Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

Walkthrough

by FeralBerserker

     Feral's Guide to Valkyrie Profile: Covenant of the Plume (DS)


                      || Search Shortcuts ||
 Introduction...................................................[FG01]
 Combat Mechanics...............................................[FG02]
 Between Battles................................................[FG03]
 Plot Branching - Things to Know................................[FG04]
 Playable Characters............................................[FG05]
 Tips & Various Information.....................................[FG06]

 Prologue
  Prologue - Battle 1: Aullewyn Keep Gates......................[FG07]
  Prologue - Battle 2: Aullewyn Keep West.......................[FG08]

 Chapter 1: The Ties That Bond
  Chapter 1 - Battle 1: Iatallagh Weald.........................[FG09]
  Chapter 1 - Battle 2: Kirche Crossing.........................[FG10]

 Chapter 2A: Shadows in Darkness (Hroethe Walk)
  Chapter 2A - Battle 1: Hroethe Walk...........................[FG11]
  Chapter 2A - Battle 2: Camille................................[FG12]
  Chapter 2A - Battle 3: Evernight..............................[FG13]
  Chapter 2A - Optional Battle: Camille Highlands...............[FG14]

 Chapter 2B: Right of Way (Camille)
  Chapter 2B - Battle 1: Camille................................[FG15]
  Chapter 2B - Battle 2: Evernight..............................[FG16]
  Chapter 2B - Battle 3: Aullewyn Square........................[FG17]
  Chapter 2B - Optional Battle: Camille Highlands...............[FG18]

 Chapter 2C: Stranger's Reunion (Aullewyn Keep)
  Chapter 2C: Preparations......................................[FG19]
  Chapter 2C - Battle 1: Camille Highlands......................[FG20]
  Chapter 2C - Battle 2: Hroethe Walk...........................[FG21]
  Chapter 2C - Battle 3: Aullewyn Square........................[FG22]
  Chapter 2C - Optional Battle: Evernight.......................[FG23]

 Chapter 3A: Bitter End (Destiny Plume not used)
  Chapter 3A - Battle 1: Market Marteigh........................[FG24]
  Chapter 3A - Battle 2: The Ruins..............................[FG25]
  Chapter 3A - Battle 3: The Artolian Pass......................[FG26]
  Chapter 3A - Battle 4: The Artolian Pass (Continued)..........[FG27]
  Chapter 3A - Optional Battle: The Lotus Marsh.................[FG28]

 Chapter 3B: Scars of the Heart (Destiny Plume used Once)
  Chapter 3B: Preparations......................................[FG29]
  Chapter 3B - Battle 1: The Ruins..............................[FG30]
  Chapter 3B - Battle 2: Aidelrave..............................[FG31]
  Chapter 3B - Battle 3: Dungeon Path...........................[FG32]
  Chapter 3B - Optional Battle: Kirche Crossing.................[FG33]
  Chapter 3B - Optional Battle: The Lotus Marsh.................[FG34]

 Chapter 3C: The Saintess (Destiny Plume used Twice)
  Chapter 3C - Battle 1: The Lotus Marsh........................[FG35]
  Chapter 3C - Battle 2: Market Marteigh........................[FG36]
  Chapter 3C - Battle 3: The Ruins..............................[FG37]
  Chapter 3C - Optional Battle: Kirche Crossing.................[FG38]
  Chapter 3C - Optional Battle: Iatallagh Weald.................[FG39]

 Chapter 4A: War Against Will (Destiny Plume not used)
  Chapter 4A: Preparations......................................[FG40]
  Chapter 4A - Battle 1: Eusiria Crossing.......................[FG41]
  Chapter 4A - Battle 2: Castle Courtyard.......................[FG42]
  Chapter 4A - Battle 3: Hyacinthine Hall.......................[FG43]
  Chapter 4A - Optional Battle: Liellahan Lowlands..............[FG44]
  Chapter 4A - Optional Battle: Wintergard......................[FG45]

 Chapter 4B: Road to Nowhere (Destiny Plume used Once)
  Chapter 4B - Battle 1: Liellahan Lowlands.....................[FG46]
  Chapter 4B - Battle 2: Grenssen Shire.........................[FG47]
  Chapter 4B - Battle 3: Greenwind Brae.........................[FG48]
  Chapter 4B - Battle 4: Grenssen Shire (Revisited).............[FG49]
  Chapter 4B - Optional Battle: Evernight.......................[FG50]

 Chapter 4C: Heirs to Tragedy (Destiny Plume used Two+ Times)
  Chapter 4C: Preparations......................................[FG51]
  Chapter 4C - Battle 1: Grenssen Shire.........................[FG52]
  Chapter 4C - Battle 2: Greenwind Brae.........................[FG53]
  Chapter 4C - Optional Battle: Liellahan Lowlands..............[FG54]
  Chapter 4C - Optional Battle: Eusiria Crossing................[FG55]
  Chapter 4C - Optional Battle: Wintergard......................[FG56]

 Chapter 5A: Beyond Redemption (Destiny Plume not used)
  Chapter 5A: Preparations......................................[FG57]
  Chapter 5A - Battle 1: The Lotus Marsh........................[FG58]
  Chapter 5A - Battle 2: Wintergard.............................[FG59]
  Chapter 5A - Battle 3: The Sylvanglade........................[FG60]
  Chapter 5A - Battle 4: The Artolian Mountains.................[FG61]
  Chapter 5A - Battle 5: Gates of Aidelrave.....................[FG62]
  Chapter 5A - Battle 6: Bailey.................................[FG63]
  Chapter 5A - Battle 7: Inner Ward.............................[FG64]

 Chapter 5B: Lament of the Lost (Destiny Plume used Once)
  Chapter 5B - Battle 1: Castle Courtyard.......................[FG65]
  Chapter 5B - Battle 2: The Sylvanglade........................[FG66]
  Chapter 5B - Battle 3: Wintergard.............................[FG67]
  Chapter 5B - Battle 4: The Artolian Mountains.................[FG68]
  Chapter 5B - Battle 5: Aidelrave..............................[FG69]
  Chapter 5B - Battle 6: Bailey.................................[FG70]
  Chapter 5B - Battle 7: Inner Ward.............................[FG71]
  Chapter 5B - Battle 8: Dungeon Path...........................[FG72]

 Chapter 5C: By Power Wrought (Destiny Plume used Two+ Times)
  Chapter 5C: Preparations......................................[FG73]
  Chapter 5C - Battle 1: Bailey.................................[FG74]
  Chapter 5C - Battle 2: The Sylvanglade........................[FG75]
  Chapter 5C - Battle 3: The Artolian Mountains.................[FG76]
  Chapter 5C - Battle 4: The Artolian Pass......................[FG77]
  Chapter 5C - Battle 5: Castle Gates...........................[FG78]
  Chapter 5C - Battle 6: Castle Courtyard.......................[FG79]
  Chapter 5C - Battle 7: Throne Room............................[FG80]

 Chapter 6A: 'Good Finale' (Destiny Plume not used)
  Chapter 6A: Preparations......................................[FG81]
  Chapter 6A - Battle 1: The Dark Horizon.......................[FG82]
  Chapter 6A - Battle 2: The Dark Horizon (Continued)...........[FG83]

 Chapter 6B: 'Bad Finale' (Destiny Plume used Once)
  Chapter 6B: Preparations......................................[FG84]
  Chapter 6B - Battle 1: House of the Forsaken..................[FG85]
  Chapter 6B - Battle 2: House of the Forsaken (Continued)......[FG86]

 Chapter 6C: 'Worst Finale' (Destiny Plume used Two+ Times)
  Chapter 6C: Preparations......................................[FG87]
  Chapter 6C - Battle 1: House of the Forsaken..................[FG88]

 New Game +.....................................................[FG89]
 Seraphic Gate..................................................[FG90]

 The Small Print................................................[FG91]

========================================================================
                          INTRODUCTION [FG01]
========================================================================

This guide includes nothing about the plot of Valkyrie Profile: Covenant 
of the Plume, nor is it designed to tell you exactly what to do. Instead 
it will offer general strategies for completing battles and information 
about upcoming battles as well as anything else I find important. If you 
want someone to tell you exactly what to do and exactly which characters 
to use and such and such then look elsewhere. 

========================================================================
                        COMBAT MECHANICS [FG02]
========================================================================

-[GUESTS]-
Guests in VP: CotP can be controlled by the player like normal units. 
Their equipment and techniques cannot be changed, nor can the Destiny 
Plume be used on them. In addition, permanent effect items (Golden Eggs, 
items for learning tactics and such) cannot be used on them either. 
Depending on which plot branching you choose to play you will get 
different guests at different times. 

-[ATTACKS]-
Each character has three different attacks, but how many attacks they 
can use in battle is dictated by what weapon they have equipped. You can 
change the order of their attacks to your preference. Furthermore, staff 
users can actually have their attacks changed depending on what magic 
they have learned. Only attack magic can be assigned as an attack for 
staff users. When you are attacked by an enemy and you don't want to 
counterattack simply press start to skip your counterattack. 

-[SIEGES]-
When multiple characters have an overlapping attack range they will 
execute a siege when any one of the characters attacks. Sieges give you 
a chance to fill up your attack gauge in order to use your special 
abilities, or Soul Crushes. Also, you have the possibility of obtaining 
various types of crystals while sieging; these crystals can give you 
additional attacks or more experience. Sieging also affords you a better 
chance of overkilling an enemy, which results in obtaining more Sin. 

-[SOUL CRUSHES]-
When your attack gauge becomes full you will have to opportunity to use 
a special, or a Soul Crush. Each character has a unique special ability 
(except staff users, whose special is determined by which attack magic 
they are using) that never changes. Specials deal a lot of damage and 
will still continue to build up your attack gauge. This means you can 
often activate several specials in a row during a siege. 

-[OVERKILL]-
In order to gain Sin you need to overkill your enemies. After the 
enemy's health bar is depleted it will change into an overkill bar, 
which will fill up as you deal more damage. You don't need to fill the 
bar entirely to gain Sin; the amount of Sin you gain from an overkill is 
determined by how full the overkill bar is when you run out of attacks. 
A full overkill bar yields 100 Sin, thus a half full overkill bar yields 
50 Sin. 

-[SKILLS]-
Skills are seperated into two groups: Tactics & Techniques. All skills 
are learned by using items that can be found, rewarded, or bought. 

Tactics: Tactics must be activated during combat by spending AP. How 
much AP is spent depends on which tactic was used. Tactics can do 
several things, but there aren't many of them and even less are useful. 
Wylfred, the main character, gains unique tactics by using his Destiny 
Plume. 

Techniques: Techniques are automatically activated during battle after 
they've been equipped. It costs a certain amount of CP to equip 
different techniques, and you start with only three technique slots 
available. As you level you will gain more CP so that you can equip more 
techniques, but you will only gain more technique slots by beating the 
game and playing New Game +. Techniques do a variety of things, such as 
raise your attack power or protect you from magic. 

-[MAGIC]-
Magic is executed like a tactic is. Similarly, it must be learned by 
using an item that can be found, rewarded, or bought. Magic can heal 
allies, hurt enemies or plague them with status ailments, or even 
temporarily raise or lower a unit's stats. Magic requires AP to be used. 

-[DESTINY PLUME]-
Wylfred, the main character, is the only character with access to the 
Destiny Plume. By using the Plume he can greatly power up an ally for 
the duration of battle, as well as launch a powerful tactic. Each 
character has a unique tactic, which are listed in the Playable 
Characters (FG05) section of this guide. Such an unrivaled power comes 
at a cost though; after the battle any character who has been affected 
by the Plume will die permanently, and Wylfred will learn their unique 
tactic which he can use any time he has enough AP. 

-[SIN]-
Due to the Covenant of the Plume, you are forced to accumulate Sin 
throughout each battle. Sin is gained by overkilling enemies, and each 
battle requires a different amount of Sin. If the required amount of Sin 
is not met then extremely powerful enemies will occupy the next 
battlefield, and you will likely have to sacrifice someone with the 
Destiny Plume just to kill such enemies. When the required Sin is met or 
exceeded you will be granted certain gifts after the battle. The more 
Sin you get the better rewards you will receive. Note that after you 
gain double the required Sin you will not need to gain any more for that 
battle, as there are no further rewards past double Sin. 

-[LEADERS]-
In almost every battle the enemy will have a leader. This does not 
usually matter, but you will have a special victory condition for 
certain battles which calls specifically for the defeat of the enemy 
leader. Any such battles will end immediately when the leader is 
defeated, so be sure that you have enough Sin before defeating enemy 
leaders. 

-[HIDDEN TREASURES]-
On certain tiles there will be hidden treasures. These treasures aren't 
usually very good, but feel free to search them out if you want to. You 
can be rewarded with an accessory called Treasure Hunter (gained by 
exceeding Sin requirements) sometimes. Equipping this accessory will 
automatically identify the location of hidden treasures on a 
battlefield. To obtain hidden treasures you simply end your turn on the 
tile that houses them. 

========================================================================
                         BETWEEN BATTLES [FG03]
========================================================================

-[MAP SCREEN]-
All you can really do on the map screen (you may see me referring to it 
as the world map later on) is travel between areas by selecting the 
desired destination with your cursor. Destinations will only be 
available at certain points throughout the game and cannot otherwise be 
discovered. On the top screen of your DS there is an actual map that you 
can see dots on. Blue dots indicate a town, yellow dots indicate an 
optional battle, and red dots indicate a plot battle. 

-[SHOP]-
In towns you can go to the shop. At the shop you can purchase weapons, 
armor, accessories and items (or provisions). New wares can be purchased 
at the beginning of each chapter, and all shops have the same wares 
available. New wares only appear when you get to a new chapter, so once 
you've purchased everything you need you shouldn't feel the need to 
check back with the shop for new wares until you reach a new chapter. 

-[TAVERN]-
The only thing you can do at the tavern is read about lore. It's 
supplemental content to aid with the story's progression and depth. I 
find it all to be useless, but you may enjoy reading it. Regardless, 
check every new entry at the beginning of each chapter, as this is how 
you unlock optional battles. Any lore entries with an exclamation point 
next to them indicate that you will gain access to an optional battle by 
reading the marked lore entry. After reading the aforementioned lore 
entry, leave the town and the locations of optional battles will be 
displayed on the map screen. Simply go to the marked area and you will 
engage in the battle. Optional battles have no Sin requirement, no 
special victory conditions, and exist solely so you can gain more items, 
experience and oth (money). 

-[STORY PROGRESSION]-
From time to time there will be special areas to visit in a town. These 
are always related to story progression. Simply visit the special area 
and you'll either engage in a battle, or unlock a new area to visit on 
the map screen. If you don't see anywhere new to go on the map screen it 
is likely that you need to visit a special area at one of the towns you 
can visit. 

