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Walkthrough

by JCash1313

Rondo of Swords Walkthrough

Table of Contents

1. Introduction
2. How to play
a. Route Maneuver System
b. Set-up before Battle
c. Battle
3. Story
4. Walkthrough
   Through Chapter 20
   Path A
   Path B
5. Characters
   Descriptions
   Class Changes
   Ratings
6. Item list
a. Usable Items
b. Equip able Items
7. Contact Me 
8. Version History
9. Legal Stuff

1. Introduction

I picked up Rondo of Swords at Game Stop one day thinking I love Atlus and
SRPG�s so I thought I would love this. I was definitely right. Rondo of Swords
is a great SRPG. It isn�t like all of the others. Most of the others are all 
the same but there are some new perks to this game. From the Momentum Counter 
to the Route Maneuvering System, new things have been added to make Rondo of 
Swords unique and entertaining. It has a great story and lovable characters to
top it off. There are multiple endings that you can obtain depending on the 
choices you make. I think Rondo of Swords has revolutionized how SRPGs will 
be played.

2. How to play

a. Route Maneuver System

This is something new the game is trying. Your units have a designated movement
range. You move the unit through other units to perform various actions. If 
you go through allied units with certain skills it could heal you or raise a 
stat. When you go through enemy units, it causes you to attack them. Combining
these is the key to victory. You could go through an ally that raises attack 
and then attack an enemy to do more damage.

b. Set-up before Battle

You will set up by choosing which units you want for the mission. You will send
units out on various quests to get items and send them to shop to buy or sell 
items. You will also send out units with certain items to cause them to class 
change and grow stronger. You will be able to level up skills from the set up 
and assign them to your units. Make your choices wisely because some levels are
pretty difficult.

c. Battle

You will use the Route Maneuvering System mentioned above to fight. In battle 
you will use your various mages, sword fighters, and archers to kill the enemy.
If a unit is defeated in battle, he will be available the next battle but with 
the Hurt status. The Hurt status lowers stats considerably. It takes one battle
to get rid of the status. The Momentum Counter, also new, is the number near 
the bottom of the status screen. Points are gained whenever you attack and use 
some skills. The higher the number the higher the chance an enemy will attack 
that specific unit. If you fight a battle and raise some levels and a unit dies
don�t worry. You can choose quit and start over from the beginning of the 
battle but still have your characters at those higher levels. This is a good 
way to raise your different characters before the next battle.

3. Story

It has been over 150 years since the Holy King Altrius drove out the power of 
Darkness. The continent of Bravord is now ruled by five nations. Specifically:

North- The Divine Land of Verona, where they worship Valen, the God of Light.
West- The Magic Nation of Almeria, home of the world�s best magicians.
South- The Shalem Federated Emirates, a loose gathering of several tribes.
East- The Grand Meir Empire, a military nation formed by annexing the 
neighboring kingdoms.
Central Plains- The Kingdom of Bretwalde, established by the Holy King Altrius.

In the Royal City of Egvard, capital of the Kingdom of Bretwalde, King Elliot�s
people are laying their liege to rest. Fears of an invasion from the 
belligerent Grand Meir Empire, which has lately been strengthening its 
military, lead to heightened security for the funeral- but Grand Meir�s forces 
manage to overrun the Royal City nonetheless.

4. Walkthrough

Chapter 1: Escape from Egvard

Your New Units: Serdic- lvl 1, Kay- lvl 1, Margus- lvl 1

Enemy Units: 1x lvl 4 Linesman, 5x lvl 4 Infantry Scout, 2x lvl 3 Infantry 
Scout, 1x lvl 4 Infantry Scout, 3x lvl 10 Armored Knight, Alberich lvl 13

Enemy Reinforcements: After moving out of alley: 5x lvl 13 Armored Knight, 1x 
lvl 15 Guardian, Clotho lvl 17, Matthias lvl 25, Gauss lvl 25

After moving past house at center: 2x lvl 10 Armored Knight, 4x lvl 10 War 
Mage, Ernest lvl 15

The battle begins by asking you to retreat to a point directly south. Don�t 
move that way instead kill the scouts and start to head east by the house. You 
need to make sure to spread the experience evenly among your units. Now the 
reinforcements will begin to appear. Don�t panic, you don�t have to kill them 
all. The Armored Knights near Alberich and Gauss will advance after a turn. The
ones near Ernest will not but the Mages near Ernest will. The mages will move 
back to avoid Kay and his large movement range. Watch out and stay out of their
range though. The mages have two spells. One has a range of six squares while 
the other strikes a diagonal line from the mages in any direction. You need to 
make sure to use Serdic�s OB to your advantage. This is the most powerful 
weapon you have and it strikes five squares ahead of Serdic. It will take 
Serdic killing a few enemies to charge up though. It is possible to kill all 
enemy units but if this is your first play through I don�t recommend trying. 
You will have to start over a lot which is frustrating. Instead I think it is 
better to just run as fast as you can for the escape point.

