Tales of Arise Guide | Unlock the Billowing Cyclone Trophy
Here's a guide on how to unlock the billowing cyclone trophy in Tales of Arise
Game Guide by Mash Rahman on May 31, 2026
In the huge, breathtaking world of Dahna, players who want to fully complete Tales of Arise will eventually have to look beyond the confines of the main story. The emotional core of the journey is the liberation of each realm from the oppressive Renan Lords, but the real mechanical meat of the game is in the optional post-game content.
Across the land are relics of great astral power, often in the guise of the fabled elemental spirits that have escaped the stifling edifice known as the Wedge. These creatures are the unadulterated, wild forces of nature, and are the ultimate test of a player’s mastery of the complex real-time combat mechanics.
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These elemental spirits aren’t something you just casually hunt for some extra experience points or high-tier crafting materials. Every encounter ends with a direct reward in the form of a trophy or achievement that shows you’ve beaten the hardest optional content in the game. One such high-profile challenge is to hunt down the wind spirit, a magnificent and terrifying creature that rules the open air.
Those who survive this particular trial are rewarded with the prestigious Billowing Cyclone trophy, an achievement featuring a unique multi-stage aerial battle. In this guide, we will provide a detailed breakdown on how to locate the necessary quest line, prepare your active roster, and safely dismantle the boss’s intricate mechanical phases.
Mage Quest Prerequisites Farewell
The wind spirit is not like the usual open-world side quests that you’d stumble upon in the first few hours of your adventure. Its entrance is locked behind some tough progression requirements. The final showdown happens in a late-game sub-quest, aptly named Farewell, Mage.
The developers held off on this mission until players are standing right at the precipice of the final dungeon because of the sheer level scaling of the enemies involved. In the fifth realm of Ganath Haros, you have to unravel the key plot points, defeat the ruling Lord, and push the story beyond your first arrival on the twin world of Rena.
Once you unlock the freedom to fast travel back to the surface of Dahna before the final campaign showdown, you should head to the Mahag Saar region. And you have to go into the ruined, sun-blasted capital city of Niez. If you’ve been diligent with your side content, you’ll recall a prominent non-player character named Baephon, who serves as a high-ranking coordinator for the local Dark Wings resistance faction.
Before Baephon will give you the specific quest for the wind spirit you must have completed his previous request, a rather large sub-quest called Echoes. Once you have done that, go back to Niez and talk to Baephon once more to get the Farewell, Mage quest, which will send your party into a huge mystery brewing in the mountains.
Walking the Tower of the Wind Spirit
Once you accept the quest from the resistance leader, your tracking marker will lead the party back out into the rocky terrain of Mount Dhiara. You will have to get to the Ridge, a sub-area which is at high altitude. Once you enter this windy region, a giant ancient building will immediately dominate the horizon, towering high into the shifting clouds.
This is the Tower of the Wind Spirit, a special optional dungeon constructed solely to house the furious astral energies of the air element. Fortunately, exploring the interior of this tower doesn't suffer from the frustrating, teleportation-heavy maze layouts found in some of the other elemental strongholds in the game.
The inner structure of the tower is mostly one sweeping spiral staircase that dramatically winds up to the summit. But before you succumb to the temptation of heading right up to face the final boss, a wise adventurer will look down first. The staircase extends all the way down into the dark basement level and leads to a hidden dead-end trail with one treasure chest.
Opening this chest will give you the Omega Elixir you have been yearning for. High-level boss fights can gobble up a ton of Cure Points, so having that extra Omega Elixir in your inventory could be a literal lifeline to turn the tide of battle if your healers run out of them. With this prize under your belt, you can turn around with confidence and take the long climb up the spiral stairs to the open-air roof.
Roster Building and Accessory Setup
If you manage to reach the top of the tower and walk out onto the precipice, you’ll find a level seventy encounter, one of the highest leveled encounters you can find before reaching the absolute end-game rifts. If your party has not yet reached level sixty-five, you will be doing minimal damage while receiving catastrophic punishment in return.
