San d'Oria: The Second Walk Alliance Raid Guide
Welcome to our guide to San d'Oria: The Second Walk, the second wing of the Echoes of Vanadiel Alliance Raid. This guide aims to provide players with a quick explanation of mechanics encountered so they have an idea of what to expect in the raid.
Introduction
San d'Oria: The Second Walk is the second Alliance Raid in Dawntrail.

How to Unlock San d'Oria: The Second Walk
To unlock San d'Oria: The Second Walk, players must have completed Jeuno: The First Walk, which is unlocked via the sidequest "An Otherworldly Encounter." This quest is from the Hoobigo Messenger at Tuliyollal (x13.0, y11.6). Continuing the quest chain will lead to "Dreams of Paradise," which unlocks the Second Walk. Players must have completed the Dawntrail main scenario quests to unlock the raid series.
Lore
Sareel Ja remains determined to fashion a figure he believes worthy of ruling Tural. Confident he has found a champion that proves your match, he has extended you an invitation to return to Jeuno. There, you come face to face with none other than Kam'lanaut─Archduke of Jeuno, and one of the last survivors of an ancient race known as the Zilart. Kam'lanaut soon departs for the battlefield, eager to meet you in combat. Refuse Sareel Ja's hospitality, and he has promised to unleash a horde of echoes upon the people of Yak T'el. With little choice but to accept, you steel yourself for another journey down the Walk of Echoes.
The Second Walk Raid Guide
Faithbound Kirin
Faithbound Kirin is the first boss fought in the Second Walk. Clear the trash mobs leading up to it and use the portal to enter the arena.
Faithbound Kirin Mechanics
Faithbound Kirin uses the following mechanics.
- Stonega IV: Raidwide magic damage.
- Wrought Arms: Summons arms at the edge of the arena. These copy the boss's normal AoEs when tethered.
- Synchronized Strike: Two large line AoEs. Copied by the Arms afterwards.
- Crimson Riddle: The boss faces a direction and cleaves in front. It then faces a direction and cleaves behind it with its tail.
- Summon Shijin: Summons an untargetable Byakko add and several panels around the arena. The add jumps to a pane, dashes across the room, and does a large circle AoE from where it jumped to.
- Wringer: Point-blank AoE. Copied by the Arms afterwards, which is a donut AoE around the boss.
- Striking Right: The boss faces an Arm and tethers to it, striking its right in a circle AoE. The tethered Arm copies it and does a giant circle AoE afterwards.
- Double Wringer: The boss shows two red AoEs that the Arms copy, then does a Wringer at the end of the cast bar.
- Mighty Grip: The boss changes the arena to a square. It becomes invulnerable and untargetable and sumons two Chiselled Arm adds which must be killed before it finishes casting Kirin Captivator.
- Towers: Four towers spawn which must be soaked by tanks. The NPC will take one tower.
- Synchronized Sequence: The boss shows two red AoEs that the Arms copy. It casts the first AoE then the second.
Boss Tips
Here are some tips for defeating the boss successfully.
- Wrought Arms are stationary and copy the previous mechanic the boss did. Recognizing the copied mechanic that happens after is paramount to surviving when they are combined.
- Watch for the fiery mouth and tail when the boss spins suddenly, as Crimson Riddle covers half the room.
- Pay attention to where the Byakko add jumps to during Summon Shijin. It is preparing to dash across the arena with a line AoE and do a large circle AoE where it ends up, and it'll always be across the arena. Therefore, the sides are always safe.
- Double Wringer and Synchronized Sequence are tricky. A good tip is that there are always three sets of AoEs. For Double Wringer, the first set is always a point-blank AoE at the end of the castbar, then the initial AoE and donut, then the copied AoE. Synchronized Sequence is similar but the first set is the first AoE shown, the second set is the copy of the first AoE and the second AoE shown, and the final set is the copied second AoE.
Ultima and Omega
Ultima and Omega are the second encounter in the Second Walk. You will fight them together on a floating airship and both bosses need to be tanked. They have separate health bars and distinct mechanics. Ultima stays at a wall off the arena, while Omega is in the middle of the arena.