Chapter 2: Bandits of Gareh

Your New Units: Appears turn 2: Selmer lvl 5

Enemy Units: 6x lvl 3 Wise Henchmen, 5x lvl 4 Wise Henchmen, 1x lvl 5 Wise 
Bandit

This level is really easy and a good place to use the quit option to raise 
Serdic and company a few levels. No other reinforcements other then Selmer who 
is on your side. You can speak to Selmer with Serdic or Margus but even if you 
don�t speak to him, he will join you after the chapter. You just need to lure 
the enemies out one by one and crush them. Selmer is an Allied Unit so you 
don�t control him so he may run out ahead of you. Send Kay to help protect him 
because being a mage Selmer has really low defense and with his magic and Kay�s
movement range you should crush any bandit. 

Chapter 3: A Kidnapping

Enemy Units: 2x lvl 2 Scout, 3x lvl 3 Scout, Jaglat lvl 8

Enemy Reinforcements: Once you reach yellow arrow: Jaglat leaves, 3x lvl 4 
Warrior, 2x lvl 3 Attacker, 1x lvl 4 Attacker, 2x lvl 4 Archer, 1x lvl 4 
Swordsman, 1x lvl 5 Assailant

Begin to advance north towards designated square. Kill all enemies along the 
way in case you need to escape. These enemies are weak so they should present 
no problem. Once you get to the square Jaglat retreats and reinforcements 
arrive. You must decide to retreat or fight. The reinforcements will not move 
the first turn which will allow you to get a head start running or get into 
position for a fight. The archers can move and strike so they have a long range
and can OHKO Selmer. I position Kay by the backline the first turn they arrive
and have him sweep through them killing both archers. If you are going to 
fight, you will need to take the enemies out quickly before they have a chance
to kill one of your units
Chapter 4: The Deep Forest

Your New Units: Sasha lvl 5

Enemy Units: 2x lvl 3 Archer, 1x lvl 4 Archer, 2x lvl 3 Scout, 3x lvl 4 Scout, 
2x lvl 5 Warrior

Now if you stood and fought last chapter then Margus, Selmer, and Kay are much 
higher levels. Use the scouts as easy prey to bring Serdic back up to the level
of his troops. The Archers range is six plus their movement range. Everyone but
the Archers will advance. The Archers will strike once you are in their range. 
Remember your highest defense is Margus and Serdic. Let Margus take some blows 
and bring the enemy close then strike. Sasha is fairly srong and has a good 
movement range but don�t let her get in the range of multiple enemies. Her 
defense is low but she should take one hit just not more than one without 
healing. Use the skills of Margus and Kay to your advantage by running through 
them to raise stats or be healed. One more thing to remember for whenever you 
get any new character is to check out the OB to see how it can be used to your 
advantage.

Chapter 5: Reunion

Your New Units: Marie lvl 3, Ansom lvl 5

Enemy Units: 2x lvl 4 Scout, 2x lvl 5 Scout, 7x lvl 6 Scouts, 2x lvl 5 Archer, 
2x lvl 6 Archer, 1x lvl 5 Warrior, 2x lvl 6 Warrior, 4x lvl7 Attacker, 1x lvl 8
Guardian, Jaglat lvl 8

There are a ton of enemies here and they can come at you from two different 
ways. I normally send Kay and Sasha towards the right to free Ansom and Marie 
while the others move slowly holding off the enemy from the other side. You may
notice one cell is empty, if you move someone and stop at the bottom left 
corner of the cell you will get a Coral Amulet. Remember to advance slowly and 
be cautious especially when near enemies with higher attack like Jaglat and the
Guardian. Try to free Ansom and Marie before Jaglat and his Guardian get there 
because Ansom can do some damage while Marie can heal your units. Remember all 
you have to do is kill Jaglat so focus your attacks on him. Make sure that you 
capitalize on killing additional enemies first for experience.

Chapter 6: The Red Lion

Quests Available:

Gathering Herbs
Prizes: Moon Dew 
	  Moon Weed
Rank: 1 star

The 10th Smith
Rank: 3 star

Fool�s Tale
Rank: 3 star

Hunt for the Monk
Rank: 2 star

Enemy Units: 5x lvl 6 Infantry Scout, 1x lvl 7 Infantry Scout, 1x lvl 6 Heavy 
Infantry, 1x lvl 7 Heavy Infantry, 4x lvl 7 Linesman, 1x lvl 8 Linesman, 1x lvl
10 Linesman, 2x lvl 12 Heavy Infantry, Clotho lvl 17

This is the first mission where your units can go on quests. I recommend you 
send people on the second and third missions. Each second mission is a Smith 
mission and each third is a Card mission. Try to send the same characters on 
Card missions three times and in some cases six times for bonuses. You can do 
others if you have a spare character need the prize items. Some prize items are
important like anything with proof in its name is necessary to promote units. 
You can still raise the people going on quests levels then quit and assign them
to the quest. You are supposed to try and keep the civilians safe here. It will
be tough with limited people if you choose to do the quests. I recommend you 
keep Kay for this mission. His huge movement range will be needed. First have 
him, Serdic, and your other characters quickly take out the nearby scouts while
moving north. After a few turns Clotho will say something and her units will 
advance. Try to attack her before that time. I move Kay up next to the large 
pack of units and send him through making sure to hit Clotho. I use Serdic�s OB
to take out Clotho and then use my remaining units to clean up low HP enemies. 
You do not have to fight you can retreat but if you kill Clotho you will obtain
a Robber�s Proof which will be beneficial later. It will take a lot of leveling
up and luck to defeat Clotho and her henchman on your first run through so you 
may just want to run.

