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Defeat an Eternal Guard by treating the encounter as a posture fight. Parry each readable sword strike, including successive hits in a combo, dodge the red unblockable attack, and spend the posture-break opening on a heavy attack or finisher. If a parry misses, block and counter immediately to recover the health lost while blocking. Fire Transmutation adds burn damage, while Pistol shots against exposed glowing weak points refill nephtoglobin.
You do not have to clear the seven Oathbound targets in a prescribed order. Several are deliberately placed behind later traversal abilities, so leave, upgrade, and return when a route requires Stasis, Nephtoglobin platforms, Shield, or a weak-point-opening shot.
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The Eternal Guard combat loop
One More Level’s developer explanation, published October 13, 2026, describes the intended loop in simple terms: sword hits and parries fill an enemy’s posture meter; when that meter breaks, a heavy attack or finisher becomes available. Your goal is therefore not to trade damage until the Guard falls. It is to survive long enough to read the attack pattern, build posture safely, and convert the break into a burst of damage.
What to do when the fight starts
- Enter with resources. Have stamina available for an emergency dodge, keep healing resources ready, and carry Pistol ammunition if you plan to use weak points.
- Watch the first swing. Do not open with an attack that locks you in place. Let the Guard show whether the first action is a normal strike, a combo, or the red attack.
- Parry normal strikes. A successful parry fills posture and keeps your turn safe. When the Guard continues into a multi-hit string, treat every readable hit as a separate timing check.
- Dodge the red attack. The red telegraph marks the unblockable strike. Do not try to parry or stand behind a normal block for this move; evade it and return to mid-range.
- Capitalize on the break. As soon as posture breaks, use the heavy attack or finisher your build allows. Delaying gives the Guard time to recover and wastes the encounter’s most valuable opening.
Can every attack be parried?
Player reports say that every attack except the red one can be parried, including the individual hits in multi-hit combos. That is useful practical guidance, not an official frame-data guarantee. The developer has confirmed the posture system, but no authoritative parry-frame values, posture thresholds, or Eternal Guard health totals have been published. Treat the community claim as a pattern to test on your version of the game rather than as a promise that every animation has identical timing.
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The fallback when your parry is late
Missing one parry does not require a panic dodge. Block the next safe hit, then counter immediately. The developer specifically says a counter performed right after a block returns the health lost while blocking. This makes block-counter the reliable recovery route for players who cannot yet parry a complete string. Reset your distance after the counter instead of beginning a long attack while the Guard is still active.
Use burn and weak points as support, not replacements
Fire Transmutation
Fire Transmutation sets enemies on fire. Apply it when you have a safe gap, then return to the posture plan: burn pressure can continue while you wait for the next readable strike, but it does not remove the need to dodge the red attack or punish a posture break. The developer’s shorthand is “burn, then finish,” which is especially useful when a Guard is close to a break and you want damage over time running before committing to the finisher.
Pistol weak-point shots
When the encounter exposes the Guard’s glowing red-orange weak points, aim down sights and shoot them. The developer calls these targets “lambent blisters.” A successful weak-point hit refills nephtoglobin, so the Pistol is both a damage tool and a way to restore the resource used for traversal. Do not spend ammunition blindly at armored areas; wait for the glowing target to appear, fire, and return to melee spacing.
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- Sword: builds posture through hits and parries.
- Parry: handles normal strikes and combo follow-ups while advancing the break.
- Dodge: avoids the red unblockable attack.
- Block-counter: recovers chip damage when a parry is missed.
- Fire Transmutation: supplies burn damage during safe openings.
- Pistol: hits exposed weak points and refills nephtoglobin.
