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Walkthrough

by tri-Ace Fanboy


                    ======================================
                    Valkyrie Profile Covenant of the Plume

                            FAQ / Walkthrough v0.8
                              by  tri-Ace Fanboy

                       E-mail:  [email protected]
                    ======================================

This entire document is (C) 2009 Rodrigo Alves de Souza (tri-Ace Fanboy).
All trademarks are property of their respective owners. No section of this
guide can be used without my permission. This includes, but is not limited to
posting on your website, making links to my guide or including parts of my
guide in your own.

All the sites mentioned below have permission to do the above. Please email me
at [email protected] to enquire about gaining permission to use this
document.

GameFAQs - http://www.gamefaqs.com/
Super Cheats - http://www.supercheats.com/
Neoseeker - http://www.neoseeker.com/
GamesRadar - http://www.gamesradar.com/

- Thanks to Michael Sarich for this Copyright notice -



===============================================================================
== Table of Contents                                                 [TABLE] ==
===============================================================================

Use your program's search function (usually accessed by pressing Ctrl+F) and
search for the letters in brackets to go straight to the section you want to
check out. For example, searching for [VHIST] takes you to the Version History
section.

New sections will be included as the guide is updated.


Table of Contents.......................................[TABLE]

Version History.........................................[VHIST]

Gameplay................................................[GAMPL]

Main Game Walkthrough...................................[MGWLK]

Shop List...............................................[SHLIS]

Enemy List..............................................[ENLIS]

Credits, Contact and Thanks.............................[CREDT]



===============================================================================
== Version History                                                   [VHIST] ==
===============================================================================

--- v0.8 (16th of April, 2009) ---
Improved, fixed, trimmed and completed the main game walkthrough. Can you
believe I actually did it in 3 weeks? Also completed the Shop List with the
Seraphic Gate shop and fixed the description of the MAG and RST stats.

Walkthrough still needs to be polished, mostly regarding MAG, elemental
attacks, character comments and spellchecking. Please ignore anything weird or
incoherent in this version, it will be fixed soon.


--- v0.7 (31st of March, 2009) ---
Added the 3 versions of Chapter IV and removed enemy stat information from the
walkthrough. More detailed enemy info can be found in the new Enemy List
section. Also included the Shop List for Chapter V.


--- v0.6 (25th of March, 2009) ---
FAQ added to Super Cheats, Neoseeker and GamesRadar. Added the 3 versions of
Chapter III to the walkthrough, changed comments regarding some characters and
fixed the explanation of knockdown combos and gems in the Gameplay section.


--- v0.5 (23rd of March, 2009) ---
First version submitted to GameFAQs. Gameplay Section ready, Walkthrough and
Shop List cover up to the 3 versions of Chapter II. New sections will be
included in future updates.



===============================================================================
== Gameplay                                                          [GAMPL] ==
===============================================================================

This section will detail different gameplay aspects of the game, such as
Sieges, Skills, Combos, etc. Some of these things are explained in-game or in
the manual, but you can find additional details here.


 Classes and Stats........................................[STATS]
 Battles..................................................[BTLSY]


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Classes and Stats                                                 [STATS] ::
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Each character and enemy in the game has different stats that shows how able
they are at doing different things. These stats increase as you level up, and
you can get further bonuses from equipment or skills. You gain experience to
level up by killing enemies in battle.

The stat growth per level is mostly determined by the character's class. For
example, Warriors have high ATK, RDM and HP, but the lowest HIT, AVD, MAG and
RST. A few characters may break the norm and have higher stats than others from
the same class, but this is very rare.

Classes also control the weapons, armor and skills the character can use. The
classes are preset -- you can't change any character to another class or
customize any features of any class. So they are the main factor in deciding
what a character's role in battle is. Individual characters still have
different Attacks that give them diversity however, so there is a difference
between characters from the same class.

Below is a list with all stats and classes, and what they are good at.


--- Stats ---
Hit Points (HP):
 The character's "life". Taking damage reduces HP, and when it reaches 0 the
 character is unconscious and removed from the fight. Unconscious characters
 can be revived, but if your whole party is unconscious then it's Game Over.

Attack (ATK):
 The power of the character's physical attacks, tested against the target's
 RDM. The higher the ATK, the higher the damage dealt by all attacks. Main stat
 for all fighter classes. Sorcerers have no physical attacks and thus no use
 for this stat.

Magic (MAG):
 The power of the character's spells, tested against the target's RST. The
 higher the MAG, the higher the damage dealt by all spells. Main stat for
 Sorcerers. Other classes have no use for this stat since they can't cast
 spells.

Hit (HIT):
 The character's accuracy, tested against the target's AVD. The higher the
 HIT, the higher the chance of hitting the enemy. Missing causes the target to
 dodge the attack/spell, receiving no damage at all.

Avoid (AVD):
 The character's agility, tested against the target's HIT. The higher the AVD,
 the higher the chance of dodging the attack/spell, receiving no damage at all.

Reduce Damage (RDM):
 The character's resistance to physical attacks, tested against the attacker's
 ATK. The higher the RDM, the lower the damage taken. High RDM is not enough to
 nullify damage!

Resist (RST):
 The character's resistance to spells, tested against the attacker's MAG. The
 higher the RST, the lower the damage taken. High RST is not enough to nullify
 damage!

Movement and Range:
 Movement is the number of panels that the character can move per round during
 battles. Similarly, Range is the number of panels around him/her the character
 can reach to attack. These numbers are FIXED based on the character's class
 and there is no way to increase them.


--- Classes ---
 _Swordsmen/Swordswoman_______________________________________________________
| HP: Average         ATK: Average        MAG: High           HIT: Average    |
| AVD: Average        RDM: Average        RST: Average        Movement: 4     |
| Range: 3x3 grid around self                                                 |
| Equipment: Swords, Helmets, Armor, Gauntlets and Greaves                    |
|            Can also wear Safety and Suede Boots; Females can wear Tiaras    |
|                                                                             |
| Well-rounded characters with great equipment options. Their swords are the  |
| most common and diverse weapon type, often with special effects. Main       |
| advantage is the high Movement rate, which allows them to do many things    |
| well, such as lure enemies, use items and set up combos.                    |
 _____________________________________________________________________________

 _Warriors/Warrioress_________________________________________________________
| HP: Very High       ATK: High           MAG: Lowest         HIT: Lowest     |
| AVD: Lowest         RDM: Highest        RST: Lowest         Movement: 3     |
| Range: 3x3 grid around self                                                 |
| Equipment: Broad Swords, Helmets, Armor, Gauntlets and Greaves              |
|            Can also wear Safety and Suede Boots; Females can wear Tiaras    |
|                                                                             |
| As you can see above, Warriors have a mix of great and bad stats. They can  |
| deal and take damage, but not much else. Their weapons are very strong and  |
| good ones are available early in the game. Main flaw is the bad Movement    |
| rate -- all other classes with 3 Movement have a much larger attack Range.  |
| Tactics which extend their Movement are mandatory for them to keep up with  |
| the rest of the party.                                                      |
 _____________________________________________________________________________

 _Lancers_____________________________________________________________________
| HP: Above Average   ATK: Average        MAG: Average        HIT: High       |
| AVD: Low            RDM: Highest        RST: Lowest         Movement: 3     |
| Range: 5x5 grid around self                                                 |
| Equipment: Spears, Helmets, Armor, Gauntlets and Greaves                    |
|            Can also wear Safety and Suede Boots                             |
|                                                                             |
| Another durable class, but with bad weapons. Spears have low ATK and        |
| there's not diversity among them. Good points are the high HIT (good for    |
| opening combos) and the largest attack Range for a front-line class. This   |
| allows them to take part in many different combos per round.                |
 _____________________________________________________________________________

 _Archer/Archeresses__________________________________________________________
| HP: Very Low        ATK: Low            MAG: Average        HIT: High       |
| AVD: Low            RDM: Low            RST: Average        Movement: 3     |
| Range: 9x9 grid, but can't target 3x3 grid around self                      |
| Equipment: Bows, Clothes, Gloves and Boots                                  |
|            No head equipment available for males; Females can wear Tiaras   |
|                                                                             |
| Archers have the highest Range out of all classes, and can easily start     |
| combos from a safe distance. Their flaw is that they can't handle close     |
| range combat at all, as they can't target the closest panels around them    |
| and have very bad stats. Good on maps where you can hold or trap enemies,   |
| but can be a liability on the more crowded or cramped battles.              |
 _____________________________________________________________________________

 _Sorcerers/Sorceresses_______________________________________________________
| HP: Lowest          ATK: Lowest         MAG: Highest        HIT: Average    |
| AVD: High           RDM: Lowest         RST: Highest        Movement: 3     |
| Range: 7x7 grid around self                                                 |
| Equipment: Staves, Crowns, Clothes, Gloves and Boots                        |
|            Females can wear Tiaras                                          |
|                                                                             |
| Sorcerers are the most versatile of all classes. Other than the usual combo |
| they can also cast menu spells with a variety of effects: damage, status    |
| effects, support, healing. They can also target multiple enemies at once    |
| (though they can't combo that way). New spells are learned from storebought |
| Codexes.                                                                    |
|                                                                             |
| This versatility and the large attack Range makes up for all of their other |
| flaws, such as low durability and light equipment. Strong staves are        |
| available much sooner than other weapons, so they have very good damage     |
| output as well. Though using multiple Sorcerers is pointless, you should    |
| always have one in your party.                                              |
 _____________________________________________________________________________


The remaining classes have one character each.

 _Rogue_______________________________________________________________________
| HP: Low             ATK: Low            MAG: Average        HIT: High       |
| AVD: Highest        RDM: Lowest         RST: Highest        Movement: 5     |
| Range: 1 panel in every direction, except diagonals                         |
| Equipment: Knives, Tiaras, Clothes, Gloves and Boots                        |
|                                                                             |
| The Rogue has very low stats and bad armor options for a close range class. |
| Her AVD and Movement are all she can rely on to survive or avoid attacks.   |
| Attack Range is bad but she can keep up due to the high Movement. Her       |
| weapons are actually really good, with great ATK and some special effects.  |
 _____________________________________________________________________________

 _Samurai_____________________________________________________________________
| HP: Average         ATK: Average        MAG: Lowest         HIT: Low        |
| AVD: High           RDM: Average        RST: Average        Movement: 5     |
| Range: 3x3 grid around self                                                 |
| Equipment: Katanas, Clothes, Gauntlets and Greaves                          |
|            Can also wear Safety and Suede Boots; No head equipment available|
|                                                                             |
| Think of a Samurai as a Swordsman with higher Movement and AVD, but worse   |
| equipment options. He has the highest attack Range out of the classes with  |
| 5 Movement though, so he's good at setting up combos.                       |
 _____________________________________________________________________________

 _Pugilist____________________________________________________________________
| HP: High            ATK: Very High      MAG: Lowest         HIT: Very High  |
| AVD: Very High      RDM: Highest        RST: Lowest         Movement: 5     |
| Range: 1 panel in every direction, except diagonals                         |
| Equipment: Knuckles, Crowns, Clothes and Boots                              |
|            No arm equipment available                                       |
|                                                                             |
| The Pugilist has great stats for a class with 5 Movement. Low Attack Range, |
| but just like the Rogue he can manage to keep up. His real flaws are his    |
| weapons: no variety and very low ATK, even when added to his natural stat.  |
 _____________________________________________________________________________



:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Battles                                                           [BTLSY] ::
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Battles in VPCP are turn-based, with movement and targeting being based on a
grid. Your characters and the enemies move on tiles, and when they are close to
the target they can act, which can be an attack or a support action like
casting a spell or using an item. You need AP to perform some of these actions.

This section will explain how each of those things work.


--- Rounds and Phases ---
A round is a unit of time in which every character and enemy gets to move and
act once. The round ends when everyone in the battle has finished performing
their actions.

A round is split in two Phases, always in the following order: Ally Phase and
Enemy Phase. You control your characters during the Ally Phase, while the
game controls the enemies during the Enemy Phase.


--- Issuing Commands ---
When the Ally Phase starts, the game will select one of your characters
automatically. You can switch between characters by pressing Y, or press B to
de-select the character and freely move the cursor around.

While in control of a character the tiles around him will be blue. This
indicates where the character can move to, based on the character's Movement
stat. You can move the character anywhere within those tiles. Press A when
you get to the desired position to issue a command. You will have the following
options:

-Attack
-Hold position and recover AP
-Use provisions (items)
-Change equipped weapon
-Employ tactics
-Cast spell (Sorcerers only)
-Destiny Plume (Wylfred only)

You can cancel your actions (including movement) any time before performing
them by pressing B, so you can check how far each character can go and which
enemies they can reach before deciding what you want them to do.

When you move inside an enemy's attack range, a red "!" will appear on that
enemy's head. This means you will be countered if you choose to attack that
enemy.

Once a character performs any of the actions above he cannot be controlled any
more. The Ally Phase is over when all characters have performed an action.


--- Attacking ---
Choosing to Attack will display red tiles around your character, depending on
the range of their weapon. Any enemy within those tiles can be selected.

Once you choose to attack an enemy, the screen will change. Look at the top
screen and you can see your character's HP bar and a number next to them.

The number shows how many times that character can attack, from 1 to 3
depending on the weapon. You often have to choose between a weapon with high
ATK but low number of Attacks, or a weapon with lower ATK but more Attacks.

Sorcerers are the exception. They can select any of the 6 attack Spells
(provided they know the spells of course) to use in battle, but that's the only
spell they will be able to use during Attacks, regardless of the weapon they
have equipped.

To attack, just press that character's button. Each character knows 3 different
Attacks and you can set their order in the Allocation menu before battle. They
cannot be changed during a battle, so choose a good order before you start
fighting.

Each successful Attack performed by your character will raise a blue Gauge on
the lower left corner. If you manage to let this gauge reach 100 (max) you
might be able to use a special attack, called Soul Crush. We'll explain this in
detail later.

Once your character has finished Attacking, the enemy will counter attack if it
can do so. The same process happens when the enemy is the one starting the
attack: they attack first, and then you can counter if possible.


--- Attacking with multiple characters ---
If you have multiple characters in range while initiating an Attack, a blue "!"
will appear on their heads. This means they can take part in the Attack as
well, so you can have all characters attacking a single enemy.

Attacking with multiple characters has several advantages. The most obvious one
is that you can deal more damage and kill enemies much more easily. A dead
enemy can't counter-attack, so you take less damage too. And since you have
more characters attacking, maxing the Attack Gauge is a lot easier as well.

Doing this also let your characters attack more than once per round. For
example, you can strategically position long range characters like Archers or
Sorcerers in a spot where they can attack multiple enemies, then use other
characters to approach those enemies and initiate the attack. There are many
different ways to use this strategy, and mastering it is key to winning
battles with ease.

Enemies can also use attack together, so you may get attacked by the same enemy
multiple times per round as well. Make sure you don't leave frail characters
close to powerful enemies.


--- Sieges ---
Positioning your characters in specific formations may trigger special effects
that give several bonuses temporary bonuses. These are called Sieges, and there
are 4 of them:

 _Flank Raid__________________________________________________________________
| Your characters flank the enemy directly from the left and from the right.  |
|                                                                             |
| Effects:                                                                    |
| Attack speed up                                                             |
| Attack Gauge gain increases by 10%                                          |
| Item drop rate increases according to how many characters are in formation: |
|  +10% for 2 characters                                                      |
|  +20% for 3 characters                                                      |
|  +30% for 4 characters                                                      |
 _____________________________________________________________________________

 _Axis Raid___________________________________________________________________
| Your characters attack the enemy directly from the front and from behind.   |
|                                                                             |
| Effects:                                                                    |
| Attack speed up                                                             |
| Attack Gauge gain increases by 20%                                          |
| Item drop rate increases according to how many characters are in formation: |
|  +10% for 2 characters                                                      |
|  +20% for 3 characters                                                      |
|  +30% for 4 characters                                                      |
 _____________________________________________________________________________

 _Trinity Fork________________________________________________________________
| Your characters attack the enemy from 3 different directions. Diagonals     |
| don't count.                                                                |
|                                                                             |
| Effects:                                                                    |
| Attack speed up                                                             |
| Knocked down enemies drop Shining Gems when attacked                        |
| Attack Gauge gain increases by 20%                                          |
| Item drop rate increases according to how many characters are in formation: |
|  +40% for 3 characters                                                      |
|  +60% for 4 characters                                                      |
 _____________________________________________________________________________

 _Grand Cross_________________________________________________________________
| Your characters surround the enemy from 4 different directions. Diagonals   |
| don't count.                                                                |
|                                                                             |
| Effects:                                                                    |
| Attack speed up                                                             |
| Knocked down enemies drop Shining Gems when attacked                        |
| Attack Gauge gain increases by 40%                                          |
| Item drop rate is set to 100%                                               |
 _____________________________________________________________________________

The effects of Sieges only apply to the characters in formation, even if there
are more characters currently in the combo. This means characters attacking the
enemy from a diagonal position don't get any of those effects.

As you can see from the effects, taking the time to set up Sieges is very
important. The Attack speed up effect is the most useful overall as it improves
the combos of every character. Trinity Fork and Grand Cross Sieges should be
used whenever possible due to the Shining Gems, which greatly extend your
combos and damage output. Gems and other combo mechanics are explained below.

Certain Techniques only activate when the characters are in Siege formations
as well. Sieges are a feature exclusive to your party, they can't be used by
enemies.


--- Techniques ---
Techniques are special effects that may be applied to your characters under
certain conditions, and only during combos. Some Techniques are always active
during combos, others may activate randomly. You are often informed whether the
Technique activated or not when the combo starts.

Each Technique has a unique effect, and several of them are very useful. For
example, Fists of Iron may increase the character's ATK by 20%, while First Aid
may recover your HP equal to half of the damage you took from enemies.

Techniques are learned by using skill books on a character. To use a Technique,
other than teaching it to the character you must also equip it. Each Technique
has a CP (Capacity Points) cost and takes one slot.

Characters start with very low CP, but they get 1 more per level. In other
words, the higher your level, the more Techniques you can use. You start with 7
CP at level 1, and reach the max of 99 CP at level 93.

As for slots, each character has 3 slots for Techniques. Finishing the game
once gives you an extra slot, and you get another one for finishing the game a
second time, for a total of 5 slots.

Certain enemies (often bosses) have Techniques as well.


--- Combos ---
Chaining multiple attacks (from single or multiple characters) together will
create a combo. Combos offer many advantages, such as preventing the enemy from
blocking or dodging your attacks. A good strategy is to attack first with
characters that have a high HIT stat, and then have others that normally would
miss follow up before the enemy can recover.

Normally there is a delay between using different attacks from the same
character. Sieges increase the attack speed animation and remove these delays,
making it much easier to perform combos.

Some attacks have special properties, such as launching the enemy or knocking
it down. Hitting the enemies while they are in those conditions can give you
further bonuses in the form of gems and crystals. Their uses are explained
below.


--- Juggling enemies for crystals ---
Launching an enemy will send it flying upwards. After a certain height, the
enemy will start to fall. Hitting the enemy while it is airborne will cancel
the fall, causing the enemy to be juggled in the air. You can time your attacks
so that the enemy is hit multiple times this way, being juggled for a long time
before falling down.

Launching enemies makes it harder for certain low-height attacks to hit, so
some keep in mind that not all characters are fit for hitting airborne enemies.

Juggling an enemy MAY cause it to drop blue crystals. These increase the
experience gained from that enemy by 5% each, and you can get up to 20 crystals
per enemy. That's a total of 200% (double) experience! Keep in mind that you
are not guaranteed to get crystals even if you do everything right, there's a
random element which you can't control at all. Still, the more hits you get,
the higher the chances.

Enemies can launch your characters, but cannot gain crystals since they don't
have experience or level up anyway.


--- Gems, knock down, extending combos and preventing counterattacks ---
When you get a gem, the character gains more attacks in the combo, beyond
what his/her current weapon allows. In other words, you extend your combos.
Each character can have up to 9 attacks stored this way.

Usually you will gain a purple gem, which adds one attack. Let's say Wylfred
gains 2 gems: this lets him attack 2 more times. With the Trinity Fork and
Grand Cross Sieges though, you will gain Shining Gems instead. Shining Gems add
two attacks each, so in the example above Wylfred would be able to attack 4
more times! You can see how useful they can be.

You get gems by hitting fazed (dizzy) enemies. Each hit has a chance of
producing a gem -- like crystals, you're not guaranteed to get them. The more
hits an attack has, the higher the number of gems you can get.

There are three ways to Faze enemies. The easiest way to do this is by knocking
the enemy down. To do that you must first launch them, and then follow up with
an attack capable of knocking down. You can identify these by the "Casts enemy
down" comment in their in-game description. The enemy will then be set back
down to the ground immediately and will be dizzy afterwards.

The other ways to Faze enemies are less reliable. Every attack that hits the
enemy from behind has a chance to do so -- the more hits the better. The
Knockout Blow Technique makes all attacks have a chance of making the enemy
dizzy when active. These stack, so if you lack a knockdown attak you should try
to have a character with Knockout Blow attacking the enemy from behind.

Fazed enemies will recover eventually, so make sure you attack quickly. A good
strategy is to open the combo with a launcher, knock the enemy down, perform
multi-hit attack to get gems and then perform air juggles for crystals.

Enemies can also gain purple gems by attacking your characters while they are
dizzy or knocked down. This is very dangerous as you will take a lot more
damage, and if you get fazed yourself you can't counter afterwards. Make sure
to protect your characters from back attacks, or they may go down in a single
enemy combo.


--- Soul Crushes ---
Certain weapons allow your characters to use powerful special attacks, called
Soul Crushes (SC). Just like with number of attacks, you often have to choose
between weapons with higher ATK but no SCs, or weapons with SCs but lower ATK.

To use Soul Crushes you must fill the Attack Gauge on the lower left corner.
If your combo pauses/ends while the bar is at 100 (max), the Soul Crush screen
will pop up and you have a short time to press a character's button to use his
Soul Crush, if his weapon allows it.

Using a SC will decrease the Attack Gauge bar by a set amount, plus a penalty
for how long you take to press the button. The faster you press it the better.
You can use up to 4 SCs (1 per character) in succession if you manage to max
the Attack Gauge again. The more SCs you use, the larger the penalty to the
Attack Gauge:

1st Soul Crush: -20
2nd Soul Crush: -40
3rd Soul Crush: -60

The 4th SC brings the gauge down to 20, but it doesn't matter since you can't
use any other SC for that combo anyway.

Each SC adds a certain amount of points to the Attack Gauge, but if that's not
enough to reach 100 again you can use your normal attacks if you still have
any left. Remember that Sieges can give a large bonus to the amount of points
gained.

Soul Crushes are much stronger than normal attacks, and they can become even
stronger with longer combos. Their damage is increased by 1% per hit in the
combo -- since SCs themselves can add a large number of hits, it's recommended
that you use the ones with many hits first, and leave the stronger ones with
fewer hits to be used last in the chain, result in much more damage overall.

Every character has a set Soul Crush which you can't change, except for
Sorcerers. Their Great Magic (name of their SC) is based on their attack spell.
Each spell triggers a different Great Magic. That (and being elemental) are the
only differences between Soul Crushes an Great Magic.


--- Holding Position and AP ---
If you don't want a character to perform any actions during the Ally Phase
you can pick the Hold Position command. Telling a character to hold restores 20
AP, but has no other effect.

AP (Action Points) are necessary to use Items, Tactics or menu Spells. Every
character starts the battle with 100 AP.


--- Tactics and Items ---
Tactics are learned the same way as Techniques: by using skill books on
a character. That's their only similarity however, as the way they work is
completely different.

Tactics don't have to be equipped, but cost AP to use. Their effects are more
varied and strategy, such as making enemies ignore the user, or making enemies
focus on the user and ignore the other characters. These are perfect for luring
enemies towards the party, or letting a frail character such as a Sorcerer stay
right in middle of the enemies forces without being attacked.

Using Items is very similar to using Tactics. Each item costs a different
amount of AP to use. Their effects are healing HP or status effects, raising
stats or dealing damage to a single enemy, or group of enemies.

Each Item and Tactic have their own range. Some may affect multiple
allies/enemies, while others may only affect the user and so on.

Enemies cannot use Tactic or Items.


--- Casting spells from the menu ---
This option is exclusive to Sorcerers. Using spells from the menu costs AP, and
allows the Sorcerer to cast different spells than the one they are set to use
during combos. While in combos the attack spells are limited to a single target
they can hit multiple enemies when cast from the menu. This is very useful for
spells that can cause status effects, as you may disable several enemies at
once. This can really turn the battle around.

However, casting attack spells from the menu drastically reduces their damage.

Using spells from the menu also allows the casting of healing and support
spells, such as Normalize (cures status effects), Spell Reinforce (increases
one ally's MAG) and Sap Power (decrease enemy's ATK stat). Again, each of these
spells have unique range and AP cost.

Enemies can use menu spells as well, and not just Sorcerers! For some reason,
enemies of other classes get access to spells, even though yours don't. At
least they are limited by AP, just like your characters.


--- Destiny Plume ---
Wylfred's mission is to sacrifice allies with the Destiny Plume to gain the
power to face Valkyrie. The Destiny Plume option in battle (exclusive to
Wylfred) does just that.

Choosing to use the Plume on an ally will power him up tremendously: all stats
are boosted to 1000% and the characters becomes immune to all elements and
status effects. In other words, they are immortal and can kill all enemies by
themselves without any need for strategy. In other words, using the Plume
allows you to skip a fight.

Using the Plume will also have an added special effect, depending on who the
sacrifice is. For example, using it on Cheripha will use the Gleipnir's Bonds
Tactic, which paralyzes all enemies in the fight except for the leader.
Every potential sacrifice has a different Tactic, and they are mostly
overpowered like that.

What's more, Wylfred will learn this Tactic after the fight is over. These
Tactics cost 80 AP and can each be used once per fight. Just one of these
skills is enough to make every battle a joke.

But of course, there is a price to pay. This is a sacrifice -- the ally you
chose will die permanently after the fight. Killing characters will change the
story and how the next Chapters play out. This means you get different scenes,
fight different battles and meet different characters, eventually leading to
a different ending.

Using the Destiny Plume will also fill the Sin quota for the current fight.


--- Sin ---
While Wylfred has the Destiny Plume all storyline battles will have a Sin
quota, dictated by Hel through Ailyth. If you manage to fill the Sin quota you
will receive powerful rewards directly from Hel. Some of these rewards include
very powerful items and exclusive equipment/skills that are far above what you
can get from stores.

If you don't manage to fill the Sin quota, Hel will not be pleased and may send
powerful enemies to face you in the next fight. These enemies (called
Realmstalkers) are much more powerful than the other enemies in the fight,
pretty much forcing you to use the Destiny Plume to sacrifice an ally and make
them strong enough to kill the Stalkers. Think of it as Hel's way of
guaranteeing that Wylfred does his job.

Every fight has 3 sets of items according to how much Sin you get:

1st set for 100% Sin (example: 100 out of 100)
2nd set for 150% Sin (example: 150 out of 100)
3rd set for 200% Sin (example: 200 out of 100)

These sets are cumulative, so you gain all items for achieving 200% Sin. This
should be your objective in MOST fights. Some battles don't have good enough
rewards, so you can settle for 150% or 100%. You should never accept a battle
where you don't fill the Sin quota though.

There are two ways to earn Sin. The first is to simply use the Destiny Plume on
an ally. This will instantly fill the minimum Sin quota.

The second and most important way is to overkill enemies. Overkilling means
dealing more damage than necessary -- in other words, keep attacking the enemy
even after its HP is gone. The words "Overkill" will show up and a purple bar
will begin to fill as you deal damage to the dead enemy. Soul Crushes are very
good at overkilling and choosing to use weapons that allow them is always the
superior choice over a weapon with more ATK.

The more overkill damage you deal, the more Sin you get. If the enemy had 200
total HP and you dealt 50 overkill damage to it, that's 25% so you get 25 Sin.
100 overkill would be 50% -- 50 Sin. The max amount of points you can get is
100 per enemy, for dealing 100% overkill damage.

The Sin quota is different for every fight. Some battles have really simple
requirements, such as 100 points with a total of 5 enemies in the fight. Others
are harder, such as 350 for 7 enemies -- that means you must fully overkill
every enemy to reach 200%. Filling the Sin quota of difficult battles is yet
another reason to consider using the Destiny Plume.

Some of the Sin rewards completely change how the game plays. Missing an
important weapon upgrade will reduce your damage output, which will then make
the next battles harder to win. Any battle where you don't get at least 100%
Sin can be considered a failure, and in most of them it's highly recommended
that you aim for 200%.

The walkthrough has recommendations on how much Sin you should aim for per
battle and also details what each reward does. If you have no use for the
rewards then there is no real reason to try to get them.



===============================================================================
== Main Game Walkthrough                                             [MGWLK] ==
===============================================================================

The story of VPCP branches in 3 different paths depending on your choices,
meaning it will take at least 3 playthroughs to see everything the story has to
offer. Each version of the story offers different characters, items, skills,
battles, etc. The ending will change depending on which path you take. Every
storyline decision will be detailed at the beginning of each Chapter in the
walkthrough.

If you need a visual reference, I recommend using this
guide together with Xerain's Story Flow Chart on GameFAQs:
http://www.gamefaqs.com/portable/ds/file/945462/56016


For the Chapters that have optional fights, they will be listed after all the
storyline fights, but you can do them any time during the Chapter.

The walkthrough currently doesn't include the Hel Stalkers, which you will only
fight if you don't fill the Sin quota in certain fights.

 Prologue...............................................[CHP00]

 Chapter I - The Ties That Bind.........................[CHP10]

 Chapter II.............................................[CHP20]
  Shadows in Darkness (Darius, Gwendal).................[CHP21]
  Stranger's Reunion (Heugoe, Mireille, Mischka)........[CHP22]
  Right of Way (Natalia, Earnest).......................[CHP23]

 Chapter III............................................[CHP30]
  C Path: The Saintess (Rosea, Duwain)..................[CHP3C]
  B Path: Scars of the Heart (Lieselotte)...............[CHP3B]
  A Path: Bitter End (Ushio)............................[CHP3A]

 Chapter IV.............................................[CHP40]
  C Path: Heirs to Tragedy (Auguste, Reinhilde).........[CHP4C]
  B Path: Road to Nowhere (Valmur, Phiona)..............[CHP4B]
  A Path: War Against Will (Fauxnel)....................[CHP4A]

 Chapter V..............................................[CHP50]
  C Path: By Power Wrought..............................[CHP5C]
  B Path: Lament of the Lost............................[CHP5B]
  A Path: Beyond Redemption.............................[CHP5A]

 Endings................................................[ENDS0]
  D (Game Over) Ending..................................[ENDSD]
  C (Bad) Ending........................................[ENDSC]
  B (Normal) Ending.....................................[ENDSB]
  A (Best) Ending.......................................[ENDSA]

 New Game+..............................................[NGPLS]



:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Prologue                                                          [CHP00] ::
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

This is just a short tutorial Chapter. Take the time to get used to the game
in these first battles.

--- Characters ---
You start the game with 4 characters:

 _Wylfred [Level 1 Swordsman]_________________________________________________
| The main character, you are forced to use him in all battles. For this      |
| reason he should have priority over most equipment and skills. Wylfred has  |
| the same MAG growth as a Sorcerer, which is much higher than what the other |
| swordsmen get.                                                              |
|                                                                             |
| Attacks:                                                                    |
| Guilt Rack: Standard sword slash. Fast and strong, but no combo potential.  |
| Open Slash: 2-hit launcher. Great for starting combos, but low height.      |
| Double Cross: Cross-shaped slash with 2 swords. 3 hits. Slow start-up       |
|               outside Sieges, but great at hitting both airborne and        |
|               knocked down enemies. Timing it can be tricky at first.       |
| Grim Vengeance: Soul Crush, 16 hits, Attack Gauge +48.                      |
|                                                                             |
| Open Slash >> Double Cross is a simple and effective combo for both gems    |
| and crystals. Guilt Rack gets in the way sometimes, so keep him with weapons|
| that allow 2 attacks only if possible. His combo and damage are decent, but |
| far from ideal.                                                             |
|                                                                             |
| Wylfred inherits special (Plume) Tactics by sacrificing allies. These are   |
| not only unique but also overpowered, making him the best character in the  |
| main game by far.                                                           |
 _____________________________________________________________________________

 _Ancel [Level 1 Warrior]_____________________________________________________
| Temporary character for this Chapter only, he cannot be used afterwards.    |
|                                                                             |
| Ancel is a great character: strong, multiple hits, attacks that fit both    |
| air and ground combos. Too bad he's not around long enough for you to make  |
| use of any of that.                                                         |
 _____________________________________________________________________________

 _GUESTS ONLY: Heugoe [Level 10 Lancer] and Gwendal (Level 10 Warrior)________
| Only available for the first fight, they are there to guarantee that you    |
| won't lose. They may join the party permanently later depending on your     |
| choices. We'll talk more about them when that happens.                      |
 _____________________________________________________________________________


--- Walkthrough ---
First battle starts right after the initial cutscenes.

 _Battle #1 -- Aullewyn Keep Gates: Destroy all oppposition___________________
|                                                                             |
| --- Enemies (4) ---                                                         |
| Dire Wolf (x2)                            Ghoul                             |
| Items (all): Warrior's Arcanum x1         Items: Union Plume x1             |
|                                                                             |
| Kobold                                                                      |
| Items: Warrior's Arcanum x1 or Union Plume x1                               |
|                                                                             |
| --- Strategy ---                                                            |
| Heugoe and Gwendal make this battle impossible to lose. You can't use       |
| Sieges yet, but try to perform good combos to get some crystals.            |
|                                                                             |
| Combo example: attack twice with Wylfred, then attack 2 times with Ancel.   |
| Then attack with Heugoe and Gwendal. After Gwendal's third attack, attack   |
| with Ancel again.                                                           |
|                                                                             |
| The enemies can drop basic healing items. Getting Union Plumes is good as   |
| it's an expensive item that is useful for the whole game.                   |
 _____________________________________________________________________________


Heugoe and Gwendal leave after this battle. You can shop, but there aren't any
good items for sale.

More importantly, you can change your character's attack order to perform
better combos. Set Wylfred to use Open Slash >> Double Cross. Then in battle
use Open Slash to launch and have both characters attack while the target is in
the air. This should give you a good number of crystals, increasing the
experience you get and probably giving you a few extra levels.


 _Battle #2 -- Aullewyn Keep West: Destroy all opposition_____________________
|                                                                             |
| --- Enemies (4) ---                                                         |
| Dire Wolf (x2)                                                              |
| Item (all): Warrior's Arcanum x1                                            |
|                                                                             |
| Kobold (x2)                                                                 |
| Items (all): Warrior's Arcanum x1 or Union Plume x1                         |
|                                                                             |
| --- Strategy ---                                                            |
| You can use Sieges now! Use Flank Raid or Axis Raid (better) to increase    |
| the chance of getting items. A single combo is more than enough to kill any |
| of these enemies.                                                           |
 _____________________________________________________________________________


The next battle begins immediately afterwards.


 _Battle #3 -- Aullewyn Keep West: Destroy all opposition_____________________
|                                                                             |
| --- Enemies (2) ---                                                         |
| Ghoul (x2)                                                                  |
| Item (all): Union Plume                                                     |
|                                                                             |
| --- Strategy ---                                                            |
| This is a scripted battle. You are forced to use the Destiny Plume on       |
| Ancel, and doing so makes him invincible and capable of 1-hit killing both  |
| enemies. This is the only time you are forced to use the Plume, any further |
| uses are entirely your choice.                                              |
|                                                                             |
| Since you're invincible anyway take the time to set up Sieges and perform   |
| more air combos. Ghouls give a lot of experience so getting crystals from   |
| them results in a very large boost at this point of the game.               |
 _____________________________________________________________________________


Ancel is gone forever, as will be anyone else you use the Plume on. Doing so
also gives Wylfred a new Tactic. In Ancel's case, you gain Vali's Awakening,
which doubles Wylfred's stats for 2 rounds and makes all enemies focus on him.
This skill alone should make Wylfred the most useful character in the game, and
using the Plume on other characters will only increase his usefulness with
similarly powerful skills.

After the battle and cutscenes you will get a chance to save, and the Chapter
will end.



:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Chapter I - The Ties That Bind                                    [CHP10] ::
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

There is a choice at the end of this Chapter that changes how Chapter II plays
out. This choice only affects Chapter II -- it does not change the rest of the
story or the ending.

You cannot use the Destiny Plume in this Chapter since you have no permanent
allies to sacrifice yet.

--- Characters ---
Two new characters are introduced in this Chapter:

 _Cheripha [Level 6 Archeress]________________________________________________
| Joins as a GUEST at the beginning of the Chapter and joins permanently      |
| after the final fight. If you don't use the Plume before Chapter IV then    |
| Cheripha is the only Archer you will get.                                   |
|                                                                             |
| Attacks:                                                                    |
| Sharpshot: Single arrow shot. Fast, average damage. Easy to connect.        |
| Fusillade: Fires 5 arrows in a row. Arrows themselves are fast, but slow    |
|            start-up outside Sieges. Also does low damage, but is very good  |
|            for getting gems.                                                |
| Threefold: Fires 2 sets of 3 arrows. Bad attack -- how many arrows hit      |
|            depends on distance from the enemy. Use this from as close as    |
|            possible and you've got another good attack for gems, but        |
|            otherwise it's bad. Low damage.                                  |
| Beaming Barrage: Soul Crush. 20 hits, Attack Gauge +48.                     |
|                                                                             |
| As you can see above, Cheripha is only good for getting gems, with no       |
| potential for air combos. Her low damage means that getting gems with her   |
| only serves to power up a Soul Crush chain. Overall, she's quite mediocre.  |
|                                                                             |
| Sacrificing Cheripha with the Destiny Plume gives Wylfred the Gleipnir's    |
| Bonds Tactic, which paralyzes all enemies in battle except for the Leader   |
| for 3 rounds. This is one of the most useful Plume skills, making Cheripha  |
| a perfect sacrifice if you ever need one.                                   |
 _____________________________________________________________________________

 _Lockswell (Sorcerer, Level 10)______________________________________________
| Not available as a GUEST, Lockswell joins permanently after the final       |
| fight. You will get other Sorcerers no matter which path you take in the    |
| story.                                                                      |
|                                                                             |
| Initial Spells: Fire Storm, Heal                                            |
|                                                                             |
| Sorcerers are mostly the same, other than their initial spells. By the time |
| you get another Sorcerer, Lockswell will probably already have learned some |
| Tactics and Techniques, making it more convenient to simply keep using him. |
|                                                                             |
| Sacrificing Lockswell with the Destiny Plume gives Wylfred the Vidar's Hush |
| Tactic, which silences all enemies, including the Leader. This cripples any |
| spellcaster for 5 rounds, more than enough to get rid of all of them. Good  |
| early on, but useless when you get access to the Prevent Sorcery spell.     |
 _____________________________________________________________________________


--- Walkthrough ---
The first battle starts right after the initial cutscenes, with Cheripha
available as a GUEST. You can't change the equipment, skills or attack order of
GUESTS, so they are less helpful than permanent characters. You can't use the
Plume on them either.


 _Battle #1 -- Iatallagh Weald: Destroy all opposition [50 Sin]_______________
|                                                                             |
| --- Enemies (4) ---                                                         |
| Novice Artolian Archeress                Novice Artolian Swordsman (x2)     |
|                                          Items (1): Union Plume x1          |
|                                          Items (1): Viking Sword x1         |
|                                                                             |
| Novice Artolian Sorceress [LEADER]                                          |
| Items: Suede Boots x1                                                       |
|                                                                             |
| --- Strategy ---                                                            |
| This is the first battle with a Sin quota. You should always try to meet    |
| the minimun requirement, and often you will want to go higher for more      |
| items. Check the reward list below to see what items you can get, which     |
| ones are worth it and how much Sin you should aim for.                      |
|                                                                             |
| The archer and sorceress have long reach so be careful when approaching     |
| them. Take care of the archer first, then move on to the swordsmen and only |
| then worry about the sorceress.                                             |
|                                                                             |
| Use Sieges to get a Viking Sword from the swordsmen. It saves money and     |
| makes the battle (as well as reaching 100 Sin) easier. Remember that you    |
| can change weapons during the fight. The Suede Boots are good too, but less |
| important. Try to get them, but don't worry if you don't.                   |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (100): Dwarf Tincture x2, Ambrosia x2                              |
| 150% Sin (75):  The Art of First Aid x2, Apothecary's Arcanum x2            |
| 100% Sin (50):  Flare Gem x2                                                |
|                                                                             |
| The main rewards here are First Aid and the Ambrosia. Ambrosias permanently |
| raise the HP of one character by 100. 200 HP doesn't mean anything later    |
| when you've got 5,000 or more, but it's a lot right now so use these on     |
| Wylfred right away.                                                         |
|                                                                             |
| First Aid is one of the main Techniques. You can't buy it but will get      |
| numerous copies through the game, so it's not rare. This Technique may      |
| recover half of the damage taken after you get attacked, basically halving  |
| the damage taken if you survive the combo. It costs 15 CP to equip, so you  |
| need to be at least level 9 to do so. Teach it to Wylfred already anyway.   |
 _____________________________________________________________________________


You can access the shop after the fight. Only things to buy are the Viking
Sword (if you didn't get it during the fight) and the Chainmail. Don't get the
Sallet, it's cheap but you get something better soon and your money is very
limited for now.

The Provoke and Pacify Tactics are available as well, but they are too
expensive for now. Provoke makes the enemy focus their attacks on whoever used
it, while Pacify makes the enemy ignore the user and focus on other characters
instead. These are basic strategic skills which every character should learn
eventually, but skip them for now and buy Warrior's Arcanum instead. Don't buy
Poison Checks or Honeysuckle Dews, you don't have to worry about Poison for
now.

The Viking Sword allows Wylfred to use Soul Crushes, but you are not going to
max the Attack Gauge unless you get gems. Set up the Axis Raid and have Wylfred
attack from behind, then hope for the best. SCs are very useful for overkilling
enemies and reaching maximum Sin.


 _Battle #2 -- Kirche Crossing: Destroy all opposition [130 Sin]______________
|                                                                             |
| --- Enemies (7) ---                                                         |
| Novice Artolian Archeress (x2)      Novice Artolian Swordsman (x2)          |
|                                     Items (1): Honeysuckle Dew x1           |
| Novice Artolian Warrior (x2)        Items (1): Thaw Water x1                |
|                                                                             |
| Lockswell [LEADER]                                                          |
| Menu Spells: Heal                                                           |
| Items: Warrior's Arcanum x1 or Union Plume x1                               |
|                                                                             |
| --- Strategy ---                                                            |
| Your best chance of maxing Sin here is by weakening enemies from far away   |
| with Cheripha, then try to use a Soul Crush to finish them off in a Siege   |
| combo.                                                                      |
|                                                                             |
| You start the battle surrounded by the archers and one swordsman. Let       |
| Wylfred weaken one archer while Cheripha weakens the swordsman, this way    |
| you don't get countered. Kill the enemies in Sieges (preferably with a SC)  |
| to get more Sin. Kill the second archer afterwards, then heal if necessary  |
| and slowly move on towards the other enemies. Have Cheripha lure/weaken     |
| them first, then kill with Sieges again. Once Lockswell is alone you should |
| heal again before getting close to him.                                     |
|                                                                             |
| Lockswell can cast Fire Storm and Heal. The first one hurts a lot,          |
| especially if his Enlightenment Technique activates. Heal is just           |
| frustrating, but he only uses it when low on HP. Weaken him a little first  |
| (down to around 80% HP) then pull off a combo with Vali's Awakening. Should |
| be enough to kill him without worrying about Heal.                          |
|                                                                             |
| --- Sin Rewards (Recommended: 150% or higher) ---                           |
| 200% Sin (260): Golden Egg x1, Ambrosia x1                                  |
| 150% Sin (195): The Art of First Aid x2, Might Potion x2                    |
| 100% Sin (130): Union Plume x3, Elixir x2                                   |
|                                                                             |
| Two more copies of First Aid and one new useful items Might Potions         |
| increase the ATK stat of one character by 50% for 3 rounds. That should be  |
| long enough to let you kill some enemies with ease and reach a high amount  |
| of Sin much more easily. Don't be afraid of using them! You will get plenty |
| in the next fights.                                                         |
|                                                                             |
| In case you manage to reach 200% Sin, the Golden Egg permanently boosts all |
| stats other than HP by a random amount between 1 and 10. It's random though,|
| and getting 10 points in a single stat is already hard enough. To be honest |
| the effect is barely noticeable, so whether you get it or not doesn't       |
| really change anything.                                                     |
 _____________________________________________________________________________


Cheripha and Lockswell join the party permanently after the fight. This means
you can fully customize them (skills, equipment, etc.), or sacrifice them if
you want or need to. Teach First Aid to Lockswell and Cheripha depending on who
you want to use. Don't get Provoke or Pacify yet, the next Chapter has some
important equipment upgrades for sale and you should save your money for that.

At the end of the Chapter you have to choose 1 of 3 possible locations to go
to. Each choice will lead to a different version of Chapter II, with a unique
side of the story and different battles, items and characters. All choices and
their consequences are detailed below.



:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Chapter II                                                        [CHP20] ::
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

This is where the storyline decisions begin. At the end of Chapter I you can
pick where to go, and each place leads to a different version of Chapter II.
This choice only affects Chapter II, the rest of the story will not change
according to this choice.

Chapter II is also where you can first use the Destiny Plume. Doing so will
change how the next Chapters play out -- that is the choice that affects the
rest of the game and eventually the ending. It doesn't matter on who you use
the Plume, only how many times you use it and when you do it.

The guide will offer strategies for winning the battles without using the
Plume, but don't forget that you can always use it if you want to. Don't be
afraid of using it if things are too difficult or frustrating, if you can't
reach the Sin quota, if you have to spend too many items to beat the battle...
or simply because you want to. It's a perfectly valid choice, so it's not
something you have to avoid.

From now on there will also be optional battles available. You can unlock them
by listening to the rumors with exclamation marks in the tavern. Optional
battles can be done at any time during the Chapter, but are listed LAST on the
walkthrough. This doesn't mean you should wait to get them done, it's often
recommended that you do them as soon as possible to gain extra levels,
items and money that will help you in the storyline fights. There is no Sin
quota in optional battles and you can't use the Plume on them either. Some
Chapters have multiple optional battles so make sure you don't miss any.

Some battles will have hidden treasures too. You can pick them up by holding
position on the right panel. The guide won't use words to describe the
locations, but picture links instead. Easier for everyone this way.

Last but not least, failling to meet the Sin quota now will cause Realmstalkers
to appear in the next fight. These enemies are very overpowered, and are
supposed to force you to use the Plume. It's recommended that you restart if
you fail to meet the quota. The Realmstalkers will be detailed in the next
versions of the guide.


--- The 3 paths and their differences ---
These are the main differences between the 3 versions of Chapter II:

 _If you pick Hroethe Walk at the end of Chapter I: Shadows in Darkness_______
| Characters are Darius (Swordsman) and Gwendal (Warrior).                    |
|                                                                             |
| This is the easiest Chapter based on battles fought, items dropped and      |
| character efficiency. However, you will not get a Lancer. You can get a     |
| Lancer in Chapter III, but only if you use the Plume twice in this Chapter, |
| meaning you would have to sacrifice both Cheripha and Lockswell. Then you   |
| don't have an Archer until Chapter IV. Neither Archers or Lancers are       |
| crucial units however.                                                      |
 _____________________________________________________________________________

 _If you pick Aullewyn Keep at the end of Chapter I: Stranger's Reunion_______
| Characters are Heugoe (Lancer) and the twins Mireille (Swordswoman) and     |
| Mischka (Warrior).                                                          |
|                                                                             |
| This Chapter has average difficulty based on battles fought, items dropped  |
| and character efficiency. The main advantage is that you get 3 characters   |
| and more variety in classes.                                                |
 _____________________________________________________________________________

 _If you pick Camille at the end of Chapter I: Right of Way___________________
| Characters are Natalia (Rogue) and Earnest (Lancer).                        |
|                                                                             |
| This is the hardest Chapter based on battles fought, items dropped and      |
| character efficiency. You will also not get a Warrior, which is a big loss. |
| You can get one in Chapter IV if you get to the B Path before then.         |
 _____________________________________________________________________________


--- [CHP21] Shadows in Darkness -----------------------------------------------

You get this Chapter if you go to Hroethe Walk at the end of Chapter I.