To make the most of your raw stats, it's a good idea to grind out some levels or use up any combat dishes you've managed to accumulate at a nearby campsite. Your active combat roster. An ideal team is Alphen as your manually controlled frontline attacker, Shionne as the primary ranged healer, Rinwell for elemental disruption, and Dohalim to serve as a secondary healer and versatile area-of-effect crowd control.
Some vital elemental tailoring has to be performed on your equipment menus before you can even get the encounter underway. The entire battlefield will be constantly inundated with devastating wind-based magical strikes, so standard defensive armor setups will be completely useless. You will want to have the local metalworking shop make high-tier Alexandrite or Opal accessories for each member of your active party.
Alexandrite is special, in that it gives a huge fifty percent reduction to both light and wind elemental damage. These special charms turn deadly, party-wiping tornados into manageable tickles, giving your healers room to keep the party's health pools full without instantly draining your precious Cure Points.
The First Battle vs. the Storm Vanguard
Procella Sylph will showcase its jaw-dropping scale as you walk through the threshold into the active combat zone, hovering ominously as a colossal dragon-like entity in the background far outside the boundaries of the platform. The real boss is totally off-limits to your average physical attacks and ground artes at this early stage, so it acts more as an environmental hazard.
The giant will spam huge wide-range wind spells that leave tracking circles on the floor, so you'll have to keep moving constantly and dodge in rhythm to avoid being juggled into the air. To actually make progress in the fight, you have to focus all of your offensive attention on its grounded proxy, a massive elite zeugle called Sylph Zloa.
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Sylph Zloa is the boss's personal vanguard, with a massive health pool and very fast swoops, tail swipes, and localized air bursts to disrupt your spellcasters. In this phase, your main operational objective is to methodically lock onto Sylph Zloa and unleash a relentless barrage of physical pressure while your artificial intelligence partners provide support from a safe distance.
You need to consciously resist the tendency to tunnel vision on the vanguard enemy, ignoring the huge tracking indicators from the background Procella Sylph can make your controlled character repeatedly get hit from behind by stray currents of wind.
Shionne and Rinwell Tactical Synergies
To quickly break down the tough defenses of Sylph Zloa, you need to make use of the special boost attack mechanics that are unique to your party members. Shionne is your MVP during this phase, because the vanguard zeugle is very nimble and spends a ton of the fight safe in the air, out of reach of Alphen’s normal sword swings.
As soon as you see Sylph Zloa take off into the air for a diving assault, use Shionne's boost attack. Her specialized gun strike will immediately puncture the enemy’s aerial momentum, forcing it down and slamming the creature forcefully into the stone floor.
As soon as the vanguard is pinned to the ground and unable to move, you want to make the most of the opportunity by firing off Alphen’s most powerful physical artes, like Reigning Slash. This particular move does massive burst damage in a very compact animation window, so you can melt away chunks of the creature's health bar before it can recover.
While doing so, you should keep an eye on the magical casting meters of the enemy. If Sylph Zloa or the energy around her tries to charge a huge high-tier astral arte, hit Rinwell’s boost attack fast. Rinwell will instantly shatter the enemy's casting gauge, stealing the magical energy to empower her own spellcasting repertoire, leaving the enemy momentarily stunned and unable to finish their offensive spell.
Riding the Wings of Tempest
After your group has chipped away at the massive health pool of Sylph Zloa, the encounter transitions smoothly into its much-praised second phase. The traditional battlefield is gone in a heavily scripted, dramatic sequence over the skies of Mahag Saar.
Shionne will have a perfectly placed, high-caliber shot at the glowing eye of the Procella Sylph, a creature that dwells in the background, and induce a massive state of structural paralysis throughout the behemoth’s colossal frame with her rifle.
In that brief moment when the titan’s guard was vulnerable, Alphen made a spectacular, gravity-defying leap across the yawning chasm and landed right on the broad, armored back of the airborne elemental spirit.