Choosing an approach by risk and progression
There is no published damage chart that makes one build universally best. Choose according to how consistently you can read attacks and which traversal abilities you have unlocked.
| Approach | Posture reliability | Stamina risk | Resource use | Progression dependence |
|---|---|---|---|---|
| Parry-first melee | High when timings are learned; each successful parry advances posture | Lower than constant blocking, but failed timings can force emergency movement | Uses little ammunition; still needs healing for mistakes | Works in a direct arena once you can reach the Guard |
| Block-counter fallback | Steady recovery after a missed parry | Stationary blocking can consume stamina if overused | Preserves ammunition; relies on stamina and healing management | Useful at any Guard, provided a counter is available after the block |
| Fire Transmutation support | Does not replace posture work; adds pressure while you wait for openings | Requires a safe application window | Consumes the Fire Transmutation resource | Depends on having the transmutation available in your build |
| Pistol and weak points | Indirect posture contribution; the value is damage and nephtoglobin recovery | Mobile aiming is safer than standing in melee, but firing windows are limited | Uses ammunition and refills nephtoglobin on a confirmed weak-point hit | Only useful when the glowing weak point is exposed or a route can be opened by shooting one |
| Stasis-assisted tactic | Can create a temporary advantage against some Guardians according to player reports | Reduces pressure only while the effect is available | Uses Stasis | Anecdotal and dependent on progression or build; not an official universal solution |
Stasis is reported by players as a fast option against some Guardians, but the behavior may depend on your progression or build. Use it as an opportunity creator, not as a guaranteed counter to every Eternal Guard.
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A repeatable step-by-step strategy
- Prepare outside the arena. Restore healing, check stamina, and load the Pistol. If you intend to use burn, equip Fire Transmutation before entering.
- Start defensively. Hold position long enough to identify the first attack. Opening with a charged or otherwise uninterruptible attack can make you miss the first parry window.
- Parry the first normal hit. A successful parry contributes to posture. Keep your camera on the Guard so you can see whether the animation continues.
- Continue through the string. A parry does not necessarily end a combo. Press the parry input for each readable follow-up rather than attacking after the first deflection.
- Read the red telegraph. When the strike turns red, stop trying to parry and dodge. Reposition so the recovery does not leave you against a wall or environmental hazard.
- Attack only after a confirmed opening. Use short sword hits between patterns if you need more posture, but keep enough stamina to respond to the next attack.
- Trigger the posture punish. When the posture meter breaks, use the heavy attack or finisher immediately. This is the point at which you should spend your largest burst of melee damage.
- Recover from errors. If you are hit or block a strike, perform the counter directly after the block to regain the health lost to blocking. Then create distance and resume reading.
- Add support damage. Apply Fire Transmutation in a safe gap. If a lambent blister appears, aim down sights and shoot it to refill nephtoglobin.
- Repeat without rushing. Eternal Guards are won by repeating the pattern, not by forcing damage during their active frames.
Do you need to come back later?
Often, yes. The Oathbound targets are distributed across seven regions, and the walkthrough explicitly notes that some locations require abilities obtained later. The game expects backtracking rather than a fixed boss order. If a route ends at a gap, poison passage, crane puzzle, or sealed weak-point wall, mark the location and continue exploring instead of assuming the Guard is permanently missable.
Progression checks before backtracking
- Stasis: needed for the crane mechanism in the Caverns route.
- Nephtoglobin traversal: required for platforms and movement routes in Fallen Village.
- Shield: required to cross the poison passage in City of Orphans.
- Pistol weak-point access: needed to reveal or open several Guard areas, including a glowing wall in The Battlefield.
Weak-point shots have a double purpose here: they can expose an arena and, when they hit an enemy’s lambent blister, refill nephtoglobin for further traversal. Keep the Pistol available even if your preferred combat style is melee.
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All seven Eternal Guards in The Oathbound
Defeating an Eternal Guardsman starts The Oathbound. The seven targets can be defeated in any order; the sequence below follows the region list and gives the route requirement for each one.
1. The Battlefield — Valen Duroc
- Reach Onslaught Arch.
- Turn back instead of continuing forward.
- Climb the cliffs behind the approach.
- Find the glowing weak point on the wall.
- Use the Pistol to shoot it and reveal the Guard area.
Valen Duroc is the clearest reminder that a Guard location can be hidden behind a ranged interaction. Bring ammunition and line up the shot before committing to the climb. The chest in this area contains Duellist’s Focus.
2. Valley of Ashes — Lucien Lafontaine
- Use the Demolished Path shortcut.
- Take the side route behind the enemy group.
- Follow it to Lucien Lafontaine’s area.
The side route avoids treating the main enemy group as the only approach. Lucien drops an emblem and stone piece, and the nearby chest contains Perfectionism.
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3. Caverns — Jean Pierre Polnaire
- Start from Old Mine.