========================================================================
                 PLOT BRANCHING - THINGS TO KNOW [FG04]
========================================================================

VP: CotP utilizes a plot branching system. The plot branch you play is 
determined by how many times you use the Destiny Plume in a chapter. The 
only exception to this is at the end of chapter 1, where the destination 
you choose determines which plot branch you will play for chapter 2. 

Plot branching based on Destiny Plume usage begins during chapter 2. If 
you don't use the Plume you will progress to chapter 3A. If you use the 
Plume once you will progress to chapter 3B. If you use the Plume twice 
you will advance to chapter 3C. From that point on you can still choose 
to use the Plume or not, but it can change the plot branching you're on, 
so be mindful of this. Keep in mind that if you are in plot branch B 
(from chapter 3B onwards) you cannot get back into plot branch A. 
Likewise, if you are in plot branch C you cannot get into either plot 
branch B or A. Also note that using the Destiny Plume twice in any 
chapter (except for chapters two and five) will result in a game over. 
Finally, one last note is that using the Plume on Ancel does not count 
towards plot branching, as you are required to use the Plume on Ancel. 

If you plan to play this game a lot then you should think carefully 
about how you will utilize the plot branching system. Mainly because 
tactics carry over to a New Game + (specifically tactics gained by using 
the Destiny Plume), I recommend you play through plot branch C on your 
first play through. Whatever branching you choose, you should carefully 
choose which chapter 2 plot branch you will play, to ensure that you 
have a satisfactory party (i.e. for plot branch C you will not get a 
greatsword user, so you might consider doing chapter 2A in order to get 
a greatsword user). 

========================================================================
                   PLAYABLE CHARACTERS [FG05] (FG05)
========================================================================

                        -||-   Wylfred   -||-
  Obtained: Immediately - This is the main character
  Weapon Type: Longsword
  Destiny Plume: N/A

                        -||-    Ancel    -||-
  Obtained: Immediately
  Weapon Type: Greatsword
  Destiny Plume: Vali's Awakening (Doubles all traits and draws enemy 
                 attacks [Lasts 2 rounds])

                        -||-  Cheripha   -||-
  Obtained: Guest during Chapter 1 - Joins at end of Chapter 1
  Weapon Type: Bow
  Destiny Plume: Gleipnir's Bonds (Paralyzes all non-leader enemies 
                 [Lasts 3 rounds]) 

                        -||-  Lockswell  -||- 
  Obtained: Joins at end of Chapter 1
  Weapon Type: Staff/Caster
  Destiny Plume: Vidar's Hush (Silences all enemies [Lasts 4 rounds]) 

                        -||-    Darius   -||-
  Obtained: Guest during Chapter 2A - Joins at end of Chapter 2A
  Weapon Type: Longsword
  Destiny Plume: Baldr's Pact (Negates damage to self and inflicts 
                 double on enemy, doesn't stack [Lasts 2 rounds])

                        -||-   Gwendal   -||-
  Obtained: Guest during Chapter 2A - Joins at end of Chapter 2A
  Weapon Type: Greatsword
  Destiny Plume: Veigr's Warcry (Adds sudden death effect to all 
                 allies' attacks [Lasts 3 rounds]) 

                        -||-   Natalia   -||-
  Obtained: Guest during Chapter 2B - Joins at end of Chapter 2B
  Weapon Type: Knife
  Destiny Plume: Hervor's Blessings (Halves all enemies' RDM [Lasts 3 
                 rounds])

                        -||-   Earnest   -||-
  Obtained: Guest during Chapter 2B - Joins at end of Chapter 2B
  Weapon Type: Lance
  Destiny Plume: Hoard of the Dvergar (Yields more purple and shining 
                 gems for allies, Adds fazing effect only when first 
                 invoked [Lasts 3 rounds])

                        -||-   Mireille  -||-
  Obtained: Guest during Chapter 2C - Joins at end of Chapter 2C
  Weapon Type: Longsword
  Destiny Plume: Ratatoskr's Scandal (Damages all but self and leaders 
                 by half of their max HP [Cannot reduce HP below 1])

                        -||-   Mischka   -||-
  Obtained: Guest during Chapter 2C - Joins at end of Chapter 2C
  Weapon Type: Greatsword
  Destiny Plume: Avalanche of the Jotun (Freeze all non-leader, 
                 non-human enemies)

                        -||-    Heugoe   -||-
  Obtained: Guest during Chapter 2C - Joins at end of Chapter 2C
  Weapon Type: Lance
  Destiny Plume: Biflindi's Shield (Halves Attack of all enemies 
                 [Lasts 3 rouns])

                        -||-    Ushio    -||-
  Obtained: Guest during Chapter 3A - Joins at end of Chapter 3A
  Weapon Type: Katana
  Destiny Plume: Hod's Smiting (Renders all allies' normal attacks 
                 critical [Lasts 3 rounds])

                        -||-  Lieselotte -||-
  Obtained: Guest during Chapter 3B - Joins at end of Chapter 3B
  Weapon Type: Staff/Caster
  Destiny Plume: Kvasir's Mead (Negates all magic damage against 
                 allies [Lasts 3 rounds])

                        -||-    Rosea    -||-
  Obtained: Guest during Chapter 3C - Joins at end of Chapter 3C
  Weapon Type: Staff/Caster
  Destiny Plume: Eir's Mercy (Restores all allies' HP by 80% of 
                 maximum at beginning of round [Lasts 3 rounds]) 

                        -||-    Duwain   -||-
  Obtained: Guest during Chapter 3C - Joins at end of Chapter 3C
  Weapon Type: Lance
  Destiny Plume: Inspiration of the Alfar (Eliminates AP costs for all 
                 allies [Lasts 2 rounds]) 

                        -||-   Fauxnel   -||-
  Obtained: Guest during Chapter 4A - Joins at end of Chapter 4A
  Weapon Type: Staff/Caster
  Destiny Plume: Andvari's Bequest (Curses all enemies [Lasts 4 
                 rounds])

                        -||-    Valmur   -||-
  Obtained: Guest during Chapter 4B - Joins at end of Chapter 4B
  Weapon Type: Bow
  Destiny Plume: Hoenir's Arc (Expands attack range by two panels for 
                 all allies [Lasts 3 rounds])

                        -||-    Phiona   -||-
  Obtained: Guest during Chapter 4B - Joins at end of Chapter 4B
  Weapon Type: Greatsword
  Destiny Plume: Fafnir's Heart (Instantly revives any fallen allies 
                 [Lasts 3 rounds])

                        -||-  Reinhilde  -||-
  Obtained: Guest during Chapter 4C - Joins at end of Chapter 4C
  Weapon Type: Bow
  Destiny Plume: Angrboda's Allure (Poisons all enemies [Lasts 3 
                 rounds])

                        -||-   Auguste   -||-
  Obtained: Guest during Chapter 4C - Joins at end of Chapter 4C
  Weapon Type: Knuckles
  Destiny Plume: Fury of the Aesir (Negates all physical damage against 
                 allies [Lasts 3 rounds])

========================================================================
                   TIPS & VARIOUS INFORMATION [FG06]
========================================================================

Plot Branch C: You should consider playing plot branch C on your first 
play through, as you'll be able to accumulate powerful tactics for 
Wylfred so that you may use them in other plot branches during New Game 
+. Also, remember that you can use the Destiny Plume on one character 
every chapter, and on as many characters as you desire during chapter 5. 
Just be sure that you don't sacrifice so many characters you can't beat 
the final battles. 

Sin Rewards: The Sin rewards for getting double the target Sin are very 
powerful. If you're having difficulty with the game then try to win just 
a couple battles with double the target Sin and it'll be much easier for 
you (assuming you're rewarded some time of equipment). If you think this 
game is way too easy then excercise some discipline and don't use your 
Sin rewards. It won't make the game hard, but you might at least get a 
little more joy out of it. But don't ever fall short of your Sin quota. 

Status Ailments: There are several status ailments in VP: CotP. Buy 
accessories to avoid these ailments or get rewarded with Omnichecks 
(which grant immunity to all status ailments). Also remember that items 
for curing status ailments are cheap and don't require much AP to be 
used in battle. Stock up on them, or buy a Normalize Codex (it allows 
you to learn the Normalize spell, which cures all status ailments). To 
find out which symbol represents which status ailment, refer to page 29 
of your game manual (for North American release). 

Think Before Moving: You can press the B button to scroll around the map 
and move your units in any order you want. Think before you move your 
units, since you can often siege several enemies per turn simply by 
pre-planning. If you've played a lot of turn-based strategy games or 
tactical RPGs then this should be a no brainer. 

Back Attacks: Hitting the enemy in the back can faze them, disallowing 
them to counterattack when they survive. You don't have to be directly 
behind the enemy for this to occur, you can be diagonal to them, so long 
as you are to their rear. 

Spending Attacks During Sieges: Don't just spend everyone's attacks as 
quickly as possible when you're sieging. Many times you'll need to save 
a couple of attacks if you want to get four Soul Crushes off during one 
siege. I make it a general rule to always assign Wylfred to the Y 
button. During a siege I just use one attack of Wyl's and expend 
everyone else's until I have a full attack gauge. Launch three Soul 
Crushes and you'll likely no longer have a full attack gauge, which is 
when you spend your last two attacks with Wylfred, usually getting your 
gauge full again to use your fourth Soul Crush. 

Union Plumes: These are really cheap to buy. By chapter three I had 
about 35 or 40 of these stocked up in my inventory. I recommend that you 
do the same. They're cheap to buy, don't cost much AP to use in battle, 
and it's almost impossible to die when you have them. Also remember that 
when reviving a dead unit they will appear in front of you, and still be 
able to act. If the tile in front of you is occupied they will most 
often (but not always) appear behind you. Use this to your advantage, as 
there are several ways to benefit from it. 

Healing: Healing is almost always a waste of time. You level up so often 
in this game that you rarely need to heal (since you get full HP 
whenever a level is gained). Only in a few very specific situations 
would I heal my units. Ultimately, it's sometimes better just to let 
them die for various reasons. 

Standardize: If you plan to play this game more than once then you 
should try and be uniform with your deployment. I always had Wyl 
assigned to the Y button, my caster assigned to B, spear users assigned 
to X and either archers or mobile units (Natalia, Ushio or Auguste) 
assigned to A. This is just a matter of convenience really. The buttons 
you assign them to will also determine their insertion positions for 
each battle, so now you know how my units were always deployed. 

Stick to a Plot Branch: If you're trying to unlock the Seraphic Gate 
then be sure to stick to a plot branch once you get locked into it. If 
you're in plot branch B then avoid using the Destiny Plume any more. If 
you're in plot branch A you should never even consider using the Destiny 
Plume. In plot branch C it doesn't matter, you can't get into a 
different plot branch. 

Chapter 2: Depending on what plot branch you want to go through (based 
on Destiny Plume usage) you should think carefully about which chapter 2 
branch you go through. I recommend chapter 2A if you're doing plot 
branch C (since Veigr's Warcry is a great tactic to have), chapter 2B if 
you're doing plot branch B (since you won't otherwise get spear user in 
branch B), and chapter 2C if you're doing plot branch A (since I think 
Heugoe is a better spear user than Earnest). You might think 
differently, but that's what I think. 

Preferred Characters: While there are several spear users and other 
types of units, I prefer certain ones to others. I consider Duwain to be 
the best spear user, and Natalia to be the best mobile character. Almost 
all casters are the same in my opinion, since their attacks can be 
changed by learning new spells. Other than that I don't have much 
preference, since that's pretty much what I use (Wyl, a spear user, 
caster and a mobile character). I highly recommend always using a spear 
user, though, since they have a good attack range and can use the Dash 
tactic to compensate for their movement (they're great for sieging 
several enemies in one round). 

========================================================================
            PROLOGUE - BATTLE 1: AULLEWYN KEEP GATES [FG07]
========================================================================

Usable Guests: Heugoe, Gwendal
Enemies: Dire Wolf (X2), Kobold, Ghoul

You should move Wylfred and Ancel so they are close enough to an enemy 
to attack it, but don't attack with them. You'll probably want to 
initiate the attack with either Heugoe or Gwendal. As long as you use 
your two guests appropriately you'll kill an enemy in one round. 
Continue on with this process until only the boss is left. 

It's best to bait the boss with either Heugoe or Gwendal. After you're 
attacked you should move Wylfred and Ancel into range and initiate an 
attack with whoever (assuming all your units are able to assist with the 
attack). As long as you spend everyone's attacks you should be able to 
kill the boss in one round. That's the end. You've won this extremely 
easy battle. 

-[AFTERMATH]- 
On the map screen you can only go into Aullewyn Keep. You can check out 
some lore or visit the shop that only sells items if you want. Just go 
into the garrison to advance to the second battle. 

========================================================================
             PROLOGUE - BATTLE 2: AULLEWYN KEEP WEST [FG08]
========================================================================

Usable Guests: None
Enemies: Dire Wolf (X2), Kobold (X2)

Go ahead and 'siege' the nearest Dire Wolf. You should be able to kill 
him in one attack without consequence. Now kill the Kobold who is on the 
same side of the stream as you. A siege will kill him in one attack. The 
last two enemies will probably be on your side of the stream by now, so 
head over and kill them. It doesn't matter who you kill first or second, 
just siege them one after the other and you'll be finished with the 
first phase of this battle. 

After some dialogue you'll have to fight two Ghouls. First of all, you 
are forced to power up Ancel. Move Wylfred next to the nearest Ghoul and 
power up Ancel, then move Ancel near the Ghoul and siege him. Pass your 
next turn and then move into position and siege the last Ghoul. Battle 
completed. 

-[AFTERMATH]-
You'll proceed directly to Chapter 1.

========================================================================
              CHAPTER 1 - BATTLE 1: IATALLAGH WEALD [FG09]
========================================================================

Usable Guests: Cheripha
Enemies: Swordsman (X2), Archer, Sorceress [Leader]
Target Sin: 50

Shoot the nearest Swordsman with Cheripha, then move Wylfred in and 
siege the same enemy. You'll probably end up being hit by both the 
Swordsman and Sorceress, but it's no big deal. Now you can either 
overkill the Swordsman by way of siege for Sin, or just kill him and not 
worry about it. Next focus is the Sorceress, who goes down easy enough. 
A couple sieges will overkill her. By this point the remaining Swordsman 
should be attacking Wylfred. Obviously, he's the next target. Like 
usual, two sieges will overkill him. Lastly, move in towards the Archer 
and siege her. After two or three sieges she'll be overkilled. That's 
that, another painfully easy battle has been won. 

