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Tactics Ogre Let Us Cling Together
Tactics Ogre Let Us Cling Together
Tactics Ogre Let Us Cling Together
Table of Contents
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0: Version History [VHIST]
1: (Coming Soon)
2: Main Walkthrough
2.0 -- Before You Begin [TAROT]
2.1 -- Chapter 1: There is Blood on my Hands, How Long [CH1NW]
Till it Lies on my Heart?
---The Finale---
2.4 -- Chapter 4: Let us Cling Together [CH4_W]
4: (Coming Soon)
5: (Coming Soon)
6: Credits/Thanks [SNOFF]
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=====================================================================
Part 0: Version History [VHIST]
=====================================================================
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=====================================================================
Part 2: Main Walkthrough
=====================================================================
When playing the game it is not readily obvious what path you're on.
However, looking at Denam's alignment in his status screen will give
you your answer. In Chapter 1 Denam starts out as Neutral, and after
making any important decision his alignment will change. Denam's
current alignment is how you can tell what path you're on. If it's
"L" he's on the Lawful Path, if it's "C" he's on the Chaotic Path,
and if it's "N" he's on the Neutral Path. When in doubt of where you
are in the game, check Denam's Alignment!
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In this guide all battles will have the table above to go along. Up
above shows how much Base Exp can be had in this battle along with
Special Loot you can obtain. Exp is divided by the number of each
different class that participated (ie. if 2 of your 6 characters are
Warriors the Warrior class will get a larger share than if 1
participated) and by their level, with lower level classes getting a
larger share.
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Battle #2 -- The Gates of Almorica [B02N1]
Squad Limit: 1 + 7 Guests Objective: Vanquish Bapal
_________
At Stake \
-Base Exp-|----------------------Special Loot-----------------------|
300 | Blessing Stone (Bapal Drop) |
| Berserker's Mark (Bapal Drop) |
| Grimoire Aiguille (Wizard Drop) |
| Buried (Denam: 3 Steps Forward) |
| Buried (Denam: 7 Steps Forward) |
| Buried (Denam: 5 Steps Left) |
--------------------------------------------------------------------|
While this will be your first actual melee, you can only control
Denam, and the guests are so overpowered you can sit back and let
them pound their way through here. Lanselot in particular could
easily solo this map on his own due to the insane cutting power of
the Lombardia.
There's not much for you to do but you should let the guests fight,
while you run around and pick up the buried treasure on this map.
Just move as far as you can to find them on each turn.
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Battle #3 -- Almorica Passageway [B03N1]
Squad Limit: 1 + 7 Guests Objective: Vanquish Agares
_________
At Stake \
-Base Exp-|----------------------Special Loot-----------------------|
300 | Blessing Stone (Agares Drop) |
| Knight's Mark (Agares Drop) |
| Grimoire Rafale (Enchantress Drop) |
--------------------------------------------------------------------|
One last "auto-battle" before you gain control of your own personal
army. Much like the previous one, let the guests do all the work for
you, while you scavenge for any loot on the map.
A side note; because Exp is fixed for all battles it is now possible
to make a dedicated person to scavenge for loot. This was simply
not advisable in the original game due to constant fear of ever-
present death and making sure you squeezed as much Exp out of the
battle with as many actions as possible. A scavenger should be fast,
able to defend themselves, take hits, block enemy progress, and
above all have vicious counterattacks when threatened.
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Battle #4 -- Tynemouth Hill [B04N1]
Squad Limit: 6 + 3 Guests Objective: Vanquish Orba
_________
At Stake \
-Base Exp-|----------------------Special Loot-----------------------|
700 | Grimoire Bouledefeu (Orba Drop) |
| Blessing Stone (Orba Drop) |
| Mage's Mark (Orba Drop) |
| Buried (2 Steps Left, 2 Steps Forward) |
| Buried (6 Steps Right, 9 Steps Forward) |
| Buried (7 Steps Left, 8 Steps Forward) |
| Buried (16 Steps Forward) |
--------------------------------------------------------------------|
While getting used to your Archers, make sure to keep any magic using
classes like Wizards and Clerics away from the move and attacking
range of the enemies, because they can easily be killed in as little
as 2 hits. Rune Fencers and Valkyries will have this same sort of
frailty issue, so make sure they are never far away from getting
assistance from Clerics or item users because the enemy will try to
target the weakest character in its vicinity. If you can keep and
draw the enemy's wrath in a manageable fashion you can win most any
battle as the rest of your troops can focus on them
After the battle, Canopus will join your army as a permanent member.
Do not decline him, as he will easily shoot to the top of your
"must-deploy in every battle" list. His ability to fly, use bows,
and deliver powerful melee attacks makes him incredibly versatile
and powerful. And that's a very rare trait in this game where
specialization is everything.
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Battle #5 -- Krysaro [B05N1]
Squad Limit: 7 + 3 Guests Objective: Vanquish Moldova
_________
At Stake \
-Base Exp-|----------------------Special Loot-----------------------|
700 | Grimoire Sommeil (Moldova Drop) |
| Blessing Stone (Moldova Drop) |
| Grimoire Aquamasse (Enchantress Drop) |
| Grimoire Foudrarc (Wizard Drop) |
| Buried (2 Steps Right, 6 Steps Forward |
| Buried (1 Steps Right, 12 Steps Forward) |
| Buried (5 Steps Left, 16 Steps Forward) |
| Buried (7 Steps Left, 8 Steps Forward) |
--------------------------------------------------------------------|
In the original game this was the opposite, where you had to
Exorcise it if it still had HP, not when its HP was depleted before
it revived. Also changed is that healing spells, specifically from
the Divine spellspehere can inflict pretty significant damage to
the undead
Both Catiua and Donnalto should have Exorcise, so make sure they
always have at least 34MP when their turn comes around by using Magic
Leaves. Unlike other RPGs, you should not be holding back or skimping
on consumable items, they are vital.
It's worth noting that in the original game you could recruit your
first undead characters into your army here, unfortunately this is
no longer possible. In fact you won't be recruiting your first undead
unless you obtain the Necromancer class, which will not be until a
long ways into the game
In any case, the enemies here don't pose much of a threat if you keep
your distance and remember that Melee characters are close-range
fighters, mage-type characters are mid-range, and Archers are long-
range. Focus your attacks on one enemy at a time and making sure
Catiua and Donnalto have enough MP to always cast Exorcism, you
should be fine.