Chapter 7: The Wise Bandits

Quests Available:

Harvest Help
Prize: Raka�s Juice, Tiny Bullion
Rank: 1 star

The 9th Smith
Rank: 3 stars

Magician�s Tale
Rank: 3 stars

Archer�s Festival
Prize: Hawk Proof
Rank: 2 stars

Your New Units: Owl lvl 8
 
Enemy Units: 3x lvl 5 Wise Henchman, 4x lvl 6 Wise Henchmen, 1x lvl 6 Wise 
Bandit, 3x lvl 7 Wise Bandit, Owl lvl 8

Enemy Reinforcements: After speaking with Owl: 4x lvl 6 Infantry Scout, 7x lvl
7 Infantry Scout, 2x lvl 8 Infantry Scout, 1x lvl 8 Linesman, 1x lvl 6 Armored 
Knight, 1x lvl 8 Guardian 

Remember the Quests are optional so if you need more units for the mission then
keep them. You need to also remember how beneficial these quests are for your 
units. Now onto the mission, you will need to first focus on having Marie talk 
to Owl. Draw him and some of the enemies forward with someone with good defense
like Margus. Try to not kill many of the bandits because once you speak to Owl 
they join your side and the real enemy arrives. The enemy arrives from the 
south and the west. I let one of my units help Owl�s men take the easier group 
to the south while Margus holds off the enemies to the west with ZOC with Marie
healing him. Serdic works up an OB and moves behind Margus. Margus retreats 
backwards while Serdic blasts the enemies. This strategy of course means Margus
and Marie will not be going on quests. It also means you need to have ZOC with 
Margus.

Chapter 8: Harbor and Pirates

Quests Available: 

Factory Cleanup
Prize: Tiny Bullion, Raka�s Juice, Pulpy Juice
Rank: 1 star

The 8th Smith
Rank: 3 stars

Priestess� Tale
Rank: 3 stars

The Arena King
Prize: Battle Proof, Raka�s Juice, Tiny Bullion
Rank: 3 stars

Enemy Units: 5x lvl 7 Pirate, 6x lvl 8 Pirate, 5x lvl 9 Pirate, 1x lvl 10 
Pirate

Now it is essential you keep all of the villagers alive. If this means missing 
out on one of the quests to have a full team, then miss out on one. If you keep
all of the villagers alive then you get a bonus stage. It is tough if you have 
limited people from the quest but it is possible. Owl will probably be a few 
levels under your other characters so use this level to kill and quit to get 
him up to par. He has a fairly large movement range so he is essential in this 
mission just like Kay. They can both attack large groups of pirates easily and 
can reach the villagers in time. Margus is also a good ally for this mission 
because you can position him in front of the villagers if he has ZOC the enemy 
can�t go through him. The enemy seems to focus on the left side of the map. I 
normally send Margus, Serdic, and a long range attacker like Selmer to the 
left. I send Kay and Owl to the right and take out the enemy. Their movement 
range is higher so they may make it to the other side to help out there after 
they are done. You need to make sure to keep the villagers alive. If not you 
miss the next mission thus you miss quests and a character.

Chapter 9: Pirate Island

Quests Available:

Piglet Husbandry 
Prize: Tiny Bullion
Rank: 1 star

The 7th Smith
Rank: 3 stars

Empress� Tale
Rank: 3 stars

Blind Drunk Sage
Prize: Hermit Proof
Rank: 2 stars

Your New Units: Cotton lvl 6 (after you complete mission)

Enemy Units: Archers: 7x lvl 8, 1x lvl 9 Melee Fighters: 6x lvl 7, 5x lvl 8, 3x
lvl 9, 1x lvl 10

You will have to use a lot of caution for this stage. If one of the archers 
gets a shot at one of your lower defense characters like Marie, you are in 
trouble. The green archers have a range of six while the archers with hats have
a range of seven and are more powerful. Move up with Ansom and cautiously pick 
off the enemy archers while having Marie heal you. Once most archers are killed
send in Serdic and the others to clean up the rest. You should have someone 
like Owl or Kay head for the top left corner and stand next to the crate. This 
will get you a Bullion. It is great you got this mission because afterwards you
get Cotton who is a powerful magic user.

Chapter 10: Across the Desert

Quests available: 

Ancient Tomb Dig
Prize: Tiny Bullion, Bullion
Rank: 1 star

The 6th Smith
Rank: 3 star

Emperor�s Tale
Rank: 3 star

Pilgrim�s Tour
Prize: Chrism Proof
Rank: 2 star

Your New Unit: Alhambra lvl 8

Enemy Units: 1x lvl 9 Desert Savage, 2x lvl 10 Desert Savage, 6x lvl 11 Desert 
Savage, 3x lvl 12 Desert Savage, 2x lvl 13 Desert Savage, 1x lvl 13 Chevalier, 
1x lvl 15 Mounted Guard

Enemy Reinforcements: 3x lvl 10 Desert Savage

Okay at this chapter or one in the near future you will need to start sending 
your units on trials with proofs to promote. This will make them a lot better 
and some will have new available skills. This level is not very hard. I usually
quit a lot because I am trying to raise Cotton and her spells use a lot of MP 
but are powerful. Whenever you pass the lowest boulder looking object Alhambra 
and the reinforcements will arrive. You will need to talk to her with Serdic. 
The mission is over when you escape or kill the savages so you will want to 
kill the Chevalier and Mounted Guard to the south before then. I send Cotton 
after I have leveled her up and put her behind the tree to the right. They 
can�t touch her and she kills them easy. The Chevalier drops a Battle Proof 
while the Mounted Guard drops a Capt. Proof. Cotton should make short work of 
them if she has any MP or she can use her OB.