-[AFTERMATH]-
You can only head to Market Marteigh after the battle. View the scene, 
then visit the shop and the tavern. When you return to the map screen 
you'll find that the location Kirche Crossing has been unlocked. Head on 
over there to begin the next battle. 

========================================================================
              CHAPTER 1 - BATTLE 2: KIRCHE CROSSING [FG10]
========================================================================

Usable Guests: Cheripha
Enemies: Swordsman (X2), Archer (X2), Warrior (X2), Lockswell [Leader]
Target Sin: 130

Stay as far away from the nearest Warrior as possible while sieging the 
closest Swordsman. After he's finished you should head in and kill the 
nearest Archer, which won't be any sort of a challenge. Now set your 
units up so you can pincer the Warrior once he gets close enough. Attack 
him first with Cheripha, then siege him while executing a pincer. Now 
you'll just have to wait for the Archer to get closer, or head towards 
her. She dies easy. Not much left now. Just a Warrior, Swordsman and 
Lockswell. 

I chose to kill the Swordsman first. Shoot him with some arrows and 
he'll come close enough where you can pincer him. After he's dead it's 
the Warrior. Yeah, you guessed it, pincer him with a siege and you'll 
just have to kill Lockswell. Bait him with Cheripha or Wylfred, it 
doesn't matter. Try to make sure your first attack against him is a 
pincer siege, though. Do like always, siege him until he's dead. 

-[AFTERMATH]-
After the battle Cheripha and Lockswell join the party. Head to Market 
Marteigh to advance the story and buy goods if you need them. Once you 
decide to further the story by visiting the shire you'll be able to 
travel to Tourque. Upon visiting Tourque you'll unlock three more 
locations to visit: Hroethe Walk, Camille, and Aullewyn Keep. Proceed to 
any of the three locations to begin the desired chapter. 

Hroethe Walk to progress to Chapter 2A: Shadows in Darkness (FG11)
Camille to progress to Chapter 2B: Right of Way (FG15)
Aullewyn Keep to progress to Chapter 2C: Stranger's Reunion (FG19)

========================================================================
           CHAPTER 2A - BATTLE 1: HROETHE WALK [FG11] (FG11)
========================================================================

Usable Guests: Darius, Gwendal
Enemies: Skullfish (X3), Giant Bat (X4), Aello [Leader]
Target Sin: 200

Make your way along the path. As you get near Giant Bats they will 
approach and end their turn above solid ground (usually). Just siege 
everything as you go along, since it's a linear map you don't have any 
options. Eventually you'll finish the battle, hopefully without 
consequence. Be careful with the Aello, as it can deal a lot of damage. 

-[AFTERMATH]-
You'll be on the world map with Camille available to be visited. Go to 
Camille and check out the shop's wares as well as the lore at the 
tavern. An optional battle at Camille Highlands (FG14) will be unlocked. 
Either head to the optional battle or Tour the Rebel Camp at Camille to 
engage in the next battle. 

========================================================================
                 CHAPTER 2A - BATTLE 2: CAMILLE [FG12]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: Darius, Gwendal
Enemies: Archer, Warrior (X2), Lancer (X2), Swordswoman (X2), 
         Sorcerer [Leader]
Target Sin: 380

Focus on the Warrior until he's dead, which should be in the first or 
second round. Then divert all your attention to the Archer. Regroup at 
the top of the ramp for your next push. Move your caster/ranged unit 
down the ramp first, so that anyone who follows can siege with them. Now 
if you set everything up optimally, you'll be able to siege the Lancer 
at the bottom of the ramp with three people, leaving him dead or 
severely wounded. The nearest Swordswoman and Warrior will advance on 
you now. Focus on killing one target at a time to get your required Sin. 
I'd kill the Lancer first, then Swordswoman (she should be closer) and 
finally the Warrior. 

Now all that's left is a Swordswoman, Lancer and the Sorcerer leader. 
When you advance so will the enemy (except the Sorcerer). Just do as 
usual: focus your attacks on a single target to get your Sin. After one 
or two rounds you should be left with just a Sorcerer. Surround, siege, 
battle over. 

-[AFTERMATH]-
You'll be in Camille. Finish buying anything you couldn't afford earlier 
and Speak with Ailyth when you're ready to progress the story. You might 
consider leaving Camille and completing the optional battle, as this is 
your last chance to do so. 

========================================================================
                CHAPTER 2A - BATTLE 3: EVERNIGHT [FG13]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: Darius, Gwendal
Enemies: Lancer (X2), Sorcerer (X3), Pickpocket, Natalia [Leader]
Target Sin: 200

I advanced toward the Lancer nearest to Natalia at the beginning. 
Everyone but the Pickpocket began to advance on my units. I focused my 
attention on the Lancer and the Sorcerer near him, then the next closest 
Sorcerer. I continued to focus on any units that got near me while 
avoiding Natalia as best I could. Be ready to see units die by Natalia's 
hand if she pursues you in such a fashion. It should be noted that I was 
going for the worst ending on this file, and this is the battle where I 
used the Destiny Plume on Lockswell, which made it very simple. 

Regardless, keep cleaning up everything until you have either killed it 
all or reached your Sin quota. Then you should use Vali's Awakening and 
surround Natalia, proceeding to siege her until she's dead. 

-[AFTERMATH]-
You'll end up on the world map, with Tourque unlocked and marked as your 
destination. Finish any business you have in Camille and head over to 
Tourque to advance to the next chapter. 

Chapter 3A: Bitter End (Destiny Plume not used) (FG24)
Chapter 3B: Scars of the Heart (Destiny Plume used Once) (FG29)
Chapter 3C: The Saintess (Destiny Plume used Twice) (FG35)

========================================================================
     CHAPTER 2A - OPTIONAL BATTLE: CAMILLE HIGHLANDS [FG14] (FG14)
========================================================================

Usable Guests: Varies
Enemies: Ghost (X2), Mandragora, Aello (X2) [Leader]
Target Sin: N/A

Move Wylfred close enough to attack and boost him up with Vali's 
Awakening. Position the rest of your units for a four person siege 
against the nearest Ghost and let it rip. If Wylfred has a special you 
should be able to kill the Ghost in one go, if not then keep sieging. 
The second Ghost and an Aello will advance and probably attack you. I 
recommend taking out the Aello first, before your Vali's Awakening wears 
off. Heal or use Union Plumes as needed to get through these two. 

Now regroup and advance to the Mandragora. When you get close enough the 
Mandragora will meet you halfway. It's pretty weak compared to anything 
else here. Just take it's attack and decimate it with a siege or two. 
Now head for the last Aello and siege until the battle is over. 

========================================================================
              CHAPTER 2B - BATTLE 1: CAMILLE [FG15] (FG15)
========================================================================

Usable Guests: None
Enemies: Swordsman (X2), Warrior (X2), Archer (X2), Sorceress (X2), 
         Lancer (X2) [Leader]
Target Sin: 320

First off, go after the nearest enemy with a three person siege, which 
should kill them. Just make sure you keep Lockswell as far away from the 
remaining enemies as possible. Chances are the Archer will go for 
Lockswell, which he should live through. Siege the nearby enemies and 
you'll kill them with little consequence. If anyone's HP are low you'd 
do well to heal them with Lockswell, after moving him into an adequate 
range to be involved in following sieges. 

Get your units in order so that you can head down the ramp and get the 
initiative on the Warrior. One or two sieges should kill him, which is 
when all the remaining enemies but the far Sorcereress and Lancer will 
advance on you. Don't fret, they're pretty weak and stupid. Just heal as 
appropriate with Lockswell while you siege and kill as many enemies as 
you can per turn. You might want to put priority on the Sorceress, but 
chances are that the reaction of your enemy will dictate your moves. 

In two or three turns you should be done with that advance, and only 
have a Sorceress and Lancer to kill. This won't prove challenging, as 
you can take your time and heal your party before engaging them if you 
need to. Regardless, this situation doesn't require any finesse, just 
head in and smash them up. It's preferable you get the initiative, but 
that pretty much goes without saying. 

-[AFTERMATH]-
You'll be in Camille, with the option of buying new equipment and 
accessing new lore. Among the new lore is an optional battle. If you 
choose to fight the optional battle now, proceed to Camille Highlands 
(FG18). Otherwise continue on with the main story. 

========================================================================
                CHAPTER 2B - BATTLE 2: EVERNIGHT [FG16]
========================================================================

Usable Guests: Earnest, Natalia
Enemies: Cutpurse (X2), Warrior, Sorcerer, Lancer, Darius [Leader]
Target Sin: 270

Siege the Cutpurse nearest to Darius a couple times to overkill her, 
then if you can get started on the Warrior. The hidden Cutpurse will 
come out from the trees (and possibly attack you). Now you should be 
able to easily kill the Sorcerer and Cutpurse this turn, and if you're 
lucky about who the Warrior attacks on his turn you'll be able to kill 
him on a counter as well. 

After that business is settled you should be near or past the target Sin 
with your eyes set on the Lancer and Darius. Harass the Lancer from afar 
with your ranged units. Once the Lancer finally advances, surround him 
and slaughter him. It's not a bad plan to use your Vali's Awakening 
tactic for baiting Darius. Assuming you siege Darius with all four of 
your units he should die in a turn. Easy peasy. 

-[AFTERMATH]-
You'll end up on the world map and the location of Aullewyn Keep may now 
be visited. Do whatever you need to do in Camille and head to Aullewyn 
Keep when you're finished to progress through the story. This is your 
last chance to do the optional battle.

========================================================================
             CHAPTER 2B - BATTLE 3: AULLEWYN SQUARE [FG17]
========================================================================

Special Victory Condition: Rescue Natalia
Usable Guests: Earnest
Enemies: Archer (X2), Swordsman (X2), Lancer (X2), Sorcerer, 
         Heugoe [Leader]
Target Sin: 250

You'll want to make your way around one of the two flanks with your 
entire party. I chose to head around towards the caster, rather than 
towards Heugoe. It's a pretty simple strategy, just make your way around 
the execution area in a circle, sieging every enemy as you go to meet 
your required Sin. Heugoe can be a problem, but if you use Vali's 
Awakening for fighting him it won't be so bad. You might consider 
leaving Lockswell near the execution area so that he can heal Natalia 
for the duration of the battle. No enemies will advance on you until 
you're in range, so keeping Natalia alive will be the hardest part of 
this battle. 

-[AFTERMATH]-
Earnest and Natalia join the party. Tourque will be unlocked on the 
world map. You can go to Aullewyn Keep or Camille to get a new spear if 
you want, and to otherwise stock up on more equipment or items. When 
you're ready to progress the story to chapter 3 go over to Tourque. 

Chapter 3A: Bitter End (Destiny Plume not used) (FG24)
Chapter 3B: Scars of the Heart (Destiny Plume used Once) (FG29)
Chapter 3C: The Saintess (Destiny Plume used Twice) (FG35)

========================================================================
     CHAPTER 2B - OPTIONAL BATTLE: CAMILLE HIGHLANDS [FG18] (FG18)
========================================================================

Usable Guests: Varies
Enemies: Battle Beetle, Ghost (X2), Aello (X2) [Leader]
Target Sin: N/A

Just move all your units forward, using Vali's Awakening tactic with 
Wylfred (you might want to move Wylfred before Lockswell, so you can 
fill Wylfred's HP after he buffs up). You'll want to kill the Battle 
Beetle off the bat. There's not much to say about this battle, just make 
sure every time you hurt the enemy you're sieging them, preferably with 
all three of your units. After you start battling, one of the Ghosts 
will advance on you. Try to kill the Battle Beetle and nearest Aello 
before the Ghost gets close enough to attack you. 

After you've defeated those three enemies (or while you're doing it) the 
last two will advance for you. Same thing as always, siege them while 
Lockswell heals anyone who needs it. You might need to use a healing 
item in this battle, but if you've been exceeding the target Sin then 
you should have piles of them sitting around. All in all, this battle 
looks a lot more intimidating than it is dangerous. 

========================================================================
                 CHAPTER 2C: PREPARATIONS [FG19] (FG19)
========================================================================

You'll begin the chapter at Aullewyn Keep. Check out the shop's wares 
and the lore at the tavern. You'll unlock the optional battle at 
Evernight (FG23). Either head to the optional battle or go to Camille 
Highlands to advance the story. 

========================================================================
            CHAPTER 2C - BATTLE 1: CAMILLE HIGHLANDS [FG20]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: Heugoe
Enemies: Archer (X2), Warrior, Cutpurse (X2), Sorcerer, 
         Swordsman (X2) [Leader] 
Target Sin: 280

Head down the path and siege the Warrior to death for the first round. 
You'll take a bit of flak for this, just take it like a man. Now, the 
Archer you ignored will probably be in range to get sieged by both your 
caster and archer, which you should do until he's overkilled. Now focus 
on the second Archer, overkilling him as well (preferably with Heugoe), 
and finally overkill the Swordsman who approached you so recklessly. 

Now just finish off whatever is left in the immediate area (probably a 
Sorcerer and Cutpurse), then head up the hill. Overkill the Cutpurse 
first if you need the Sin, Experience or Oth. Then siege the Swordsman 
leader to oblivion. 

-[AFTERMATH]-
You'll be on the world map. Head to Aullewyn Keep and Report to Duty, 
which will make Hroethe Walk available for visit on the world map. 
Finish shopping or doing your optional battle, or go to Hroethe Walk to 
further the story. 

========================================================================
               CHAPTER 2C - BATTLE 2: HROETHE WALK [FG21]
========================================================================

Usable Guests: Mireille, Mischka
Enemies: Warrior (X2), Cutpurse, Swordsman, Sorcerer (X2), 
         Sorceress [Leader]
Target Sin: 340

Head down the hill towards the Warrior, he'll meet you halfway. Siege 
him for an overkill, and move on to the Cutpurse. This should take two 
or three rounds. At this time all the enemies should be getting near you 
and chances are that they'll mass up around the corner. This makes for a 
convenient round or two of sieging, after which you should only have one 
or two enemies left (which ones is your decision). Finish off whatever 
is left and that's a done deal. 

-[AFTERMATH]-
You'll be on the world map again. Head to Aullewyn Keep and Report to 
Duty to initiate the next battle. 

========================================================================
             CHAPTER 2C - BATTLE 3: AULLEWYN SQUARE [FG22]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: Mireille, Mischka
Enemies: Lancer (X2), Pickpocket (X2), Archeress (X2), Sorceress, 
         Earnest [Leader]
Target Sin: 250

Go and wound the nearest Pickpocket and then overkill him with a siege. 
Chances are that all the enemies will begin advancing now. Just stick to 
the nearest corner, killing the Archeress for starters. Now as the 
enemies come in you should kill them with all your might. There's a good 
chance that some of your units will die. Just bring them back for the 
low price of a Union Plume and it's like it never even happened. 