After the battle is over, Sara, Voltare, and Donnalto will join your
army permanently. Interestingly, if Donnalto did not survive the
battle a female Cleric by the name of Felicia will stand in for him.
This is the only way Felicia will ever appear, nevermind join, in
the game.
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Battle #6 -- Golborza Plain [B06N1]
Squad Limit: 8 + 3 Guests Objective: Vanquish Brezen
_________
At Stake \
-Base Exp-|----------------------Special Loot-----------------------|
700 | Grimoire Rocher (Wizard Drop) |
| Grimoire Engourdissant (Wizard Drop) |
| Grimoire Hypnose (Enchantress Drop) |
| Blessing Stone (Cleric Drop) |
| Berserker's Mark (Brezen Drop) |
| Buried (4 Steps Left, 8 Steps Forward) |
| Buried (6 Steps Left, 15 Steps Forward) |
| Buried (8 Steps Forward) |
| Buried (10 Steps Left, 10 Steps Forward) |
--------------------------------------------------------------------|
If you've been through Qadriga, then this should feel like a walk in
the park. The only annoying thing about this fight is that Vyce has
has a bad habit of charging the Wizard on the other side of the map
and will basically soak up a ton of damage before you can heal him,
because your immediate concern is the small group of troops starting
just to the left of you across the river.
The magic users here will easily fall to arrow attacks, and all the
others, especially Brezen have low defense against magic. You should
definitely try to kill everyone here as they all drop several items
per bag. You'll probably wind up with 4-5 pages of battle spoils
when you collect them.
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Battle #7 -- The Arkhaiopolis of Rhime [B07N1]
Squad Limit: 8 + 3 Guests Objective: Vanquish Bolis
_________
At Stake \
-Base Exp-|----------------------Special Loot-----------------------|
700 | Grimoire Calcinant (Wizard Drop) |
| Knight's Mark (Bolis Drop) |
| Berserker's Mark (Berserker Drop) |
| Beastmaster's Mark (Beast Tamer Drop) |
| Cragwyrm's Mark (Earth Dragon Drop) |
| Buried (7 Steps Left, 1 Step Back) |
| Buried (8 Steps Left, 10 Steps Forward) |
| Buried (6 Steps Forward) |
| Buried (1 Step Right, 12 Steps Forward) |
--------------------------------------------------------------------|
Depending upon your opening response when this battle starts, this
fight will either be a decent challenge or absurdly difficult. If you
choose to save Cistina, you absolutely must place Canopus in the
front left corner of your deployment grid and get him over to Cistina
ASAP, otherwise she'll pick a fight with a Valkyrie and hang around
on a small island while attracting virtually all of the enemy's fire.
If her HP hits 0, she instantly perishes and it's Game Over.
However, if you choose not to save her at the beginning, then even if
she perishes, you can still fight. Since she can potentially be
recruited much later on the Chaos route, you'll need to decide now
whether its worth it to save her for later on the Chaos route. If
you're going Law then don't worry about saving her at all, because
you won't meet her again after this fight on that route.
On to the actual battle, and there's good news and bad news. The good
news is that there's three new classes here. A Beast Tamer, a Hawkman
Archer, and an Earth Dragon. The bad news is that the Earth Dragon
has absurd defenses and is a major annoyance throughout the fight,
you'll be lucky to do 10 damage or more to it with a single attack.
The best thing you can do with the Dragon is to use magic and poison
it, while you try and deal with the other enemies. You should
definitely make sure to kill the Beast Tamer here as he will drop
Classmarks for that class, which will eventually enable you to
recruit Beasts and Dragons into your Army. The rest of the troops
aren't too tough, but trying to save Cistina is something to do using
the WORLD system. If you do manage to save her, pick the second
option during your chat with her to (just to be safe) meet her again
on the Chaos route.
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Battle #8 -- Lake Bordu [B08N1]
Squad Limit: 9 + 3 Guests Objective: Vanquish Grion
_________
At Stake \
-Base Exp-|----------------------Special Loot-----------------------|
900 | Knight's Mark (Grion Drop) |
| Grimoire Malepluie (Wizard Drop) |
| Grimoire Scindeceil (Enchantress Drop) |
| Peregrine's Mark (Hawkman Drop) |
| Berserker's Mark (Berserker Drop) |
| Buried (4 Steps Right, 8 Steps Forward) |
| Buried (1 Step Right, 7 Steps Forward) |
| Buried (2 Step Left, 6 Steps Forward) |
| Buried (5 Steps Left, 9 Steps Forward) |
--------------------------------------------------------------------|
It's very easy to get bogged down in marsh warfare. Your movement
becomes highly restricted, hit rates plummet, and invariably your
characters will group together as you try to lands hits on and kill
your target, thereby increasing your inability to move around.
The key to this fight is to watch where you step. Be sure to never
stop on Marsh or Lake tiles, as this will always give you the upper
hand in the fight. The enemy AI completely disregards what effects
the terrain has on the accuracy and avoidance modifiers, and will
invariably step on a Marsh tile.
You can even make things easier by having characters make use of
Knockback effects to move an enemy off a desirable tile onto a worse
one. As long as you can maintain the terrain advantage, this fight
will be a piece of cake.
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Battle #9 -- Xeod Moors [B09N1]
Squad Limit: 9 + 3 Guests Objective: Vanquish Ganpp
Hidden Objective: Lower Obda, Berda, or Ganpp's HP to 25%
_________
At Stake \
-Base Exp-|----------------------Special Loot-----------------------|
900 | Blessing Stone (Cleric Drop) |
| Beastmaster's Mark (Beast Tamer Drop) |
| Peregrine's Mark (Hawkman Drop) |
| Berserker's Mark (Berserker Drop) |
| Buried (4 Steps Left, 3 Steps Forward) |
| Buried (2 Steps Left, 4 Steps Forward) |
| Buried (3 Steps Left, 9 Steps Forward) |
| Buried (1 Step Right, 2 Steps Forward) |
--------------------------------------------------------------------|
It's made even more annoying by the fact that Ravness and Vyce will
suicide rush the enemies and consequently escape when their HP drops
to 10%, leaving you outnumbered and outgunned.
Although the objective is to defeat Ganpp, you can also win the
battle by getting either of his pet Gryphons' HP to less than 25%.
You should really focus all your attacks on one Gryphon, so that you
can end this battle fast because the longer you mess about here, the
greater the chance you're going to die horribly.