Ultima, the Feared Mechanics
Ultima uses the following mechanics.
- Antimatter: Magic tank busters on Ultima's tank and the non-Omega tank.
- Energy Orb: Fires beams from circles that spawn at the edge where Ultima is.
- Tractor Beam: Ultima pulls all players towards it. An airship spawns on one side which does an AoE as it's pulled towards the boss.
- Mana Screen: Summons mana screens, which extends Energy Orb beams perpendicular when they are hit.
- Citadel Buster: Heavy raidwide damage.
- Chemical Bomb: Four proximity AoEs that spawn around the edge of the arena in succession. Rotate to mitigate.
Omega, the One Mechanics
Omega uses the following mechanics.
- Ion Efflux: Raidwide magic damage.
- Aft-to-fore Fire: Moves near Ultima and casts an AoE behind, then in front. Dodge after the castbar finishes.
- Anti-personnel Missile: Marked AoEs on several players.
- Surface Missile: Shows three sets of AoEs which fire in succession.
- Trajectory Projection: Players receive AoE chasers with countdowns. These explode where the players were at the end of the countdown.
- Multi-missile: Ultima pulls all players to it and stuns them. Players must navigate AoEs while moving to the other side before the airship explodes.
- Hyper Pulse: Omega lands back onto the middle of the arena dealing proximity damage.
Boss Tips
Here are some tips for defeating the boss successfully.
- The flow of the fight is generally one boss doing a mechanic that needs to be dodged, followed by the other boss doing a mechanic that targets players.
- Watch for the objects outside the map, as most of them are doing line AoEs across the airship. These include the airship during Tractor Beam and Energy Orb beams.
- The Energy Orb beams will only hit two of the three Mana Screens that spawn, so figure out the safe spot from the trajectory.
- After Ultima pulls and stuns you, you need to move to the other side on the green area to jump to the next airship. Take your time and don't walk into AoEs as they will kill you. You can use mobility abilities here.
- Once you're on the second airship, the fight becomes fast-paced with multiple AoE combinations. Dodge everything as it comes.
- One deadly combination is Surface Missile, Energy Orb, and Aft-to-fore Fire. Each AoE will show itself sequentially and you will have to dodge all of them.
- The fight isn't too tricky if you stay aware of what both bosses are doing. The added boss casting bar feature helps with this. Focus target is useful as always.
Kam'lanaut
Kam'lanaut is the third boss fought in The Second Walk and uses elements and swordplay. Clear the trash pack leading up to it and take the portal.
Kam'lanaut Mechanics
Kam'lanaut uses the following mechanics. Each element has a colour and texture associated with it. The six elements are fire (red), water (dark blue), wind (green), earth (brown), ice (white), and lightning (purple). It can be hard to differentiate between some elements for visually impaired players. The arena also changes at certain points in the fight.
- Enspirited Swordplay: Raidwide magic damage.
- Proving Ground: Creates a bleed puddle in the middle of the arena.
- Elemental Blade: The boss casts multiple rings of elements around it. These elements in the next AoE will expand.
- Sublime Elements: Elemental line AoEs or conal AoEs spawn around the arena. The elements indicated by Elemental Blade will expand and widen.
- Princely Blow: Physical line AoE tank buster on all three tanks.
- Light Blade: A line AoE across the middle of the arena. Swords spawn, which do a line AoE from where they are pointing. The boss's sword then glows, and it cleaves the side of the arena where it's glowing.
- Esoteric Scrivening: Tethers all players. The arena starts floating up into the air, with three platforms attached at the side.
- Transcendent Union: Deals six instances of raidwide magic damage and one hit of heavy raidwide magic damage.
- Esoteric Palisade: Summons three elemental crystals and seals off the platforms. Expanding elemental rings spawn from the boss, and when it hits the crystal of the same element, the crystal does a large circle AoE. Players receive marked AoEs with the last crystal. The second time this is cast, all six crystals spawn and two rings are spawned at a time.
