Too Human (XBOX360)
Too Human FAQ - john_h_rand
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Too Human FAQ

by john_h_rand   Updated on
Too Human Guide
Table of Contents
Introduction [Intro] 
Camera [Cam01]
Controls - Melee     [Cont01]
Controls – Ballistic [Cont02]
       2-in-1 Moves            [Cont2n1]
       Basic Combat Tactics:   [BCbt01]
Classes [Class01]
       Alignments              [Align01]
       Skill Tips			  [Skill01]
Enemies [Grim01]
       Goblins                 [Gob01]
       Trolls                  [Troll01]
       Dark Elves              [Elf01]
       Undead                  [Horde01]
       Polarity Enemies        [Poles01]
Bosses [Boss01]
       GRENDL-1                [Gren01]
       Hod                     [Hod01]	
       Ev. Hate                [ELH01]
       Garm                    [Pup01]
       Hel                     [Hel01]
Items/Runes/Charms [Loot01]
       Rarity Guide             [Rare01]
       Weapons                  [Wpn01]
       Runes                    [Rune01]
       Charm Guide              [Charm01]
       Epic Sets & Errata       [EpSt01]
       Armor Grinding           [Grind01]
       Charm-to-Rune Translation [Ch2Rn]
Wells & Secret Locations & Achievement Errata [WellSct01]
Definitions [Term01]
	MMO Terms [Term02]
Enjoying the Story [Story01]
Thanks & Contact Information

Introduction: [Intro] 
If you’re reading this, then you’ve ignored the negative reviews long 
enough to be curious.  I will say that most of the reviewers who 
didn’t like this game (including Yahtzee) were pwned by its novel 
control&camera scheme at first, and then the strategy required to 
manage the extra dangers of exploding, damage-over-time status effect 
inflicting hordes that the game throws at you as you approach the 
level cap.  Also, as a loot-intensive game, many of a characters 
weaknesses and the slower character animations can be rectified 
through skills or item bonuses; something that a lazy or busy 
reviewer doing a single run through campaign mode would not be able 
to comment on.

The goal of this guide is to give a primer on controls, enemies, and 
general strategies surrounding Too Human, and will only briefly touch 
on class-builds because they are too varied for anyone to be able to 
cover the nuances. has several excellent forums 
dedicated to the classes.  This guide is intended as a resource for 
the uninitiated, though it is my opinion that lvl’s 1-49 are really 
training-wheels for lvl 50.

There are two in-game guides that are available that not many people 
know about.  The first is the “Advanced Combat Tab” in the menu.  The 
second are stations in both Tyr’s Workshop and Idun’s cyber-
laboratory that are not marked but give you an “A” button prompt in 
the upper left-hand corner of the screen; just run along the outside 
walls of the rooms and look for the prompt to locate the information 
terminals. (An additional note that doesn’t fit anywhere else, both 
the Weapon and Armor shop have terminals where you can “Ready up” in 
multi-player or go do non-campaign missions in single player.

Lastly, I do apologize for the “walls of text” in certain places.  I 
have attempted to break up the information as much as possible, and 
format for readability as much as a .txt file will allow.  Also, some 
of the advice is repeated multiple times.  This is because I’ve added 
sections where it is relevant again; and have decided to keep that 
advice in its original location as well so that someone who’s only 
reading a specific section will still receive the information.

The Camera: [Cam01]
The camera controls are:
To zoom out to an overhead camera angle: Down on the D-pad.
To zoom into a closer to an over-the-shoulder camera angle: Up on the 
To center the camera behind Baldur/change focus from a priority 
target: Press the left-shoulder button.
To turn on the Damage Meter: left on the D-pad.  This measures damage 
dealt and damage taken, but omits healing or DoT dealt to monsters.

Too Human’s camera has gotten much hate because it is a novel attempt 
to be both be non-fixed and outside of the player’s control.  The 
biggest problem that an initial player has is that the only control 
the player has over the camera is zoom-level (from “close” to 
“Isometric” or Diablo style) and the ability to center the camera 
behind them.  The camera moves, seemly at random & cannot be nudged 
so that every enemy is directly in front of you when you attack it.  
Hence the reason many people think of it as broken after a short 
play-through.  Ignoring the game’s tendency to show off “pretty” 
environment pieces outside of combat, the camera does have logic 
behind its motions in combat.

The “I must center every enemy in front of me & if I can’t the game’s 
broken” is an incorrect response caused by habits created in TP-
shooters. The Too Human control scheme is designed to be played like 
Geometry Wars (or Smash TV, or Robo-tron), where you attack inside of 
a relatively fixed view by pointing your right-stick at the enemy, 
vice lining your opponent in your sights like you would a TPS.  

Secondly, the camera has a tendency to focus and lock onto the 
closest “large threat”; on the assumption that you’d like to keep an 
eye on the very large Troll instead of the very small goblin.  To 
break this lock because you’re running for a door, container for 
health, or missile-goblin, press the left-shoulder button to 
instantly put the camera behind Baldur.  The game will still try and 
have you aim at the Troll if you’re firing in its general direction, 
but you can dash into melee with the camera at your back.

Controls Melee: [Cont01]
Melee Attack: hold the right-stick towards an adjacent enemy; if 
there are multiple enemies; wiggle the stick to strike at multiple 

Slide***: Press the right-stick towards an distant enemy that has a 
target lock circle under their feet, and Baldur will zip towards the 
enemy about 5 times faster than he could walk there and execute a 
single melee strike when he collides with the enemy.  

Juggle: double tap the right stick towards an enemy to knock an 
opponent into the air.

Jump: press “A” to jump.

Air-sliding: during your jump arc, press towards an enemy in the air 
and Baldur will actually ‘fly’ you up to enemies that have been 
juggled into the air, and you can air-slide to multiple targets if 
you have air-melee strikes left.  This actually does require some 
precision, and you can correct with a mini-slide in mid-air if you 
don’t find yourself aligned for attack when you finish your slide.  
(My record is 5 air-slides to different opponents, but I was taking 
advantage of a slow status effect…)

Fierce-Attacks: press both sticks in the same direction at the same 
time when an opponent is at range for a blast from your melee weapon. 
This blast continues through enemies, unlike ballistics which are 
usually stopped on contact.

Finisher-Attacks: press both sticks towards an enemy in melee. This 
executes a backflip-overhead smash that does triple damage to energy-
shields and destroys armor layers.

Air-Finishers: air slide, then press both sticks to execute an air-

Ruiner: press the right-shoulder button to execute an Explosive AoE 

Spider: press “Y” to activate a spider.  For spiders which lay mines, 
pressing “Y” will deploy more mines, after the spider scuttles into 
position, so long as the spider has energy.  Pressing “Y” with a 
turret spider will have it scuttle the spider into a new firing 
position as well.  Shield spiders seem to have infinite range though 
I suppose you could move them if you really felt like it.

Dodge-roll: press “B” to do a roll that has frames of invincibility 
in the middle of the animation; which prevents damage from attacks, 
missiles, troll stomps&hammers, and even status effects such as 
poison and burning (Stop, drop, & roll kiddies).  However, Polarity-
Trolls will still land their status effects from their stomps&Hammer 
AoE attacks during your dodge.  Ironically, even with a short “cool-
down” time between rolls, it is still faster than Baldur’s default 
jogging speed.  

Standing up: while not, technically, a move, as you never want to be 
put on your ass, it is mentioned because you also have frames of 
invulnerability while standing; a trait which is unfortunately shared 
by Baldur’s enemies. 

Activate Feneris / Sentient Weapon (a.k.a Unleashing the beast): 
press down/click both sticks, and watch a copy of your weapon attack 
on its own with intensity and purpose, granting you a full combo-
level per kill.  Note that this ability has a 20 minute cool-down 
time, so manage it carefully & as a general strategy, it can be 
deployed at the outset of a stage for instant combat effectiveness.

*** Note: as someone with 150 plus hours as an air-specialist that 
the slide is actually more precise than I think is possible for the 
player to differentiate in the hectic combat that is Too Human.  For 
example, if there are ten enemies on your right flank, the player 
could not judge the angle he should press the right stick for any one 
specific enemy and will just have to trust that the game will attack 
the one they intended – it makes the combat feel looser/less precise 
than an average Ninja Gaiden/God of War action game, but also makes 
the combat more of a flow because you’ll usually hit something even 
if you’re a little off in direction when initiating a slide as 
opposed to totally whiffing like you would in a typical action game.
Controls - Ballistic [Cont02]
Use Firearms: Press the right stick to target while pressing the 
right trigger to fire.  Note that the game will not change targets 
automatically when your enemy dies, so constantly switch targets with 
the right-stick as you kill targets.

Secondary Fire: Press the right stick to target and the left trigger; 
secondary-fire consists of either a second weapon with independent 
targeting for pistols, a grenade for rifles, and the different cannon 
alternate fires. For precision grenades&missiles hold the left 
trigger to target and release when the appropriate target is 
selected.  Note that grenades can be launched at targets that are out 
of range for primary fire.  Use of secondary fire depletes ammunition 
very quickly.

Reload: press down/click the right stick for a manual reload.  This 
is much faster than not doing so because Baldur has a short pause 
after the “magazine empty” beep (with a confused look, I imagine) if 
he runs out of ammunition while firing.  Also, with rifles, if you 
attempt to fire a grenade when you have too little ammunition, it 
will initiate a manual reload as well.  Note that if your weapon’s 
ammunition will slowly recharge if you switch to melee without a 

Target Air-borne Missiles: you can aim at missiles by double tapping 
the right-stick while shooting.  This grants combo, and if you have a 
laser weapon equipped, can almost instantly remove a missile salvo 

Ballistic Juggling: ballistic juggling can be done by initiating a 
juggle then pressing on the right-trigger without moving the stick as 
the game auto-targets the enemy you just juggled. It is very useful 
for building up a high hit-count on your combo-meter.