--- Destiny Plume ---
The following are the consequences of using the Destiny Plume in this Chapter:

0 uses: Proceed on A (Best) Path in the next Chapter
1 use:  Proceed on B (Normal) Path in the next Chapter
2 uses: Proceed on C (Bad) Path in the next Chapter


--- Characters ---
Two new characters are introduced in this Chapter:

 _Darius [Level 10 Swordsman]_________________________________________________
| Joins as a GUEST at the beginning of the Chapter, joins permanently after   |
| the final fight.                                                            |
|                                                                             |
| Attacks:                                                                    |
| Ascender: 2-hit launcher. Fast and easy to connect, great combo starter.    |
| Descender: Downward sword slash, causes knockdown. Fast and easy to connect,|
|            making it a very good finisher for an air combo and perfect      |
|            follow-up for Ascender.                                          |
| Resonator: Quick sword thrust. 4 hits, causes knockback.                    |
| Icy Grave: Soul Crush. 18 hits, Attack Gauge +54.                           |
|                                                                             |
| Darius is a combo guy. His damage output is lower than Wylfred's, but with  |
| a launcher, knockdown and multiple hits he can extend your combo and aid    |
| you in reaching the Sin quota. It also makes him useful at wearing enemies  |
| down without risk of getting hit by a counterattack.                        |
|                                                                             |
| Darius also joins with the Razor's Edge Technique. It increases the ATK of  |
| allies in Siege when Darius initiates the attack, but reduces his RDM. Very |
| useful skill and yet another reason to use him.                             |
|                                                                             |
| Sacrificing Darius with the Destiny Plume gives Wylfred the Baldr's Pact    |
| Tactic, which nullifies all physical damage and reflects it back to the     |
| enemy for double damage. Lasts 2 rounds. One of the best skills, so Darius  |
| is also a perfect sacrifice if you ever need one.                           |
 _____________________________________________________________________________

 _Gwendal [Level 10 Warrior]__________________________________________________
| Joins as a GUEST at the beginning of the Chapter, joins permanently after   |
| the final fight. Your only Warrior unless you get to the B Path by Chapter  |
| IV.                                                                         |
|                                                                             |
| Attacks:                                                                    |
| Shell Shock: A slow sword swing. 2 hits, high damage.                       |
| Beast Tackle: Tackles the enemy, does 2 hits and can't be blocked.          |
|               Good combo starter, but hard to connect on airborne enemies.  |
| Rising Edge: 3-hit launcher. Good damage, but slow start-up outside Sieges. |
| Reign of Terror: Soul Crush. 12 hits, Attack Gauge +48.                     |
|                                                                             |
| Gwendal is a damage dealer, nothing else. Rising Edge is a decent combo     |
| attack, but leave that to other, more capable characters. As a damage       |
| dealer he is really great though. Very straightforward character, just      |
| boost his ATK and let him kill everything he can reach.                     |
|                                                                             |
| Sacrificing Gwendal with the Destiny Plume gives Wylfred the Veigr's Warcry |
| Tactic, which adds a chance to cause instant death when attacking for 3     |
| rounds. It has pretty good chances of working and makes it much easier to   |
| collect Sin .                                                               |
 _____________________________________________________________________________


--- Walkthrough ---
The first battle starts right after the initial cutscenes, with Darius and
Gwendal available as GUESTS. Gwendal has a SC-enabled weapon but Darius has
better combo attacks and the Razor's Edge skill, which increases the ATK of
allies in Siege when Darius starts the combo, but reduces his RDM. Minor flaw,
great bonus. They're both really good characters -- I'd use both and ditch (or
sacrifice) Cheripha already. If you use Darius make sure he starts all Sieges
to activate Razor's Edge!

Lockswell's Fire Storm is a good launcher, meaning you don't need to use
Wylfred's Open Slash to start combos any more. If you are using Cheripha,
change her attack order to Fusilade >> Threefold. Combos are her only purpose,
so there's no need to use Sharpshot unless you've got a weapon with 3 attacks.

Also note that you can now use the Trinity Fork and Grand Cross Sieges! Grand
Cross guarantees that the enemy will drop an item, so make sure you use it
whenever you're fighting an enemy with a good item.


 _Battle #1 -- Hroethe Walk: Destroy all opposition [200 Sin]_________________
|                                                                             |
| --- Enemies (8) ---                                                         |
| Giant Bat (x4)                          Skullfish (x3)                      |
| Items (all): Thaw Water x1                                                  |
|                                                                             |
| Aello [LEADER]                                                              |
| Items: The Way of Rejuvenation x1                                           |
|                                                                             |
| --- Strategy ---                                                            |
| Very easy battle, despite all enemies having a lot of range. Enemies don't  |
| start moving until you approach or attack them, so you can position your    |
| characters and lure them with long range attackers. You can also take a     |
| break and recover HP and AP after killing the nearby enemies. Use the Heal  |
| spell instead of items whenever possible.                                   |
|                                                                             |
| The only problem in the fight is the Aello, as it has very high stats. It's |
| hard to hit and hits hard. Have Wylfred use Vali's Awakening and then open  |
| the combo, it won't be able to dodge this way and then you can overkill it  |
| easily. The Aello can't attack enemies on the panels directly around it,    |
| just like archers, so you're safe once you've approached it and don't need  |
| worry about counters.                                                       |
|                                                                             |
| Only good item drop is Rejuvenate, a Tactic which increases the HP of the   |
| user by 20% for 5 rounds. It can be useful for tanking attacks and lasts    |
| for a long time.                                                            |
|                                                                             |
| --- Sin Rewards (200%) ---                                                  |
| 200% Sin (400): Fire Talisman x2, Rune Helm x1                              |
| 150% Sin (300): Dwarf Tincture x2, Apothecary's Arcanum x2                  |
| 100% Sin (200): Elixir x1, Guard Potion x2                                  |
|                                                                             |
| The Rune Helm is a good piece of armor with 25 RDM, 20 RST, 10 MAG and some |
| resistance to Silence. Nothing crucial, but the extra RDM helps and         |
| reaching 200% Sin is really easy here, so go for it.                        |
 _____________________________________________________________________________


You can shop and access the optional battle now. I recommend doing the optional
battle before the next storyline one, it's quite easy and gives you good items,
money and experience.

As for shopping, Manuballista, Silver Cloaks and 1 set of Gloves are all you
should buy for equipment. You can get a Crystal Wand if you want but you will
get a better wand in the next battle. Same for the rest of the equipment set.
So if you aren't using Cheripha then you only need to buy 1 Silver Cloak and
nothing else. Don't bother with accessories for now, but get some Thaw Water.

Two new skills. Dash lets the character move 3 additional panels, great for
setting up Sieges or simply getting away from danger. This is the most
important Tactic in the game and quite cheap, any character you plan to use
should have it. The Body of Steel Technique is good too: it may boost the
user's RDM by 50%. That's a large boost and will drastically reduce damage, but
First Aid is better for now and you can't equip both until level 19. Only buy
it now if you didn't teach First Aid to the character.

As for Enlightenment (random 20% MAG boost), it sounds like a great Technique
but it's completely unreliable since it activates randomly. Let's say you want
to weaken an enemy with Lockswell before puling a full combo. If Enlightenment
activates you might kill the enemy instead and lose Sin. This is just one of
the many situations in which the tech can screw you over. I'd say skip it
entirely, save your money and CP for something more reliable.

Spells. Guard Reinforce boosts the user RDM by 50% for 5 turns. This and First
Aid or Body of Steel make a character really hard to kill. Have the buffed
character use Provoke to protect the other, less resistant characters.

Frigid Damsel is the second best attack spell. Ice elemental, low chance of
causing Freeze and causes knockdown when used on airborne targets. Every combo
from now on should start with Launcher >> Frigid Damsel. It can be difficult
to time at first but just experiment and you should get used to it. Forget
about Fire Storm, there's no reason to use it again.

If you don't have enough money to buy everything, your priorities should be
Frigid Damsel, Dash, some Thaw Water and Guard Reinforce.

The next battle has one of the strictiest Sin quotas in the game and a number
of great rewards. Do the optional battle first, the extra experience will
really help you out. And don't forget to start all Sieges with Darius if you
are using him to make use of his Razor's Edge Technique.


 _Battle #2 -- Camille: Defeat the enemy leader [380 Sin]_____________________
|                                                                             |
| --- Enemies (8) ---                                                         |
| Novice Artolian Archer                    Novice Artolian Warrior (x2)      |
|                                           Item (1): Elemental Edge x1       |
|                                                                             |
| Adept Artolian Lancer (x2)                Novice Artolian Swordswoman (x2)  |
| Item (1): The Art of First Aid x2         Item (1): Silver Mail x1          |
|                                                                             |
| Novice Artolian Sorcerer [LEADER]                                           |
| Menu Spells: Fire Storm                                                     |
|                                                                             |
| --- Strategy ---                                                            |
| This battle is simple, but a bit long. Don't rush, or you might miss Sin    |
| and there's not margin for error here. Enemies are split in 3 groups, and   |
| you can get rid of one group without provoking the next. You really only    |
| have to worry about 3 enemies at a time at most. Lure individual enemies to |
| a favorable position and taken them out with Sieges. Once one group is gone |
| you can just cast Heal and hold position for a while to recover HP and AP.  |
| This is also a good time to cast Guard Reinforce.                           |
|                                                                             |
| The only real danger is the Sorcerer due to Frigid Damsel. Don't attack him |
| until all other enemies are dead, and try to keep your characters close to  |
| each other. This should provoke him into using Fire Storm as a menu spell   |
| instead, dealing less damage and with no risk of causing status effects.    |
| Immediately use Thaw Water on any character who gets frozen.                |
|                                                                             |
| Items, you get more skills (2 extra copies of First Aid) and great          |
| equipment here. The Silver Mail can't be bought and offers 50 RDM, 5 RST    |
| and 20 AVD. This is a great boost to Wylfred, especially when stacked with  |
| Guard Reinforce and Vali's Awakening.                                       |
|                                                                             |
| But the main drop item is the Elemental Edge, a 2-handed sword with only 1  |
| attack, but it allows SCs, is Holy elemental and has 165 ATK. This is the   |
| highest for a 2-handed sword in the main game. You don't get a replacement  |
| for this until Chapter V, when the game is almost over. Too bad you can't   |
| use it while Gwendal is a GUEST, but it basically guarantees his spot in    |
| the party for the whole game.                                               |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (760): Flame Pallasch x1, Infinity Rod x1                          |
| 150% Sin (570): The Way of Evanescence x2, Magic Bangle x1                  |
| 100% Sin (380): Spell Potion x2, Falchion x1                                |
|                                                                             |
| Very important rewards here. The Magic Bangle is a unique accessory,        |
| boosting the user's MAG by 20%. Huge boost to any sorcerer, never gets      |
| replaced and this is the only place in the main game where you can get it.  |
| If you missed it here you missed it forever, but at least this only         |
| requires 150% Sin.                                                          |
|                                                                             |
| The top rewards here are unique as well, and don't get replaced until       |
| Chapter IV. The Flame Pallasch is a 1-handed sword with 70 ATK, 2 attacks,  |
| SC enabled and Fire elemental. Just perfect for Wylfred. The Infinity Rod   |
| has 130 MAG and is the first weapon with Great Magic, so together with the  |
| Magic Bangle and Spell Potions there's no enemy that Lockswell can't kill.  |
|                                                                             |
| The two remaining rewards are good too. The Evanesce Tactic makes all       |
| nearby enemies ignore the user, like a group version of Pacify. Great to    |
| use when a frail character gets surrounded, but probably not useful for     |
| Wylfred. The Falchion is a 1-handed sword with 50 ATK, 2 attacks and SC     |
| enabled. Too weak compared to the Flame Pallasch, but a good weapon for     |
| Darius if you plan to use him.                                              |
 _____________________________________________________________________________


The next battefield is a poison swamp, so get Poison Checks and Honeysuckle
Dews. Lockswell should use the Magic Bangle instead or Poison Checks. It's also
a good idea to start buying Union Plumes from now on.

You will fight Mercenary enemies for the first time now. Different from the
Artolian soldiers, mercenaries resist Fire, but are weak to Ice. Even better
for Lockswell. Wylfred also does more damage with the Flame Pallasch.


 _Battle #3 -- Evernight: Defeat Natalia [200 Sin]____________________________
|                                                                             |
| --- Enemies (7) ---                                                         |
| Adept Mercenary Lancer (x2)                      Pickpocket                 |
| Item (1): The Art of Grave Blessing x1           Menu Spells: Sap Power     |
|                                                                             |
| Novice Mercenary Sorcerer (x3)                                              |
| MenuSpells: Fire Storm, LightningBolt, Reflect Sorcery, Heal, Suspend Motion|
| Item (1): Flare Crystal x1                                                  |
|                                                                             |
| Natalia [LEADER]                                                            |
| Items: Treasure Hunter x1                                                   |
|                                                                             |
| --- Strategy ---                                                            |
| If you end the character's turn while stepping on the poison there is a     |
| chance that he/she will get poisoned. You can walk through the poison, just |
| don't end your actions there. Characters with the Poison Check are immune.  |
| Enemies try to avoid the poison, but will step on it if doing so will let   |
| them attack someone. You can go to a place where the enemy can't reach and  |
| take refuge there, but not all spots let you do this.                       |
|                                                                             |
| The main problem in this fight is that you start surrounded by long range   |
| enemies. Natalia and the pickpocket are in a corner and won't move unless   |
| you approach them, so start the battle by moving far away from them. Do so  |
| while casting Guard Reinforce on Wylfred and then have him Provoke different|
| enemies. This should protect the rest of the party and you will only have   |
| to heal a single character.                                                 |
|                                                                             |
| The sorcerers have a huge number of spells and status effects. The only way |
| to heal Paralysis (Lightning Bolt) and Stun (Suspend Motion) for now is to  |
| use an Elixir. You can also try to stall the battle for 3 rounds, when the  |
| effect wears off. Try to take the sorcerers out first to avoid being        |
| affected by these spells, but don't ignore the lancers if you've got a      |
| chance to attack them.                                                      |
|                                                                             |
| Once the initial enemies are gone you are free to heal and recover AP, then |
| lure the pickpocket and kill him alone too. Have Wylfred use Pacify on him  |
| to avoid being targeted by Sap Power, a large ATK reduction that lasts 5    |
| rounds. Try to get the necessary Sin before Natalia is alone. This way you  |
| don't need to worry about Sin when fighting her.                            |
|                                                                             |
| Natalia resists Ice, but Frigid Damsel is still good for the knockdown      |
| effect. She has high movement but low attack range, so you can easily hide  |
| in the poison and wear her down little by little with long-range attacks    |
| which she won't be able to counter. Once her health is low enough you can   |
| set up a Siege around her and finish her off with minimal resistance. Guard |
| Reinforce will let you survive her attacks, since her ATK isn't that high.  |
|                                                                             |
| Items. The Treasure Hunter lets you see hidden items on the map when        |
| equipped. Not that helpful when you're using a guide already. The other     |
| items are weak too -- Grave Blessing is a Technique that increases the      |
| user's stats when allies are dead. Having a full party is just a lot more   |
| advantageous, so I see no reason to ever use this.                          |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (400): Rune Crown x1, Crescent Bow x1                              |
| 150% Sin (300): Golden Egg x1, Prime Elixir x1                              |
| 100% Sin (200): Flare Crystal x2, The Way of Martyr's Cry x2                |
|                                                                             |
| The Crescent Bow has 52 ATK, 3 attacks, SC enabled and Lightning elemental. |
| Good weapon for Cheripha if you like her, but useless otherwise. The real   |
| reason to get 200% is the Rune Crown, an armor upgrade for sorcerers with   |
| 30 RDM and RST and 20 MAG. This is the highest MAG boost you can get from   |
| crowns so it remains useful even when you get others with higher RDM.       |
|                                                                             |
| The only other good item here is the Martyr's Cry Tactic, which makes       |
| multiple enemies target the user, like a group version of Provoke. Very     |
| useful in crowded battles, or to force long range attackers to focus on a   |
| specific character. Give it to someone with high RDM, like Wylfred.         |
 _____________________________________________________________________________


Gwendal and Darius will join permanently now. Between Wylfred and Darius, the
Flame Pallasch really should stay with Wylfred. Darius can use the Falchion for
now. You might want to give the Rune Helm and Silver Mail to another character
other than Wylfred since he already has a large stat advantage with Vali's
Awakening.


 _Optional Battle #1 -- Camille Highlands: Destroy all opposition_____________
|                                                                             |
| --- Enemies (5) ---                                                         |
| Ghost (x2)                                     Mandragora                   |
| Menu Spells: Fire Storm, Frigid Damsel                                      |
|                                                                             |
| Aello (x2) [LEADER]                                                         |
| Item (Leader): Royal Gloves x1                                              |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| The Way of Rejuvenation:                                                    |
|  Rejuvenate Tactic, raises HP by 20% for 5 rounds                           |
|  http://img514.imageshack.us/img514/6175/ch2eo1i.jpg                        |
|                                                                             |
| --- Strategy ---                                                            |
| Easy battle if you take it slow, the enemies are spread out and you can     |
| take them out one by one. Just don't rush and you will be fine. Don't get   |
| close to the cliff either, or the Ghost up there will come down and attack. |
| You can also lure them down with Lockswell's menu spells.                   |
|                                                                             |
| Ghosts are strong and can freeze multiple characters with Frigid Damsel.    |
| Use a Thaw Water on any affected characters immediately. Mandragoras can    |
| cause Poison, but are easy to kill. Just don't forget to heal the poison.   |
|                                                                             |
| The trick here is to just approach enemies little by little. The first      |
| Aello might give you some trouble due to the high AVD, but remember that it |
| can't attack you when you're right next to it. For the second one you can   |
| just use Vali's Awakening.                                                  |
|                                                                             |
| The Royal Gloves offer a little more RDM than the normal Gloves. Don't      |
| forget to pick up Rejuvenate at the top of the cliff before killing the     |
| last enemy!                                                                 |
 _____________________________________________________________________________



--- [CHP22] Stranger's Reunion ------------------------------------------------

You get this Chapter if you go to Aullewyn Keep at the end of Chapter I.

--- Destiny Plume ---
The following are the consequences of using the Destiny Plume in this Chapter:

0 uses: Proceed on A (Best) Path in the next Chapter
1 use:  Proceed on B (Normal) Path in the next Chapter
2 uses: Proceed on C (Bad) Path in the next Chapter


--- Characters ---
Three new characters are introduced in this Chapter:

 _Heugoe [Level 10 Lancer]____________________________________________________
| Joins as a GUEST at the beginning of the Chapter, but leaves after the      |
| first fight. Joins permanently after the final fight. If you don't use the  |
| Plume twice in this Chapter then Heugoe is the only Lancer you will get.    |
|                                                                             |
| Attacks:                                                                    |
| Gravitation: Forward thrust. Fast, easy to connect.                         |
| Impulse: Kicks enemy. Fast and can't be blocked, but low height.            |
| Windburn: 5 hit thrust with the spear. Slow start-up outside Sieges, knocks |
|           the enemy back.                                                   |
| Grand Thrust: Soul Crush. 16 hits, Attack Gauge +52.                        |
|                                                                             |
| Heugoe is all about Windburn. Use it on knocked down enemy to get lots of   |
| gems, letting him attack multiple times. His total damage output will make  |
| up for the low ATK of spears. This lets him compare in damage output to the |
| other, stronger characters, a great advantage when you consider the large   |
| attack range of Lancers. Air combos are possible but don't bother, it's     |
| easy to miss and you've got better characters for that.                     |
|                                                                             |
| Sacrificing Heugoe with the Destiny Plume gives Wylfred the Biflindi's      |
| Shield Tactic, which halves the ATK of all enemies for 3 rounds. It's       |
| useful but not good enough when compared to the other skills, making Heugoe |
| a poor sacrifice.                                                           |
 _____________________________________________________________________________

 _Mireille [Level 13 Swordswoman]_____________________________________________
| Joins as a GUEST before the second battle, joins permanently after the      |
| final fight. Has the advantage of being able to use tiaras.                 |
|                                                                             |
| Attacks:                                                                    |
| Setting Sun: Standard 2-hit sword slash. Low reach due to the short weapon. |
| Backhand Lob: Standard 2-hit sword slash. Low reach due to the short weapon.|
| Somersault Smash: Jumps and swings weapon around. 3 hits and causes         |
|                   knockdown, but can be tricky to time correctly due to the |
|                   low height gained.                                        |
| Heartless Flame: Soul Crush. 13 hits, Attack Gauge +44.                     |
|                                                                             |
| Somersault Smash is all she's good for. Knockdown is always good, but you   |
| will need someone else to launch the enemy first. She's small and holds a   |
| short sword, so her range is pretty bad. Damage output is low compared to   |
| Wylfred as well.                                                            |
|                                                                             |
| Sacrificing Mireille with the Destiny Plume gives Wylfred the Ratatosk's    |
| Scandal Tactic, which deals 50% HP damage to all enemies AND allies except  |
| for Wylfred and the leader. It costs 100 AP instead of the usual 80. Great  |
| skill to use in battles where enemies don't move until you approach them,   |
| as you can fully heal and restore AP, making up for the flaws of the Tactic.|
| Mireille is better as a sacrifice than as a character.                      |
 _____________________________________________________________________________

 _Mischka [Level 13 Warrior]__________________________________________________
| Joins as a GUEST before the second battle, joins permanently after the      |
| final fight. Your only Warrior unless you get to the B Path before Chapter  |
| IV.                                                                         |
|                                                                             |
| Attacks:                                                                    |
| Downward Swipe: Wide sword slash, 2 hits. Easy to connect.                  |
| Upward Sweep: 3-hit launcher. Good height, very easy to connect.            |
| Roundabout: Swings weapon around. 8 hits, fast, wide range and good height. |
|             Perfect attack for getting both crystals and gems.              |
| Ruthless Frost: Soul Crush. 11 hits, Attack Gauge +41.                      |
|                                                                             |
| Roundabout is a perfect attack for getting both gems and crystals. Knock    |
| the enemy down, then follow up with Roundabout for lots of gems. Then you   |
| can keep doing Upward Sweep >> Roundabout and collecting a huge number of   |
| crystals, greatly increasing the party's level and overall effectiveness.   |
| This more than makes up for the low damage his attacks do individually.     |
| Mischka should use a weapon with only two attacks whenever possible.        |
|                                                                             |
| Mischka also joins with the Shield Wall Technique. It increases the RDM of  |
| allies in Siege when Mischka initiates the attack, but reduces his ATK.     |
| Really not a useful skill, I'd remove it as soon as you can customize him.  |
|                                                                             |
| Sacrificing Mischka with the Destiny Plume gives Wylfred the Avalanche of   |
| the Jotun Tactic, which freezes all monsters except for the leader for 3    |
| rounds. It has no effect on humans, making this a great skill in some       |
| fights but useless in others.                                               |
 _____________________________________________________________________________


--- Walkthrough ---
Heugoe joins as a GUEST. His weapon has 2 attacks and Soul Crushes enabled, so
he is quite useful for now. Also, since you've got a full party you can use the
Trinity Fork and Grand Cross Sieges now. Use these whenever possible to get
Shining Gems, which greatly extend your combos and damage output. Grand Cross
also guarantees that the enemy will drop its item.

You get to shop before the first battle, and can also access this Chapter's
optional battle. You get different characters as the Chapter progresses so you
might want to wait before fighting it depending on who you want to use in your
party. Either way, I recommend you do the first storyline battle before the
optional one.

As for shopping, Crystal Wand, 1 Silver Cloak and 2 Gloves are all you should
buy for equipment. You can get a Manuballista if you want but you will get a
better bow in the next battle. Same for the rest of the equipment set. Don't
bother with accessories for now, but get some Thaw Water.

Two new skills. Dash lets the character move 3 additional panels, great for
setting up Sieges or simply getting away from danger. This is the most
important Tactic in the game and quite cheap, any character you plan to use
should have it. The Body of Steel Technique is good too: it may boost the
user's RDM by 50%. That's a large boost and will drastically reduce damage, but
First Aid is better for now and you can't equip both until level 19. Only buy
it now if you didn't teach First Aid to the character.

As for Enlightenment (random 20% MAG boost), it sounds like a great Technique
but it's completely unreliable since it activates randomly. Let's say you want
to weaken an enemy with Lockswell before puling a full combo. If Enlightenment
activates you might kill the enemy instead and lose Sin. This is just one of
the many situations in which the tech can screw you over. I'd say skip it
entirely, save your money and CP for something more reliable.

Spells. Guard Reinforce boosts the user RDM by 50% for 5 turns. This and First
Aid or Body of Steel make a character really hard to kill. Have the buffed
character use Provoke to protect the other, less resistant characters.

Frigid Damsel is the second best attack spell. Ice elemental, low chance of
causing Freeze and causes knockdown when used on airborne targets. Every combo
from now on should start with Launcher >> Frigid Damsel. It can be difficult
to time at first but just experiment and you should get used to it.

You will fight Mercenary enemies in this Chapter. Different from Artolian
soldiers, the mercenaries resist Fire and are weak to Ice, so this is yet
another pro for Frigid Damsel. Forget about Fire Storm, there's no reason to
use it again.

If you don't have enough money to buy everything, your priorities should be
Frigid Damsel, Dash, some Thaw Water and Guard Reinforce.

Also I'd recommend setting Cheripha to use Fusilade >> Threefold. Combos are
her only purpose, so there's no need to use Sharpshot unless you've got a
weapon with 3 attacks.


 _Battle #1 -- Camille Highlands: Defeat the enemy leader [280 Sin]___________
|                                                                             |
| --- Enemies (7) ---                                                         |
| Cutpurse                               Novice Mercenary Archer (x2)         |
|                                                                             |
| Novice Mercenary Sorceress             Novice Mercenary Warrior             |
| Menu Spells: Suspend Motion            Items: Might Potion x1               |
| Items: Silver Cloak x1                                                      |
|                                                                             |
| Novice Mercenary Swordsman (x2) [LEADER]                                    |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| The Way of Rejuvenation:                                                    |
|  Rejuvenate Tactic, raises HP by 20% for 5 rounds                           |
|  http://img514.imageshack.us/img514/4627/ch2nb1i.jpg                        |
|                                                                             |
| --- Strategy ---                                                            |
| Somewhat long battle with a tough start, but not very hard after that.  The |
| only real threat is the sorceress, with Frigid Damsel (Freeze) and Suspend  |
| Motion (Stun). You can only heal Stun with Elixirs for now, or wait 3 turns |
| for it to pass.                                                             |
|                                                                             |
| Enemies in this battle don't start moving until you get close to them, but  |
| you begin the battle close enough for both archers and the sorceress to     |
| move. Begin by sending the party towards the lone archer on the left. Use   |
| Dash to reach him and be able to use a Siege on the first round.            |
|                                                                             |
| Once he is gone wait until the other archer and the sorceress get close,    |
| then try to set up a Siege again and kill them without luring the remaining |
| enemies. You might have to waste a few turns and get hit a few times to get |
| in position. This is not a huge problem as you can fall back and cast Heal  |
| whenever your HP gets low.                                                  |
|                                                                             |
| After those 3 are gone you just have to approach enemies slowly and kill    |
| them one by one. Don't go up the mountain after the Cutpurses -- use        |
| Lockswell's menu spell to hit them up there and lure them down.             |
|                                                                             |
| Once the Leader is alone go past him and get the hidden treasure.           |
| Rejuvenate is a Tactic which increases the HP of the user by 20% for 5      |
| rounds. It can be useful for tanking attacks and lasts for a long time.     |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (560): Crescent Bow x1, Rune Helm x1                               |
| 150% Sin (420): Dwarf Tincture x1, Apothecary's Arcanum x2                  |
| 100% Sin (280): Elixir x2, Guard Potion x2                                  |
|                                                                             |
| 2 good items. The Rune Helm is a good piece of armor with 25 RDM, 20 RST,   |
| 10 MAG and some resistance to Silence. Nothing crucial, but the extra RDM   |
| helps. The Crescent Bow has 52 ATK, 3 attacks, SC enabled and Lightning     |
| elemental. Good weapon for Cheripha and having 2 SC weapons make it much    |
| easier to collect Sin.                                                      |
 _____________________________________________________________________________


Heugoe is still in the party but will leave once you proceed with the story, so
do the optional battle now if you want to use him. You might want to do the
battle now anyway since the next storyline battle has one of the strictiest Sin
quotas in the game and a number of great rewards. Any extra levels you might
gain will help.

For this battle you will want to have Freeze Checks equipped, or a stock of
Thaw Water if you used it in the last battle. Have some Honeysuckle Dew and
Union Plumes as well. It's a good idea to keep a stock of Plumes from now on.

Mireille and Mischka will join for the battle. Mireille has a strong weapon
with Soul Crush but it only has one attack. Mischka gets two attacks but no
Soul Crush and he has the Shield Wall Technique set. This skill raises the RDM
of allies in Siege formations, but will decrease Mischka's ATK. He has a
launcher though, so he's better for combos. Your choice. I recommend using
Cheripha even though she's weak, an additional Soul Crush will help a lot.


 _Battle #2 -- Hroethe Walk: Destroy all opposition [340 Sin]_________________
|                                                                             |
| --- Enemies (7) ---                                                         |
| Cutpurse                           Novice Mercenary Lancer                  |
|                                    Items: Silver Mail x1                    |
|                                                                             |
| Novice Mercenary Sorcerer (x2)     Novice Mercenary Warrior (x2)            |
| Menu Spells: Poison Blow, Heal                                              |
| Item (1): Ice Talisman x1                                                   |
|                                                                             |
| Adept Mercenary Sorceress [LEADER]                                          |
| Menu Spells: Frigid Damsel, Suspend Motion                                  |
| Items: The Art of First Aid x1                                              |
|                                                                             |
| --- Strategy ---                                                            |
| Prepare yourself for a hard battle. There are 3 powerful sorcerers throwing |
| status effects around. Lightning Bolt causes Paralysis, which just like     |
| Stun you can't heal with anything but Elixirs yet. You have to be quick,    |
| precise and lucky. There's very little room for error.                      |
|                                                                             |
| All enemies will be moving towards the party from the start so there's no   |
| time to waste. Lure the first warrior and the cutpurse and kill them in two |
| rounds. If you can't do it you should just reset and try again, having them |
| around will only make the next enemies harder.                              |
|                                                                             |
| Have Lockswell cast Guard Reinforce while you move your party forward       |
| towards the other enemies. Try to keep the party together, as it might      |
| cause the sorcerers to cast menu spells instead and you take less damage    |
| this way, not to mention you avoid Lightning Bolt. Kill the lancer before   |
| the second warrior if you can, as he is a lot more dangerous. You should    |
| kill them in one round as the sorcerers can cast Heal, throwing all your    |
| hard work away.                                                             |
|                                                                             |
| Once the sorcerers are alone you should use Vali's Awakening with Wylfred   |
| and heal him with Lockswell. This will cause the sorcerers to focus on him  |
| and he takes little damage. Kill the leader first, she's the most dangerous |
| with status effects and has the highest HP. Use a Might Potion on Wylfred,  |
| the boost stacks with Vali's Awakening, resulting in triple ATK!            |
|                                                                             |
| The Silver Mail from the lancer is a great armor upgrade for Wylfred. The   |
| extra copy of First Aid from the Leader is very helpful as well.            |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (680): Flame Pallasch x1, Infinity Rod x1                          |
| 150% Sin (510): Ambrosia x1, Magic Bangle x1                                |
| 100% Sin (340): The Way of Evanescence x2, Spell Potion x2                  |
|                                                                             |
| Very important rewards here. The Magic Bangle is a unique accessory,        |
| boosting the user's MAG by 20%. Huge boost to any sorcerer, never gets      |
| replaced and this is the only place in the main game where you can get it.  |
| If you missed it here you missed it forever, but at least this only         |
| requires 150% Sin.                                                          |
|                                                                             |
| The top rewards here are unique as well, and don't get replaced until       |
| Chapter IV. The Flame Pallasch is a 1-handed sword with 70 ATK, 2 attacks,  |
| SC enabled and Fire elemental. Just perfect for Wylfred. The Infinity Rod   |
| has 130 MAG and is the first weapon with Great Magic, so together with the  |
| Magic Bangle and Spell Potions there's no enemy that Lockswell can't kill.  |
|                                                                             |
| While it's not overpowered, Evanesce is a good reward as well. This Tactic  |
| makes all nearby enemies ignore the user, like a group version of Pacify.   |
| Great to use when a frail character gets surrounded, but probably not       |
| useful for Wylfred.                                                         |
 _____________________________________________________________________________


Re-stock on status-recovery items for the next battle. Get some Bragi's Song as
well this time, one of the enemies can cause Silence and that should be healed
immediately. Don't forget to have some Union Plumes as well.

Wylfred should use the Flame Pallasch despite the Fire-resistant enemies.


 _Battle #3 -- Aullewyn Square: Defeat Earnest [250 Sin]______________________
|                                                                             |
| --- Enemies (8) ---                                                         |
| Adept Mercenary Lancer (x2)           Novice Mercenary Archeress (x2)       |
|                                                                             |
| Adept Mercenary Sorceress                                                   |
| Menu Spells: Fire Storm, Prevent Sorcery                                    |
|                                                                             |
| Pickpocket (x2)                       Earnest [LEADER]                      |
| Items (1): Treasure Hunter x1         Items: The Art of Grave Blessing x1   |
|                                                                             |
| --- Strategy ---                                                            |
| Another long battle, but this time with a very lax Sin quota and a tricky   |
| battlefield. Positioning yourself around enemies here is hard, so I         |
| recommend you lure them to you instead. Set your characters like this:      |
| http://img514.imageshack.us/img514/953/ch2nb3s.jpg                          |
|                                                                             |
| Most enemies can only hit you with menu spells, which are just a nuisance   |
| in this fight. The archers can hit you but need to be on the stairs to do   |
| that. The main advantage is that enemies will have to come at you one by    |
| one, preventing multiple combos in one turn. You can then adjust your       |
| position and take formation around them -- you should easily get the        |
| Trinity Fork Siege this way.                                                |
|                                                                             |
| This strategy is just a filtration though, don't sit up there expecting to  |
| be unreachable. Once the multiple long-range attackers (lancers, archers)   |
| are gone you can and should move away, before Earnest arrives. He will kill |
| any character with his Soul Crush unless you have Guard Reinforce/Potions   |
| up. Have Vali's Awakening and Might Potions up as well when you decide to   |
| attack him, as he is very tough to kill. Try to set up Grand Cross, buff    |
| yourself up and then pull off multiple combos in the next turn.             |
|                                                                             |
| Items. The Treasure Hunter lets you see hidden items on the map when        |
| equipped. Not that helpful when you're using a guide already. The other     |
| items are weak too -- Grave Blessing is a Technique that increases the      |
| user's stats when allies are dead. Having a full party is just a lot more   |
| advantageous, so I see no reason to ever use this.                          |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (500): Rune Crown x2, Expert's Experience x1                       |
| 150% Sin (375): Treasure Hunter x1, Prime Elixir x1                         |
| 100% Sin (250): The Way of Martyr's Cry x2, Flare Crystal x1                |
|                                                                             |
| 3 great rewards again. The Rune Crown is an armor upgrade for sorcerers     |
| with 30 RDM and RST and 20 MAG. This is the highest MAG boost you can get   |
| from crowns so it remains useful even when you get others with higher RDM.  |
|                                                                             |
| The Expert's Experience is a great item early on. This gives 30,000         |
| experience to one character. It's not that much later but it's quite a      |
| helpful boost now. You can either use it to let a low level character catch |
| up to the rest of the party or just use it on Wylfred to increase his       |
| effectiveness even further.                                                 |
|                                                                             |
| The third good item here is the Martyr's Cry Tactic, which makes multiple   |
| enemies target the user, like a group version of Provoke. Very useful in    |
| crowded battles, or to force long range attackers to focus on a specific    |
| character. Give it to someone with high RDM, like Wylfred.                  |
 _____________________________________________________________________________


Heugoe, Mireille and Mischka will join the party permanently. This greatly
enhances the twins as you can let them use their better attacks (Somersault
Smash, Roundabout) and remove Mischka's Shield Wall Technique. Also, now that
you've got 6 characters there's no reason other than personal preference to
use Cheripha any longer. Teach skills to whoever you plan to use before moving
on to the next Chapter. You might want to give the Rune Helm and Silver Mail to
another character other than Wylfred since he already has a large stat
advantage with Vali's Awakening.


 _Optional Battle #1 -- Evernight: Destroy all opposition_____________________
|                                                                             |
| --- Enemies (6) ---                                                         |
| Aello                    Ghoul (x2)            Skullfish (x2)               |
|                                                                             |
| Ghost [LEADER]                                                              |
| Menu Spells: Fire Storm, Frigid Damsel                                      |
|                                                                             |
| --- Strategy ---                                                            |
| Since your Guests change as the Chapter progresses, the best time to fight  |
| this battle depends on who you plan to use permanently afterwards. Or you   |
| could wait to do this one after the boss fight, when the 3 characters have  |
| joined permanently. The disadvantage is that you then won't profit from the |
| battle in this Chapter, only the next. Your call.                           |
|                                                                             |
| Regardless of when you fight it you should have Poison Checks and           |
| Honeysuckle Dews available. The battlefield is filled with poison, and if   |
| you end the round while stepping on it there is a chance that the character |
| will be poisoned. You can walk through the poison, just don't end your      |
| actions there unless you have a Poison Check.                               |
|                                                                             |
| You begin the battle surrounded by the Ghouls and the Aello. The fishes     |
| won't move until you get close, but the Ghost will so you have to dispatch  |
| the nearby enemies quickly. The Ghouls aren't dangerous any more but do get |
| rid of them as soon as possible, or they will combo with the Aello and let  |
| it attack multiple times. They don't drop items so you don't even need to   |
| use Sieges, just send enough characters to kill them in the first round.    |
|                                                                             |
| The Aelo has high stats but can't target the tiles around itself, so you    |
| can surround it to prevent it from attacking. You might want to use Vali's  |
| Awakening and start the combo with Wylfred, otherwise the Aello may dodge.  |
|                                                                             |
| Once those 3 enemies are gone you just need to wait for the Ghost to get in |
| range and then set a Siege to kill it. He's strong but nothing you can't    |
| handle, and less dangerous than the Aello. The fishes aren't a threat at    |
| all.                                                                        |
 _____________________________________________________________________________



--- [CHP23] Right of Way ------------------------------------------------------

You get this Chapter if you go to Camille at the end of Chapter I.

--- Destiny Plume ---
The following are the consequences of using the Destiny Plume in this Chapter:

0 uses: Proceed on A (Best) Path in the next Chapter
1 use:  Proceed on B (Normal) Path in the next Chapter
2 uses: Proceed on C (Bad) Path in the next Chapter


--- Characters ---
Two new characters are introduced in this Chapter:

 _Earnest [Level 14 Lancer]___________________________________________________
| Joins as a GUEST before the 2nd battle, joins permanently after the final   |
| fight. Your only Lancer unless you use the Plume twice in this Chapter.     |
|                                                                             |
| Attacks:                                                                    |
| Thrust of Truth: Standard spear stab. Fast and easy to connect.             |
| Arc of Dreaded: Slashes with spear. Fast and easy to connect.               |
| Soul Impaler: Standard 4-hit spear stab. Causes knock back. Easy to connect |
|               and good for both gems and crystals, but has a bit of a       |
|               start-up time outside Sieges.                                 |
| Righteous Rush: Soul Crush. 7 hits, Attack Gauge +48.                       |
|                                                                             |
| A rather mediocre character. His main advantage is Soul Impaler, which is   |
| just weak compared to other similar attacks. Certainly doesn't make up for  |
| the naturally low ATK of spears, or his bad Soul Crush.                     |
|                                                                             |
| Sacrificing Earnest with the Destiny Plume gives Wylfred the Hoard of the   |
| Dvegar Tactic, which increases the number of gems received in combos for 3  |
| rounds. This is a tremendous boost to your damage output and one of the     |
| best tactics overall. If you ever need (or want) to kill someone, Earnest   |
| is one of the top choices.                                                  |
 _____________________________________________________________________________

 _Natalia [Level 16 Rogue]____________________________________________________
| Joins as a GUEST for the 2nd battle, but leaves afterwards. Joins           |
| permanently after the final fight. Natalia is the only Rogue.               |
|                                                                             |
| Attacks:                                                                    |
| Sword Dance: 3 knife slashes in a row. There's a bit of a delay between     |
|              them, don't mash the attack button or you will move to the     |
|              next attack before all the slashes connect.                    |
| Dawnstar Rising: Standard launcher. Fast and easy to connect.               |
| Edge of Light: Stabs 4 knives at once. Fast, but tricky to connect on       |
|                airborne enemies. Great for both gems and crystals if you    |
|                can pull it off.                                             |
| Catastrophic Rain: Soul Crush. 25 hits, Attack Gauge +50.                   |
|                                                                             |
| Pretty good at juggling with Dawnstar Rising >> Edge of Light, setting up   |
| combos for either gems or crystals depending on the timing. Sword Dance is  |
| too slow for juggling, but good enough for gems. Decent combo overall, but  |
| so many characters are better. Her main advantages are her unique weapons,  |
| high movement rate and AVD and excellent Soul Crush.                        |
|                                                                             |
| Natalia does have two other unique features, but neither are very useful.   |
| She's the only one who knows the Gold Rush Technique, which increases the   |
| OTH gained in Sieges, but reduces the experience gained. It activates       |
| whenever she is the one to start the combo.                                 |
|                                                                             |
| Her other feature is being able to spot hidden items on the battlefield.    |
| This is always active, you don't need to set any accessories of Techniques. |
|                                                                             |
| Sacrificing Natalia with the Destiny Plume gives Wylfred the Hervor's       |
| Blessings Tactic, which halves the RDM of all enemies for 3 rounds. It's a  |
| helpful Tactic but nothing compared to the others ones you can get, making  |
| Natalia a poor sacrifice.                                                   |
 _____________________________________________________________________________


--- Walkthrough ---
The first battle starts immediately after the initial cutscenes. You have 3
characters now so you can use the Trinity Fork formation Siege. Try to do this
whenever possible.

For combos, Lockswell's Fire Storm is a launcher so you don't need to use Open
Slash for this battle. Guilt Rack >> Double Cross is a better combo. As for
Cheripha I recommend Fusillade >> Threefold. Cheripha's only purpose is aiding
in combos, so there's no reason to use Sharpshot unless you've got a weapon
with 3 attacks.


 _Battle #1 -- Camille: Destroy all opposition [320 Sin]______________________
|                                                                             |
| --- Enemies (10) ---                                                        |
| Novice Artolian Archer (x2)            Novice Artolian Warrior (x2)         |
| Menu Spells: Sap Guard                                                      |
|                                                                             |
| Novice Artolian Sorceress (x2)                                              |
| Menu Spells: Lightning Bolt, Heal, Poison Blow                              |
|                                                                             |
| Novice Artolian Swordsman (x2)         Novice Artolian Lancer (x2) [LEADER] |
| Items (1): Union Plume x2              Items (1): Union Plume x2            |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| The Way of Rejuvenation:                                                    |
|  Rejuvenate Tactic, raises HP by 20% for 5 rounds                           |
|  http://img135.imageshack.us/img135/3558/ch2hb1i.jpg                        |
|                                                                             |
| --- Strategy ---                                                            |
| This is a long battle. Most enemies here are from the last Chapter so they  |
| aren't much of threat anymore, but there are too many of them. The Sin      |
| quota may look high, but it's quite lax considering there are 10 enemies.   |
|                                                                             |
| You begin in range of a lancer, swordsman and archer. Surround them and     |
| take them out. Get the swordsman first (closer), then the lancer and        |
| finally the archer. The lancers are the only dangerous enemy in this fight  |
| due to their high stats and attack range. Wear them down from far away      |
| before pulling off a full combo.                                            |
|                                                                             |
| Once those 3 enemies are gone you can take a break (recover HP and AP), as  |
| the remaining enemies won't move until you get close to them. The slope     |
| on the way makes it hard to target them too, and if you try to go down you  |
| will be attacked multiple times before you get a chance to position         |
| yourself. The best solution is to hit them from the top with Fire Storm,    |
| cast from the menu. Lure the warrior, swordsman and archer in this order.   |
| This makes the battle slower, but much safer.                               |
|                                                                             |
| After getting rid of those 3 enemies you can finally go down. Try to keep   |
| the characters away from each other, or the sorceress may cast menu spells. |
| Poison Blow causes Poison, which is more of a nuisance than a real bother.  |
| Lightning Bolt is dangerous though, as you can only cure Paralysis by using |
| Elixirs, or wait 3 turns for the effect to pass.                            |
|                                                                             |
| The final wave of enemies isn't too dangerous, except for the lancer. Use   |
| Vali's Awakening to kill him in one combo, then you only have the warrior   |
| and second sorceress left. They're both easy to kill and don't do much      |
| damage. Kill the sorceress, then move on to pick up the Rejuvenate tactic   |
| before finishing off the final warrior.                                     |
|                                                                             |
| Rejuvenate increases the HP of the user by 20% for 5 rounds. It can be      |
| useful for tanking attacks and lasts for a long time. It's also the only    |
| good item in the fight.                                                     |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (640): Crescent Bow x1, Rune Helm x1                               |
| 150% Sin (480): Dwarf Tincture x2, Apothecary's Arcanum x2                  |
| 100% Sin (320): Elixir x2, Guard Potion x2                                  |
|                                                                             |
| 2 good items. The Rune Helm is a good piece of armor with 25 RDM, 20 RST,   |
| 10 MAG and some resistance to Silence. Nothing crucial, but the extra RDM   |
| helps. The Crescent Bow has 52 ATK, 3 attacks, SC enabled and Lightning     |
| elemental. Good weapon for Cheripha and having 2 SC weapons make it much    |
| easier to collect Sin.                                                      |
 _____________________________________________________________________________


You can shop and access the optional battle now. If you want to use Earnest and
Natalia then you might want to wait before doing this battle since they aren't
available yet. You should get some Bragi's Song and Honeysuckle Dews for the
optional battle.

As for shopping, Crystal Wand, Silver Cloaks and 1 set of Gloves are all you
should buy for equipment. You should get Poison Checks if you have the money to
spare, but give priority to skills and spells. Get some Honeysuckle Dew anyway.

Two new skills. Dash lets the character move 3 additional panels, great for
setting up Sieges or simply getting away from danger. This is the most
important Tactic in the game and quite cheap, any character you plan to use
should have it. The Body of Steel Technique is good too: it may boost the
user's RDM by 50%. That's a large boost and will drastically reduce damage, but
First Aid is better for now and you can't equip both until level 19. Only buy
it now if you didn't teach First Aid to the character.

As for Enlightenment (random 20% MAG boost), it sounds like a great Technique
but it's completely unreliable since it activates randomly. Let's say you want
to weaken an enemy with Lockswell before puling a full combo. If Enlightenment
activates you might kill the enemy instead and lose Sin. This is just one of
the many situations in which the tech can screw you over. I'd say skip it
entirely, save your money and CP for something more reliable.

Spells. Guard Reinforce boosts the user RDM by 50% for 5 turns. This and First
Aid or Body of Steel make a character really hard to kill. Have the buffed
character use Provoke to protect the other, less resistant characters.

Frigid Damsel is the second best attack spell. Ice elemental, low chance of
causing Freeze and causes knockdown when used on airborne targets. Every combo
from now on should start with Launcher >> Frigid Damsel. It can be difficult
to time at first but just experiment and you should get used to it.

You will fight Mercenary enemies in the next battle. Different from Artolian
soldiers, the mercenaries resist Fire and are weak to Ice, so this is yet
another pro for Frigid Damsel. Forget about Fire Storm, there's no reason to
use it again.

If you don't have enough money to buy everything, your priorities should be
Frigid Damsel, Dash, some Honeysuckle Dew and Guard Reinforce.

Earnest and Natalia will join as GUESTS for the next battle. Natalia won't be
available for the third fight so I don't recommend using her now. She has the
Gold Rush Technique set, which increases the OTH gained from Sieges but reduces
experience. Not a good idea, so if you do use her make sure she doesn't start
any combos.

Earnest's weapon has 3 attacks and Soul Crush enabled so he's a very good
addition to the team. You can also finally perform the Grand Cross formation
Siege. This guarantees that the enemy will drop whatever item it may hold, so
you should set it up whenever possible.

You will also want to have a constant stock of Union Plumes from now on.