Chapter 11: Fatima Fortress

Quests Available:

World Food Fair
Prize: Raka�s Juice, Raka�s Juice
Rank: 1 star

The 5th Smith
Rank: 3 star

Hierophant�s Tale
Rank: 3 star

Wizard�s Keepsake
Prize: Thief Proof 
Rank: 2 star

Your New Unit: Rukia lvl 4 (Comes from the north on turn 6 or if you enter
fortress)

Enemy Units: 2x lvl 10 Heavy Knights, 3x lvl 12 Longbowman, 3x lvl 13 
Longbowman, 4x lvl 12 Armored Knight, 1x lvl 10 Infantry Scout, 2x lvl 11 
Infantry Scout, 2x lvl 11 Stormtrooper, 1x lvl 13 Stormtrooper, 1x lvl 10 
Linesman, 2x lvl 12 Linesman, 1x lvl 13 Linesman, 1x lvl 10 Guardian

Enemy Reinforcements: (Arrive south at the end of turn 6 or if you enter 
fortress) 2x lvl 10 Heavy Knight, 2x lvl 11 Heavy Knight
	
You may be thinking man there are a ton of enemies and there are reinforcements
too! Don�t worry though this isn�t that hard of a level if your units are at a 
good level. I bring along both Selmer and Cotton. I move cautious at first to 
take out the first two Heavy Knights then I run as fast as I can with Serdic 
and Ansom towards the entrance in the northeast corner. Have Ansom kill the two
archers on the way by standing directly below them. Position Cotton and Selmer
right next to the gate without attacking it and kill the Armored Knights. 
Selmer should also have enough range to kill the closest Longbowman to the 
left. You have to move quickly with Serdic and Ansom because Rukia is such a 
low level she will die quickly and you need to have Serdic talk to her first. 
Leave the other two units other than the ones mentioned above south to take 
care of the reinforcements whenever they arrive. Just continue killing the 
enemy slowly until all are dead except those in the room then you open the door
and kill the Guardian which ends the level.

Chapter 12: The Ark Magicians

Available Quests:

Witch�s Woods
Prize: Pulpy Juice
Rank: 2 star

The 4th Smith 
Rank: 2 star

Lovers� Tale
Rank: 3 star

Magic Trial
Prize: Hermit Proof
Rank: 4 star

Your New Units: Elmer lvl 8

Enemy Units: 4x lvl 10 Magic Soldier, 5x lvl 11 Magic Soldier, 5x lvl 12 Magic 
Soldier, 5x lvl 13 Magic Soldier, 2x lvl 12 War Mage, 3x lvl 13 War Mage, 
Ernest lvl 16, Elmer lvl 8

Okay so you must bring along Selmer so he can talk to his brother and recruit 
him. Bring along every unit that has a lot of movement because they can stay 
out of range and still be in range to attack. The magic soldiers are fairly 
powerful and those buildings don�t matter to them. They can be on one side out 
of your range and pick you off. At the end of the second turn, Ernest and his 
five War Mages will retreat making the level a little simpler. Try to raise 
Rukia a little if you want. This is tough because she is such a low level and 
can be killed so easily. The hardest part of the level is having Elmer stand 
still and not retreat while not killing Selmer. Selmer will have to go into his
range. Put other characters like Serdic and Margus that can take a hit and 
Elmer will probably attack them.

Chapter 13: Thunder Emperor

Quests Available: 

Gargantuan Hive
Prize: Peach Nectar
Rank: 3 stars

The 3rd Smith
Rank: 2 stars

Chariot�s Tale
Rank: 3 stars

The Glass Tower
Prize: Hawk Proof, Yoichi Medal
Rank: 4 stars

Your New Units: Arios lvl 15 (Comes out of building in southeast corner at end 
of third turn, talk to with Serdic)

Enemy Units: 3x lvl 12 Infantry Scout, 1x lvl 13 Infantry Scout, 6x lvl 12 
Magic Soldier, 2x lvl 13 Magic Soldier, 2x lvl 14 Armored Knight, 3x lvl 13 War
Mage, 2x lvl 14 War Mage, 1x lvl 14 Stormtrooper, 1x lvl 13 Mediator, 1x lvl 14
Mediator, Ernest lvl 16

I move most of my units right and take out the guards at Arios door so I can 
get him. I send Kay or someone else powerful to the bottom left to take care of
those mages. I found even if you moved into the two mages at the bottom left 
range they will not attack you. After a couple of turns the enemy units begin 
to move towards you. I use Selmer and Cotton to take out some of the scouts 
coming towards me and use a couple of people with large movement range like 
Alhambra or Kay to take out the mages as they advance. You may have to put 
someone who can take a hit in the mages spell range so they will stay still and
not run. I moved slowly around the map until I had Ernest left and then killed 
him. It is not that hard of a fight, but with so many magicians it causes you 
to slow down and be extremely cautious if you want no one to die. If you have 
been leveling up Selmer�s White Dust spell then it should have a larger range 
than the enemy mages if not then you will have to solely rely on the long range
attackers. Try using someone that can take hits to keep the mages there and 
attack them with Cotton or Selmer, even Elmer if you raise him up.

