====================================== 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 == =============================================================================== File size: 493kb, 8,797 lines, 65,900 words and 487,848 characters