2-in-1 Moves: [Cont2n1]
The core mechanic of TH is that all of the moves can be initialized 
during a slide, so that you execute them immediately when you land at 
your enemy.  

An example would be: tap the right stick, double tap the right stick, 
listen for Baldur making a melee hit, press “A”, tap the right stick, 
tap both sticks in the same direction.  This would be 
slide_juggle_air-slide_air-finisher on an opponent. 

The most basic 2-in-1 is the double slide, where you tap to slide to 
one enemy, and then immediately tap in another direction slide to 
another enemy.  This is useful for hordes that you can OHK, or just 
preventing a horde of enemies from dog-piling Baldur, and can be done 
if you launched multiple enemies into the air or have a partner 
serving bad-guys up to you.

The next most basic is the 2-in-1 slide-Juggle. This is like doing 
moris-code with your right stick, basically a “dash-dot-dot” with the 
right stick (no pun intended).  The nice thing is that the time it 
takes to slide gives you time to move your thumb to the jump button, 
making the timing for the air-slide relatively forgiving.

2-in-1 finisher: this can be executed on the ground or in the air.  
Generally the problem with this attack on the ground is that the 
finisher takes so long to execute that the enemies who are worthy of 
them can knock you down while you attempt to execute it.

2-in-1 slide-ruiner: ruiners executed with a 2-in-1 slide cost 50% 
less combo to execute, effectively nearly doubling the amount of 
ruiners you can use you in a given combat.
Basic Combat Tactics: [BCbt01]
All classes can benefit from the following tactics.  

One thing to remember is that before you hit the cap at Lvl 50, you 
will probably be leveling up several times in a mission, particularly 
in multi-player.  The problem is that after you gain 4-5 levels, you 
start to be under-geared for the stage making the combat both more 
dangerous and more tedious due to your enemies being able to absorb 
and inflict greater damage.  

While you can attempt to mitigate this by having higher level gear in 
reserve, you will generally just be replacing it so quickly that it’s 
better to endure the irritation until lvl 50, then put together some 
lvl 50 Orange Armor with purple runes while you hunt for or build 
your end-game Armor.

Containers should be left alone until one is leaving an area or in 
dire need of health, as they are the only source of health for most 
classes besides health drops from fallen enemies.

Building combo-level is generally based on the toughness of the enemy 
you’ve killed, so goblins grant a minor boost while dark elves can 
quickly fill your combo-meter.  Air kills grant bonus combo, as do 
shooting missiles out of the air and using specific attacks on 
polarity enemies as discussed below.

Building & Maintaining your Hit-Counter:
To quickly build hit counter, ballistic juggling is the fastest way 
to go because it is relatively quick and most classes mediocre ranged 
damage will allow even a goblin to provide about ten hits worth.  

The next most effective for building a hit counter is air combat as a 
death-blow landed on an air-born enemy grants one extra hit to the 
counter as well as the bonus to one’s combo meter. Combined with the 
fact that air-finishers give all classes the potential for multiple 
hits in the air and it is a slower but steady method of gaining hit-

Melee will also build hit counter relatively well for most classes.  
Ballistics is the worst method because only the initial bullet on a 
non-airborne enemy counts as a new “hit”.

Maintaining a hit count becomes an issue in a few different 
situations: (1) running to a distant spawn of a new horde; (2) when 
you’ve been frozen or knocked down and don’t know if you can beat the 
count-down clock for a melee strike; (3) when a horde of enemies has 
piled up beneath your feet and the game is taking it’s sweet time 
knocking them down.  The basic way to maintain a hit counter in all 
of these situations is to switch to ballistics, as it will reset the 
count-down timer, even if it doesn’t build hits.  This is an argument 
for the rifle as a default for most classes, as the extra range 
insures you can reach that distant horde of bad-guys.

Air Combat:
The main advantage to Air Combat is that is allows you to separate a 
single enemy from the crowd for focused damage without the worry that 
you’ll be beat down from all sides while doing so.  

The main difficulty with Air Combat is that it’s not an attack option 
on all units, namely Bosses and Dark Elf Leaders, and, if doing 
speed-runs, that it is a slower method of killing than just staying 
on the ground.

The only units that are a major cause for concern if you’re 
attempting prolonged air-combat are missile-goblins and dark elf 
leaders as these are the two units that can knock you out of the air 
with their ranged attacks.  Non-leader Dark elves and the undead can 
take pot-shots at you as well, but they’ll only manage to inflict 
minor damage.  If you’re playing a class with multiple strikes in the 
air, it is best to let yourself drop to the ground if you see a 
distant Dark Elf Leader or missile-goblin fire on you when you’ve 
been in the air for a bit.

There are certain moves that really do need to be mastered to take 
full advantage of the air combat system in TH.  The first is the 2-
in-1 slide-juggle, as the animation for a juggle is slightly slower 
than a melee strike, which can be a problem if you’re surrounded by 
ten enemies.  Air-Finishers are much safer than ground finishers 
because the aerial isolation makes up for the length of the finisher 
animation--particularly if you’re a low DPS build attempting to 
battle Dark Elves, Undead Wolf Troopers, or Trolls.

Once you’ve finished with an aerial beat-down, you will likely have a 
pile of enemies underneath your feet.  The game will usually knock 
them on their ass and let you land in the space that opened up, but 
if it’s too crowded then it does take some time to land.  The best 
thing to do upon landing is an immediate dodge-roll in an open 
direction.  This gives you time to let enemies finish their “stand 
up” animation in which they are as invulnerable as you are in the 
similar animation.  If you want to continue juggling, then 2-in-1 
slide-juggle back into the fray to start the air combat up again.

Classes: [Class01]
On the class selection screen, each class has a specific strength 
that is measured on a scale of 1-5.  Anything below a 3 takes a 
penalty that appears in the “Status Screen” on the menu to the 
affected trait.

	        Bezerker Bio-Eng Champion Commando Defender
Health		   2       4        3        2        4
Melee	              5       2        3        1        2
Ballistic           1       2        3        5        2
Armor               3       3        3        3        4
# of Air Attacks    4       4        8        1        1

In addition, each class has a passive benefit that they grant to 
themselves and their partner in co-op, and the human alignment has a 
Spiritual Ruiner determined by their class.

The Bezerker: 
-Group Benefit: enhanced combo growth/Extra Level
-Ruiner Spirit: The Bear
-Weapon Proficiency: Dual-wield swords and staves

The ‘zerker is the master of close combat, but at the expense of 
health and durability.  Play a ‘zerker if you want to wade through 
hordes like a knife through butter (remember to leave enough enemies 
standing so your partner has combo-meter & feels like they’re 
helping), but remember that polarity DoT is far more deadly to you 
than the more durable classes.  People comment that playing a ‘zerker 
is like playing TH on “fast-forward”.

The Bio-Enginer:
-Group Benefit: passive regeneration
-Ruiner Spirit: The Valkyrie- damage converted into health (Glitched)     

The Bio-Enginer is the most durable of the classes because of their 
ability to regenerate health as well as perform large heals / clear 
DoT at will through the use of battle-cries or their spider.  A great 
support class for co-op or for those seeking the “Unstoppable” 
achievements in single player.

The Champion.
-Group Benefit: increased critical strike chance
-Ruiner Spirit: The Raven – knocks enemies into the air

The Champion is the air-combat master as well as being the jack-of-
all trades, master of none as combat inclinations go.  This class 
requires the most twitch because of the air-combat focus, but is 
great as a starter class for those mastering the mechanics or 
something for someone who wants to be particularly flashy.

The Commando
-Group Benefit: increased explosive damage/radius
-Ruiner Spirit: The Wolf – stuns enemies, preventing movement
-Enhanced Spider: duration(?) and recharge time

The Commando is the ranged combat specialist and can achieve 
ridiculous DPS at the end of the game, cutting through Bosses in 
under two-minutes and even most ballistic resistant enemies only a 
minor headache.  The price of this is atrocious melee combat skills, 
with a penalty to both damage and speed, as well as ‘glass cannon’ 
status in that 5 ticks of DoT is enough to kill even a well protected 
Commando if he lets the enemy close.  Like the ‘zerker, a Commando 
needs to remember to let their co-op partner have some kills so they 
can feel useful and have combo-levels.

I’ve found that the Commando is the best class for end game loot-
farming as you rarely have to stop walking through a level due to the 
speed at which a Commando cuts down enemies, but this is balanced by 
the most repetitive combat style because of the 100% reliance on 

The Defender
-Group Benefit: Damage Reduction
-Ruiner Spirit: The Valiant – stuns enemies
-Weapon Prof: Hammer&Shield (grants both dual-wield & armor bonus)
-Immune to Knock-down

The Defender is the classic tank, capable of absorbing tremendous 
punishment and will never be knocked off of his feet—even during 
extended attack animations or out of the air by arrows or missile 
fire.  However, for this durability, he loses some of the damage 
capability of other classes and has the hang-time of a brick.