- Use Stasis to hold the crane mechanism.
- Position the moving crate while the mechanism is held.
- Use the crate to reach the upper platform and continue into the cave.
This target is progression-gated by the Stasis interaction. If the crane will not stay in the position you need, the problem is usually route timing rather than the Guard itself: apply Stasis first, move the crate, and only then attempt the upper-platform route.
4. Fallen Village — Etienne Vauclair
- Return after unlocking Nephtoglobin platforms.
- Use the carriage route through the village.
- Follow the wall-running surfaces and grapple points.
- At the destination, shoot the glowing weak point to open the approach.
Etienne Vauclair cannot be reached reliably on an early pass because the traversal chain is incomplete. The chest contains a Pure Transmutation Material. Save ammunition for the glowing weak point rather than firing at ordinary surfaces along the route.
5. Cursed Hollow — Severin Susse
- Begin from Deep Water.
- Take the side route around the building.
- Continue around the island near the church approach.
- Follow that path to Severin Susse.
The route is a detour around the building and island rather than a direct church approach. The chest contains Life Diverted.
6. City of Orphans — Adrien
- Return after unlocking Shield.
- Use Shield to cross the poison passage near the river shortcuts.
- Climb through the damaged wall.
- Shoot the glowing weak point to open the final approach.
Shield is the key requirement. Without it, the poison passage blocks the route, so trying to force the crossing early only wastes healing. Adrien’s chest contains Superior Firearm Parts.
7. Fortress — Bastien Beaufort
- Enter from Fortress Courtyard.
- Find the hallway beneath the hanging flag.
- Follow it into the large room.
- Defeat the monster-like Guard, Bastien Beaufort.
Bastien Beaufort has the most direct approach of the seven once Fortress Courtyard is available. The room’s size gives you space to practice the parry, red-attack dodge, and posture-break sequence without the route mechanics found elsewhere.
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What happens after all seven Guards are defeated?
Each target provides an emblem and a stone piece. Together, the seven sets form the Mysterious Stone Slab. Take the completed slab to the Oathbound-marked wall near Fortress Courtyard and use it to open the hidden chamber.
Inside, read the note to complete The Oathbound and unlock We Wear the Same Colours. The chamber’s chests include an Empty Ferrofluid Flask and Quintessential Blade Material. The hidden room is the quest payoff; defeating the seven Guards is not merely a checklist for individual chest rewards.
Troubleshooting common failures
“My parry works once, then the Guard hits me.”
You probably stopped after the first hit of a combo. Keep watching the animation and parry each successive readable strike. A successful first parry does not guarantee that the string has ended.
“I keep trying to parry the red attack.”
Stop using the normal parry response when the red telegraph appears. Dodge the attack, recover your camera, and wait for the next ordinary strike.
“Blocking keeps draining my health.”
Blocking is a fallback, not a stationary stance. Counter immediately after the block so the health lost while blocking is returned, then move away before the next sequence.
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“The Guard location is visible, but I cannot reach it.”
Check the route against the ability requirements. Caverns uses Stasis; Fallen Village uses Nephtoglobin platforms; City of Orphans uses Shield; The Battlefield and parts of Fallen Village and City of Orphans require shooting a glowing weak point. Leave and return after acquiring the missing tool.
“My Pistol shots are doing nothing.”
Wait for the glowing red-orange lambent blister. Aim down sights and hit that exposed weak point rather than an ordinary armored section. A confirmed weak-point hit is what refills nephtoglobin.
“I used Fire Transmutation but still cannot finish the fight.”
Burn is supplemental damage. Keep building posture with parries or safe sword hits, dodge the red attack, and reserve the heavy attack or finisher for the actual posture break.
How to practice before spending healing
Use the first exchange of each encounter as reconnaissance. Watch the opening swing, identify whether the Guard chains another hit, and note the visual difference between a parryable strike and the red attack. Once you can survive the opening without panic-dodging, add the next layer: parry the complete string, then insert a heavy attack only after the posture meter breaks. Finally, add Fire Transmutation and weak-point shots when their windows are predictable.
This order keeps the fight readable. It also avoids wasting nephtoglobin, ammunition, and healing on attempts where the real problem is an unlearned attack rhythm.
Quick Recap
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