 _Battle #2 -- Evernight: Destroy all opposition [270 Sin]____________________
|                                                                             |
| --- Enemies (6) ---                                                         |
| Adept Mercenary Lancer               Cutpurse (x2)                          |
| Items: Silver Mail x1                                                       |
|                                                                             |
| Novice Mercenary Sorcerer            Novice Mercenary Warrior               |
| Menu Spells: Poison Blow             Items: Elemental Edge x1               |
| Items: Royal Gloves x1                                                      |
|                                                                             |
| Darius [LEADER]                                                             |
| Items: The Art of First Aid x1                                              |
|                                                                             |
| --- Strategy ---                                                            |
| Sin quota is a bit strict. Try to reach 200% before you fight Darius to     |
| make things easier. Reaching 200% here is very important as you get plenty  |
| of overpowered (and unique) rewards.                                        |
|                                                                             |
| There's poison everywhere. If you end the character's turn while stepping   |
| on the poison there is a chance that he/she will get poisoned. You can walk |
| through the poison, just don't end your actions there. Characters with the  |
| Poison Check are immune. Enemies try to avoid the poison, but will step on  |
| it if doing so will let them attack someone. You can go to a place where    |
| the enemy can't reach and take refuge there, but not all spots let you do   |
| this.                                                                       |
|                                                                             |
| As for actuall battle strategy, you start facing Darius and the lancer.     |
| Back away from them towards the other enemies and they won't move. Other    |
| than those two the only dangerous enemy is the sorcerer, so get rid of the  |
| nearby enemies before the sorcerer gets in range to attack.                 |
|                                                                             |
| Recover HP and AP after getting rid of the weaker enemies, then send        |
| Lockswell or Cheripha to attack the lancer from far away to get him to go   |
| towards you without luring Darius as well.                                  |
|                                                                             |
| Once Darius is alone there are several ways to handle him. Darius has low   |
| ATK, but lots of hits and a Soul Crush. You can cast Guard Reinforce on     |
| Wylfred, then have Wylfred use Provoke and just let them trade blows,       |
| healing Wylfred as needed. Or you could send everyone into the poison       |
| somewhere where Darius can't reach you and damage him with long range       |
| attacks. Repeat either strategy until Darius is weak enough to be           |
| overkilled in a full combo with Vali's Awakening.                           |
|                                                                             |
| Items. Royal Glove and Silver Mail are good equipment upgrades and another  |
| copy of First Aid is always nice, but the main drop item is the Elemental   |
| Edge.                                                                       |
|                                                                             |
| The Elemental Edge is a 2-handed sword with only 1 attack, but it allows    |
| SCs, is Holy elemental and has 165 ATK. This is the highest for a 2-handed  |
| sword in the main game. You don't get a replacement for this until Chapter  |
| V, when the game is almost over. The problem of course is that you don't    |
| have any Warriors! You can get one in Chapter IV if you get to the B Path   |
| by then, but otherwise the Elemental Edge has no use for you.               |
|                                                                             |
| --- Sin Rewards (200%) ---                                                  |
| 200% Sin (540): Flame Pallasch x1, Infinity Rod x1                          |
| 150% Sin (405): The Way of Evanescence x2, Magic Bangle x1                  |
| 100% Sin (270): Spell Potion x2, Falchion x1                                |
|                                                                             |
| Very important rewards here. The Magic Bangle is a unique accessory,        |
| boosting the user's MAG by 20%. Huge boost to any sorcerer, never gets      |
| replaced and this is the only place in the main game where you can get it.  |
| If you missed it here you missed it forever, but at least this only         |
| requires 150% Sin.                                                          |
|                                                                             |
| The top rewards here are unique as well, and don't get replaced until       |
| Chapter IV. The Flame Pallasch is a 1-handed sword with 70 ATK, 2 attacks,  |
| SC enabled and Fire elemental. Just perfect for Wylfred. The Infinity Rod   |
| has 130 MAG and is the first weapon with Great Magic, so together with the  |
| Magic Bangle and Spell Potions there's no enemy that Lockswell can't kill.  |
|                                                                             |
| The Evanesce Tactic makes all nearby enemies ignore the user, like a group  |
| version of Pacify. Great to use when a frail character gets surrounded, but |
| probably not useful for Wylfred. The last item (Falchion) is a good         |
| non-elemental 1-handed sword, but the Flame Pallasch is better even against |
| Fire resistant enemies.                                                     |
 _____________________________________________________________________________


Natalia will leave after the fight. The next fight can be tricky so I recommend
doing the optional battle now if you haven't already, the extra levels help.
You should also have some healing items.


 _Battle #3 -- Aullewyn Square: Rescue Natalia [250 Sin]______________________
|                                                                             |
| --- Enemies (8) ---                                                         |
| Adept Artolian Archer (x2)              Adept Artolian Sorceress            |
|                                         Menu Spells: Lightning Bolt         |
|                                         Items: Expert's Experience x1       |
|                                                                             |
| Adept Artolian Swordsman (x2)           Adept Mercenary Lancer (x2)         |
| Item (1): Lightning Ward x1                                                 |
|                                                                             |
| Heugoe [LEADER]                                                             |
| Items: The Art of Grave Blessing x1                                         |
|                                                                             |
| --- Strategy ---                                                            |
| Natalia will face one of the lancers -- they deal little damage to each     |
| other, but Natalia will die first if you don't help her. If she dies it's   |
| Game Over, so that should be your priority. Best way to help her is to cast |
| Heal with Lockswell, since spells can reach any height. You've got plenty   |
| of time before she needs healing, too. The sorceress and Heugoe don't move  |
| until you get close to them and the remaining enemies go after you instead, |
| so the lancer is all Natalia has to worry about.                            |
|                                                                             |
| Your first targets in this battle should be the lancers. The swordsmen and  |
| archers will move in quickly and you really don't want the lancers          |
| attacking several characters multiple times per turn. Once he is gone go    |
| after whoever is closest. Use Guard Reinforce/Potions as needed to reduce   |
| the damage taken.                                                           |
|                                                                             |
| Once those enemies are gone the battle is pretty much won. Try to lure the  |
| sorceress alone (without provoking Heugoe), then once she is gone use       |
| Vali's Awakening and Might Potions and go all out on Heugoe. He has high    |
| RDM, HP and range but low offense, so you can easily survive his attacks    |
| with any form of RDM-boosting. The most he can do alone is kill a           |
| character anyway, who you can then bring back with an Union Plume.          |
|                                                                             |
| Items. The Expert's Experience is a great item early on. This gives 30,000  |
| experience to one character. It's not that much later but it's quite a      |
| helpful boost now. You can either use it to let a low level character catch |
| up to the rest of the party or just use it on Wylfred to increase his       |
| effectiveness even further.                                                 |
|                                                                             |
| As for Heugoe's item, Grave Blessing is a Technique that increases the      |
| user's stats when allies are dead. Having a full party is just a lot more   |
| advantageous, so I see no reason to ever use this.                          |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (500): Rune Crown x1, Treasure Hunter x1                           |
| 150% Sin (375): The Way of Martyr's Cry x2, Prime Elixir x1                 |
| 100% Sin (250): Flare Crystal x2, Expert's Experience x1                    |
|                                                                             |
| The Rune Crown is an armor upgrade for sorcerers with 30 RDM and RST and 20 |
| MAG. This is the highest MAG boost you can get from crowns so it remains    |
| useful even when you get others with higher RDM.                            |
|                                                                             |
| The only other good item here is the Martyr's Cry Tactic, which makes       |
| multiple enemies target the user, like a group version of Provoke. Very     |
| useful in crowded battles, or to force long range attackers to focus on a   |
| specific character. Give it to someone with high RDM, like Wylfred.         |
|                                                                             |
| The Treasure Hunter lets you see hidden items on the map when equipped. Not |
| that helpful when you're using a guide already, not to mention Natalia can  |
| do that without wasting an accessory slot.                                  |
 _____________________________________________________________________________


Earnest and Natalia will join the party permanently now. Remove Natalia's Gold
Rush Technique and teach skills to whoever you plan to use before moving on to
the next Chapter.


 _Optional Battle #1 -- Camille Highlands: Destroy all opposition_____________
|                                                                             |
| --- Enemies (5) ---                                                         |
| Battle Beetle                Ghost (x2)                                     |
|                              Menu Spells: Poison Blow, Dark Savior          |
| Aello (x2) [LEADER]                                                         |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| The Way of Rejuvenation:                                                    |
|  Rejuvenate Tactic, raises HP by 20% for 5 rounds                           |
|  http://img135.imageshack.us/img135/5210/ch2ho1i.jpg                        |
|                                                                             |
| --- Strategy ---                                                            |
| Very straight-forward battle. The enemies deal high damage but you can      |
| easily survive the hits by using Guard Reinforce and Provoke to focus the   |
| attacks on a single character. The Aello has very high AVD so you might     |
| have trouble hitting it. Just use Vali's Awakening to get around that       |
| problem. Largest problem in this fight is the ghost's Dark Savior, as it    |
| can cause Silence. Use a Bragi's Song immediately if it affects Lockswell.  |
|                                                                             |
| Don't forget to pick up the Rejuvenate Tactic, the only item in this fight. |
 _____________________________________________________________________________



:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Chapter III                                                       [CHP30] ::
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

This Chapter changes according to how many times you have used the Destiny
Plume so far. The forced use on Ancel during the Prologue doesn't count.

Another important thing to keep in mind, there is a limit to how many times you
can use the Plume in this Chapter. Going over the limit results in a Game Over.
The limit changes according to which path you take.


--- The 3 paths and their differences ---
These are the main differences between the 3 versions of Chapter III, and the
requirements for getting to each of them:

 _C (Bad) Path: The Saintess__________________________________________________
| You get this path if you fulfill the following condition:                   |
| -Use the Plume twice in Chapter II                                          |
|                                                                             |
| New characters: Duwain (Lancer) and Rosea (Sorceress)                       |
|                                                                             |
| Consequences of using the Plume in this Chapter:                            |
| 0 or 1 use: Remain on C (Bad) Path                                          |
| 2 uses: Game Over                                                           |
 _____________________________________________________________________________

 _B (Normal) Path: Scars of the Heart_________________________________________
| You get this path if you fulfill the following condition:                   |
| -Use the Plume ONCE in Chapter II                                           |
|                                                                             |
| New character: Lieselotte (Sorceress)                                       |
|                                                                             |
| Consequences of using the Plume in this Chapter:                            |
| 0 uses: Remain on B (Normal) Path                                           |
| 1 use: Change to C (Bad) Path in the next Chapter                           |
| 2 uses: Game Over                                                           |
 _____________________________________________________________________________

 _A (Best) Path: Bitter End___________________________________________________
| You get this path if you fulfill the following condition:                   |
| -Don't use the Plume in Chapter II                                          |
|                                                                             |
| New character: Ushio (Samurai)                                              |
|                                                                             |
| Consequences of using the Plume in this Chapter:                            |
| 0 uses: Remain on A (Best) Path                                             |
| 1 or 2 uses: Change to B (Normal) Path in the next Chapter                  |
| 3 uses: Game Over                                                           |
 _____________________________________________________________________________


--- [CHP3C] The Saintess ------------------------------------------------------

You get this Chapter if you used the Destiny Plume twice in Chapter II.

--- Destiny Plume ---
The following are the consequences of using the Destiny Plume in this Chapter:

0 or 1 use: Remain on C (Bad) Path
2 uses: Game Over

The Game Over is a special battle you can't win. Check the Ending list at the
end of the walkthrough for more details if you are interested.


--- Characters ---
Two new characters are introduced in this Chapter:

 _Rosea [Level 18 Sorceress]__________________________________________________
| Joins as a GUEST after the first battle, joins permanently after the final  |
| battle. Getting Rosea means you sacrificed Lockswell, so she is your only   |
| remaining Sorceress.                                                        |
|                                                                             |
| Initial Spells:                                                             |
| Normalize, Heal, Invoke Feather, Guard Reinforce, Sacred Javelin            |
|                                                                             |
| Sacrificing Rosea with the Destiny Plume gives Wylfred the Eir's Blessing   |
| Tactic, which recovers 80% HP of all allies at the beginning of the Ally    |
| Phase for 3 rounds. This is among the best Tactics, but keep in mind that   |
| getting it means you won't have any sorcerers left.                         |
 _____________________________________________________________________________

 _Duwain [Level 20 Lancer]____________________________________________________
| Joins as a GUEST after the second battle, joins permanently after the final |
| battle. Duwain is the third and last Lancer in the main game.               |
|                                                                             |
| Attacks:                                                                    |
| Blustering Wind: 2 hit slash with spear. Fast and easy to connect.          |
| Sundering Strike: Jumps and slams enemy down. Slow, causes knockdown.       |
| Blade Vortex: Spins spear around and ends with a thrust, doing 9 hits total.|
|               Fast and perfect for getting both gems and crystals, but very |
|               low damage.                                                   |
| Land's Lament: Soul Crush. 3 hits, Attack Gauge +48.                        |
|                                                                             |
| Blade Vortex is one of the best combo attacks in the game, but the damage   |
| is very low. Very bad thing when you consider the low ATK of spears. His    |
| Soul Crush makes up for that though -- it's really strong, despite the low  |
| number of hits. Mostly a support character, best used for setting up knock  |
| downs and collecting crystals.                                              |
|                                                                             |
| Duwain also joins with the Caution Technique. It increases the blocking     |
| rate of allies in Siege when Duwain initiates the attack, but reduces his   |
| ATK. Really not a useful skill, I'd remove it as soon as you can customize  |
| him.                                                                        |
|                                                                             |
| Sacrificing Duwain with the Destiny Plume gives Wylfred the Inspiration of  |
| the Alfar Tactic, which removes all AP cost for 2 rounds. Costs 100 AP to   |
| use. Perfect for emergencies, but very short duration.                      |
 _____________________________________________________________________________


--- Walkthrough ---
First battle starts immediately after the cutscenes.


 _Battle #1 -- The Lotus Marsh: Rescue Rosea [150 Sin]________________________
|                                                                             |
| --- Enemies (4) ---                                                         |
| Fire Bat                              Hellhound (x2)                        |
| Items: Apothecary's Arcanum x1                                              |
|                                                                             |
| Lizard Man [LEADER]                                                         |
| Items: Safety Boots x2                                                      |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Frost Crystal: Area of effect Ice damage, may cause Freeze                  |
|                http://img135.imageshack.us/img135/1250/ch3cb1i.jpg          |
|                                                                             |
| --- Strategy ---                                                            |
| Rosea and Duwain won't move and prefer to just trade blows with one of the  |
| Hellhounds. They are actually well capable of taking him down in two        |
| combos, so you don't have to worry about protecting them at all.            |
|                                                                             |
| As for the enemies you do have to fight, they are strong together but easy  |
| to take down individually. Hellhounds will hit you from behind with their   |
| second attack if they are facing you when starting the combo, so be careful |
| with them around other enemies. They are easy to take down though. The      |
| Lizard Man is strong and has high Movement, while the Fire Bat has large    |
| range but is weak alone. Resists Fire, but is weak to Ice.                  |
|                                                                             |
| Items. I wouldn't bother with the Frost Crystal, as attack items don't seem |
| that useful. The Safety Boots however are useful: they let the user walk    |
| normally in bad terrain like mud or snow, which you will have to face       |
| later. Not useful otherwise but keep it for those maps.                     |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (300): The Way of Regeneration x2, The Way of Transposition x1,    |
|                 Mithril Helm x1                                             |
| 150% Sin (225): Kindling Sword x1, Expert's Experience x2                   |
| 100% Sin (150): Fire Talisman x2, Earth Talisman x2                         |
|                                                                             |
| Lots of good rewards. The Mithril Helm is a replacement for the Rune Helm,  |
| with a lot more RDM but a little less RST and MAG. The Kindling Sword is a  |
| 2-handed sword with 90 ATK, 2 attacks, SC enabled and Fire elemental. Not   |
| nearly as good as the Elemental Edge, so you'll only have a use to this if  |
| you've got Mischka in the party.                                            |
|                                                                             |
| As for the new Tactics, Regenerate makes the user heal 5% HP at the         |
| beginning of Ally Phase. It lasts 5 rounds but cost 50 AP to use. 5% is     |
| often too little to make a difference, but it's a good filler action for    |
| rounds where you can't do much else. Don't give it to Wylfred or a sorcerer,|
| they have much better uses for their AP.                                    |
|                                                                             |
| Transpose is one of the best Tactics. It makes the user trade positions     |
| with the enemy for 40 AP. Extremelly useful for setting up Sieges when the  |
| enemy is in a bad position, such as up against a wall. Give it to long      |
| range characters -- Lancers are the top choice. This way the character can  |
| still take part in the combo after warping the enemy to the rest of the     |
| party.                                                                      |
|                                                                             |
| Depending on your path on the last Chapter you might be getting the Expert's|
| Experience for the first time. This gives 30,000 experience to one          |
| character. It's not that much later but it's quite a helpful boost now. You |
| can either use it to let a low level character catch up to the rest of the  |
| party or just use it on Wylfred to increase his effectiveness even further. |
 _____________________________________________________________________________


Rosea joins as a GUEST after the fight, and she's really good. Her weapon has
high MAG and GM enabled, and she starts with the best attack spell: Sacred
Javelin. This does 6 hits of Holy damage that causes knock down on airborne
targets and can cause Stun. None of the other spells can compare, so this is
all you should use now unless you fight someone who resists Holy or is weak to
Ice.

You can go to town now, but doing so will trigger a battle. You don't get to
shop first.


 _Battle #2 -- Market Marteigh: Destroy all opposition [300 Sin]______________
|                                                                             |
| --- Enemies (7) ---                                                         |
| Armor Beetle                                Battle Beetle (x2)              |
|                                                                             |
| Fire Bat (x2)                               Ocypete (x2) [LEADER]           |
| Items (1): The Way of Rejuvenation x1       Items (1): Alchemy Wand x1      |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| The Art of First Aid:                                                       |
|  First Aid Technique, may restore HP equal to half of the damage taken      |
|  http://img99.imageshack.us/img99/2403/ch3cb2i.jpg                          |
|                                                                             |
| --- Strategy ---                                                            |
| The Ocypetes are powerful enemies that have a whirlwind attack capable of   |
| causing Paralysis. You can heal it with Rosea's Normalize spell, but if she |
| is the one who affected you'll have to use an Elixir, or wait 3 turns. The  |
| Ocypetes also have high stats, so they deal high damage and are difficult   |
| to kill/overkill.                                                           |
|                                                                             |
| The other enemies in the fight are simple to deal with. You start in range  |
| of a Battle Beetle and a Fire Bat. Back off to the characters' right and    |
| only the bat should come after you. Try to set up a Siege against him (for  |
| the item drop), then kill him with without going forward too much. Once the |
| bat is gone use Provoke to lure the beetle, then kill it.                   |
|                                                                             |
| Once those enemies are gone it's time to handle the first Ocypete. Cast     |
| Guard Reinforce first, then lure her with any character. Be ready to use    |
| Normalize or an Elixir if necessary, then let all characters surround her   |
| as close as possible, so that she can't counterattack. Wear her down with   |
| individual characters before pulling off a ful combo to get more Sin. Use   |
| Might Potions to increase your damage first, but don't use Vali's Awakening |
| yet.                                                                        |
|                                                                             |
| With the Ocypete gone you just have to lure enemies individually again      |
| until only the Leader is left. Repeat the same strategy against it, but use |
| Vali's Awakening first.                                                     |
|                                                                             |
| Items, don't forget to pick up First Aid and get Rejuvenate from the first  |
| bat. The Alchemy Wand is useless, as you will get a better weapon before    |
| you can equip this one.                                                     |
|                                                                             |
| --- Sin Rewards (200%) ---                                                  |
| 200% Sin (600): Frostbane x1, Holy Halberd x1, The Art of Training x1       |
| 150% Sin (450): Icicle Plate x1, The Way of Stalking x1                     |
| 100% Sin (300): Skrep x1, Prime Elixir x2                                   |
|                                                                             |
| Yet another set of great items. Starting with the skills, Training boosts   |
| the experience gained by all characters by 20%, but decreases the user's    |
| stats by 20%. Experience is limited so anything you get to increase it is   |
| good. Teach this Technique to a character who doesn't need stats to be      |
| useful, such as a sorcerer or archer.                                       |
|                                                                             |
| Stalking makes the user invisible for 3 rounds, or until he attacks or gets |
| hit by an area of effect spell. The invisible character can't be targeted   |
| by enemies directly, so this Tactic is perfect for getting weak characters  |
| away from danger.                                                           |
|                                                                             |
| Now for the equipment, the Frostbane is a 1-handed sword with 60 ATK, 5 MAG,|
| 3 attacks, Soul Crush and Ice elemental. Give it to Darius or Mireille if   |
| you use them. Wylfred keeps the stronger Flame Pallasch. The Icicle Plate   |
| has 120 RDM, 5 RST, 15 AVD and resists Ice. This is your first armor with   |
| elemental resistance, and it doesn't get replaced until Chapter V!          |
|                                                                             |
| The Holy Halberd and Skrep are too weak to have any use. The Partisan from  |
| the next shop and the Kindling Sword are much better.                       |
 _____________________________________________________________________________


Duwain joins as a GUEST after the fight and you can finally shop and access the
two optional battles in the Chapter. If you've been getting the Sin rewards
then the only new weapons to buy are the Partisan and maybe the Main-Gauche.
You get a better weapon for Natalia in one of the optional battles so skip the
shop upgrade if you need to save money.

Some important pieces of armor. The Leather Boots give resistance to Lightning
and Paralysis, so they remain useful even after their stat boosts are
surpassed. Other good equipment upgrades are Iron Helms, Tiaras, Cuirass and
Noble Cloaks. Exact ammount depends on your current party. Skip the Gauntlets,
Silver Greaves and Crown, you get better stuff in the other fights in this
Chapter.

Accessories, the Curse Check is available for sale and is useful for the next
fight, but Curse is a rare status effect. Get a stock of Holy Water instead if
you want to save money. Poison Checks help too and are a good filler accessory
for most of the game. You can buy status-recovery items for all effects now, so
always carry a small stock of each and some Union Plumes from now on. Warrior's
Arcanum and Dwarf Tinctures aren't going to help any more, so just sell those.

Only new skill is Resist Magic. Similar to Body of Steel, it increases the RST
of the user by 50%. You get better ways of reducing elemental damage soon, so
I'd just skip it. First Aid is still better.

Some new spells here, although you can't teach spells to Rosea yet. Lightning
Bolt knocks back and has high chances of causing Paralysis. Sacred Javelin and
Frigid Damsel are both better as combo spells, but Lightning Bolt is a good
menu cast if you can get multiple enemies together. A paralyzed enemy is
removed from the battle for 3 rounds, more than enough time for you to set your
party up for the kill.

Might and Spell Reinforce are among the main spells and replace the use of
Potions. You should cast these whenever you have a chance to, the effect lasts
long enough to make it useful. Remember that Might Reinforce stacks with Vali's
Awakening, resulting in 300% ATK for Wylfred.

Don't forget to buy Frigid Damsel too, since Rosea doesn't know it. No reason
other than personal preference to get Fire Storm though.

As for Duwain, he doesn't have access to his third (best) attack as a GUEST but
his initial weapon does allow Soul Crushes and he can still knock down with his
second attack, so you can start using him already if you plan to have him in
your party. He joins with the Caution Technique as well (reduces his ATK in
Sieges in exchange for increasing the blocking rate of allies), so don't start
your combos with him if you do use him.

This is your last time on the world map, so make sure you've done everything
you want in this Chapter before moving on to the next storyline battle.


 _Battle #3 -- The Ruins: Defeat Lieselotte [150 Sin]_________________________
|                                                                             |
| --- Enemies (4) ---                                                         |
| Daemon                                      Living Armor (x2)               |
| Items: The Art of Reduce Magic x1           Items (1): Metal Greaves x2     |
|                                                                             |
| Lieselotte [LEADER]                                                         |
| Menu Spells: Fire Storm, Lightning Bolt, Poison Blow, Guard Reinforce       |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Storm Crystal: Area of effect Lightning damage, may cause Paralysis         |
|                http://img99.imageshack.us/img99/1735/ch3cb3i.jpg            |
|                                                                             |
| --- Strategy ---                                                            |
| The easiest boss battle so far. The AI is too stupid to get Lieselotte out  |
| of the place she's in, so you don't have to worry about her until the other |
| enemies are gone. The monsters have high stats though, so you need to get   |
| rid of them quickly.                                                        |
|                                                                             |
| The Living Armor has high ATK while the Daemon has high HP and causes Curse |
| when attacking. Just heal it with Holy Water, or prevent it entirely with a |
| Curse Check if you bought it. Don't use Normalize, save Rosea's AP to cast  |
| Guard Reinforce. Have the buffed character use Provoke (or Martyr's Cry) on |
| the enemies to focus the attacks on one enemy, then wear them down until    |
| you can take it down with a full combo. As long as you sit there and let AP |
| recovery Rosea can throw Guard Reinforce + Heal as needed while someone     |
| else uses Holy Water.                                                       |
|                                                                             |
| With the monsters gone the battle is pretty much won. Lieselotte can only   |
| kill one character, who you can bring back with an Union Plume. Surround    |
| her, revive whoever dies and repeat until she's dead. You can survive her   |
| combo with Guard Reinforce + Fire Ward/Talisman, but there's no need to.    |
|                                                                             |
| Items. Metal Greaves have more RDM than the storebought Silver Greaves.     |
| Reduce Magic is a new Technique, which halves all magic damage for 15 CP.   |
| Very good for now but becomes obsolete later as you get better ways to      |
| reduce or prevent magic damage.                                             |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (300): Raijoudou x1, Holy Rod x1, The Art of Diminish Missile x2   |
| 150% Sin (225): The Art of Crystal Call x2, The Way of Encirclement x1,     |
|                 Expert's Experience x2                                      |
| 100% Sin (150): The Way of Martyr's Cry x2, Sacred Crystal x1               |
|                                                                             |
| New powerful skills this time. Diminish Missile halves the damage of all    |
| projectile attacks (like arrows) for only 10 CP. This is one of the best    |
| Techniques and stacks with another damage reduction you can buy in the next |
| Chapter, making enemy archers harmless.                                     |
|                                                                             |
| Crystal Call increases the number of crystals gained from air combos. This  |
| is another great Technique but make sure you give it to a character with    |
| combo potential. Mischka, Duwain, Wylfred and Natalia are the best choices  |
| so far, in that order.                                                      |
|                                                                             |
| The third and last new skill is Encircle. This Tactic warps the user        |
| directly behind the enemy, making it useful for short range classes like    |
| Warriors to get in a favorable position for Sieges. You can often just use  |
| Dash instead though.                                                        |
|                                                                             |
| Weapons, the Raijoudou is a useless bow. By the time you can use it you     |
| will have a far better choice available. The Holy Rod is worth it though:   |
| 320 MAG, GM enabled. Better than the wand for sale in the next Chapter.     |
 _____________________________________________________________________________


Rosea and Duwain will join permanently after the fight and the Chapter ends,
sending you directly to the next one.


 _Optional Battle #1 -- Kirche Crossing: Destroy all opposition_______________
|                                                                             |
| --- Enemies (9) ---                                                         |
| Kobold (x6)                            Kobold Knight (x3)                   |
| Items (1): Valor Gauntlets x1          Items: The Art of Body of Steel x1   |
| Items (1:) Safety Boots x1                                                  |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Guard Potion: Increases RDM and RST of one ally by 50% for 3 rounds         |
|               http://img99.imageshack.us/img99/4984/ch3co1i.jpg             |
|                                                                             |
| --- Strategy ---                                                            |
| Kobold Knights cause Stone when attacking, so be ready to use Normalize or  |
| a Cockatrice Egg. The Valor Gauntlets are dropped by one of the kobolds     |
| that start close to the party. Lower RDM than the regular Gauntlets, but    |
| higher chance of blocking attacks.                                          |
 _____________________________________________________________________________

 _Optional Battle #2 -- Iatallagh Weald: Destroy all opposition_______________
|                                                                             |
| --- Enemies (5) ---                                                         |
| Lizard Man               Toxic Flower            Will-o'-the-Wisp (x2)      |
|                                                  Menu Spell: Dark Savior    |
| Ocypete [LEADER]                                 Items (1): Azoth Blade x1  |
| Items: Lightning Edge x1                                                    |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Supreme Crown:                                                              |
|  40 RDM, 20 RST, 12 MAG. Usable by Sorcerers.                               |
|  http://img99.imageshack.us/img99/7143/ch3co2i.jpg                          |
|                                                                             |
| --- Strategy ---                                                            |
| Strong enemies, but not hard if you are quick enough. The Ocypete and both  |
| ghosts will be moving towards the party, so the best you can do is rush     |
| towards them before they start attacking. Surround the Ocypete first and    |
| you should be able to kill it before the ghosts start attacking. The Toxic  |
| Flower and one Lizard Man will start moving eventually too, but once they   |
| are in range you should be finishing off the ghosts.                        |
|                                                                             |
| This leaves a single Lizard Man in the middle of the map, giving you plenty |
| of time to go over and pick up the Supreme Crown. Lower MAG than the Rune   |
| Crown, but better RDM. The Azoth Blade is a knife with 120 ATK, 2 attacks,  |
| SC enabled and Lightning elemental. Natalia's Soul Crush is one of the best |
| things about her, so finally getting a weapon that allows it is very        |
| important. Lighting Edge has good stats but no SC. Don't bother using it.   |
 _____________________________________________________________________________



--- [CHP3B] Scars of the Heart ------------------------------------------------

You get this Chapter if you used the Destiny Plume ONCE in Chapter II.

--- Destiny Plume ---
The following are the consequences of using the Destiny Plume in this Chapter:

0 uses: Remain on B (Normal) Path
1 use:  Change to C (Bad) Path in the next Chapter
2 uses: Game Over

The Game Over is a special battle you can't win. Check the Ending list at the
end of the walkthrough for more details if you are interested.


--- Characters ---
Two new characters are introduced in this Chapter, but only one joins
permanently:

 _Lieselotte [Level 24 Sorceress]_____________________________________________
| Joins as a GUEST for the final battle, joins permanently afterwards. Liese  |
| joins with the Reflect Sorcery spell (which you can't get until Chapter V)  |
| and the Mediatation Technique, exclusive to her during the main game.       |
|                                                                             |
| Initial Spells:                                                             |
| Spell Reinforce, Might Reinforce, Reflect Sorcery,                          |
| Fire Storm, Lightning Bolt                                                  |
|                                                                             |
| Liese's Meditation Technique iincreases the MAG and RST of allies in Siege  |
| when she initiates the attack, but reduces her RDM.                         |
|                                                                             |
| Sacrificing Lieselotte with the Destiny Plume gives Wylfred the Kvasir's    |
| Mead Tactic, which nullifies all magic damage on all allies for 3 rounds.   |
| There are several different ways to nullify magic damage, so this isn't     |
| very useful.                                                                |
 _____________________________________________________________________________

 _GUEST ONLY: Rosea [Level 18 Sorceress]______________________________________
| Joins as a GUEST at the beginning of the Chapter, leaves after the second   |
| battle. She does not join permanently, so I recommend you don't even bother |
| to use her.                                                                 |
|                                                                             |
| Initial Spells:                                                             |
| Sacred Javelin, Normalize, Heal, Invoke Feather, Guard Reinforce            |
 _____________________________________________________________________________


--- Walkthrough ---
Rosea joins as a GUEST and you get to shop and access the two optional battles
before the first storyline battle. I recommend doing the first storyline battle
before the optional ones, since it's so easy and gives you equipment and level
upgrades. Don't bother using Rosea, she won't join permanently so any
experience she gets is just wasted. Shopping tips:

Weapons. If you've been getting the Sin rewards then the only new weapons to
buy are the Partisan and maybe the Main-Gauche. You get a better weapon for
Natalia in one of the optional battles so skip the shop upgrade if you need to
save money. Don't get a Claymore for Mischka either for the same reason, except
his new weapon is from the storyline fight.

Some important pieces of armor. The Leather Boots give resistance to Lightning
and Paralysis, so they remain useful even after their stat boosts are
surpassed. Other good equipment upgrades are Iron Helms, Tiaras, Cuirass and
Noble Cloaks. Exact ammount depends on your current party. Skip the Gauntlets,
Silver Greaves and Crown, you get better stuff in the other fights in this
Chapter. You get a new helm from the next fight too but may still need the Iron
Helm depending on your party.

Accessories, the Curse Check is available for sale and is useful during the
second fight, but Curse is a rare status effect. Get a stock of Holy Water
instead if you want to save money. Poison Checks help too and are a good filler
accessory for most of the game. You can buy status-recovery items for all
effects now, so always carry a small stock of each and some Union Plumes from
now on. Warrior's Arcanum and Dwarf Tinctures aren't going to help any more, so
just sell those.

Only new skill is Resist Magic. Similar to Body of Steel, it increases the RST
of the user by 50%. You get better ways of reducing elemental damage soon, so
I'd just skip it. First Aid is still better.

New spells. Lighting Bolt knocks back and has high chances of causing
Paralysis. Frigid Damsel is better for combos, but Lightning Bolt is a good
menu cast if you can get multiple enemies together. A paralyzed enemy is
removed from the battle for 3 rounds, more than enough time for you to set
your party up for the kill.

Might and Spell Reinforce are among the main spells and replace the use of
Potions. You should cast these whenever you have a chance to, the effect lasts
long enough to make it useful. Remember that Might Reinforce stacks with Vali's
Awakening, resulting in 300% ATK for Wylfred.

Last we've got Invoke Feather, which replaces Union Plumes if you need to save
money. It costs more AP to use though, so the Plumes are better depending on
the situation.


 _Battle #1 -- The Ruins: Destroy all opposition [150 Sin]____________________
|                                                                             |
| --- Enemies (4) ---                                                         |
| Battle Beetle (x3)              Armor Beetle [LEADER]                       |
|                                                                             |
| --- Strategy ---                                                            |
| Weak enemies and no item drops. This is nothing more than a filler battle.  |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (300): The Way of Regeneration x2, The Way of Transposition x1,    |
|                 Mithril Helm x1                                             |
| 150% Sin (225): Grand Sting x1, Witch's Arcanum x2                          |
| 100% Sin (150): Flare Crystal x1, Storm Crystal x1                          |
|                                                                             |
| Lots of good rewards. The Mithril Helm is a replacement for the Rune Helm,  |
| with a lot more RDM but a little less RST and MAG. The Grand Sting is a     |
| 2-handed sword with 80 ATK, 2 attacks, SC enabled and Lighting elemental.   |
| Not nearly as good as the Elemental Edge, so you'll only have a use to this |
| if you've got Mischka in the party.                                         |
|                                                                             |
| As for the new Tactics, Regenerate makes the user heal 5% HP at the         |
| beginning of Ally Phase. It lasts 5 rounds but cost 50 AP to use. 5% is     |
| often too little to make a difference, but it's a good filler action for    |
| rounds where you can't do much else. Don't give it to Wylfred or a sorcerer,|
| they have much better uses for their AP.                                    |
|                                                                             |
| Transpose is one of the best Tactics. It makes the user trade positions     |
| with the enemy for 40 AP. Extremelly useful for setting up Sieges when the  |
| enemy is in a bad position, such as up against a wall. Give it to long      |
| range characters -- Lancers are the top choice. This way the character can  |
| still take part in the combo after warping the enemy to the rest of the     |
| party.                                                                      |
 _____________________________________________________________________________


I recommend doing the optional battles now, especially if you're using Natalia.
Even if you don't the extra levels will help in the next storyline battles.

This is your last time at the world map in this Chapter. You will fight two
battles in a row and then the Chapter ends, so make sure you're ready before
moving on. Buy Holy Water (or Curse Checks) and Union Plumes. Fairy Tinctures
help too.

If you don't use the Plume in this Chapter then you won't have a chance to shop
before fighting in the next one. Buy spells (Heal, Guard Reinforce, Invoke
Feather, Frigid Damsel) for Lieselotte if you plan to use her.


 _Battle #2 -- Dungeon Path: Defeat Lieselotte [150 Sin]______________________
|                                                                             |
| --- Enemies (4) ---                                                         |
| Daemon                  Living Armor (x2)                                   |
|                         Items (1): Metal Greaves x2                         |
|                                                                             |
| Lieselotte [LEADER]                                                         |
| Menu Spells: Fire Storm, Lightning Bolt, Poison Blow, Guard Reinforce       |
| Items: The Art of Reduce Magic x1                                           |
|                                                                             |
| --- Strategy ---                                                            |
| Easiest boss battle so far. Few enemies and they are far away from each     |
| other, so you don't have to worry about fighting more than one at once.     |
| Buff your party and go all out, stopping to recover HP and AP if you ever   |
| need to. The Daemon can cause Curse when attacking, which you should just   |
| heal with a Holy Water.                                                     |
|                                                                             |
| Liese is at the top. All she can do alone is kill one character, who you    |
| can then bring back with an Union Plume or Invoke Feather. You can survive  |
| her combo with Guard Reinforce + Fire Ward/Talisman, but there's no need to.|
|                                                                             |
| Items. Metal Greaves have more RDM than the storebought Silver Greaves.     |
| Reduce Magic is a new Technique, which halves all magic damage for 15 CP.   |
| Very good for now but becomes obsolete later as you get better ways to      |
| reduce or prevent magic damage.                                             |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (300): Frostbane x1, Holy Halberd x1, The Art of Training x1       |
| 150% Sin (225): Prime Elixir x2, The Way of Stalking x1                     |
| 100% Sin (150): Skrep x1, Spell Potion x1                                   |
|                                                                             |
| Yet another set of great items. Starting with the skills, Training boosts   |
| the experience gained by all characters by 20%, but decreases the user's    |
| stats by 20%. Experience is limited so anything you get to increase it is   |
| good. Teach this Technique to a character who doesn't need stats to be      |
| useful, such as a sorcerer or archer.                                       |
|                                                                             |
| Stalking makes the user invisible for 3 rounds, or until he attacks or gets |
| hit by an area of effect spell. The invisible character can't be targeted   |
| by enemies directly, so this Tactic is perfect for getting weak characters  |
| away from danger.                                                           |
|                                                                             |
| The Frostbane is the only good equipment here. 1-handed sword with 60 ATK,  |
| 5 MAG, 3 attacks, Soul Crush and Ice elemental. Give it to Darius or        |
| Mireille if you use them. Wylfred keeps the stronger Flame Pallasch. The    |
| Holy Halberd and Skrep are too weak to have any use.                        |
 _____________________________________________________________________________


Rosea "leaves" and Lieselotte joins as a GUEST. She knows the Reflect Sorcery
spell, which helps in the next fight. Reduce Magic Technique helps as well.
Liese already knows Might and Spell Reinforce, so she's quite usable already if
you plan to use her permanently. Only important spell you really miss is Frigid
Damsel.

Next battle starts immediately afterwards. You don't get to save first.


 _Battle #3 -- Dungeon Path: Destroy all opposition [300 Sin]_________________
|                                                                             |
| --- Enemies (7) ---                                                         |
| Adept Artolian Archer (x2)         Adept Artolian Sorcerer                  |
| Menu Spells: Sap Guard             Menu Spells: Fire Storm                  |
|                                                                             |
| Adept Artolian Warrior (x2)        Adept Artolian Swordsowman (x2) [LEADER] |
|                                    Menu Spells Heal                         |
|                                                                             |
| --- Strategy ---                                                            |
| You start surrounded from all sides by strong enemies, but they are easy to |
| kill. Best strategy in this fight is to be quick. Send everyone after the   |
| sorcerer and kill him in the first turn, then go after the archers. If      |
| you're using Liese then cast Reflect Sorcery and kill the archers first.    |
|                                                                             |
| Use Guard Reinforce + Vali's Awakening to survive the first rounds while    |
| the long range attackers are alive. Once they're gone this is a simple      |
| battle, just isolate enemies and set up Sieges to collect Sin.              |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (600): Ambrosia x1, Golden Egg x2, The Art of Diminish Missile x2  |
| 150% Sin (450): The Art of Crystal Call x2, The Way of Encirclement x1,     |
|                 The Way of Martyr's Cry x2                                  |
| 100% Sin (300): Nectar Potion x2, Shadow Crystal x1                         |
|                                                                             |
| 2 new great Techniques and a new Tactic. Encircle warps the user directly   |
| behind the enemy, making it useful for short range classes like Warriors to |
| get in a favorable position for Sieges. You can often just use Dash instead |
| though.                                                                     |
|                                                                             |
| Diminish Missile halves the damage of all projectile attacks (like arrows)  |
| for only 10 CP. This is one of the best Techniques and stacks with another  |
| damage reduction you can buy in the next Chapter, making enemy archers      |
| harmless.                                                                   |
|                                                                             |
| Crystal Call increases the number of crystals gained from air combos. This  |
| is another great Technique but make sure you give it to a character with    |
| combo potential. Mischka, Wylfred and Natalia are the best choices so far,  |
| in that order.                                                              |
 _____________________________________________________________________________


Lieselotte joins permanently and the Chapter ends immediately afterwards.


 _Optional Battle #1 -- Kirche Crossing: Destroy all opposition_______________
|                                                                             |
| --- Enemies (6) ---                                                         |
| Kobold (x3)                          Kobold Knight (x2)                     |
| Items (1): Safety Boots x2           Items: Valor Gauntlets x2              |
|                                                                             |
| Dragon [LEADER]                                                             |
| Items: The Art of Body of Steel x1                                          |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| The Way of Rejuvenation:                                                    |
|  Rejuvenate Tactic, raises HP by 20% for 5 rounds                           |
|  http://img140.imageshack.us/img140/8074/ch3bo1i.jpg                        |
|                                                                             |
| --- Strategy ---                                                            |
| The Dragon has high HP and causes Poison, but the other enemies are too     |
| weak. Kobold Knights can cause Stone -- just use a Cockatrice Egg. Provoke  |
| or Martyr's Cry can guarantee that only a single character gets petrified   |
| in a round.                                                                 |
|                                                                             |
| The Dragon stays in the back so you've got all the time you need to recover |
| and buff the party before fighting it. Might Reinforce stacked with Vali's  |
| Awakening will take care of its large HP.                                   |
|                                                                             |
| The Safety Boots are dropped by the closest Kobold. They let the user walk  |
| normally in bad terrain like mud or snow, which you will have to face       |
| later. Not useful otherwise but keep it for those maps. The Valor Gauntlets |
| have lower RDM than the regular Gauntlets, but higher chance of blocking    |
| attacks.                                                                    |
 _____________________________________________________________________________

 _Optional Battle #2 -- The Lotus Marsh: Destroy all opposition_______________
|                                                                             |
| --- Enemies (5) ---                                                         |
| Aello (x2)                               Flying Fish (x2)                   |
| Items (1): Lightning Edge x1             Items (1): Azoth Blade x1          |
|                                                                             |
| Ocypete  [LEADER]                                                           |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Supreme Crown:                                                              |
|  40 RDM, 20 RST, 12 MAG. Usable by Sorcerers.                               |
|  http://img140.imageshack.us/img140/3449/ch3bo2i.jpg                        |
|                                                                             |
| --- Strategy ---                                                            |
| Toughest fight in the Chapter. All enemies have long range and the Ocypete  |
| has a whirldwind attack which causes paralysis. You can heal it, but things |
| get difficult if it gets to combo several times per round. Make sure you    |
| kill the other enemies before attacking the Ocypete.                        |
|                                                                             |
| Other thing to keep in mind is that the enemies can fly over the water,     |
| while your party has to walk over the planks. For this reason it's better   |
| to get out of the middle and stay on the land to the left or to the right.  |
| Pick a side, lure enemies one by one and once there's only one Aello on the |
| other side and the Ocypete, buff your characters and move forward to lure   |
| the Ocypete. Remember than the Leather Boots resist lightning and           |
| paralysis, so anyone with it should be Reinforced and Provoke the enemy to  |
| take less damage and protect the remaining characters.                      |
|                                                                             |
| This leaves a single Aello in the other corner of the map, giving you       |
| plenty of time to go over and pick up the Supreme Crown. Lower MAG than the |
| Rune Crown, but better RDM. The Azoth Blade is a knife with 120 ATK, 2      |
| attacks, SC enabled and Lightning elemental. Natalia's Soul Crush is one of |
| the best things about her, so finally getting a weapon that allows it is    |
| very important. Lighting Edge has good stats but no SC. Don't use it.       |
 _____________________________________________________________________________



--- [CHP3A] Bitter End --------------------------------------------------------

You get this Chapter if you haven't used the Destiny Plume so far.

--- Destiny Plume ---
The following are the consequences of using the Destiny Plume in this Chapter:

0 uses: Remain on A (Best) Path
1 or 2 uses: Change to B (Normal) Path in the next Chapter
3 uses: Game Over

The Game Over is a special battle you can't win. Check the Ending list at the
end of the walkthrough for more details if you are interested.


--- Characters ---
Two new characters are introduced in this Chapter, but only one joins
permanently:

 _Ushio [Level 18 Samurai]____________________________________________________
| Joins as a GUEST at the beginning of the Chapter, joins permanently after   |
| the final fight. Ushio is the only Samurai and has a unique Technique.      |
|                                                                             |
| Attacks:                                                                    |
| Flashblade: Standard 2-hit sword slash. Slow start-up outside Sieges.       |
| Steelwing: Standard launcher. Fast and very easy to connect.                |
| Shadowslash: Standard 3-hit sword slash. Fast and easy to connect.          |
| Giant Slayer: Soul Crush. 10 hits, Attack Gauge +45.                        |
|                                                                             |
| Not much combo potential or damage. Coupled with the bad armor options,     |
| Ushio simply isn't a good character outside of a few interesting weapons    |
| you can get later. His main advantage is the Virtuosity Technique, which    |
| increases the activation rate of Techniques of allies in Siege when Ushio   |
| initiates the attack, but reduces his block rate. Blocking doesn't happen   |
| often anyway so the penalty is minimal, and the bonus useful.               |
|                                                                             |
| Sacrificing Ushio with the Destiny Plume gives Wylfred the Hod's Smiting    |
| Tactic, which makes all attacks of all allies critical for 3 rounds. Not    |
| such a great effect, making Ushio a poor sacrifice as well.                 |
 _____________________________________________________________________________

 _GUEST ONLY: Rosea [Level 18 Sorceress]______________________________________
| Only available during the last two fights, she does not join permanently.   |
| I recommend you don't even bother to use her, you will just waste           |
| experience that could have helped one of your permanent characters.         |
|                                                                             |
| Initial Spells:                                                             |
| Sacred Javelin, Normalize, Heal, Invoke Feather, Guard Reinforce            |
 _____________________________________________________________________________


--- Walkthrough ---
Ushio joins as a GUEST after the initial cutscenes and the first battle starts
immediately afterwards. Ushio joins with a great armor (65 RDM, 15 AVD) and his
Nodachi weapon has 3 attacks and deals more damage to scaled enemies (fishes,
lizards), but no Soul Crush. He's not a particularly good character, but you
might want to give him a try in the first (easy) battle and see if you like his
unique style.

Ushio has the Virtuosity Technique set. This skill raises the activation rate
of other Techniques of allies in Siege formations, but will decrease Ushio's
block rate. That's a very good thing, but really not enough of a reason to use
him.


 _Battle #1 -- Market Marteigh: Destroy all opposition [170 Sin]______________
|                                                                             |
| --- Enemies (4) ---                                                         |
| Hellhound (x2)          Fire Bat        Lizard Man [LEADER]                 |
|                                                                             |
| --- Strategy ---                                                            |
| Sin quota is a bit strict, but this is a very easy battle. The enemies      |
| don't drop any items so you don't even need to set up full Sieges, just     |
| perform a combo long enough to max Sin.                                     |
|                                                                             |
| The Hellhounds are dangerous together, as their second attack will hit you  |
| from behind if they are facing you when starting the combo. They are easy   |
| to isolate and take down though, and you don't have to worry about the      |
| other enemies interfering.                                                  |
|                                                                             |
| Once the Hellhounds are gone, cast Guard Reinforce on Lockswell and use     |
| menu spells to lure the lizard down. The Lizard Man has very high ATK and   |
| Movement, and is well capable of killing a character in a single combo. He  |
| takes huge damage from spells though. That and Wylfred with Vali's          |
| Awakening can easily reach max Sin against it in a single combo. The bat    |
| isn't dangerous at all. Lure him down, or go up and face it up there. Weak  |
| to Ice.                                                                     |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (340): The Way of Regeneration x2, The Way of Transposition x1     |
| 150% Sin (255): Sacred Crystal x1, Shadow Crystal x1                        |
| 100% Sin (170): Elixir x2, Witch's Arcanum x1                               |
|                                                                             |
| Only one good item, with a second average one. Regenerate makes the user    |
| heal 5% HP at the beginning of Ally Phase. It lasts 5 rounds but cost 50 AP |
| to use. 5% is often too little to make a difference, but it's a good filler |
| action for rounds where you can't do much else. Don't give it to Wylfred or |
| a sorcerer, they have much better uses for their AP.                        |
|                                                                             |
| Transpose is one of the best Tactics. It makes the user trade positions     |
| with the enemy for 40 AP. Extremelly useful for setting up Sieges when the  |
| enemy is in a bad position, such as up against a wall. Give it to long      |
| range characters -- Lancers are the top choice. This way the character can  |
| still take part in the combo after warping the enemy to the rest of the     |
| party.                                                                      |
 _____________________________________________________________________________


You can shop and unlock the optional battle now, which you should do before the
next storyline battle.

If you've been getting the Sin rewards then the only new weapons you should buy
are the Partisan and the Claymore (for Mischka only). You get better weapons
from the next storyline fight, but it's one of the hardest and you need all the
damage boosts you can get to win it. Natalia gets a weapon upgrade from the
optional battle.