Alignments: Human & Cybernetic	 [Align01]
The choice of Alignments after the Hall of Heroes mission has several 
far-reaching effects on your character.  The first and most important 
is the selection of a secondary skill tree, the second is the 
availability of certain types of equipment, and the last thing is 
that there is a separate Epic Armor set for each Class/Alignment 

Each alignment tree starts with a skill that is based on your combo-
counter, followed by branching off into an eclectic-melee or 
ballistic specialist field, terminating with access to a single 

Human Characters gain access to their spiritual ruiners, increased 
attack speed, ruiner damage, and at the terminus skill-faster combo 
growth and an extra level similar to the Berzerker.  Their combo-
counter based skill is efficiency, lowering the cost of ruiners and 
battle-cries based on the combo-count.  The largest detriment to 
being human is that the spiritual ruiner opens up an additional skill 
slot on the class screen without providing any additional skill 
points; and their ruiner remains completely anemic without this 
investment.  As an additional bonus, humans equipment tends to be 
more customizable, with a greater likelihood of having “Empty Rune 
Slots” for enhanced customization.

Cybernetic Characters gain several melee damage enhancements such as 
extra slide damage, the ability to increase the chance of proc’ing 
effects on attacks, and finish with the terminus of extra armor.  
Their combo-count skill increases melee damage as the counter grows.  
Cybernetic characters gain access to ruiners with different status 
effects through their weapons, and have access to two different 
ruiners at all times so long as they have cybernetic-aligned weapons 
equipped.  Lastly, only Cybernetic characters have access to cannons; 
though over all, their equipment is less customizable. 

Each alignment has a different spider-skill in its melee path.  
Humans gain increased recharge rate for greater deployment frequency 
(great for mine based spiders) and cybernetic characters gain 
duration (great for shield/turret based spiders).

The ballistic path for each alignment could be seen as a 6-of-1, 
half-dozen of the other. Humans seem to be the more twitch intensive, 
high DPS ranged build by having reload speed and increased rate of 
fire.  Cyborgs have greater suppressive fire with increased 
ammunition and range.  The last ability in the ballistic path are 
ricochet for humans & piercing for Cyborgs which both add the 
potential for more damage from a single bullet in different ways.   
Note that both of these are available as Charms, though the ricochet 
found on the Human tree is a Tier-3 charm that also provides a skill 

I have a preference for human based characters, as I find that faster 
combo-growth (enabling more ruiners and battle-crys) and attack speed 
more than offsets the damage and armor benefits found on the 
Cybernetic path—though there are certain builds where the cybernetic 
path is either more helpful or required.  

Skill Tips [Skill01]
To say that Too Human has a skill tree is a bit of a misconception.  
In actuality the game has a skill path system that forces the player 
to use a particular set of skills, while allowing some minor dabbling 
in the other skill paths.  The Alignment tree then allows you to 
enhance either the ballistic or melee combat potential of your class 
build.  At Lvl 50, you have 95 skill points.

Every skill tree starts with the passive group-skill bonus mentioned 
in the class section. It then branches two one of three paths, with 
the first node providing a passive bonus, the next node down setting 
your spider ability, the following node setting your battle-cry, a 
final second passive bonus, before terminating at the sentient weapon 
ability.  Most nodes require an investment of a certain number of 
skill points (usually 6) before the next node unlocks.

The first thing to note is that the sentient weapon only allows for 
additional deployment time, which while useful, is probably not the 
best investment of points as you can only deploy the sentient weapon 
every twenty minutes.  Passive bonuses which are constantly helping 
you or an enhanced spider&battle-cry which are more readily available 
are more likely to pay dividends play-wise.

The second thing to consider is that your end-game equipment will add 
bonuses to your skills.  While most skills can have up to 14 levels, 
there are some, namely the Human-Ruiner radius skill, that do not 
provide bonuses for being over the maximum allotment—effectively 
wasting the bonus points.  

Another skill related activity is the re-spec’ing process, of 
reallocating all the points in a particular tree.  This can be done 
at any time, but costs 1,000 bounty and then doubles until the price 
caps out at 1,000,000 – which is about one full run worth of loot in 
one of the longer stages when you’re Lvl 50.  Note that you only 
respec’ one tree at a time and that the price increase happens 
regardless of which tree you choose to re-arrange.

One last thing to mention is that a gentleman Imran Merchant created 
a Java application that is designed to assist with planning builds, 
called the “Too Human Character Plotter” that has the class & 
alignment trees and lets you spend points like you would in the game.
Too Human has three basic enemy types for its different mechanical 
species, Goblins and Dark Elves:
*Melee: these units primarily attempt to close and hit Baldur.
*Assault: these units have ranged attacks that are spammed on the 
*Leaders: These units are either shielded or provided with a ruiner, 
and provide an enhancement to or all of the units adjacent to them.

The basic undead tend to be segregated based on toughness, as they 
all can be effective at melee or ballistic combat. Then there are the 
odd-ball units that defy classification. 

One general combat tip for all enemies is to look at groups of 
“delicate” enemies as well as the breakable containers as 1st Aid 
Kits.  If you are low on health and getting swarmed, use a ruiner to 
thin the ranks and hopefully get a health drop.  Alternatively, save 
containers until you’re low on health, particularly in the Ice Forest 
where you do a fair amount of back-tracking.

Goblins: [Gob01]
Goblins are the typical “horde” enemy of TH.  The regulars are 
usually bronze in colors, with the assault unit looking like a 
beetle, and the leaders being silver.  Goblins deal slashing damage.

Melee Goblins.
This is the weakest enemy in the game and is the standard filler-mob 
in the multiplayer maps.  They should, at most, take two melee hits 
to kill, but usually spawn in groups of 15-30.  The have two attacks:
(1) a light claw swipe
(2) a pounce out of a crouch that can knock Baldur down.

Assault Goblins (a.k.a. Missile-gob’s):
This beetle-like goblin has been modified to fire a missile salvo and 
has no melee capability.  Ironically one of the most dangerous units 
in the end-game, particularly if it is an Elite, because the missile 
salvo consists of eight missiles which can kill many characters 
outright.  In addition, the missiles knock down most classes & 
completely block the screen with smoke effects making them highly 
disruptive.  Polarity missiles also proc’ status effects.  

Goblin Leaders:
These are shielded opponents who are usually paired with missile-
gob’s that will shine a non-damaging laser on Baldur that causes two 
rapid-fire, increased missile salvo’s.  There is a distinct count-
down sound as the lock is taking effect, and it can be broken by 
putting a wall between Baldur and the Goblin Leader.  Leaders with 
missile-gob’s will generally stay stationary until the missile-gob’s 
are killed, and will then charge into melee with Baldur.  Their 
attacks also knock Baldur down.

Trolls: [Troll01]
Trolls are dusty-brown in color and stand shoulders above the rest of 
the units on the battle-field, and are one of the few units that can 
be the target of an air-slide while standing on the ground.  Trolls 
deal blunt damage.

Melee Troll: (a.k.a. the hammer-troll)
Melee trolls have several different forms of attack:
(1) using its large hammer, it can make very large AoE ground-
pounding attacks that also damage other enemy units – the damage area 
is slightly larger than the graphic at end-game so be careful.  
(2) Similar to the hammer-strike, the Troll has a stomp that has a 
much smaller AoE, but can catch you in the air if you’ve just started 
a jump.  
(3) Instead of stomping, a troll sometimes takes an over handed-arm 
swipe at Baldur.  

Trolls are armored, and have their total health&armor spread across 
their arms, legs and torso.  Note that a finisher attack will destroy 
all of a troll’s armor in one hit.

There are two ways to kill trolls.  The first is to strip their armor 
and destroy their body parts, arms, legs and torso, individually 
either with ballistics or melee.  As Melee can’t be easily aimed, 
ballistics is the best option for this route. Destroying the hammer 
is rendered somewhat difficult at times because the troll leads 
slightly with its opposite shoulder blocking fire at its Hammer from 
certain angles.

The second is to strip their torso armor, and the get behind them and 
jump on their back when the “A” prompt appears.  The troll will lean 
either right or left and you press the stick in the opposite 
direction to maintain balance-basically surfing on the troll, 
pressing down on the right stick to crack the troll’s fusion core for 
a OHK when you’re level on its back.  

There are two things to note about troll surfing: 
(1) the troll always leans two directions, and it doesn’t matter 
which way you press the stick on the first lean, but the second needs 
to be the opposite direction the troll is leaning. 
(2) if the troll is next to a wall or curb and bumps into it while 
you’re riding, you’re automatically knocked off and should try and 
reposition or switch to ballistics for the kill.    

A general strategy for a single troll is to run at the troll, waiting 
for him to rear-back for a hammer strike. When the troll does, jump & 
air-slide to the troll, executing an air finisher as he’s striking 
the ground then taunt him into performing another hammer strike so 
that you can dodge roll behind him to jump on his back for the mount-

A strategy for multiple trolls is to air-finish both of them and then 
use a ruiner, as this will destroy their hammers, leaving you to pick 
them off at your leisure.

At level 50, the trolls are able to turn as fast as Baldur can run 
around them and have a tendency to stomp.  Baldur should run towards 
the claw hand and hope for a swipe, and run clockwise underneath 
their arm during the swipe animation for the mount-kill.  Destroying 
(both?) the troll’s legs with melee will slow them down somewhat, 
though it is difficult to tell when the leg health is gone without 
switching to ballistic targeting.

Assault Troll: (a.k.a. trashcan-troll)
This troll has a large gun where the hammer usually is, and a large 
ammo-container (trashcan) strapped to their back.  These trolls fight 
at range by firing a large series explosive grenades that have a 
delayed detonation and large blast radius, but there are a few (three 
or less) ice-polarity trolls that fire a freezing-shotgun blast.  The 
best way to deal with these trolls is to use a distance weapon to 
disarm them; as their weapon is relatively delicate. 

