roster.
  • Break Bars are a standard feature by now, bosses cannot be cleared within a single turn.
  • Female and genderless Servants receive double bond points! With half the roster available, and with support Servants freely available, this extra Challenge shouldn't pose much of a threat!
  • General rule of thumb when using a bond bonus team is to be careful around quests marked as hard or very hard. 
  • Finally, there's a healthy mix of filler mob fights and bosses, with a full clear around 916 AP.
  • Spotted an error, have a question, or ideas to improve the guide? Feel free to drop a comment on the Walkthrough forum thread.
  • Have fun and enjoy the story! 

Female Servant Bond Bonus at Release

Class [Female] Servants

Node Difficulty Scale

Filler Easy Moderate Hard Very Hard
Node Enemy Classes Enemies & Difficulty Notes

Ch. 1- 1
Ah, what grand adventure doesn't start with an ambush of wild Chimera? There's no time to charge NP bars, so do bring some competent (AoE) anti-Berserker measures.

Ch. 1- 2
Charge NPs on the small fry and unleash a powerful chain on the final large boar before it starts putting on the hurt.

Ch. 2

Ch. 3 - 1

Ch. 3 - 2
Time to get serious! Don't let the hidden class fool you, this Servant has Berserker typing. Luckily there's no enemy NP bar to worry about. Break her first bar and the fight should end.

Ch. 3 - 3
Charge on wave 1 for a wave 2 Chimera.

Ch. 4 - 1
> Obligatory Wyvern Quest.
Note: Rider of Resistance can't use his NP.

Ch. 4 - 2

Ch. 4 - 3
Big Spriggan in the final wave. Snipe it with a strong Archer before it starts stacking Critical buffs.

Ch. 5 - 1
A new Monster approaches:
A new type of filler mob! They are relatively harmless.
Click the New Enemy Information below for specifics.

New Monster Information

Mob Class Drop Notes
Proof of Hero These New Pirates are a variant of the old familiar Pirate.
They can reduce your Critical Stars by 5 and increase their own Critical Damage by 20%.
They act once and do a damaging attack on full charge that decreases Critical Damage by 20%.

Ch. 6 - 1

Ch. 6 - 2

Ch. 6 - 3
This looks more dangerous than it truly is.
This Servant has no AoE NP to worry about, instead she possess both Voyager of the Storm and a special HP/NP Drain skill that charges her NP.
Her charged "attack" charges her allies NP bar and heals them for 3000.

Ch. 6 - 4
Round 2.
Nothing truly changed except a beefier enemy boss.
On break she will buff the MAX HP of any surviving allies by 10.000.

Ch. 7
This node features two very beefy Soul Eaters.
While these aren't dangerous, they can stall the fight with their Evasion.
Just bring a decent team to avoid that.

Ch. 8 - 1
If you thought last node was annoying, this one is even worse!
Bring a strong ST DPS Casters, Berserker or Avenger.

Ch. 8 - 2
A new Monster approaches:
An entirely new type of Assassin mob!
Click the New Enemy Information below for specifics.

New Monster Information

Mob Class Drop Notes
Fool's Chain These Torturers bring Taunt to the forefront
They will act twice per turn.
Their only skill debuffs 1 enemy with Taunt for 3 turns, and buffs their own Attack.
At full charge they do a damaging special attack that first removes defense buffs.

Ch. 8 - 3
More of the same, but easier.

Ch. 8 - 4
More of the same, but even easier.

Ch. 8 - 5
Use this fight to get to know the skills and effects of both of the bosses.
There are no special gimmicks, but the Caster cannot use their NP.
Thus focus mainly on countering the Assassins.

Ch. 8 - 6
First Mini Boss encounter.
Click the Mini Boss Information below for specifics.

Mini Boss Information

Boss Class Notes
On Assassin of the Nightless City Break: Charges her NP to full.
On Caster of the Nightless City Break: Grants her Evasion for 1 turn.

With 2 Break Bars per Servant to chew through, this fight may seem fairly intimidating at first glance.
However, much like the previous fight, Caster of the Nightless City has no NP to charge.
Caster can AoE Charm males, but breaking the first HP Bar of Assassin of the Nightless City is the most dangerous.
Try to have defenses ready as she is about to launch her NP, and the quest should be straightforward from there.
Try and charge NP Gauges on wave 1 and 2.

Ch. 8 - 7
Pure Story Chapter.
Back to Chapter Selection
Node Enemy Classes Enemies & Difficulty Notes

Ch. 9
A new Monster approaches:
Introducing your newest most hated monster.
Click the New Enemy Information below for specifics.

New Monster Information

Mob Class Drop Notes
Chichi Divine Wine These new Demonic Giant Beasts drop the new Ascension Item from Agartha.
Worryingly, they hit single targets normally, but when they crit they unleash a massive...headslam that damages the entire party.
As Archers...they crit a lot and act 3 times.
Their only skill applies Buff absorption to all enemies for 1 time (no expiration), while buffing their own attack.
Their charged attack deals massive AoE Damage, poisons for 500/turn and applies a 1-turn NP Damage down.

Ch. 10 - 1

Ch. 10 - 2
Another intimidating fight that looks a lot worse than it is.
The boss in the last wave starts with their (ST) NP fully charged.
Charge NPs on the previous wave, bring some defense for the final wave and everything should be fine.
Fight ends after breaking one HP bar.

Ch. 10 - 3
All of these Amazonnesses have been buffed with debuff immunity, more Attack and a Defense Down debuff (all unremovable).
A melee in offense, bringing sufficient damage should be enough to comfortably clear the map.

Ch. 11 - 1
Pure Story Chapter.

Ch. 11 - 2
Pure Story Chapter.