Some important pieces of armor. The Leather Boots give resistance to Lightning
and Paralysis, so they remain useful even after their stat boosts are
surpassed. Other good equipment upgrades are Iron Helms, Tiaras, Cuirass and
Noble Cloaks. Exact ammount depends on your current party. Skip the Gauntlets,
Silver Greaves and Crown, you get better stuff in the other fights in this
Chapter.

Accessories, the Curse Check is available for sale and is useful during the
fourth fight, but Curse is a rare status effect. Get a stock of Holy Water
instead if you want to save money. Poison Checks help too and are a good filler
accessory for most of the game. You can buy status-recovery items for all
effects now, so always carry a small stock of each and some Union Plumes from
now on. Warrior's Arcanum and Dwarf Tinctures aren't going to help any more, so
just sell those.

Only new skill is Resist Magic. Similar to Body of Steel, it increases the RST
of the user by 50%. You get better ways of reducing elemental damage soon, so
I'd just skip it. First Aid is still better.

New spells. Lighting Bolt knocks back and has high chances of causing
Paralysis. Frigid Damsel is better for combos, but Lightning Bolt is a good
menu cast if you can get multiple enemies together. A paralyzed enemy is
removed from the battle for 3 rounds, more than enough time for you to set your
party up for the kill.

Might and Spell Reinforce are among the main spells and replace the use of
Potions. You should cast these whenever you have a chance to, the effect lasts
long enough to make it useful. Remember that Might Reinforce stacks with Vali's
Awakening, resulting in 300% ATK for Wylfred.

Last we've got Invoke Feather, which replaces Union Plumes if you need to save
money. It costs more AP to use though, so the Plumes are better depending on
the situation.

Now for the next battle, make sure every character you use has the Dash and
Provoke Tactics. Have a stock of Apothecary's Arcanum as well.


 _Battle #2 -- The Ruins: Rescue Rosea [240 Sin]______________________________
|                                                                             |
| --- Enemies (5) ---                                                         |
| Will-o'-the-Wisp (x3)                Lesser Vampire (x2) [LEADER]           |
| Menu Spells: Poison Blow             Menu Spells: Dark Savior               |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Spell Potion:                                                               |
|  Increases MAG by 50% for 3 rounds                                          |
|  http://img186.imageshack.us/img186/4453/ch3ab2i1.jpg                       |
|                                                                             |
| Nectar Potion:                                                              |
|  Blocks all status effects for 3 rounds                                     |
|  http://img186.imageshack.us/img186/2760/ch3ab2i2.jpg                       |
|                                                                             |
| --- Strategy ---                                                            |
| This is one of the hardest battles, not because of actual difficult but     |
| because of unfairness. Rosea will die in two, maybe one round if you don't  |
| make the enemies attack you instead. If the enemies get a critical hit she  |
| dies and there's nothing you can do about it.                               |
|                                                                             |
| The best way to reach Rosea is to have a character Dash towards here.       |
| Natalia is the best choice due to her high Movement, but swordsmen are good |
| enough. The remaining characters should Provoke the closest ghost. If you   |
| got someone close enough to Rosea the enemies will probably use menu spells |
| instead of combos. Those deal less damage, and Dark Savior may silence      |
| Rosea, preventing her from attacking enemies and getting countered.         |
|                                                                             |
| Next rounds, heal Rosea (with spells or items) and Provoke the enemies to   |
| call their attention away from Rosea. Start setting up Sieges to take them  |
| out, but your priority has to be healing Rosea. Move the party towards her  |
| while Provoking enemies and wearing them down. Once everyone is in the      |
| middle set up a full Siege to kill them and get max Sin.                    |
|                                                                             |
| The second vampire is trapped due to the bad AI. Take this time to recover  |
| HP and AP and pick up the 2 hidden items, then go after the final enemy.    |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (480): Frostbane x1, Gr�sida x1                                    |
| 150% Sin (360): The Way of Stalking x2, Skrep x1                            |
| 100% Sin (240): Earth Talisman x1, Prime Elixir x2                          |
|                                                                             |
| Two new weapons and one new Tactic this time. Stalk makes the user          |
| invisible and untargetable by enemies. The effect remains for 3 rounds at   |
| most, but can be undone earlier if you attack or get hit by area of effect  |
| spells. Perfect Tactic for getting weak characters away from danger.        |
|                                                                             |
| As for the weapons, the Skrep is a weak 2-handed sword with only 40 ATK,    |
| but 3 attacks and SCs enabled. This is the best Mischka's got for now, or   |
| you could keep using the Claymore. Higher ATK, but no SC. The Frostbane is  |
| a 1-handed sword with 60 ATK, 5 MAG, 3 attacks, Soul Crush and Ice          |
| elemental. Give it to Darius or Mireille if you use them. Wylfred keeps the |
| stronger Flame Pallasch.                                                    |
|                                                                             |
| The last item, the Gr�sida, is a powerful spear with 105 ATK, 2 attacks,    |
| Soul Crush and Darkness elemental. Perfect for letting lancers catch up to  |
| the rest of the party, something that doesn't happen in the other paths.    |
| This weapon doesn't get replaced until Chapter V.                           |
 _____________________________________________________________________________


This is your last time on the world map in this Chapter -- you will fight the
next two fights in a row without saving, and then the next Chapter starts. Get
a stock of Pearl Grass, Holy Water and Union Plumes for the next fights. Equip
Poison or Curse Checks if you can.

Rosea will be available as a GUEST for both battles, but will not join
permanently afterwards so there is no reason to use her.


 _Battle #3 -- The Artolian Pass: Destroy all opposition [250 Sin]____________
|                                                                             |
| --- Enemies (6) ---                                                         |
| Lizard Man (x3)                         Ocypete (x2)                        |
| Items (1): Valor Gauntlets x2           Items (1): Safety Boots x1          |
|                                                                             |
| Dragon [LEADER]                                                             |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| The Way of Rejuvenation:                                                    |
|  Rejuvenate Tactic, raises HP by 20% for 5 rounds                           |
|  http://img186.imageshack.us/img186/8399/ch3ab3i.jpg                        |
|                                                                             |
| --- Strategy ---                                                            |
| Dangerous enemies and a lot of pressure since there's another hard battle   |
| right after this one. The Dragon has very high HP, range and can cause      |
| Poison when attacking. Just use Honeysuckle Dews if necessary, or ignore    |
| the small damage taken from the poison. The Ocypetes are more dangerous:    |
| large range and Movement, plus a whirldwind attack that causes Paralysis.   |
| Be ready to use a Pearl Grass if that happens.                              |
|                                                                             |
| Begin the battle by sending everyone to the right, without moving forward.  |
| This way the enemies won't move, so you have enough time to pick up the item|
| and buff the party. Approach the enemies from the right so that only one    |
| Ocypete will be active. They are the most dangerous enemies here, so you    |
| should avoid fighting both at once. The battle is pretty simple as long as  |
| you can heal the status effects and only have to worry about one Ocypete.   |
| Use Might Reinforce + Vali's Awakening to get max Sin from the Dragon.      |
|                                                                             |
| Items. The Safety Boots let the user walk normally in bad terrain like mud  |
| or snow, which you will have to face later. Not useful otherwise but keep   |
| it for those maps. The Valor Gauntlets have lower RDM than the regular      |
| Gauntlets, but higher chance of blocking attacks.                           |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (500): The Art of Training x1, Mirage Robe x1                      |
| 150% Sin (375): The Art of Body of Steel x1, Might Potion x2                |
| 100% Sin (250): Witch's Arcanum x2, Elixir x2                               |
|                                                                             |
| The only good rewards are the ones for 200% Sin. Training boosts the        |
| experience gained by all characters by 20%, but decreases the user's stats  |
| by 20%. Experience is limited so anything you get to increase it is good.   |
| Teach this Technique to a character who doesn't need stats to be useful,    |
| such as a sorcerer or archer.                                               |
|                                                                             |
| The Mirage Robe is a great armor upgrade for everyone who uses light        |
| equipment. 120 RDM, 15 RST, 40 AVD and near immunity to Earth attacks, but  |
| unfortunately those are are rare. This piece of armor won't be replaced     |
| until Chapter V.                                                            |
 _____________________________________________________________________________


As mentioned above, the next battle starts immediately afterwards. Don't forget
to equip/set the new items and Techniques you got from the last battle. Replace
the Poison Checks with Curse Checks if you've got any.


 _Battle #4 -- The Artolian Pass: Defeat Lieselotte [200 Sin]_________________
|                                                                             |
| --- Enemies (5) ---                                                         |
| Living Armor (x2)                       Daemon (x2)                         |
| Items (1): Metal Greaves x2             Items: The Art of Reduce Magic x1   |
|                                                                             |
| Lieselotte [LEADER]                                                         |
| Menu Spells: Fire Storm, Lightning Bolt, Poison Blow, Guard Reinforce       |
|                                                                             |
| --- Strategy ---                                                            |
| Boss fight without a save first, so there's a lot of pressure here. The     |
| normal enemies have high HP, the Living Armor has high ATK as well and the  |
| Daemon causes Curse when attacking. Use a Holy Water immediately if you get |
| affected. They have short range though -- the real threat in this fight is  |
| Lieselotte, capable of killing any character with Fire Storm + Ifrit        |
| Caress. Try to get her to use menu spells instead: lower damage and doesn't |
| combo with other enemies. You can survive her combos with a Fire            |
| Ward/Talisman + Guard Reinforce or Vali's Awakening if necessary.           |
|                                                                             |
| Your goal here is to kill the normal enemies before Liese gets in range to  |
| attack, so you have to be fast. Start by falling back and buffing the party |
| with Potions and Reinforces. The enemies will go after you, so get ready to |
| set up a Siege when you're at a safe distance from Lieselotte.              |
|                                                                             |
| Once Liese is in range to attack just ignore her and take out any other     |
| enemy that might still be alive. Revive whoever dies until she is alone,    |
| then just surround her and combo until she dies. The most she can do alone  |
| is kill one character, who you can then bring back with an Union Plume or   |
| Invoke Feather. It's all a matter of being fast and having enough supplies. |
|                                                                             |
| Items. Metal Greaves have more RDM than the storebought Silver Greaves.     |
| Reduce Magic is a new Technique, which halves all magic damage for 15 CP.   |
| Very good for now but becomes obsolete later as you get better ways to      |
| reduce or prevent magic damage.                                             |
|                                                                             |
| --- Sin Rewards (Recommended: 200% )---                                     |
| 200% Sin (400): The Art of Diminish Missile x2, The Art of Knockout Blow x2 |
| 150% Sin (300): The Way of Encirclement x1, The Way of Martyr's Cry x2      |
| 100% Sin (200): Ambrosia x1, Sacred Crystal x2                              |
|                                                                             |
| Two very important Techniques here. Diminish Missile halves the damage of   |
| all projectile attacks (like arrows) for only 10 CP. This is one of the     |
| best Techniques and stacks with another damage reduction you can buy in the |
| next Chapter, making enemy archers harmless.                                |
|                                                                             |
| The second important Technique is Knockout Blow, which has a high chance of |
| letting your attacks cause Faze. This is great for extending combos but it  |
| can be risky -- be careful to not kill an enemy you just want to weaken.    |
| It's also the most expensive Technique, costing 20 CP to set.               |
|                                                                             |
| There's also the Encircle Tactic, but it isn't that important. It warps the |
| user directly behind the enemy, making it useful for short range classes    |
| like Warriors to get in a favorable position for Sieges. You can often just |
| use Dash instead though.                                                    |
 _____________________________________________________________________________


Ushio will join the party permanently and the next Chapter will start
automatically.


 _Optional Battle #1 -- The Lotus Marsh: Destroy all opposition_______________
|                                                                             |
| --- Enemies (6) ---                                                         |
| Skullfish (x4)                Flying Fish (x2) [LEADER]                     |
|                               Items (Leader): Azoth Blade x1                |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Supreme Crown:                                                              |
|  40 RDM, 20 RST, 12 MAG. Usable by Sorcerers.                               |
|  http://img239.imageshack.us/img239/5435/ch3ao1i.jpg                        |
|                                                                             |
| --- Strategy ---                                                            |
| Kill the Skullfishes before approaching the Flying Fishes to avoid combos.  |
| They are strong, but can't do much alone. Don't forget to pick up the       |
| items: The Supreme Crown has lower MAG than the Rune Crown, but better RDM. |
| The Azoth Blade is a knife with 120 ATK, 2 attacks, SC enabled and          |
| Lightning elemental. Natalia's Soul Crush is one of the best things about   |
| her, so finally getting a weapon that allows it is very important.          |
 _____________________________________________________________________________



:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Chapter IV                                                        [CHP40] ::
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

This Chapter changes according to how many times you have used the Destiny
Plume so far. The forced use on Ancel during the Prologue doesn't count.

Another important thing to keep in mind, there is a limit to how many times you
can use the Plume in this Chapter. Going over the limit results in a Game Over.
The limit changes according to which path you take.


--- The 3 paths and their differences ---
These are the main differences between the 3 versions of Chapter IV, and the
requirements for getting to each of them:

 _C (Bad) Path: Heirs to Tragedy______________________________________________
| You get this Chapter if you fulfill either of these conditions:             |
| -Use the Plume twice in Chapter II                                          |
| -Use the Plume once in Chapter II, then use it again in Chapter III         |
|                                                                             |
| New characters: Auguste (Pugilist) and Reinhilde (Archer)                   |
|                                                                             |
| Consequences of using the Plume in this Chapter:                            |
| 0 or 1 use: Remain on C (Bad) Path                                          |
| 2 uses: Game Over                                                           |
 _____________________________________________________________________________

 _B (Normal) Path: Road to Nowhere____________________________________________
| You get this Chapter if you fulfill either of these conditions:             |
| -Use the Plume once in Chapter II and don't use it again in Chapter III     |
| -Don't use the Plume in Chapter II, but use it in Chapter III               |
|                                                                             |
| New characters: Valmur (Archer) and Phiona (Warrioress)                     |
|                                                                             |
| Consequences of using the Plume in this Chapter:                            |
| 0 uses: Remain on B (Normal) Path                                           |
| 1 use: Changes to C (Bad) Path in the next Chapter                          |
| 2 uses: Game Over                                                           |
 _____________________________________________________________________________

 _A (Best) Path: War Against Will_____________________________________________
| You get this path if you fulfill the following condition:                   |
| -Don't use the Plume in Chapters II and III                                 |
|                                                                             |
| New character: Fauxnel (Sorcerer)                                           |
|                                                                             |
| Consequences of using the Plume in this Chapter:                            |
| 0 uses: Remain on A (Best) Path                                             |
| 1 or 2 uses: Change to B (Normal) Path in the next Chapter                  |
| 3 uses: Game Over                                                           |
 _____________________________________________________________________________


--- [CHP4C] Heirs to Tragedy --------------------------------------------------

You get this Chapter if you:
-Used the Plume twice in Chapter II
OR
-Used the Plume once in Chapter II, then used it again in Chapter III

--- Destiny Plume ---
The following are the consequences of using the Destiny Plume in this Chapter:

0 or 1 use: Remain on C (Bad) Path
2 uses: Game Over

The Game Over is a special battle you can't win. Check the Ending list at the
end of the walkthrough for more details if you are interested.


--- Characters ---
Two new characters are introduced in this Chapter:

 _Auguste [Level 27 Pugilist]_________________________________________________
| Joins as a GUEST after the first battle, joins permanently after the final  |
| battle. Auguste is the only Pugilist.                                       |
|                                                                             |
| Attacks:                                                                    |
| Boxing Mantis: Punches enemy 4 times. Easy to connect, there's a bit of a   |
|                delay between the punches but it's fast enough to juggle.    |
| Kicking Crane: A 3 hit kick. Easy to connect, but low height.               |
| Soaring Phoenix: A 6 hit rising punch. Launches enemy.                      |
| Hundred Hands: Soul Crush. 16 hits, Attack Gauge +51.                       |
|                                                                             |
| Great combo character. Soaring Phoenix is the launcher in the game and he   |
| can juggle well by himself with Boxing Mantis -- it's also a good attack    |
| for gems. Couple him with a knockdown character and you can keep a combo    |
| going for a long time. His stats are great but equipment options are very   |
| limited and he takes a while to get a good weapon.                          |
|                                                                             |
| Auguste also has a exclusive Technique: Killer Instinct. It increases the   |
| critical hit rate of allies in Siege when Auguste initiates the attack, but |
| reduces his ATK. The criticals will make up for the reduced ATK if they     |
| activate, but are still random. Up to you if this is worth using or not.    |
|                                                                             |
| Sacrificing Auguste with the Destiny Plume gives Wylfred the Fury of the    |
| Aesir Tactic, which nullifies all physical damage for 3 rounds. That's as   |
| good as it sounds, so he's also a great (and willing) sacrifice.            |
 _____________________________________________________________________________

 _Reinhilde [Level 27 Archer]_________________________________________________
| Joins as a GUEST after the first battle, joins permanently after the final  |
| battle. Reinhilde has the same ATK growth as a Warrior.                     |
|                                                                             |
| Attacks:                                                                    |
| Ill Injection: Shoots an arrow that hits 2 times. Slow start-up outside     |
|                Sieges.                                                      |
| Vicious Volley: Shoots two arrows. Slow start-up outside Sieges.            |
| Shrewd Shot: Shoots an explosive arrow. High damage, slow start-up outside  |
|              Sieges.                                                        |
| Danse Macabre: Soul Crush. 9 hits, Attack Gauge +56.                        |
|                                                                             |
| Reinhilde attacks slowly and has no combo potential, but her high damage    |
| output and naturla long range of bows make up for it. Give her a good bow,  |
| Might Reinforce and she's good to go.                                       |
|                                                                             |
| Sacrificing Reinhilde with the Destiny Plume gives Wylfred the Angboda's    |
| Allure Tactic, which poisons all enemies. Costs 50 AP to use instead of the |
| usual 80. Since battles are often long and many enemies don't attack until  |
| you approach them this is a great Tactic to use at the start of battles. By |
| the time you get to the last enemy it will have lost most of its health.    |
 _____________________________________________________________________________


--- Walkthrough ---
You get to shop and access the three optional battles from the start. They are
all very easy and give some equipment upgrades, but you get GUESTS after the
next storyline battle so you might want to wait until then to do the battles if
you plan to use them.

Shopping. The only shopping upgrades are the Estoc for Wylfred, the Arbalest
for Cheripha and the Deluge Scepter for Lockswell and Lieselotte. Rosea should
have access to the Holy Rod and the other swordsmen get a better weapon from
the next storyline fight. Get whatever else you need if you missed any of the
previous weapon upgrades. Skip any 2-handed swords, you can get one from the
optional fight.

As for defensive equipment, you get new boots and gauntlets from the storyline
fight and new armor and helms from the optional battles. Update the rest
according to your needs. Buy Silence and Stone Checks too, both will be useful
soon.

New skills are Consecrate (Tactic) and Defiance (Technique). The Tactic is
useless: chance of healing Poison, Silence or Curse at the beginning of the
Ally Phase. Using items instead is cheaper and completely reliable.

Defiance is the best Technique. It's always active and halves all damage taken,
but decreases the chance of dodging and blocking attacks and increases the
chance of being affected by status effects. Blocking/dodging doesn't happen
often enough anyway, and you can still block status effects with accessories,
or simply heal them. It only costs 10 CP and stacks with other damage reduction
Techniques, like Reduce Magic and Diminish Missile. You should have it set on
all characters in all battles from now on. I'll assume you are doing so rather
than recommend it all the time.

Spells. Normalize heals all status effects, and Sacred Javelin is the Holy
elemental spell, capable of causing knockdown and the Stun status effect. This
is the best spell for combos, unless the enemy resists Holy (rare). Neither is
new for Rosea if you got her.

New spells for all mages are Sap Guard, Sap Power and Suspend Motion, and they
are all really good. The Saps always work and last for 5 rounds. They can be
much more useful than the Reinforce spells: those only affect one ally, while
reducing the enemy's stats will help all allies at once. Best thing to do is
stack them though. Sap Power, Guard Reinforce and Defiance will make it hard
for any enemy to kill you, even bosses.

Suspend Motion causes Stun, which makes the enemy incapable of acting for 3
rounds. This always works, unless the enemy is immune to the status, but those
are rare. Use these on the most dangerous enemies to temporarily remove them
from the fight.

There's also Poison Blow, the Earth elemental spell. Often causes Poison, so it
might have some use as a menu spell. The poison damage is too low to be useful
most of the time and the spell has no combo potential, so I wouldn't bother
with this one.

If you've got 2 sorcerers (Lockswell + Liese) you can use both of them to have
multiple Saps/Reinforces and Suspend Motions per round. With 100 AP each they
can Stun 4 enemies in two turns, making any battle much easier and buying you a
lot of time to set up Sieges or whatever else you want to do. The only
disadvantage is that your damage output will be much lower, but you should
still be capable of reaching max Sin with a good combo due to how powerful
Great Magic is.

Next battle is against Mercenary enemies, so use Frigid Damsel instead of
Sacred Javelin to abuse their elemental weakness. You should also set Diminish
Missile and equip Silence Checks.


 _Battle #1 -- Grenssen Shire: Destroy all opposition [400 Sin]_______________
|                                                                             |
| --- Enemies (9) ---                                                         |
| Adept Mercenary Archer (x2)     Brigand (x2)              Living Armor (x2) |
| Items (1): Work Boots x2        Menu Spells: Sap Power                      |
|                                                                             |
| Elder Vampire                   Adept Mercenary Swordsman (x2)              |
| Menu Spells: Dark Savior        Items (1): Holy Gauntlets x2                |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Might Potion: Increases ATK of one ally by 50% for 3 rounds                 |
|               http://img136.imageshack.us/img136/1194/ch4cb1i.jpg           |
|                                                                             |
| --- Strategy ---                                                            |
| You start in a bad position and with most enemies moving towards you. Two   |
| options: camp at the top and take them out as they get in range or rush     |
| down to the open area (with Dash) before the enemies close the way out.     |
| Camping is safer and easier to control but probably leads to a longer       |
| battle. Rush if you are confident you can do it without heavy losses, camp  |
| if you'd rather not have the risk. Use Suspend Motion to reduce the number  |
| of active enemies regardless of your choice.                                |
|                                                                             |
| Items. Holy Gauntlets resist Darkness, you might already have one from one  |
| of the optional battles but extra copies are always good. Work Boots have   |
| higher RDM than the Elfin Boots, but lower AVD and RST.                     |
|                                                                             |
| --- Sin Rewards (Recommended: 100% or higher depending on party) ---        |
| 200% Sin (800): Gram x1, Vainslayer x1, Spear of Lugh x1                    |
| 150% Sin (600): The Art of Magic Mail x1, The Way of Aura Flux x1           |
| 100% Sin (400): The Way of Regeneration x2, Ether Gloves x2                 |
|                                                                             |
| Weapons as top rewards again. The Gram is a 1-handed sword with 107 ATK, 3  |
| attacks, SC enabled and Darkness elemental. Good weapon for Mireille and    |
| Darius, but Wylfred shoul use the Estoc instead. The ATK difference is      |
| small and Wylfred works better with 2 attacks rather than 3.                |
|                                                                             |
| The Spear of Lugh is the weapon of choice for lancers now, with 85 ATK, 3   |
| attacks, SC enabled and Lightning elemental. Still weaker than the other    |
| weapon types but this is a much needed improvement for them.                |
|                                                                             |
| The Vainslayer is a good 2-handed sword, but the Dragon Slayer (optional    |
| battle) is better for Mischka and Gwendal has the Elemental Edge. So, if    |
| Wylfred is the only swordsman in your party and you don't use a lancer      |
| there's no need to get 200% Sin here.                                       |
|                                                                             |
| New skills. The Magic Mail Technique blocks spells when it activates. You   |
| have other ways to reduce magic damage though and will get even better ones |
| in the next Chapter, so this isn't very important. Aura Flux is a Tactic    |
| for sorcerers which expands their attack range by 2 panels for 2 rounds.    |
| Short duration and you have plenty of other things to use AP for.           |
|                                                                             |
| Ether Gloves are the last new items and the only ones you're guaranteed to  |
| have a use for. Decent RDM upgrade over the Magic Gloves a little less RST. |
 _____________________________________________________________________________


Auguste and Reinhilde join as GUESTS after the battle. They're both good
characters, but Auguste doesn't have a SC weapon yet, which is really bad for
earning Sin. Reinhilde lacks skills but her long range and high ATK make her
worth using already.

Do the optional battles now if you haven't already, as this is your last time
on the world map in this Chapter.

Next batle isn't hard, just replace the Silence Checks with Stone Checks. Keep
using Diminish Missile, Frigid Damsel and Suspend Motion. Provoke is useful as
well.


 _Battle #2 -- Greenwind Brae: Rescue Phiona [250 Sin]________________________
|                                                                             |
| --- Enemies (8) ---                                                         |
| Brigand (x2)                 Iron Golem           Carrion Wolf              |
| Menu Spell: Sap Power                             Items: Union Plume x2     |
|                                                                             |
| Adept Mercenary Swordsman (x2)                                              |
| Items (1): The Way of Rejuvenation x1                                       |
|                                                                             |
| Adept Mercenary Archeress (x2) [LEADER]                                     |
| Items (Leader): Witch's Arcanum x2                                          |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Spirit Tincture: Restores 3,000 HP of multiple allies                       |
|                  http://img136.imageshack.us/img136/2194/ch4cb2i.jpg        |
|                                                                             |
| --- Strategy ---                                                            |
| The Carrion Wolf won't attack Phiona, but the archeress and swordsman will  |
| after a few turns. Phiona can take care of the swordsman alone and the      |
| archeress does little damage, so you've got plenty of time to reach her.    |
| Just keep moving forward taking the enemies in the way out.                 |
|                                                                             |
| The only threat here is the Iron Golem: high stats and capable of causing   |
| Stone with its beam attack. It doesn't drop anything and there are more     |
| than enough enemies for reaching 500 Sin, so you don't need to bother with  |
| Sieges to kill it. Have your Sorcerer cast Suspend Motion on it as soon as  |
| it gets within range, then ignore it and keep moving towards Phiona. Repeat |
| when the effect wears off until the golem is alone, then use Sap Guard,     |
| Might Reinforce, Vali's Awakening, etc. to kill it in one combo.            |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (500): Othinus Bow x1, The Art of Training x1, Shackle of Sin x1   |
| 150% Sin (375): Extreme Armguards x1, The Art of Counter Attack x2,         |
|                 The Art of Diminish Missile x2                              |
| 100% Sin (250): Elfin Taffeta x1, The Way of Stalking x1                    |
|                                                                             |
| Starting with the worst reward: the Counter Attack Technique lets you attack|
| once after dodging an attack. Press the character's button to activate.     |
| Might be good for high AVD characters like Natalia, but you'd better use    |
| Defiance instead and that reduces the chances of dodging. This isn't going  |
| to have much use. Everything else here is great though.                     |
|                                                                             |
| The Othinus has 80 ATK, 2 attacks and SC enabled. Looks low, but it has a   |
| unique effect: it doubles the number of hits of all attacks. The doubled    |
| hits deals the same damage as the original ones, so this is a 200% damage   |
| boost with an extra increase for SC chains due to the extra hits. Great     |
| damage boost to Cheripha if you still use her, and even better on Reinhilde.|
|                                                                             |
| Extreme Armguards resist Fire, Elfin Taffeta resist Earth. They both have   |
| the highest RDM boosts so far. The Taffeta has pretty good AVD as well.     |
|                                                                             |
| And last we've got the Shackle of Sin accessory, which can only be used by  |
| Wylfred and increases the Sin gained from enemies by 20%. This lets you go  |
| over the 100 Sin limit per enemy, gaining 120 instead. Certainly makes your |
| life much easier and it's not like you have other good accessoriess to use. |
 _____________________________________________________________________________


Auguste and Reinhilde will join permanently now, and the Chapter will end
automatically.


 _Optional Battle #1 -- Liellahan Lowlands: Destroy all opposition____________
|                                                                             |
| --- Enemies (7) ---                                                         |
| Battle Beetle (x3)        Armor Beetle (x3)       Dragon [LEADER]           |
|                                                   Items: Dragon Slayer x1   |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| The Art of Grave Blessing:                                                  |
|  Technique, increases the stats of the user when allies are dead            |
|  http://img136.imageshack.us/img136/7232/ch4co1i.jpg                        |
|                                                                             |
| --- Strategy ---                                                            |
| There's a lot of lava in the middle of the battlefield. Ending the turn     |
| while stepping on it damages the character, but the damage is really small  |
| so you don't even have to worry about it.                                   |
|                                                                             |
| Pointless battle, just rush the Dragon for the Dragon Slayer, a 2-handed    |
| sword with 115 ATK, 2 attacks, SCs enabled and higher damage against        |
| dragons. Not a replacement for the Elemental Edge, but perfect for Mischka. |
 _____________________________________________________________________________

 _Optional Battle #2 -- Wintergard: Destroy all opposition____________________
|                                                                             |
| --- Enemies (7) ---                                                         |
| Will-o'-the-Wisp (x4)                                                       |
| Menu Spells: Frigid Damsel, Dark Savior, Suspend Motion                     |
| Items (1): The Art of First Aid x1                                          |
|                                                                             |
| Kobold Knight (x3) [LEADER]                                                 |
| Items (1): Safety Boots x2                                                  |
| Items (Leader): The Art of Reduce Magic x1                                  |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Dragon Armor:                                                               |
|  150 RDM, 10 RST, -5 AVD. Usable by swordsman, warriors and lancers.        |
|  http://img50.imageshack.us/img50/5197/ch4co2i1.jpg                         |
|                                                                             |
| Ice Talisman: Characters in range gain resistance to Ice for 3 rounds.      |
|               http://img50.imageshack.us/img50/5412/ch4co2i2.jpg            |
|                                                                             |
| Ravenbrand: Knife. 75 ATK, 3 attacks, SC enabled, high damage to birds.     |
|             http://img50.imageshack.us/img50/9229/ch4co2i3.jpg              |
|                                                                             |
| --- Strategy ---                                                            |
| The Movement rate of your characters is decreased when walking in the snow, |
| unless you use the Safety Boots. Freeze, Stone and Silence Checks are       |
| recommended as well. Avoid using Defiance if you don't have those.          |
|                                                                             |
| These enemies are a joke by now, just be ready to heal any status effects   |
| they cause. Pick up the good items, both from enemies and from the          |
| battlefield. The Ravenbrand is good when fighting birds or enemies who      |
| resist Lightning, the Azoth's element. Sell it if you don't have Natalia.   |
 _____________________________________________________________________________

 _Optional Battle #3 -- Eusiria Crossing: Destroy all opposition______________
|                                                                             |
| --- Enemies (5) ---                                                         |
| Elder Bat (x2)       Lizard Lord               Toxic Flower (x2)            |
|                      Items: Ether Helm x2      Items (1): Holy Gauntlets x1 |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| The Art of Reduce Magic:                                                    |
|  Reduce Magic Technique, halves magical damage                              |
|  http://img523.imageshack.us/img523/9473/ch4co3i1.jpg                       |
|                                                                             |
| Lightning Talisman:                                                         |
|  Characters in range gain resistance to Lightning for 3 rounds.             |
|  http://img259.imageshack.us/img259/9045/ch4co3i2.jpg                       |
|                                                                             |
| --- Strategy ---                                                            |
| There's some mud in this map. It reduces the Movement rate of your          |
| characters, just like snow. Use the Safety Boots to walk normally, or just  |
| Dash past it since it's only a small part of the map.                       |
|                                                                             |
| Elder Bat causes Paralysis when attacking. Easy to heal by now but you      |
| can't block it with a Check yet. The Lizard Lord is strong, but nothing     |
| that Guard Reinforce, Sap Power or both can't take care of. Or just stop it |
| from acting at all with Suspend Motion.                                     |
|                                                                             |
| Items. Pick up another copy of Reduce Magic, and get both item drops from   |
| the enemies. Holy Gauntlets resist Darkness and Ether Helms have the        |
| highest MAG boost so far, but the Mithril Helm has higher RDM. Your call.   |
 _____________________________________________________________________________



--- [CHP4B] Road to Nowhere ---------------------------------------------------

You get this Chapter if you:
-Used the Plume once in Chapter II and didn't use it again in Chapter III
OR
-Didn't use the Plume in Chapter II, but used it Chapter III

--- Destiny Plume ---
The following are the consequences of using the Destiny Plume in this Chapter:

0 uses: Remain on B (Normal) Path
1 use:  Changes to C (Bad) Path in the next Chapter
2 uses: Game Over

The Game Over is a special battle you can't win. Check the Ending list at the
end of the walkthrough for more details if you are interested.


--- Characters ---
Two new characters are introduced in this Chapter:

 _Valmur [Level 27 Archer]____________________________________________________
| Joins as a GUEST after the first battle, joins permanently after the final  |
| battle. As the only male Archer he can't use any head equipment.            |
|                                                                             |
| Attacks:                                                                    |
| Cutthroat: Standard arrow shot. Average damage.                             |
| tri-Stinger: Shoots 3 lightning balls that slowly home in the target.       |
|              Accuracy is not always perfect, some hits may miss depending   |
|              on the enemy and distance.                                     |
| Needlerain: Fires an arrow upward that doesn't hit the enemy, then 9 arrows |
|             rain down on the enemy. Very slow, but a perfect combo attack.  |
|             Can be used for both gems and crystals.                         |
| Divine Arrow: Soul Crush. 3 hits, Attack Gauge +48.                         |
|                                                                             |
| The archer with most combo options and the only one who can actually get    |
| crystals, just because of Needlerain. His other attacks aren't that good    |
| but his damage output is good, making him better than Cheripha in every way |
| other than his Soul Crush.                                                  |
|                                                                             |
| Valmur also joins with the Fleet Feet Technique. It increases the HIT and   |
| AVD of allies in Sieges when Valmur initiates the attack, but reduces his   |
| blocking rate. Waste of CP, don't bother.                                   |
|                                                                             |
| Sacrificing Valmur with the Destiny Plume gives Wylfred the Hoenir's Arc    |
| Tactic, which increases the attack range of all allies by 2 panels for 3    |
| rounds. Another highly useful skill.                                        |
 _____________________________________________________________________________

 _Phiona [Level 27 Warrior]___________________________________________________
| Join as a GUEST before the third battle, joins permanently afterwards. She  |
| is your only Warrior if you took the Camille path back in Chapter II. As a  |
| woman she can also wear tiaras.                                             |
|                                                                             |
| Attacks:                                                                    |
| River of Blood: A vertical sword slash that hits twice. Fast and easy to    |
|                 connect.                                                    |
| Sea of Thorns: A 5 hit stab. Slow start up, but easy to connect for gems.   |
|                Can also be used for crystals if you can time it correctly.  |
| Ocean of Pain: Dashes past the enemy and hits it once. Slow and not much    |
|                combo potential, but can't be guarded.                       |
| Crimson Grace: Soul Crush. 13 hits, Attack Gauge +47.                       |
|                                                                             |
| Phiona's large sword makes her attacks easy to connect, and her attack      |
| speed is also pretty good, other than Ocean of Pain. She's the middle       |
| ground between damage (Gwendal) and combos (Mischka), though she might      |
| actually surpass Gwendal's damage if you're lucky with Sea of Thorns and    |
| get enough gems.                                                            |
|                                                                             |
| Sacrificing Phiona with the Destiny Plume gives Wylfred the Fafnir's Heart  |
| Tactic, which auto-revives any characters who die for 3 rounds. Probably    |
| the best Plume Tactic, you can go all out against any enemy and not worry   |
| about counterattacks at all.                                                |
 _____________________________________________________________________________


--- Walkthrough ---
First battle starts immediately after the initial cutscenes. Set up Diminish
Missile if you want, but there's only one archer in the fight.


 _Battle #1 -- Liellahan Lowlands: Defeat the enemy leader [200 Sin]__________
|                                                                             |
| --- Enemies ---                                                             |
| Adept Mercenary Archer        Adept Mercenary Warrior       Rogue           |
| Menu Spell: Sap Guard                                                       |
|                                                                             |
| Adept Mercenary Sorceress     Adept Mercenary Swordsman [LEADER]            |
| Menu Spell: Fire Storm        Menu Spell: Guard Reinforce                   |
|                               Items: The Art of Grave Blessing x1           |
|                                                                             |
| --- Strategy ---                                                            |
| There's lava in the middle of the map. Ending the turn while stepping on it |
| will damage the character, but the damage taken is very low and doesn't     |
| really make any difference. You also move slowly while on it -- use Dash,   |
| or equip the Safety Boots to move without penalty.                          |
|                                                                             |
| Very boring battle with no threat at all. Just make sure you have enough    |
| Sin before killing the Leader, since that will end the fight even if the    |
| other enemies are still alive.                                              |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (400): Noble Elixir x2, Tiara of the Holy Empress x1               |
| 150% Sin (300): The Art of Reduce Magic x1, The Art of First Aid x1         |
| 100% Sin (200): Sage's Arcanum x2, Spell Potion x2                          |
|                                                                             |
| Only one new item, but it's good. The Tiara of the Holy Empress resists     |
| Holy. Useful against the final boss and it also has very good RDM.          |
 _____________________________________________________________________________


You get to access the shop and the optional battle now. There are two towns in
the Chapter but they're the same, there's no difference in the shop or tavern.
See all cutscenes until you get the "Journey to Shire" option -- Valmur will
join as a GUEST at this point, so if you want to use him just wait for that
before you do the optional battle.

Valmur's weapon doesn't allow Soul Crushes so using him now will make it harder
to gain Sin. He's great at collecting crystals though so if your party isn't
too good at that you might want to consider using him anyway.

Shopping. Swordsmen, sorcerers, Cheripha and Ushio get weapon upgrades. Buy
anything else you need if you missed any of the previous weapon upgrades.

As for defensive equipment, you get new boots, gloves, gauntlets and clothes
from the next storyline fights. Update the rest according to your needs. Buy
Silence and Stone Checks too, both will be useful soon.

New skills are Consecrate (Tactic) and Defiance (Technique). The Tactic is
useless: chance of healing Poison, Silence or Curse at the beginning of the
Ally Phase. Using items instead is cheaper and completely reliable.

Defiance is the best Technique. It's always active and halves all damage taken,
but decreases the chance of dodging and blocking attacks and increases the
chance of being affected by status effects. Blocking/dodging doesn't happen
often enough anyway, and you can still block status effects with accessories,
or simply heal them. It only costs 10 CP and stacks with other damage reduction
Techniques, like Reduce Magic and Diminish Missile. You should have it set on
all characters in all battles from now on. I'll assume you are doing so rather
than recommend it all the time.

Spells. Sacred Javelin is the Holy elemental spell. 6 hits, causes knock down,
may cause Stun. It's the best spell for combos, unless the enemy resists Holy
(rare).

There's also Poison Blow, the Earth elemental spell. Often causes Poison, so it
might have some use as a menu spell. The poison damage is too low to be useful
most of the time and the spell has no combo potential, so I wouldn't bother
with this one.

Support spells are Normalize, Sap Guard, Sap Power and Suspend Motion. They are
all really good. The Saps always work and last for 5 rounds. They can be much
more useful than the Reinforce spells: those only affect one ally, while
reducing the enemy's stats will help all allies at once. Best thing to do is
stack them though. Sap Power, Guard Reinforce and Defiance will make it hard
for any enemy to kill you, even bosses. Normalize simply heals all status
effects. 

Suspend Motion causes Stun, which makes the enemy incapable of acting for 3
rounds. This always works, unless the enemy is immune to the status, but those
are rare. Use these on the most dangerous enemies to temporarily remove them
from the fight.

If you've got the two sorcerers you can use both of them to have multiple
Saps/Reinforces and Suspend Motions per round. With 100 AP each they can Stun 4
enemies in two turns, making any battle much easier and buying you a lot of
time to set up Sieges or whatever else you want to do. The only disadvantage is
that your damage output will be much lower, but you should still be capable of
reaching max Sin with a good combo due to how powerful Great Magic is.

You don't need Diminish Missile in the next fight. Equip Poison Checks if
you've got any, they are conveninent but don't really help much.


 _Battle #2 -- Grenssen Shire: Destroy all opposition [440 Sin]_______________
|                                                                             |
| --- Enemies (9) ---                                                         |
| Mandragora (x4)         Toxic Flower (x3)         Lesser Vampire            |
|                                                   Menu Spells: Poison Blow  |
| Living Armor [LEADER]                                                       |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Beast Bludgeon:                                                             |
|  1-handed sword. 60 ATK, 3 attacks, SC enabled, high damage to beasts.      |
|  http://img523.imageshack.us/img523/240/ch4bb2i.jpg                         |
|                                                                             |
| --- Strategy ---                                                            |
| Another boring battle. The Sin quota looks strict, but considering that all |
| enemies are old and harmless at this point it's really easy to reach. Since |
| none of the enemies drop items you don't need to bother setting up Sieges   |
| for most of them, just use enough to get max Sin.                           |
|                                                                             |
| Items. The Beast Bludgeon has low ATK and really should only be used        |
| against beasts, like wolves or bats. Useless most of the time.              |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (880): Extreme Armguards x1, Elfin Taffeta x1                      |
| 150% Sin (660): The Art of Counter Attack x2, The Art of Diminish Missile x2|
| 100% Sin (440): Might Potion x2, Prime Elixir x2                            |
|                                                                             |
| Extreme Armguards resist Fire, Elfin Taffeta resist Earth. They both have   |
| the highest RDM boosts so far. The Taffeta has pretty good AVD as well.     |
|                                                                             |
| As for the third and worst reward, the Counter Attack Technique lets you    |
| attack once after dodging an attack. Press the character's button to        |
| activate. Might be good for high AVD characters like Natalia or Ushio, but  |
| you'd better use Defiance instead and that reduces the chances of dodging.  |
| This isn't going to have much use.                                          |
 _____________________________________________________________________________


This is your last time on the world map in this Chapter, and you will fight two
battles in a row without saving again. To make things worse the last battle is
a rescue mission and very easy to lose if you mess up at all. So a lot of
preparation is necessary here.

Have a stock of healing items, Union Plumes and Cockatrice Eggs. Equip Diminish
Missile and Stone Checks on all characters. Everyone should know Provoke and
Dash as well.

If you plan to use Valmur or Phiona AND don't plan to use the Plume in this
Chapter then buy skills for them now, as you won't have a chance to shop before
the first fight in the next Chapter.


 _Battle #3 -- Greenwind Brae: Destroy all opposition [350 Sin]_______________
|                                                                             |
| --- Enemies (8) ---                                                         |
| Adept Mercenary Archer (x2)       Elder Vampire               Living Armor  |
| Items (1): Work Boots x2          Menu Spells: Fire Storm                   |
|                                                                             |
| Adept Mercenary Swordsman (x2)    Brigand (x2) [LEADER]                     |
| Menu Spell: Guard Reinforce                                                 |
| Items (1): Holy Gauntlets x2                                                |
|                                                                             |
| --- Strategy ---                                                            |
| Not a difficult battle, just a lot of pressure because of the next one you  |
| will have to fight. Use Suspend Motion on the vampire, then take the other  |
| enemies out. The archers are harmless with Defiance + Diminish Missile and  |
| the other enemies don't do much damage anymore.                             |
|                                                                             |
| Holy Gauntlets resist Darkness and the Work Boots have higher RDM than the  |
| Elfin Boots, but lower AVD and RST.                                         |
|                                                                             |
| --- Sin Rewards (Recommended: 100% or higher depending on party) ---        |
| 200% Sin (700): Sword of Silvans x1, Mistilteinn x1,                        |
| 150% Sin (525): The Art of Magic Mail x1, The Art of Aura Flux x1           |
| 100% Sin (350): The Way of Regeneration x2, Ether Gloves x1                 |
|                                                                             |
| Starting with the new skills. The Magic Mail Technique blocks spells when   |
| it activates. You have other ways to reduce magic damage though and will    |
| get even better ones in the next Chapter, so this isn't very important.     |
| The Aura Flux Tactic can only be learned by sorcerers and expands their     |
| attack range by 2 panels for 2 rounds. Short duration and you have plenty   |
| of other things to use AP for.                                              |
|                                                                             |
| The Sword of Silvans has 80 ATK, 3 attacks, SC enabled, Holy elemental and  |
| a chance of paralyzing enemies. Doesn't help much unless you are just       |
| weakning the enemy, but Suspend Motion is a lot more effective for that.    |
| Wylfred works better with 2 attacks so the Estoc is better for him, but     |
| Darius and Mireille should use the new weapon despite the lower ATK.        |
|                                                                             |
| The Mistilteinn is a spear with 70 ATK, 3 attacks, SC enabled and Holy      |
| elemental. Not better than the Gr�sida but a helpful upgrade if your best   |
| spear is still the Partisan.                                                |
|                                                                             |
| So depending on your party and path you may have no use for the weapon      |
| rewards at all. Since the skills aren't that good either you could just     |
| stick with 100% Sin for the Ether Gloves. Decent RDM upgrade over the Magic |
| Gloves, but a little less RST.                                              |
 _____________________________________________________________________________


Phiona will join as a GUEST now. She doesn't have a Soul Crush weapon either
but she's good for combos just like her brother. Her lack of skills makes the
next battle harder though, as you should try to use characters with both Dash
and Provoke available. This applies to Valmur as well.

Next battle starts immediately afterwards. Some deployment recommendations:
set Wylfred on Y and a Sorcerer on A.


 _Battle #4 -- Grenssen Shire: Rescue Auguste and Reinhilde [300 Sin]_________
|                                                                             |
| --- Enemies (8) ---                                                         |
| Adept Mercenary Archeress (x2)      Brigand (x2)              Carrion Wolf  |
| Menu Spells: Heal                   Menu Spells: Sap Power                  |
|                                                                             |
| Iron Golem                          Elite Mercenary Lancer (x2) [LEADER]    |
|                                     Items (Leader): Prime Elixir x1         |
|                                                                             |
| --- Strategy ---                                                            |
| Reinhilde and Auguste will be attacked by 3 enemies: the lancers and one    |
| brigand. The brigand does little damage and really isn't a threat alone,    |
| but the lancers will kill Reinhilde in three rounds at most, probably less. |
| Your main objective in this fight is to lure them before they reach her. If |
| you can do that it becomes a normal battle like any other so far. As for    |
| the other enemies, the Iron Golem has high stats and range and can cause    |
| Stone with its beam attack.                                                 |
|                                                                             |
| First round, make Wylfred and whoever is set on X Dash past the golem. The  |
| sorcerer uses Suspend Motion on it, making it harmless for 3 rounds. The    |
| character on B should Dash forward as well. The enemies should all attack   |
| the sorcerer, but with Diminish Missile and Defiance it won't be enough to  |
| kill him/her yet. One brigand should attack Reinhilde, but he does very     |
| little damage by himself.                                                   |
|                                                                             |
| Next round, have the sorcerer move BACK and hold position to recover AP.    |
| Don't try to attack or heal, you want the sorcerer to die. Have Wylfred and |
| whoever is on X use Provoke on the two lancers. You want to get them to     |
| these positions to be able to do it in the second round:                    |
| http://img523.imageshack.us/img523/786/ch4bb4s1.jpg                         |
| http://img246.imageshack.us/img246/4605/ch4bb4s2.jpg                        |
|                                                                             |
| This will take the lancers away from Reinhilde. The remaining enemies will  |
| attack and likely kill the sorcerer in the back. This is good, because then |
| you can bring him/her back with an Union Plume anywhere in the map. This    |
| leaves most of the enemies alone in the back, wasting turns until they      |
| reach you. Set up a Siege and go all out on the lancers.                    |
|                                                                             |
| With the lancers gone you just have to hold a line in front of Auguste and  |
| Reinhilde. Use Suspend Motion on the golem whenever it recovers and take    |
| the other enemies out one by one as they get in range. Once the threat to   |
| Auguste and Reinhilde is gone this battle is like any other. Use Sap Guard, |
| Might Reinforce and Vali's Awakening when the golem is alone to take it out |
| in one combo.                                                               |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (600): Dawnsong x1, Expert's Experience x2, The Art of Training x1 |
| 150% Sin (450): The Way of Stalking x1, The Way of Rejuvenation x1          |
| 100% Sin (300): Frost Crystal x2, Earth Talisman x2                         |
|                                                                             |
| The only new item is the Dawnsong, a bow with 75 ATK, 3 attacks, SC enabled |
| and Earth elemental. I'd just use the Arbalest instead. The other rewards   |
| aren't new but extra copies of Stalk and Training are always good.          |
|                                                                             |
| Depending on your path on the last Chapters you might be getting the        |
| Expert's Experience for the first time. This gives 30,000 experience to one |
| character. It's not that much later but it's quite a helpful boost now. You |
| can either use it to let a low level character catch up to the rest of the  |
| party or just use it on Wylfred to increase his effectiveness even further. |
 _____________________________________________________________________________


Valmur and Phiona will join permanently now, and the Chapter ends immediately
afterwards.