The Assault Troll is also a more proficient melee fighter, and have 
several different attack animations:
(1) the standard melee troll over hand swipe
(2) a back-handed swipe that will get you in the back of the head if 
you try and run under the right arm and has a fair chance of striking 
you in the air; so unlike the hammer troll, you run counter clockwise 
towards their shot-gun arm and hope for a swipe with the opposite 
arm.  (3) a double fisted, overhead smash which will strike you in 
the air.

These trolls can be mount killed, but you also need to remove their 
trashcan which is difficult because it’s durable as hell, and blocked 
by the shoulder armor if you’re using ballistics from the front.

Similarly attempts to melee it off the back are impeded because it is 
not destroyed during the initial air finisher. The troll will try and 
face you if there’s no distraction, making it difficult to attack the 
trash-can specifically with melee.  I’ve found that multiple air 
finishers will do the job though the overhead smash does make this 

Dark Elves: [Elf01]
Dark Elves are much more durable and damaging than goblins are 
usually colored with forest green & black stripes. The leaders 
usually have green and purple stripes.  Dark Elves deal piercing 

Dark Elf Regulars:
These guys are a larger, greener, and more durable goblin with a 
ranged attack.  While they come in smaller hordes, their durability 
allows them to dog-pile more modest DPS builds.  Dark Elves have two 
(1) Their primary attack is a combo-swipe consisting of an initial 
swing, followed by a double-fisted overhead, Wolverine-style slash 
that will knock Baldur down.  
(2) If there is a large group of them, a few will stay back and take 
pot-shots at Baldur, but their inaccuracy, very low rate of fire, and 
relatively slow projectile speed makes this a minimal threat.

If you are a moderate DPS build, then you should keep these guys in 
the air and do air-finishers when you are able.  Their combo-slash is 
very painful as it is effectively a double damage strike, but does 
have one weakness--you do have time, at least with certain builds, to 
interrupt the attack with a juggle between the 1st and 2nd attack 

Assault Elves:
Unlike the regulars, these elves have a cannon on their back that has 
an extremely high rate of fire, fires a faster projectile, and a 
group of three can fill the air with projectiles.  They are not 
terribly more accurate, but the RoF requires that you strafe or zig-
zag to close with them.  These Elves are melee capable, but less 
proficient than Dark Elf regulars.  In general, the best advice is to 
close for melee or circle strafe with ballistic weapons if you are 
not being harried by other units.

Dark Elf Snipers:
These are the pure-ranged Dark Elf unit, and they fire a highly 
accurate beam that hits Baldur for minor damage multiple times; which 
very quickly drains Baldur’s life.  They are very delicate and can be 
easily dispatched if Baldur can close into attack distance.

Dark Elf Leaders: 
Dark Elf leaders are spider/drider looking units which are shielded 
and use a bow to harry Baldur while the very durable hordes of dark 
elves attempt to dog pile Baldur so that the slow moving but highly 
damaging arrows can land.  They tend to stay at range until Baldur 
starts to damage them, in which case they close and perform a 
devastating over-head smash with their front legs that knocks Baldur 
down.  This attack, like the Troll’s stomp, is actually dome shaped 
in its damage radius and will take you out of the air even at the 
apex of your jump arc.  The only grace is that the recovery time for 
the smash is quite long, as they appear to get their legs stuck in 
the floor for a short time.

As they are too large to juggle and too short to air-slide to, the 
only option is ground melee.  Fortunately a dodge-roll does negate 
their damage, even if you roll directly against their torso during 
their melee attack. A lone Dark Elf Leader is easily dispatched if 
you stand directly in front of it and alternate between straight-up 
beating it down & dodge-rolling.  Finishers can be used, but it 
really is a race to see if you can finish before they recover and 
smash again.   The only difficulty is that if you’re behind them, 
they are deceptively fast at spinning and dropping a smash, so roll 
when you see them turn to face you.

If the Dark Elf Leader is not alone, then a ruiner is your best 
option.  If there are melee units surrounding a Dark Elf Leader, they 
share in its protective shield and are effectively immune to damage 
while the Dark Elf Leader retains its shield.  Since it usually has 
multiple units that can knock Baldur down he will barely be able to 
attack any one unit, much less effectively handle engage multiple 

Undead: [Horde01]
The undead appear to be shambling zombie hordes, but there is 
actually a bit more unit variety.  Undead deal blunt and ballistic 

Undead Regulars:
These units are the backbone of the shambling zombie hordes, and are 
slightly tougher than a goblin.  They usually spawn in hordes and 
walk in a straight line at Baldur until they either shamble-sprint 
the last few steps to close for melee or begin to take ballistic pot-
shots at Baldur, which can quickly whittle away health when a horde 
is firing away at Baldur.

Since the size of the horde is the main threat, fierce attacks cut 
through them like butter and grenades do a decent job of softening 
the ranks as well.

Undead Wolf Troopers:
These undead are basically supped-up regulars. They are purplish and 
are very durable and high damaging.  If you are dealing with a large 
group then softening them up as they approach and then switching to 
air-combat is recommended.

Ghouls are the kamikazes of the undead.  They have a trashcan 
strapped to their back and even the non-polarity versions explode 
after taking a slight amount of damage, injuring and knocking Baldur 
down. They are best dealt with at range.

Wraiths appear to be blue tinged floating half corpses that do a life 
leach DoT when Baldur gets in range, and are always somewhat 
“polarized”.  They explode upon death which doesn’t injure but does 
knock Baldur down, though a roll right after the death-blow can 
prevent this; the blast radius for the death-blast grows when they 
are shot.

Necromancers: (a.k.a. Undead leaders)
Necromancers appear as fat-blobs in a floating skiff.  They spawn 
with a horde of undead wolf-troopers and resurrect any non-leader 
units that are killed in the general vicinity with a lazily fired 
shot of mist; units within the reach of this ability have a haze/fog 
over their heads & can be lured out of the resurrection radius.  In 
addition to this, Necromancers occasionally drop a ruiner-like attack 
that does a fair amount of damage after a tell-tale glow that 
indicates the attack is charging. According to other sources, this is 
also an AoE resurrection blast.

Much like the dark elf leaders, Necromancers are best dealt with by 
runnier because of their ability to resurrect their fallen minions.  
They can also be attacked on the ground, despite the fact that they 
float, although their minions make air combat a better option.

Polarity Enemies & Elites: [Poles01]
While there are specific skills which negate polarity problems; the 
following will work for all the classes.  
Light Polarities:
-Fierce attacks, since the attack goes through enemies, it can get to 
the back of the mob.  The game awards extra combo for this kill.
-Ballistics will generally kill them quickly, though one should make 
sure they’re out of the blast range, which can be quite large.
-The Juggle-‘n’-roll: Enemies take falling damage, which means you 
can launch and enemy and then quickly roll away and let the polarity-
enemy explode on landing.  Elite enemies or low-DPS builds make take 
more than one launch.

Dark Polarities: 
The basic thrust is to not to shoot them, ergo:
-Finishers: you are awarded extra combo when performed on Dark 

Polarity Types-Colors:
Lightnening-Purple (Dark Elves)
Slow Movement-Purple (Troll)
Slow Balistics-Purple (Goblin)
Soften (Armor Reduction)-Yellow (Troll)
Life/Combo Drain-Maroon
Lime Green-Poison

Leader Exclusive polarities:
There are leaders who are the default color, but either illuminated 
or subdued like a polarity enemy.  The light-polarity version will 
knock you down if you strike them, and the dark-polarity versions, in 
addition to being charged to explode on death, will charge any other 
dark-polarity unit they are paired with

Elite: This refers to an enemy that is 10 levels above your current 
level.  These enemies are usually gold/silver colored and larger than 
their non-elite brethren.  They have significantly more health and 
deal much more damage.  According to the in-game guides have a 5% 
increase to damage delt as well as a 5% damage decrease to damage 
taken.  They do tend to drop better loot, with the Dark Elf Leaders 
being a possible exception (almost always bounty). 

Bosses: [Boss01] 
All bosses are not damaged by ruiners, but are instead stunned for 
approximately 3 seconds.  

An environmental factor in boss battles, with the exception of Hel, 
is that all of the bosses have arenas lined with containers for 
health.  Hel spawns enough enemies that you can kill for health as 

GRENDL-1 [Gren01]
GRENDL is vaguely apart of the troll family, though he cannot decide 
if he’s a dog or gorilla.

Grendel has two distinct phases with different attack patterns.  The 
first is running around on all fours attacking melee smashes on 
occasion.   After taking a set amount of damage, he will run to the 
edge of the arena and release a horde of flying buzz-saw drones from 
his butt that will harry you across the arena.  These drones attach 
themselves to you and deal DoT until you roll or perform a runnier to 
knock them off. 

The second is, again after a set amount of damage, GRENDL will stand 
and pound his chest and walk towards Baldur.  In this phase, he will 
perform melee smashes, and can grab Baldur and grate him against his 
grinding face/chest for minor damage.  GRENDL also releases drones 
from his butt while walking upright if there are no drones in the air 
at the time.  

The basic strategy for GRENDL is melee while he is on all fours, and 
use a ranged weapon when he stands & is vulnerable to ballistic fire 
in his chest and face.  A plasma weapon is recommended because the 
splash damage will destroy multiple drones in one shot, and will 
prevent any of them from surviving release when he stands.  He has a 
fair amount of health, but should fall relatively quickly if you use 
finishers in melee and a decent ranged weapon.  

Hod [Hod01]
Hod is an Aesir who favors dual pistols with a grenade attachment, 
acrobatic dodges, and the occasional one-two melee attack or ruiner.  
The environment factors into this battle as well, as the first half 
of the battle is a tedious round of environmental destruction.