When Earnest starts getting close you should move Wylfred out front a 
little bit to ensure he'll be attacked and use Vali's Awakening. 
Depending on how many enemies are nearby he might die, but that's 
acceptable. Just bring him back with a Union Plume and weed out some of 
the nearby threats (if not all of them). After a few turns of the nitty 
gritty you're likely to have the enemy reduced to Earnest and maybe an 
Archeress or Sorceress. If you've met your Sin quota then just focus on 
killing Earnest. 

Killing Earnest is best if you're still affected by Vali's Awakening 
(obviously). Regardless of if you are or aren't, just keep sieging him 
while simultaneously reviving your fallen comrades. In time he will die, 
and you will be victorious. 

-[AFTERMATH]-
Mireille, Mischka and Heugoe join the party. Tourque becomes unlocked on 
the world map. Do any last minute business (this will be your last 
chance to do the optional battle) and head to Tourque. You will now 
proceed to the next chapter. 

Chapter 3A: Bitter End (Destiny Plume not used) (FG24)
Chapter 3B: Scars of the Heart (Destiny Plume used Once) (FG29)
Chapter 3C: The Saintess (Destiny Plume used Twice) (FG35)

========================================================================
         CHAPTER 2C - OPTIONAL BATTLE: EVERNIGHT [FG23] (FG23)
========================================================================

Usable Guests: Varies
Enemies: Ghoul (X2), Aello, Skullfish (X2), Ghost [Leader]
Target Sin: N/A

Head straight into the belly of the beast and attack the Aello (use 
Wylfred for this, and use Vali's Awakening if you think he can't take 
the heat). If you line everyone up properly you should be able to kill 
it in one turn. Now a lot of your units will get attacked, that's life. 
Move Cheripha towards Wylfred and try to siege one of the Ghouls (who 
you should be able to kill in one siege). Now move the rest of your 
units to the center and kill as many enemies as possible (if you're not 
sure whether you'll kill them or not then attack them when you're in a 
position so that they can't counterattack). 

Finally, all the remaining enemies will swarm you, maybe you lose a unit 
and maybe you don't. Revive anyone who dies but don't waste your time 
with healing. Finish off the rest of the enemies and you should be done 
by around round 3. No sweat. 

========================================================================
          CHAPTER 3A - BATTLE 1: MARKET MARTEIGH [FG24] (FG24)
========================================================================

Usable Guests: Ushio
Enemies: Hellhound (X2), Fire Bat, Lizard Man [Leader]
Target Sin: 170

Easy, straightforward battle here. Head to the Hellhounds and overkill 
them. Have Wylfred head up the stack of crates and use Vali's Awakening 
for convenience's sake. Now run down the crates and effectively pull 
both enemies to the rest of your party. Now slaughter them both as 
ruthlessly as possible for hassling you. 

-[AFTERMATH]-
You'll be on the world map with The Ruins as your marked destination. 
Instead, head to Market Marteigh to do some shopping and lore perusing. 
You'll unlock the Lotus Marsh (FG28) as an optional battle. Either head 
over there or proceed with the story by going to The Ruins. 

========================================================================
                CHAPTER 3A - BATTLE 2: THE RUINS [FG25]
========================================================================

Special Victory Condition: Rescue Rosea
Usable Guests: Ushio
Enemies: Will-o'-the-Wisp (X3), Lesser Vampire (X2) [Leader]
Target Sin: 240

Focus all your attention on getting as close to Rosea as possible 
immediately, as she's by no means adept at survival. Heal her up, and 
proceed to siege any enemies that come near your party. Anything near 
Rosea or prone to targetting her should take precedence. She's really 
weak, so keeping her alive will be your biggest challenge in this 
battle. 

-[AFTERMATH]-
You'll start on the map with the Artolian Pass available for a visit. Do 
anything you've left to do (this is your last chance to do the optional 
battle) before heading to the Artolian Pass, which is the location of 
the next battle. 

========================================================================
            CHAPTER 3A - BATTLE 3: THE ARTOLIAN PASS [FG26]
========================================================================

Usable Guests: Ushio, Rosea
Enemies: Lizard Man (X3), Ocypete (X2), Dragon [Leader]
Target Sin: 250

You might not like my 'strategy' for this battle, but here it is. Move 
in and overkill the nearest Lizard Man (by using Dash and a four man 
siege, or a 3 & 4 man siege). Now every enemy will attack you, and 
likely kill two or three of your party members. Just revive however many 
are dead with Union Plumes (make sure you position them like a 
smart-smart). Now, depending on how many died, you can either overkill 
one or two enemies this turn. I chose the two remaining Lizard Men 
(which all my units got a level from, rendering them fully healed). Now 
with only three enemies left it's pretty much a done deal. I took out 
the Dragon next, then hunted down the last two Ocypete. 

-[AFTERMATH]-
You go directly into the next battle. If you have any Curse Checks you 
might want to equip them between battles. 

========================================================================
      CHAPTER 3A - BATTLE 4: THE ARTOLIAN PASS (CONTINUED) [FG27]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: Ushio, Rosea
Enemies: Living Armor (X2), Daemon (X2), Lieselotte [Leader]
Target Sin: 200

You should be able to take out one of the Living Armors on the first 
round, assuming your units are lined up appropriately (and you have 
Dash). Afterwards all enemies will advance for you, I doubt you'll lose 
any units but it's always possible. If so, then revive them for close to 
free (Union Plume) and continue. I recommend taking out the Daemons 
first at this point, then the Living Armor and finishing off Lieselotte 
last. Lieselotte is really weak, so it should be a cinch. If you're 
going to use Vali's Awakening for this battle then it's best used after 
you've killed one enemy. 

-[AFTERMATH]-
Ushio will join the party. You will proceed to the next chapter.

Chapter 4A: War Against Will (Destiny Plume not used) (FG40)
Chapter 4B: Road to Nowhere (Destiny Plume used Once) (FG46)
Chapter 4C: Heirs to Tragedy (Destiny Plume used Two+ Times) (FG51)

========================================================================
      CHAPTER 3A - OPTIONAL BATTLE: THE LOTUS MARSH [FG28] (FG28)
========================================================================

Usable Guests: Varies
Enemies: Skullfish (X4), Flying Fish (X2) [Leader]
Target Sin: N/A

Yeesh. This battle is a total joke. Split up and go around randomly 
killing all the weaklings. You shouldn't have any problems, but if you 
do for some reason just use Vali's Awakening. 

========================================================================
                 CHAPTER 3B: PREPARATIONS [FG29] (FG29)
========================================================================

You start only able to visit Market Marteigh. Check out the shop as it 
has new goodies, as well as the tavern which will have a lot of new 
lore. Two pieces of lore are optional battles. Kobold Crisis will bring 
you to battle at Kirche Crossing, while Flowery Grave will bring you to 
a battle at Lotus Marsh. When you've done all you please exit Market 
Marteigh to see your new locations unlocked. Head to The Ruins to 
advance the story, otherwise head to either Kirche Crossing (FG33) or 
Lotus Marsh (FG34) to proceed with an optional battle. 

========================================================================
                CHAPTER 3B - BATTLE 1: THE RUINS [FG30]
========================================================================

Usable Guests: Rosea
Enemies: Battle Beetle (X3), Armor Beetle [Leader]
Target Sin: 150

This is a straight-forward battle. Use Dash immediately with everyone 
who can, and you'll easily be able to surround and siege every enemy you 
come upon. One siege (as long as it's set up properly) should be able to 
kill any enemy in one go. Vali's Awakening and a four unit siege (all 
surrounding the target) should be able to kill the Armor Beetle in one 
turn as well. You're done with yet another effortless battle. 

-[AFTERMATH]-
Aidelrave becomes unlocked on the world map. You can finish purchasing 
items from Market Marteigh if you haven't already, as well as complete 
either of the optional battles (this is your last chance) if you haven't 
done that either. 

========================================================================
                CHAPTER 3B - BATTLE 2: AIDELRAVE [FG31]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: Rosea
Enemies: Living Armor (X2), Daemon, Lieselotte [Leader]
Target Sin: 150

The toughest enemy here is the Daemon. You'll want to occupy the bridge 
immediately, allowing the nearest Living Armor to advance on you and 
attack, thus allowing you to counterattack. Now surround the Living 
Armor and do a full siege to overkill him. The Daemon should get closer 
next turn, allowing you to surround him with the assistance of dash. Do 
so, but beware that if he hits anyone they might get cursed. Weaken him 
up however you deem necessary. If you chose to use the Destiny Plume on 
Cheripha in Chapter 2 then I recommend using Gleipnir's Bonds for 
killing the Daemon. If you don't have Gleipnir's Tears then this is 
probably where you'll want to use Vali's Awakening. 

The last Living Armor won't advance, and after you wound him it is 
likely he'll move towards Lieselotte to be healed. Just let him get 
healed and he'll return to your attack range. Weaken him up as 
appropriate so you can get the overkill, then bury him. Head on to 
Lieselotte, who is a total joke. Surround her and siege her once or 
twice and she'll be overkilled. I used Vali's Awakening to ensure an 
overkill on Lieselotte, you might consider doing the same. 

-[AFTERMATH]-
You will immediately be thrown into the next battle at Dungeon Path.

========================================================================
               CHAPTER 3B - BATTLE 3: DUNGEON PATH [FG32]
========================================================================

Usable Guests: Lieselotte
Enemies: Warrior (X2), Archer (X2), Sorcerer, Swordswoman (X2) [Leader]
Target Sin: 300

Head for the group with the two Warriors in it, using dash appropriately 
you should be able to kill one Warrior on the first round, and wound the 
other considerably. You'll probably lose your weakest unit, but just 
revive them with a Union Plume at the beginning of the next round (make 
sure to do this where they'll be close enough to an enemy to attack). On 
the second round I chose to kill the Archer and Swordswoman in this 
group, which was simple enough (one siege a piece, since they lined up 
perfectly for me). If you have an extra turn either kill the Warrior, or 
wound him so bad that he'll flee for healing. 

By this point you should have quickly defeated half the enemies on this 
map for the small price of a Union Plume. Now siege one of the two 
closest units (a Sorcerer, Archer, or Warrior are the most likely 
targets). From here just keep moving down the line, weaken up a unit and 
then four person siege it. Nothing to it. 

-[AFTERMATH]-
Lieselotte will join the party. You will advance to the next chapter.

Chapter 4A: War Against Will (Destiny Plume not used) (FG40)
Chapter 4B: Road to Nowhere (Destiny Plume used Once) (FG46)
Chapter 4C: Heirs to Tragedy (Destiny Plume used Two+ Times) (FG51)

========================================================================
      CHAPTER 3B - OPTIONAL BATTLE: KIRCHE CROSSING [FG33] (FG33)
========================================================================

Usable Guests: Varies
Enemies: Kobold (X3), Kobold Knight (X2), Dragon [Leader]
Target Sin: N/A

As you progress through this battle all Kobolds and Kobold Knights will 
advance on you. The objective here is to kill at least one enemy every 
turn, preferably two. I recommend taking out one of the two isolated 
Kobolds first, then taking out the two Kobold Knights as soon as 
possible. You probably won't need to siege Kobolds to kill them, a 
regular attack from either one or two of your units will leave them 
dead. Just clean everything appropriately until you get to killing the 
Dragon. 

Just position all of your units outside of the Dragon's attack range (3 
move + 2 attack distance = 5 square attack range). The Dragon will 
likely come halfway to you, in which case you can advance and use Vali's 
Awakening, as well as Dash for everyone (save your caster to launch the 
attack) and surround him. Finally hit him with your caster (or ranged 
attacker) to siege with all four party members. Either one siege, or a 
siege and a counterattack will leave the Dragon dead. Yet another easy 
mission completed. 

========================================================================
      CHAPTER 3B - OPTIONAL BATTLE: THE LOTUS MARSH [FG34] (FG34)
========================================================================

Usable Guests: Varies
Enemies: Flying Fish (X2), Aello (X2), Ocypete [Leader]
Target Sin: N/A

There's not much to this battle, as usual. Just surround the Flying Fish 
in the center and siege him to kill him in one round. From here there is 
a good chance that your weakest unit will die, just spend a Union Plume 
to revive them, then kill the second enemy (preferably the last Flying 
Fish). If you're lucky, you might get to kill two enemies on round two. 
Regardless, the procedure is the same as always, surround and siege any 
remaining enemies utilizing Vali's Awakening and Dash tactics. 

========================================================================
          CHAPTER 3C - BATTLE 1: THE LOTUS MARSH [FG35] (FG35)
========================================================================

Special Victory Condition: Rescue Rosea
Usable Guests: None
Enemies: Hellhound (X2), Fire Bat, Lizard Man [Leader]
Target Sin: 150

Start the battle off by using Gleipnir's Bonds (with Wylfred). Now 
you'll want to focus all attacks on the Lizard Man, healing with items 
as necessary. He's a brutalizer, no doubt, but you should be able to 
whittle him down to nothing with some good effort. The hardest part will 
be getting Sin off him through an overkill. 

Once you're finished with the Lizard Man it's likely that all the other 
enemies will no longer be paralyzed. Make your way up to the Hellhound 
in the corner (the one Rosea's probably been attacking this whole time). 
The Fire Bat might cut you off on your way, but just surround him and 
kill him, it should only take a round. Otherwise your objective is to 
get an overkill on the already wounded Hellhound. 

When you're finished with that business, head into the center of the map 
and bait the remaining Hellhound with your strongest character (probably 
Wylfred). You want to get the Hellhound in the center so you can 
surround him and get your Sin quota if you haven't already got it. When 
that's finished, so is this battle. 

-[AFTERMATH]-
You'll be on the world map with the destination of Market Marteigh. Head 
over there to engage in the next battle. 

========================================================================
             CHAPTER 3C - BATTLE 2: MARKET MARTEIGH [FG36]
========================================================================

Usable Guests: Rosea
Enemies: Battle Beetle (X2), Fire Bat (X2), Armor Beetle, 
         Ocypete (X2) [Leader]
Target Sin: 300

Note that when on the route to the Worst ending you can use the Destiny 
Plume once per chapter without getting a game over. Since you don't get 
guests permanently until the end of a chapter you can only use the Plume 
on either Darius or Gwendal in this chapter. I chose to use the Plume on 
Darius in this battle. 

Take out the nearest Battle Beetle, it shouldn't be a problem taking it 
out on the first round. The enemy will advance with an Ocypete, Fire 
Bat, and Battle Beetle. I recommend using Gleipnir's Bonds then killing 
the Fire Bat first, then the Ocypete, and finally the Battle Beetle. 
When you advance to the Battle Beetle, the remaining Ocypete might 
advance towards you. Just kill the Ocypete instead of the Battle Beetle 
if this happens. 