Ch. 11 - 3

Ch. 11 - 4
Careful, there's no time to charge NPs, better to bring some immediate destruction.

Ch. 11 - 5
Boss encounter.
Click the Boss Information below for specifics.

Boss Information

Boss Class Notes
Oh, let the onslaught begin!
Visit the Boss Guide by clicking on the image above for detailed advice.
Bringing defensive buffs is ideal against his high damage attacks, while consistent high DPS is better than burst DPS as well.

Ch. 11 - 6
Boss encounter.
Click the Boss Information below for specifics.

Boss Information

Boss Class Notes
The onslaught continues!
Visit the Boss Guide by clicking on the image above for detailed advice (differs from the previous one).
This fight should be slightly easier than the last, and the same advice is still relevant

Ch. 11 - 7
Boss encounter.
Click the Boss Information below for specifics.

Boss Information

Boss Class Notes
The fight continues with a three-way battle.
Visit the Boss Guide by clicking on the image above for detailed advice on this variant.
Try not to dwaddle too long, as between the high damage from Megalos and the unavoidable environmental damage, not many teams can sustain themselves.
The final wave isn't too dangerous, focus on continuing to counter Megalos.

Ch. 12 - 1
Pure Story Chapter.

Ch. 12 - 2
Second Mini Boss encounter.
Click the Mini Boss Information below for specifics.

Mini Boss Information

Boss Class Notes
This fight isn't too difficult, but dealing with the Hydra quickly can be tricky.
Make sure to remove the Hydra from the fight first as it's actually more dangerous.
The enemy Rider still hasn't got a full NP, just a decently powerful Extra Attack.
For a full list of her skills, check the quest page.

Ch. 12 - 3
Pure Story Chapter.

Ch. 13 - 1
Pure Story Chapter.

Ch. 13 - 2
Third Mini Boss encounter.
Click the Mini Boss Information below for specifics.

Mini Boss Information

Boss Class Notes
Time to finally go all out against Berserker of El Dorado.
Each time one of her HP bars is broken, she will buff her Attack and debuff her Defense.
Don't let her Berserker NP Gauge fool you, she will charge it extremely quickly with her Golden Rule (Beauty).
Best to take her out as fast as possible - but note that she will probably have debuff immunity throughout the fight.
She will do extremely high damage, but also be extremely squishie at the end of the fight.
Taunts and hard survival skills are ideal to help with survivability if flat-out offense isn't an option.

Ch. 14 - 1
Battle ends after 4-5 turns or if one HP bar is broken.

Ch. 14 - 2
Boss encounter.
Click the Boss Information below for specifics.

Boss Information

Boss Class Notes
Click the image above to head to the in-depth Boss Guide for Megalos + Rider of Resistance.
Probably the hardest fight in this singularity, with a few roads to success.
Megalos loves to spam his Evasion, and Rider of Resistance grants a 3-turn Invincibility Pierce when his only Break bar is broken.
Good luck!

Ch. 15
Pure Story Chapter.

Ch. 16 - 1
Fourth Mini Boss encounter.
Click the Mini Boss Information below for specifics.

Mini Boss Information

Boss Class Notes
This is a boss fight that will be a prototype for future Challenge Quests with a boss that relies on its allies to shield them from harm.
Fortunately, the main gimmick of this fight can be easily planned around.
Each time an HP bar is broken, Caster will buff any living ally with Taunt.
If her allies died that turn, or are severely weakened, these Taunts aren't very effective
Masters probably need to tank one of her NPs, all the while fielding strong class neutral options such as Berserker, Avengers, Rulers, etc. are powerful counters to deal with the various classes.

Ch. 16 - 2
Boss encounter.
Click the Boss Information below for specifics.

Boss Information

Boss Class Notes
Click the image above to head to the in-depth Boss guide for fighting the Demonic Pillar.
With a Caster class and only a situational anti-King defensive protection, this fight ought to be fairly straightforward.
But with bad luck, the Demonic Pillar may snipe a target with Instant Death or unlucky random Charm spam via his skills.
Non-king Riders such as Kintoki excel here.

Ch. 16 - 3
Pure Story Chapter.

Ch. 16 - 4
Boss encounter.
Click the Boss Information below for specifics.

Boss Information

Boss Class Notes
Click the image above to head to the in-depth Boss guide for fighting the Demonic Pillar (Chapter-specific).
Last fight was but a warm-up for this one.
Masters need activate its guts TWICE to end the fight.
Berserker and Avengers work extremely well here, but class neutral Alter Egos and Rulers also make decent options.
He can still snipe with Instant Death, and can even charge his NP bar, so playing the RNG lottery is not a good idea.
Good luck!

Ch. 16 - 5
Boss encounter.
Click the Boss Information below for specifics.

Boss Information

Boss Class Notes
Click the image above to head to the in-depth Boss guide for fighting the Demonic Pillar (Chapter-specific).
The Demonic Pillar has infinite guts active for 10 turns.
Masters can end the fight on turn 11, but any pre-turn 11 kills will cause a full HP restore minus a large MAX HP demerit on the enemy.
Otherwise, the fight is similar, but Masters don't need to deal a lot of damage so much as survive long enough for the guts to run out.

Ch. 16 - 6
Pure Story Chapter.

Final Notes

And that's the end of Pseudo-Singularity II: Subterranean World of Folklore, Agartha. Masters are rewarded with both a Holy Grail, unlocking Rider of Resistance as a Story Summon, and access to the Free Quests in Agartha.

Make sure to clear the Golden Village Free Quest to unlock an additional Free Quest.
Back to Chapter Selection
This is just a Spoiler Protection tab to create uncertainty for unspoiled players. There's nothing here, sadly. Go to one of the other tabs for the walkthrough.