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Sidhe Finnachaid

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Sidhe Finnachaid Banner.


You must visit Sidne Finnachaid yourself in order to imbue the Echostone with the power of the Ancient Music Box. I should tell you that Sidne Finnachaid has changed much since you were there retrieving my memories. You can travel with up to six people as long as you're in the same party, but I can't send you anywhere that might be too dangerous.




  • Sidhe Finnachaid is a watery area that can be entered through Enn at Lake Neagh. It contain Enn's memories, several powerful monsters, and the Ancient Music Box to power up Echostones.
  • To enter all players must have completed the Memento questline, have at least one Naive talent, and be at least current level 40.
    • The player needs a Naive talent to enter Beginner, an Expert talent to enter Intermediate, and a Master talent to enter Advanced.
    • The party can be between 1-6 players; monster health and spawn count inside of Sidhe Finnachaid increase as the party size does.
  • There are 3 versions of Sidhe Finnachaid (Curiosity, Fear, Sorrow), each with 3 difficulties (Beginner, Intermediate, Advanced).
    • Each version has different mechanics for the boss and mini-bosses, while the rest of Sidhe Finnachaid stays the same.
  • Most skills that make the player invisible or that drop aggro do not function (i.e. Shadow Cloak, Elf Hide, and Crystal Deer Hide).
  • Upon successfully clearing any Sidhe Finnachaid, the Echostone tab's duration will be extended by 7 days (up to 30 days maximum).


Sidhe Finnachaid Map.

Cube Spawn/Miniboss Details

Sidhe Finnachaid Orb Locations
  • The number of waves depends on the party size.
  • With the exception of the Disconnect Cubes for the third cube, the party only needs to clear one cube per row.
  • The cubes and enemies (that did not spawn from cubes) will be marked on the map.

The First Cube

  • The party can choose between one of three cubes to clear.
    • The central cube causes multiple waves of Form of Rage to spawn. These monsters are fast and do not attack the player. All waves must be cleared in order to proceed.
      • Defeating the black Form of Rage will slow down all the others for a short time.
  • The two edge cubes will spawn several waves of enemies consisting of Forms of Nightmares and Forms of Emptiness.
    • All waves must be cleared to proceed.

The Second Cube

  • All 4 cubes are the same. An Offering Circle will appear, along with monsters that spawn endlessly until a certain number, depending on the party size, have been sacrificed onto the circle.
  • Note: Blue Form of Nightmares cannot be bound using Shadow Bind, put to sleep by Nimbus pet, or stunned by Scooter.

The Third Cube

  • The player has 2 options to clear the third cube and the optional Tree of Harmony. Depending on the choice, the fifth cube will have different options to clear it.
    • Tree of Harmony
      • The Forms of Harmony surrounding the trees will now be attackable.
      • After 2-3 waves of 5 Forms of Harmony are defeated, the tree will glow for approximately 10 seconds, during which time the player may hit it to gather Powder of Harmony.
    • Disconnect Cubes
      • The goal is to break the 3 cubes surrounded by Forms Form of Gloom, Lament of Agony, and Form of Silence that grant 30 second debuffs to any player that touches them. The player won't be able to break the cube if they're afflicted by any of the Forms' debuffs.
      • The player may attack and be attacked in melee without getting a debuff. For it to "contact" the form's model must physically cross into the player's model.
      • These cubes appear separately in between the other cubes, easily identifiable by the Forms already surrounding it.
      • If a Form is attacked and survives, it will grow larger, making it harder to avoid.
      • If too many forms are defeated, more will spawn.
      • Once the orb is broken, it's still possible to be debuffed.
    • Offering Cubes
      • Plays the exact same way as the second central cubes, however slightly more offerings are required.

The Fourth Cube

  • Several waves of enemies will appear.
  • Defeat all of the enemies to proceed.

The Forms of Doubt

The Shape of Horror

  • Curiosity: 2 Shape of Horror (Light Blue) will spawn.
  • Fear: 3 Shape of Horror (Blue) will spawn.
  • Sorrow: 4 Shape of Horror (Dark Blue) will spawn.
  • All 3 dragon colors have the following:
    • Heavy Stander Rank 7 (Melee is not recommended, 30% damage resistance which also reduces Dance of Death damage)
    • Mana Deflector Rank 5 (Magic is recommended since Magic protection is very low)
    • Natural Shield Rank 5
    • Depending on difficulty, Protection can be as high as 280, a 92% damage reduction.
  • These have Bone Dragon exclusive skills, like Petrifying Roar and Devil's Cry that they will actively use on the party.
  • They also possess Fireball and Thunder; see Chain Casting.
  • They are also susceptible to the Sword of Strife defense debuff. Striking a shape with a skull color that matches the sword will reduce its Protection.
    • Final Hit with a sword in hand is an effective way to eliminate multiple Shapes' Protection quickly.
    • More Forms of Strife spawn in this phase too, and are always of the correct color.
  • If there is only one Shape of Horror alive, it will resurrect the other Shapes of Horror after 30 seconds.
    • If the party fails to defeat it in time, all Shapes of Horror will respawn with full HP.
  • Upon defeating the last Shape of Horror, each player has a chance to receive a Motif card that can be used to alter Dance of Death's aesthetic effects.
    • The Motif cards are tradable among players.
    • The number of Shapes of Horror defeated has no effect on the drop rate of the Motifs, as it is dropped after defeating all of the Shapes of Horror.