By now your Gleipnir's Bonds will probably be gone and most your party, 
if not all of it, will be next to the Armor Beetle. Kill the Armor 
Beetle, then the remaining Ocypete. Finally, kill the last Fire Bat when 
he comes down to play. 

-[AFTERMATH]-
You're on the world map when The Ruins become unlocked. Visit Market 
Marteigh to browse the new wares and resupply. Also check out the lore 
at the tavern to unlock two optional battles: one at Kirche Crossing 
(FG38) and the other at Iatallagh Weald (FG39). Head out for the 
optional battles (it's your only chance) or go to The Ruins to advance 
the story. 

========================================================================
                CHAPTER 3C - BATTLE 3: THE RUINS [FG37]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: Rosea, Duwain
Enemies: Living Armor (X2), Daemon, Lieselotte [Leader]
Target Sin: 150

Use Gleipnir's Bonds immediately and focus all your attention on the 
Daemon. Once he's dead just work on the two Living Armors, then proceed 
to surround and siege Lieselotte for an easy victory. Not much to this 
battle. 

-[ATERMATH]-
Rosea and Duwain join your party. You'll go directly to chapter four.

Chapter 4A: War Against Will (Destiny Plume not used) (FG40)
Chapter 4B: Road to Nowhere (Destiny Plume used Once) (FG46)
Chapter 4C: Heirs to Tragedy (Destiny Plume used Two+ Times) (FG51)

========================================================================
      CHAPTER 3C - OPTIONAL BATTLE: KIRCHE CROSSING [FG38] (FG38)
========================================================================

Usable Guests: Varies
Enemies: Kobold (X6), Kobold Knights (X3) [Leader]
Target Sin: N/A

It's a very simple battle. Just head right down the road killing 
anything that gets near you. Chances are that anything which hits you 
won't hurt much, and usually if you attack something it will die. Note 
that Kobold Knights can be hurtful to weaker units, and sometimes they 
can petrify someone (which is easily cured using Rosea's Normalize 
magic). 

========================================================================
      CHAPTER 3C - OPTIONAL BATTLE: IATALLAGH WEALD [FG39] (FG39)
========================================================================

Usable Guests: Varies
Enemies: Lizard Man (X2), Will-o'-the-Wisp (X2), Toxic Flower, 
         Ocypete [Leader]
Target Sin: N/A

Head towards the closest Lizard Man. The enemy will advance with 
everyone but the far Lizard Man and Toxic Flower. Just try to remain in 
the location where you're fighting while dealing as much damage to your 
enemies as possible. I recommend taking out the Lizard Man first, then 
Ocypete, then the Wisps. After killing the Ocypete it is likely that all 
the remaining enemies will advance. Just keep hacking away until they're 
all dead. If you have any problems then just use Gleipnir's Bonds to 
nullify any trouble you're having. 

========================================================================
                 CHAPTER 4A: PREPARATIONS [FG40] (FG40)
========================================================================

You will start on the world map with The Crown City as the only 
available destination. Go inside to unlock Eusiria Crossing on the world 
map. Now go back inside the Crown City and do some shopping and check 
out the tavern. You'll unlock the optional battles at Liellahan Lowlands 
(FG44) and Wintergard (FG45). Go to either or head to Eusiria Crossing 
(you might want to bring Safety Boots) to advance the story. 

========================================================================
             CHAPTER 4A - BATTLE 1: EUSIRIA CROSSING [FG41]
========================================================================

Usable Guests: Fauxnel
Enemies: Mandragora (X4), Toxic Flower (X2), Dragon [Leader]
Target Sin: 330

This is a straightforward one. Be careful if you want the full Sin bonus 
though, as most units can kill a Mandragora in one or two hits, 
sometimes screwing you out of your Sin bonus (use the Start button to 
skip your counterattacks). Either way, it's really just you against two 
Toxic Flowers and a Dragon (which is one of the easiest battles ever). 
Go on the linear path and kill everything. Nothing fancy about it. In 
summary: A huge waste of time. 

-[AFTERMATH]-
You'll be on the world map and only able to visit the Crown City. Finish 
shopping (it would be nice if you make sure that all units you plan on 
using have Dash by now, if they didn't a long time ago) or do some 
optional battles and (this is the last chance for this) then Attend the 
Palace to engage in the next battle. 

========================================================================
             CHAPTER 4A - BATTLE 2: CASTLE COURTYARD [FG42]
========================================================================

Special Victory Condition: Rescue Valmur
Usable Guests: None
Enemies: Archer (X2), Swordsman (X2), Elder Vampure, Living Armor, 
         Brigand (X2) [Leader]
Target Sin: 360

Send all your units along the same path with the intent of getting to 
Valmur as soon as possible. I recommend going through the Archer and two 
Brigands to get to him. Be quick about it too, it's nice to kill the 
enemies as you go past them, but it's better to ensure that Valmur 
survives. Still, if you've got a decent amount of goodies from Sin 
rewards that are really nice you should be able to fully overkill 
everyone along the way. Know that you have only five or six rounds to 
get to Valmur. 

Once you're near Valmur it's best to heal him with anyone who can (items 
or spells) as soon as you get there. Just siege that Living Armor to 
oblivion and you're home free. Now just clean up the Elder Vampire, 
Archer and two Swordsmen. 

-[AFTERMATH]-
You'll go immediately into the next battle.

========================================================================
             CHAPTER 4A - BATTLE 3: HYACINTHINE HALL [FG43]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Carrion Wolf (X4), Iron Golem, Fauxnel [Leader]
Target Sin: 200

This is a very easy battle. Just head forward and overkill one of the 
Carrion Wolves immediately. Chances are that the nearest Carrion Wolf 
and the Iron Golem will come for you. Use a Union Plume if anyone dies, 
then overkill them both (the Iron Golem may require being weakened up, 
but it's doubtful). The two remaining Carrion Wolves will advance for 
you, just overkill them both and you're on the downslope of the battle. 

Head over to Fauxnel and kill him. It shouldn't be difficult, since he's 
a caster. If anyone dies just use a Union Plume as usual. Also if you 
think Fauxnel may be too tough (or you still need an overkill for Sin) 
then buff up with Vali's Awakening. 

-[AFTERMATH]-
Fauxnel joins the party. You'll proceed to the next chapter.

Chapter 5A: Beyond Redemption (Destiny Plume not used) (FG57)
Chapter 5B: Lament of the Lost (Destiny Plume used Once) (FG65)
Chapter 5C: By Power Wrought (Destiny Plume used Two+ Times) (FG73)

========================================================================
     CHAPTER 4A - OPTIONAL BATTLE: LIELLAHAN LOWLANDS [FG44] (FG44)
========================================================================

Usable Guests: Varies
Enemies: Elder Bat, Ironfish (X2), Daemon [Leader]
Target Sin: N/A

Move towards the Elder Bat, who will meet you halfway. Siege him to 
death and move towards either Ironfish. If they don't advance just hit 
them with a ranged attack. Do so for all the remaining enemies. Yeah, 
it's a hassle; this battlefield always is. 

========================================================================
         CHAPTER 4A - OPTIONAL BATTLE: WINTERGARD [FG45] (FG45)
========================================================================

Usable Guests: Varies
Enemies: Will-o'-the-Wisp (X3), Kobold Knight (X3), Dragon [Leader]
Target Sin: N/A

Take out the nearest Wisp on the first round (using Dash), then take out 
the nearest Kobold Knight on the second. Now head towards the broken 
wall, chances are that the Wisp behind it will fly over it into the 
courtyard. Kill him, then head inside the cracked wall and kill the 
Kobold Knight. Head over to the Dragon and off him, then proceed with 
killing the last Wisp and Kobold Knight. Easy, but a lot of wasted time. 

========================================================================
        CHAPTER 4B - BATTLE 1: LIELLAHAN LOWLANDS [FG46] (FG46)
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Rogue, Archer, Sorceress, Warrior, Swordsman [Leader]
Target Sin: 200

First off you should note that moving through or stopping on lava will 
damage your unit. It won't damage you much, so I wouldn't worry about 
it. 

Surround the Rogue by using Dash on the appropriate members, then 
initiate a four person siege with your ranged unit. You should be able 
to overkill the Rogue by doing so. Now the enemy Archer and Swordsman 
will advance towards you (note the Swordsman will not cross over the 
lava). You should be able to surround and siege the Archer next turn for 
an overkill. Now you should move towards the Warrior, who will advance 
to you when you get within range. 

Surround and siege the Warrior to overkill him in one turn. Now you'll 
have to cross the lava, like it or not. Take out the Sorceress first, a 
three unit siege will suffice. Finally you kill the Swordsman. If you 
don't have enough Sin yet then weaken him up first, otherwise just keep 
cutting on him until he's dead. 

-[AFTERMATH]-
Aullewyn Keep can be visited on the world map. Check out the new wares 
and lore to unlock the optional battle of Evernight (FG50). Either 
proceed with the story by Visiting the Headquarters in Aullewyn Keep or 
head to the optional battle. After visiting the Headquarters at Aullewyn 
Keep, Grenssen Citadel will be available to travel to on the world map. 
Go there and Visit the Cathedral, then Journey to the Shire to advance 
to the next battle. 

========================================================================
              CHAPTER 4B - BATTLE 2: GRENSSEN SHIRE [FG47]
========================================================================

Usable Guests: Valmur
Enemies: Mandragora (X4), Toxic Flower (X3), Lesser Vampire, 
         Living Armor [Leader]
Target Sin: 440

You shouldn't have any problem with this battle. Just try to siege any 
enemy with two to four units and you'll get an overkill. Target 
Mandragoras first (since they're easiest to kill) then move on to Toxic 
Flowers (which should be overkilled by sieging with three to four 
units). Keep in mind that if the Lesser Vampire gets anywhere near you 
that you should overkill him immediately, as his life leeching 
capabilities can waste your time and devour a lot of your HP. It 
shouldn't take you more than three or four turns to kill everything but 
the Living Armor. The Living Armor is just as much of a joke as the rest 
of this battle, bait him, surround him, and overkill him in one go. 

-[AFTERMATH]-
You'll be in Grenssen Citadel after the battle. Finish shopping if you 
haven't already bought everything you need, do the optional battle if 
you haven't (it's your last chance), and See House Haughn to advance to 
the next battle. 

========================================================================
              CHAPTER 4B - BATTLE 3: GREENWIND BRAE [FG48]
========================================================================

Usable Guests: Valmur
Enemies: Archer (X2), Swordsman (X2), Elder Vampire, Living Armor, 
         Brigand (X2) [Leader]
Target Sin: 350

You should take out the Archer and Swordsman who are isolated from the 
others as your first two rounds. During this time (unless you used 
Gleipnir's Bonds) you'll likely have the opportunity to also kill the 
Elder Vampire. You might want to weaken him up before sieging him with 
everyone so that you can overkill him (which you might be able to do 
without weakening him up). 

Now make your way to the enemy's main forces. You shouldn't need me to 
tell you what to do, since this is one of the easiest games ever made. 
Regardless, take out the Archer first, then the Swordsman and then take 
out the two Brigands. Chances are the Living Armor will advance towards 
you during one of these kills, which you'll want to make him your new 
target, since he's the most powerful enemy left. 

-[AFTERMATH]-
You'll immediately be thrust into the next battle.

========================================================================
        CHAPTER 4B - BATTLE 4: GRENssen SHIRE (REVISITED) [FG49]
========================================================================

Special Victory Condition: Rescue Auguste and Reinhilde
Usable Guests: Valmur, Phiona
Enemies: Brigand (X2), Archeress (X2), Carrion Wolf, Iron Golem, 
         Lancer (X2) [Leader]
Target Sin: 300

Focus on killing the Archeress near the Iron Golem and the Golem itself 
in the first two rounds. After that you might want to kill the Wolf and 
remaining Archeress (by now you should know to siege and overkill 
appropriately). All of this should be done by the end of round 4. At 
this time you'll want to go and rescue the two allied units on the 
battlefield. Either heal them via magic or items, or use Martyr's Cry to 
take the heat off of them. The last two (or three, if you left the 
Archeress alive to chase you) units shouldn't be hard. Just siege them 
and overkill them. It's a cakewalk. 

-[AFTERMATH]-
You will progress to the next chapter.

Chapter 5A: Beyond Redemption (Destiny Plume not used) (FG57)
Chapter 5B: Lament of the Lost (Destiny Plume used Once) (FG65)
Chapter 5C: By Power Wrought (Destiny Plume used Two+ Times) (FG73)

========================================================================
         CHAPTER 4B - OPTIONAL BATTLE: EVERNIGHT [FG50] (FG50)
========================================================================

Usable Guests: Varies
Enemies: Ghost (X5), Lesser Vampire [Leader]
Target Sin: N/A

This is a very easy battle. If you have Gleipnir's Bonds then just use 
that right away. Afterwards kill the Lesser Vampire in one or two sieges 
(three tops) and proceed to slaughter the weak ghosts in a similar 
fashion. 

If you don't have Gleipnir's Bonds then recklessly charge into the 
center of the map, using Dash to kill either one or two Ghosts in the 
first turn. After that all the Ghosts will advance towards you and 
possibly hurt or kill some of your units (unlikely). Just use Union 
Plumes if anyone dies and hammer out the rest of the battle. It's very 
simple, and you shouldn't have any problems whatsoever with it. 

========================================================================
                 CHAPTER 4C: PREPARATIONS [FG51] (FG51)
========================================================================

You start in Grenssen Citadel. Check out the shop's new wares and the 
tavern's new lore. You'll unlock three optional battles: Liellahan 
Lowlands (FG54), Eusiria Crossing (FG55). and Wintergard (FG56). Proceed 
to any of the optional battles if you so desire, or Visit the Cathedral 
to be able to see House Haughn. Finally, after seeing House Haughn, 
Visit the Shire in Grenssen Citadel to proceed to battle. 

========================================================================
              CHAPTER 4C - BATTLE 1: GRENSSEN SHIRE [FG52]
========================================================================

Usable Guests: Reinhilde, Auguste
Enemies: Archer (X2), Brigand (X2), Elder Vampire, Living Armor (X2), 
         Swordsman (X2) [Leader]
Target Sin: 400

Knowing that I'll be using Auguste instead of Gwendal, I immediately 
invoked the power of the Destiny Plume on Gwendal. In addition, I 
launched Gleipnir's Bonds on round two. If you do anything like that you 
should be able to beat this battle without any advice. If you don't, 
however, then read on. 