This battle is divided into two parts after your initial elevator 
ride up to the top of a spire.  The first involves you working down 
four floors where Hod has five sniping platforms set up.  Your task 
is to shoot, as melee is impossible, the platforms out from 
underneath him; preferably when he attempts to jump from one to 
another, causing him to fall to the platforms on a lower floor.  If 
you don’t have the fortunate timing to blow up the one he was trying 
to land on, then you just have to destroy all of them.  Fierce 
attacks and rifle grenades work reasonably well against the 

Hod’s attack pattern while on the platforms is: two bullets, pause, 
two bullets, pause, two grenades, jump to another platform.  

With proper timing you can dodge roll out of the way of all of Hod’s 
projectiles.  Using a rifle for extra range helps because you’ll be 
able to see the bullets coming before they land, making the timing 
more forgiving.  While there are large tanks on the platform which 
provide cover, these usually only survive a few of Hod’s Bullets at 
most, making them a temporary refuge.  As an amusing note, if Hod is 
on the last set of platforms and you’ve been killed, you can target 
them from the ground floor when you re-spawn.

After each platform is destroyed there will be a small spawn of dark 
elves from the elevator.

Once the platform portion is completed, then you face Hod and a Dark 
Elf contingent on the ground floor. If you stay at a distance, he 
will attempt to fire at you, and will start performing backflips if 
you attempt ballistics that make him very difficult to hit most of 
the time, though there are certain animations (certain melee 
attacks/reloads) where he will stand there while you pump him full of 

If you close to melee, Hod will attempt to lazily pistol-whip you, 
which can be avoided with a dodge-roll.  If you stand and beat on 
him, he will drop to a knee and perform your basic ruiner; however 
the blast radius on this attack is huge and totally out of proportion 
with the animation on the screen so it’s best not to trigger Hod’s 
ruiner.  It can be dodge-rolled as well, though the timing is very 

The best strategy is to close with ballistics so Hod does not fire on 
you, then slide in for 1-2 quick melee hits, then dodge-roll away 
when he beings his pistol-whip, and immediately slide back in.  This 
does consistent damage without having him spam his ruiner.  Feneris 
also chews him up reasonably well, and should be used if possible.

The EverLasting Hate: (a.k.a. “The Hate”) [ELH01]
The Hate is referred to as a half-giant or troll variant. He is very 
fast, can sprint very quickly in a straight line, and has several 
attacks with a very wide attack arc.  In addition, Goblins are 
constantly spawning in the arena and will knock you down for a 
beating, usually then being killed by The Hate as he attacks you.

The Hate is a troll who’s arms are triple-layered with armor that 
must be destroyed individually.  He cannot be mount-killed and is 
able to attack directly to his rear with little warning.  His main 
weakness is that he corners about as well as a tank, so you can avoid 
him by circle-strafing and dodge-rolling.

The Hate has the following attacks: 
(1) a single arm sweep that has a very wide arc, particularly when 
performed with the right arm. 
(2) a highly damaging jackhammer punch with both arms which actually 
has a safe spot if you are standing directly in-front, touching him.
(3) the “I’m a little tea-pot” dance which acts like a double stomp 
from a troll – usually performed if you stand directly in-front, 
touching him.
(4) a swing and pound directly behind him.

There are two options for dealing with the Hate, circle strafing with 
ballistics and air combat.  I have found that I can take a minimal of 
damage removing his armor if I just repeatedly perform air-finishers, 
though they only take off one layer of armor from one body part at a 
time, vice stripping him like a regular troll, and must consequently 
be aimed at the particular arm that you’re working on.  Once he is 
stripped, ballistic combat is recommended to make targeting attacks 

The goblins are a very dangerous nuisance in this battle, though they 
can be used for a quick escape from The Hate if they are running 
towards Baldur at an angle that allows for a slide attack away from 
The Hate. In addition to the containers, the goblins will drop health 
that is a life-saver in this battle.

Garm: (a.k.a. Bad Doggie, Hel Sub-boss) [Pup01]
Garm is a large cybernetic dog who’s main attack is firing a massive 
amount of quills at Baldur, in addition he has a long-ranged pounce 
with a ground-pounding effect and will take claw swipes if you get 
too close, even if directly behind him.  Garm has multiple armored 
body parts which much be destroyed.  For non-ranged builds, this is a 
very tedious battle of avoidance and attrition.

Important notes: (1) Garm, by most accounts, is immune to melee 
unless he is whimpering because of armor destruction. (2) damage from 
Garm’s quills can be avoided with a dodge-roll, however you will 
still see the impact animation if struck mid-roll.  

The best strategy for Garm is to circle-strafe counter clock wise 
while hammering him with ballistics, as it gives you more time to 
dodge the initial attack in his pattern.  His quills are fired in two 
salvos, the first starts to his right and sweeps counter clockwise in 
a in a solid line of quills.  This can be avoided by jumping at the 
right time, as Garm will track you in the air, and you should land 
just as the projectile is flying over your head.  The second salvo is 
Garm “shaking like a wet dog”  which does a staggered burst of 
quills.  It’s best to back-peddle and let the quills spread out to 
make them eAesir to dodge, and jumping can be helpful here as well.

Hel [Hel01]
Hel’s main attack is zap similar to a dark elf sniper, a dragon 
missile, and a flip-kick that knocks Baldur down if he closes for 
melee.  Additionally, she spawns undead regulars and wolf troopers in 
groups of 4-5 and slide-teleports around the room.

The best strategy for dealing with hell is to keep constant damage 
applied to her that prevents her from attacking you.  A high combo-
level is helpful for greater slide distance, as is a rifle to insure 
she’s in ballistic range while you’re closing to slide range.  Her 
flip-kick is telegraphed and should be dodge-rolled to avoid the 
knock down. 

This fight occurs in three different rooms, and other than an undead 
mob spawning on the way to the final arena, there are no 
environmental factors except for the generators in each room that 
don’t have any distinct effect and are blown up with almost no effort 
what so ever.

Items, Runes, and Charms: [Loot01]
Rarity Guide [Rare01]
Items and Runes come in 6 different rarity levels:
Green – items have one Rune Slot
Blue  – items have two Rune Slots
Purple – items have three Rune slots.
Orange – items have four Rune slots.
Red    – items have four Rune Slots and always contain orange Runes.

Charms come in 3 different Rarity levels:
White  – Tier 1 Charms
Purple – Tier 2 Charms
Red    – Tier 3 Epic Charms

Items, i.e. weapons and armor, of Purple rarity and above are dropped 
in blueprint form, and choir music plays in the background.  You are 
required to use bounty to craft these items.  Note that as an item’s 
level and/or rarity increases, its basic attack or defensive value 
will be superior to items of the same level or rarity.  On the 
downside, as an item’s rarity level and number of runes increases, so 
does its repair cost.

Items provided bonuses to various stats, or have the “Empty Rune 
Slot” in which case a loose Rune can be placed into the piece of 
equipment to provides the Rune’s bonus, this effectively destroys the 
rune and permanently fills the rune slot.  Some items have charm-type 
proc’ abilities which are detailed in the Charm-to-Rune section of 
the guide.

When looking at a piece of equipment or filling an empty rune slot, 
the bonuses provided by the equipment will be displayed.  Any bonus 
which exceeds the maximum allowed bonus, considering your other 
equipment, will have “(Capped)” by the bonus; which means that the 
additional bonus is wasted with your current gear. 

Note that you have a total of 8 item slots equipped at any one time.  
6 armor, one melee, and one ranged weapon giving a potential 32 rune 
slots.  Also, armor bonuses on weapons are still effective, as are 
melee bonuses on ranged weapons and vice-versa though abilities that 
proc’ only activate if the weapon that is equipped is used, or the 
armor takes damage. Note that Color Runes do not use item slots, 
allowing you to change your armor color at will.

This also means that mixing of certain weapon bonuses on armor is a 
waste of space, for example, sword and hammer bonuses on the same 
piece of armor.  Incompatible mixed bonuses pieces should be salvaged 
unless they are otherwise too good to pass up.

The last note about armor is that there are sets that are 
cosmetically paired that don’t offer any bonuses other than looking 
pretty.  It’s only mentioned in case you want a honking large chest-
piece to go with your Jotun-kin Shoulders, or a Myomer Ninja suit.

The general strategy for inventory management is to switch Auto-
Salvage Type from “Smart” to “Blue” around level 30, and then to 
“Purple” around lvl 45.  The reason for this is that the rarer item 
drops will increase to the point that there is no reason to use 
anything less than that rarity other than pure laziness or rarely, 
charm questing.  Even though your blue-print inventory fills 
relatively quickly with orange blueprints at Lvl 50, Auto-salvaging 
an Aesir Armor piece would be a minor tragedy. 

If you want to give yourself a boost of cash/bounty without 
compromising combat effectiveness, then create item(s) that have 
“Salvage Bonus” on them and equip them while you clear out your 
inventory between missions: at Lvl 50 when you’re salvaging 100k 
weapons, an extra 36% gives you more wiggle room particularly if you 
want to give a few million to a friend that you’re power-leveling.  I 
prefer a melee weapon or really ugly helmet for this because it’s 
easy to see when you’ve left it equipped by accident.

Weapon Properties [Wpn01] 
Swords: Slash damage, highest attack speed, narrow damage arc, 
straight fierce attack.
Staves: Piercing damage, lowest attack speed, wide damage arc, 
straight fierce attack.
Hammers: Blunt damage, middle attack speed, a radius juggle that 
knocks multiple opponents into the air, a boomerang fierce attack 
that misses enemies at a certain distance.