- Illumed Facet: Summons three untargetable adds which cast Illumed Estoc, a line AoE towards the platforms.
- Shield Bash: A knockback from the centre of the arena. Use knockback prevention abilities or get knocked back towards the platforms.
- Empyrean Banish IV: A stack marker on a random player.
Boss Tips
Here are some tips for defeating the boss successfully.
- Remember the elements stocked by Elemental Blade. Get away from these elements for the next mechanic.
- Light Blade happens in three parts. Don't forget the half-room cleave after the sword AoEs.
- The rest of the fight comes down to watching the elements from Elemental Blade and Esoteric Palisade. Always move away from the elements that were shown, whether it's a line AoE, conal AoE, or circle AoE.
- For Illumed Facet, wait until the clones do their AoEs before moving to the safe spot for the knockback. Alternatively, use Surecast or Arms Length while dodging the AoEs to completely negate the knockback.
- One of the Empyrean Banish IV stacks is accompanied by a half-room cleave, so make sure to stack on the safe side.
Eald'narche
Eald-narche is the final boss in the Second Walk. Players can fall off the arena.
Eald'narche Mechanics
Eald'narche uses the following mechanics.
- Uranos Cascade: AoE magical tank buster on all three tanks.
- Cronos Sling: Cards surrounding Eald'narche form a pattern, indicating the type of AoE. If they form a sphere, it's a point-blank AoE, and if they form a cylinder, it's a donut AoE. Afterwards, the cards move to one direction to indicate a cleave on that side.
- Empyreal Vortex: Multi-hit raidwide magic damage with marked AoEs and ground AoEs.
- Warp: Eald'narche jumps to a corner of the arena and faces the centre. He immediately casts Sleepga, a frontal AoE towards the centre which puts players to sleep if hit.
- Gaea Stream: Line AoEs appear that move in the direction indicated. Two sets of AoEs spawn after the phase transition.
- Omega Javelin: Marks players with AoEs. These leave behind a persistent puddle which explodes after a short duration.
- Duplicate: Summons two giant cards on the ground, which explodes on the tile and the four tiles cardinally adjacent to it. The first cast spawns one card as a tutorial.
- Excelsior: Stuns all players, removes one tile from the arena, and transitions into the second phase gaining new abilities.
- Visions of Paradise: Casts Duplicate, but swaps two tiles. One tile will have a card and the other will be the removed tile. Dodge the card AoE explosions, but don't stand on where the moved tile is.
- Stellar Burst: Grabs one player and chains them with a stack AoE.
- Ancient Triad: Ice AoEs cover three tiles and fire circle AoEs spawn on the ground. There will be either proximity damage from the centre with expanding water ring AoEs or a draw-in with moving wind tornadoes.
Boss Tips
Here are some tips for defeating the boss successfully.
- Look at the cards surrounding the boss to know if it's in or out for Cronos Sling.
- Follow the AoEs for Gaea Stream. This is because there will be a second set of AoEs afterwards after the phase transition when this is cast.
- There will always be two safe tiles for Duplicate in the beginning, but this becomes one safe tile after the transition as one tile is removed. Look for the corner of one tile away from the other tile or where the other tile is being teleported to.
- When Ancient Triad is cast, the ice AoEs will persist during the next Gaea Stream. Don't move into the ice AoEs and look to be on the opposite side of where they are.
- The boss will continue with various combinations of mechanics, including Ancient Triad into Visions of Paradise, Cronos Sling, and Warp. Stay on your toes and dodge all the AoEs while adhering to the platform restrictions.
Rewards

Each alliance has their own treasure coffer after each boss, which has two pieces of gear. Only one equipment piece can be acquired from the raid each week.
The final treasure coffer contains a Wind-up Eald'narche,
3x
Tattered Second Movement Score, and 3x Eald'narche Triple Triad card.
Changelog
- 05 Aug. 2025: Guide added.

This guide has been written by Lyra an accomplished raider in FFXIV and has written raid guides for the game for the past five years. You can follow him on Twitter and he streams raids on Twitch.
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