Move everyone down the stairs and focus on overkilling the Archer, then 
the Swordsman. During which you'll likely be getting hit by the Vampire 
(in an attempt to silence you). Regardless of if you want to use the 
Plume or not, you should still use Gleipnir's Bonds. Hurry through the 
enemies as quickly as you can, making the Vampire the focus of your 
attack. Kill anyone along the way, of course. Once the Vampire is dead, 
you'll likely only have an Archer, a Rogue, and the Living Armors left 
to deal with. Focus on whatever gives you the most trouble (probably the 
Living Armors), and then finish off the rest. 

-[AFTERMATH]-
You'll end up in Grenssen Citadel again. Finish shopping or doing 
whatever business you've left to do (it's your last chance to do the 
optional battles). When you're ready to head out to the next battle go 
see House Haughn again. 

========================================================================
              CHAPTER 4C - BATTLE 2: GREENWIND BRAE [FG53]
========================================================================

Special Victory Condition: Rescue Phiona
Usable Guests: Reinhilde, Auguste
Enemies: Brigand (X2), Swordsman (X2), Carrion Wolf, Iron Golem, 
         Archeress (X2) [Leader]
Target Sin: 250

To ensure Phiona's survivial it is best to use Gleipnir's Bonds. Head 
down the linear path, making your way to Phiona as quickly as possible 
while simultaneously sieging every enemy to death along the way. 

Once your Gleipnir's Bonds wears off it's a good idea to get your healer 
up near Phiona as quickly as possible to heal her (as she's no doubt 
taken a severe beating by now). Have everyone else finish cleaning the 
path to her, then continue your advance. Get the Swordsman first, then 
whoever you feel is a bigger threat to you (the Archeress or the Iron 
Golem). 

-[AFTERMATH]-
Reinhilde and Auguste join the party. This is the end of the chapter.

Chapter 5A: Beyond Redemption (Destiny Plume not used) (FG57)
Chapter 5B: Lament of the Lost (Destiny Plume used Once) (FG65)
Chapter 5C: By Power Wrought (Destiny Plume used Two+ Times) (FG73)

========================================================================
     CHAPTER 4C - OPTIONAL BATTLE: LIELLAHAN LOWLANDS [FG54] (FG54)
========================================================================

Usable Guests: Varies
Enemies: Battle Beetle (X3), Armor Beetle (X3), Dragon [Leader]
Target Sin: N/A

All the enemies here are really weak, so you can do this map just about 
anyhow you desire. The following is the safest route if you're having 
problems. Pass a turn and allow the two nearest Battle Beetles to 
approach you. Go down and whack them (they're weak, almost anyone can 
kill them alone in one go), then get back to the ridge you started on. 
Head all the way around the edge of the map to get near the two Armor 
Beetles and Dragon. Just bang through the narrow pass until you get near 
the Dragon, then focus all your attention on him. If you want to focus 
on the Dragon without any interference then just use Gleipnir's Bonds. 
Once he's dead, roam around the map and kill anything that isn't dead 
yet. 

Otherwise just send Wylfred to kill the two Battle Beetles right away, 
then to kill the isolated Armor Beetle. While he's doing that, send your 
other three members around the ridge you start on so they can get to the 
Dragon and his friends without crossing lava. Proceed to kill anything 
you come upon while Wylfred makes his way across the lava towards the 
rest of your group. 

========================================================================
      CHAPTER 4C - OPTIONAL BATTLE: EUSIRIA CROSSING [FG55] (FG55)
========================================================================

Usable Guests: Varies
Enemies: Elder Bat (X2), Toxic Flower (X2), Lizard Lord
Target Sin: N/A

Easy peasy. Just head up the stairs and along killing anything that gets 
near you. The Elder Bats are probably the most threatening thing here, 
but despite the good damage they deal they will still die really fast. 

========================================================================
         CHAPTER 4C - OPTIONAL BATTLE: WINTERGARD [FG56] (FG56)
========================================================================

Usable Guests: Varies
Enemies: Will-o'-the-Wisp (X4), Kobold Knight (X3) [Leader]
Target Sin: N/A

Snow. Bring your Safety Boots if you have any, or prepare for a time 
wasting bonanza. Be ready for a lot of Suspend Motion spells. Everything 
dies easy enough. Just kill anything inside near where you start and 
bait the Wisps so they get off their high horses. After the insertion 
area is clear, head out through the courtyard and kill the Wisps out 
here. Finally, head to the Kobold Knight leader (who will likely flee, 
crying) and kill him to finish this battle. 

========================================================================
                 CHAPTER 5A: PREPARATIONS [FG57] (FG57)
========================================================================

You'll start out in Veissheit. Do some shopping and check out the new 
lore. Leave Veissheit to go to The Lotus Marsh, which is the location of 
your next battle. 

========================================================================
             CHAPTER 5A - BATTLE 1: THE LOTUS MARSH [FG58]
========================================================================

Usable Guests: None
Enemies: Lizard Lord (X3), Skeletal Soldier (X2), Celaeno (X2) [Leader]
Target Sin: 300

If your units are arranged nicely you should be able to overkill the 
nearest Lizard Lord (the one closest to the nearest edge of the map). 
Most the enemies will advance for you, so just kill the ones that get 
closest as you dictate (based on the threat they pose to you). I ended 
up killing the nearest Lizard Lord and Skeletal Soldier on round 2. The 
following round I managed to kill the last Lizard Lord and one of the 
Celaenos. Now all that's left is a Skeletal Soldier (who finally started 
advancing for me) and a Celaeno. Just overkill them both in one or two 
rounds and that's a done deal. 

-[AFTERMATH]-
You'll be on the world map with the Crown City unlocked. Head over there 
and finish any shopping you might have left. Upon departure, Wintergard 
will be available for a visit. Head there for your next battle (don't 
forget Safety Boots if you want to have decent movement). 

========================================================================
                CHAPTER 5A - BATTLE 2: WINTERGARD [FG59]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Kobold Knight (X4), Kobold King (X3), White Dragon [Leader]
Target Sin: 350

Overkill the two Kobold Knights in the courtyard, then decide whether 
you'll divide your forces or concentrate your attack. For the sake of 
Sin I will keep my units together. Head through the appropriate 
entrances (I recommend the broken wall if all your units will remain 
together), and kill the corresponding Kobold Knight and Kobold King. 

Now head for the main chamber (where the White Dragon is). If you want 
more Sin then proceed directly through the main chamber and finish off 
the remaining enemies while the White Dragon hits you in the back. He 
might freeze someone or kill them each turn, but it's not so bad. 
Otherwise just kill the Kobold King near the Dragon and then the Dragon 
itself. Use Vali's Awakening if you're having trouble killing the Dragon 
(or need to overkill it). 

-[AFTERMATH]-
You'll be on the world map with Aidelrave unlocked. Head to Aidelrave in 
order to further the story, as well as finish up any shopping you 
couldn't afford earlier. Then head to Veissheit and Attend the Castle. 
Finally, depart Veissheit and you'll notice Sylvanglade has become your 
next destination. Head over there to engage in the next battle. 

========================================================================
             CHAPTER 5A - BATTLE 3: THE SYLVANGLADE [FG60]
========================================================================

Usable Guests: None
Enemies: Carrion Wolf (X3), Celaeno (X2), Mimetic Flower (X2) [Leader]
Target Sin: 300

Overkill the Carrion Wolf on the side of the falls which has a Mimetic 
Flower. The nearest Celaeno and Carrion Wolf will advance for you. I 
recommend overkilling the Carrion Wolf and then heading to the very edge 
of the map (stay on the Mimetic Flower's side of the falls) to get the 
Celaeno above land, if that's a problem. Obviously, you'll want to 
overkill the aforementioned Celaeno next. 

Now head up towards the top of the falls, overkilling anything along the 
way. It's just my personal rule of thumb, but if a Celaeno is above land 
I try to kill them immediately, on the odd chance that if I don't they 
may not be above land the following round. Regardless, a Mimetic Flower, 
Celaeno and Carrion Wolf shouldn't cause you any real trouble. When you 
get near the top, the Mimetic Flower leader will likely approach you. 
Just go ahead and overkill the wimp. 

-[AFTERMATH]-
You're on the world map again. Just head to Veissheit and Attend the 
Castle. Afterwards, The Artolian Mountains will be marked as your next 
destination. Proceed to the next battle (bring your Safety Boots if you 
want to be able to move). 

========================================================================
          CHAPTER 5A - BATTLE 4: THE ARTOLIAN MOUNTAINS [FG61]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Lancer (X2), Swordswoman, Sorcerer (X2), Archer, Warrior, 
         Kristoff [Leader]
Target Sin: 350

Take out the Lancer, Swordswoman and Sorcerer as soon as possible in 
whatever order you deem most appropriate. I chose to kill the Sorcerer, 
then the Lancer and finally the Swordswoman. They'll dish out a nasty 
onslaught, but a Union Plume or two will fix that. By the time those 
three are dead (round 2 or 3 probably) the rest of the enemies should be 
heading for you, or at least moving around. 

Just continue to advance, taking out the rest of the peons as you go. I 
killed the Archer, Lancer, Warrior and Sorcerer in that order. If you 
have Safety Boots then your advantage of mobility will allow you to kill 
them with little consequence. Now it's just you and Kristoff. 

Kristoff can dish out a lot of damage, and likely kill any one of your 
units in one attack. This isn't a problem because you can easily bring 
them back with Union Plumes which are dirt cheap. Just whittle away at 
him, reviving people as necessary and utilizing Vali's Awakening. As 
long as you block him in between all four of your units (which is easy 
if you have Dash or Safety Boots) he'll only be able to kill one unit 
per round while taking his beating. A round or four should be enough to 
slaughter him. 

-[AFTERMATH]-
You'll be on the world map with Aidelrave as your next marked battle. Do 
any last minute shopping (stock up for the upcoming gauntlet) and head 
to Aidelrave to further the story. 

========================================================================
            CHAPTER 5A - BATTLE 5: GATES OF AIDELRAVE [FG62]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Iron Golem, Skeletal Soldier, Greater Daemon, Sorcerer (X2), 
         Swordswoman (X2), Lancer (X2), Warrior [Leader]
Target Sin: 450

You should be able to overkill the Iron Golem on the first round. The 
Skeletal Soldier, Greater Daemon, Swordswoman and a Lancer will probably 
advance (possibly a Sorcerer too). Just focus on overkilling any enemies 
that come for you. I'd take out the Greater Daemon first, then the 
Skeletal Soldier, and finish it off by killing any of the humans who get 
near you. It looks a lot more intimidating than it is hard. 

During the course of fighting the aforementioned enemies, both enemy 
Sorcerers advanced on me. Chances are that you'll meet them somewhere 
near the leader. This is probably the nastiest part of the battle, as 
sieges against you can easily kill some units. Just take out as many 
enemies as you can per round, using Union Plumes as you need to (don't 
bother healing), until you finally take out the Warrior leader. Using 
Vali's Awakening for this area isn't a bad idea. 

-[AFTERMATH]-
You'll be thrust into the next battle immediately.

========================================================================
                  CHAPTER 5A - BATTLE 6: BAILEY [FG63]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Lizard Knight (X2), Noble Vampire (X2), Opinicus, 
         Sorcerer (X3) [Leader]
Target Sin: 350

You should be able to take out either the closest Lizard Knight or Noble 
Vampire on the first round, do so. All the enemies will move in to take 
you out, they might kill one or two of your units (it's unlikely). 
Either way, you should be able to kill at least two enemies next round, 
I chose the Lizard Knights since they were right next to me. Sorcerers 
or Vampires would be a good alternative. 

The following round you should be able to kill another two enemies. This 
will leave three enemies left. I had three Sorcerers left to kill. It's 
straightforward, just head in and clobber them, leaving the leader for 
last (unless you don't need the extra Sin, Experience or Oth). 

-[AFTERMATH]-
You'll immediately progress to the next battle.

========================================================================
                CHAPTER 5A - BATTLE 7: INNER WARD [FG64]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Mithril Golem, Noble Vampire (X2), Red Dragon, Sorcerer (X3), 
         Opinicus, Spectral Knight, Langrey [Leader]
Target Sin: 350

Firstly, go and overkill the Mithril Golem on the first round (Sap Guard 
is nice for this). Next you'll want to line up at the bottom of the 
steps leading to the Noble Vampires. One of them (or both of them) will 
hit you with a spell, no big deal unless you are afflicted with a status 
ailment (probably just silence). Head up the stairs and off them both in 
the same round if they're lined up appropriately. The Noble Vampires can 
hurt a lot, so beware if you allow them to counterattack. Now face off 
with the Red Dragon (he's a joke all by his lonesome). Keep in mind that 
when you're on the strange colored tiles you will take an insignificant 
amount of damage at the end of your turn. 

This is a good spot to heal up and regroup if you need to. Now, put two 
units on the apron that leads up the next flight of stairs, and then 
position the other two as close as possible so all your units can get 
near the nearest Sorcerers in one round. Make the big push, with the 
objective of killing both Sorcerers on the next platform (Dash or 
Transpose are nice for this). Finish off whoever you couldn't (if 
anyone) and then take out the Opinicus, reviving anyone who has died 
first (if they have). 

Now all that's left is a Sorcerer, Spectral Knight, and Langrey himself. 
Head up the next staircase where you should be able to easily take out 
the last Sorcerer. The Spectral Knight is likely to advance on you, in 
which case you'll be in position to siege him with devastating 
efficiency for an overkill. 

Just Langrey is left. Have no illusions here, Langrey is a real killer. 
Still, fighting him is straightforward. Storm him and try to surround 
him so he can't move (Dash helps), then siege him until he's dead. Don't 
panic when one of your units dies, you ought to have plenty of Union 
Plumes and AP to deal with the situation. Before engaging him though, 
note that you can regroup on the top step (before the landing, if you're 
not sure what I mean just check his attack range) for a good first 
strike opportunity. Vali's Awakening will help you kill him. 

-[AFTERMATH]-
You will proceed to the next chapter.

Chapter 6A: 'Good Finale' (Destiny Plume not used) (FG81)
Chapter 6B: 'Bad Finale' (Destiny Plume used Once) (FG84)
Chapter 6C: 'Worst Finale' (Destiny Plume used Two+ Times) (FG87)

========================================================================
         CHAPTER 5B - BATTLE 1: CASTLE COURTYARD [FG65] (FG65)
========================================================================

Usable Guests: None
Enemies: Swordsman (X2), Archeress, Lancer, Sorcerer, 
         Queenpin (X2) [Leader]
Target Sin: 300

You start out surrounded and all enemies will advance towards you. I 
went after the Lancer to start things off, he went down in one round 
without consequence. Next was to choose between a Swordsman or the 
Queenpin leader. I went for the Queenpin, killing her also in one round, 
and having a turn left to cast Sap Power on the Swordsman who was close 
enough to attack me. Now, if you have Gleipnir's Bonds then this is a 
good time to use it (round 3). 