 _Optional Battle #1 -- Evernight: Destroy all opposition_____________________
|                                                                             |
| --- Enemies (6) ---                                                         |
| Ghost (x5)                                         Lesser Vampire [LEADER]  |
| Menu Spells: Fire Storm, Sap Power, Sap Guard      Menu Spells: Dark Savior |
|                                                    Items: Ravenbrand        |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Safety Boots:                                                               |
|  5 RDM, 5 RST, 10 AVD. Removes Movement penalty in rough terrain.           |
|  http://img246.imageshack.us/img246/5561/ch4bo1i.jpg                        |
|                                                                             |
| --- Strategy ---                                                            |
| Very boring battle. The Ravenbrand is a weapon for Natalia with extra       |
| damage against birds. Use the Azoth Blade against anything else. Sell it if |
| you don't have Natalia, or skip the battle entirely if you don't need the   |
| (small) extra experience and money.                                         |
 _____________________________________________________________________________



--- [CHP4A] War Against Will --------------------------------------------------

You get this Chapter if you haven't used the Destiny Plume so far.

--- Destiny Plume ---
The following are the consequences of using the Destiny Plume in this Chapter:

0 uses: Remain on A (Best) Path
1 or 2 uses: Change to B (Normal) Path in the next Chapter
3 uses: Game Over

The Game Over is a special battle you can't win. Check the Ending list at the
end of the walkthrough for more details if you are interested.


--- Characters ---
Just one character in this Chapter:

 _Fauxnel [Level 29 Sorcerer]_________________________________________________
| Joins at the start of the Chapter, leaves before the second battle, joins   |
| permanently after the final fight.                                          |
|                                                                             |
| Initial Spells:                                                             |
| Normalize, Reflect Sorcery, Prevent Sorcery, Suspend Motion,                |
| Poison Blow, Dark Savior                                                    |
|                                                                             |
| Sacrificing Fauxnel with the Destiny Plume gives Wylfred the Andvari's      |
| Bequest Tactic, which curses all enemies. This prevents them from           |
| attacking, but they can still move! This is a great thing as it saves you   |
| the time of walking up to them, like you'd have to do with Freeze or        |
| Paralysis.                                                                  |
 _____________________________________________________________________________


--- Walkthrough ---
Fauxnel joins as a GUEST and you get to shop and access the two optional
battles from the start. I recommend you fight the storyline battle first since
it's so easy.

Shopping. Swordsmen, Lockswell and Cheripha get weapon upgrades. Don't buy
anything for Warriors, you get a good weapon for them in the first storyline
fight. You get a new weapon for Ushio in the second storyline fight but I
recommend buying a Wodao for now anyway. Buy anything else you need if you
missed any of the previous weapon upgrades.

As for defensive equipment, you get new tiara and gloves from the next
storyline fights. Update the rest according to your needs. Buy Silence and
Stone Checks too, both will be useful soon.

New skills are Consecrate (Tactic) and Defiance (Technique). The Tactic is
useless: chance of healing Poison, Silence or Curse at the beginning of the
Ally Phase. Using items instead is cheaper and completely reliable.

Defiance is the best Technique. It's always active and halves all damage taken,
but decreases the chance of dodging and blocking attacks and increases the
chance of being affected by status effects. Blocking/dodging doesn't happen
often enough anyway, and you can still block status effects with accessories,
or simply heal them. It only costs 10 CP and stacks with other damage reduction
Techniques, like Reduce Magic and Diminish Missile. You should have it set on
all characters in all battles from now on. I'll assume you are doing so rather
than recommend it all the time.

Spells. Sacred Javelin is the Holy elemental spell. 6 hits, causes knock down,
may cause Stun. It's the best spell for combos, unless the enemy resists Holy
(rare).

There's also Poison Blow, the Earth elemental spell. Often causes Poison, so it
might have some use as a menu spell. The poison damage is too low to be useful
most of the time and the spell has no combo potential, so I wouldn't bother
with this one.

Support spells are Normalize, Sap Guard, Sap Power and Suspend Motion. They are
all really good. The Saps always work and last for 5 rounds. They can be much
more useful than the Reinforce spells: those only affect one ally, while
reducing the enemy's stats will help all allies at once. Best thing to do is
stack them though. Sap Power, Guard Reinforce and Defiance will make it hard
for any enemy to kill you, even bosses. Normalize simply heals all status
effects. 

Suspend Motion causes Stun, which makes the enemy incapable of acting for 3
rounds. This always works, unless the enemy is immune to the status, but those
are rare. Use these on the most dangerous enemies to temporarily remove them
from the fight.

No special preparations for the first fight, other than maybe using the Safety
Boots. It's not very important though.


 _Battle #1 -- Eusiria Crossing: Destroy all opposition [330 Sin]_____________
|                                                                             |
| --- Enemies (7) ---                                                         |
| Mandragora (x4)      Toxic Flower (x2)      Dragon [LEADER]                 |
|                                             Items: Dragon Slayer            |
|                                                                             |
| --- Strategy ---                                                            |
| There's some mud in this map, which reduces the Movement rate of your       |
| characters unless you wear the Safety Boots. Or you could just Dash past it |
| since it's only a small part of the map.                                    |
|                                                                             |
| The enemies themselves are harmless. Just get the Dragon Slayer, a 2-handed |
| sword with 115 ATK, 2 attacks, SC enabled and extra damage (150%) against   |
| dragon enemies. Perfect for Mischka, Gwendal keeps using the Elemental Edge.|
|                                                                             |
| --- Sin Rewards (Recommended: 150% or higher) ---                           |
| 200% Sin (660): Noble Elixir x2, Beast Bludgeon x1                          |
| 150% Sin (495): The Art of Reduce Magic x1, The Art of First Aid x1         |
| 100% Sin (330): Sage's Arcanum x2, Fire Talisman x1                         |
|                                                                             |
| The Beast Bludgeon has low ATK and really should only be used against       |
| beasts, like wolves or bats. Useless most of the time, so you don't need to |
| bother getting 200% here. Other items aren't new, but extra copies of good  |
| skills are always welcome.                                                  |
 _____________________________________________________________________________


This is your last time on the world map in this Chapter. You will fight two
battles in a row without saving again, but the second one is very easy. Still,
some preparations: get Stone Checks for everyone and status recovery items.
Diminish Missile helps a lot in the first fight too. Remove the Safety Boots if
you equipped them for the last fight.

Fauxnel won't be available during the rest of this Chapter.


 _Battle #2 -- Castle Courtyard: Rescue Valmur [360 Sin]______________________
|                                                                             |
| --- Enemies (8) ---                                                         |
| Adept Mercenary Archer (x2)          Adept Mercenary Swordsman (x2)         |
| Menu Spells: Sap Guard               Menu Spells: Guard Reinforce           |
| Items (1): Fairy Tincture x2         Items (1): Muramasa x1                 |
|                                                                             |
| Elder Vampire                   Living Armor        Brigand (x2) [LEADER]   |
| Menu Spells: Lightning Bolt                         Menu Spells: Sap Power  |
|                                                                             |
| --- Strategy ---                                                            |
| Valmur is the only person you have to protect who actually moves. He will   |
| trade blows with the Living Armor and can last a fairly long time, but will |
| soon get in the Elder Vampire's range. Your goal here is to get to the      |
| vampire and take him out before he starts attacking Valmur.                 |
|                                                                             |
| Send all characters dashing to the their left towards the vampire, ignoring |
| the other enemies in the way. Don't bother fighting them, you have little   |
| time to get there. If someone dies just bring them back with Union Plumes   |
| or Invoke Feather, but don't stop moving forward. Once you reach the        |
| vampire use a Spell Potion on Lockswell and have him combo with Sacred      |
| Javelin to kill it easily.                                                  |
|                                                                             |
| With the vampire gone you should still have a few turns to reach Valmur.    |
| Easiest way to reach him is casting Heal, since you can do it without going |
| down the stairs. Now just take out the enemies who followed you, or ignore  |
| them and take the Living Armor out first instead. Doesn't matter much as    |
| long as you can keep in range to heal Valmur as necessary.                  |
|                                                                             |
| Make sure you get the Muramasa! It's a katana with 90 ATK, 3 attacks, SC    |
| enabled and capable of cursing enemies. Curse prevents the target from      |
| attacking so it's a major advantage if this works on any enemy. Good reason |
| to use Ushio.                                                               |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (720): Ruin's Fate x1, Tiara of the Holy Empress x1                |
| 150% Sin (540): The Art of Counter Attack x1, The Art of Diminish Missile x1|
| 100% Sin (360): Spell Potion x2, Might Potion x2                            |
|                                                                             |
| The Ruin's Fate is a 1-handed sword with 100 ATK, 3 attacks, SC enabled and |
| Darkness elemental. Good weapon for Mireille and Darius, but Wylfred shoul  |
| use the Estoc instead. The ATK difference is small and Wylfred works better |
| with 2 attacks rather than 3.                                               |
|                                                                             |
| The Tiara of the Holy Empress resists Holy. It's highly useful against the  |
| final boss of the B and C Endings, but has uses in the A Path as well.      |
|                                                                             |
| The Counter Attack Technique isn't very useful though. It lets you attack   |
| once after dodging an attack. Press the character's button to activate.     |
| Might be good for high AVD characters like Natalia or Ushio, but you'd      |
| better use Defiance instead and that reduces the chances of dodging.        |
 _____________________________________________________________________________


Next battle starts immediately afterwards. Equip the new items you got and
don't forget the Stone Checks. Drop Diminish Missile.


 _Battle #3 -- Hyacinthine Hall: Defeat Fauxnel [200 Sin]_____________________
|                                                                             |
| --- Enemies (6) ---                                                         |
| Carrion Wolf (x4)         Iron Golem         Fauxnel [LEADER]               |
|                                              Menu Spell: Suspend Motion     |
|                                                                             |
| --- Strategy ---                                                            |
| Very easy battle. Fauxnel and 2 of the wolves won't move until you approach |
| them, so you just have to worry about the other 3 enemies at first. The     |
| Iron Golem has high stats and can cause Stone when attacking, but is        |
| vulnerable to Suspend Motion. Cast it, take the wolves out, then cast Sap   |
| Guard and Might/Spell Reinforce before attacking the golem. It has high HP  |
| so you might want to wear him down with individual characters before        |
| pulling off a full combo.                                                   |
|                                                                             |
| With the 3 initial enemies gone you're free to fully recover HP and AP      |
| before luring the next ones. Get on the first step of the stairs and only   |
| the wolves should advance. With Fauxnel alone there is simply no way you    |
| can lose. The most he can do is kill a single character, and then you just  |
| bring them back with Union Plumes or Invoke Feather.                        |
|                                                                             |
| --- Sin Rewards (Recommended: 100% or higher) ---                           |
| 200% Sin (400): The Art of Training x1, The Way of Aura Flux x1             |
| 150% Sin (300): The Way of Regeneration x1, The Art of Magic Mail x1        |
| 100% Sin (200): Expert's Experience x3, Ether Gloves x1                     |
|                                                                             |
| Two new skills, but neither is very useful. The Magic Mail Technique blocks |
| spells when it activates. You have other ways to reduce magic damage though |
| and will get even better ones in the next Chapter, so this isn't very       |
| important. The Aura Flux Tactic can only be learned by sorcerers and        |
| expands their attack range by 2 panels for 2 rounds. Short duration and you |
| have plenty of other things to use AP for.                                  |
|                                                                             |
| Depending on your Chapter 2 path you might be getting the Expert's          |
| Experience for the first time. This gives 30,000 experience to one          |
| character. It's not that much later but it's quite a helpful boost now. You |
| can either use it to let a low level character catch up to the rest of the  |
| party or just use it on Wylfred to increase his effectiveness even further. |
|                                                                             |
| Only good new items here are the Ether Gloves, a decent RDM upgrade over    |
| the Magic Gloves, but with a little less.                                   |
 _____________________________________________________________________________


Fauxnel will join the party permanently and the Chapter ends.


 _Optional Battle #1 -- Liellahan Lowlands: Destroy all opposition____________
|                                                                             |
| --- Enemies (4) ---                                                         |
| Elder Bat        Ironfish (x2)        Daemon [LEADER]                       |
|                                       Items: The Art of Grave Blessing x1   |
|                                                                             |
| --- Strategy ---                                                            |
| There's a lot of lava in the middle of the battlefield. Ending the turn     |
| while stepping on it damages the character, but the damage is really small  |
| so you don't even have to worry about it.                                   |
|                                                                             |
| The Elder Bat can cause Paralysis and the Daemon can cause Curse. Both are  |
| weak and easy to kill, so you don't have to worry about the enemies either. |
 _____________________________________________________________________________

 _Optional Battle #2 -- Wintergard: Destroy all opposition____________________
|                                                                             |
| --- Enemies (7) ---                                                         |
| Will-o'-the-Wisp (x3)               Kobold Knight (x3)                      |
| Menu Spell: Dark Savior             Items (1): Flare Crystal x1             |
|                                                                             |
| Dragon [LEADER]                                                             |
| Menu Spell: Fire Storm                                                      |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Safety Boots:                                                               |
|  5 RDM, 5 RST, 10 AVD. Removes Movement penalty in rough terrain.           |
|  http://img246.imageshack.us/img246/6503/ch4ao2i.jpg                        |
|                                                                             |
| --- Strategy ---                                                            |
| The Movement rate of your characters decrease when walking in the snow,     |
| unless you use the Safety Boots. The Kobold Knights can cause Stone and the |
| Will-o'-the-Wisp's Dark Savior can cause Silence, so wear the respective    |
| Checks. All enemies are really easy to kill at this point.                  |
 _____________________________________________________________________________



:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Chapter V                                                         [CHP50] ::
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

This Chapter changes according to how many times you have used the Destiny
Plume so far. The forced use on Ancel during the Prologue doesn't count.

This is the final Chapter. There no longer is a limit to how many times you can
use the Plume, and you don't get any new characters. Your final decisions here
will decide which ending you get. There aren't optional battles either.


--- The 3 paths and their differences ---
These are the main differences between the 3 versions of Chapter V, and the
requirements for getting to each of them:

 _C (Bad) Path: By Power Wrought______________________________________________
| You get this Chapter if you fulfill either of these conditions:             |
| -Use the Plume twice in Chapter II                                          |
| -Use the Plume in two different Chapters                                    |
|                                                                             |
| Using the Plume in this Chapter doesn't change anything. You are guaranteed |
| to get the C (Bad) Ending.                                                  |
 _____________________________________________________________________________

 _B (Normal) Path: Lament of the Lost_________________________________________
| You get this Chapter if you fulfill either of these conditions:             |
| -Use the Plume once in Chapter II and don't use it again                    |
| -Don't use the Plume in Chapter II, but use it in Ch.III OR IV, NOT both!   |
|                                                                             |
| Consequences of using the Plume in this Chapter:                            |
| 0, 1 or 2 uses: B (Normal) Ending                                           |
| 3 uses: C (Bad) Ending                                                      |
 _____________________________________________________________________________

 _A (Best) Path: Beyond Redemption____________________________________________
| You get this path if you fulfill the following condition:                   |
| -Don't use the Plume in Chapters II, III and IV                             |
|                                                                             |
| Consequences of using the Plume in this Chapter:                            |
| 0 uses: A (Best) Ending                                                     |
| 1 or more uses: B (Normal) Ending                                           |
 _____________________________________________________________________________


--- [CHP5C] By Power Wrought --------------------------------------------------

You get this Chapter if you:
-Used the Plume twice in Chapter II
OR
-Used the Plume in two different Chapters

--- Destiny Plume ---
Using the Destiny Plume does not change the story any longer, you are
guaranteed to get the C (Bad) Ending.


--- Walkthrough ---
You can access the shop from the start. Natalia finally gets a good storebought
weapon: the Carnwennan, with 140 ATK, 2 attacks, SC enabled and Holy elemental.
Sorcerers also get a great weapon upgrade: the Ether Scepter has 330 MAG and GM
enabled. Don't bother buying a new weapon for Auguste, you get a much better
one in the second fight. Other classes keep using the weapons from the previous
Chapter.

Armor. Other than the usual RDM upgrades you've got elemental protection with
the Flame Armor (Fire) and Wind Gloves (Lightning). Don't buy boots or
gauntlets as you will get better ones soon. There's a lot of other useful
equipment as well but do buy the shop upgrades for now. Money shouldn't be an
issue any more. You can also get the last Check accessory (Paralyze) now and
finally block all status effects.

Skills. Survival has a chance of keeping you alive with 1 HP when you take a
fatal hit if you had over 10% HP. Not completely reliable and costs 15 CP. I'd
rather keep damage reduction Techniques like Defiance and Diminish Missile.

Fists of Iron may boost ATK by 20%, but has the same issues as Enlightenment.
It's too random to be reliable. If you depend on it too much you may lose Sin
when it doesn't activate, or when it activates at the wrong time.

Spells. Reflect Sorcery reflects spells back at the caster once. This is a
great spell to use whenever there are dangerous spellcasters around. Lieselotte
already knew it back in Chapter III, so getting it here removes one of her
advantages over Lockswell.

Prevent Sorcery causes Silence. Highly effective and a cheaper alternative to
Suspend Motion, not to mention it lasts longer. Use this to remove a
spellcaster from the fight for 5 rounds.

Last spell is Dark Savior, the Darkness elemental atttack spell. It has high
chances of causing Silence, but no combo potential. I'd keep using Frigid
Damsel or Sacred Javelin for combos and Lightning Bolt from the menu for status
effects. Just cast Prevent Sorcery if you need to Silence someone.

No special preparations needed for the first fight. There's one archer, but you
can just remove her from battle with Suspend Motion. No need to set Diminish
Missile.


 _Battle #1 -- Bailey: Destroy all opposition [220 Sin]_______________________
|                                                                             |
| --- Enemies (6) ---                                                         |
| Adept Mercenary Sorcerer                Elite Artolian Archeress            |
| Menu Spell: Spell Reinforce                                                 |
|                                                                             |
| Elite Artolian Lancer                   Elite Artolian Swordsman (x2)       |
|                                                                             |
| Queenpin [LEADER]                                                           |
| Items: Witch's Arcanum x1                                                   |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Might Potion: Increases ATK of one ally by 50% for 3 rounds                 |
|               http://img21.imageshack.us/img21/4799/ch5cb1i.jpg             |
|                                                                             |
| --- Strategy ---                                                            |
| Cast Suspend Motion on the archer, then take the initial enemies out. The   |
| sorcerer is strong but is alone in a corner and won't move until you        |
| approach him. Wait until he's alone and then cast Prevent Sorcery, Reflect  |
| Sorcery or Suspend Motion. Easy.                                            |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (440): The Way of Mana Surge x2, The Art of Crystal Call x1,       |
|                 Magic Boots x1                                              |
| 150% Sin (330): The Way of Encirclement x1, Shadow Crystal x2               |
| 100% Sin (220): Guard Potion x2, Nectar Potion x2                           |
|                                                                             |
| Mana Surge is the most useful Tactic for a Sorcerer. It extends the area of |
| effect of menu spells by 2 panels, which means you can affect multiple      |
| targets at once with spells like the Saps/Reinforces, Suspend Motion and    |
| Prevent Sorcery! The only flaws are the 60 AP cost and 2 round duration.    |
|                                                                             |
| Only other new items are the Magic Boots. These have the same AVD as Elfin  |
| Boots, but with higher RDM. Nothing crucial, but a good upgrade.            |
 _____________________________________________________________________________


Next battle has plenty of status effects: Stone, Curse and Paralysis. Wear the
respective Checks to block the effects and have a good stock of items. Wear
Leather Boots, Wind Gloves and Holy Gauntlets as well for elemental resistance.


 _Battle #2 -- The Sylvanglade: Destroy all opposition [280 Sin]______________
|                                                                             |
| --- Enemies (7) ---                                                         |
| Celaeno                       Lizard Lord (x2)        Kobold King           |
|                                                                             |
| Skeletal Soldier (x2)         Greater Daemon [LEADER]                       |
| Items (1): Flare Gem x2       Items: Raptor Claws x1                        |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| The Art of Reduce Magic: Reduce Magic Technique, halves magical damage      |
|                          http://img21.imageshack.us/img21/3629/ch5cb2i.jpg  |
|                                                                             |
| --- Strategy ---                                                            |
| New set of monsters. Kobold King can cause Stone, Celaeno attacks with      |
| Lightning and causes Paralysis, Greater Daemon attacks with Darkness and    |
| causes Curse. It also has 5x5 attack range instead of the 3x3 that the      |
| other daemons have.                                                         |
|                                                                             |
| Advance slowly to lure the enemies individually. The Celaeno can fly and    |
| attack from far away, so use Suspend Motion to be able to approach it       |
| without getting hit/paralyzed. The Greater Daemon shouldn't attack until    |
| you get to the top of the map, but has a lot of HP. Do small combos until   |
| it's low on health, then go all out with Spell Reinforce and Sacred Javelin |
| + Phanton Destruction. Try to get the necessary Sin from the other enemies  |
| just in case.                                                               |
|                                                                             |
| The Raptor Claws finally make Auguste useful. 120 ATK, 2 attacks, SC        |
| enabled and causes more damage to magical beasts.                           |
|                                                                             |
| --- Sin Rewards (Recommended: 150% or higher) ---                           |
| 200% Sin (560): Valiant Helm x1, The Way of Aura Flux x1,                   |
|                 The Art of Crystal Call x1                                  |
| 150% Sin (420): Expert's Experience x2, Power Bangle x1                     |
| 100% Sin (280): Spirit Tincture x3, Noble Elixir x2                         |
|                                                                             |
| The Valiant Helm has very good MAG, RST and RDM. It's good, but nothing you |
| can't live without. The real reward here is the Power Bangle. Similar to    |
| the Magic Bangle you got back in Chapter II, this accessory boosts the      |
| wearer's ATK by 20%. Give it to Wylfred, he has the most to gain from the   |
| accessory due to the extra ATK boost he gets with Vali's Awakening.         |
 _____________________________________________________________________________


Some preparations for the next battle. There's a lot of snow in the map, which
decreases the movement rate of your characters unless you are wearing the
Safety Boots, so equip those on everyone. No need to block status effects this
time, but set Diminish Missile.

You will fight Crell soldiers this time. These resist Holy and are weak to
Darkness, but I recommend Frigid Damsel for the combo support.


 _Battle #3 -- The Artolian Mountains: Destroy all opposition [300 Sin]_______
|                                                                             |
| --- Enemies (8) ---                                                         |
| Adept Crell Swordswoman (x2)        Elite Artolian Sorceress (x2)           |
|                                     Menu Spell: Frigid Damsel               |
|                                     Items: Mithril Crown x2                 |
|                                                                             |
| Elite Artolian Archer (x2)          Adept Crell Lancer                      |
| Menu Spell: Sap Guard               Items: The Way of Transposition x1      |
|                                                                             |
| Elite Artolian Warrior [LEADER]                                             |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| The Art of Grave Blessing:                                                  |
|  Technique, increases the stats of the user when allies are dead            |
|  http://img517.imageshack.us/img517/7445/ch5cb3i.jpg                        |
|                                                                             |
| --- Strategy ---                                                            |
| The enemies have higher stats but don't really do anything new. This is a   |
| standard battle as long as you use the Safety Boots. Cast Prevent Sorcery   |
| on the sorceresses, Suspend Motion on the archers and take out the other    |
| enemies as they get in range. Nothing else to say at this point.            |
|                                                                             |
| The Mithril Crown has the highest RDM so far, but no MAG boost. Ideal for   |
| Auguste, but your sorcerers should stick to crowns with MAG boosts. And     |
| make sure you get the extra Transpose!                                      |
|                                                                             |
| --- Sin Rewards (Recommended: 100% or higher) ---                           |
| 200% Sin (600): Bronllavyn x1, Ambrosia x2                                  |
| 150% Sin (450): The Way of Evanescense x1, The Way of Regeneration x1       |
| 100% Sin (300): Golden Egg x2, Sacred Crystal x2                            |
|                                                                             |
| No good rewards here. The Bronllavyn is an Ice elemental knife, but too     |
| weak compared to the Carnwennan. Nothing else worth mentioning.             |
 _____________________________________________________________________________


Boss fight coming up. Keep using Frigid Damsel, as most enemies are weak to Ice
and the boss resists Holy. Remove Diminish Missile and equip Silence Checks.


 _Battle #4 -- The Artolian Pass: Defeat Roienbourg [280 Sin]_________________
|                                                                             |
| --- Enemies (8) ---                                                         |
| Elite Mercenary Archer             Elite Mercenary Swordsman (x2)           |
|                                                                             |
| Elite Mercenary Warrior            Queenpin                                 |
|                                                                             |
| Adept Mercenary Sorcerer (x2)                      Roienbourg [LEADER]      |
| Menu Spells: Might Reinforce, Dark Savior          Items: Noble Elixir x1   |
| Items (1): Mithril Crown x1                                                 |
|                                                                             |
| --- Strategy ---                                                            |
| Langrey will "help" you out in this fight. He's a sorcerer and casts Dark   |
| Savior and Suspend Motion, and has the Enlightenment Technique set. He's    |
| controlled by the game so he is as stupid as the enemies. Don't bother      |
| healing him, nothing changes if he runs out of HP. You can bring him back   |
| with Union Plumes and Invoke Feather if you want.                           |
|                                                                             |
| Roeinbourg has montrous stats but is in the back and won't move until you   |
| approach him. You can easily take out all other enemies before he starts to |
| move. Again, Prevent Sorcery on the sorcerers, Suspend Motion on the archer |
| and take out the other enemies as they get close. The sorcerers are stupid  |
| and often waste turns and AP by casting Might Reinforce on themselves. They |
| may also cast it on Roienbourg though -- make sure you don't fight him      |
| while his ATK is boosted.                                                   |
|                                                                             |
| Try to get 200% Sin before you fight Roienbourg. Once he's alone you should |
| surround him and cast Mana Surge + Might Reinforce. The most he can do      |
| alone is kill one character, who you can then bring back with Union Plumes  |
| or Invoke Feather. Defiance + Sap Power make it easy to survive his combo   |
| too.                                                                        |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (560): Mirror Plate x1, Starguards x1                              |
| 150% Sin (420): The Art of Magic Mail x1, The Art of Knockout Blow x1       |
| 100% Sin (280): Omnicheck x2, Sage's Arcanum x2                             |
|                                                                             |
| Two unreplaceable pieces of armor here. The Mirror Plate is the best main   |
| game armor, with 250 RDM, 20 AVD, 10 RST and high resistance to Holy        |
| attacks. The Starguards are the best gauntlets in the game with 70 RDM and  |
| 10 RST.                                                                     |
|                                                                             |
| Knockout Blow may be a new Technique depending on the path you took. It     |
| has a high chance of letting your attacks cause Faze. This is great for     |
| extending combos but it can be risky -- be careful to not kill an enemy you |
| just want to weaken. It's also the most expensive Technique, costing 20 CP  |
| to set.                                                                     |
|                                                                             |
| The Omnicheck accessory blocks all status effects, including Stun which you |
| can't block with a regular Check. Good accessory, but unfortunately a bit   |
| too late to be useful.                                                      |
 _____________________________________________________________________________


This is your last time on the world map. Go all out on shopping for supplies
and accessories, plus any weapons/armor you haven't got yet. You will fight 3
battles in a row so be ready to play for a long time. The two initial battles
are easy, but the last one might give you some trouble.

Keep Diminish Missile for the first battle and equip Omni/Freeze/Paralyze
Checks just in case. Protection from Darkness, Ice and Lighting helps a little
too. You fight more Crell soldiers, so keep using Frigid Damsel.


 _Battle #5 -- Castle Gates: Defeat the enemy leader [370 Sin]________________
|                                                                             |
| --- Enemies (10) ---                                                        |
| Elite Artolian Archer (x2)                Adept Crell Lancer (x2)           |
| Menu Spell: Sap Guard                                                       |
|                                                                             |
| Adept Crell Swordswoman (x2)                                                |
|                                                                             |
| Elite Artolian Warrior (x2)                                                 |
| Items (1): Fairy Tincture x3 or Spirit Tincture x1                          |
|                                                                             |
| Elite Artolian Sorcerer (x2) [LEADER]                                       |
| Menu Spells: Frigid Damsel, Lightning Bolt                                  |
| Items (all): Witch's Arcanum x1                                             |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Goddess Tincture: Full HP recovery for allies in range                      |
|                   http://img517.imageshack.us/img517/6020/ch5cb5i.jpg       |
|                                                                             |
| --- Strategy ---                                                            |
| The first battle is simple and not any different from the last ones. The    |
| first sorcerer starts in range to cast menu spells on the party, so open    |
| the battle with Prevent Sorcery on him to buy you some time. Remaining      |
| enemies aren't a threat and the second sorcerer doesn't act at all until    |
| you get really close. Plenty of time to heal HP and AP between taking each  |
| enemy down if you need to.                                                  |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (740): Empress Coronet x1, Cloak of Britannia x1,                  |
|                 The Art of Counter Attack x1                                |
| 150% Sin (555): The Way of Mana Surge x1, Ether Greaves x1                  |
| 100% Sin (370): Expert's Experience x2, Ambrosia x1                         |
|                                                                             |
| More unreplaceable armor upgrades. The Empress Coronet is the tiara with    |
| the highest RDM, RST and MAG in the main game, though it doesn't compare to |
| crowns in the RST and MAG boosts. The Cloak of Britannia is similar to the  |
| Mirror Plate (high RDM and the same Holy protection), but can only be used  |
| by females. Ether Greaves offer the highest RDM, RST and AVD boosts in the  |
| game and can be used by any gender.                                         |
 _____________________________________________________________________________


Second battle is pretty much the same, but with an annoying difference: your
party will start the battle split up in different side of the battlefield. You
can just walk over to the other side without attracting enemies, so this
doesn't do anything other than waste your time. Keep the Silence Checks and
Darkness protection but remove Diminish Missile. Keep using Frigid Damsel as
well, as you will be fighting more Crell soldiers.


 _Battle #6 -- Castle Courtyard: Defeat the enemy leader [300 Sin]____________
|                                                                             |
| --- Enemies (8) ---                                                         |
| Elite Artolian Archer     Elite Crell Warrior      Elite Artolian Sorcerer  |
| Menu Spell: Sap Guard                              Menu Spell: Dark Savior  |
|                                                                             |
| Elite Artolian Warrior (x2)        Adept Crell Swordswoman (x2)             |
| Item (1): Power Bangle x1          Items (1): Witch's Arcanum x2            |
|                                                                             |
| Elite Artolian Swordswoman [LEADER]                                         |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Frost Crystal: Area of effect Ice damage, may cause Freeze                  |
|                http://img158.imageshack.us/img158/3788/ch5cb6i.jpg          |
|                                                                             |
| --- Strategy ---                                                            |
| As said above the party starts split up. Get them together before fighting  |
| enemies, or just get two characters killed and have the other two bring     |
| them back with Union Plumes on the other side. Whatever you decide to do,   |
| keep in mind that the battle ends when you kill the leader. You don't want  |
| to do that until you have enough Sin and get the Power Bangle from the      |
| Warrior.                                                                    |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (600): Helgi's Sword x1, Basilisk's Gaze x1                        |
| 150% Sin (450): Demon Hands x1, The Art of Diminish Missile x1              |
| 100% Sin (300): Caliburn x1, Goddess Tincture x1                            |
|                                                                             |
| Much needed weapon upgrades here. Helgi's Sword is a 1-handed sword with    |
| 200 ATK, 3 attacks, SC enabled, Darkness elemental and capable of Cursing   |
| enemies. Cursed enemies can't attack but can still move, so you don't even  |
| have to chase the enemies. Equip it on Wylfred immediately.                 |
|                                                                             |
| The other 200% weapon also causes a status effect. The Basilisk's Gaze is   |
| the best spear in the main game, with 120 ATK, 3 attacks, SC enabled and    |
| capable of causing Stone. The Demon Hands don't cause any status effects    |
| and have lower ATK than the Raptor Claws, but the extra attack more than    |
| makes up for it. Auguste's best main game weapon.                           |
|                                                                             |
| And last we've got the Caliburn, a 2-handed sword with 100 ATK, 3 attacks   |
| and SC enabled. Good replacement for the Dragon Slayer and it might be      |
| better than the Elemental Edge as well at this point.                       |
 _____________________________________________________________________________


The third and last fight is a bit more dangerous, but you've fought harder.
The boss in the fight resists both Ice and Holy. I'd keep using Frigid Damsel
on the Crell enemies and simply deal with the reduced damage on the boss. Keep
Diminish Missile and Darkness protection. Holy protection is welcome too, and
don't forget to equip the new Power Bangle.


 _Battle #7 -- Throne Room: Defeat Kristoff [350 Sin]_________________________
|                                                                             |
| --- Enemies (12) ---                                                        |
| Elite Artolian Archer (x2)            Elite Artolian Sorcerer (x2)          |
| Item (1): Witch's Arcanum x1          Menu Spell: Sacred Javelin            |
|                                                                             |
| Elite Artolian Swordswoman (x2)       Elite Artolian Warrior                |
|                                                                             |
| Elite Crell Lancer (x2)               Elite Crell Warrior (x2)              |
| Item (1): Witch's Arcanum x1          Item (1): Witch's Arcanum x1          |
|                                                                             |
| Kristoff [LEADER]                                                           |
| Item: Power Bangle x1                                                       |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Frost Crystal: Area of effect Ice damage, may cause Freeze                  |
|                http://img158.imageshack.us/img158/7858/ch5cb7i.jpg          |
|                                                                             |
| --- Strategy ---                                                            |
| The battle starts off easy. Cast Suspend Motion on one archer, attack the   |
| other. With both gone you can heal and wait for the other enemies to get in |
| range. Pause to recover AP whenever you have the chance to do so and        |
| everything will be fine. Get rid of the first sorcerer with Prevent Sorcery.|
|                                                                             |
| Kristoff is in the back and doesn't move until you get close to him, but he |
| has two enemies on his side. The sorcerer can't be affected by either       |
| Prevent Sorcery or Suspend Motion, and together with his long range it      |
| might lead to Kristoff attacking multiple times per round. This is bad, as  |
| he will most likely kill two characters. Cast Sap Power on him, then focus  |
| on the sorcerer. Use Transpose if you have trouble reaching him, or Provoke |
| to get him to attack someone who isn't in Kristoff's range. Reflect Sorcery |
| is another good alternative.                                                |
|                                                                             |
| Kristoff has a lot of HP, but alone he's like any other boss and can't do   |
| much else other than kill one character. The main problem are his First Aid |
| and Body of Steel Techniques. Mana Surge + Might Reinforce is a nice way to |
| increase your damage output, and then you can go all out with long combos   |
| and Soul Crushes until he falls. May take some time, but shouldn't be       |
| dangerous unless you waste AP or run out of Union Plumes. Make sure you get |
| the third Power Bangle!                                                     |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (700): Arectaris x1, Blue Gale x1, Caduceus x1                     |
| 150% Sin (525): Imanotsurugi x1, Sylph Robe x1                              |
| 100% Sin (350): Goddess Tincture x1, Noble Elixir x1                        |
|                                                                             |
| Final weapon upgrades. Unfortunately it's too late to make good use of most |
| of them. Let's start with the most absurd: the Caduceus has 950 MAG         |
| (seriously) and GM enabled. The Blue Gale bow is next with 140 ATK, 3       |
| attacks, SC enabled and a very special effect: 100% critical rate. This     |
| results in around 150% damage on all hits.                                  |
|                                                                             |
| The Imanotsurugi knife has a chance of causing instant death, but less ATK  |
| than the Carnwennan. Doesn't matter when things die instantly, but keep the |
| Carnwennan for bosses. Last weapon is the Arectaris, the real replacement   |
| for the Elemental Edge: 150 ATK, 3 attacks, SC enabled, Holy elemental.     |
|                                                                             |
| The Sylph Robe can only be used my male sorcerers (so only Lockswell in     |
| this path) and has 350 RDM, 10 RST, 10 AVD and Darkness protection. This is |
| the best main game armor for him.                                           |
 _____________________________________________________________________________


You will receive the Angel Slayer after the fight. This 1-handed sword has 250
ATK, 3 attacks and SC enabled. Wylfred is the only one who can use it, and it's
his best main game weapon. Darius and Mireille get the Helgi's Sword now.

The Chapter then ends and you get your last chance to save. Get ready for the
C Ending.



--- [CHP5B] Lament of the Lost ------------------------------------------------

You get this Chapter if you:
-Used the Plume once in Chapter II and didn't use it again
OR
-Didn't use the Plume in Chapter II, but used it in Ch.III OR IV, NOT both!

--- Destiny Plume ---
The following are the consequences of using the Destiny Plume in this Chapter:

0, 1 or 2 uses: Leads to B (Normal) Ending
3 or more uses: Leads to C (Bad) Ending


--- Walkthrough ---
First battle starts immediately after the initial cutscenes. Set Diminish
Missile on as many characters as possible.


 _Battle #1 -- Castle Courtyard: Destroy all opposition [300 Sin]_____________
|                                                                             |
| --- Enemies (7) ---                                                         |
| Adept Mercenary Sorcerer                      Elite Artolian Archeress      |
| Menu Spells: Fire Storm, Suspend Motion                                     |
|                                                                             |
| Elite Artolian Swordsman (x2)                 Elite Artolian Lancer         |
| Menu Spell: Guard Reinforce                                                 |
|                                                                             |
| Queenpin (x2) [LEADER]                                                      |
|                                                                             |
| --- Strategy ---                                                            |
| You start the battle surrounded and haven't upgraded equipment and skills   |
| since the last Chapter, so this one can be a bit harder than it looks like  |
| at first. Use Suspend Motion on the lancer and get rid of him first, then   |
| weaken multiple enemies from a safe distance. Cast Reinforces/Saps as       |
| needed to increase your damage output, enemies have high stats and you may  |
| not get max Sin from a single combo, depending on how good your party is.   |
|                                                                             |
| The enemies don't drop any items so you don't need to set up formations for |
| all of them. Just make sure you've got enough to get the necessary Sin.     |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (600): The Way of Mana Surge x2, The Art of Knockout Blow x1       |
| 150% Sin (450): Magic Boots, The Way of Encirclement x1                     |
| 100% Sin (300): Fire Talisman x2, Nectar Potion x2                          |
|                                                                             |
| Mana Surge is the most useful Tactic for a Sorcerer. It extends the area of |
| effect of menu spells by 2 panels, which means you can affect multiple      |
| targets at once with spells like the Saps/Reinforces, Suspend Motion and    |
| Prevent Sorcery! The only flaws are the 60 AP cost and 2 round duration.    |
|                                                                             |
| Knockout Blow may be a new Technique depending on the path you took. It     |
| has a high chance of letting your attacks cause Faze. This is great for     |
| extending combos but it can be risky -- be careful to not kill an enemy you |
| just want to weaken. It's also the most expensive Technique, costing 20 CP  |
| to set.                                                                     |
|                                                                             |
| Only other new item are the Magic Boots. These have the same AVD as Elfin   |
| Boots, but with higher RDM. Nothing crucial, but a good upgrade.            |
 _____________________________________________________________________________


You can shop now. Natalia finally gets a good storebought weapon: the
Carnwennan, with 140 ATK, 2 attacks, SC enabled and Holy elemental. Sorcerers
also get a great weapon upgrade: the Ether Scepter has 330 MAG and GM enabled.
Other classes keep using the weapons from the previous Chapter.

Armor. Other than the usual RDM upgrades you've got elemental protection with
the Flame Armor (Fire) and Wind Gloves (Lightning). Don't buy boots or
gauntlets as you will get better ones soon. There's a lot of other useful
equipment as well but do buy the shop upgrades for now. Money shouldn't be an
issue any more. You can also get the last Check accessory (Paralyze) now and
finally block all status effects.

Skills. Survival has a chance of keeping you alive with 1 HP when you take a
fatal hit if you had over 10% HP. Not completely reliable and costs 15 CP. I'd
rather keep damage reduction Techniques like Defiance and Diminish Missile.

Fists of Iron may boost ATK by 20%, but has the same issues as Enlightenment.
It's too random to be reliable. If you depend on it too much you may lose Sin
when it doesn't activate, or when it activates at the wrong time.

Spells. Reflect Sorcery reflects spells back at the caster once. This is a
great spell to use whenever there are dangerous spellcasters around. Lieselotte
already knew it back in Chapter III, so getting it here removes one of her
advantages over Lockswell.

Prevent Sorcery causes Silence. Highly effective and a cheaper alternative to
Suspend Motion, not to mention it lasts longer. Use this to remove a
spellcaster from the fight for 5 rounds.

Last spell is Dark Savior, the Darkness elemental atttack spell. It has high
chances of causing Silence, but no combo potential. I'd keep using Frigid
Damsel or Sacred Javelin for combos and Lightning Bolt from the menu for status
effects. Just cast Prevent Sorcery if you need to Silence someone.

You don't need Diminish Missile for the next fight, but wear Stone Checks.


 _Battle #2 -- The Sylvanglade: Destroy all opposition [250 Sin]______________
|                                                                             |
| --- Enemies (6) ---                                                         |
| Carrion Wolf (x3)   Kobold King    Mimetic Flower    Griffin [LEADER]       |
|                                                      Items: Raptor Claws x1 |
|                                                                             |
| --- Strategy ---                                                            |
| Filler battle. The Kobold King can cause Stone and the Mimetic Flower can   |
| cause poison, but they are all weak. The Raptor Claws dropped by the Leader |
| can only be used by Auguste, who you can't get in this path. Just sell it.  |
|                                                                             |
| --- Sin Rewards (Recommended: 100% or higher) ---                           |
| 200% Sin (500): Valiant Helm x1, The Way of Aura Flux x1                    |
| 150% Sin (375): The Art of Crystal Call x1, The Art of Reduce Magic x1      |
| 100% Sin (250): Sacred Crystal x2, Expert's Experience x1                   |
|                                                                             |
| The Valiant Helm has 60 RDM, 5 RST and 10 MAG. It's a good armor upgrade    |
| but nothing you can't live without so you don't need to worry about double  |
| Sin, even though it's so easy to get it here. Just fulfill the quota.       |
 _____________________________________________________________________________


There's a lot of snow in the next map, which decreases the movement rate of
your characters. Use the Safety Boots to be able to walk normally. Also equip
Freeze Checks, Flame Armor, Extreme Gauntlets and Holy Gauntlets on as many
characters as possible. Set Diminish Missile as well if you have enough CP.

Some enemies are weak to Holy, so Sacred Javelin is better than usual. You will
also meet Villnorean soldiers from now on. They resist Earth, but are
vulnerable to Lightning. I'd rather have Sacred Javelin's or Frigid Damsel's
combo support though.


 _Battle #3 -- Wintergard: Defeat the enemy leader [350 Sin]__________________
|                                                                             |
| --- Enemies (7) ---                                                         |
| Adept Villnorean Swordswoman (x2)            Elite Artolian Sorceress       |
| Items (1): The Way of Transposition x1       Menu Spell: Frigid Damsel      |
|                                              Item: Mithril Crown x1         |
|                                                                             |
| Lizard Knight                                Noble Vampire                  |
|                                              Menu Spell: Frigid Damsel      |
|                                                                             |
| Soul of Tears                                Elite Artolian Archer [LEADER] |
| Menu Spell: Frigid Damsel                                                   |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| The Art of Grave Blessing:                                                  |
|  Technique, increases the stats of the user when allies are dead            |
|  http://img223.imageshack.us/img223/2273/ch5bb3i.jpg                        |
|                                                                             |
| --- Strategy ---                                                            |
| Some new enemies here, but nothing too hard. The recommended elemental      |
| armor reduce damage from the Noble Vampire and the Soul of Tears, and the   |
| Freeze Checks make Frigid Damsel harmless. Just make sure you don't kill    |
| the archer until you have enough Sin, as the objective here is to kill just |
| the Leader.                                                                 |
|                                                                             |
| Also make sure you get another copy of Transpose from the swordswoman! The  |
| Mithril Crown has the highest RDM so far, but no MAG boost. I'd rather      |
| boost MAG, as sorcerers shouldn't be in the frontlines anyway.              |
|                                                                             |
| --- Sin Rewards (Recommended: 150% or higher) ---                           |
| 200% Sin (700): Bronllavyn x1, The Art of Crystal Call x1                   |
| 150% Sin (525): The Way of Regeneration x1, Arondight x1                    |
| 100% Sin (350): Spirit Tincture x1, Golden Egg x1                           |
|                                                                             |
| The Arondight is an incredible 1-handed sword with 150 ATK, 3 attacks, SC   |
| enabled and a unique effect: higher damage to female enemies. Very useful   |
| upgrade, equip it right away. The Bronllavyn is bad though: Ice elemental   |
| knife, but too weak compared to the Carnwennan.                             |
 _____________________________________________________________________________


Boss fight coming up. Drop Diminish Missile, but keep using the Safety Boots.
You will fight Mercenary enemies this time and the boss resists Holy, so use
Frigid Damsel instead of Sacred Javelin.


 _Battle #4 -- The Artolian Mountains: Defeat Roienbourg [350 Sin]____________
|                                                                             |
| --- Enemies (8) ---                                                         |
| Adept Mercenary Sorcerer                                Queenpin            |
| Menu Spells: Guard Reinforce, Reflect Sorcery                               |
|                                                                             |
| Elite Mercenary Archer (x2)        Elite Mercenary Swordsman (x2)           |
|                                    Menu Spell: Guard Reinforce              |
|                                                                             |
| Elite Mercenary Warrior            Roienbourg [LEADER]                      |
| Item: Mithril Crown x1             Items: Spirit Tincture x2                |
|                                                                             |
| --- Strategy ---                                                            |
| Kristoff will "help" you out in this fight. He's strong, which makes him    |
| dangerous: you don't want him to mess up your Sin collecting. He's          |
| controlled by the game so he is as stupid as the enemies though, and he is  |
| slow so you can move way past him and never see him attack. He's also good  |
| bait for Roienbourg. Don't bother healing him, nothing changes if he runs   |
| out of HP. You can use Union Plumes or Invoke Feather on him if you want.   |
|                                                                             |
| Your first objective here is to get rid of the archers. They're both close  |
| to you so you shouldn't need more than 2 rounds. Roienbourg will move       |
| towards the party, but the sorcerer next to him won't until you get close.  |
| You can safely ignore the sorcerer, but then you might miss the double Sin. |
|                                                                             |
| Use Suspend Motion on the other enemies (won't work on the sorcerer) when   |
| Roienbourg gets in range to stop him from attacking multiple times. You can |
| survive his combo with Defiance + Guard Reinforce or Sap Power. Then just   |
| ignore him and kill the other enemies, healing what little damage he        |
| manages to deal. He's like any other enemy when he is alone, can't do       |
| anything other than kill a single character. Wear him down little by        |
| little, then pull off the Mana Surge + Might Reinforce and Vali's Awakening |
| combo to finish him off and get more Sin in a long combo with a full SC     |
| chain. Use a Might Potion too if you have it.                               |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (700): Mirror Plate x1                                             |
| 150% Sin (525): The Art of Magic Mail x1, Caliburn x1                       |
| 100% Sin (350): Power Bangle x1, Poison Crystal x2                          |
|                                                                             |
| Each item set here has a great reward. Starting from the lowest set, the    |
| Power Bangle is similar to the Magic Bangle you got way back in Chapter II, |
| but it boosts ATK by 20% instead. Give it to Wylfred, he has the most to    |
| gain from the accessory due to the extra ATK boost he gets with Vali's      |
| Awakening.                                                                  |
|                                                                             |
| The Caliburn is a great 2-handed sword with 100 ATK, 3 attacks and SC       |
| enabled. Good replacement for the Dragon Slayer and it might be better than |
| the Elemental Edge as well at this point.                                   |
|                                                                             |
| And the third great reward is the Mirror Plate, the best main game armor    |
| with 250 RDM, 20 AVD, 10 RST and high resistance to Holy attacks. One of    |
| the final bosses uses Holy so this is extremelly valuable and won't get     |
| replaced.                                                                   |
 _____________________________________________________________________________


You don't need the Safety Boots any more.

This is your last time on the world map. Go all out on shopping for supplies
and accessories, plus any weapons/armor you haven't got yet. You will fight 4
battles in a row so be ready to play for a long time. The second battle is the
hardest but they are all very long so there's a lot of pressure and very little
room for error.

For the first battle you should set Curse/Stone Checks and protection for Holy
and Darkness attacks. Drop Diminish Missile and Frigid Damsel, go back to
Sacred Javelin.