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Battle #10 -- Balmamusa (Part 1) [B10N1]
Squad Limit: 9 + 3 Guests Objective: Vanquish the Enemy
_________
At Stake \
-Base Exp-|----------------------Special Loot-----------------------|
900 | Blessing Stone (Female Archer Drop) |
| Buried (4 Steps Left, 4 Steps Forward) |
| Buried (1 Step Right, 7 Steps Forward) |
| Buried (1 Step Left, 10 Steps Forward) |
--------------------------------------------------------------------|
Be advised that once you set foot in Balmamusa, you will fight at
least two battles back to back, and a possible third starts right off
the bat as well. The game will allow you to save between them all, so
you should make a separate save before the second battle.
This first battle is basically a warm-up for the one that's going to
follow immediately after the big decision at the end of the chapter.
You start a mile above all the enemies, and as such you can use your
Archers to devastating effect by firing arrows around double the
displayed range. The skill Trajectory helps immensely to see if the
shot will reach or not and should be on all bow wielding characters,
not just Archers.
The enemies here aren't particularly strong, and even less so with
Archers softening them up for Vyce and Ravness to charge in and
defeat them.
After the battle you'll need to make a decision. The first option
shifts Denam's alignment to Law, while the second option shifts it
to Chaos. The resulting battle following that choice will differ
slightly based on that choice.
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Battle #11 -- Balmamusa (Part 2) [B11N1]
Squad Limit: 10 + 1 Guest Objective: Vanquish the Enemy
_________
At Stake \
-Base Exp-|----------------------Special Loot-----------------------|
900 | -- With Ravness -- |
| Grimoire Immobilisant (Wizard Drop) |
| Blessing Stone (Knight Drop) |
| Buried (6 Steps Forward) |
| Buried (1 Step Left, 11 Steps Forward) |
| Buried (9 Steps Left, 6 Steps Forward) |
| -- Without Ravness -- |
| Grimoire Stagnation (Enchantress Drop) |
| Buried (4 Steps Left, 5 Steps Forward) |
| Buried (1 Step Right, 13 Steps Forward) |
| Buried (8 Steps Left, 10 Steps Forward) |
--------------------------------------------------------------------|
If your decision was the first one, you will have to fight Dame
Ravness in addition to the enemies. Be warned that she can be a
possible recruit later in the game, and killing her here will prevent
that from happening. She is not considered an enemy and you must
kill every foe except her if you want to recruit her later. The best
way to do this is to have a Wizard put her to sleep with either the
Air or Dark magic variety of the spell.
On to the fight now, and this time the enemy has the height advantage
while you start at the very bottom of the map. You have a bit of time
to move your troops up the incline because the distance is too great
for the enemy Archers and the AI tends to not shoot at the maximum
possible range that you can. Even still you should hug any high walls
you come across as they will protect you from any arrows fired your
way.
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Battle #1 -- Balmamusa (Part 3) [B01L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish the Enemy
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1000 | Blessing Stone (Valkyrie drop) |
| Knight's Mark (Knight Drop) |
| Buried (2 Steps Right, 5 Steps Forward) |
| Buried (6 Steps Right, 2 Steps Forward) |
| Buried (5 Steps Right, 8 Steps Forward) |
| Buried (1 Step Right, 12 Steps Forward) |
| Buried (14 Steps Right, 13 Steps Forward) |
--------------------------------------------------------------------|
And so begins the third battle in Balmamusa. Though some time has
passed since that fateful decision, you have little time to prepare
your troops. Unlike the previous game where your HP did not recover
between back to back battles, it does this time around and you can
also customize and learn skills for them. You can't access the shop
though so you're stuck with the equipment you have until this battle
is over.
Canopus can prove his worth once again by flying his way from rooftop
to rooftop, to the top of the cliff overlooking the town. Once he
gets there the battle will definitely turn in your favour. The
enemies shouldn't be too difficult as the AI isn't smart enough to
take the layout of this map to its advantage even with three Archers
starting in excellent positions.
If you have the Recruit skill you might want to convince a Warrior
here to join as a replacement for Vyce now that he's no longer
around to help you.
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Battle #2 -- Xeod Moors [B02L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Garba
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1000 | Grimoire Douleur II (Garba Drop) |
| Blessing Stone (Lizardman Drop) |
| Dreadknight's Mark (Terror Knight) |
| Buried (5 Steps Left, 1 Step Forward) |
| Buried (8 Steps Left, 12 Steps Forward) |
| Buried (1 Steps Left, 9 Steps Forward) |
| Buried under Bush (3 Steps Right, 18 Steps Forward) |
--------------------------------------------------------------------|
Thankfully this fight is not nearly as hectic as the one with Ganpp
was here earlier. Remember that terrain advantage in marshlands will
make the battle go easier.
The most dangerous enemies here are by far the Gryphons, as they can
and will fly over your characters to your mages and do some serious
damage. If your Clerics and Wizards aren't at full HP when a Gryphon
attacks they will likely be knocked out. Recruiting one of them for
your own can help greatly in turning the battle in your favour
quickly.
Note that when a character you've recruited joins after the battle in
a class you don't yet have, they start at Level 1 and gain
experience after the battle, despite fighting at the level you
recruited them at. Essentially they lose the experience gained
fighting in their old ranks and gain new experience fighting in
yours.
---------------------------------------------------------------------
Battle #3 -- Rhea Boum Aqueduct [B03L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Josephine
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
900 | Waterwyrm's Mark (Female Beast Tamer Drop) |
| Windwyrm's Mark (Male Beast Tamer Drop) |
| Buried (2 Steps Left, 11 Steps Forward) |
| Buried (2 Steps Left, 13 Steps Forward) |
| Buried (2 Steps Left, 15 Steps Forward) |
| Buried (8 Steps Right) |
| Buried (6 Steps Right, 14 Steps Forward) |
| Buried (9 Steps Right, 8 Steps Forward) |
--------------------------------------------------------------------|
One of the many brand new areas in the game, and an additional story
battle added in to the Law Route of Chapter 2 in the process. The
Rhea Boum Aqueduct is an unusual map consisting of many narrow canals
that create many "islands" for characters to hop around on. It seems
specifically designed for the Octopus unit to reach their full
potential here as they become far more powerful in water than on
land, but since so few classes can enter water they were largely
useless in the original game. Not so this time around, in fact they
can be one of the most deadly monsters in the game next to Dragons,
since they can use ranged attacks to harass land based units from
the safety of the water. You should definitely recruit an Octopus
here before finishing this stage.