Chapter 14: Voice of Darkness

Quests Available:

Giant Egg Heist 
Prize: Hero Gem, Dark Fruit
Rank: 3 stars

The 2nd Smith
Rank: 1 star

Strength�s Tale
Rank: 3 stars

Match of Champions
Prize: Captain Proof, Bullion, Pulpy Juice
Rank: 4 stars

Your New Units: Igraine lvl 15

Enemy Units: 6x lvl 16 Ritualist, 2x lvl 17 Mediator, Igraine lvl 15

Enemy Reinforcements: 18x lvl 14 Mediators (Can�t be killed)

This is an extremely easy level. All you have to do is run ahead and kill all 
of the weak mages and speak to Igraine. After that, run very, very fast. The 
reinforcements can�t be killed so flee. Make use of any moves that will aid you
in fleeing like Holy Favor if you are using Marie. There is a Sage Proof behind
Igraine on the space against the wall where the three stain glassed windows 
are in the game. You should attempt to obtain that before speaking to Igraine. 
It can be done after speaking to Igraine if you use Marie�s Holy Favor.

Chapter 15: Mountain Battle 

Quests Available:

Theft of the Tithe
Prize: Tiny Bullion, Tiny Bullion
Rank: 2 stars

The 1st Smith
Rank: 1 star

Hermit�s Tale
Rank: 4 stars

Gentleman Thief
Prize: Thief Proof, Tiny Bullion
Rank: 2 stars

Your New Units: Shino lvl 13 (speak to her with Serdic while Marie is alive) 

Enemy Units: 1x lvl 12 Magician, 1x lvl 13 Magician, 2x lvl 14 Magician, 2x lvl
12 Longbowman, 2x lvl 13 Longbowman, 2x lvl 14 Linesman, 1x lvl 15 Linesman, 
1x lvl 16 Linesman, 2x lvl 15 Armored Knight, 1x lvl 12 Heavy Knight, 1x lvl 13
Heavy Knight, 3x lvl 14 Heavy Knight, 3x lvl 15 Heavy Knight, 1x Chevalier lvl 
16

The Chevalier and his Knights to the north, Shino and her troop to the south, 
and the mages on the cliffs between makes this a fun mission. Not as hard as 
you initially think but is pretty tough to defeat everyone while keeping all of
your guys alive. The easiest way to end the mission is retreat by going south 
and getting Shino. You will need to use a powerful character with a large 
movement range like Alhambra to take out the archers and use some magic to take
out the rest. Once you win the south talk to Shino and choose to retreat or 
fight. I use Arios and his area damage spell, then I pull him out of range with
the Holy Favor spell.

Chapter 16: Young Lions

Quests Available:

Clinical Trial
Prize: Dark Fruit, Odd Fruit
Rank: 2 stars

The 1st Atelier
Rank: 3 stars

Fortune�s Tale
Rank: 4 stars

Isle of 30 Coffins
Prize: Robber Proof, Tiny Bullion
Rank: 3 star

Enemy Units: 1x lvl 15 Priest, 1x lvl 16 Priest, 4x lvl 16 Chevalier, 2x lvl 16
Mounted Guard, 2x lvl 16 Linesman, 4x lvl 15 Abbey Cavalier, 5x lvl 16 Abbey 
Cavalier, Ernest lvl 18, Alberich lvl 18

This level is too tough to kill everyone and keep all of your people alive. You
will need to aim to kill one of the Grands and fast. I move Kay, Ansom and 
Serdic south towards Alberich. I leave the rest to slow down the enemies to the
north. I lured the knights into my range and then killed Alberich. You get the 
South Medal which adds 10 attack and takes away 20 defense. Ernest is a lot 
easier to kill. Just focus on the units to the north and use Ansom or a mage 
with a long range like Igraine to pick Ernest off. He gives you the Lazuli Ring
which adds 6 magic.

Chapter 17: Winter Storm

Quests Available:

Prospector Jim
Prize: Tiny Bullion
Rank: 1 star

The 2nd Atelier
Rank: 3 stars

Justice�s Tale
Rank: 4 stars

Thief�s Farewell
Prize: Robber Proof, Thief Proof, Bullion
Rank: 4 stars

Your New Unit: Aegil lvl 10

Enemy Units: 2x lvl 15 White Cap, 2x lvl 15 Devotee, 4x lvl 16 Devotee, 6x lvl 
15 Abbey Knight, 4x lvl 17 Abby Knight, 6x lvl 16 Abbey Cavalier, 2x lvl 18 
Devotee Archer,2x lvl 17 Convert, 2x lvl 18 Faith Knight, 2x lvl 17 Faith 
Knight