 _Battle #5 -- Gates of Aidelrave: Defeat the enemy leader [350 Sin]__________
|                                                                             |
| --- Enemies (9) ---                                                         |
| Adept Villnorean Lancer            Adept Villnorean Swordswoman (x2)        |
| Items: Lightning Ward x2           Menu Spell: Heal                         |
|                                    Items (1): Witch's Arcanum x2            |
|                                                                             |
| Elite Artolian Warrior             Greater Daemon         Iron Golem        |
| Item: Spirit Tincture x1                                                    |
|                                                                             |
| Skeletal Soldier                   Adept Villnorean Sorcerer (x2) [LEADER]  |
|                                    Menu Spells: Guard Reinforce, Heal       |
|                                                                             |
| --- Strategy ---                                                            |
| The Greater Daemon attacks with Darkness, can cause Curse and has 5x5       |
| attack range instead of the standard 3x3 of the other Daemons. Fortunately  |
| it's in the back and won't move until you get close.                        |
|                                                                             |
| Use Suspend Motion on the golem and get rid of the other enemies around it. |
| Advance slowly while recovering HP and AP as needed. It's an easy battle,   |
| just a bit long. Don't kill the leader until you have enough Sin! He casts  |
| Sacred Javelin during combos, so be ready to use Elixirs on stunned allies. |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (700): Empress Coronet x1, Cloak of Britannia x1                   |
| 150% Sin (525): The Art of Counter Attack x1, The Way of Mana Surge x1      |
| 100% Sin (350): Ether Greaves x1, Noble Elixir x1                           |
|                                                                             |
| More unreplaceable armor upgrades. The Empress Coronet is the tiara with    |
| the highest RDM, RST and MAG in the main game, though it doesn't compare to |
| crowns in the RST and MAG boosts. The Cloak of Britannia is similar to the  |
| Mirror Plate (high RDM and the same Holy protection), but can only be used  |
| by females. Ether Greaves offer the highest RDM, RST and AVD boosts in the  |
| game and can be used by any gender.                                         |
 _____________________________________________________________________________


You need Silence Checks this time. Set Diminish Missile and keep both Darkness
and Holy protections up. It's the hardest fight in the Chapter, but you've
fought harder.


 _Battle #6 -- Bailey: Defeat the enemy leader [350 Sin]______________________
|                                                                             |
| --- Enemies (8) ---                                                         |
| Adept Villnorean Sorcerer           Adept Villnorean Swordswoman (x2)       |
| Menu Spell: Sacred Javelin          Items (all): Union Plume x2             |
| Item: Fire Talisman x1                                                      |
|                                                                             |
| Elite Artolian Archer (x2)          Elite Artolian Swordswoman              |
| Menu Spell: Sap Guard                                                       |
|                                                                             |
| Elite Villnorean Warrior            Elite Artolian Sorcerer [LEADER]        |
| Item: Storm Crystal x1              Menu Spell: Heal                        |
|                                                                             |
| --- Strategy ---                                                            |
| You start surrounded by all enemies, so you will be attacked constantly     |
| during the whole fight. Your main goal here should be to remove the archers |
| from the battle: use Suspend Motion on one and kill the other. Back off to  |
| a corner away from the enemies while you buff up and recover AP, then fight |
| them off as they get close.                                                 |
|                                                                             |
| You can mute the sorcerers with Prevent Sorcery to remove them from the     |
| fight as well, making it easy to ignore them until the other enemies are    |
| gone for max Sin.                                                           |
|                                                                             |
| --- Sin Rewards (Recommended: 150% or higher) ---                           |
| 200% Sin (700): Starguards x1, Demon Hands x1                               |
| 150% Sin (525): Basilisk's Gaze x1, Expert's Experience x1, Ambrosia x1     |
| 100% Sin (350): The Art of Diminish Missile x1, Sacred Crystal x2           |
|                                                                             |
| The Starguards are the best gauntlets in the game with 70 RDM and 10 RST.   |
| They don't get replaced, but you might prefer to use gauntlets with         |
| elemental protection instead. Good item, but nothing you can't live without.|
|                                                                             |
| The real reward here is the Basilisk's Gaze, a spear capable of causing     |
| Stone. It has 120 ATK, 3 attacks and SC enabled -- that's the highest you   |
| will get in the main game.                                                  |
|                                                                             |
| The Demon Hands can only be used by Auguste, but once again you can't get   |
| him on this path so it has no use at all.                                   |
 _____________________________________________________________________________


Next we've got another boss fight. Remove Diminish Missile and set Fire and
Darkness protection this time. Freeze and Poison Checks help a little as well.
Resist Magic and Magic Mail will help out as well. The boss resists Holy, so
use Frigid Damsel instead of Sacred Javelin.


 _Battle #7 -- Inner Ward: Defeat Langrey [350 Sin]___________________________
|                                                                             |
| --- Enemies (10) ---                                                        |
| Elite Artolian Sorcerer (x3)                        Noble Vampire           |
| Menu Spells: Reflect Sorcery, Sacred Javelin                                |
|                                                                             |
| Opinicus        Red Dragon        Soul of Tears (x2)                        |
|                                   Menu Spell: Poison Blow                   |
|                                                                             |
| Spectral Knight                   Langrey [LEADER]                          |
|                                   Menu Spells: Dark Savior, Suspend Motion  |
|                                   Item: Goddess Tincture x1                 |
|                                                                             |
| --- Strategy ---                                                            |
| The battlefield is split in 4 areas. You can heal and recover AP before     |
| moving to the next area, so the battle isn't difficult, just long. First    |
| area has a vampire and poisonous ground. Ending the turn while stepping on  |
| it may poison the character, just like in Evernight back in Chapter II. Not |
| a problem, just kill the vampire and heal whoever gets poisoned before      |
| moving to the next area.                                                    |
|                                                                             |
| Second area has some blue symbols on the ground. Ending the turn while      |
| stepping on it will damage the character, but the damage is quite low. The  |
| main issue here is the dragon. It attacks with Fire, just like the ghosts,  |
| and has huge HP. You can't take it down with max Sin in one combo, so try   |
| to ignore it and get rid of the ghosts first. Use Suspend Motion on one of  |
| them while you kill the other, then surround the dragon and wear it down    |
| while you heal any damage taken. Sap Guard and Mana Surge + Might Reinforce |
| will help out a lot, though the AP cost of that is very high. Save Might    |
| Potion to the boss.                                                         |
|                                                                             |
| Third and fourth areas don't have any hazards, just new enemies. The        |
| Opinicus resists Ice and causes Freeze but isn't hard to kill, the          |
| sorcerers are all vulnerable to Prevent Sorcery and the Spectral Knight is  |
| strong, but will likely attack alone. Proceed slowly taking enemies out one |
| by one. Don't get too close to Langrey until all the other enemies are gone |
| and he won't move. Recover HP and AP before doing so as well.               |
|                                                                             |
| Langrey is very dangerous. Sorcerer, high HP, high MAG, very strong Great   |
| Magic. Faze him at the end of combos to prevent his counter, so that he     |
| doesn't get to kill two characters per turn. Best way to handle him is to   |
| be quick: set up Spell Reinforce and Mana Flux + Might Reinforce before     |
| approaching him, then stack with Potions and Vali's Awakening and pull off  |
| the longest combo you can, finishing with Wylfred's SC.                     |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (700): Arectaris x1, Blue Gale x1                                  |
| 150% Sin (525): Caduceus x1, Sylph Robe x1                                  |
| 100% Sin (350): Noble Elixir x1, Sage's Arcanum x2                          |
|                                                                             |
| Three weapon upgrades this time. Let's start with the most absurd: the      |
| Caduceus has 950 MAG (seriously) and GM enabled. The Blue Gale bow is next  |
| with 140 ATK, 3 attacks, SC enabled and a very special effect: 100%         |
| critical rate. This results in around 150% damage on all hits, finally      |
| making archers viable damage dealers. Third weapon is the Arectaris, the    |
| only real replacement for the Elemental Edge: 150 ATK, 3 attacks, SC        |
| enabled and Holy elemental.                                                 |
|                                                                             |
| The Sylph Robe can only be used my male sorcerers (so only Lockswell and    |
| Fauxnel) and has 350 RDM, 10 RST, 10 AVD and Darkness protection. This is   |
| the best main game armor for them.                                          |
 _____________________________________________________________________________


Langrey is available as a GUEST for the next battle only. He's a level 35
sorcerer with some spells, but not enough to be useful. No reason at all to use
him, keep using your main characters.

Next battle is just filler. Very easy, but with a high Sin requirement. Don't
forget to equip the new weapons. Set Diminish Missile again, no other special
preparations needed.


 _Battle #8 -- Dungeon Path: Destroy all oppposition [450 Sin]________________
|                                                                             |
| --- Enemies (10) ---                                                        |
| Elite Artolian Archer (x2)             Elite Artolian Sorcerer (x2)         |
| Menu Spell: Sap Guard                  Menu Spells: Suspend Motion, Heal    |
|                                        Item: Shadow Crystal x1              |
|                                                                             |
| Elite Artolian Swordswoman (x3)        Elite Artolian Warrior (x3) [LEADER] |
| Menu Spell: Heal                       Item (2): Spirit Tincture x1         |
|                                                                             |
| --- Strategy ---                                                            |
| Just standard enemies, split in several groups. Just immobilize the archers |
| with Suspend Motion to avoid long range attacks and mute the sorcerers with |
| Prevent Sorcery. Very anti-climatic battle after the last one.              |
|                                                                             |
| --- Sin Rewards (200%) ---                                                  |
| 200% Sin (900): Osafune x1, Imanotsurugi x1                                 |
| 150% Sin (675): Expert's Experience x2, Material Earring x1                 |
| 100% Sin (450): Spirit Tincture x2, Goddess Tincture x2                     |
|                                                                             |
| Two weapon upgrades, but both are for characters you might not have. The    |
| Osafune is Ushio's best main game weapon in this path, with 120 ATK, 3      |
| attacks and SC enabled, but no other special effect. The Imanotsurugi is a  |
| knife for Natalia with a special effect: chance of causing instant death.   |
| It has less ATK than the Carnwennan, but that doesn't really matter when    |
| things die instantly. Keep in mind that you don't need to get these         |
| depending on your party. You might not even have either character.          |
|                                                                             |
| Other than the weapons the only good reward here is the Material Earring,   |
| an accessory for women that boosts HP by 10%. It's not much but it's a      |
| useful boost and it's not like you have much else to use other than status  |
| blockers.                                                                   |
 _____________________________________________________________________________


You will receive the Angel Slayer after the fight. This 1-handed sword has 250
ATK, 3 attacks and SC enabled. Wylfred is the only one who can use it, and it's
his best main game weapon.

The Chapter then ends and you get your last chance to save. You will get either
the B or C Ending next depending on how many times you used the Plume in this
Chapter.



--- [CHP5A] Beyond Redemption -------------------------------------------------

You get this Chapter if you haven't used the Destiny Plume so far.

--- Destiny Plume ---
The following are the consequences of using the Destiny Plume in this Chapter:

0 uses: Leads to A (Best) Ending
1 or more uses: Leads to B (Normal) Ending


--- Walkthrough ---
You can access the shop from the start. Natalia finally gets a good storebought
weapon: the Carnwennan, with 140 ATK, 2 attacks, SC enabled and Holy elemental.
Sorcerers also get a great weapon upgrade: the Ether Scepter has 330 MAG and GM
enabled. Don't bother buying a new weapon for Auguste, you get a much better
one in the second fight. Other classes keep using the weapons from the previous
Chapter.

Armor. Other than the usual RDM upgrades you've got elemental protection with
the Flame Armor (Fire) and Wind Gloves (Lightning). Don't buy boots or
gauntlets as you will get better ones soon. There's a lot of other useful
equipment as well but do buy the shop upgrades for now. Money shouldn't be an
issue any more. You can also get the last Check accessory (Paralyze) now and
finally block all status effects.

Skills. Survival has a chance of keeping you alive with 1 HP when you take a
fatal hit if you had over 10% HP. Not completely reliable and costs 15 CP. I'd
rather keep damage reduction Techniques like Defiance and Diminish Missile.

Fists of Iron may boost ATK by 20%, but has the same issues as Enlightenment.
It's too random to be reliable. If you depend on it too much you may lose Sin
when it doesn't activate, or when it activates at the wrong time.

Spells. Reflect Sorcery reflects spells back at the caster once. This is a
great spell to use whenever there are dangerous spellcasters around. Lieselotte
already knew it back in Chapter III, so getting it here removes one of her
advantages over Lockswell.

Prevent Sorcery causes Silence. Highly effective and a cheaper alternative to
Suspend Motion, not to mention it lasts longer. Use this to remove a
spellcaster from the fight for 5 rounds.

Last spell is Dark Savior, the Darkness elemental atttack spell. It has high
chances of causing Silence, but no combo potential. I'd keep using Frigid
Damsel or Sacred Javelin for combos and Lightning Bolt from the menu for status
effects. Just cast Prevent Sorcery if you need to Silence someone.

For the first battle you will need Paralyze Checks and Lightning protection.


 _Battle #1 -- The Lotus Marsh: Destroy all opposition [300 Sin]______________
|                                                                             |
| --- Enemies (7) ---                                                         |
| Lizard Lord (x3)                                                            |
| Items (1): The Art of Reduce Magic x1                                       |
|                                                                             |
| Skeletal Soldier (x2)                      Celaeno (x2) [LEADER]            |
|                                                                             |
| --- Strategy ---                                                            |
| Enemies have high stats, so be ready to heal. Guard Reinforce + Provoke (or |
| Martyr's Cry) is the easiest way to survive attacks when surrounded here.   |
|                                                                             |
| The Celaeno causes Paralysis and deals Lightning elemental damage. It also  |
| flies, which makes it hard to surround as you have to walk around the       |
| planks. Use Suspend Motion and ignore them until the nearby enemies are     |
| gone, then use Transpose as needed to surround them easily.                 |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (600): The Art of Knockout Blow x1, Magic Boots x1                 |
| 150% Sin (450): The Way of Encirclement x1, Material Earring x1             |
| 100% Sin (300): Guard Potion x1, Nectar Potion x2                           |
|                                                                             |
| Only 2 new items. Magic Boots have the same AVD as Elfin Boots, but higher  |
| RDM. The Material Ring is a unique accessory and boosts the HP of a female  |
| character by 10%. Not a big boost but better than a simple status immunity. |
| But the main reward here is the third copy of Knockout Blow!                |
 _____________________________________________________________________________


You get access to a second town now, but it's exactly the same as the first.

There's a lot of snow in the next map, which decreases the movement rate of
your characters. Use the Safety Boots to be able to walk normally. Equip Stone
Checks as well.


 _Battle #2 -- Wintergard: Defeat the enemy leader [350 Sin]__________________
|                                                                             |
| --- Enemies (8) ---                                                         |
| Kobold Knight (x4)                 Kobold King (x3)                         |
|                                    Items (1): The Way of Transposition x1   |
| White Dragon [LEADER]                                                       |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| The Art of Grave Blessing:                                                  |
|  Technique, increases the stats of the user when allies are dead            |
|  http://img242.imageshack.us/img242/7734/ch5ab2i.jpg                        |
|                                                                             |
| --- Strategy ---                                                            |
| Filler battle, only problem is moving around without the Safety Boots. Use  |
| Dash to get out of the snow faster.                                         |
|                                                                             |
| The kobolds can cause Stone but are weak. The dragon has a lot of HP, but   |
| is vulnerable to Suspend Motion. Cast it to remove it from the battle until |
| the kobolds are gone, then buff the party and cast Sap Guard on it to kill  |
| it faster. As for item, don't miss the extra copy of Transpose.             |
|                                                                             |
| --- Sin Rewards (Recommended: 150% or higher) ---                           |
| 200% Sin (700): Valiant Helm x1, The Way of Aura Flux x1                    |
| 150% Sin (525): The Art of Crystal Call x1, Noble Elixir x2                 |
| 100% Sin (350): Power Bangle x1, Spirit Tincture x3                         |
|                                                                             |
| You finally get Crystal Call in this path! This highly useful Technique     |
| increases the number of crystals gained from air combos. Make sure you give |
| it to a character with combo potential. Mischka, Wylfred and Natalia are    |
| the best choices in this path, in that order.                               |
|                                                                             |
| As for the other items, the Valiant Helm has 60 RDM, 5 RST and 10 MAG. It's |
| a good armor upgrade, but the real reward here is the Power Bangle. Similar |
| to the Magic Bangle you got back in Chapter II, this accessory boosts the   |
| wearer's ATK by 20%. Give it to Wylfred, he has the most to gain from the   |
| accessory due to the extra ATK boost he gets with Vali's Awakening.         |
 _____________________________________________________________________________


A third town appears, still the same as the others. You don't need Safety Boots
for the next battle. Replace the Stone Checks with Paralyze Checks and add
lightning protection (Wind Gloves, Leather Boots).


 _Battle #3 -- The Sylvanglade: Destroy all opposition [300 Sin]______________
|                                                                             |
| --- Enemies (7) ---                                                         |
| Carrion Wolf (x3)         Celaeno (x2)       Mimetic Flower (x2) [LEADER]   |
|                                                                             |
| --- Strategy ---                                                            |
| Filler. Only danger here are the Celaenos, try to lure them away from the   |
| gaps in the map and then use Suspend Motion + Tranpose to get them close to |
| the party. Mimetic Flowers can cause Poison, which is just harmless now.    |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (600): Moonfalx x1, Ambrosia x1                                    |
| 150% Sin (450): The Way of Evanescence x1, The Way of Regeneration x1       |
| 100% Sin (300): Expert's Experience x3, Poison Crystal x2                   |
|                                                                             |
| Only new item is the Moonfalx, a 1-handed sword with 155 ATK, 3 attacks, SC |
| enabled and Holy elemental. This is the best main game 1-handed sword for   |
| the A Ending and perfect for the final boss.                                |
 _____________________________________________________________________________


Boss fight coming up. It's another snow map, so equip the Safety Boots again.
Set Diminish Missile and have resistance to Fire and Holy.

You will be fighting some Crell soldiers, who resist Holy but are weak to
Darkness. The boss resists both Ice and Holy so you might want to use Dark
Savior this time, or just deal with the reduced damage on the boss and use
Frigid Damsel on the regular enemies.


 _Battle #4 -- The Artolian Mountains: Defeat Kristoff [350 Sin]______________
|                                                                             |
| --- Enemies (8) ---                                                         |
| Adept Crell Lancer (x2)    Adept Crell Swordswoman    Elite Artolian Archer |
|                                                                             |
| Elite Artolian Warrior                                                      |
|                                                                             |
| Adept Crell Sorcerer (x2)                             Kristoff [LEADER]     |
| Menu Spells: Sacred Javelin, Guard Reinforce                                |
|                                                                             |
| --- Strategy ---                                                            |
| Roienbourg will "help" you out in this fight. He's strong, which makes him  |
| dangerous: you don't want him to mess up your Sin collecting. He's          |
| controlled by the game so he is as stupid as the enemies though. Don't      |
| bother healing him, nothing changes if he runs out of HP. You can use Union |
| Plumes or Invoke Feather on him if you want, which is a nice way to         |
| distract Kristoff until the other enemies are gone.                         |
|                                                                             |
| The second sorcerer is behind Kristoff, so you don't have to worry about    |
| him until most of the other enemies are gone. Use Prevent Sorcery on the    |
| first sorcerer and Suspend Motion on the lancers and archer, then surround  |
| them without advancing forward too much. You can get rid of most enemies    |
| without getting too close to Kristoff, who won't move at all.               |
|                                                                             |
| Kristoff is a warrior, so he suffers from bad range. You can run away from  |
| him with Dash and buy time for buffs, then close in to attack. Defiance +   |
| Sap Power will let you survive his combo, so you can tank his attacks too.  |
| Again, all he can do alone is kill one character. Bring him back, repeat    |
| until Kristoff dies.                                                        |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (700): Mirror Plate x1, Starguards x1                              |
| 150% Sin (525): The Art of Magic Mail x1, The Art of Crystal Call x1        |
| 100% Sin (350): Omnicheck x1, Sage's Arcanum x3                             |
|                                                                             |
| Two unreplaceable pieces of armor here. The Mirror Plate is the best main   |
| game armor, with 250 RDM, 20 AVD, 10 RST and high resistance to Holy        |
| attacks. The Starguards are the best gauntlets in the game with 70 RDM and  |
| 10 RST.                                                                     |
|                                                                             |
| The Omnicheck accessory blocks all status effects, including Stun which you |
| can't block with a regular Check. Good accessory, but unfortunately a bit   |
| too late to be useful.                                                      |
 _____________________________________________________________________________


You don't need the Safety Boots any more.

This is your last time on the world map. Go all out on shopping for supplies
and accessories, plus any weapons/armor you haven't got yet. You will fight 3
battles in a row. They aren't hard, but the third battle can be very long.

For the first battle you should set Curse/Stone Checks and protection for Holy
and Darkness attacks. Drop Diminish Missile and Frigid Damsel, go back to
Sacred Javelin.

You will be fighting Villnorean soldiers now, who resist Earth but are
vulnerable to Lightning. Just keep using Sacred Javelin.


 _Battle #5 -- Gates of Aidelrave: Defeat the enemy leader [450 Sin]__________
|                                                                             |
| --- Enemies (10) ---                                                        |
| Adept Villnorean Lancer (x2)             Adept Villnorean Swordswoman (x2)  |
|                                          Menu Spell: Heal                   |
|                                          Items (1): Union Plume x3          |
| Adept Villnorean Sorcerer (x2)                                              |
| Menu Spells: Reflect Sorcery, Guard Reinforce                               |
|                                                                             |
| Greater Daemon         Iron Golem        Skeletal Soldier                   |
|                                                                             |
| Elite Artolian Warrior [LEADER]                                             |
| Items: Union Plume x3                                                       |
|                                                                             |
| --- Strategy ---                                                            |
| The Greater Daemon attacks with Darkness, can cause Curse and has 5x5       |
| attack range instead of the standard 3x3 of the other Daemons. Cast Suspend |
| Motion on it before it gets close enough to attack and get rid of it as     |
| soon as possible.                                                           |
|                                                                             |
| As for the other enemies, use Prevent Sorcery on the sorcerers to stop them |
| from reinforcing the other enemies and using Sacred Javelin on you. Either  |
| avoid reinforced enemies until the effect wears off or cast Sap Power.      |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---
| 200% Sin (900): Empress Coronet x1, Cloak of Brittania x1                   |
| 150% Sin (675): The Art of Counter Attack x1, The Way of Mana Surge x1      |
| 100% Sin (450): Ether Greaves x1, Caliburn x1, Expert's Experience x2       |
|                                                                             |
| A lot of important rewards here. The Empress Coronet is the tiara with the  |
| highest RDM, RST and MAG in the main game, though it doesn't compare to     |
| crowns in the RST and MAG boosts. The Cloak of Britannia is similar to the  |
| Mirror Plate (high RDM and the same Holy protection), but can only be used  |
| by females. Ether Greaves offer the highest RDM, RST and AVD boosts in the  |
| game and can be used by any gender.                                         |
|                                                                             |
| Moving on from armor we've got a new and important Tactic for Sorcerers:    |
| Mana Surge extends the area of effect of menu spells by 2 panels, which     |
| means you can affect multiple targets at once with spells like the          |
| Saps/Reinforces, Suspend Motion and Prevent Sorcery! The only flaws are the |
| 60 AP cost and 2 round duration. Best Tactic for Sorcerers.                 |
|                                                                             |
| And last we've got the Caliburn, a 2-handed sword with 100 ATK, 3 attacks   |
| and SC enabled. Good replacement for the Dragon Slayer and it might be      |
| better than the Elemental Edge as well at this point.                       |
 _____________________________________________________________________________


Second battle isn't much different. Keep the Darkness protection and wear
Freeze Checks this time.


 _Battle #6 -- Bailey: Defeat the enemy leader [350 Sin]______________________
|                                                                             |
| --- Enemies (8) ---                                                         |
| Adept Villnorean Sorcerer (x2)                   Lizard Knight (x2)         |
| Menu Spell: Reflect Sorcery, Sap Guard           Items (1): Union Plume x2  |
| Items (1): Union Plume x2                                                   |
|                                                                             |
| Noble Vampire (x2)                                                          |
| Menu Spells: Dark Savior, Fire Storm, Suspend Motion                        |
|                                                                             |
| Opinicus                            Elite Artolian Sorcerer [LEADER]        |
|                                     Menu Spells: Reflect Sorcery, Sap Power |
|                                     Items: Witch's Arcanum x2               |
|                                                                             |
| --- Strategy ---                                                            |
| You start close to the monsters. Suspend Motion works on all of them, and   |
| you can mute all 3 sorcerers with Prevent Sorcery. It's just a matter of    |
| separating enemies and getting rid of the ones with most range first.       |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (700): Kanesada x1, Caduceus x1                                    |
| 150% Sin (525): Golden Egg x1, The Art of Diminish Missile x1               |
| 100% Sin (350): Magic Bangle x1, Goddess Tincture x1                        |
|                                                                             |
| Two weapon upgrades this time. The Caduceus is ridiculously powerful:       |
| 950 MAG, GM enabled. While it's much weaker, the Kanesada is Ushio's best   |
| main game weapon with 140 ATK, 3 attacks, SC enabled.                       |
|                                                                             |
| You can get a second Magic Bangle too, which is useful if you missed it     |
| back in Chapter II or if you use both Lockswell and Fauxnel.                |
 _____________________________________________________________________________


The third battle is long but not much harder. You will need Darkness and Fire
protection. Freeze Checks are still useful, but you might want to use Silence
Checks instead.

The boss resists both Holy and Darkness, so it's back to Frigid Damsel again.


 _Battle #7 -- Inner Ward: Defeat Langrey [350 Sin]___________________________
|                                                                             |
| --- Enemies (10) ---                                                        |
| Mithril Golem                           Noble Vampire (x2)                  |
|                                         Menu Spell: Dark Savior             |
|                                                                             |
| Opinicus             Red Dragon         Spectral Knight                     |
|                                                                             |
| Elite Artolian Sorcerer (x3)                                                |
| Menu Spells: Guard Reinforce, Suspend Motion, Sacred Javelin                |
| Items (1): Spirit Tincture x2                                               |
|                                                                             |
| Langrey [LEADER]                                                            |
| Menu Spells: Dark Savior, Suspend Motion                                    |
| Items: Spirit Tincture x2                                                   |
|                                                                             |
| --- Strategy ---                                                            |
| The battlefield is split in 4 areas. You can heal and recover AP before     |
| moving to the next area, so the battle isn't difficult, just long. First    |
| area has a Mithril Golem and poisonous ground. Ending the turn while        |
| stepping on it may poison the character, just like in Evernight back in     |
| Chapter II. Cast Suspend Motion on the golem on the first round, surround   |
| it, kill it. Heal any poisoned characters and recover AP before moving on.  |
|                                                                             |
| Second area has some blue symbols on the ground. Ending the turn while      |
| stepping on it will damage the character, but the damage is quite low. The  |
| main issue here is the dragon. It attacks with Fire and has huge HP. You    |
| can't take it down with max Sin in one combo, so try to ignore it and get   |
| rid of the vampires first. The dragon is vulnerable to Suspend Motion too   |
| so just cast that to buy some time.                                         |
|                                                                             |
| Third and fourth areas don't have any hazards, just more enemies. Try to    |
| cast Prevent Sorcery on the sorcerers from as far away as possible. They    |
| are capable of using Suspend Motion too, so you will have to use an Elixir  |
| or Normalize to heal it. They also Reinforce each other a lot, which is     |
| good because they waste AP and you can just cast Sap Guard to counter it.   |
| Make sure you get rid of all enemies before you approach Langrey, you don't |
| want to give him a chance to act multiple times per turn.                   |
|                                                                             |
| Langrey is very dangerous. Sorcerer, high HP, high MAG, very strong Great   |
| Magic. Faze him at the end of combos to prevent his counter, so that he     |
| doesn't get to kill two characters per turn. Best way to handle him is to   |
| be quick: set up Spell Reinforce and Mana Flux + Might Reinforce before     |
| approaching him, then stack with Potions and Vali's Awakening and pull off  |
| the longest combo you can, finishing with Wylfred's SC.                     |
|                                                                             |
| --- Sin Rewards (Recommended: 200%) ---                                     |
| 200% Sin (700): Arectaris x1, Blue Gale x1                                  |
| 150% Sin (525): Expert's Experience x2, Sylph Robe x1                       |
| 100% Sin (350): Goddess Tincture x2, Noble Elixir x2                        |
|                                                                             |
| Final weapon upgrades now. The Blue Gale is the best main game bow with 140 |
| ATK, 3 attacks, SC enabled and a very special effect: 100% critical rate.   |
| This results in around 150% damage on all hits. Very good upgrade for       |
| Cheripha and she really needs it... to bad it comes so late. The other      |
| weapon is the Arectaris, the real replacement for the Elemental Edge: 150   |
| ATK, 3 attacks, SC enabled, holy elemental. Best main game 2-handed sword.  |
|                                                                             |
| The Sylph Robe can only be used my male sorcerers, but you don't have any   |
| females anyway. It has 350 RDM, 10 RST, 10 AVD and Darkness protection.     |
| This is the best main game armor for them.                                  |
 _____________________________________________________________________________


If you used the Destiny Plume in this Chapter you will receive the Angel Slayer
after the fight. This 1-handed sword has 250 ATK, 3 attacks and SC enabled.
Wylfred is the only one who can use it, and it's his best main game weapon.

The Chapter then ends and you get your last chance to save. You will get either
the A or B Ending next depending on how many times you used the Plume in this
Chapter.



:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Endings                                                           [ENDS0] ::
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

The final battles and the ending change according to how many times you have
used the Destiny Plume. The forced use on Ancel during the Prologue doesn't
count.


--- The 3 endings and their differences ---
These are requirements for getting each ending:

 _C (Bad) Ending______________________________________________________________
| You get this Ending if you fulfill any of these conditions:                 |
|                                                                             |
| -Use the Plume twice in Chapter II                                          |
| -Use the Plume in two different Chapters                                    |
|                                                                             |
| Both of these lead to Chapter V -- "By Power Wrought" (sideing with Langrey |
| in the war). This path guarantees that you get the C Ending.                |
|                                                                             |
|                  _________________________________________                  |
|                                                                             |
| -Use the Plume once in Chapter II and don't use it again                    |
| -Don't use the Plume in Chapter II, but use it in Ch.III OR IV, NOT both!   |
|                                                                             |
| Both of these lead to Chapter V -- "Lament of the Lost" (sideing with       |
| Kristoff in the war). Using the Plume at LEAST 3 times during this Chapter  |
| will lead to the C Ending.                                                  |
 _____________________________________________________________________________


 _B (Normal) Ending___________________________________________________________
| You get this Ending if you fulfill any of these conditions:                 |
|                                                                             |
| -Use the Plume once in Chapter II and don't use it again                    |
| -Don't use the Plume in Chapter II, but use it in Ch.III OR IV, NOT both!   |
|                                                                             |
| Both of these lead to Chapter V -- "Lament of the Lost" (sideing with       |
| Kristoff in the war). Using the Plume at MOST 2 times during this Chapter   |
| will lead to the B Ending.                                                  |
|                                                                             |
|                  _________________________________________                  |
|                                                                             |
| -Don't use the Plume in Chapters II, III and IV                             |
|                                                                             |
| This will lead to Chapter V -- "Beyond Redemption" (working with Roienbourg |
| to stop the war). Using the Plume in this Chapter will lead to the B Ending.|
 _____________________________________________________________________________


 _A (Best) Ending_____________________________________________________________
| You get this Ending if you fulfill the following condition:                 |
| -Don't use the Plume in Chapters II, III, IV and V                          |
|                                                                             |
| In other words, don't use the Plume at all other than the forced use on     |
| Ancel during the Prologue.                                                  |
 _____________________________________________________________________________


There is also the special Game Over if you abuse the Plume too much during
Chapters III and IV. This isn't a real ending, as you don't get credits and
can't save New Game+ data. It's still listed below for completeness sake.


--- [ENDSD] D (Game Over) Ending ----------------------------------------------

This is not a real ending, but rather a special Game Over. You get this if you
use the Plume too much during Chapters III and IV. You are allowed 2 uses per
Chapter in the A Path, and 1 use per Chapter in the B and C Paths. Going over
the limit will lead you to a battle you can't win. Once you lose you get some
cutscenes and that's it, back to the title screen.

This isn't a real ending since you don't get credits, can't save New Game+ data
and it isn't required to unlock the Seraphic Gate.

In case you're curious, the battle is against Freya, who has max stats. Even if
you use cheats to kill her nothing will change, you will still get the same
cutscenes and a Game Over. It's not possible to defeat Freya without cheats.



--- [ENDSC] C (Bad) Ending ----------------------------------------------------

You get this ending if you:
-Sided with Langrey in the war (Chapter V -- By Power Wrought)
OR
-Side with Kristoff in the war (Chapter V -- Lament of the Lost) and used the
 Plume at least 3 times during it.


--- Walkthrough ---
You fight a single battle in this ending. You can Shop before it -- restock on
healing items and get anything else that you need. There's no need to save any
money and you have nothing else to expend it on. Go all out. Also, since
there's no more Sin, you can finally rely on the Enlightenment and Fists of
Iron Techniques.

Preparations for the battle. The number of enemies in the battle depends on how
many allies you sacrificed during the game. But the more you sacrificed the
more overpowered skills you got, so it evens out. If you sacrificed archers,
set Diminish Missile. If you sacrificed sorcerers, set Magic Mail, Reduce
Magic and elemental protection. Holy protection should be set on all characters
in any case. Defiance too, as always. Don't forget to equip the new weapons and
Power Bangle you got from the last battle. The final boss resists Holy so
again, use Frigid Damsel.

Also remove the Training and Crystal Call Techniques from your characters. You
still get experience in this fight, but gaining one or two levels won't make
any real difference.

Unrelated to the final battle, but if you are concerned about carrying over
things to New Game+, keep in mind that sorcerers forget their spells but you
keep any spare Codexes you have. So buy extra spells to teach them in the next
playthrough if you care about that. Money doesn't carry over so there's no
reason to save any.


 _Final Battle -- House of the Forsaken: Defeat the Valkyrie__________________
|                                                                             |
| --- Enemies ---                                                             |
| Auguste      Cheripha     Darius       Duwain       Earnest      Fauxnel    |
| Gwendal      Heugoe       Lieselotte   Lockswell    Mireille     Mischka    |
| Natalia      Phiona       Reinhilde    Rosea        Ushio        Valmur     |
|                                                                             |
| Valkyrie [LEADER]                                                           |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Noble Elixir: Heals all status effects and 99% HP                           |
|               http://img242.imageshack.us/img242/685/endci1.jpg             |
|                                                                             |
| Union Plume: Revives one ally
|              http://img242.imageshack.us/img242/7594/endci2.jpg             |
|                                                                             |
| Goddess Tincture: Full HP recovery for allies in range                      |
|                   http://img242.imageshack.us/img242/2863/endci3.jpg        |
|                                                                             |
| --- Strategy ---                                                            |
| The Einherjar have fixed stats depending on their class, so they're not     |
| that different from each other. They have high HP, but lower stats in       |
| general than the latest human enemies you had to fight. The main threat is  |
| that they are all capable of using Soul Crushes, but they don't always do   |
| it like real bosses do. Just set a priority when dealing with them:         |
| Natalia, Auguste and Ushio have high movement, so take them out first.      |
| Suspend Motion on archers to avoid getting hit from far away multiple times |
| per round.                                                                  |
|                                                                             |
| The Valkyrie starts in the back, with the sorcerers next to her. You can    |
| try to lure the sorcerers out with menu spells, or disable them with        |
| Prevent Sorcery, Suspend Motion, Reflect Sorcery. What you don't want to do |
| is fight Valkyrie together with the sorcerers. She's a swordswoman, so her  |
| attack range isn't too large and you can run away from her easily if        |
| needed.                                                                     |
|                                                                             |
| Valkyrie has monstrous HP far beyond anything else you fought so far and    |
| the First Aid Technique, so she can take a long time to go down. Her other  |
| stats aren't that high though, and her attacks are Holy elemental. Good     |
| armor, Holy protection and Defiance make it hard for her to actually kill   |
| someone too. So you just keep trading blows back and forth until someone    |
| dies. Rather anti-climatic final battle. Cast Sap Guard, Spell Reinforce    |
| and Mana Surge + Might Reinforce to speed things up.                        |
|                                                                             |
| If Wylfred is alone you can take the Einherjar down easily with counters    |
| (even faster with Ratatosk's Scandal or Baldr's Pact), but Valkyrie will    |
| take a very long time to die. Just keep trading blows with her and try to   |
| stay over 50 AP. If things get too difficult, use the Stalk Tactic and back |
| off from her, recover AP, heal with an item and go back to fight. Do this   |
| when you need time for using Might or Guard Potions as well.                |
 _____________________________________________________________________________


And that's it for the C Path. "Enjoy" the Bad Ending, and don't forget to watch
past the credits for an extra cutscene and to create the New Game+ data.



--- [ENDSB] B (Normal) Ending -------------------------------------------------

You get this ending if you:
-Side with Kristoff in the war (Chapter V -- Lament of the Lost) and use the
 Plume less than 3 times during it.
OR
-Side with Roienbourg to stop the war (Chapter V -- Beyond Redemption) and use
 the Plume during it.


--- Walkthrough ---
You fight two battles in this ending. You can Shop before them -- restock on
healing items and get anything else that you need. There's no need to save any
money and you have nothing else to expend it on. Go all out. Also, since
there's no more Sin, you can finally rely on the Enlightenment and Fists of
Iron Techniques.

Preparations for the first battle. Give Holy protection to as many characters
as possible. Diminish Missile and Freeze/Paralyze Checks all help as well.
Defiance too, as always. The boss resists Holy again, so keep using Frigid
Damsel.

You can still get a lot of experience in this fight so keep Training and
Crystal Call up on someone. The extra stats and free healing that come with
levels will help a lot here.

Unrelated to the final battle, but if you are concerned about carrying over
things to New Game+, keep in mind that sorcerers forget their spells but you
keep any spare Codexes you have. So buy extra spells to teach them in the next
playthrough if you care about that. Money doesn't carry over so there's no
reason to save any.


 _Battle #1 -- House of the Forsaken: Defeat the Valkyrie_____________________
|                                                                             |
| --- Enemies (11) ---                                                        |
| Einherjar Archer (x2)                       Einherjar Lancer (x2)           |
| Menu Spell: Sap Guard                       Items (all): Union Plume x2     |
| Item (1): Goddess Tincture x1                                               |
| Item (1): Spirit Tincture x2                                                |
|                                                                             |
| Einherjar Warrior (x2)                      Einherjar Swordswoman (x2)      |
|                                             Item (1): Union Plume x2        |
|                                                                             |
| Einherjar Sorceress (x2)                                                    |
| Menu Spell: Heal, Frigid Damsel, Fire Storm, Poison Blow, Lightning Bolt    |
| Items (1): Goddess Tincture                                                 |
|                                                                             |
| Valkyrie [LEADER]                                                           |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Union Plume: Revives one ally                                               |
|              http://img242.imageshack.us/img242/5936/endbb1i1.jpg           |
|                                                                             |
| Spirit Tincture: Restores 3,000 HP of multiple allies                       |
|                  http://img242.imageshack.us/img242/8273/endbb1i2.jpg       |
|                                                                             |
| Goddess Tincture: Full HP recovery for allies in range                      |
|                   http://img242.imageshack.us/img242/1216/endbb1i3.jpgc     |
|                                                                             |
| --- Strategy ---                                                            |
| Valkyrie starts in the back and won't move until you get close, but she's   |
| together with several Einherjar and you will have to get past plenty of     |
| them before you reach her. Each Einherjar drops a lot of experience so the  |
| more you kill the easier the battle gets. You no longer have to worry about |
| Sin and they only drop healing items, so you can skip Sieges and attack     |
| with individual characters.                                                 |
|                                                                             |
| The Einherjar have very high defensive stats (HP, RDM, RST), but their ATK  |
| is lower than the other human enemies you faced in the last battles. So     |
| they take longer to die, but don't deal much damage. Suspend Motion and     |
| Prevent Sorcery work on them too, so the Valkyrie is really the only one    |
| you should be worried about.                                                |
|                                                                             |
| Valkyrie isn't much different from other bosses. Resists and attacks with   |
| Holy, so reducing her damage is easy. Defiance, Sap Power and Holy          |
| protection all make her harmless. The only problem is her huge HP and First |
| Aid Technique, which seems to activate more often than usual. The good news |
| is that you don't actually have to kill her, reducing her to half HP is     |
| enough to trigger the next fight. You can actually kill her though, but the |
| only difference is that you get experience for doing so. The story won't be |
| affected at all.                                                            |
 _____________________________________________________________________________


What a twist! Final battle coming up. You don't need Training, Crystall Call or
elemental protection any more, and can use Sacred Javelin again. Diminish
Missile and Checks shouldn't be necessary either.


 _Final Battle -- House of the Forsaken: Defeat Thyodor_______________________
|                                                                             |
| --- Enemies ---                                                             |
| Einherjar Sorceress (x2)                                                    |
| Menu Spell: Heal, Frigid Damsel, Fire Storm, Poison Blow, Lightning Bolt    |
| Items (1): Union Plume                                                      |
|                                                                             |
| Einherjar Archer (x2)                        Thyodor [LEADER]               |
| Menu Spell: Sap Guard                                                       |
| Item (1): Goddess Tincture                                                  |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Spirit Tincture: Restores 3,000 HP of multiple allies                       |
|                  http://img524.imageshack.us/img524/9756/endbb2i1.jpg       |
|                                                                             |
| Goddess Tincture: Full HP recovery for allies in range                      |
|                   http://img524.imageshack.us/img524/2299/endbb2i2.jpg      |
|                                                                             |
| Union Plume: Revives one ally                                               |
|              http://img524.imageshack.us/img524/8996/endbb2i3.jpg           |
|                                                                             |
| --- Strategy ---                                                            |
| Very similar to the last fight, but with less Einherjar and you actually    |
| have to kill the boss this time. Thyodor is in the back and you can easily  |
| kill everyone else before he starts to move. He doesn't have First Aid, but |
| does have Body of Steel and higher HP than Valkyrie. His damage is higher   |
| too since you can't halve it with Holy protection, but Defiance and Sap     |
| Power will help keep your characters alive. Wear him down little by little  |
| as you buff your party with Might/Spell Reinforce, Vali's Awakening and Sap |
| Guard on him.                                                               |
 _____________________________________________________________________________


And that's it for the B Path. Enjoy the Normal Ending, and don't forget to
watch past the credits for an extra cutscene and to create the New Game+ data.



--- [ENDSA] A (Best) Ending ---------------------------------------------------

You get this ending if you don't use the Plume at all other than the forced use
on Ancel during the Prologue.


--- Walkthrough ---
You fight two battles in this ending. You can Shop before them -- restock on
healing items and get anything else that you need. There's no need to save any
money and you have nothing else to expend it on. Go all out. Also, since
there's no more Sin, you can finally rely on the Enlightenment and Fists of
Iron Techniques. I recommend not using Training or Crystal Call any more.

For the first battle you just need someone with the Stalk Tactic. Wylfred is
the best choice but any character works, doesn't matter if their level or
equipment isn't good.

If you don't have Stalk then you need Reflect Sorcery. Fauxnel joins with it so
there is no reason to not have the spell available. Buy it for Lockswell too
and use both of them. Once again, no matter what their level is. Suspend Motion
is helpful as usual too.

If for whatever reason you don't want to use Reflect Sorcery then you need
protection against all elements except Holy and all status effects.


 _Battle #1 -- The Dark Horizon: Defeat Garm__________________________________
|                                                                             |
| --- Enemies ---                                                             |
| Pale Flame (x5)                                                             |
| Menu Spells: Fire Storm, Frigid Damsel, Poison Blow, Lighting Bolt,         |
|              Sacred Javelin, Dark Savior                                    |
| Items (Fire): Union Plume x2 or Goddess Tincture x1                         |
| Items (Ice): Spirit Tincture x2 or Goddess Tincture x1                      |
| Items (Earth): Union Plume x1 or Goddess Tincture x1                        |
| Items (Lightning): Union Plume x2                                           |
| Items (Darkness): Union Plume x2                                            |
|                                                                             |
| Garm [LEADER]                                                               |
| Menu Spells: Poison Blow, Heal                                              |
|                                                                             |
| --- Strategy ---                                                            |
| Garm is in the back and can't move. She's also immune to launchers, knock   |
| down, knock back and Faze, but Sap Power and Sap Guard still work. And      |
| while she can only attack one character during her combos (like any other   |
| enemy), her counters will hit all of your characters! Since you can't Faze  |
| her this means everyone will get hit whenever you attack her.               |
|                                                                             |
| The good news is, you don't actually have to win this battle. Just          |
| attacking Garm once with Wylfred will end the battle and start the next     |
| one. It has to be Wylfred -- other characters won't work.                   |
|                                                                             |
| The BAD news is that before reaching Garm you have to go through the 5 Pale |
| Flames, the most dangerous enemies in the game. They can only move 1 panel, |
| but have huge attack range (9x9) and cast 3 spells per combo! Each Flame is |
| based on a different element (except Holy) and will cast the respective     |
| spell and Great Magic. So the Ice Pale Flame resists Ice, casts Frigid      |
| Damsel 3 times and can use Tidal Wave. Oh, they can all cast menu spells as |
| well.                                                                       |
|                                                                             |
| Since all you need to do is attack Garm once you can have Wylfred use Stalk |
| and reach Garm without having to face any of the Flames on the way. If      |
| Wylfred doesn't have Stalk then get him killed, use another character to    |
| use Stalk and revive Wylfred with an Union Plume when you get close to Garm.|
|                                                                             |
| If you can't use Stalk then the easiest way to kill the Flames is to use    |
| Reflect Sorcery and Suspend Motion. With 2 sorcerers you've got plenty of   |
| AP to let the Flames kill themselves one by one. Takes some time but is     |
| perfectly safe.                                                             |
|                                                                             |
| Anyway, just reach Garm and have Wylfred attack it once to end the battle.  |
| You can actually kill Garm here but nothing changes, the game will proceed  |
| as if you didn't.                                                           |
 _____________________________________________________________________________


You will get a "new" character as a GUEST for this fight. He joins at level 46
with top tier equipment: Arectaris, Valiant Helm, Mirror Plate, Starguards and
Ether Greaves. He's also got the First Aid, Counter Attack and Survival
Techniques set, but no Tactics.

Garm is vulnerable to Holy, which is a good thing because you have more than
enough Holy attackers for a full party: Wylfred with Moonfalx, Warrior
(including the GUEST) with Arectaris, Natalia with Carnwennan, sorcerers with
Sacred Javelin. She attacks with Darkness and can cause Paralysis, so have
Paralyze Checks on everyone. Most of her attacks are projectiles as well, so
set Diminish Missile as well.


 _Final Battle -- The Dark Horizon: Defeat Garm_______________________________
|                                                                             |
| --- Enemies ---                                                             |
| Garm [LEADER]                                                               |
| Menu Spell: Poison Blow, Dark Saviro, Heal                                  |
|                                                                             |
| --- Hidden Treasure ---                                                     |
| Union Plume (x2): Revives one ally                                          |
|                   http://img79.imageshack.us/img79/9752/endab2i1.jpg        |
|                   http://img79.imageshack.us/img79/2315/endab2i2.jpg        |
|                                                                             |
| Goddess Tincture: Full HP recovery for allies in range                      |
|                   http://img79.imageshack.us/img79/403/endab2i3.jpg         |
|                                                                             |
| --- Strategy ---                                                            |
| You start just outside Garm's attack range. She can't move, so you can      |
| always fall back here, or just leave a character in the back and he can't   |
| be attacked, so you can't lose.                                             |
|                                                                             |
| Everything said about Garm before still applies. She's immune to combo      |
| effects and hits everyone on her counters. Defiance + Diminish Missile is   |
| enough to let you survive a few combos if she doesn't use her Soul Crush,   |
| but things get out of control fast. The main problem here is that she casts |
| Heal when low on HP (around 20%).                                           |
|                                                                             |
| The best strategy here is to have a sorcerer use Mana Flux + Might          |
| Reinforce to boost the 3 other characters and then have these Dash towards  |
| Garm while the sorcerer stays back and recovers HP. Get up to her, combo    |
| until everyone is dead (don't bother healing) and revive them with the      |
| sorcerer away from her range, casting Might Reinforce again afterwards.     |
| Just repeat this until she gets to around 20,000 HP. Don't get her under    |
| that, or she will use Heal.                                                 |
|                                                                             |
| Once Garm is weak enough you should prepare your party to go all out. Back  |
| off and fully recover AP and HP, then start moving everyone forward         |
| together while using Mana Flux + Might Reinforce. Follow up with Spell      |
| Reinforce and use a Might Potion on Wylfred, who then uses Vali's           |
| Awakening. Wylfred's Grim Vengeance with 340% ATK at the end of a full      |
| combo and Soul Crush chain should be enough to kill Garm regardless of how  |
| good your equipment is. If you feel that this isn't the case then cast Sap  |
| Guard as well.                                                              |
 _____________________________________________________________________________


And that's it for the A Path. Enjoy the "Best" Ending (seriously, the ones are
just as bad), and don't forget to watch past the credits for an extra cutscene
and to create the New Game+ data.



:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: New Game+                                                         [NGPLS] ::
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Finishing the game with any of the 3 real endings will let you create a New
Game+ save. This save starts over from the Prologue, but you carry over several
things from the previous playthrough. There are no secrets or extra content in
New Game+. It's simply a way to make your next playthroughs easier.

The following DOES carry over:
-All equipment (except the Angel Slayer), including what you had equiped during
 the final battle.
-All other items.
-All Plume Tactics earned by sacrificing allies.
-All Tactics and Techniques learned by any characters.
-CP (for equipping Techniques)
-Play time

You also gain an extra slot for equipping Techniques, up to 5 total.

The following DOESN'T carry over:
-The Angel Slayer weapon
-Level and Experience
-OTH (money)
-Stat boosts gained from Ambrosias and Golden Eggs
-Spell list of sorcerers. Since the items that teach spells do carry over you
 can just keep spares and re-teach the spells when the sorcerer joins anyway

Some people are worried about preparations for the next playthrough, such as
saving items like Expert's Experience, Golden Eggs, etc. to make things easier.
This is pointless -- any New Game+ playthrough offers no challenge whatsoever.
Starting the game with end-game equipment and extra CP takes any possible
difficulty away, not to mention getting extra copies of limited equipment and
skills to make things even easier at the end of the game.

You can create as many New Game+ files as possible, so it's possible to
eventually have all skills on all characters and enough of the best equipment
to fully equip all characters.



===============================================================================
== Shop List                                                         [SHLIS] ==
===============================================================================

Shops are updated every Chapter. It doesn't matter which version of a Chapter
you get, even if the location of the shop changes the items available will be
the same.

 Prologue.................................................[SHCH0]
 Chapter I................................................[SHCH1]
 Chapter II...............................................[SHCH2]
 Chapter III..............................................[SHCH3]
 Chapter IV...............................................[SHCH4]
 Chapter V................................................[SHCH5]
 Seraphic Gate............................................[SGSGA]


--- [SHCH0] Prologue ----------------------------------------------------------

--- Weapons ---
Long Sword                       Bastard Sword
10 ATK, 2 attacks, no SC         15 ATK, 3 attacks, SC enabled
Cost: 200 OTH                    Cost: 250 OTH


--- Armor ---
Leather Armor
15 RDM, 5 AVD
Cost: 300 OTH


--- Usable Items ---
Warrior's Arcanum                Union Plume
Restores 300 HP of one ally      Revives one ally
Cost: 200 OTH                    Cost: 1,200 OTH



--- [SHCH1] Chapter I ---------------------------------------------------------

--- Weapons ---
Viking Sword                          Long Sword
20 ATK, 2 attacks, SC enabled         10 ATK, 2 attacks, no SC
Cost: 1,200 OTH                       Cost: 200 OTH

Crossbow
15 ATK, 2 attacks, no SC
Cost: 220 OTH


--- Armor ---
Sallet                Chainmail
10 RDM, 5 RST         30 RDM
Cost: 700 OTH         Cost: 2,200 OTH

Cloak                 Leather Armor
25 RDM                15 RDM, 5 AVD
Cost: 200 OTH         Cost: 300 OTH


--- Accessories ---
Poison Check
Immunity to Poison
Cost: 2,000 OTH


--- Skills ---
The Way of Provocation         The Way of Pacification
Teaches Provoke Tactic         Teaches Pacify Tactic
Cost: 1,000 OTH                Cost: 1,000 OTH


--- Usable Items ---
Warrior's Arcanum                   Union Plume
Restores 300 HP of one ally         Revives one ally
Cost: 200 OTH                       Cost: 1,200 OTH

Honeysuckle Dew
Heals one ally of Poison
Cost: 150 OTH



--- [SHCH2] Chapter II --------------------------------------------------------

--- Weapons ---
Rapier                               Viking Sword                          
30 ATK, 5 HIT, 2 attacks, no SC      20 ATK, 2 attacks, SC enabled
Cost: 2,000 OTH                      Cost: 1,200 OTH

Long Sword                           Two-Handed Sword
10 ATK, 2 attacks, no SC             20 ATK, 2 attacks, no SC
Cost: 200 OTH                        Cost: 2,500 OTH

Halberd                              Manuballista
25 ATK, 2 attacks, SC enabled        42 ATK, 5 HIT, 2 attacks, no SC
Cost: 2,000 OTH                      Cost: 1,800 OTH

Crystal Wand
35 MAG, no GM
Cost: 1,500 OTH


--- Armor ---
Sallet                  Silver Cloak
10 RDM, 5 RST           35 RDM, 15 RST, 5 AVD
Cost: 700 OTH           Cost: 2,000 OTH

Chainmail               Gloves
30 RDM                  5 RDM, 2 HIT
Cost: 2,200 OTH         Cost: 800 OTH

Suede Boots
5 RDM
Cost: 1,000 OTH


--- Accessories ---
Poison Check               Freeze Check
Immunity to Poison         Immunity to Freeze
Cost: 2,000 OTH            Cost: 2,000 OTH


--- Skills ---
The Way of Dashing                   The Art of Body of Steel
Teaches Dash Tactic                  Teches Body of Steel Technique
Cost: 800 OTH                        Cost: 800 OTH

The Art of Enlightenment             The Way of Provocation
Teaches Enlightenment Technique      Teaches Provoke Tactic
Cost: 800 OTH                        Cost: 1,000 OTH

The Way of Pacification
Teaches Pacification Tactic
Cost: 1,000 OTH


--- Spells ---
Heal Codex                          Guard Reinforce Codex
Recovers 80% HP of one ally         Increases RDM of one ally by 50%
Cost: 1,000 OTH                     Cost: 1,000 OTH

Frigid Damsel
Ice damage, may cause Freeze
Cost: 1,500 OTH


--- Usable Items ---
Dwarf Tincture                          Warrior's Arcanum
Restores 300 HP of multiple allies      Restores 300 HP of one ally
Cost: 1,500 OTH                         Cost: 200 OTH

Union Plume                             Honeysuckle Dew
Revives one ally                        Heals one ally of Poison
Cost: 1,200 OTH                         Cost: 150 OTH

Bragi's Song                            Thaw Water
Heals one ally of Silence               Heals one ally of Freeze
Cost: 150 OTH                           Cost: 150 OTH

Flare Gem                               Poison Gem
Fire damage                             Earth damage, may cause Poison
Cost: 1,200 OTH                         Cost: 1,500 OTH



--- [SHCH3] Chapter III -------------------------------------------------------

--- Weapons ---
Sinclair Saber                       Rapier
40 ATK, 5 HIT, 3 attacks, no SC      30 ATK, 5 HIT, 2 attacks, no SC
Cost: 3,000 OTH                      Cost: 2,000 OTH

Viking Sword                         Claymore
20 ATK, 2 attacks, SC enabled        65 ATK, 5 HIT, 2 attacks, no SC
Cost: 1,200 OTH                      Cost: 3,500 OTH

Two-Handed Sword                     Main-Gauche
20 ATK, 2 attacks, no SC             55 ATK, 3 attacks, no SC
Cost: 2,500 OTH                      Cost: 2,800 OTH

Partisan                             Halberd
70 ATK, 2 attacks, SC enabled        25 ATK, 2 attacks, SC enabled
Cost: 3,200 OTH                      Cost: 2,000 OTH

Rapid Crossbow                       Manuballista
48 ATK, 3 attacks, no SC             42 ATK, 5 HIT, 2 attacks, no SC
Cost: 3,000 OTH                      Cost: 1,800 OTH

Lotus Wand                           Crystal Wand
120 MAG, no GM                       35 MAG, no GM
Cost: 2,900 OTH                      Cost: 1,500 OTH


--- Armor ---
Iron Helm                            Sallet
25 RDM                               10 RDM, 5 RST
Cost: 1,800 OTH                      Cost: 700 OTH

Tiara                                Crown
20 RDM, 10 RST                       20 RDM, 15 RST, 5 MAG
Cost: 1,500 OTH                      Cost: 1,800 OTH

Noble Cloak                          Silver Cloak
60 RDM, 35 RST, 10 AVD               35 RDM, 15 RST, 5 AVD
Cost: 2,800 OTH                      Cost: 2,000 OTH

Cuirass                              Chainmail
50 RDM, 5 AVD                        30 RDM
Cost: 3,100 OTH                      Cost: 2,200 OTH

Gauntlets                            Leather Gloves
15 RDM                               10 RDM
Cost: 700 OTH                        Cost: 1,100 OTH

Gloves                               Silver Greaves
5 RDM, 2 HIT                         15 RDM, 5 RST
Cost: 800 OTH                        Cost: 1,500 OTH

Leather Boots                        Suede Boots
10 RDM, 3 AVD                        5 RDM
Resists Lightning and Paralysis      Cost: 1,000 OTH
Cost: 1,300 OTH


--- Accessories ---
Curse Check               Freeze Check
Immunity to Curse         Immunity to Freeze
Cost: 2,500 OTH           Cost: 2,000 OTH

Poison Check
Immunity to Poison
Cost: 2,000 OTH


--- Skills ---
The Art of Resist Magic                The Way of Dashing
Teaches Resist Magic Technique         Teaches Dash Tactic
Cost: 1,000 OTH                        Cost: 800 OTH

The Way of Provocation                 The Way of Pacification
Teaches Provoke Tactic                 Teaches Pacify Tactic
Cost: 1,000 OTH                        Cost: 1,000 OTH

The Art of Body of Steel               The Art of Enlightenment
Teaches Body of Steel Technique        Teaches Enlightenment Technique
Cost: 800 OTH                          Cost: 800 OTH


--- Spells ---
Fire Storm Codex           Lightning Bolt Codex
Cost: 1,500 OTH            Cost: 1,800 OTH

Frigid Damsel Codex        Spell Reinforce Codex
Cost: 1,500 OTH            Cost: 1,000 OTH

Might Reinforce Codex      Invoke Feather Codex
Cost: 1,000 OTH            Cost: 1,500 OTH

Heal Codex                 Guard Reinforce Codex
Cost: 1,000 OTH            Cost: 1,000 OTH


--- Usable Items ---
Apothecary's Arcanum                      Warrior's Arcanum
Restores 1,500 HP of one ally             Restores 300 HP of one ally
Cost: 600 OTH                             Cost: 200 OTH

Fairy Tincture                            Dwarf Tincture
Restores 1,500 HP of multiple allies      Restores 300 HP of multiple allies
Cost: 2,500 OTH                           Cost: 1,500 OTH

Union Plume                               Honeysuckle Dew
Revives one ally                          Heals one ally of Poison
Cost: 1,200 OTH                           Cost: 150 OTH

Pearl Grass                               Cockatrice Egg
Heals one ally of Paralysis               Heals one ally of Stone
Cost: 150 OTH                             Cost: 150 OTH

Bragi's Song                              Holy Water
Heals one ally of Silence                 Heals one ally of Curse
Cost: 150 OTH                             Cost: 150 OTH

Thaw Water                                Fire Ward
Heals one ally of Freeze                  Resists Fire for 3 rounds
Cost: 150 OTH                             Cost: 700 OTH

Earth Ward                                Sacred Gem
Resists Earth for 3 rounds                Holy damage, may cause Stop
Cost: 700 OTH                             Cost: 1,800 OTH

Frost Gem                                 Flare Gem
Ice damage, may cause Freeze              Fire damage
Cost: 1,500 OTH                           Cost: 1,200 OTH

Poison Gem
Earth damage, may cause Poison
Cost: 1,500 OTH



--- [SHCH4] Chapter IV --------------------------------------------------------

--- Weapons ---
Estoc                                      Sinclair Saber
95 ATK, 10 HIT, 2 attacks, SC enabled      40 ATK, 5 HIT, 3 attacks, no SC
Cost: 4,200 OTH                            Cost: 3,000 OTH

Rapier                                     Viking Sword
30 ATK, 5 HIT, 2 attacks, no SC            20 ATK, 2 attacks, no SC
Cost: 2,000 OTH                            Cost: 1,200 OTH

Hrunting                                   Claymore
50 ATK, 5 HIT, 3 attacks, no SC            65 ATK, 5 HIT, 2 attacks, no SC
Cost: 4,800 OTH                            Cost: 3,500 OTH

Two-Handed Sword                           Mithril Knife
20 ATK, 2 attacks, no SC                   65 ATK, 3 attacks, no SC
Cost: 2,500 OTH                            Cost: 4,000 OTH

Main-Gauche                                Wodao
55 ATK, 3 attacks, no SC                   105 ATK, 2 attacks, SC enabled
Cost: 2,800 OTH                            Cost: 4,000 OTH

Warhammer                                  Partisan
46 ATK, 3 attacks, no SC                   70 ATK, 2 attacks, SC enabled
Cost: 4,300 OTH                            Cost: 3,200 OTH

Halberd                                    Composite Longbow
25 ATK, 2 attacks, SC enabled              65 ATK, 3 attacks, no SC
Cost: 2,000 OTH                            Cost: 3,900 OTH

Arbalest                                   Rapid Crossbow
102 ATK, 2 attacks, SC enabled             48 ATK, 3 attacks, no SC
Cost: 4,000 OTH                            Cost: 3,000 OTH

Manuballista                               Deluge Scepter
42 ATK, 5 HIT, 2 attacks, no SC            220 MAG, 10 RST, GM enabled
Cost: 1,800 OTH                            Cost: 4,300 OTH

Lotus Wand                                 Crystal Wand
120 MAG, no GM                             35 ATK, no GM
Cost: 2,900 OTH                            Cost: 1,500 OTH


--- Armor ---
Duel Helm                   Iron Helm
30 RDM, 5 RST               25 RDM
Cost: 2,300 OTH             Cost: 1,800 OTH

Sallet                      Olive Crown
10 RDM, 5 RST               30 RDM, 5 RST, 10 MAG
Cost: 700 OTH               Resists Curse
                            Cost: 2,200 OTH

Crown                       Silver Tiara
20 RDM, 15 RST, 5 MAG       30 RDM, 10 RST, 5 MAG
Cost: 1,800 OTH             Cost: 1,800 OTH

Tiara                       Anointed Cloak
20 RDM, 10 RST              110 RDM, 5 RST, 10 AVD
Cost: 1,500 OTH             Cost: 3,500 OTH

Noble Cloak                 Silver Cloak
60 RDM, 35 RST, 10 AVD      35 RDM, 15 RST, 5 AVD
Cost: 2,800 OTH             Cost: 2,000 OTH

Duel Armor                  Cuirass
80 RDM, 5 AVD               50 RDM, 5 AVD
Cost: 4,200 OTH             Cost: 3,100 OTH

Chainmail                   Metal Buckles
30 RDM                      25 RDM
Cost: 2,200 OTH             Cost: 1,200 OTH

Gauntlet                    Magic Gloves
15 RDM                      20 RDM, 15 RST
Cost: 700 OTH               Cost: 4,000 OTH

Leather Gloves              Gloves
10 RDM                      5 RDM, 2 HIT
Cost: 1,100 OTH             Cost: 800 OTH

Duel Greaves                Silver Greaves
30 RDM, 10 AVD              15 RDM, 5 RST
Cost: 3,000 OTH             Cost: 1,500 OTH

Elfin Boots                 Leather Boots
20 RDM, 10 RST, 30 AVD      10 RDM, 3 AVD
Cost: 2,000 OTH             Resists Lightning and Paralysis
                            Cost: 1,300 OTH

Suede Boots
5 RDM
Cost: 1,000 OTH


--- Accessories ---
Stone Check             Silence Check
Immunity to Stone       Immunity to Silence
Cost: 2,500 OTH         Cost: 2,500 OTH

Curse Check             Freeze Check
Immunity to Curse       Immunity to Freeze
Cost: 2,500 OTH         Cost: 2,000 OTH

Poison Check
Immunity to Poison
Cost: 2,000 OTH


--- Skills ---
The Way of Consecration              The Art of Defiance
Teaches Consecration Tactic          Teaches Defiance Technique
Cost: 1,000 OTH                      Cost: 1,000 OTH

The Way of Dashing                   The Way of Provocation
Teaches Dash Tactic                  Teaches Provoke Tactic
Cost: 800 OTH                        Cost: 1,000 OTH

The Way of Pacification              The Art of Body of Steel
Teaches Pacify Tactic                Teaches Body of Steel Technique
Makes enemy ignore user              May increase RDM by 50%
Cost: 1,000 OTH                      Cost: 800 OTH

The Art of Enlightenment             The Art of Resist Magic
Teaches Enlightenment Technique      Teaches Resist Magic Technique
May increase MAG by 20%              May increase RST by 50%
Cost: 800 OTH                        Cost: 1,000 OTH


--- Spells ---
Normalize Codex               Sap Power Codex
Cost: 1,000 OTH               Cost: 1,000 OTH

Sap Guard  Codex              Suspend Motion Codex
Cost: 1,000 OTH               Cost: 2,000 OTH

Heal Codex                    Guard Reinforce Codex
Cost: 1,000 OTH               Cost: 1,000 OTH

Spell Reinforce Codex         Might Reinforce Codex
Cost: 1,000 OTH               Cost: 1,000 OTH

Invoke Feather Codex          Poison Blow Codex
Cost: 1,500 OTH               Cost: 2,200 OTH

Sacred Javelin Codex          Fire Storm Codex
Cost: 3,000 OTH               Cost: 1,500 OTH

Frigid Damsel Codex           Lightning Bolt Codex
Cost: 1,500 OTH               Cost: 1,800 OTH


--- Usable Items ---
Witch's Arcanum                         Apothecary's Arcanum
Restores 3,000 HP of one ally           Restores 1,500 HP of one ally
Cost: 1,200 OTH                         Cost: 600 OTH

Warrior's Arcanum                       Fairy Tincture
Restores 300 HP of one ally             Restores 1,500 of multiple allies
Cost: 200 OTH                           Cost: 2,500 OTH

Dwarf Tincture                          Union Plume
Restores 300 HP of multiple allies      Revives one ally
Cost: 1,500 OTH                         Cost: 1,200 OTH

Honeysuckle Dew                         Pearl Grass
Heals one ally of Poison                Heals one ally of Paralysis
Cost: 150 OTH                           Cost: 150 OTH

Cockatrice Egg                          Bragi's Song
Heals one ally of Stone                 Heals one ally of Silence
Cost: 150 OTH                           Cost: 150 OTH

Holy Water                              Thaw Water
Heals one ally of Curse                 Heals one ally of Freeze
Cost: 150 OTH                           Cost: 150 OTH

Ice Ward                                Lightning Ward
Resists Ice for 3 rounds                Resists Lightning for 3 rounds
Cost: 700 OTH                           Cost: 700 OTH

Fire Ward                               Earth Ward
Resists Fire for 3 rounds               Resists Earth for 3 rounds
Cost: 700 OTH                           Cost: 700 OTH

Storm Gem                               Flare Gem
Lightning damage, may cause Paralysis   Fire damage
Cost: 1,500 OTH                         Cost: 1,200 OTH

Frost Gem                               Poison Gem
Ice damage, may cause Freeze            Earth damage, may cause Poison
Cost: 1,500 OTH                         Cost: 1,500 OTH

Sacred Gem
Holy damage, may cause Stun
Cost: 1,800 OTH


--- [SHCH5] Chapter V ---------------------------------------------------------

--- Weapons ---
Damascus Sword                           Estoc
70 ATK, 5 HIT 3 attacks, SC enabled      95 ATK, 10 HIT, 2 attacks, SC enabled
Cost: 9,000 OTH                          Cost: 4,200 OTH

Sinclair Saber                           Rapier
40 ATK, 5 HIT, 3 attacks, no SC          30 ATK, 5 HIT, 2 attacks, no SC
Cost: 3,000 OTH                          Cost: 2,000 OTH

Viking Sword                             Featherbrand
20 ATK, 2 attacks, no SC                 63 ATK, 3 attacks, SC enabled
Cost: 1,200 OTH                          Cost: 10,000 OTH

Hrunting                                 Claymore
50 ATK, 5 HIT, 3 attacks, no SC          65 ATK, 5 HIT, 2 attacks, no SC
Cost: 4,800 OTH                          Cost: 3,500 OTH

Two-Handed Sword                         Carnwennan
20 ATK, 2 attacks, no SC                 140 ATK, 2 attacks, SC enabled
Cost: 2,500 OTH                          Holy Elemental
                                         Cost: 8,900 OTH

Mithril Knife                            Main-Gauche
65 ATK, 3 attacks, no SC                 55 ATK, 3 attacks, no SC
Cost: 4,000 OTH                          Cost: 2,800 OTH

Seven-Pronged Sword                      Wodao
75 ATK, 20 MAG, 3 attacks, no SC         105 ATK, 2 attacks, SC enabled
Cost: 11,000 OTH                         Cost: 4,000 OTH

Longspear                                Warhammer
58 ATK, 3 attacks, SC enabled            46 ATK, 3 attacks, no SC
Cost: 11,000 OTH                         Cost: 4,300 OTH

Partisan                                 Halberd
70 ATK, 2 attacks, SC enabled            25 ATK, 2 attacks, SC enabled
Cost: 3,200 OTH                          Cost: 2,000 OTH

Stoutbow                                 Arbalest
58 ATK, 3 attacks, SC enabled            102 ATK, 2 attacks, SC enabled
Cost: 8,500 OTH                          Cost: 4,000 OTH

Composite Longbow                        Rapid Crossbow
65 ATK, 3 attacks, no SC                 48 ATK, 3 attacks, no SC
Cost: 3,900 OTH                          Cost: 3,000 OTH

Manuballista                             Ether Scepter
42 ATK, 5 HIT, 2 attacks, no SC          330 MAG, 30 RST, 1 attack, GM enabled
Cost: 1,800 OTH                          Cost: 13,000 OTH

Deluge Scepter                           Lotus Wand
220 MAG, 10 RST, GM enabled              120 MAG, no GM
Cost: 4,300 OTH                          Cost: 2,900 OTH

Crystal Wand                             Brawl Knuckles
35 ATK, no GM                            30 ATK, 3 attacks, no SC
Cost: 1,500 OTH                          Cost: 8,500 OTH


--- Armor ---
Silver Helm                          Duel Helm
35 RDM, 5 MAG                        30 RDM, 5 RST
Cost: 3,500 OTH                      Cost: 2,300 OTH

Iron Helm                            Sallet
25 RDM                               10 RDM, 5 RST
Cost: 1,800 OTH                      Cost: 700 OTH

Anointed Crown                       Olive Crown
35 RDM, 5 RST, 10 MAG                30 RDM, 5 RST, 10 MAG
Cost: 3,500 OTH                      Resists Curse
                                     Cost: 2,200 OTH

Crown                                Mithril Tiara
20 RDM, 15 RST, 5 MAG                35 RDM, 10 RST, 5 MAG
Cost: 1,800 OTH                      Cost: 3,000 OTH

Silver Tiara                         Tiara
30 RDM, 10 RST, 5 MAG                20 RDM, 10 RST
Cost: 1,800 OTH                      Cost: 1,500 OTH

Supreme Garb                         Anointed Cloak
130 RDM, 20 RST, 15 AVD              110 RDM, 5 RST, 10 AVD
Cost: 6,000 OTH                      Cost: 3,500 OTH

Noble Cloak                          Silver Cloak
60 RDM, 35 RST, 10 AVD               35 RDM, 15 SRT, 5 AVD
Cost: 2,800 OTH                      Cost: 2,000 OTH

Flame Armor                          Duel Armor
100 RDM, 20 RST, 10 AVD              80 RDM, 5 AVD
Resists Fire                         Cost: 4,200 OTH
Cost: 6,000 OTH                       

Cuirass                              Chainmail
50 RDM, 5 AVD                        30 RDM
Cost: 3,100 OTH                      Cost: 2,200 OTH

Duel Guarders                        Metal Buckles
35 RDM                               25 RDM
Cost: 3,500 OTH                      Cost: 1,200 OTH

Gauntlets                            Wind Gloves
15 RDM                               25 RDM, 5 HIT, 5 AVD
Cost: 700 OTH                        Resists Lightning
                                     Cost: 5,000 OTH

Magic Gloves                         Leather Gloves
20 RDM, 15 RST                       10 RDM
Cost: 4,000 OTH                      Cost: 1,100 OTH

Gloves                               Valor Greaves
5 RDM, 2 HIT                         40 RDM, 20 AVD
Cost: 800 OTH                        Cost: 5,500 OTH

Duel Greaves                         Silver Greaves
30 RDM, 10 AVD                       15 RDM, 5 RST
Cost: 3,000 OTH                      Cost: 1,500 OTH

Red Boots                            Elfin Boots
25 RDM, 10 AVD                       20 RDM, 10 RST, 30 AVD
Cost: 3,500 OTH                      Cost: 2,000 OTH

Leather Boots                        Suede Boots
10 RDM, 3 AVD                        5 RDM
Resists Lightning and Paralysis      Cost: 1,000 OTH
Cost: 1,300 OTH


--- Accessories ---
Paralyze Check             Freeze Check
Immunity to Paralysis      Immunity to Freeze
Cost: 2,500 OTH            Cost: 2,000 OTH

Poison Check               Silence Check
Immunity to Poison         Immunity to Silence
Cost: 2,000 OTH            Cost: 2,500 OTH

Curse Check                Stone Check
Immunity to Curse          Immunity to Stone
Cost: 2,500 OTH            Cost: 2,500 OTH


--- Skills ---
The Art of Survival                   The Art of Fists of Iron
Teaches Survival Technique            Teaches Fists of Iron Technique
Cost: 1,500 OTH                       Cost: 1,000 OTH

The Way of Dashing                    The Way of Consecration
Teaches Dash Tactic                   Teaches Consecration Tactic
Cost: 800 OTH                         Cost: 1,000 OTH

The Way of Provocation                The Way of Pacification
Teaches Provoke Tactic                Teaches Pacify Tactic
Cost: 1,000 OTH                       Cost: 1,000 OTH

The Art of Defiance                   The Art of Body of Steel
Teaches Defiance Technique            Teaches Body of Steel Technique
Cost: 1,000 OTH                       Cost: 800 OTH

The Art of Enlightenment              The Art of Resist Magic
Teaches Enlightenment Technique       Teaches Resist Magic Technique
Cost: 800 OTH                         Cost: 1,000 OTH


--- Spells ---
Reflect Sorcery Codex         Prevent Sorcery Codex
Cost: 4,000 OTH               Cost: 2,000 OTH

Normalize Codex               Heal Codex
Cost: 1,000 OTH               Cost: 1,000 OTH

Invoke Feather Codex          Guard Reinforce Codex
Cost: 1,500 OTH               Cost: 1,000 OTH

Spell Reinforce Codex         Might Reinforce Codex
Cost: 1,000 OTH               Cost: 1,000 OTH

Sap Power Codex               Sap Guard Codex
Cost: 1,000 OTH               Cost: 1,000 OTH

Suspend Motion Codex          Dark Savior Codex
Cost: 2,000 OTH               Cost: 4,000 OTH

Fire Storm Codex              Frigid Damsel Codex
Cost: 1,500 OTH               Cost: 1,500 OTH

Lightning Bolt Codex          Poison Blow Codex
Cost: 1,800 OTH               Cost: 2,200 OTH

Sacred Javelin Codex
Cost: 3,000 OTH


--- Usable Items ---
Witch's Arcanum                           Apothecary's Arcanum
Restores 3,000 HP of one ally             Restores 1,500 HP of one ally
Cost: 1,200 OTH                           Cost: 600 OTH

Warrior's Arcanum                         Fairy Tincture
Restores 300 HP of one ally               Restores 1,500 of multiple allies
Cost: 200 OTH                             Cost: 2,500 OTH

Dwarf Tincture                            Union Plume
Restores 300 HP of multiple allies        Revives one ally
Cost: 1,500 OTH                           Cost: 1,200 OTH

Elixir                                    Honeysuckle Dew
Heals one ally of all status effects      Heals one ally of Poison
Cost: 2,000 OTH                           Cost: 150 OTH

Pearl Grass                               Cockatrice Egg
Heals one ally of Paralysis               Heals one ally of Stone
Cost: 150 OTH                             Cost: 150 OTH

Bragi's Song                              Holy Water
Heals one ally of Silence                 Heals one ally of Curse
Cost: 150 OTH                             Cost: 150 OTH

Thaw Water                                Fire Ward
Heals one ally of Freeze                  Resists Fire for 3 rounds
Cost: 150 OTH                             Cost: 700 OTH

Ice Ward                                  Earth Ward
Resists Ice for 3 rounds                  Resists Earth for 3 rounds
Cost: 700 OTH                             Cost: 700 OTH

Lightning Ward                            Shadow Gem
Resists Lightning for 3 rounds            Darkness damage, may cause Silence
Cost: 700 OTH                             Cost: 1,800 OTH

Sacred Gem                                Poison Gem
Holy damage, may cause Stun               Earth damage, may cause Poison
Cost: 1,800 OTH                           Cost: 1,500 OTH

Storm Gem                                 Frost Gem
Lightning damage, may cause Paralysis     Ice damage, may cause Freeze
Cost: 1,500 OTH                           Cost: 1,500 OTH

Flare Gem
Fire damage
Cost: 1,200 OTH


--- [SHSGA] Seraphic Gate -----------------------------------------------------

--- Weapons ---
Viking Sword                             Rapier
20 ATK, 2 attacks, SC enabled            30 ATK, 5 HIT, 2 attacks, no SC
Cost: 1,200 OTH                          Cost: 2,000 OTH

Broad Sword                              Falchion
75 ATK, 1 attack, SC enabled             50 ATK, 5 MAG, 2 attacks, SC enabled
Cost: 2,000 OTH                          Cost: 3,000 OTH

Flame Pallasch                           Sinclair Saber
70 ATK, 2 attacks, SC enabled            40 ATK, 5 HIT, 3 attacks, no SC
Fire Elemental                           Cost: 3,000 OTH
Cost: 4,000 OTH

Estoc                                    Damascus Sword
95 ATK, 10 HIT, 2 attacks, SC enabled    70 ATK, 5 HIT, 3 attacks, SC enabled
Cost: 4,200 OTH                          Cost: 9,000 OTH

Moonfalx                                 Arondight
155 ATK, 10 MAG, 3 attacks, SC enabled   150 ATK, 3 attacks, SC enabled
Holy Elemental                           Extra damage to females
Cost: 32,000 OTH                         Cost: 32,000 OTH

Two-Handed Sword                         Elemental Edge
20 ATK, 2 attacks, no SC                 165 ATK, 1 attack, SC enabled
Cost: 2,500 OTH                          Holy Elemental
                                         Cost: 3,000 OTH

Claymore                                 Kindling Sword
65 ATK, 5 HIT, 2 attacks, no SC          90 ATK, 2 attacks, SC enabled
Cost: 3,500 OTH                          Fire Elemental
                                         Cost: 5,000 OTH

Skrep                                    Hrunting
40 ATK, 3 attacks, SC enabled            50 ATK, 5 HIT, 3 attacks, no SC
Cost: 4,500 OTH                          Cost: 4,800 OTH

Featherbrand                             Arectaris
63 ATK, 3 attacks, SC enabled            150 ATK, 10 MAG, 3 attacks, SC enabled
Cost: 10,000 OTH                         Holy Elemental
                                         Cost: 100,000 OTH

Main-Gauche                              Azoth Blade
55 ATK, 3 attacks, no SC                 120 ATK, 5 MAG, 2 attacks, SC enabled
Cost: 2,800 OTH                          Lightning Elemental
                                         Cost: 3,000 OTH

Mithril Knife                            Carnwennan
65 ATK, 3 attacks, no SC                 140 ATK, 2 attacks, SC enabled
Cost: 4,000 OTH                          Holy Elemental
                                         Cost: 8,900 OTH

Imanotsurugi                             Nodachi
120 ATK, 3 attacks, SC enabled           42 ATK, 3 attacks, no SC
Cost: 70,000 OTH                         Extra damage to scaled enemies
                                         Cost: 1,500 OTH

Wodao                                    Seven-Pronged Sword
105 ATK, 2 attacks, SC enabled           75 ATK, 20 MAG, 3 attacks, no SC
Cost: 4,000 OTH                          Cost: 11,000 OTH

Osafune                                  Kanesada
120 ATK, 3 attacks, SC enabled           140 ATK, 3 attacks, SC enabled
Earth Elemental                          Fire Elemental
Cost: 55,000 OTH                         Cost: 50,000 OTH

Lance                                    Partisan
17 ATK, 3 attacks, SC enabled            70 ATK, 2 attacks, SC enabled
Cost: 2,000 OTH                          Cost: 3,200 OTH

Warhammer                                Mistilteinn
46 ATK, 3 attacks, no SC                 70 ATK, 10 MAG, 3 attacks, SC enabled
Cost: 4,300 OTH                          Holy Elemental
                                         Cost: 15,000 OTH

Longspear                                Manuballista
58 ATK, 3 attacks, SC enabled            42 ATK, 5 HIT, 2 attacks, no SC
Cost: 11,000 OTH                         Cost: 1,800 OTH

Crescent Bow                             Rapid Crossbow
52 ATK, 5 HIT, 3 attacks, SC enabled     48 ATK, 3 attacks, no SC
Lightning Elemental                      Cost: 3,000 OTH
Cost: 4,000 OTH

Composite Longbow                        Arbalest
65 ATK, 3 attacks, no SC                 102 ATK, 2 attacks, SC enabled
Cost: 3,900 OTH                          Cost: 4,000 OTH

Dawnsong                                 Stoutbow
75 ATK, 3 attacks, SC enabled            58 ATK, 3 attacks, SC enabled
Earth Elemental                          Cost: 8,500 OTH
Cost: 12,000 OTH

Crystal Wand                             Infinity Rod
35 MAG, no GM                            130 MAG, GM enabled
Cost: 1,500 OTH                          Cost: 2,000 OTH

Votive Crosier                           Alchemy Wand
140 MAG, GM enabled                      210 MAG, GM enabled
Cost: 3,500 OTH                          Cost: 5,000 OTH

Deluge Scepter                           Ether Scepter
220 MAG, GM enabled                      330 MAG, GM enabled
Cost: 4,300 OTH                          Cost: 13,000 OTH

Caduceus                                 Finger Spikes
950 MAG, GM enabled                      20 ATK, 2 attacks, SC enabled
Cost: 55,000 OTH                         Cost: 150 OTH

Knuckles                                 Brawl Knuckles
15 ATK, 3 attacks, no SC                 30 ATK, 3 attacks, no SC
Cost: 300 OTH                            Cost: 8,500 OTH

Raptor Claws
120 ATK, 2 attacks, SC enabled
Extra damage to magical enemies
Cost: 12,000 OTH


--- Armor ---
Sallet                       Iron Helm
10 RDM, 5 RST                25 RDM
Cost: 700 OTH                Cost: 1,800 OTH

Duel Helm                    Silver Helm
30 RDM, 5 RST                35 RDM, 5 MAG
Cost: 2,300 OTH              Cost: 3,500 OTH

Rune Helm                    Mithril Helm
25 RDM, 20 RST, 10 MAG       42 RDM, 10 RST, 5 MAG
Cost: 5,000 OTH              Cost: 6,000 OTH

Valiant Helm                 Crown
60 RDM, 5 RST, 10 MAG        20 RDM, 15 RST, 5 MAG
Cost: 10,000 OTH             Cost: 1,800 OTH

Olive Crown                  Anointed Crown
30 RDM, 5 RST, 10 MAG        35 RDM, 5 RST, 10 MAG
Cost: 2,200 OTH              Cost: 3,500 OTH

Rune Crown                   Supreme Crown
30 RDM, 30 RST, 20 MAG       40 RDM, 20 RST, 10 MAG
Cost: 5,000 OTH              Cost: 7,000 OTH

Tiara                        Silver Tiara
20 RDM, 10 RST               30 RDM, 10 RST, 5 MAG
Cost: 1,500 OTH              Cost: 1,800 OTH

Mithril Tiara                Empress Coronet
35 RDM, 10 RST, 5 MAG        70 RDM, 15 RST, 10 MAG
Cost: 3,000 OTH              Cost: 20,000 OTH

Cloak                        Silver Cloak
25 RDM                       35 RDM, 15 RST, 5 AVD
Cost: 200 OTH                Cost: 2,000 OTH

Noble Cloak                  Kinagashi
60 RDM, 35 RST, 10 AVD       65 RDM
Cost: 2,800 OTH              Cost: 1,500 OTH

Anointed Cloak               Valour Dress
110 RDM, 5 RST, 10 AVD       120 RDM, 10 AVD
Cost: 3,500 OTH              Cost: 4,500 OTH

Supreme Garb                 Mirage Robe
130 RDM, 20 RST, 15 AVD      120 RDM, 15 RST, 40 AVD
Cost: 5,000 OTH              Resists Earth
                             Cost: 5,000 OTH

Elfin Taffeta                Sylph Robe
200 RDM, 10 RST, 25 AVD      350 RDM, 10 RST, 10 AVD
Resists Earth                Resists Darkness
Cost: 10,000 OTH             Cost: 30,000 OTH

Leather Armor                Chainmail
15 RDM, 2 AVD                30 RDM
Cost: 300 OTH                Cost: 2,200 OTH

Cuirass                      Duel Armor
50 RDM, 5 AVD                80 RDM, 5 AVD
Cost: 3,100 OTH              Cost: 4,200 OTH

Flame Armor                  Silver Mail
100 RDM, 20 RST, 10 AVD      50 RDM, 5 RST, 20 AVD
Resists Fire                 Cost: 3,500 OTH
Cost: 5,000 OTH

Dragon Armor                 Gauntlets
150 RDM, 10 RST, -5 AVD      15 RDM
Cost: 22,000 OTH             Cost: 700 OTH

Metal Buckles                Duel Guarders
25 RDM                       35 RDM
Cost: 1,200 OTH              Cost: 3,500 OTH

Valor Gauntlets              Holy Gauntlets
13 RDM, 5 HIT                25 RDM, 10 RST, 5 HIT
Cost: 800 OTH                Resists Darkness
                             Cost: 4,000 OTH

Extreme Armguards            Gloves
40 RDM, 5 RST, 5 HIT         5 RDM, 2 HIT
Resists Fire                 Cost: 800 OTH
Cost: 7,000 OTH

Leather Gloves               Magic Gloves
10 RDM                       20 RDM, 15 RST
Cost: 1,100 OTH              Cost: 4,000 OTH

Wind Gloves                  Royal Gloves
25 RDM, 5 HIT, 5 AVD         7 RDM
Resists Lightning            Cost: 3,000 OTH
Cost: 5,000 OTH

Ether Gloves                 Silver Greaves
30 RDM, 10 RST, 5 HIT        15 RDM, 5 RST
Cost: 10,000 OTH             Cost: 1,500 OTH

Duel Greaves                 Valor Greaves
30 RDM, 10 AVD               40 RDM, 20 AVD
Cost: 3,000 OTH              Cost: 5,500 OTH

Metal Greaves                Suede Boots
25 RDM                       5 RDM
Cost: 2,500 OTH              Cost: 1,000 OTH

Leather Boots                Elfin Boots
10 RDM, 5 AVD                20 RDM, 10 RST, 30 AVD
Resists Lightning            Cost: 2,000 OTH
Cost: 1,300 OTH

Red Boots                    Work Boots
25 RDM, 10 AVD               22 RDM, 5 RST, 25 AVD
Cost: 3,500 OTH              Cost: 3,500 OTH


--- Accessories ---
Freeze Check                          Poison Check
Immunity to Freeze                    Immunity to Freeze
Cost: 2,000 OTH                       Cost: 2,000 OTH

Silence Check                         Paralyze Check
Immunity to Silence                   Immunity to Paralysis
Cost: 2,500 OTH                       Cost: 2,500 OTH

Curse Check                           Stone Check
Immunity to Curse                     Immunity to Stone
Cost: 2,500 OTH                       Cost: 2,500 OTH

Treasure Hunter
Spot hidden items during battles
Cost: 5,000 OTH


--- Usable Items ---
Warrior's Arcanum                         Apothecary's Arcanum
Restores 300 HP of one ally               Restores 1,500 HP of one ally
Cost: 200 OTH                             Cost: 600 OTH

Witch's Arcanum                           Dwarf Tincture
Restores 3,000 HP of one ally             Restores 300 HP of multiple allies
Cost: 1,200 OTH                           Cost: 1,500 OTH

Fairy Tincture                            Spirit Tincture
Restores 1,500 HP of multiple allies      Restores 3,000 HP of multiple allies
Cost: 2,500 OTH                           Cost: 10,000 OTH

Honeysuckle Dew                           Pearl Grass
Heals one ally of Poison                  Heals one ally of Paralysis
Cost: 150 OTH                             Cost: 150 OTH

Cockatrice Egg                            Bragi's Song
Heals one ally of Stone                   Heals one ally of Silence
Cost: 150 OTH                             Cost: 150 OTH

Holy Water                                Thaw Water
Heals one ally of Curse                   Heals one ally of Freeze
Cost: 150 OTH                             Cost: 150 OTH

Elixir                                    Prime Elixir
Heals one ally of all status effects      Heals all status effects and 50% HP
Cost: 2,000 OTH                           Cost: 5,000 OTH

Union Plume                               Fire Ward
Revives one ally                          Resists Fire for 3 rounds
Cost: 1,200 OTH                           Cost: 700 OTH

Ice Ward                                  Earth Ward
Resists Ice for 3 rounds                  Resists Earth for 3 rounds
Cost: 700 OTH                             Cost: 700 OTH

Lighting Ward                             Flare Gem
Resists Lighting for 3 rounds             Fire damage
Cost: 700 OTH                             Cost: 1,200 OTH

Frost Gem                                 Storm Gem
Ice damage, may cause Freeze              Lightning damage, may cause Paralysis
Cost: 1,500 OTH                           Cost: 1,500 OTH

Poison Gem                                Sacred Gem
Earth damage, may cause Poison            Holy damage, may cause Stun
Cost: 1,500 OTH                           Cost: 1,800 OTH

Shadow Gem
Darkness damage, may cause Silence
Cost: 1,800 OTH


--- Spells ---
Heal Codex                 Normalize Codex
Cost: 1,000 OTH            Cost: 1,000 OTH

Invoke Feather Codex       Guard Reinforce Codex
Cost: 1,500 OTH            Cost: 1,000 OTH

Spell Reinforce Codex      Might Reinforce Codex
Cost: 1,000 OTH            Cost: 1,000 OTH

Sap Power Codex            Sap Guard Codex
Cost: 1,000 OTH            Cost: 1,000 OTH

Suspend Motion Codex       Fire Storm Codex
Cost: 2,000 OTH            Cost: 1,500 OTH

Frigid Damsel Codex        Poison Blow Codex
Cost: 1,500 OTH            Cost: 2,200 OTH

Lightning Bolt Codex
Cost: 1,800 OTH



===============================================================================
== Enemy List                                                        [ENLIS] ==
===============================================================================

This is a list with every enemy in the game, their stats, status effects they
can cause, elemental resistances/weaknesses and locations. There's no
information on item drop rate or menu spells, since these vary by battle. Check
the main Walkthrough for details.

The list is organized by human and monster enemies, and then each class/race
and their differences. Bosses are listed separately, regardless of their type.

The list is incomplete for now. New enemies will be included in the next
updates. And, obviously, there are spoilers here.


 Humans.................................................[ENHUM]

 Monsters...............................................[ENMON]

 Bosses.................................................[ENBOS]


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Humans                                                            [ENHUM] ::
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Human enemies have classes like your characters. Their attacks aren't capable
of causing status effects other than Faze. Different from your characters, most
of them are capable of using healing/support spells.

 Archers................................................[ENARC]
 Lancers................................................[ENLAN]
 Sorcerers..............................................[ENSOR]
 Swordsmen..............................................[ENSWO]
 Thieves................................................[ENTHI]
 Warriors...............................................[ENWAR]


--- [ENARC] Archers -----------------------------------------------------------

Movement: 3      Attack Range: 9x9 (can't target 3x3 area around self)

Enemy Archers are capable of casting healing/support spells. All of their
attacks count as projectiles, obviously.


--- Novice Artolian Archeress ---
Stats: 380 HP      72 ATK    50 MAG    91 HIT   61 AVD   63 RDM   48 RST
       2 Attacks   600 exp   350 OTH
Locations:
 Chapter I: Iatallagh Weald (Battle #1) and Kirche Crossing (Battle #2)


--- Novice Mercenary Archer ---
Stats: 400 HP      126 ATK     82 MAG      131 HIT   61 AVD   120 RDM   116 RST
       2 Attacks   1,900 exp   1,000 OTH
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter II-2: Camille Highlands (Battle #1)


--- Novice Artolian Archer ---
Stats: 800 HP      140 ATK   70 MAG    50 HIT   61 AVD   90 RDM   75 RST
       2 Attacks   900 exp   850 OTH
Locations:
 Chapter II-1: Camille (Battle #2)
 Chapter II-3: Camille (Battle #1)


--- Novice Mercenary Archeress ---
Stats: 800 HP      190 ATK     82 MAG      91 HIT   61 AVD   60 RDM   125 RST
       2 Attacks   2,000 exp   1,100 OTH
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter II-2: Aullewyn Square (Battle #3)


--- Adept Artolian Archer ---
Stats: 1,600 HP    165 ATK     97 MAG      155 HIT   90 AVD   98 RDM   25 RST
       3 Attacks   2,500 exp   2,000 OTH
Locations:
 Chapter II-3:  Aullewyn Square (Battle #3)


--- Adept Artolian Archer ---
Stats: 2,300 HP    262 ATK     112 MAG     179 HIT   92 AVD   104 RDM   66 RST
       3 Attacks   3,500 exp   3,150 OTH
Locations:
 Chapter III-B: Dungeon Path (Battle #3)


--- Adept Mercenary Archer ---
Stats: 3,300 HP    416 ATK     137 MAG     219 HIT   200 AVD   145 RDM   81 RST
       3 Attacks   4,500 exp   2,000 OTH
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter IV-C: Grenssen Shire (Battle #1)
 Chapter IV-B: Liellahan Lowlands (Battle #1) and Greenwind Brae (Battle #3)
 Chapter IV-A: Castle Courtyard (Battle #2)


--- Adept Mercenary Archeress ---
Stats: 4,000 HP    436 ATK     147 MAG   235 HIT   120 AVD   120 RDM   114 RST
       3 Attacks   5,200 exp   2,300 OTH
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter IV-C: Greenwind Brae (Battle #2)
 Chapter IV-B: Grenssen Shire (Battle #4)


--- Elite Artolian Archeress ---
Stats:
 2,800 HP    553 ATK     152 MAG     243 HIT   202 AVD   254 RDM   168 RST
 3 Attacks   5,550 exp   2,900 OTH
Locations:
 Chapter V-C: Bailey (Battle #1)
 Chapter V-B: Castle Courtyard (Battle #1)


--- Elite Mercenary Archer ---
Stats:
 5,500 HP    789 ATK     187 MAG     299 HIT   152 AVD   279 RDM   246 RST
 3 Attacks   5,500 exp   3,500 OTH
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter V-C: The Artolian Pass (Battle #4)
 Chapter V-B: The Artolian Mountains (Battle #4)


--- Elite Artolian Archer ---
Stats:
 5,980 HP    789 ATK     187 MAG     339 HIT   262 AVD   283 RDM   173 RST
 3 Attacks   6,000 exp   3,300 OTH
Locations:
 Chapter V-C: The Artolian Mountains (Battle #3), Castle Gates (Battle #5),
              Castle Courtyard (Battle #6) and Throne Room (Battle #7)
 Chapter V-B: Wintergard (Battle #3), Bailey (Battle #6) and
              Dungeon Path (Battle #8)
 Chapter V-A: The Artolian Mountains (Battle #4)


--- Einherjar Archer ---
Stats:
 8,530 HP    761 ATK      197 MAG     277 HIT   195 AVD   530 RDM   678 RST
 3 Attacks   10,000 exp   5,000 OTH
Locations:
 B Ending: House of the Forsaken


--- [ENLAN] Lancers -----------------------------------------------------------

Movement: 3      Attack Range: 5x5      Cannot cast spells.