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Battle #4 -- Port Asyton (Part 1) [B04L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Nadia
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
900 | On Medicine I (Nadia Drop) |
| Sandstone's Mark (Clay Golem Drop) |
| Grimoire Torpeur (Hawkman Drop) |
| Grimoire Gravite (Hawkman Drop) |
| Grimoire Celerite (Berserker Drop) |
| Grimoire Soins (Berserker Drop) |
| Buried (2 Steps Right, 4 Steps Forward) |
| Buried (3 Steps Right, 8 Steps Forward) |
| Buried under Crate (8 Steps Right, 6 Steps Forward) |
| Buried under Brush (8 Steps Right, 11 Steps Forward) |
| Buried (4 Steps Right, 15 Steps Forward) |
| Buried (1 Step Left, 16 Steps Forward) |
--------------------------------------------------------------------|
Apart from the Golems, there's not much you haven't seen or dealt
with before, you also have a decent height advantage for your
Archers, and putting Canopus on a roof here makes him virtually
untouchable.
Really though this battle is just a warm up for the next one.
You'll be able to shop after and check the Warren Report after the
battle, but the next one starts as soon as you try to leave
Port Asyton.
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Battle #5 -- Port Asyton (Part 2) [B05L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Arycelle
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
900 | Buried (2 Steps Right, 6 Steps Forward) |
| Buried under Barrel (7 Steps Left) |
| Buried (2 Steps Left, 2 Steps Forward) |
| Buried under Brush (3 Steps Left, 6 Steps Forward) |
| Buried under Barrel (3 Steps Left, 11 Steps Forward) |
| Buried (1 Step Right, 13 Steps Forward) |
--------------------------------------------------------------------|
Ah what an epic nostalgia trip this music is when Arycelle makes her
appearance here. It's highly recommended that you do a bunch of
crafting for your troops' equipment now, especially Bronze Helms +1,
because the shops still haven't really updated much and the
difficulty of this battle is quite a step up from the previous ones
so far.
You start at the bottom end of town and will have to work your way
single file through some of the streets between the houses, which
will be a death sentence to any magic users there. Keep your magic
users safe by keeping them behind the houses so that the Archers and
Arycelle can't target them.
Arycelle is by far and away the most dangerous Archer in the game
with the ability to inflict heavy damage to targets with perfect
accuracy in a Thunderstorm. She's also smart enough to use her height
advantage to shoot arrows from more than halfway across the map, so
make sure your front men have high defenses, close to 160 or higher
to take these hits.
Slow and steady advancing is the goal here, and you should defeat all
the enemies to collect their loot as they'll drop boatloads of
Oberyths -- over 40,000 Goth worth can be had here.
---------------------------------------------------------------------
Battle #6 -- Qadriga Fortress [B06L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Darza
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1300 | Ways of the Gerges (Darza Drop) |
| Baldur Armor (Male Warrior Equip) |
| Grimoire Gravite (Cyclops Drop) |
| Grimoire Rafale II (Orc Wizard Drop) |
| Grimoire Foudrac II (Enchantress Drop) |
| Mend Leaf +3 (Rune Fencer Drop) |
| Buried (3 Steps Right) |
| Buried (2 Steps Right, 9 Steps Forward) |
| Buried (3 Steps Left, 9 Steps Forward) |
| Buried (6 Steps Left, 5 Steps Forward) |
| Buried (1 Step Left, 14 Steps Forward) |
| Buried under Crate (3 Steps Right, 11 Steps Forward) |
--------------------------------------------------------------------|
There's a couple of new enemies here, you can recruit your first
Cyclops here and you'll meet your first Orc. Unfortunately you won't
be able to recruit the Orc as it's considered an Umbra unit, and no
class currently has the ability to recruit him.
Your main worry in this battle is the leader Darza, the Enchantress
and the Orc Wizard. All three of them hit very hard and will ruin
Xapan's day if you don't deal with them. The two mages are glass
Cannons and will fall in two or three hits from physical attacks, and
are best dealt with by using long range attacks to reach them. Darza
though is another story as he hits very hard, is not afraid of using
Berserk, and rarely misses when attacking from the front. He can be
defeated easily using indirect magic attacks from Catiua and a
Wizard.
---------------------------------------------------------------------
Battle #7 -- Tynemouth Hill [B07L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Wynoa
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1300 | Blessing Stone (Female Cleric Drop) |
| Buried (2 Steps Right, 6 Steps Forward) |
| Buried under Tree (2 Steps Forward) |
| Buried (3 Steps Left, 4 Steps Forward) |
| Buried (9 Steps Left, 5 Steps Forward) |
| Buried (18 Steps Forward) |
| Buried under Bush (1 Step Right, 24 Steps Forward) |
--------------------------------------------------------------------|
This battle has changed significantly from the original. Not only is
it on a new layout for Tynemouth Hill, but nearly all the enemies are
Clerics with only two Archers. Oh and Gatialo is here at Level 16!
This battle is incredibly easy since all the enemies are quite
fragile and will hardly put up a fight. However, that said be careful
when approaching Wynoa as she has a Lobber for a weapon and will use
it to slingshot explosives at you to devastating effect.
---------------------------------------------------------------------
Battle #8 -- Golborza Plain [B08L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Gousin
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1300 | Ninja's Mark (Gousin Drop) |
| Bandit's Mark (Gremlin Drop) |
| Familiar's Mark (Gremlin Drop) |
| Buried under Tree (2 Steps Left, 5 Steps Forward) |
| Buried (4 Steps Left, 8 Steps Forward) |
| Buried under Rock (4 Steps Left, 10 Steps Forward) |
| Buried (13 Steps Forward) |
| Buried (9 Steps Left, 5 Steps Forward) |
| Buried under Rock (13 Steps Left, 17 Steps Forward) |
--------------------------------------------------------------------|
If you want all the loot and new classes here, you'll have to work
at pacifying Gousin to do it, because even though he hits hard, he
falls fast. It is possible to hit him with Torpor to slow him down,
but the chance of success is rather low, indeed all status effects
aren't much good against him. Having Knights with Rampart aura and
Phalanx to block Gousin's movements is probably the best way to hold
him off.
It's strongly suggested you make a separate save file now, so that
you can return to the Phorampa Wildwood if you're too weak to go
through the next set of battles, because access will be blocked off
once you reach Rhime.