Enemy Reinforcements: 4x lvl 17 Faith Cavalier, 2x lvl 18 Holy Cavalier

This stage is not that hard. The snow makes it a little slower but it is still 
fairly easy. You must bring Marie along to get Aegil. I would bring Ansom along
too because he can easily one shot the mages and archers from afar. Move Serdic
towards the open door to the right. You just have to take it slow. You will 
just have to take it one street by one street, all the way up to the doors of 
the cathedral. I often use Arios or Cotton with their area damage and then pull
them back with Holy Favor. Once you get past the second street reinforcements 
will arrive. This is when you make a mad dash for the door. Once Serdic reaches
the door the level is over. I use this level to raise some of my magic users 
that may be behind because I can put them in the snow where the melee units 
can�t get to them but they can still attack. 

Chapter 18: Free Verona

Quests Available: None

Your New Units: Yumiluna lvl 15, Simon lvl 17

Enemy Units: 8x lvl 18 Abbey Knight, 2x lvl 18 Red Cap, 4x lvl 17 Red Cap, 4x 
lvl 16 Devotee Archer, 4x lvl 20 Armored Knight, 2x lvl 20 Arch Bishop, Uther 
lvl 21

Enemy Reinforcements: 2x lvl 18 Abbey Knight, 2x lvl 19 Abbey Knight 

This battle basically has two parts to it. The first part is a mad dash to the 
cell that holds Simon and Yumiluna. You need to move quick so they don�t get 
killed. I like to use long range spells to take out the enemies. Some of the 
enemies like the Abbey Knights can�t get you through the walls. Move quickly 
because after a few turns the reinforcements appear in the middle hallway. The 
second part is the battle with Uther. You will have to take out an Armored 
Knight on either side to get to him. In that room, there are more Armored 
Knights and the Arch Bishops with light spells. Uther has a light spell that 
will damage you. Clear out the room and get one good hit on Uther to reclaim 
Verona. Make sure to get Yumiluna and Simon in time because this unlocks the 
next mission and Serdic must speak to Yumiluna.

Chapter 19: Underground Prison

Quests Available: None

Your New Units: Izuna lvl 16

Enemy Units: Sorry guys forgot to record this I will get it on my next play 
through.

This battle is an extra battle you get if you have Yumiluna talk with Serdic 
last chapter. It is a little like last chapter where you must go and free a 
prisoner. Alberich must be freed. If you are choosing Path A speak to him with 
Serdic, while Path B you need to speak to him with Yumiluna. You should talk to
Izuna with Shino to obtain her. This is basically like last chapter pretty 
easy. You should pick off the enemies from afar using long range spells and 
using characters with a large movement range.

Chapter 20: Fated Hour

Quests Available: None

Enemy Units: Marie lvl 20

This is where you decide to go Path A or Path B. If you kill Marie you will go 
down the Path B side and become the Cold Emperor, while you will have to wait 4
turns to choose Path A. Pick wisely because this alters the story dramatically.
 


---------------Path A---------------------
(coming soon)


---------------Path B---------------------
(coming soon)
 


5. Characters

Serdic:

Description: Rescued by the true Crown Prince Serdic, he looks eerily similar 
to the prince. He served as a body double that no one else knew of. The true 
prince passed on his sword and his title when he was killed during the invasion
of the capital. This Serdic is raising a force to fight the Grand Meir and take
back Bretwalde.

Promotions: Ch. 20 kill Marie ----- Cold Emperor
            Ch. 20 wait 4 turns ----- Arch Paladin

Rating: 9.5/10 
I believe the Cold Emperor deserves a 10 and Arch Paladin a 9. The addition of 
ZOC for the Cold Emperor makes Serdic essential for your plans for success. If 
you go the Arch Paladin route he is still good but not quite as good.

Kay:

Description: The younger, and I think more responsible, one of the pair of 
Knights of Bretwalde that escape with Serdic. He is brave and sometimes acts 
too quickly but his heart is in the right place.

Promotions: 2 Battle Proofs and 1 Captain Proof ----- Templer
            2 Battle Proofs, 1 Captain Proof and Alonso Seal ----- Paladin

Rating: 6/10
He is great as a guy that has a huge movement range to start and decent attack.
He is replaced later by people that can obtain the ability sprint and move 
farther. He will be valuable early and not useful late.

Margus:

Description: He is the other knight that escaped with Serdic. He is supposed to
be a mentor to Kay and yet he seems to spend half his time flirting with girls 
that are ten years younger than him.

Promotions: 2 Battle Proof and 1 Captain Proof ----- Phalanx
            2 Battle Proof, 1 Captain Proof and Aegis Seal ----- Royal Aegis

Rating: 7/10
He is your primary defense early on and he learns ZOC. His movement range is 
extremely small which makes it hard to retreat or attack for him. I feel if you
take Path B then Serdic with ZOC is a ton better but if you are going Path A 
then he may still be useful.

Selmer: 

Description: He was sent by his master Arios to help Serdic. He uses Ice Magic 
and has a twin brother. He comes from Almeria which is the city of magic users.
He may be young but he has a lot of potential.