--- Novice Artolian Lancer ---
Stats: 500 HP     186 ATK   121 MAG   141 HIT   103 AVD   112 RDM   88 RST
       1 Attack   920 exp   670 OTH
Locations:
 Chapter II-3: Camille (Battle #1)


--- Novice Mercenary Lancer ---
Stats: 780 HP     197 ATK   128 MAG   120 HIT   103 AVD   118 RDM   135 RST
       1 Attack   950 exp   650 OTH
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter II-2: Hroethe Walk (Battle #2)


--- Adept Artolian Lancer ---
Stats: 920 HP      162 ATK     82 MAG    128 HIT   54 AVD   123 RDM   87 RST
       2 Attacks   2,100 exp   850 OTH
Locations:
 Chapter II-1: Camille (Battle #2)


--- Adept Mercenary Lancer ---
Stats: 1,300 HP    200 ATK     82 MAG      128 HIT   98 AVD   138 RDM   95 RST
       2 Attacks   2,000 exp   1,100 OTH
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter II-1: Evernight (Battle #3)
 Chapter II-2: Aullewyn Square (Battle #3)
 Chapter II-3: Everynight (Battle #2) and Aullewyn Square (Battle #3)


--- Elite Mercenary Lancer ---
Stats:
 3,600 HP    394 ATK     255 MAG     281 HIT   221 AVD   208 RDM   200 RST
 3 Attacks   5,750 exp   8,100 OTH
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter IV-B: Grenssen Shire (Battle #4)


--- Elite Artolian Lancer ---
Stats:
 4,200 HP    572 ATK     157 MAG     252 HIT   126 AVD   201 RDM   123 RST
 3 Attacks   5,300 exp   3,100 OTH
Locations:
 Chapter V-C: Bailey (Battle #1)
 Chapter V-B: Castle Courtyard (Battle #1)


--- Adept Villnorean Lancer ---
Stats:
 5,200 HP    969 ATK     172 MAG     276 HIT   138 AVD   286 RDM   161 RST
 2 Attacks   6,350 exp   8,750 OTH
Elements: Resists Earth, vulnerable to Lightning
Locations:
 Chapter V-B: Gates of Aidelrave (Battle #5)
 Chapter V-A: Gates of Aidelrave (Battle #5)


--- Adept Crell Lancer ---
Stats:
 5,340 HP    550 ATK     172 MAG     276 HIT   138 AVD   261 RDM   201 RST
 3 Attacks   6,000 exp   2,900 OTH
Elements: Resists Holy, vulnerable to Darkness
Locations:
 Chapter V-C: The Artolian Mountains (Battle #3) and Castle Gates (Battle #5)
 Chapter V-A: The Artolian Mountains (Battle #4)


--- Elite Crell Lancer ---
Stats:
 6,100 HP    769 ATK     207 MAG     293 HIT   203 AVD   328 RDM   221 RST
 3 Attacks   9,000 exp   4,100 OTH
Elements: Resists Holy, vulnerable to Darkness
Locations:
 Chapter V-C: The Artolian Mountains (Battle #3) and Castle Gates (Battle #5)


--- Einherjar Lancer ---
Stats:
 9,000 HP    787 ATK      227 MAG     325 HIT   219 AVD   499 RDM   585 RST
 3 Attacks   10,000 exp   6,500 OTH   Technique: Fists of Iron
Locations:
 B Ending: House of the Forsaken


--- [ENSOR] Sorcerers ---------------------------------------------------------

Movement: 3      Attack Range: 7x7

Enemy Sorcerers are limited to one spell per combo and can cast any menu spell,
just like your characters.


--- Novice Artolian Sorceress ---
Stats: 320 HP    35 ATK    90 MAG   50 HIT   85 AVD   40 RDM   61 RST
       550 exp   400 OTH   Combo Spell: Fire Storm
Locations:
 Chapter I: Iatallagh Weald (Battle #1)
 Chapter II-3: Camille (Battle #1)


--- Novice Mercenary Sorceress ---
Stats: 500 HP    123 ATK   100 MAG   289 HIT   106 AVD   96 RDM   98 RST
       910 exp   650 OTH   Combo Spell: Frigid Damsel (causes Freeze)
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter II-2: Camille Highlands (Battle #1)


--- Novice Artolian Sorcerer ---
Stats: 780 HP      95 ATK      160 MAG   115 HIT   100 AVD   110 RDM   120 RST
       2,100 exp   1,000 OTH   Combo Spell: Frigid Damsel (causes Freeze)
Locations:
 Chapter II-1: Camille (Battle #2)


--- Novice Mercenary Sorcerer ---
Stats: 1,200 HP    123 ATK     220 MAG   204 HIT   209 AVD   108 RDM   136 RST
       2,300 exp   1,000 OTH   Combo Spell: Poison Blow (causes Poison)
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter II-1: Evernight (Battle #3)
 Chapter II-2: Hroethe Walk (Battle #2)
 Chapter II-3: Evernight (Battle #2)


--- Adept Artolian Sorceress ---
Stats: 1,400 HP    155 ATK     222 MAG   162 HIT   145 AVD   100 RDM   140 RST
       2,500 exp   2,100 OTH   Combo Spell: 
Locations:
 Chapter II-3: Aullewyn Square (Battle #3)


--- Adept Mercenary Sorceress ---
Stats: 1,600 HP    160 ATK     288 MAG   412 HIT   145 AVD   116 RDM   168 RST
       3,700 exp   4,500 OTH   Combo Spell: Lightning Bolt (causes Paralysis)
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter II-2: Hroethe Walk (Battle #2) and Aullewyn Square (Battle #3)
 Chapter IV-B: Liellahan Lowlands (Battle #1)


--- Adept Artolian Sorcerer ---
Stats: 2,500 HP    160 ATK     228 MAG   362 HIT   145 AVD   200 RDM   280 RST
       4,750 exp   6,150 OTH   Combo Spell: Lightning Bolt (causes Paralysis)
Locations:
 Chapter III-B: Dungeon Path (Battle #3)


--- Elite Artolian Sorceress ---
Stats: 3,600 HP    251 ATK     756 MAG   375 HIT   235 AVD   271 RDM   421 RST
       5,800 exp   3,200 OTH   Combo Spell: Poison Blow (causes Poison)
Locations:
 Chapter V-C: The Artolian Mountains (Battle #3)
 Chapter V-B: Wintergard (Battle #3)


--- Adept Mercenary Sorcerer ---
Stats: 4,500 HP    160 ATK     966 MAG   389 HIT   145 AVD   301 RDM   512 RST
       5,900 exp   3,200 OTH   Combo Spell: Fire Storm
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter V-C: Bailey (Battle #1) and The Artolian Pass (Battle #4)
 Chapter V-B: Castle Courtyard (Battle #1) and Artolian Mountains (Battle #4)


--- Adept Villnorean Sorcerer ---
Stats: 4,300 HP    160 ATK     928 MAG   389 HIT   145 AVD   308 RDM   500 RST
       6,650 exp   9,500 OTH   Combo Spell: Sacred Javelin (causes Stun)
Elements: Resists Earth, vulnerable to Lightning
Locations:
 Chapter V-B: Gates of Aidelrave (Battle #5) and Bailey (Battle #6)
 Chapter V-A: Gates of Aidelrave (Battle #5) and Bailey (Battle #6)


--- Adept Crell Sorcerer ---
Stats: 5,740 HP    160 ATK     888 MAG   162 HIT   145 AVD   202 RDM   200 RST
       6,650 exp   9,500 OTH
Combo Spell: Fire Storm
Elements: Resists Holy, vulnerable to Darkness
Locations:
 Chapter V-A: The Artolian Mountains (Battle #4)


--- Elite Artolian Sorcerer ---
Stats: 5,800 HP    251 ATK     998 MAG   382 HIT   235 AVD   292 RDM   468 RST
       6,200 exp   4,000 OTH   Combo Spell: Dark Savior (causes Silence)
Locations:
 Chapter V-C: Castle Gates (Battle #5), Castle Courtyard (Battle #6) and
              Throne Room (Battle #7)
 Chapter V-B: Bailey (Battle #6), Inner Ward (Battle #7) and
              Dungeon Path (Battle #8)
 Chapter V-A: Bailey (Battle #6) and Inner Ward (Battle #7)


--- Einherjar Sorceress ---
Stats:
 8,100 HP     458 ATK      1,200 MAG   840 HIT   792 AVD   510 RDM   978 RST
 10,000 exp   6,150 OTH    Combo Spell: Lightning Bolt (causes Paralysis)
Locations:
 B Ending: House of the Forsaken


--- [ENSWO] Swordsmen ---------------------------------------------------------

Movement: 4      Attack Range: 3x3

Enemy Swordsmen are capable of casting healing/support spells.


--- Novice Artolian Swordsman ---
Stats: 350 HP     95 ATK    36 MAG    82 HIT   26 AVD   58 RDM   40 RST
       1 Attack   580 exp   300 OTH
Locations:
 Chapter I: Iatallagh Weald (Battle #1) and Kirche Crossing (Battle #2)
 Chapter II-3: Camille (Battle #1)


--- Novice Mercenary Swordsman ---
Stats: 460 HP     170 ATK   36 MAG    75 HIT   125 AVD   105 RDM   50 RST
       1 Attack   700 exp   500 OTH
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter II-2: Camille Highlands (Battle #1)


--- Novice Artolian Swordswoman ---
Stats: 680 HP      210 ATK     68 MAG    80 HIT   80 AVD   130 RDM   111 RST
       1 Attacks   1,800 exp   900 OTH
Locations:
 Chapter II-1: Camille (Battle #2)


--- Adept Artolian Swordsman ---
Stats: 1,850 HP    202 ATK     102 MAG     142 HIT   102 AVD   100 RDM   25 RST
       2 Attacks   2,550 exp   2,200 OTH
Locations:
 Chapter II-3: Aullewyn Square (Battle #3)


--- Adept Artolian Swordswoman ---
Stats:
 2,700 HP    365 ATK     137 MAG     191 HIT   367 AVD   208 RDM   107 RST
 2 Attacks   4,700 exp   6,000 OTH
Locations:
 Chapter III-B: Dungeon Path (Battle #3)


--- Adept Mercenary Swordsman ---
Stats: 3,400 HP    462 ATK     142 MAG     140 HIT   448 AVD   166 RDM   95 RST
       2 Attacks   4,700 exp   2,100 OTH
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter IV-C: Grenssen Shire (Battle #1) and Greenwind Brae (Battle #2)
 Chapter IV-B: Liellahan Lowlands (Battle #1) and Greenwind Brae (Battle #3)
 Chapter IV-A: Castle Courtyard (Battle #2)


--- Elite Artolian Swordsman ---
Stats:
 3,500 HP    581 ATK     157 MAG     179 HIT   157 AVD   221 RDM   153 RST
 3 Attacks   5,200 exp   3,150 OTH
Locations:
 Chapter V-C: Bailey (Battle #1)
 Chapter V-B: Castle Courtyard (Battle #1)


--- Elite Mercenary Swordsman ---
Stats:
 5,800 HP    802 ATK     187 MAG     202 HIT   187 AVD   268 RDM   235 RST
 3 Attacks   5,700 exp   3,400 OTH
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter V-C: The Artolian Pass (Battle #4)
 Chapter V-B: The Artolian Mountains (Battle #4)


--- Adept Crell Swordswoman ---
Stats:
 5,940 HP    700 ATK     177 MAG     267 HIT   177 AVD   272 RDM   87 RST
 2 Attacks   6,100 exp   3,500 OTH
Elements: Resists Holy, vulnerable to Darkness
Locations:
 Chapter V-C: The Artolian Mountains (Battle #3), Castle Gates (Battle #5) and
              Castle Courtyard (Battle #6)
 Chapter V-A: The Artolian Mountains (Battle #4)


--- Adept Villnorean Swordswoman ---
Stats:
 5,400 HP    717 ATK     177 MAG     247 HIT   629 AVD   295 RDM   239 RST
 2 Attacks   6,600 exp   9,000 OTH
Elements: Resists Earth, vulnerable to Lightning
Locations:
 Chapter V-B: Wintergard (Battle #3), Gates of Aidelrave (Battle #5) and
              Bailey (Battle #6)
 Chapter V-A: Gates of Aidelrave (Battle #5)


--- Elite Artolian Swordswoman ---
Stats:
 6,300 HP    812 ATK     207 MAG     289 HIT   207 AVD   280 RDM   230 RST
 3 Attacks   7,300 exp   3,800 OTH
Locations:
 Chapter V-C: Castle Courtyard (Battle #6) and Throne Room (Battle #7)
 Chapter V-B: Bailey (Battle #6) and Dungeon Path (Battle #8)


--- Einherjar Swordswoman ---
Stats:
 8,800 HP    725 ATK      237 MAG     331 HIT   237 AVD   452 RDM   462 RST
 3 Attacks   10,000 exp   6,700 OTH
Locations:
 B Ending: House of the Forsaken


--- [ENTHI] Thieves -----------------------------------------------------------

Movement: 5      Attack Range: 2x2

Enemy Thieves are capable of casting healing/support spells.


--- Cutpurse ---
Stats: 600 HP     145 ATK     67 MAG    108 HIT   388 AVD   90 RDM   108 RST
       1 Attack   1,300 exp   800 OTH
Locations:
 Chapter II-2: Camille Highlands (Battle #1) and Hroethe Walk (Battle #2)
 Chapter II-3: Evernight (Battle #2)


--- Pickpocket ---
Stats: 1,230 HP   285 ATK     102 MAG     201 HIT   416 AVD   135 RDM   150 RST
       1 Attack   2,500 exp   1,800 OTH
Locations:
 Chapter II-1: Evernight (Battle #3)
 Chapter II-2: Aullewyn Square (Battle #3)


--- Rogue ---
Stats:
 2,800 HP    331 ATK     132 MAG     212 HIT   258 AVD   163 RDM   101 RST
 2 Attacks   4,500 exp   5,500 OTH
Locations:
 Chapter IV-B: Liellahan Lowlands (Battle #1)


--- Brigand ---
Stats:
 3,600 HP    465 ATK     147 MAG     236 HIT   356 AVD   175 RDM   143 RST
 2 Attacks   5,000 exp   2,600 OTH
Elements: Resists Ice
Other notes: Dagger throw attack is projectile
Locations:
 Chapter IV-C: Gressen Shire (Battle #1) and Greenwind Brae (Battle #2)
 Chapter IV-B: Greenwind Brae (Battle #3) and Grenssen Shire (Battle #4)
 Chapter IV-A: Castle Courtyard (Battle #2)


--- Queenpin ---
Stats:
 4,800 HP    678 ATK     177 MAG     312 HIT   562 AVD   256 RDM   173 RST
 2 Attacks   5,800 exp   3,600 OTH
Other notes: Dagger throw attack is projectile
Locations:
 Chapter V-C: Bailey (Battle #1) and The Artolian Pass (Battle #4)
 Chapter V-B: Castle Courtyard (Battle #1) and Artolian Mountains (Battle #4)


--- [ENWAR] Warriors ----------------------------------------------------------

Movement: 3      Attack Range: 3x3      Cannot cast spells.


--- Novice Artolian Warrior ---
Stats: 400 HP     115 ATK   37 MAG    68 HIT   36 AVD   83 RDM   40 RST
       1 Attack   700 exp   400 OTH
Locations:
 Chapter I: Kirche Crossing (Battle #2)
 Chapter II-1: Camille (Battle #2)
 Chapter II-3: Camille (Battle #1)


--- Novice Mercenary Warrior ---
Stats: 550 HP     172 ATK     39 MAG    58 HIT   36 AVD   95 RDM   40 RST
       1 Attack   1,150 exp   680 OTH
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter II-2: Camille Highlands (Battle #1) and Hroethe Walk (Battle #2)
 Chapter II-3: Evernight (Battle #2)


--- Adept Artolian Warrior ---
Stats: 2,500 HP    350 ATK     68 MAG      113 HIT   68 AVD   182 RDM   50 RST
       2 Attacks   3,450 exp   2,200 OTH
Locations:
 Chapter III-B: Dungeon Path (Battle #3)


--- Adept Mercenary Warrior ---
Stats: 3,000 HP    400 ATK     80 MAG      133 HIT   80 AVD   200 RDM   76 RST
       2 Attacks   4,500 exp   5,100 OTH
Elements: Resists Ice, vulnerable to Earth
Locations:
 Chapter IV-B: Liellahan Lowlands (Battle #1)


--- Elite Artolian Warrior ---
Stats:
 6,000 HP    859 ATK     113 MAG     208 HIT   163 AVD   348 RDM   249 RST
 3 Attacks   6,300 exp   3,000 OTH
Locations:
 Chapter V-C: The Artolian Mountains (Battle #3), Castle Gates (Battle #5),
              Castle Courtyard (Battle #6) and Throne Room (Battle #7)
 Chapter V-B: Gates of Aidelrave (Battle #5) and Dungeon Path (Battle #8)
 Chapter V-A: The Artolian Mountains (Battle #4) and Gates of Aidelrave (Bt.#5)


--- Elite Mercenary Warrior ---
Stats:
 6,100 HP    824 ATK     110 MAG     183 HIT   110 AVD   321 RDM   217 RST
 3 Attacks   5,800 exp   3,500 OTH
Elements: Resists Fire, vulnerable to Ice
Locations:
 Chapter V-C: The Artolian Pass (Battle #4)
 Chapter V-B: The Artolian Mountains (Battle #4)


--- Elite Crell Warrior ---
Stats:
 6,400 HP    838 ATK     199 MAG     188 HIT   199 AVD   289 RDM   159 RST
 3 Attacks   9,000 exp   4,200 OTH
Elements: Resists Holy, vulnerable to Darkness
Locations:
 Chapter V-C: Castle Courtyard (Battle #6) and Throne Room (Battle #7)


--- Elite Villnorean Warrior ---
Stats:
 6,800 HP    874 ATK     199 MAG      281 HIT   199 AVD   358 RDM   229 RST
 3 Attacks   7,000 exp   11,200 OTH
Elements: Resists Earth, vulnerable to Lightning
Locations:
 Chapter V-B: Bailey (Battle #6)


--- Einherjar Warrior ---
Stats:
 9,200 HP    795 ATK      205 MAG     291 HIT   205 AVD   486 RDM   365 RST
 3 Attacks   10,000 exp   6,300 OTH
Locations:
 B Ending: House of the Forsaken


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Monsters                                                          [ENMON] ::
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Each monster race has unique features, such as flying, causing status effects,
being able to cast support spells or taking more damage from specific weapons.

Monsters who can fly are able to move over gaps in the terrain and avoid traps
such as lava or poison.

 Bats...................................................[ENBAT]
 Beetles................................................[ENBEE]
 Daemons................................................[ENDAE]
 Dragons................................................[ENDRA]
 Fishes.................................................[ENFIS]
 Flowers................................................[ENFLO]
 Ghosts.................................................[ENGHO]
 Golems.................................................[ENGOL]
 Griffons...............................................[ENGRI]
 Harpies................................................[ENHAR]
 Knights................................................[ENKNI]
 Kobolds................................................[ENKOB]
 Lizardmen..............................................[ENLIZ]
 Vampires...............................................[ENVAM]
 Wolves.................................................[ENWOL]



--- [ENBAT] Bats --------------------------------------------------------------

Movement: 4      Attack Range: 5x5      Fliers      Cannot cast spells


--- Giant Bat ---
Stats: 550 HP     145 ATK   45 MAG    75 HIT   102 AVD   85 RDM    55 RST
       1 Attack   400 exp   650 OTH
Locations:
 Chapter II-1: Hroethe Walk (Battle #1)


--- Fire Bat ---
Stats: 1,700 HP    217 ATK     223 MAG     80 HIT   200 AVD   78 RDM   85 RST
       2 Attacks   2,000 exp   2,500 OTH
Elements: Attacks with Fire Attack, resists Fire, vulnerable to Ice
Locations:
 Chapter III-C: The Lotus Marsh (Battle #1) and Market Marteigh (Battle #2)
 Chapter III-B: Market Marteigh (Battle #1)


--- Elder Bat ---
Stats:
 4,100 HP    392 ATK     289 MAG     405 HIT   422 AVD   150 RDM   105 RST
 3 Attacks   5,240 exp   1,900 OTH
Elements: Attacks with Lightning, resists Earth
Other notes: Bite attack causes Paralysis
Locations:
 Chapter IV-C: Eusiria Crossing (Optional)
 Chapter IV-A: Liellahan Lowlands (Optional)


--- [ENBEE] Beetles -----------------------------------------------------------

Movement: 3      Attack Range: 5x5      Cannot cast spells


--- Battle Beetle ---
Stats: 1,200 HP   210 ATK     127 MAG   97 HIT   79 AVD   120 RDM   52 RST
       1 Attack   2,250 exp   800 OTH
Elements: Attacks with Earth, resists Earth
Locations:
 Chapter II-3:  Camille Highlands (Optional)
 Chapter III-C: Market Marteigh (Battle #2)
 Chapter III-B: The Ruins (Battle #1)
 Chapter IV-C:  Liellahan Lowlands (Optional)


--- Armor Beetle ---
Stats: 3,300 HP    330 ATK     164 MAG     124 HIT   106 AVD   145 RDM   20 RST
       2 Attacks   2,800 exp   3,600 OTH
Elements: Attacks with Earth, resists Earth, vulnerable to Fire
Locations:
 Chapter III-C: Market Marteigh (Battle #2)
 Chapter III-B: The Ruins (Battle #1)
 Chapter IV-C:  Liellahan Lowlands (Optional)


--- [ENDAE] Daemons -----------------------------------------------------------

Movement: 4      Attack Range: 3x3      Fliers      Cannot cast spells


--- Ghoul ---
Stats: 700 HP     55 ATK    40 MAG    60 HIT   40 AVD   75 RDM   150 RST
       1 Attack   755 exp   500 OTH
Elements: Resists Darkness, vulnerable to Holy
Locations:
 Prologue: Aullewyn Keep Gates (Battle #1) and Aullewyn Keep Wesp (Battle #3)
 Chapter II-1: Evernight (Optional)


--- Daemon ---
Stats:
 4,980 HP    370 ATK     124 MAG     188 HIT   135 AVD   160 RDM   260 RST
 2 Attacks   5,300 exp   5,000 OTH
Elements: Resists Darkness, vulnerable to Holy
Other notes: Attacks cause Curse
Locations:
 Chapter III-C: The Ruins (Battle #3)
 Chapter III-B: Dungeon Path (Battle #2)
 Chapter III-A: The Artolian Pass (Battle #4)
 Chapter IV-A:  Liellahan Lowlands (Optional)


--- Greater Daemon ---
Stats:
 8,420 HP    740 ATK     222 MAG     152 HIT    232 AVD   288 RDM   382 RST
 3 Attacks   6,300 exp   5,000 OTH
Elements: Attacks with Darkness, Resists Darkness, vulnerable to Holy
Other notes: Attacks cause Curse
             Has 5x5 Attack Range instead of the usual 3x3
Locations:
 Chapter V-C: The Sylvanglade (Battle #2)
 Chapter V-B: Gates of Aidelrave (Battle #5)
 Chapter V-B: Gates of Aidelrave (Battle #5)


--- [ENDRA] Dragons -----------------------------------------------------------

Movement: 3      Attack Range: 5x5      Capable of casting spells


--- Dragon ---
Stats:
 5,280 HP    244 ATK     336 MAG     200 HIT   185 AVD   198 RDM   191 RST
 3 Attacks   4,000 exp   5,500 OTH
Elements: Attacks with Earth
Other notes: Breath attack causes Poison
Locations:
 Chapter III-B: Kirche Crossing (Optional)
 Chapter III-A: The Artolian Pass (Battle #3)
 Chapter IV-C:  Liellahan Lowlands (Optional)


--- White Dragon ---
Stats:
 16,200 HP   670 ATK     883 MAG     517 HIT   486 AVD   292 RDM   328 RST
 3 Attacks   6,000 exp   9,000 OTH
Elements: Attacks with Ice, resists Ice, vulnerable to Fire
Other notes: Breath attack causes Freeze
Locations:
 Chapter V-A: Wintergard (Battle #2)


--- Red Dragon ---
Stats:
 21,200 HP   722 ATK     541 MAG      317 HIT   298 AVD   352 RDM   402 RST
 3 Attacks   7,100 exp   18,000 OTH
Elements: Attacks with Fire, resists Fire, vulnerable to Ice
Locations:
 Chapter V-B: Inner Ward (Battle #7)
 Chapter V-A: Inner Ward (Battle #7)


--- [ENFIS] Fishes ------------------------------------------------------------

Movement: 4      Attack Range: 5x5      Fliers      Cannot cast spells


--- Skullfish ---
Stats: 550 HP     164 ATK     80 MAG    100 HIT   120 AVD   104 RDM   95 RST
       1 Attack   1,300 exp   700 OTH
Elements: Resists Ice, vulnerable to Fire
Locations:
 Chapter II-1:  Hroethe Walk (Battle #1)
 Chapter II-2:  Evernight (Optional)
 Chapter III-A: The Lotus Marsh (Optional)


--- Flying Fish ---
Stats:
 1,300 HP    286 ATK     356 MAG     252 HIT   235 AVD   186 RDM   125 RST
 2 Attacks   2,900 exp   2,000 OTH
Elements: Resists Ice
Locations:
 Chapter III-B: The Lotus Marsh (Optional)
 Chapter III-A: The Lotus Marsh (Optional)


--- Ironfish ---
Stats:
 4,000 HP    544 ATK     538 MAG     379 HIT   355 AVD   210 RDM   250 RST
 3 Attacks   5,020 exp   5,000 OTH
Elements: Attacks with Ice, resists Fire
Locations:
 Chapter IV-A: Liellahan Lowlands (Optional)
 Chapter IV-A: Eusiria Crossing (Battle #1) and Wintergard (Optional)


--- [ENFLO] Flowers -----------------------------------------------------------

Movement: 4      Attack Range: 3x3      Cannot cast spells


--- Mandragora ---
Stats: 1,100 HP    158 ATK     120 MAG   130 HIT   100 AVD   145 RDM   105 RST
       2 Attacks   2,400 exp   900 OTH
Elements: Resists Earth
Other notes: Breath attack causes Poison
Locations:
 Chapter II-1: Camille Highlands (Optional)
 Chapter IV-B: Grenssen Shire (Battle #2)
 Chapter IV-A: Eusiria Crossing (Battle #1)


--- Toxic Flower ---
Stats:
 3,700 HP    368 ATK     463 MAG     145 HIT   265 AVD   138 RDM   155 RST
 2 Attacks   3,300 exp   3,800 OTH
Elements: Resists Earth
Locations:
 Chapter III-C: Iatallagh Weald (Optional)
 Chapter IV-C:  Eusiria Crossing (Optional)
 Chapter IV-B:  Grenssen Shire (Battle #2)
 Chapter IV-A:  Eusiria Crossing (Battle #1)


--- Mimetic Flower ---
Stats:
 6,100 HP    600 ATK     562 MAG     224 HIT   285 AVD   235 RDM   200 RST
 3 Attacks   6,800 exp   8,000 OTH
Elements: Resists Earth
Other notes: Breath attack causes Poison
Locations:
 Chapter V-B: The Sylvanglade (Battle #2)
 Chapter V-A: The Sylvanglade (Battle #3)


--- [ENGHO] Ghosts ------------------------------------------------------------

Movement: 4      Attack Range: 5x5      Fliers      Capable of casting spells


--- Ghost ---
Stats: 800 HP     195 ATK     185 MAG   162 HIT   145 AVD   140 RDM   146 RST
       1 Attack   2,000 exp   750 OTH
Elements: Attacks with Fire, resists Ice
Locations:
 Chapter II-1: Camille Highlands (Optional)
 Chapter II-2: Evernight (Optional)
 Chapter II-3: Camille Highlands (Optional)
 Chapter IV-B: Evernight (Optional)


--- Will-o'-the-Wisp ---
Stats:
 2,000 HP    280 ATK     388 MAG     239 HIT   223 AVD   126 RDM   220 RST
 2 Attacks   3,000 exp   3,200 OTH
Elements: Attacks with Fire, resists Darkness, vulnerable to Holy
Locations:
 Chapter III-C: Iatallagh Weald (Optional)
 Chapter III-A: The Ruins (Battle #2)
 Chapter IV-C:  Wintergard (Optional)
 Chapter IV-A:  Wintergard (Optional)


--- Soul of Tears ---
Stats:
 6,120 HP    794 ATK     908 MAG     354 HIT   332 AVD   292 RDM   435 RST
 3 Attacks   6,800 exp   7,000 OTH
Elements: Attacks with Fire, resists Lightning and Darkness
Locations:
 Chapter V-B: Wintergard (Battle #3) and Inner Ward (Battle #7)


--- [ENGOL] Golems ------------------------------------------------------------

Movement: 3      Attack Range: 5x5      Fliers      Cannot cast spells


--- Iron Golem ---
Stats: 6,400 HP    686 ATK     87 MAG      135 HIT   96 AVD   265 RDM   185 RST
       2 Attacks   6,730 exp   3,000 OTH
Other notes: Beam attack causes Stone
Locations:
 Chapter IV-C: Greenwind Brae (Battle #2)
 Chapter IV-B: Grenssen Shire (Battle #4)
 Chapter IV-A: Hyacinthine Hall (Battle #3)
 Chapter V-B:  Gates of Aidelrave (Battle #5)
 Chapter V-A:  Gates of Aidelrave (Battle #5)


--- Mithril Golem ---
Stats: 8,300 HP    877 ATK      105 MAG    160 HIT   115 AVD   386 RDM  400 RST
       3 Attacks   10,000 exp   7,100 OTH
Other notes: Beam attack causes Stone
Locations:
 Chapter V-A: Inner Ward (Battle #7)


--- [ENGRI] Griffons ----------------------------------------------------------

Movement: 4      Attack Range: 5x5      Fliers      Cannot cast spells


--- Griffin ---
Stats:
 5,300 HP    768 ATK     375 MAG      330 HIT   248 AVD   240 RDM   290 RST
 2 Attacks   7,000 exp   12,000 OTH
Elements: Resists Ice
Locations:
 Chapter V-B: The Sylvanglade (Battle #2)


--- Opinicus ---
Stats:
 6,600 HP    953 ATK     451 MAG      298 HIT   302 AVD   354 RDM   400 RST
 3 Attacks   7,100 exp   15,000 OTH
Elements: Resists Ice
Other notes: Breath attack causes Freeze
Locations:
 Chapter V-B: Inner Ward (Battle #7)
 Chapter V-A: Bailey (Battle #6) and Inner Ward (Battle #7)


--- [ENHAR] Harpies -----------------------------------------------------------

Movement: 4      Attack Range: 7x7 (can't target 3x3 area around self)

Fliers           Cannot cast spells


--- Aello ---
Stats: 1,250 HP   265 ATK     80 MAG      102 HIT   305 AVD   75 RDM   38 RST
       1 Attack   1,800 exp   1,000 OTH
Elements: Resists Lightning, vulnerable to Earth
Locations:
 Chapter II-1: Hroethe Walk (Battle #1) and Camille Highlands (Optional)
 Chapter II-2: Evernight (Optional)
 Chapter II-3: Camille Highlands (Optional)


--- Ocypete ---
Stats: 3,360 HP    308 ATK     318 MAG     226 HIT   275 AVD   146 RDM   90 RST
       2 Attacks   2,500 exp   3,800 OTH
Elements: Attacks with Lighnting, resists Lightning, vulnerable to Earth
Other notes: Whirlwind attack causes Paralysis
             Feather throw and Whirlwind attacks are projectiles
Locations:
 Chapter III-C: Market Marteight (Battle #2) and Iatallagh Weald (Optional)
 Chapter III-B: The Lotus Marsh (Optional)
 Chapter III-A: The Artolian Pass (Battle #4)


--- Celaeno ---
Stats:
 5,500 HP    582 ATK     413 MAG     291 HIT   353 AVD   271 RDM   318 RST
 3 Attacks   6,000 exp   3,800 OTH
Elements: Attacks with Lighnting, resists Lightning
Other notes: Whirlwind attack causes Paralysis
             Feather throw and Whirlwind attacks are projectiles
Locations:
 Chapter V-C: The Sylvanglade (Battle #2)
 Chapter V-A: The Lotus Marsh (Battle #1) and The Sylvanglade (Battle #3)


--- [ENKNI] Knights -----------------------------------------------------------

Movement: 5      Attack Range: 3x3      High block rate      Cannot cast spells


--- Living Armor ---
Stats: 3,800 HP   686 ATK     121 MAG     142 HIT   200 AVD   196 RDM   137 RST
       1 Attack   4,800 exp   4,200 OTH
Locations:
 Chapter III-C: The Ruins (Battle #3)
 Chapter III-B: Dungeon Path (Battle #2)
 Chapter III-A: The Artolian Pass (Battle #4)
 Chapter IV-C: Grenssen Shire (Battle #1)
 Chapter IV-B: Grenssen Shire (Battle #2) and Greenwind Brae (Battle #3)
 Chapter IV-A: Castle Courtyard (Battle #2)


--- Skeletal Soldier ---
Stats:
 4,600 HP    772 ATK     248 MAG     273 HIT   260 AVD   302 RDM   280 RST
 2 Attacks   5,800 exp   5,500 OTH
Locations:
 Chapter V-C: The Sylvanglade (Battle #2)
 Chapter V-B: Gates of Aidelrave (Battle #5)
 Chapter V-A: The Lotus Marsh (Battle #1) and Gates of Aidelrave (Battle #5)


--- Spectral Knight ---
Stats:
 7,600 HP    834 ATK     323 MAG     356 HIT   339 AVD   413 RDM   321 RST
 3 Attacks   7,000 exp   6,900 OTH
Locations:
 Chapter V-B: Inner Ward (Battle #7)
 Chapter V-A: Inner Ward (Battle #7)


--- [ENKOB] Kobolds -----------------------------------------------------------

Movement: 4      Attack Range: 3x3      Cannot cast spells


--- Kobold ---
Stats: 280 HP     40 ATK    50 MAG    50 HIT   64 AVD   25 RDM   38 RST
       1 Attack   200 exp   150 OTH
Elements: Resists Earth, vulnerable to Fire
Locations: 
 Prologue: Aullewyn Keep Gates (Battle #1) and Aullewyn Keep Wesp (Battle #2)
 Chapter III-C: Kirche Crossing (Optional)
 Chapter III-B: Kirche Crossing (Optional)


--- Kobold Knight ---
Stats: 1,800 HP    270 ATK     216 MAG     140 HIT   187 AVD   180 RDM   65 RST
       2 Attacks   3,300 exp   3,500 OTH
Elements: Resists Earth
Other notes: Hammer throw attack causes Stone
Locations:
 Chapter III-C: Kirche Crossing (Optional)
 Chapter III-B: Kirche Crossing (Optional)
 Chapter IV-C:  Wintergard (Optional)
 Chapter IV-A:  Wintergard (Optional)
 Chapter V-A:   Wintergard (Battle #2)


--- Kobold King ---
Stats:
 4,300 HP    520 ATK     294 MAG     202 HIT   254 AVD   262 RDM   162 RST
 3 Attacks   5,800 exp   4,100 OTH
Elements: Resists Earth
Other notes: Hammer throw attack causes Stone
Locations:
 Chapter V-C: The Sylvanglade (Battle #2)
 Chapter V-B: The Sylvanglade (Battle #2)
 Chapter V-A: Wintergard (Battle #2)


--- [ENLIZ] Lizardmen ---------------------------------------------------------

Movement: 5      Attack Range: 3x3      Cannot cast spells


--- Lizard Man ---
Stats: 2,680 HP    400 ATK     176 MAG    131 HIT   150 AVD   126 RDM    25 RST
       2 Attacks   3,600 exp   3000 OTH
Locations:
 Chapter III-C: The Lotus Marsh (Battle #1) and Iatallagh Weald (Optional)
 Chapter III-A: Market Marteigh (Battle #1) and The Artolian Pass (Battle #3)


--- Lizard Lord ---
Stats: 3,900 HP    565 ATK     223 MAG     96 HIT   191 AVD   260 RDM   276 RST
       2 Attacks   5,600 exp   2,500 OTH
Locations:
 Chapter IV-C: Eusiria Crossing (Optional)
 Chapter V-C:  The Sylvanglade (Battle #2)
 Chapter V-A:  The Lotus Marsh (Battle #1)


--- Lizard Knight ---
Stats:
 5,600 HP    796 ATK     400 MAG     193 HIT   468 AVD   348 RDM   336 RST
 3 Attacks   7,000 exp   8,000 OTH
Locations:
 Chapter V-B: Wintergard (Battle #3)
 Chapter V-A: Bailey (Battle #6)


--- [ENVAM] Vampires ----------------------------------------------------------

Movement: 4      Attack Range: 5x5      Fliers      Capable of casting spells


--- Lesser Vampire ---
Stats:
 2,850 HP    312 ATK     435 MAG     165 HIT   248 AVD   151 RDM   232 RST
 2 Attacks   3,900 exp   3,500 OTH
Elements: Attacks with Darkness, resists Darkness, vulnerable to Holy
Other notes: Red ball attack drains HP
Locations:
 Chapter III-A: The Ruins (Battle #2)
 Chapter IV-B:  Grenssen Shire (Battle #2) and Evernight (Optional)


--- Elder Vampire ---
Stats:
 3,800 HP    600 ATK     782 MAG     304 HIT   562 AVD   220 RDM   365 RST
 2 Attacks   5,800 exp   4,000 OTH
Elements: Attacks with Darkness, resists Darkness, vulnerable to Holy
Other notes: Red ball attack drains HP
Locations:
 Chapter IV-C: Grenssen Shire (Battle #1)
 Chapter IV-B: Greenwind Brae (Battle #3)
 Chapter IV-A: Castle Courtyard (Battle #2)


--- Noble Vampire ---
Stats:
 6,100 HP    1,216 ATK   788 MAG      428 HIT   400 AVD   331 RDM   370 RST
 2 Attacks   7,000 exp   11,000 OTH
Elements: Attacks with Darkness, resists Darkness, vulnerable to Holy
Other notes: Red ball attack drains HP
Locations:
 Chapter V-B: Wintergard (Battle #3) and Inner Ward (Battle #7)
 Chapter V-A: Bailey (Battle #6) and Inner Ward (Battle #7)


--- [ENWOL] Wolves ------------------------------------------------------------

Movement: 4      Attack Range: 3x3      Cannot cast spells


-- Dire Wolf ---
Stats: 200 HP     35 ATK    64 MAG    50 HIT   60 AVD   15 RDM   10 RST
       1 Attack   100 exp   100 OTH
Elements: Resists Lightning, vulnerable to Earth
Locations:
 Prologue: Aullewyn Keep Gates (Battle #1) and Aullewyn Keep Wesp (Battle #2)


--- Hellhound ---
Stats: 2,300 HP    250 ATK     226 MAG     201 HIT   298 AVD   65 RDM   42 RST
       2 Attacks   2,250 exp   2,000 OTH
Elements: Resists Lightning, vulnerable to Earth
Locations:
 Chapter III-C: The Lotus Marsh (Battle #1)
 Chapter III-A: Market Marteigh (Battle #1)


--- Carrion Wolf ---
Stats:
 4,500 HP    500 ATK     286 MAG     403 HIT   377 AVD   180 RDM   175 RST
 3 Attacks   6,300 exp   2,500 OTH
Elements: Resists Lightning, vulnerable to Earth
Locations:
 Chapter IV-C: Greenwind Brae (Battle #2)
 Chapter IV-B: Grenssen Shire (Battle #4)
 Chapter IV-A: Hyacinthine Hall (Battle #3)
 Chapter V-B:  The Sylvanglade (Battle #2)
 Chapter V-A:  The Sylvanglade (Battle #4)



:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Bosses                                                            [BSBOS] ::
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

 This list obviously contains spoilers.

 Chapters I to V........................................[ENMGA]
 Final Bosses...........................................[ENEND]


--- [ENNGA] Chapters I to V ---------------------------------------------------

--- Lockswell ---
Stats: 550 HP   65 ATK   102 MAG   84 HIT  75 AVD     90 RDM      56 RST
       1 Attack          7x7 Range         3 Move     1,000 exp   7,000 OTH
Combo Spell: Fire Storm
Technique: Enlightenment (may boost MAG by 20%)
Locations:
 Chapter I: Kirche Crossing (Battle #2)


--- Natalia ---
Stats:
 2,940 HP   175 ATK   117 MAG   188 HIT   188 AVD   186 RDM     145 RST
 3 Attacks            2x2 Range           5 Move    3,450 exp   15,000 OTH
Soul Crush: Catastrophic Rain
Technique: First Aid (may restore half of the damage taken)
Elements: Resists Ice
Locations:
 Chapter II-1: Evernight (Battle #3)


--- Darius ---
Stats: 2,180 HP   178 ATK   97 MAG   135 HIT   97 AVD      160 RDM   120 RST
       1 Attack   3x3 Range          4 Move    3,500 exp   5,000 OTH
Soul Crush: Icy Grave
Technique: 
Elements: Resists Ice
Locations:
 Chapter II-3: Evernight (Battle #2)


--- Earnest ---
Stats: 4,052 HP   205 ATK   117 MAG   188 HIT   94 AVD   167 RDM     108 RST
       3 Attacks            5x5 Range           3 Move   3,000 exp   5,000 OTH
Soul Crush: Righteous Rush
Technique: Body of Steel (may boost RDM by 50%)
Elements: Resists Fire
Locations:
 Chapter II-2: Aullewyn Square (Battle #3)


--- Heugoe ---
Stats: 3,600 HP   198 ATK   117 MAG   188 HIT   94 AVD   176 RDM     78 RST
       3 Attacks            5x5 Range           3 Move   2,800 exp   5,000 OTH
Soul Crush: Grand Thrust
Technique: Body of Steel (may boost RDM by 50%)
Elements: Resists Ice and Lightning
Locations:
 Chapter II-3: Aullewyn Square (Battle #3)


--- Lieselotte ---
Stats: 3,980 HP   244 ATK   385 MAG   167 HIT   164 AVD     252 RDM   246 RST
       1 Attack   7x7 Range           3 Move    1,700 exp   25,000 OTH
Combo Spell: Fire Storm               Great Magic: Ifrit Caress
Technique: Enlightenment (may boost MAG by 20%)
Elements: Resists Earth and Holy
Locations:
 Chapter III-C: The Ruins (Battle #3)
 Chapter III-B: Dungeon Path (Battle #2)
 Chapter III-A: The Artolian Pass (Battle #4)


--- Fauxnel ---
Stats: 6,500 HP   170 ATK   812 MAG   231 HIT   201 AVD      356 RDM   389 RST
       1 Attack   7x7 Range           3 Move    12,000 exp   14,400 OTH
Combo Spell: Poison Blow (causes Poison)        Great Magic: Maleficent Harm
Technique: 
Elements: Resists Holy
Locations:
 Chapter IV-A: Hyacinthine Hall (Battle #3)


--- Roienbourg ---
Stats:
 10,600 HP   1,012 ATK   172 MAG   206 HIT     138 AVD      364 RDM   412 RST
 3 Attacks   5x5 Range   3 Move    7,000 exp   20,000 OTH
Soul Crush: Ferocious Fangs
Technique: Body of Steel (may boost RDM by 50%)
Elements: Resists Lightning, Earth and Holy
Locations:
 Chapter V-C: The Artolian Pass (Battle #4)
 Chapter V-B: The Artolian Mountains (Battle #4)


--- Kristoff ---
Stats:
 12,300 HP   761 ATK     131 MAG   298 HIT     131 AVD      346 RDM   362 RST
 3 Attacks   3x3 Range   3 Move    8,000 exp   20,000 OTH
Soul Crush: Noble Crusade
Techniques: Body of Steel (may boost RDM by 50%)
            First Aid (may restore half of the damage taken)
Elements: Resists Fire, Ice and Holy
Locations:
 Chapter V-A: The Artolian Mountains (Battle #4)


--- Kristoff ---
Stats:
 14,800 HP   932 ATK     149 MAG   248 HIT      149 AVD      406 RDM   389 RST
 3 Attacks   3x3 Range   3 Move    52,000 exp   23,000 OTH
Soul Crush: Noble Crusade
Techniques: Body of Steel (may boost RDM by 50%)
            First Aid (may restore half of the damage taken)
Elements: Resists Fire, Ice and Holy
Locations:
 Chapter V-C: Throne Room (Battle #7)


--- Langrey ---
Stats:
 12,560 HP   290 ATK     1,200 MAG   399 HIT      345 AVD     406 RDM   481 RST
 1 Attack    7x7 Range   3 Move      30,000 exp   23,000 OTH
Combo Spell: Dark Savior (causes Silence)         Great Magic: Meteor Swarm
Technique: Enlightenment (may boost MAG by 20%)
Elements: Resists Holy and Darkness
Locations:
 Chapter V-B: Inner Ward (Battle #7)


--- [ENEND] Final Bosses ------------------------------------------------------


--- Cheripha, Valmur, Reinhilde ---
Stats:
 5,983 HP    618 ATK      247 MAG   395 HIT     200 AVD     339 RDM   194 RST
 3 Attacks   9x9 Range*   3 Move    8,000 exp   1,000 OTH
 *Can't target 3x3 area around self
Soul Crush (Beaming Barrage, Divine Arrow, Danse Macabre)
Technique: 
Locations:
 C Ending: House of the Forsaken


--- Auguste ---
Stats:
 7,398 HP    678 ATK      149 MAG   499 HIT     345 AVD     342 RDM   146 RST
 3 Attacks   2x2 Range    5 Move    8,000 exp   1,000 OTH
Soul Crush: Hundred Hands
Technique: Fists of Iron (may boost ATK by 20%)
Locations:
 C Ending: House of the Forsaken


--- Heugoe, Earnest, Duwain ---
Stats:
 7,030 HP    655 ATK      247 MAG   396 HIT     198 AVD     341 RDM   146 RST
 3 Attacks   5x5 Range    3 Move    8,000 exp   1,000 OTH
Soul Crush (Grand Thrust, Righteous Rush, Land's Lamment)
Technique: 
Locations:
 C Ending: House of the Forsaken


--- Natalia ---
Stats:
 6,347 HP    615 ATK      247 MAG   396 HIT     396 AVD     214 RDM   243 RST
 3 Attacks   2x2 Range    5 Move    8,000 exp   1,000 OTH
Soul Crush: Catastrophic Rain
Technique: First Aid (may restore half of the damage taken)
Locations:
 C Ending: House of the Forsaken


--- Lockswell, Lieselotte, Rosea, Fauxnel ---
Stats:
 5,660 HP    250 ATK   841 MAG     343 HIT     297 AVD   276 RDM   243 RST
 7x7 Range   3 Move    8,000 exp   1,000 OTH
Combo Spell and Great Magic: varies
Technique: 
Locations:
 C Ending: House of the Forsaken


--- Pale Flame ---
10,000 HP    1,000 ATK    1,200 MAG   630 HIT      594 AVD   482 RDM   984 RST
Attacks: 3   Range: 9x9   Move: 1     20,000 exp   100 OTH

Notes:
Each Pale Flame is based on a different element, except for Holy. These
elements are used as the Pale Flame's combo spell and Great Magic. The Flame
also has immunity to that element and 50% vulnerability to the opposite
element.

Example:
 Ice Pale Flame casts Frigid Damsel and Tidal Wave, is immune to Ice and has
 50% vulnerability to Fire.

Locations: A Ending Battle #1


--- Valkyrie ---
60,000 HP    927 ATK      1024 MAG   408 HIT      412 AVD   404 RDM   220 RST
Attacks: 3   Range: 3x3   Move: 4    48,000 exp   200 OTH

Soul Crush: Nibelung Valesti         Technique: First Aid

Elements:                            Locations:
-Holy Attack                         -C Ending Battle #1
-Resists Holy                        -B Ending Battle #1
-Vulnerable to Darkness


--- Thyodor ---
62,000 HP    937 ATK      680 MAG   338 HIT      422 AVD   404 RDM   299 RST
Attacks: 3   Range: 3x3   Move: 4   50,000 exp   100 OTH

Soul Crush: Celestial Inferno       Technique: Body of Steel

Location: B Ending Battle #2


--- Garm ---
75,800 HP    964 ATK        1,224 MAG     588 HIT   422 AVD   318 RDM   418 RST
Attacks: 3   Range: 12x12   100,000 exp   100 OTH

Soul Crush: Shadow Storm

Elements:                       Other notes:
Darkness Attack                 -Whirlwind attack causes Paralysis
Resists Darkness (100%)         -Feather throw, wing rain and whirlwind attacks
Vulnerable to Holy (30%)         are projectiles

Locations: A Ending Battles #1 and #2



===============================================================================
== Credits, Contact and Thanks                                       [CREDT] ==
===============================================================================

This FAQ was written by Rodrigo Alves de Souza (tri-Ace Fanboy). Send any
questions, corrections or feedback to [email protected]

Some of the info in this guide was gotten from different sources. The following
are people or sites that have helped in the creation of this guide:

http://kouryakunosuke.com/vpt/ and http://wiki.crap.jp/vpds/
Japanese Wikis for this game, with information such as stat growth and
elemental/status resistance from certain equipment.

VaporThrust
Helped with several gameplay-related things, such as skill activation rate and
priority, damage calculation, combo mechanics, etc.

Deathy
Personally helped me with translations from the Japanese version, making it
easier to understand the game and start preparing a guide before the US version
was released.



===============================================================================
== End of the Guide                                                          ==
===============================================================================

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