---------------------------------------------------------------------
Battle #9 -- Arkhaiopolis of Rhime [B09L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Vyce
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1300 | Hallowing Stone (Valkyrie Drop) |
| Shiftstone (Valkyrie Drop) |
| Hallowing Stone (Rune Fencer Drop) |
| Shiftstone (Rune Fencer Drop) |
| Buried (3 Steps Left, 2 Steps Forward) |
| Buried (6 Steps Left) |
| Buried (3 Steps Left, 5 Steps Forward) |
| Buried under Barrel (1 Step Left, 7 Steps Forward) |
--------------------------------------------------------------------|
When you arrive at Rhime, Leonar has an important proposal for you.
You will receive a Title depending upon which choice you make, it has
no bearing on the story or Denam's alignment. Afterwards you'll
return to the world map, so save now and use this opportunity to buy
some equipment because the shops have updated and you can finally
buy one and two-handed Katana for your Ninja and Swordmaster. The
battle starts just as you leave Rhime.
This fight has the potential to turn ugly real fast, as there's not
much room to move about and attack, and the two main routes to the
top are only wide enough for one character to go through creating
a huge bottleneck. It's strongly advised you just go straight for
Vyce and ignore the other enemies, because the longer this fight
drags on the worse it's going to get as one of those two Clerics
will at some point cast Boon of Swiftness on Arycelle. On top of
that, if you don't manage to kill an enemy before their turn comes
round, the AI will do it's best to heal it using whatever means
necessary.
You should also use whatever means necessary to focus your attacks
on Vyce, he's particularly hard to hit and has incredible physical
and magical defenses. He's slightly weaker against magic than
physical attacks, so Indirect Magic is the way to go for its
guaranteed hit rate. Do your best to protect your magic users from
Arycelle so you can take down Vyce, and goad the Clerics into healing
characters other than Vyce by attacking any nearby enemies with
characters that can't attack Vyce.
---------------------------------------------------------------------
Battle #10 -- The Gates of Almorica [B10L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Modiliani
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1300 | Grimoire Electrisant (Modiliani Drop) |
| Grimoire Trombe (Warlock Drop) |
| Gloomwyrm's Mark (Dark Dragon Drop) |
| Gleamwyrm's Mark (Arc Dragon Drop) |
| Granite's Mark (Stone Golem Drop) |
| Buried (1 Step Left, 9 Steps Forward) |
| Buried (3 Steps Left, 8 Steps Forward) |
| Buried (5 Steps Left, 12 Steps Forward) |
| Buried (5 Steps Left, 17 Steps Forward) |
| Buried under Brush (4 Steps Right, 6 Steps Forward) |
| Buried under Brush (1 Step Right, 14 Steps Forward) |
--------------------------------------------------------------------|
Also, if you picked up a Dragoon from Phorampa they can really prove
their worth in this fight. Without one though you should use the
Terror Knight's Fearful Impact on the monsters here, especially the
Golems. Two Terror Knights is ideal. When you've recruited at least
the Witch or Warlock here, focus on Modiliani as his defenses are
very low, and he can be killed in only a few hits. He does seem to
have death wish by charging straight into your position.
---------------------------------------------------------------------
Battle #11 -- Almorica Passageway [B11L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Marino
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1300 | On Medicine II (Marino Drop) |
--------------------------------------------------------------------|
This fight is quite a bit easier than the previous one, despite the
enemies having higher levels. This is largely because the only
offensive threat against you is the three units standing on the
ledge above you. A Ninja (the first recruitable one in the story),
Warrior, and Archer don't have the greatest of defenses, so focusing
on killing them before the other troops reach you is important.
Once the other troops reach you after you've gotten rid of the
offensive threat, this battle becomes incredibly simple. Have Canopus
and an Archer take out the other Archers and Mages, and then have
your magic users help in taking down the Knights. Be careful of that
one Archer with a crossbow, as it can use a Finishing Skill, the same
goes for one of the Knights and Marino because those skills have the
potential to one-shot an unwary target.
As long as you can keep your HP above 75 or 100, most of the enemies
shouldn't pose much trouble.
---------------------------------------------------------------------
Battle #12 -- Almorica Passageway [B12L2]
Squad Limit: 1 + 1 Guest Objective: Kill the Leader
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
400 | None |
--------------------------------------------------------------------|
The siege isn't over yet there's one more surprise battle in store
and it can be tough. You can only use Denam in this fight, but he's
joined by Catiua, Vyce, and Arycelle if you spared her in Rhime.
The main thing you need to do is play a game of attrition, and wear
the leader down by attacking when your HP is above 100 and heal when
it's not. Make sure your HP over 180 when the Leader's TP reaches
100, as he'll use the sword finisher Rending Gale, which does at
least 155 damage. Don't worry about Catiua leaving if she get's
injured. Your main objective is to simply outlast the leader and let
the others help you out.
---------------------------------------------------------------------
---------------------------------------------------------------------
This battle is a bit of a change from the original where you just
fought Lizardmen and Dragons, who were all adept at fighting in the
cold. Now you're up against a Galgastani Patrol unit who is just as
ill-equipped to fighting on the ice as you are.
The key to this battle is to look for places where the earth is
laid bare amongst this ice field. There aren't many spots like this
to stand on, but once you find one amongst the snow ice, stay where
you are. Standing on such a spot gives you about a 20% boost to hit
and evade, while most of the enemies won't be standing on a spot
like that when they attack. As such they'll be striking and evading
20% less, which is a huge difference when added together. Don't
forget that patches of snow can be melted away to reveal the earth
beneath it.
---------------------------------------------------------------------
Battle #2a -- Brigantys South Curtain Wall [B2AL3]
Squad Limit: 10 Objective: Vanquish Kakrinoros
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
1200 | Grimoire Resurrection (Cleric Drop) |
| Buried (5 Steps Right, 3 Steps Forward) |
| Buried under Tree (10 Steps Right, 1 Step Back) |
| Buried (6 Steps Right, 6 Steps Forward) |
| Buried (1 Step Left, 6 Steps Forward) |
| Buried (5 Steps Left, 10 Steps Forward) |
| Buried (11 Steps Right, 11 Steps Forward) |
--------------------------------------------------------------------|
Now that's what I call a wall. You start hemmed in at the bottom of
the map with an obvious height disadvantage with Archers and Mages
above you. It's not so bad though if you have a few Hawkmen at your
disposal as they can just simply fly up the wall and wreak havoc in
general while your main troops make the long ascent.