Promotions: 2 Hermit Proofs and Sage Proof ----- Warlock
            2 Hermit Proofs, Sage Proof and Hioh Seal ----- Rune Master

Rating: 6.5/10
This guy is really under rated. His magic may not be as high as then a few of 
the other magic users but it is close enough. His defense is weak but he can be
easily protected. The White Dust spell at its highest level has a range of 
eight which is pretty large. With a range like that and a little extra effort 
to protect him, he is okay.

Sasha:

Description: A loyal retainer of Ansom. She is an expert with the sword and 
will battle anyone that crosses Ansom. She has deep feelings for Ansom but does
not really show them for fear they would be inappropriate.

Promotions: 2 Battle Proofs and 1 Captain Proof ----- Sword Master
            2 Battle Proofs, 1 Captain Proof and Aisu Seal ----- Blade Master

Rating: 7/10
She starts out with a decent movement range and pretty high attack. Her defense
is average but her HP is horrendous. She can move far and kill a lot but when 
she finds herself all alone and takes a hit she is done. Her OB is pretty good 
though. Overall she is a decent melee fighter. 

Marie:

Description: Crown Prince Serdic�s sister is a kindhearted girl that was raised
at a monastery in Verona. She has become a great healer because of that.

Promotions: None

Rating: 9/10
If you are going Path B do not use her. Otherwise you will probably need to use
her. She is an incredible healer and has a great spell that will teleport 
characters to her so they are brought out of danger. She has low defense and HP
so don�t let her get hit.

Ansom:

Description: Ansom is a childhood friend of Serdic. He is son of Emir Darsin 
and with his death now is ruler of the Shalem Federation. He is a confident, 
willful man.

Promotions: 2 Hawk Proofs and 1 Hunter Proof ----- Hawk Eye
            2 Hawk Proofs, 1 Hunter Proof and Palta Seal ----- Strike Ranger

Rating: 10/10
Ansom is incredible. Archers are REALLY broken on this game. They can move and 
then strike. Ansom�s movement range grows larger on promotion so he becomes a 
threat to almost everything on the map. His OB is awesome too.

Owl:

Description: Owl was top dog of the Wise Bandits, who called themselves the 
gentlemen thieves. He is arrogant and seems to fall for Marie.

Promotion: 2 Thief Proofs and 1 Robber Proof ----- Cutpurse
           2 Thief Proofs, 1 Robber Proof and Dark Seal ----- Strider

Rating: 6/10
I like Owl as a person but not as a unit in the army. He can move long 
distances with is Sprint skill, but his attack is really low. He gets too far 
ahead because of that movement range and his defense is crap so he gets killed.

Cotton

Description: A witch that Serdic found traveling near in Bravord. She is 
looking for something but apparently lost her memory so she doesn�t know what 
she is looking for.

Promotion: None

Rating: 10/10

Cotton is one of the best magic users in the game. Her magic is extremely high 
and her spells really pack a punch. She rides her broom and has a huge movement
range that will take her anywhere. She is a machine. She can take a hit from a 
spell and then OHKO the other mage. Don�t let her get hit by a melee fighter 
though.

Alhambra:

Description: She is a beastwoman from a tribe that had their bodies altered to 
become the perfect fighters. She doesn�t like her body and wants to find a way 
to change it. 

Promotion: 2 Thief Proofs and 1 Robber Proof ----- Treasure Hunter
           2 Thief Proofs, 1 Robber Proof and Rose Seal ----- Edel Raven

Rating: 8/10
She is an okay fighter. Her strong points are her high attack and movement 
range. Her weak points are her low defense and a crappy OB. She is one of the 
better large movement range fighters.

Rukia:

Description: A thief Serdic found in a fortress. She decides to travel with him
and the army to try to get Spanta, the Holy Blade, from Serdic.

Promotion: 2 Thief Proofs and 1 Robber Proof ----- Lost Hiker
           3 Thief Proofs and 3 Robber Proofs ----- Shadow Thief

Rating: 1/10
Yes, Rukia is that bad. Her movement range is high but that doesn�t make her 
useful. Her attack is extremely low as well as her defense and HP. She is a 
hassle to raise as well because she comes so underleveled.

Selmer:

Description: This is Selmer�s twin brother. This is the rude, funnier brother. 
He uses thunder magic and is easy to anger. He respects his master Arios above 
anyone else.

Promotion: 2 Hermit Proofs and 1 Sage Proof ----- Warlock
           2 Hermit Proofs, 1 Sage Proof and Raikoh Seal ----- Rune Master

Rating: 7/10
He is slightly better than his brother. His magic is higher so his spells are 
stronger. They have less of a spell range though. What tips the scale in his 
favor is the fact he has a higher movement range so he can get himself out of 
trouble easier.

Arios:

Description: He is really weird and really smart. He is the teacher of Elmer 
and Selmer and they both respect him. 

Promotion: None 
           2 Hermit Proofs, 1 Sage Proof and Heretic Seal ----- Rune Master

Rating: 8/10
His magic is higher than the twins. He has a limited movement range like Selmer
but I like his spells better. I allow him to be surrounded by enemies then I 
use Ignite Lore. I pull him away with Marie after that.

Igraine:

Description: Igraine is a member of the Order of Anrah. She is very friendly 
towards Serdic and uses Dark Magic.

