A complete in-game weapon list runs to 77 main weapons, 33 accessories and 92 treasures. The endgame pieces sit at the top of that main weapon list, and only a handful of them actually change how the last stretch of the game feels: the True Holy Sword Akunra, the Pandora Blade, the Okbujo swords and the evolved set.
Queen's Domain endgame weapons at the top of the list
At the top of the main weapon list you will find:
- The True Holy Sword Akunra — the fully upgraded Endu, and the strongest swing in the game when charged.
- The Pandora Blade — not a damage weapon, but the only one that keeps the dash-jump, so it stays in the loadout for geometry.
- Okbujo's Judgement and Okbujo's Silver Garden — the Okbujo line. The blue fire sword from this line is the one tied to a specific ending, so if you are chasing it you want both of these. Which weapon to bring for each ending is in the endings guide.
The evolved set
These are the level 10 evolutions, and they arrive naturally if you keep using the weapon you found early:
- Sipeha's Twisted Heart
- Jigeki's Serpent Thrust
- Puwema's Blessed Orb
- Puwema's Wind Dancer
- Jigeki's Rot
- Wodaso's Holy Lightning
- Sipeha's Void Maul
Each one has a secondary that changes how the weapon plays rather than just adding a bigger number — a snake bite that applies damage over time and can stun, a self-healing spell, a homing void sphere that pierces enemies and most terrain. The exact stats and level conditions are in the weapon evolution guide.
The late firearms and oddities
A group of the strongest weapons are not swords at all:
- Daji the Grasping, Bipoum the Raging, Rabios the Witness — the late named weapons.
- Explorer's Cudgel and Soldier's Shock Blade.
- Machine Hammer, Iron Fist.
- Plasma Sword, Plasma Spear, Wind Blaster, Wave Gun.
- Shock Rifle, Piercing Beam Cannon, Heavy Rifle.
The Shock Rifle is not really a damage weapon at all — it is the puzzle-solving tool for the three pyramid power towers in the Ancient World, and it is the reason the Ancient World route is gated behind the lab with the overgrown eyes.
Accessories and key items that carry the endgame
The accessory list includes the Mask of Second Sight, the Lantern, Quick Charger, Growth Apparatus, Aganmi's Necklace, House Abraon Knight's Crest, House Abraon Royal Crest, Orbewa Holy Amulet, the Crown of the Sea King and the Extravagant Hourglass.
Key items include the Dagger Belt, the four lenses (Puwema's, Jigeki's, Wodaso's and Sipeha's), the Wind gem, the Storm gem and the Holy storm gem, four Ceremonial Stone Tiaras, four Triangular Slates and four Dark Triangular Slates, the seal breakers (Orange ocre, Blue cobalt, Teal green, plus the seal breakers of cups, pentacles, swords and wands), the 69 Strange Silver Etched Skulls, the Meal Ticket, the fourteen books, the data modules and the eight mementos.
The Mask of Second Sight is the one to prioritise: it combines with the lenses to reveal hidden rooms and glowing sigils, and it is a hard requirement for two late-game doors.
The six Vault doors
The Vault doors are the other half of the endgame hunt, and each one is in a named spot:
- Red 1 — in the cavern beneath the Knowledge Tower.
- Red 2 — in the Verdant forest near the petrified garden gate.
- Blue 1 — in the dark part of the occult labyrinth, reached through the secret walls above the first mimic.
- Blue 2 — in the Rotting Cavern, behind the four-triangle door.
- Green — in the circular stairwell right by the Mausoleum teleporter.
- Broken Green — behind Obmuer Island in the caves that lead down to the Rotting Cavern. Finding this one is what makes the shopkeeper start selling the first vault key.
Every one of those is a hidden passage or a gated door, so the secrets guide covers how the game hides them.