Make sure to have plenty of healing items. Mend Leaves +2 and Mending
Seeds should be the order of the day here as you'll probably take
a beating from above if they aren't distracted by your Hawkmen.
Once everybody's made it to the top, the battle is pretty much over
and Kakrinoros won't take more than 2 or 3 hits before he's gone.
Make sure you kill the Cleric here as he drops the valuable and
much needed Grimoire Resurrection that will finally enable your
Clerics to raise your fallen comrades... at Level 14... for the
price of 100 MP.
---------------------------------------------------------------------
Battle #2b -- Brigantys West Curtain Wall [B2BL3]
Squad Limit: 10 Objective: Vanquish Bingham
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
1200 | Footsoldier's Mark (Hoplite Drop) |
| Peregrine's Mark (Hawkman Drop) |
| Juggernaut's Mark (Juggernaut Drop) |
| Buried under Rock (4 Steps Left, 3 Steps Forward) |
| Buried (5 Steps Right, 8 Steps Forward) |
| Buried (5 Steps Right, 14 Steps Forward) |
| Buried (1 Step Left, 15 Steps Forward) |
| Buried (6 Steps Left, 18 Steps Forward) |
| Buried (6 Steps Right, 22 Steps Forward) |
--------------------------------------------------------------------|
This is probably the best map in the game for using Octopi, as the
enemy melee fighters will attempt to cross the river to meet you.
This makes them completely helpless when they come up against an
Octopus. Two or three Octopi should be dispatched here to handle
things.
The two stages offer completely different rewards, in this one it's
the rewards of getting your first Juggernaut and Hoplite Classmarks,
along with a Cyclops to recruit if you missed getting one in the
last chapter. The South Wall by contrast offers an early and much
needed Resurrection Spell in an easier fight, but many enemies
will start dropping them in a few stages time and you can't make
use of it now until you gain a few more levels, whereas your next
chance at getting Juggernaut and Hoplite Classmarks won't be for
even longer and the reward is immediate.
---------------------------------------------------------------------
Battle #3 -- Brigantys Great Hall [B03L3]
Squad Limit: 10 Objective: Vanquish Hektor
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
1200 | Grimoire Tourbillon II (Enchantress Drop) |
--------------------------------------------------------------------|
Hektor will meet you once again here, but strangely this battle is
a lot simpler than the last time you fought him. To make this battle
easy, send up a three person team between the two lamps and hold
that line while keeping your other characters far behind them. Make
sure you have a Knight up front in the middle of this line to help
heal your group and pass on Light-Touched to help the other
characters dish out damage.
After the battle during a scene you'll be given a choice. Pick the
second option to recruit the Dragoon Jeunan. Interestingly, he's
necessary in order to recruit Ravness a little later on. The choices
given are incredibly ambiguous and it's very easy to make the wrong
choice. In the original game the choice given was a perfectly clear
"Yes" or "No" type affair, this becomes obvious when you get the
title for whichever choice you make. The description of it makes
the choice seem like it should've been a straight Yes or No response.
---------------------------------------------------------------------
Battle #4 -- Bahanna Highlands [B04L3]
Squad Limit: 10 Objective: Vanquish Roberval
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
1200 | Ninja's Mark (Roberval Drop) |
| Grimoire Malepluie II (Enchantress Drop) |
| Grimoire Bravoure (Cleric Drop) |
| Hallowing Stone (Cleric Drop) |
| Buried (1 Step Right, 5 Steps Forward) |
| Buried under Rock (9 Steps Right) |
| Buried (8 Steps Right, 8 Steps Forward) |
| Buried (2 Steps Left, 11 Steps Forward) |
| Buried under Rock (2 Steps Right, 10 Steps Forward) |
| Buried (4 Steps Left, 18 Steps Forward) |
--------------------------------------------------------------------|
This is a crucial battle if you want to recruit Ravness, and is
the most esoteric part in the process. Before you fight, you should
read the Talk entry in the Warren Report about "Lord of Coritanae
Missing." Then when you're planning your battle party, make sure
Jeunan is deployed. During the fight, when Roberval's HP drops to
less than 70% a series of dialogues will happen mid-battle between
Roberval, Denam, and Jeunan. You must make sure that the entire
dialogue plays out before you defeat Roberval. When Denam says
"What!?" the dialogue is over, and you may continue with the fight.
Failing any of this will not trigger an optional battle later on
involving Ravness.
---------------------------------------------------------------------
Battle #5 -- The Reisan Way [B05L3]
Squad Limit: 10 Objective: Vanquish Vance
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
1000 | Magus's Mark (Warlock Drop) |
| Grimoire Oeildaigle (Warlock Drop) |
| Grimoire Rocher II (Warlock Drop) |
| Grimoire Resurrection (Cleric Drop) |
| Cragwyrm's Mark (Earth Dragon Drop) |
| Buried (11 Steps Right, 3 Steps Forward) |
| Buried (6 Steps Right, 10 Steps Forward) |
| Buried under Rock (7 Steps Right, 14 Steps Forward) |
| Buried under Rock (11 Steps Right, 21 Steps Forward) |
| Buried (1 Step Left, 8 Steps Forward) |
| Buried under Brush (4 Steps Left, 10 Steps Forward) |
--------------------------------------------------------------------|
The second brand new area and battle next to Rhea Boum that's been
added into the remake. This is a rather unusual battle as it starts
with you being pitted against another Galgastani support squad, but
with a couple high level Zombie Dragons who will not attack either
you or the Galgastani squad unless first attacked. The dragons start
the battle stilled, so if you have someone with Exorcism handy, you
can eliminate them before they wake up and start causing problems.
You may notice that if you end up fighting the dragons, that some of
your attacks do significantly more damage to them than your
opponents, despite having much higher defenses. This is happening
because Baldur Weapons have a hidden attribute which will deal
considerable damage to undead creatures. You might wonder why
there's no affinity bonus listed in the weapon's stat page, and
that's because while Phantoms are undead, not all undead are of the
Phantom race, which means undead is a condition and not a race.
The enemies here are higher in level than the previous group, and
have updated equipment to reflect this. However, if you've been
crafting and have upgrade as much of the current equipment that can
be bought for your side, then the advantage is yours. The best way
to fight this battle is to simply block the road with your best melee
fights, and hold that line. If the line breaks, all hell will break
loose and you'll have a much harder time fending off all the enemies
that decide to rush you.