Flying literally on the backbone of a living hurricane through the upper stratosphere totally cuts you off from the normal ground environment and changes your whole view of the battle. This beautiful sequence is exactly where the poetic description of the trophy is, making the event a real loved memory in the list of milestones for the campaign.
In this side phase, your main goal is redefined. Instead of a traditional health bar, Procella Sylph has a single, massive yellow elemental core embedded directly into its lower spine, pulsating as the literal anchor for the creature's remaining astral life force.
Breaking the Yellow Core
You have to change your mechanical approach to the yellow elemental core; Alphen has to balance pure offensive output with spatial awareness while moving rapidly on a platform. Procella Sylph won't let you hit its weak spot, but will instead keep summoning smaller and very aggressive winged minions directly onto its back to swarm your position.
To make matters worse, these weaker spirits will be spamming quick physical pecks and irritating low-tier wind spells to stagger your character out of your offensive loops, constantly trying to break up your longer attack animations.
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It is a mechanical trap to spend all your time and effort clearing these minor minions out one by one. These standard adds will be regenerated endlessly by the boss as soon as they are destroyed. A defensive, minion-focused approach will just drag the battle out into an exhausting battle of attrition that you will lose eventually.
Instead, you want to be using wide sweeping aerial Artes that keep Alphen constantly moving upwards while incidentally hitting both the yellow core and any surrounding minions. Staying airborne, of course, helps you avoid a lot of the ground-based staggers from the minions and keeps a steady stream of heavy damage ticking away at the primary yellow weak-point.
Plundering the Spoils of the Defeated Sky
And when your concentrated aerial bombardment finally breaks that glowing yellow elemental core, the raging winds will instantly die down to a gentle breeze, triggering a grand final cinematic that safely deposits your party back on the solid platform at the top of the tower. Back in control of your character, the sought-after Billowing Cyclone bronze trophy will be officially unlocked to your profile, signifying your ultimate victory over the great spirit of the air.
With this victory, Alphen is one step closer to claiming the overall Vanquisher of the Four Lights title panel, which requires defeating all four of the hidden elemental titans scattered across Dahna.
Aside from the tremendous prestige of adding another rare trophy to your collection, the tangible rewards offered by the completion of the Farewell, Mage sub-quest are unbelievably generous. Your party will be instantly gifted a huge lump sum of thirty-six thousand eight hundred Gald to help fund your late-game gear upgrades, as well as sixty-five valuable Skill Points to further flesh out your advanced skill trees.
Best of all, the quest rewards you with a unique legendary artifact called the Drum of the Legend. Once in your inventory, this artifact grants an indefinite, passive multiplier to the Combat Points and Skill Points you earn from all future enemy encounters throughout the game, greatly speeding up your progression as you get ready to take on the final post-game dungeons.
Check out our Tales of ARISE - Beyond the Dawn Edition Review and other guides:
- Tales of Arise Guide | Basic Combat Mechanics
- Tales of Arise Guide | All Recipe Locations
- Tales of Arise Guide | All Fishing Spots and Fish Locations
- Tales of Arise Guide | All the Locations of the Artifacts
- Tales of Arise Guide | All Astral Flower Locations
- Tales of Arise Guide | Unlock the Big Game Hunter Trophy
- Tales of Arise Guide | Unlock the Wall Smasher Trophy
- Tales of Arise Guide | Unlock the Raging Current Trophy
- Tales of Arise Guide | Unlock the Night Blossom Trophy
- Tales of Arise Guide | Unlock the Veteran Rancher Trophy
- Tales of Arise Guide | Get the Diligent Counterattacker Trophy
- Tales of Arise Guide | Unlock Putting the Past in Its Place Trophy
- Tales of Arise Guide | Conquering the Ultimate Group Training
- Tales of Arise Guide | Ultimate Level 100 XP Farming Strategy
- Tales of Arise Guide | All Dahnan Owl Locations
- Tales of Arise Beginner's Guide | Gameplay Tips & Tricks
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