One-handed melee weapons have a higher critical chance.
Two-handed melee weapons have a higher chance to proc status effects.
Dual-wield melee weapons have a wider damage arc, and greater attack 
speed and damage.  This includes the shield on the hammer and shield 

Slug Ballistic Ammo: higher rate-of-fire (RoF), medium damage.
Plasma (a.k.a Hybrid) Ballistic Ammo: Area-of-Effect (AoE) splash 
damage, lower damage.
Laser Ballistic Ammo: damage builds over time to high RoF & damage 
combination; hit-stuns smaller enemies and penetrates troll armor 
more easily. 

Note that each Ammo type dictates a specific Rune Bonus: Slug Ammo 
can have it’s RoF increased, Plasma can have its blast radius 
increased, and laser can have its penetration rate increased.   While 
it would be nice to get a Higher RoF on plasma weapons with runes, it 
is not possible.

Pistols: ability to aim at multiple targets, faster RoF and reload.
Rifles: grenade secondary, which can be launched to targets outside 
of the range of your primary fire. Laser grenades set enemies on 
Cannons: higher damage and ammunition capacity, slow reload, 
secondary attack based on weapon type:
       Slug cannons fire a missile. 
       Plasma cannons fire a large radius grenade.
       Laser cannons fire a quad-damage concentrated beam.

Runes: [Rune01]
Runes have two uses in the game.  The first is to be inserted into 
weapons and armor to provide the listed bonuses for while equipped.  
The second is to be slotted into Charms as 1/2 the completion of the 
Charm’s quest.  It should be noted that Purple Runes *can* provide 
the same level of bonus as an orange rune, though they are difficult 
to find.  The Armor shop sells random runes which can be very helpful 
for completing charm quests.

Orange Runes can usually max out a particular bonus with 3 runes, 
where as a Red rune can either completely max a stat with a single or 
at most two Runes, though occasionally you’ll get a Red rune that is 
nerfed for some unknown reason (ex: one Red Rune, “Destiny”, can 
either max your loot-drop chance at 15%, or provide half, rounded 
down at 7%.  The next best Orange Rune grants a 5% loot-drop chance).

Charm Guide: [Charm01]
Charms are found throughout the game, dropping most often in 
cyberspace. They are equivalent to trinkets or jewelry in most other 
RPG style games. On your character you have to slots marked "Active" 
in your charm page, along with 20 inventory slots for other charms, 
for a total of 22 you are able to carry at any given time.  When a 
charm is placed in the Active slot, any quest completion requirements 
will be added as they are achieved. 

Once a charm is completed if you keep it in the active slot you will 
gain the bonus listed on the charm. If a charm is listed as an 
"Armor" charm the effect listed has a chance of occurring when you 
are struck by an enemy. If the charm has a "Weapon" effect it has a 
chance of the effect when you strike an enemy. Level 3 charms can 
have both Weapon and Armor designation at the same time. 

Strategic considerations for weapon vs. armor charms: (1) if you’re a 
high DPS build, then weapon proc’s might not be that useful because 
the enemy will be dead before most DPS effects would be useful; 
conversely a low DPS build will gain added power verses more durable 
enemies (2) armor charms are an effective way to potentially punish 
snipers that you’re having difficulty reaching.

The two most popular charms are the Graviton Pulse and Necrotic 
charms.  Graviton Pulse activates a small black-hole that will absorb 
and OHK enemies. The Necrotic aura will create acid pools that grow 
as they absorb enemies and also have fumes that can dissolve missiles 
in mid air; though you need a large acid pool for this to provide 
meaningful protection.
Completing Charm Quests: 
1 - Put your desired charm in an active slot on your character. 
2 - Complete the “quest” requirement in the top half of the charm 
(i.e. Activate 3 Wells) 
3 - Insert the required runes or charms into the active charm. This 
can be done at any time, before, during, or after the quest is done. 
When numbers 2 and 3 are done you can either keep it in your active 
slot for the bonus or work on another one. 
Charm Info 
-LVL 1 Charms have shorter quests compared to the higher level 
charms, lesser effects, and take runes from your inventory to 
-LVL 2 Charms have moderate quest requirements, moderate effects, and 
take level 1 charms to complete. 
-LVL 3 Epic Charms have steep quest requirements, powerful effects, 
require LVL 2 charms to complete, and also grant +1 to All Skills 
while active. 

When you insert a rune or a charm into an active charm the inserted 
item is destroyed and gives no further bonus in the charm you are 
trying to complete. It only brings it one step closer to completion. 
Using weaker runes and charms or ones that are not useful for your 
chosen class is highly recommended. 
Charm Quest completion tips:

-Single vs. Multi-player: In single player, you can pause the game in 
mid-combat to switch out Charms; it is tedious, but can be very 
effective if you are attempting to complete 4-5 charms in a single 
Hall of Heroes run.  In multiplayer, you get credit for any of your 
partner’s actions that meet your quest requirements.   

-Multiple Tier-1 charm quests can usually be totally grinded by a 
trip to the Hall of Heroes.  
-"Find Secret areas" charms should be equipped just before entering 
arenas and side areas, you get credit upon entering. 

-"Activate wells" charms, like secret area charms, should be equiped 
before entering wells in the game. 

-"Kill X enemies with ruiner" charms are best done with non-story 
Hall of Heroes run by clearing rooms and arenas of goblins to build 
your numbers quickly.  
-"Collect blueprints" charms are best equipped before opening 
obelisks, entering cyberspace, or killing leaders/bosses. 
-"Kill leaders" and "Kill trolls" should be switched to as necessary 
if playing solo because this can be done mid-fight and you will still 
get the kill credit.   
-"Kill X enemy" and "kills with X combo/hit-counter": keep these 
equipped as much as possible during regular level progression. If 
playing campaign there are goblins in HoH and the first half of IF, 
Dark elves in IF second half and the WS along with Trolls, undead in 
Hel.  In multiplayer, goblins are found on all the maps, the Greatest 
concentration of Trolls is found in the Ice Forest, Dark elves in the 
World Serpent, and undead in Hel.

-“Kills with X combo/hit counter” can be enhanced by extra ballistics 
juggling to initially set your combo-counter. 

-"20 Hit combos 0/20" charm watch your combo counter, when you hit 20 
take a second and roll around to let it reset to 0 so you can build 
it up again since each time you reach 20 you get credit again.  
Again, ballistics juggling is helpful.  For some of the truly large 
combo requirements (e.g. 200 Hit Combos) several people recommend 
using the weakest pair of pistols that you can find for juggling.  If 
you can get a juggle-able, ballistic resistant enemy by themselves 
then you may be able to get this combo fairly easily. 
- "Kill X trolls" or "Kill X trolls by mounting" co-op is definitely 
your fastest bet, Ice forest runs being a close second. 
-“Collect section tokens”: (1) Put on collect token charms before 
finishing off bosses. (2) The section tokens in the Hall of Heroes 
are collected when you pass through a doorway to the out-door 
bridges.  Equip the Charm before you walk through and check to make 
sure it registered afterwards.

-Containers: the Arena around GRENDL at the end of the Hall of Heroes 
has about 15-20 containers.

-Air Kills: the enemy has to die in the air, even if Baldur is on the 
ground. A death from falling damage after being juggled counts as an 
air kill, which any melee proficient character should be able to do 
to goblins.  The Champion Battle-Cry ability which turns every hit 
into a Melee Juggle, Valiant’s Might, does allow for this quest to be 
completed much more quickly than otherwise possible.

Epic Sets & Errata: [EpSt01]
(Thanks to diseptikon at for the Aesir Armor 

There are two-types of epic sets in at the end-game of TH. (End game 
is Lvl 50, this guide ignores the mini-Epic Armor sets which drop 
from Lvl’s 30-34).  The first Epic Set type is a melee/ballistic 
weapon pair that usually adds +1 to your alignment tree.  

The second are the seven-piece Epic Armor sets which grant bonuses to 
specific nodes on a skill path for the Class (not necessarily the one 
you’re using), that culminate with a +1 to all class skills.  Note 
that you still receive the partial set bonuses, and that the bonus 
you get for 2 pieces of a set activates on 2, 4, and 6 pieces.  

Epic Set pieces can be identified in the inventory screen by looking 
to see if there are multiple pages of information on a piece of 
equipment.  If there are multiple pages, the 2nd page lists the set 
name as well as the individual pieces, and the last page lists the 
bonuses for acquiring partial and full sets.

There are two popular “orange armor” alternatives to the Epic sets 
due to their customizability with Red Runes:
(1) Aesir Armor – this is a series of lvl 50 orange armor with a red 
rune of a single type in all six pieces of an individual named set, 
as you only need two pieces of any one armor to max out a stat’ it is 
best to mix and match the sets for different bonuses, these are the 
different sets:
(1.1) Annihilation – Cyber – 2 Handed Damage 15% of 30%
(1.2) Master and Slave – Cyber – Sent. Weap. Duration 15% of 30%
(1.3) The Killing Word – Cyber – Battle Cry Dmg. 10% of 25%
(1.4) Unstoppable Spear – Human – Strength 50% of 50%
(1.5) The One – Human – Improved Dodge 20% of 50%
(1.6) Vanquishing Clash – Battle Cry Efficiency 25% of 50%
(2) Altruist Armor – this lvl 44 orange armor has 4 empty rune slots 
allowing for maximized customizability.  It is found in cyberspace in 
the Nidhogg loot-spires.      

Grinding for Epic Loot: [Grind01]
Finding your class’s 7-piece Epic Armor set is the requirement for 
the “Relics of a Forgotten Past Achievement” and some people will 
want to maximize their effectiveness with custom Aesir Armor.  There 
are several different strategies for grinding for Epic-loot.  