---------------------------------------------------------------------
Battle #6 -- The Gates of Coritanae [B06L3]
Squad Limit: 10 Objective: Vanquish Orgeau
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
1000 | Grimoire Eclair (Wizard Drop) |
| Grimoire Scindeciel II (Wizard Drop) |
| Grimoire Resurrection (Cleric Drop) |
| Grimoire Bravoure (Cleric Drop) |
| Hallowing Stone (Cleric Drop) |
| Peregrine's Mark (Archer Drop) |
| Dragoon's Mark (Dragoon Drop) |
| Buried under Brush (3 Steps Left, 6 Forward) |
| Buried (2 Steps Left, 11 Steps Forward) |
| Buried (6 Steps Left, 10 Steps Forward) |
| Buried (3 Steps Right, 17 Steps Forward) |
| Buried (7 Steps Right, 2 Steps Forward) |
| Buried (8 Steps Right, 8 Steps Forward) |
--------------------------------------------------------------------|
This can be a tricky fight as there are two groups of enemies here
and they'll advance along two different routes. One will come along
the main road leading from the gate, while another will try to hop
across the semi-dried-up moat. If you send all your troops to meet
one group, the others will catch up and attack you from behind.
---------------------------------------------------------------------
Battle #7 -- Coritanae Ward [B07L3]
Squad Limit: 12 Objective: Vanquish Gatialo (or Apollinaire)
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
1100 | Grimoire Resurrection (Cleric Drop) |
| Grimoire Bravoure (Cleric Drop) |
| Hallowing Stone (Cleric Drop) |
| -- Gatialo Version Only -- |
| Grimoire Scindeciel II (Wizard Drop) |
| Grimoire Congelation II (Enchantress Drop) |
| Ninja's Mark (Ninja Drop) |
| Ninja's Mark (Kunoichi Drop) |
| -- Apollinaire Version Only -- |
| Grimoire Revirement (Terror Knight Drop) |
| Grimoire Monolithe (Rune Fencer Drop) |
--------------------------------------------------------------------|
The enemies you face here depend upon whether you defeated Gatialo
all the way back at Tynemouth Hill in Chapter 2 or not. If you
defeated him back then, then you will face Apollinaire instead.
The two fights play out pretty much the same, but the enemies you
face are completely different, and as such you get a few different
rewards from those enemies depending upon if you had let Gatialo live
or not.
The bulk of the fight will take place on a narrow "bridge", where
you'll meet the enemy head on. Since this will be your first time
fending a full complement of 12 troops in this fight, expect
manoeuvrability to be a problem in such a confined space. You'd best
not be in either of the pits unless you're a solid spear user, like
Jeunan, because apart from spears, whips, no other ranged weapons can
strike above an elevation difference of 2. And if they don't have
good defense they'll likely torn apart by the enemy Archers who just
otherwise stand around doing nothing. The worse part about being in
either of those pits is that there's only one path back out that
only characters who are Agile can use; Slow characters can not climb
out.
The easiest way is to simply fight this battle the same as you did
in Brigantys by forming a three-man line across the bridge and slowly
push the enemy back. Gatialo or Apollinaire will spearhead the attack
against you, and as such will likely take the brunt of your assault.
Forego defeating them long enough to at least kill the Cleric for
another Resurrection Grimoire.
---------------------------------------------------------------------
Battle #8a -- Psonji Weald [B8AL3]
Squad Limit: 10 Objective: Vanquish Brutakos
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
900 | Firewyrm's Mark (Flame Dragon Drop) |
| Grimoire Eclair (Enchantress Drop) |
| Juggernaut's Mark (Juggernaut Drop) |
| Magus's Mark (Warlock Drop) |
| Biblion Anatomiae (Warlock Equip) |
| Grimoire Rocher II (Warlock Drop) |
| Magus's Mark (Witch Drop) |
| Biblion Anatomiae (Witch Equip) |
| Grimoire Rocher II (Witch Drop) |
| Grimoire Embourbant (Wizard Drop) |
| Stormwyrm's Mark (Thunder Dragon Drop) |
| Buried under Tree (2 Steps Right, 3 Steps Forward) |
| Buried (4 Steps Left, 5 Steps Forward) |
| Buried (2 Steps Left, 10 Steps Forward) |
| Buried under Tree (11 Steps Left, 18 Steps Forward) |
| Buried (5 Steps Left, 17 Steps Forward) |
| Buried (2 Steps Right, 17 Steps Forward) |
--------------------------------------------------------------------|
Also of note are the list of valuable items that drop from killing
the rest of the enemies in this stage noted above. You should
definitely make a point of killing the Warlock and the Witch to
collect their loot. He'll drop the first Spellbook weapon for you to
collect if you do, which is effectively your first weapon that can't
be bought in stores.
You will want to deploy one, maybe two, Dragoons on this map along
with a couple heavyweights up front to soak up the hits the Dragons
will dish out, as they'll be the first to reach your position. You
should endeavour to move the front line of your deployment 4 steps in
front. Add in a fifth character such as Canopus who can take hits and
dish out ranged damage by standing on that one bit of scrub land a
step to the right and behind your line of four to secure your spot
on the hill. Hold this position until the Dragons and Lizardmen are
dealt with, and then mop up the rest.
---------------------------------------------------------------------
Battle #8b -- Lake Bordu [B8BL3]
Squad Limit: 10 Objective: Vanquish Muntzer
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
900 | Grimoire Briseciel II (Valkyrie Drop) |
| Juggernaut's Mark (Juggernaut Drop) |
| Familiar's Mark (Familiar Drop) |
| Bandit's Mark (Rogue Drop) |
| Buried (3 Steps Right, 16 Steps Forward) |
| Buried under Tree (3 Steps Left, 7 Steps Forward) |
| Buried (6 Steps Right, 5 Steps Forward) |
| Buried (4 Steps Left, 10 Steps Forward) |
| Buried (8 Steps Left, 10 Steps Forward) |
| Buried (2 Steps Left, 17 Steps Forward) |
--------------------------------------------------------------------|
The second option is arguably more difficult than the first, however
it does have some interesting rewards. The Necromancer Muntzer
starts on the other side of the lake, and near you are zombified
remains of the Walister Resistance. Those zombies start the battle
stilled, so you should quickly exorcise them before they wake up and
have to deal with them and Muntzer's troops.
