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Path of the Disciple - Version 4 vs Version 5
Mar 27, 2026, 11:46 AM
Fixed 3 broken wikilinks: chapter-9-the-sage-of-the-desert -> chapter-9-the-sage-of-the-desert-walkthrough, chapter-9-the-sage-of-the-desert -> chapter-9-the-sage-of-the-desert-walkthrough, throw -> throw-skill
Apr 8, 2026, 02:31 PM
Convert partial-term wikilinks to full-term wikilinks (1 merges)
11Overview2233Path of the Disciple is the second trial quest in the Six Pensive Statues and the Evil Spirit sub-chapter of Chapter 9: The Sage of the Desert. The trial takes place in a sunken arena deep in the Serpent Marsh and tests Kliff's raw combat strength against increasingly powerful opponents.4455Quest Details6677DetailInfoChapterChapter 9: The Sage of the DesertSub-ChapterSix Pensive Statues and the Evil SpiritRegionSerpent MarshQuest TypeTrial / CombatPrerequisitePath to EnlightenmentRewardsProgression to True Strength trial88Objectives991010Navigate to the sunken arena through a narrow cave passageSurvive five consecutive waves of spirit warriorsDefeat the enhanced guardian at the end of the fifth waveClaim the trial reward from the altar11111212Walkthrough13131414The sunken arena is accessed through a narrow cave passage. Follow the torch-lit path downward until you reach the circular stone arena. Once you step into the center, the trial begins and you cannot leave until all waves are cleared.15151616Each wave introduces progressively tougher spirit warriors. Waves one and two feature basic melee opponents. Wave three adds ranged attackers who throw spirit projectiles from the arena edges. Wave four mixes heavy shielded enemies with the ranged units. Wave five spawns an enhanced guardian along with a final group of mixed enemies.17171818The enhanced guardian at the end of wave five is a mid-tier boss with a shield and heavy weapon. Use Force Palm to break its guard and follow up with your strongest combo. It does not have a second phase.19192020Tips21212222Stock up on at least 50 Grilled Meat before entering. You cannot leave the arena once the trial starts, and health pickups are limited.Area-of-effect skills are valuable here. Two-handed weapons or wide-swing sword combos handle the grouped enemies efficiently.Prioritize ranged enemies in waves three and four. Their projectiles interrupt your combos and can stack up quickly.The enhanced guardian in wave five telegraphs its heavy attacks clearly. Dodge sideways, not backward, to stay in range for counterattacks.23232424Related Quests25252626Path to EnlightenmentTrue StrengthFace the Inner Self