Regardless of if you used Gleipnir's Bonds, you should be able to kill 
at least the nearest Swordsman and remaining Queenpin (or any of the two 
closest enemies) in this round as long as you position your units 
intelligently. The following round you should be able to kill another 
two enemies (the Archeress and remaining Swordsman for me), which leaves 
you with only one enemy left. This happened to be the Sorcerer for me. 
His counterattacks hurt, but his menu magic is weak and worthless. Chop 
him up with a full siege to overkill him and finish the battle. 

-[AFTERMATH]-
You'll start in The Crown City, where there are plenty of new wares at 
the shop. There is some new lore if you read that stuff, but none that 
unlock optional battles. As you depart The Crown City, The Sylvanglade 
becomes available to travel to on the world map. Do so when you want to 
progress the story. 

========================================================================
             CHAPTER 5B - BATTLE 2: THE SYLVANGLADE [FG66]
========================================================================

Usable Guests: None
Enemies: Carrion Wolf (X3), Kobold King, Mimetic Flower, 
         Griffin [Leader]
Target Sin: 250

Another easy battle. Overkill the nearest Carrion Wolf immediately. Head 
up the hill to encounter the next Carrion Wolf and overkill him in one 
siege. Bait the other Carrion Wolf across the bridge and have him follow 
you for convenience's sake. Just keep heading up the hill toward the 
Mimetic Flower (or Kobold King) while the Carrion Wolf chases you. When 
you finally get there just overkill both of them with a siege. If the 
Griffin moves in at this point you might lose a unit, but just bring 
them back with either a spell or Union Plume. 

Now try to pull the Griffin on top of solid land and overkill him with a 
siege. Finally, start heading for the last enemy (either the Kobold King 
or Mimetic Flower) and siege away for your last overkill. Keep in mind 
you'll likely have to cross over one of the bridges, just because this 
battle wasn't hassle enough. 

-[AFTERMATH]-
You'll be on the world map, and only able to head to The Crown City; do 
so. Finish any shopping you neglected, Attend the Castle and head to the 
world map to gain entrance to Wintergard. Head over to Wintergard for 
the next battle. If you still have Safety Boots lying around you might 
want to throw them on a couple units, because during the next fight your 
movement will be impeded by snow terrain. 

========================================================================
                CHAPTER 5B - BATTLE 3: WINTERGARD [FG67]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Swordswoman (X2), Sorceress, Soul of Tears, Noble Vampire, 
         Lizard Knight (X2), Archer [Leader]
Target Sin: 350

You'll probably want to use Dash every turn with most people simply 
because of their movement rate being so terrible. Either way, overkill 
the nearest Swordswoman (preferably the one leading towards the 
Sorceress) and the Soul of Tears will begin to advance. Keep heading for 
the Sorceress while the Soul of Tears follows you. Try to kill the 
Sorceress in one siege to avoid being countered (yeah, it actually 
hurts). Then head through the gap in the wall and get ready to face the 
Soul of Tears. 

After killing the Soul of Tears I recommend sticking around to kill the 
Swordswoman who you left alive. After finishing her, it's finally time 
to head for friendly terrain. Go straight for the Lizard Knight nearest 
to where the Sorceress was. The Lizard Knight will likely run away 
behind the Archer so that you'll get close enough where they can siege 
you. Take their bait and let them kill one of your units, it doesn't 
matter if they do (though, they might not). Don't forget to heal when 
you move your caster. 

Now you can either kill the Leader and progress the game, or scrape up 
more Sin off the remaining enemies. I chose to finish the battle. Just 
siege both the nearest Lizard Knight and the Archer to death, which 
should only take a turn and you're finished. 

-[AFTERMATH]-
You'll be on the world map with the new location The Artolian Mountains 
available to visit. Do anything you need to in the Crown City. You might 
consider stocking up on Union Plumes. When ready, head to the Artolian 
Mountains to initiate your next battle. 

========================================================================
          CHAPTER 5B - BATTLE 4: THE ARTOLIAN MOUNTAINS [FG68]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Archer (X2), Warrior, Queenpin, Swordsman (X2), Sorcerer, 
         Roienbourg [Leader]
Target Sin: 350

More snow. This sucks. Overkill the nearest Archer and watch several 
enemies advance. On the second round you should be able to easily 
overkill the remaining Archer and the Warrior (you won't get the most 
Sin out of them probably, but that's fine, still plenty of enemies left 
to milk for Sin). Now you'll probably get attacked by the Queenpin. 
Overkill her next and move on to the nearest Swordsman. You'll likely 
lose a unit to Roienbourg, so just put whoever you don't mind dying near 
him and revive them next round with a Union Plume. 

Now, it should be somewhere around round 4, and the only remaining 
enemies should be Roienbourg, two Swordsmen and a Sorcerer. Take out a 
Swordsman and a Sorcerer this round (or overkill one this round and the 
other next round if you still need Sin), leaving your units fairly far 
away from the remaining Swordsman and Roienbourg. Go ahead and kill the 
last Swordsman. 

Now, Roienbourg. He'll probably kill any of your units he touches. Don't 
fret. Just use a cheap Union Plume each time a member dies (the revived 
unit will appear in front of the unit using the Plume, and still get to 
act that turn). Lock him in by surrounding him and siege him with all 
your party members over and over until he's dead. Your alternative is to 
buff everyone up with magic and heal them as they're hurt (if they 
survive). I find the former to be less of a hassle. 

-[AFTERMATH]-
You end up on the world map with Aidelrave unlocked. Restock on anything 
you need (stock up, because you'll be fighting several battles in a row 
without a chance to restock or save) at the Crown City and head to 
Aidelrave to begin the next battle. 

========================================================================
                CHAPTER 5B - BATTLE 5: AIDELRAVE [FG69]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Warrior, Lancer, Swordswoman (X2), Skeletal Soldier, 
         Iron Golem, Greater Daemon, Sorcerer (X2) [Leader]
Target Sin: 350

I decided this was a battle I'd use Gleipnir's Bonds for, which I did 
immediately, and hammered my way down the center to get to the Daemon 
(killing just the Skeletal Soldier and Golem along the way). After that 
I just killed the closest things as they approached me, finishing it off 
by killing the leader. Nothing to it. 

If you don't have Gleipnir's Bonds, then you'll likely want to head up 
the center killing everything as you come to it. Start with the Skeletal 
Soldier, then kill the Warrior, then Swordswoman, then Sorcerer. By this 
point you should have enough Sin, and the Daemon should be advancing on 
you. Focus everything on taking out the Daemon. Remember, it's almost 
impossible to lose a battle in this game, so just keep reviving people 
if they're dying (Union Plumes are dirt cheap). Once the Daemon is dead 
continue with what you were doing: Kill the remaining Swordswoman, 
Lancer, and finally the Sorcerer leader. 

-[AFTERMATH]-
You'll immediately proceed to the next battle.

========================================================================
                  CHAPTER 5B - BATTLE 6: BAILEY [FG70]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Archer (X2), Swordswoman (X3), Warrior, Sorcerer (X2) [Leader]
Target Sin: 350

Yet another battle I used Gleipnir's Bonds for immediately. After which 
I proceeded to overkill my way around the map randomly (after killing 
the closest Sorcerer who wasn't stunned), finally ending up at the 
leader to slaughter them. 

If you don't have Gleipnir's Bonds, then you will probably want to take 
out the nearest Archer, then the Swordswoman, Warrior and Sorcerer. 
After which you should target the remaining Archer, adept Swordswoman, 
and the elite Swordswoman. This leaves just the Sorcerer leader, who 
will go down easy enough. 

-[AFTERMATH]-
Once again, you'll go directly to the next battle.

========================================================================
                CHAPTER 5B - BATTLE 7: INNER WARD [FG71]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Noble Vampire, Soul of Tears (X2), Red Dragon, Sorcerer (X3), 
         Opinicus, Spectral Knight, Langrey [Leader]
Target Sin: 350

Another straightforward battle. All you can really do is progress along 
the linear path, killing everything on the way to Langrey. Start off by 
hitting the Noble Vampire from a range, then sieging him for the 
overkill. Now, head up the stairs and take out one of the Soul of Tears, 
taking out the second one the next round. You'll probably have to heal 
whoever takes a hit before killing the Dragon. You should surround the 
Dragon and siege him for the best results since he has so many HP. One 
or two sieges should overkill him. Now, you're about halfway through 
this battle. 

If you've been hurt a lot then you might want to stick around here to 
heal up your units, since the next group of enemies can be nasty. Now, 
when you're ready you can send two people to stand on the platform at 
the bottom of the next set of stairs (these units won't be attacked 
until you advance). Pass a turn and you'll be able to siege the nearest 
Sorcerer or two without consequence. Regardless, when you advance up the 
stairs and end your round the Opinicus will attack, and whatever 
Sorcerers remain will as well (except the one too high in elevation to 
target you). Focus on taking out the Sorcerers who are a threat, then 
finish off the Opinicus. If it's done right you probably won't lose a 
unit. 

Now all that's left is a Sorcerer, Spectral Knight, and Langrey himself. 
Head up the next staircase where you should be able to easily take out 
the last Sorcerer. The Spectral Knight is likely to advance on you, in 
which case you'll be in position to siege him with devastating 
efficiency for an overkill. 

Just Langrey is left. Have no illusions here, Langrey is a real killer. 
Still, fighting him is straightforward. Storm him and try to surround 
him so he can't move (Dash helps), then siege him until he's dead. Don't 
panic when one of your units dies, you ought to have plenty of Union 
Plumes and AP to deal with the situation. Before engaging him though, 
note that you can regroup on the top step (before the landing, if you're 
not sure what I mean just check his attack range) for a good first 
strike opportunity. Vali's Awakening will help you kill him. 

-[AFTERMATH]-
You guessed it, you go directly to another battle.

========================================================================
               CHAPTER 5B - BATTLE 8: DUNGEON PATH [FG72]
========================================================================

Usable Guests: Langrey
Enemies: Archer (X2), Sorcerer (X2), Swordswoman (X3), 
         Warrior (X3) [Leader]
Target Sin: 450

This is a very easy battle. With Gleipnir's Bonds just cut your way 
through the linear path, killing everything as you go. 

Without Gleipnir's Bonds it's pretty much the same. Just head down the 
linear path. Enemies who take precedence are Sorcerers and Archers, 
since they can often hurt you a lot by way of sieging. 

-[AFTERMATH]-
You'll proceed to the next chapter.

Chapter 6A: 'Good Finale' (Destiny Plume not used) (FG81)
Chapter 6B: 'Bad Finale' (Destiny Plume used Once) (FG84)
Chapter 6C: 'Worst Finale' (Destiny Plume used Two+ Times) (FG87)

========================================================================
                 CHAPTER 5C: PREPARATIONS [FG73] (FG73)
========================================================================

You start out in Aidelrave. Check out the shop and tavern, as usual. 
When you're ready to go to battle Attend the Castle. 

========================================================================
                  CHAPTER 5C - BATTLE 1: BAILEY [FG74]
========================================================================

Usable Guests: None
Enemies: Lancer, Archeress, Sorcerer, Swordsman (X2), Queenpin [Leader]
Target Sin: 220

The enemy will advance on you from all directions. I recommend heading 
for the Sorcerer and Swordsman with the aid of Dash. You should be able 
to take out both of them and the nearby Lancer by the time any other 
enemies even get close to you. At which point you simply turn around and 
kill the enemies coming up from your rear. This is a pretty simple 
battle. If you find it too hard just use Gleipnir's Bonds. Note that the 
Queenpin might not advance for you, but that makes the battle all the 
more easy. 

-[AFTERMATH]-
You will be in Aidelrave again. Finish doing any shopping you couldn't 
afford, then head to the map where the Sylvanglade is able to be 
visited. Go there when you're ready to advance the story. 

========================================================================
             CHAPTER 5C - BATTLE 2: THE SYLVANGLADE [FG75]
========================================================================

Usable Guests: None
Enemies: Lizard Lord (X2), Kobold King, Skeletal Soldier (X2), Celaeno, 
         Greater Daemon [Leader]
Target Sin: 280

You should be able to take out the closest Lizard Lord on the first 
turn, assuming you position your units intelligently (and utilize Dash 
or other tactics). The Kobold King and remaining Lizard Lord will 
advance for you, just take care of the Kobold King to stay on the proper 
side of the falls. Now everyone will advance on you. Just overkill them 
as you make your way up towards the top of the falls. You might need to 
bait the Celaeno to get it above land, and you might not. Before you get 
to the Greater Daemon make sure you wait and kill the Lizard Lord if 
he's still around. Now get to work on the Daemon (you can pull him by 
shooting him with a ranged unit), as he's byfar the toughest enemy in 
this battle. Use whatever is necessary: items or spells or the like. 
Vali's Awakening helps. 

-[AFTERMATH]-
You'll be on the world map with only the option of going back to 
Aidelrave. Do so and Attend the Castle when you're ready to progress the 
story. Afterwards head to the world map and The Artolian Mountains will 
be unlocked. Go there for the next battle. Oh yeah, grab your Safety 
Boots if you want decent movement (or use Dash). 

========================================================================
          CHAPTER 5C - BATTLE 3: THE ARTOLIAN MOUNTAINS [FG76]
========================================================================

Usable Guests: None
Enemies: Swordswoman (X2), Archer (X2), Sorceress (X2), Lancer, 
         Warrior [Leader]
Target Sin: 300

Because of movement restrictions you might want to use Gleipnir's Bonds. 
With that in effect, weed out any enemies that are closest to you. 
Before it wears off you'll probably be able to take out the Sorceress, 
Swordswoman, Archer and Warrior. This leaves a Lancer, Sorceress, Archer 
and Swordswoman. Take them out as you move forward, there's not much to 
this. Just kill whoever is most convenient or most of a threat before 
going after the others (Note that the Sorceress shouldn't move unless 
anyone is in her attack range). 

-[AFTERMATH]-
You are on the world map with The Artolian Pass available for a visit. 
Do whatever you need to do in Aidelrave then head to the Artolian Pass 
to begin the next battle. 

========================================================================
            CHAPTER 5C - BATTLE 4: THE ARTOLIAN PASS [FG77]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Warrior, Queenpin, Archer, Swordsman (X2), Sorcerer (X2), 
         Roienbourg [Leader]
Target Sin: 280

First off you should overkill the Queenpin (if you have two ranged units 
you can really hurt the Swordsman as well), upon which the Warrior, 
Archer and Swordsman will move in on you. Take out as many as you can 
(probably just the Swordsman and Warrior) and the second Swordsman will 
advance. You shouldn't have a problem cleaning up the Swordsman and 
Archer, which just leaves two Sorcerers and Roienbourg himself. 