Here are the Epic-loot drop chances for a single Item drop for a Lvl 
50 Character:
       Leaders Elites Boss(w/Tkn) LgSpr* C3MdSpr* C3LgSpr TyrSp 
Weapon    .001   -N/A-      .003   .002   -N/A-   -N/A-   .001   -
Armor     .001   -N/A-      .008   .002   -N/A-   -N/A-   -N/A-  -
Rune      .005   .0001      .002   .001   -N/A-   .001    .0001   
Charms    -N/A-  -N/A-      -N/A-  -N/A-   .01     .02    -N/A-  -

* ”Spr” Loot Spire; “C3” Cyber Space; TyrSp/IdunSp-Weapon Shop/Armor 

The first is to do a level from start to finish.  The reason for this 
is that all of the levels have “Tokens” that serve two functions.  
The first seems to be to track which loot-spires and secret areas 
have been activated.  The second is to serve as a continue point if 
you need to quit the level for any reason. Note that Bosses will not 
drop epic equipment without section tokens.

The second is a “3-4 Run” on the World Serpent.  This involves 
loading the level 3-4, and playing through to the end of the Conveyor 
Belt level.  This could be both in the single player mission select, 
or the multi-player map.  The multiplayer map has 3 extra goblin-
leaders, but has extra spawns that can be irritating.  If you’re 
going to do 3-4 runs, then it is advisable to uses the highest DPS 
build your character is capable of so that you can get to a time of 
6-7 minutes from start to finish.  The reason for only doing a 
section is the concentration of leaders combined with the fact that 
Leaders’ Drop chances are not effected by having tokens.)

Here are the odds, calculated by Wynn over at for an 
epic Armor drop: 
Hall of Heroes – GRENDL Run: 6.47%
3-4 Single Player: 2.27%
3-4 Multi Player: 3.39%

This includes all leaders and Bosses.  These odds do not include 
spires, judging the difference between large & medium is difficult & 
there are random C3 spires on the multi-player maps.

The last is “farming the spider” exploit.  This is done with a 
partner in multi-player or by a proficient ranged character in 
single-player.  This technique can also be used to power level 
another person, but the value of your loot is penalized for this.

Multi-Player Spider Farming:
This is done by having one person kill the last Dark Elf Leader in 
the beginning of the conveyor belt room from the doorway, while 
another player stays in the previous room with the well.  

To spawn the Leader, there is an untextured green rectangle in the 
door way, if you step on this without crossing over onto the tiles 
that look like they are vented/grated then you will spawn the room 
without drawing fire from either the Dark Elf Leader or the two 
Assault Dark Elves that spawn in the room; though most classes will 
need extra ballistic range for this to be possible.

Once the leader is killed, one person runs into the room to activate 
the loot collection while the person in the previous room runs back 
towards the well until he “zones” his partner, resetting the spider. 
The multi-player method has the advantage of allowing for more loot 
collection since the player in the room will cause it to be 
collected, vice having to wait for the loot to “fly” to you.

Single-Player Spider Farming
If solo’ing, then don’t go through the door way into the conveyor 
belt room; instead kill the spider with a ranged weapon from the 
doorway.  If you see something you want to keep, then wait about 30-
45 seconds for the loot to fly to you before resetting the by running 
to the ledge leading to the well.

Best “Farming” build: 
Commando is the best class for farming at the end game because they 
are able to kill quickly at range.  The highest DPS build involves 
the Plasma Path, though a Human Commando can actually use this path 
best with a slug based weapon if it is spec’d to use both and the 
bonus to rate of fire on both the Commando Skill tree (slug weapons) 
& Human Alignment tree; it is truly sick to activate the build’s 
battle cry and see 2,500 points per bullet when you empty your 
ammunition meter in 3-4 seconds.

Farming the Armor&Weapon Shops:
At lvl 50 Epic Weapons and Aesir Armor are available in their 
respective shops. The shops spawn a new set of items when you load up 
a game and when you complete a stage, though I’ve noticed that the 
shop selection usually goes down after several reloads, to the point 
where there is only a handful of Runes in the armor shop.

Well & Secret Locations: [WellSct01]
(Thanks go to sillyboynick & FantasyMeister from for 
this list) 
Here is the list of wells and areas that will unlock the “NORN’s 
Favor Achievement” and “Two Gods Enter, One God Leaves” achievements.  
Many people have had the “NORNS Favor” achievement glitch as it must 
be obtained through a single campaign play-through, and some people 
have 22 wells without the achievement.  

To those who have not played through the campaign yet, there are four 
“abilities” that you gain in cyberspace, one in each of the four 
levels: (1) Push; (2) Lift; (3) Water Walking; (4) the ability to 
burn away the purple fog; Niddhog.  Several loot-spires in the wells, 
particularly in Aesir, will be unavailable until you have all four 

Hall of Heroes (4 wells total, 5 Secret Areas) 
-Well#1: Compulsory 
-Well#2 & Secrets #1-3: Opens the 3 doors to the secret Areas (two 
arenas and the loot-spire)
Secret Area #4: Activated by a button on the top of left stairway, 
unlocking a door on top of the right stairway. 
-Well#3 & Secret #5: Below the balcony 2 rooms further in from well 
#2; it opens the door to Secret Area #5. 
-Well#4: Compulsory 
Ice Forest (4 wells total, 2 Secret Areas) 
-Well#5: Immediately after first jump-platform, break the brightly 
lit metal plate on the wall to your right.  (Notice what the door to 
the well looks like, as they’re also used on the secret arenas.) 
-Secret Arena #1: after your second jump, you will either land 
directly in front of the door way (in Story mode) or have to run to 
your right to locate it. In the single-player story Campaign, this 
door-way is just after the jump with the cut-scene introducing the 
Dark Elf Leader by way of it sniping a Wolf-Trooper.
-Well#6: Compulsory
-Secret Arena #2: This arena is just before the large tunnel 
(technically it does have a roof even if it’s not very visible during 
combat) leading to the first of several generators that you break to 
lower the well.  
-Well#7: Compulsory 
-Well#8: After speaking to Hod, turn around and go back the way you 
came, it's behind you.
World Serpent (4 wells total, 3 secret arenas, 2 Hidden Loot-Spires) 
-Well#9: Compulsory
Secret Arena #1: In the Barracks room, there will be a door control 
panel that you can destroy. Step onto the elevator to be taken to a 
small arena. 
-Well#10 & Secret Arena #2: Compulsory well.  After defeating the 
Trolls that activate when you exit the well, go down the stairs and 
around, you will activate a lift down to a Troll Arena.
-*Secret Loot-Spire #1: In the first open engine room, there are two 
open doorways in the rear of the room where Dark Elves spawn.  You 
must air-slide to an enemy in the doorway to access the Obelisk.
-Secret Arena #3: in the second open engine room, a ramp will descend 
from the doorway that was like the one to the hidden obelisk.  It 
leads a teleport circle to an arena.  
-Well#11: In section 3-4, it's in the first room after the indoor 
bridge, down a ramp at the far end on the left.
Secret Arena (Inactive): on the first turn of the conveyor belt, 
there is a platform that can be jumped to by a small ledge on the 
-Well#12: Compulsory
-*Secret Loot-Spire #2: After defeating the final boss “The Hate” and 
riding the platform elevator up to the exit, step off the platform a 
few steps, then step back on. It will carry you across the room to a 
doorway that opened with a breakable control panel with a large loot 
Helheim (5 wells total, 1 Secret Arena) 
-Well#13: After the APCs blow the front doors off, enter and keep 
left, it's at the far end. 
-Well#14: Keep following the long walkways to the next open area, 
it's down a tunnel to your right at the far end, or you can reach it 
earlier by taking the first turning on your right which leads to the 
same tunnel. 
-Well#15: Next open area has two walkways turning left at the far 
end. Cross them, turn left towards the next set of doors, then keep 
to the right, there's a craftily hidden very short ramp going down to 
the well on the right hand side.
-Secret Area #1: just after Defeating Garm & entering Hel’s citadel, 
there is a breakable wall just before the first statute of Hel. 
-Well#16: After beating Garm and riding the lift up from the 1st 
Floor of Hel’s citadel, blast open the wall in an alcove on the right 
side of the room, the well is in the room revealed. 
-Well#17: Compulsory. 
Aesir (1 well containing 4 additional wells) 
Well#18: Leads to Cyberspace in the Hall of the World Tree.  Note 
that there are 4 Gates that unlock, one after each stage completed, 
that contain multiple loot-spires.  Also note that you’ll need all 4 
cyberspace abilities to access all of the loot-spires behind each 
gate so it is best saved for after one as completed Hel in single 
player or as host.  If you need charms, then this is the best place 
to find them though be prepared for a series of long, scenic walks.  

One last tip about the Aesir well, if you go to a non-campaign 
mission and then come back to Aesir, you are still in the mission.  
If you want to save yourself the walk out of the well, then enter the 
well while in Mission-Aesir and exit to Campaign-Aesir after 
collecting as much loot as you desire.

Unstoppable Achievement:
Never attempt to do this as the non-host player, as you are unable to 
get the achievement if the host dies of if the host spawns a horde 
without you.

Glitched Wells:
There are two wells with loot-spires that tend to not reset with new 
treasure, even after campaign completion.
1. The loot-spire in Well#11.
2. A loot-spire in one of the Aesir Well Areas.  It has a “use 
special ability circle in front of it because the well is initially 
covered with Niddhog.