The Fifth Cube

  • There will be 2 to 3 different cubes to choose from, depending on the choice made on the third cube.
    • If the Offering Cubes were cleared, there will only be two cubes to choose from which will act in the same way.
      • For this cube, some waves will either spawn Forms of Awakening and some Forms of Chaos or Forms of Nightmares and Forms of Emptiness.
        • The Form of Chaos can only be damaged by the Form of Awakening's Self-Destruct, which activates upon defeating the Form of Awakening.
        • Life Drain is still effective on the Form of Chaos, but the final hit will not be struck. This can be used in combination with Rain Casting's Lightning Damage, which can hit the Form of Chaos, to defeat them without luring Forms of Awakening over to it.
      • Upon clearing all of the waves, the boss area will open up.
    • If the Disconnect Cubes were cleared, there will be a third option that involves one Disconnect Cube.

The Song of Grief


Curiosity: The Song of Grief does not summon any enemies and can be attacked directly from the beginning of the battle.

Fear: For the first phase, the Song of Grief's HP will be far less than normal but can't be attacked directly. Players will have to take control of the Enn spirits using the Crystal of Harmony, which is given to players upon entering the boss arena. They then have to damage the boss to 50% HP in order to proceed to the next phase.

The spirits are randomized, but will always contain one Close Combat, one Magic, one Archery, and one Gunner spirit to damage the Song of Grief with.

The Song of Grief will now have it's normal HP values, however the fight will start with it at 50% and the players are free to attack.

Sorrow: The Song of Grief will spawn Forms of Doubt that run in a straight line across the arena. If the player touches them, they will be debuffed with a Bleed effect which slowly decreases HP, which can stack. However, the Song of Grief is also susceptible against the Forms of Doubt, so it will receive the debuff if any collide with it.


Power of Conquest: A Spear of Light-like move that has infinite range and reduces your defense and protection. It is concentrated in a small area but will deal AOE if you are within range. A divine linked pet out of your range would be ideal. Keep in mind this move also ignores the invincibility frames when divine linking a pet.

  • Beginner: Defense 50, Protection 30 reduction.
  • Intermediate: Defense 80, Protection 50 reduction.
  • Advanced: ?

Divine Power: A black shadow that will follow your character. It is slightly faster than base human speed but can be outrun if you're faster than it yet will take a few moments to disappear. Ignores mana shield.

  • Beginner: 250 damage.
  • Intermediate: 350 damage.
  • Advanced: 400 damage.

Unholy Power: Short ranged attack around boss, that behaves like a narrow-ranged Shockwave.

Padist Movement: When health is below 50%, the boss will get invincibility frames before summoning circles on the ground that will explode after a small period of time. Being hit by one of these blasts will slow movement speed for a short while. The amount of circles summoned each time increases as the bosses health decreases.

  • Quickly pulling and dropping aggro before the invincibility frames start will reset the boss and prevent it from using this skill.
    • Methods for pulling/dropping aggro:
      • Use Celestial Spike to pull aggro onto yourself, then use Crisis Escape to drop aggro
      • Summon Bone Dragon and use the pet skill Devil's Cry to pull aggro onto the pet (itself), then desummon pet to drop aggro.
      • Summon Fallen Fairy and her AOE on summon will pull aggro onto the pet (itself), then desummon pet to drop aggro.

Boss Protection

  • Beginner: 10 (16% damage reduction)
  • Intermediate: 15 (22% damage reduction)
  • Advanced: 20 (27% damage reduction, Bone Dragon and Mir are enough to reduce to 0 protection)

After a certain amount of HP is lost, it will start regenerating but will not heal wounds.



Sidhe Finnachaid: Curiosity

Sidhe Finnachaid: Fear

Sidhe Finnachaid: Sorrow


  • Sidhe Finnachaid is a combination of the words sídhe (meaning fairy or referring to a fairy mound), finn (meaning white or blond; declension of fionn), and achaid (meaning field; declension of achadh).
  • The difficulty of the mission (Fear, Curiosity, Sorrow) will make you run the dungeon on a different water level. The harder the difficulty, the deeper the players stand in.