If you position your units properly you can get around the blockade and 
kill the nearest Sorcerer in one go. Since I had already used a Destiny 
Plume on Auguste earlier this chapter I also used Fury of the Aesir with 
Wylfred during this round. Now you'll have to face the last Sorcerer and 
Roienbourg simultaneously. Take out the Sorcerer first so that you can't 
have three people killed in one turn, then focus everything you have on 
Roienbourg. You might have to use Union Plumes, healing and buff 
items/spells, but just be sure Roienbourg dies in a timely fashion. 

-[AFTERMATH]-
You'll be on the world map with The Crown City location unlocked. Do 
whatever you need to in Aidelrave then head to the Crown City for your 
next battle. 

========================================================================
               CHAPTER 5C - BATTLE 5: CASTLE GATES [FG78]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Warrior (X2), Archer (X2), Lancer (X2), Swordswoman (X2), 
         Sorcerer (X2) [Leader]
Target Sin: 370

I started things off by using Baldr's Pact and overkilling the Warrior, 
which the enemy responded to by sieging my caster twice with an Archer 
and Lancer combo, then froze my spear user. You'll obviously want to 
take out the Archer and Lancer and get as far away from the Sorcerer as 
possible on your next turn. I couldn't quite kill the Archer and the 
Lancer, so I chose the Lancer as my target and moved forward as far as 
possible. The following enemy phase the Sorcerer hit me with suspend 
movement, the Archer wasted their turn casting a spell and an enemy 
Swordswoman advanced towards me. Just finish off whatever is left where 
you are and head up the stairs to the next Archer. 

When you get near the top of the steps it is likely that the Sorcerer 
will advance towards your rear via rooftops, and the Archer may come 
down a few steps to play. Just whack the Archer and ignore the Sorcerer 
(he'll catch up later, or you can just let him live because he's a waste 
of time to hunt down). Now it's good if you stick around the edge of the 
drawbridge and kill any remaining enemies before heading for the leader. 
After everything is dead (except the other Sorcerer if you allow them 
to live) then head in for the leader and let it rip. It's an easy kill. 

-[AFTERMATH]-
You'll be thrust into the next battle without reprieve.

========================================================================
             CHAPTER 5C - BATTLE 6: CASTLE COURTYARD [FG79]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Warrior (X3), Sorcerer, Archer, Swordswoman (X3) [Leader]
Target Sin: 300

This is an unusual battle for this game. Your party will start seperated 
all the way across the map. Whoever is assigned to X and Y (buttons) 
will be near each other, while whoever is assigned to B and A will be 
near each other on the other side of the map. For this reason I 
recommend using Gleipnir's Bonds immediately. 

After using Gleipnir's Bonds just rush towards the center of the map 
(near the enemy leader) where you'll be able to regroup. Sure, you'll be 
in the center of all the enemies, but any time you execute an attack 
you'll be killing an enemy with no threat to your well-being. If you 
have Dash on everyone you should be adequately regrouped by round 3, 
which is when you should overkill the elite Warrior. 

Now, depending on how things turned out so far, you'll have to adapt 
this strategy. Whatever side you have the best chance of killing several 
enemies on in one turn is the side you should focus on. I recommend 
taking out the ranged enemy (Archer or Sorcerer) first, then working on 
whatever melee enemies are left (except for the leader). Whenever you've 
met the Sin quota or are finished cleaning all the enemies just overkill 
the leader. 

-[AFTERMATH]-
You'll progress directly to the next battle.

========================================================================
               CHAPTER 5C - BATTLE 7: THRONE ROOM [FG80]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Archer (X2), Warrior (X3), Lancer (X2), Swordswoman (X2), 
         Sorcerer (X2), Kristoff [Leader]
Target Sin: 350

If you're going to use the Destiny Plume on anyone in this chapter (and 
haven't yet) then this is a good battle to do so. This is also a good 
battle to use Gleipnir's Bonds right off the bat. 

This battle is fairly straightforward. Kill both the Archers at the 
bottom of the steps, then work your way up the steps, killing the two 
Warriors and the Lancer. When you get to the top of the steps I 
recommend heading for the Sorcerer instead of the Swordswoman. After 
he's dead head to the remaining Lancer and Warrior. While you're killing 
them it's likely that the Swordswoman and Sorcerer near Kristoff will 
advance for you. Let them chase you over to the Swordswoman at the top 
of the steps and kill them all there (unless you want to risk Kristoff's 
advance). 

Now, there's nothing left but Kristoff. When you're making your advance 
towards him he'll try to meet you halfway. Just try to surround him and 
hit him with everything you have. Vali's Awakening or Fury of the Aesir 
are good to use here, as well as any buffs or debuffs. In one or two 
sieges he should be done for. 

-[AFTERMATH]-
You'll now advance to the next chapter.

Chapter 6A: 'Good Finale' (Destiny Plume not used) (FG81)
Chapter 6B: 'Bad Finale' (Destiny Plume used Once) (FG84)
Chapter 6C: 'Worst Finale' (Destiny Plume used Two+ Times) (FG87)

========================================================================
                 CHAPTER 6A: PREPARATIONS [FG81] (FG81)
========================================================================

You'll start the chapter at the deployment screen. Unlike usual, though, 
you will have the option to shop here. There are no new wares, but 
you'll be able to restock your items. Do so, and don't forget to equip 
anything or use any items you haven't yet. Spend all your money, since 
this will be your last chance to (and it doesn't carry over into New 
Game +). After you're finished head into battle. 

========================================================================
             CHAPTER 6A - BATTLE 1: THE DARK HORIZON [FG82]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Pale Flame (X5), Garm [Leader]
Target Sin: N/A

Go forward and kill the nearest Pale Flame (Sap Guard helps). Now, I 
hope you're prepared to see some units die, because they will. Head over 
to the closest Pale Flame and use your Union Plumes there, proceeding to 
kill the second of five Pale Flames (once again, Sap Guard will help you 
do it in one siege without consequence). Watch some more units die, then 
repeat until all the Pale Flames are dead. Whether you're able to do 
this or not is basically a matter of random chance. Either the Pale 
Flames can each kill a member of your party (that's right, up to five, 
which you don't have) or cast a spell on you that doesn't do a whole lot 
(a little damage, various status ailments). 

Once the Pale Flames are dead you should take a little time to regroup, 
recovering AP and healing all your units. When you're ready, make the 
final push (stay on the very edge tiles of the map to keep out of Garm's 
range as long as possible) towards Garm. Try to save all your AP for 
reviving dead people. Either way, I sieged Garm once in which he killed 
two of my units, then the battle ended (I did maybe 15-20K damage). 

-[AFTERMATH]-
You'll be at the deployment screen again. Resupply on anything you need 
and make any final touches, then head into the next battle. 

========================================================================
             CHAPTER 6A - BATTLE 2: THE DARK HORIZON [FG83]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: Ancel
Enemies: Garm [Leader]
Target Sin: N/A

Just surround Garm and siege him over and over, that's the name of this 
battle. Revive anyone who dies as necessary, heal anyone who gets really 
wounded and lives, use Vali's awakening, possibly buff up your units. 
Whatever gets the job done. It's a little more fitting of a final battle 
than the other plot branches, but still not that challenging. With one 
full siege you should be able to take away half to seventy-five percent 
of Garm's health, then it's just a matter of reviving the fallen and 
finishing him off. 

-[AFTERMATH]-
Watch the end of the game. After the credits you can choose to save your 
completed file. Refer to the New Game + (FG89) section of the guide for 
more information. 

========================================================================
                 CHAPTER 6B: PREPARATIONS [FG84] (FG84)
========================================================================

You'll start the chapter at the deployment screen. Unlike usual, though, 
you will have the option to shop here. There are no new wares, but 
you'll be able to restock your items. Do so, and don't forget to equip 
anything or use any items you haven't yet. Spend all your money, since 
this will be your last chance to (and it doesn't carry over into New 
Game +). After you're finished head into battle. 

========================================================================
          CHAPTER 6B - BATTLE 1: HOUSE OF THE FORSAKEN [FG85]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Swordsman (X2), Lancer (X2), Archer (X2), Sorceress (X2), 
         Warrior (X2), Valkyrie [Leader]
Target Sin: N/A

Start off by surrounding and sieging the Swordsman (with the use of Dash 
or whatever). Next round you should be able to kill both the Lancer and 
Archer. This is where the second Swordsman and Archer will move in. You 
should be able to take them both out next round. Now all the remaining 
units but the Sorceress' will advance. 

Draw the units out into the open field to fight. If you have Gleipnir's 
Bonds then you can just draw the Valkyrie out, which is preferred. Once 
you've got an open fighting area just go to town on anyone and everyone 
in your range, take out the weaklings before the Valkyrie if there are 
any. At any rate, the Valkyrie is a real wimp. You should be able to 
kill her in one round (assuming you have defense versus holy element). 

-[AFTERMATH]-
You go into the next battle immediately.

========================================================================
    CHAPTER 6B - BATTLE 2: HOUSE OF THE FORSAKEN (CONTINUED) [FG86]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Archer (X2), Sorceress (X2), Thyodor [Leader]
Target Sin: N/A

Use Gleipnir's Bonds so you can take out the Sorceress' with a little 
peace and quiet. If you don't have Gleipnir's Bonds then just whack the 
Archers right off the bat. Either way, it shouldn't take but half a 
dozen rounds to kill everything but Thyodor. 

Thyodor won't advance until you get really close to him, so get yourself 
ready before approaching. Once you start it's just like any other boss 
fight. Keep on sieging, healing and reviving until he's dead. Vali's 
Awakening helps. Same as the Valkyrie though, Thyodor's a real wimp. 

-[AFTERMATH]-
Watch the end of the game. After the credits you can choose to save your 
completed file. Refer to the New Game + (FG89) section of the guide for 
more information. 

========================================================================
                 CHAPTER 6C: PREPARATIONS [FG87] (FG87)
========================================================================

You'll start the chapter at the deployment screen. Unlike usual, though, 
you will have the option to shop here. There are no new wares, but 
you'll be able to restock your items. Do so, and don't forget to equip 
anything or use any items you haven't yet. Spend all your money, since 
this will be your last chance to (and it doesn't carry over into New 
Game +). After you're finished head into battle. 

========================================================================
          CHAPTER 6C - BATTLE 1: HOUSE OF THE FORSAKEN [FG88]
========================================================================

Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Any Characters Who Have Fallen To The Destiny Plume, 
         Valkyrie [Leader]
Target Sin: N/A

This is a deceiving battle. It looks like it'll be Hell, but it's really 
quite a joke. Just to put it in perspective, I was up against Auguste, 
Cheripha, Darius, Gwendal, Lockswell and Rosea. My party only consisted 
of Wylfred, Duwain and Reinhilde. Don't be intimidated, but don't 
underestimate your enemy either. 

You should start things off by using Gleipnir's Bonds. Attack any of the 
nearest enemies (Auguste, Cheripha & Darius for me) while they are 
paralyzed and kill them all. Now your Gleipnir's Bonds will be wearing 
off in a round or two. Head over to the last person who isn't near the 
ruins (Gwendal for me) and siege them to death. By now the battle is 
almost over. I only have Lockswell, Rosea and the Valkyrie to kill. 

On my way over to the ruins I had already built up enough AP to launch 
another good tactic with Wylfred. I chose Vidar's Hush, then moved in. I 
was able to take out Rosea on the first round (she was the only one who 
didn't get silenced). Now dealing with Lockswell was a non-issue 
(because he was silenced) and that really just left the Valkyrie. 

The Valkyrie is a joke if you have decent equipment from getting Sin 
rewards. Since she's holy element, all you really need is good armor 
with defense versus holy. Even if you don't, she's still really weak. 
It'll be slow-go, but that's just because of her high HP and very often 
acting First Aid technique. Just beat her up and laugh while she cries. 

-[AFTERMATH]-
Watch the end of the game. After the credits you can choose to save your 
completed file. Refer to the New Game + (FG89) section of the guide for 
more information. 

========================================================================
                       NEW GAME +  [FG89] (FG89)
========================================================================

After completing your file (regardless of which path you choose) you 
will be able to save your completion data and load it to begin a new 
game. This has become commonly known as New Game + mode. While playing 
a New Game + you will keep many things from your previous file. Below 
is a list of things that carry over from your file. 

Acquired Items - Ranging from equipment to usable items (or provisions), 
you will get to keep everything (except the final sword you're given to 
kill the Valkyrie on certain plot branches) you had when you finished 
the game. 

Character Tactics & Techniques - This includes any Tactics you've gained 
from sacrificing units with the Destiny Plume, as well as Tactics and 
Techniques gained from using items. 

Special Technique Bonus - After completing each play through you will 
get to keep your total CP (used for equipping Techniques) you achieved. 
In addition, a fourth slot for Techniques will be available after 
completing one play through, and a fifth slot will be available after 
completing two play throughs. 

With such benefits it is obvious why you might want to play New Game +, 
regardless of how easy this game is normally. So enjoy it. 

========================================================================
                          SERAPHIC GATE [FG90] 
========================================================================

By having save data of all three plot branch completions you will unlock 
the Seraphic Gate. It is accessed from the menu screen similarly to New 
Game and Load Game. The Seraphic gate is somewhat of a mini-game, as 
it's completely seperate from the actual game itself. I used New Game + 
data to accumulate all three completions, which is when the Seraphic 
Gate was unlocked. 

Basically the Seraphic Gate is an extra dungeon. You will be able to use 
any of the playable characters in the game, who all start at level 1, to 
get through the dungeon. Characters will have five technique slots 
available and the default level 1 equipment. You can obtain loot from 
enemies to equip or use in later fights. In addition you are able 
purchase almost any items and equipment in the game from a shopkeeper. 
The shopkeeper doesn't sell certain things (Omnichecks, or any items for 
learning tactics), but sells many things not available through shops in 
the normal game (Moonfalx and Arondight swords are a couple examples). 

In the Seraphic Gate your characters will level up as you use them to 
progress further through the dungeon. You will also gain Oth just like 
in the regular game. The maps are fairly lackluster, and somewhat 
reminiscent of the item world in Disgaea (though not nearly as terrible 
as the item world). In addition you will not be able to use the Destiny 
Plume. 

As far as I know, the purpose of the Seraphic Gate is simply for fun, as 
it doesn't affect your normal game data. You can also save in the 
Seraphic Gate. This seems to be the funnest part of this entire game, in 
my opinion. 

========================================================================
                         THE SMALL PRINT [FG91] 
========================================================================

Thanks should go to GameFAQs. You're still the best.

I have no contact information. If you somehow get ahold of it, please 
don't contact me. Thankyou. 

Copyright 2009, Anthony Forrestal 

Do anything you want with this guide except profit off of it. It is 
free, and always should be. 

-Feral