Rune—to-Charm Translation Guide: [Cm2Rn] (Thanks: Sethgz at Gamefaqs)
Several of the Charm effects are also found slotted as “Runes” in 
weapons and armor.  While the Charm screen adequately explains their 
capabilities, some of the abilities change names in equipment and are 
not explained at all hence a translation guide for item properties 
that replicate Charm functions.  There are one or two additional Rune 
terms that were not adequately explained.
Ablative Shield: Chance of absorbing a percentage of incoming damage.  
Annulment: chance of putting a target to sleep. 
Blight: chance of emitting a damaging radiation cluster that is 
capable of spreading to other targets. 
Defenseless: Chance of nullifying the targets resistances.

Efficiency: reduces the combo cost of Battle-cries or ruiners. 
Enfeebled: Enemies do half damage. 
Enthalpy: chance of freezing target. 
Exposed: chance of rendering a target vulnerable to ballistic damage. 
Gravitation Pulse: chance of creating a temporary gravity field which 
pulls targets into it, killing them instantly. 
Impact: chance of knocking a target down. 

Hybrid: plasma.
Leech: reduces enemy health over time giving the health taken to you. 
Lighting Induction: chance of covering target in a lightning field 
causing damage over time. 
Metalstorm: Chance of a shot ricocheting off of a target to nearby 
enemies. Lasers penetrate instead of ricocheting. 
Mobility Disruption: Chance of rooting target in place. 
Necrotized: chance of creating a toxin pool which damages enemies 
that touch it. 
Pierce: grants a chance of penetrating to all ballistics. 
Pulse Munitions: chance of triggering an EMP, disrupting electronic 
systems, stunning an enemy for an extended period of time. 
Rot: chance of poisoning target. 
Rupture: chance of causing a small explosion which does light damage. 
Slowed: chance of decreasing targets ballistic rate of fire. 
Snared: chance of slowing targets movements. 
Softened: critical strikes do 2x damage. 
Target Acquisition Scrambler: chance of causing the target to attack 
your enemies. 
Thermal Induction Pulse: chance of setting the target on fire. 
“Too Human” Terms: [Term01]

*Alignment: either human or cybernetic.  Weapons and armor are 
usually aligned and cannot be worn by those of opposite alignment.

*Aesir: the term for the cybernetically enhanced humans.  Also 
refers to the “city hub” that can be accessed through the main 

*Ballistics: any ‘gun’ type weapon, including the secondary fire.  
The ballistic weapon types are pistol, rifle, cannon and the 
ammunition types are slug, plasma, and laser.  

*Battle-cry: a temporary buff/ability that is usually applied to 
your partner as well. A ring of white runes will appear around 
Baldur while it is active.  If you are playing co-op, tell your 
team mate when you activate your battle cry so that they can take 
advantage of it as well.

*Blueprint: all of the upper-tier arms&armor drop as blue prints, 
effectively requiring you to purchase the weapons you find; 
fortunately, this can be done at any time.

*Bounty: the currency in Too Human, use to craft blueprints, make 
purchases from the shops, and repair your items.

*Combo: this is the “magic meter / mana” of TH which is earned by 
killing foes.  There are many ways to boost combo growth and 
lessen the combo-cost of abilities.  Combo is use to fuel both 
battle-cries and ruiners.

*Combo-counter / Hit Counter: this refers to the number beside 
your combo-meter that tracks your current number of consecutive 
hits.  Note that ballistic hits are only counted when you fire at 
a new target or are ballistic juggling.  This counter is used to 
determine bonus efficiency/damage for the base skills on the 
alignment tree with bonuses being awarded at 25, 50, 75, 100, and 

*Combo-Level: the number of full combo-bars that a player is 
currently carrying.  The Default is 3, but there are skills which 
increase the number of available combo-levels. In addition to 
being stored combo, melee attack speed, ballistics rate-of-fire, 
battle-cry duration, and slide distance all increase at higher 
combo-levels.  Resetting of combo-levels to zero is actually the 
largest death penalty in the game as you’re severely offensively-
handicapped without at least 1 full combo-level.

*Container: a breakable environment piece that contains either 
health bounty, or rarely, vendor trash.

*Cyberspace: also known as “C3”, accessed through wells these  
idyllic set pieces that usually are used to open doors or un-block 
Baldur’s path, and also contain loot-spires which drop charms.

*Charm: a special type of rune that requires regular runes to be 
inserted and a quest to be completed, usually provides a passive 
benefit that proc’s either on attack, being struck by and 
opponent, or both.

*Feneirs: your sentient weapon, which has the ability to duplicate 
itself and attack without you.  It grants you one combo-level for 
every kill, allowing you to repeatedly drop ruiners or maintain a 
war-cry.  The downside is a 20 minute cool down, allowing for 
limited uses per level.

*Fierce Attack:  This is a melee ranged attack.  It is a powerful 
projectile that shoots from your sword/Staff or a boomerang-hammer 
that does a small looping arc in front of Baldur.  The projectile 
goes through enemies, knocking them down if not killing them 

*Finisher: This is a melee attack animation that gets up to 4 hits 
before performing a massively damaging back-flip, overhead smash.  
Note that you can be knocked out of a finisher by attacks that 
knock you down.  

*Loot Spire: a pillar/obelisk that when active, has a light coming 
from the top.  Contains randomized treasure.

*Polarity: this is an enemy that is capable of inflicting some 
sort of status effect if they damage Baldur.  These enemies are 
usually a non-standard color and are either glowing brightly 
(light-polarity) or are more subdued (dark-polarity) then other 

**Polarity (dark): the enemy is ballistic resistant and if 
shot will begin to effectively become & glow like a light 
polarity; they will fade back to their normal dark polarity 
after a short time.

**Polarity (light): this enemy explodes on death, usually 
inflicting a status effect.

*Elite: This refers to an enemy that is 10 levels above your 
current level.  These enemies are usually gold/silver colored and 
larger than their non-elite brethren.  They have significantly 
more health and deal much more damage. 

*Epic: the highest item rarity, who’s name is dark red in color on 
the item inventory screen, dark pink when dropped as a blue-print.  
There is a Wagnerian choir that sings when epic blue-prints and 
runes are found.    

*Melee: any hand held weapon type. The melee weapon types are 
swords, staves, and hammers which are divided into one-handed, 
two-handed, and dual-wield.

*Niddhog: the “purple fog” that prevents access to certain loot-
spires in cyberspace until Baldur learns how to set it on fire. 

*Re-spec: erasing the current skill point allotment on a tree and 

*Ruiner: a highly damaging area-of-effect blast attack that uses 

*Rune: a symbol that in TH is place into either item-slots, 
granting the wear the bonus when the item is equipped or charms as 
a part of a charm quest.

*Section Token: each level has certain points which save once you 
complete them, and the player is given a token.  If the player 
acquires all of the tokens for a level, the boss will drop much 
better loot, and it is the only way to get the bosses to drop Epic 

*Slide: Sliding is the core melee mechanic of TH, and is activated 
by pressing the right stick towards an enemy that has a targeting 
circle underneath its feet.  Sliding can also be done in the air, 
either to another target in the air or to a target on the ground. 

*Spider: a mechanical device that grants the use of an ability 
that is not dependent on Combo-meter.  The spider is deployed with 
an energy bar that drains fairly quickly, when the bar is 
completely drained the spider self-destructs and the energy bar 
recharges; while the spider is recharging, you will not see it on 
your back.

*“TH”: Too Human.

*Well: an entry point into cyberspace.  Several doors cannot be 
unlocked without entering cyberspace.
MMO Terms: [Term02]
*AoE: area-of-effect.

*Cool Down: a time period ranging from seconds to minutes in which 
an ability cannot be used again.

*DoT: “damage-over-time”; a status effect that does relatively 
minor damage for an extended period.

*Drop: to give treasure.  

*Mob: a group of enemies.

*OHK: one-hit-kill.

*Proc: a MMORG term for effects that only have a chance of 
occurring on hit.

*RoF: rate-of-fire

*Spawn: to cause enemies to appear on the map.

Enjoying the Story [Story01]
The story in Too Human can be enhanced by a bit of extra trekking 
around to the various locations in the Aesir in an attempt to trigger 
conversations during each of the missions, though a few will just 
allow you to cycle through the dialogue available by taking 5 steps 
away.  Sometimes new dialogue is available after the mandatory cut 
scenes triggered by trekking around.

1st Floor: 
-Tyr’s Workshop: Tyr, Thor, Gossiping Wolf Troopers.
-Idun’s Cyber Lab: Idun
-Main Info Terminal: Frey but only after the Hall of Heroes.

2nd Floor: 
-Main Foyer: Tour Groups – though the camera can move so far away 
that you lose the dialogue. Hermod but only after Hall of Heroes & 
Himendal cut-scene.
-The World Tree: Freya. Mimir – though he is usually dismissive and 
never has anything of import to say. After the briefing about the 
World Serpent, it is possible that you trigger an dialogue between 
Mimir and Heimdal which you can eves-drop on.
-Heimndal’s Office: He usually has something to say even when you are 
not required to visit his office for story advancement.

Thanks & Contact Information:
--------------------------------------------------------------------- sources and contributors:
Maawdawg: Thank you for the charm guide.  
Wynn: Thank you for the Epic Armor odds for the different runs. 
Sillyboynick: Thank you for the Well/Achievement guide.
Diseptikon: Thank you for the Aesir Armor
For forum feed-back: blood crescent, Mikey Flies, MattsDMan, Demonic 
Chronic, EasyLay, Amoeba sources and contributors:
Sethgz: Thank you for your Rune-to-Charm guide.

Hannar for running for all of these years.
Those that contributed to
To the gentleman who put the item drop .wav’s and various Loot Drop & 
Rune tables at the following URL:
Imran Merchant for the Character Plotter program, available at:

The co-author and complier of this guide can be contacted at; please include “Too Human Guide” in the 
subject line.