Promotion: None
           2 Hermit Proofs, 1 Sage Proof, and Anrah Seal ----- Rune Master

Rating: 9/10 
Her magic will be close to Arios� magic. She uses better spells though. Her 
Dark spells have a huge spell range. Her movement range is better than Arios as
well.

Shino:

Description: She is a ninja from a different nation (and game). She travels 
with Izuna and thinks of the other ninja as a little sister. She may be hard on
her at times but she cares.

Promotion: None

Rating: 8/10
Shino is an okay fighter. She can move and strike at long range a little like 
Ansom but is not as strong as him. She is still strong enough to do some damage
though. She can use some magic but it is not as strong as the other mages. Her 
defense is pretty low.

Aegil:

Description: Aegil is the Pope of Verona. Serdic does not know at first and 
believes she is a simple nun. She is very serious about her role as a religious
leader.

Promotion: 2 Chism Proofs and 1 Vow Proof ----- High Priest
           2 Chism Proofs, 1 Vow Proof and Virgin Seal ----- Cardinal Lord

Rating: 8.5/10
She comes at a low level at that point in the game. She can easily be raised 
but it takes a little effort and she really isn�t better than Marie. Her magic 
is about the same if not slightly less. Her movement range is higher though so 
she can run when she is in trouble. You may want to raise her or Yumiluna if 
you are going to go Path B.

Yumiluna:

Description: She is a priestess of Verona found in the Pope�s company. She has 
a terrible memory.

Promotion: None
           2 Chism Proofs, 1 Vow Proof and Sacred Seal ----- Cardinal Lord

Rating: 8.5/10
She is not as much of a hassle raising and promoting as Aegil. She does not 
really have the potential that Aegil has. I have found that Yumiluna might 
actually have higher magic but like Marie her movement range is limited making 
her an easy target at times. 

Simon:

Description: Simon is a very dedicated knight of Verona. He is honorable and 
virtuous. He likes to listen to Marie�s stories.

Promotion: None
           2 Battle Proofs, 1 Captain Proof and Moret Seal ----- Chevalier

Rating: 



(more characters and ratings on the way)

6. Items

a. Usable Items
Raka�s Juice ----- Slightly restores HP
Pulpy Juice ----- Restores HP
Akasha Juice ----- Moderately restores HP
Amrita ----- Fully restores HP
Moon Weed ----- Slightly restores MP
Moon Dew ----- Restores MP
Peach Nectar ----- Moderately restores MP
Hamao Water ----- Greatly restores MP
Soma Droplet ----- Fully restores MP 
Odd Fruit ----- Slightly reduces MC gauge
Dark Fruit ----- Reduces MC gauge
Taboo Fruit ----- Moderately reduces MC gauge
Blessed Gum ----- Slightly increases MC gauge
Holy Gum ----- Increases MC gauge
Fighter Gem ----- Slightly increases OverBreak gauge
Hero Gem ----- Increases OverBreak gauge
Champion Gem ----- Moderately increases OverBreak gauge

b. Equip able Items
Amber Amulet ----- Increases Def by 2
Azure Amulet ----- Increases Def by 3
Ebon Amulet ----- Increases Def by 5
Moon Amulet ----- Increases Def by 7
Jade Amulet ----- Increases Def by 9
Coral Amulet ----- Increases Def by 11
Pure Amulet ----- Increases Def by 14
Empire Amulet ----- Increases Def by 19
Cobalt Ring ----- Increases Mag by 2
Navy Ring ----- Increases Mag by 4
Lazuli Ring ----- Increases Mag by 6
Copper Ring ----- Increases Att by 2
Iris Ring ----- Slightly increases maximum MP
Aster Ring ----- Greatly increases maximum MP
Mango Ring ----- Increases maximum HP
Silver Ring ----- Slightly increases visibility on the field
Ceramic Ring ----- Increases Mov by 1 while reducing Def by 20
South Medal ----- Increases Att by 10 while reducing Def by 20
Alert Medal ----- Prevents Dazed status effect
Cherub Medal ----- Accelerates recovery from status ailments
Cold Medal ----- Slightly reduces Ice damage
Ice Medal ----- Reduces Ice damage
Heat Medal ----- Slightly reduces Fire damage
Flame Medal ----- Reduces Fire damage
Lone Medal ----- Slightly reduces Thunder damage
Hawkeye Medal ----- Slightly increases accuracy
Dragon Medal ----- Increases accuracy
Angel Medal ----- Restores HP each turn

(Hope to find out some more items, email me if you wish to help in this section)

7. Contact Me

If you find a problem or want to help out at all contact me.
[email protected]

8. Version History

Version 0.5 - 6-22-08 - Have started guide. Still need to finish write up for 
both paths and a little more in character portion. Still need to complete item 
list. Hope to do this in a couple weeks. I plan to do Path B first and complete
the characters section. I hope to add a couple more sections such as a skill 
section to show which skills are learned by who and what they do.

9. Legal Stuff

This guide can not be used other than for private use and sites I have given 
permission to host it. Email me if you want to use the guide on another site 
and I will give permission but email me please. Please do not copy any of this 
information and use it as your own.

Credit:
Me - Writing the guide
Gfaqs - Hosting the guide
Atlus - For bringing this game to the US