There are three enemies you should recruit here. One is the lone
Cockatrice, another is a Lamia Matriarch, and regardless of whatever
route you take, you should recruit a Lizardman here into your army
if you have not already done so.
The added allies you make in this fight will help out a lot as
Muntzer will start summoning more enemies into the field as the
fight progresses. It can be difficult moving about in the swamp, but
if you get close enough to Muntzer to launch a few attacks at her,
she'll go down quickly as she's rather frail.
---------------------------------------------------------------------
Battle #9 -- Tynemouth Hill [B09L3]
Squad Limit: 10 Objective: Vanquish Ganpp
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
1000 | Footsoldier's Mark (Hoplite Drop) |
| Juggernaut's Mark (Juggernaut Drop) |
| Buried (8 Steps Left, 4 Steps Forward) |
| Buried under Rock (4 Steps Left, 2 Steps Forward) |
| Buried under Bush (9 Steps Left, 12 Steps Forward) |
| Buried (4 Steps Left, 3 Steps Forward) |
| Buried under Rock (6 Steps Right, 13 Steps Forward) |
| Buried (6 Steps Left, 5 Steps Forward) |
--------------------------------------------------------------------|
Ganpp shows up again with his two pet Gryphons, along with a couple
uniquely coloured Cockatrices. You're able to kill his pets this time
around but you really shouldn't, because Ganpp will then heal himself
and stick your party with debuffs, or buff himself up. There's not
too much in value here from killing all the enemies anyways, so
you should focus all your attacks on Ganpp and finish this battle
quickly.
After the battle and before moving on, you should seriously consider
going to the Phorampa Wildwood, which is open again, and level your
troops up to around Level 14 if they aren't already. Use the
Krysaro shops as a resupply base before returning to Almorica, and
make sure you have updated equipment to reflect your levels.
---------------------------------------------------------------------
Battle #10 -- The Gates of Almorica [B10L3]
Squad Limit: 10 Objective: Vanquish Gildora
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
1000 | Beastmaster's Mark (Beast Tamer Drop) |
| Dragoon's Mark (Dragoon Drop) |
| Windwyrm's Mark (Cloud Dragon Drop) |
| Black Iron's Mark (Iron Golem Drop) |
| Buried (1 Step Right, 8 Steps Forward) |
| Buried under Tree (5 Steps Right, 11 Steps Forward) |
| Buried (1 Step Right, 17 Steps Forward) |
| Buried (3 Steps Left, 13 Steps Forward) |
| Buried under Rock (7 Steps Left, 14 Steps Forward) |
| Buried (3 Steps Left, 15 Steps Forward) |
--------------------------------------------------------------------|
This will be the third and final time you fight at Almorica, and it
introduces another new class. If you have a Witch or Warlock on your
team, you should try to recruit at least one of the two Iron Golems.
There are also a couple Dragons here, a Dark and Cloud dragon.
In order to succeed here, you must defeat and/or recruit both Dragons
and Golems first, because their presence serves to slow you down and
make this fight a headache. The Golems are quite susceptible to Magic
and Crushing attacks, while bringing in a Dragoon can make short work
of those Dragons. After those enemies have been dealt with, the only
threat will be the leader and the number of reinforcements entering
the field. It's best to kill the leader quickly now as there's not
much in the way of rewards for killing the rest.
---------------------------------------------------------------------
Battle #11 -- Almorica Passageway [B11L3]
Squad Limit: 10 Objective: Vanquish Xaebos
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
| Dragoon's Mark (Dragoon Drop) |
| Grimoire Vifesprit (Warlock Drop) |
--------------------------------------------------------------------|
Back here again, only it's a bit dark inside. Xaebos is here
commanding a sizable group of Galgastanis, and though he doesn't
hold the Fafnir from the original game this time around, he does
have something very valuable that you want. There is a Necromancer
in his squad that you can recruit, and you should not finish this
battle until you've convinced him to join your side because
Necromancers and their class marks can only be found near the very
end of the game, and this is the only one during the story you can
recruit.
Take note that there are a lot of Terror Knights and a couple of
Dragoons here, so have characters set up with Anatomy and Strengthen
to do significant damage to these units. Take those units out
before they can use their TP skills, which means ganging up on them
one by one. Once they're gone all that's left are the magic users
and Xaebos who loves using Phalanx at all times which means you
should ignore him for a while until he stops using it to focus on
the other enemies.
The Warlock here has a chance to drop the Dragon Magic tome of
Vifesprit, but it's rather low. Don't worry if you don't get it
though, as it only teaches a buff spell that grants Spellcraft.
After the battle Vyce, Arycelle (if she's alive), Mirdyn, and Gildas
will all finally join you. If you also got the Necromancer, you now
have a character to recruit Phantoms and 3 classes you need to get
up to speed. Another thing to note is that three other members from
the New Walister Alliance no longer join from the original game.
They were Peyton, Beylevra, and Apsara who appeared in the scene
"Kin is Kin" at the start of the chapter.
---------------------------------------------------------------------
Battle #12 -- Mount Weobry [B12L3]
Squad Limit: 10 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
1100 | Familiar's Mark (Familiar Drop) |
| Bandit's Mark (Rogue Drop) |
| Gloomwyrm's Mark (Dark Dragon Drop) |
| Gleamwyrm's Mark (Arc Dragon Drop) |
| Buried (3 Steps Left, 3 Steps Back) |
| Buried (2 Steps Right) |
| Buried (8 Steps Right, 2 Steps Back) |
| Buried (8 Steps Left, 9 Steps Forward) |
| Buried (2 Steps Right, 8 Steps Forward) |
| Buried (6 Steps Right, 14 Steps Forward) |
--------------------------------------------------------------------|
Watch where you step here. The battle here on Mount Weobry is
completely different from the original, with a new map and a new
skirmish. Essentially you have to fight amongst high level Dragons
Phantoms, Gremlins, and Lizardmen including the reinforcements that
join in.
When fighting on Mount Weobry, stay away from any of the pits here
as any character without the Fly or Float mobility will instantly
lose a life if knocked off the edge. Although this is a good trick
to kill enemies, you won't get any loot for doing so.
---------------------------------------------------------------------
Battle #13 -- The Arkhaiopolis of Rhime [B13L3]
Squad Limit: 12 Objective: Vanquish Ozma
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
900 | Grimoire Oeildaigle (Warlock Drop) |
| Biblion Sacri (Warlock Equip) |
| Buried (5 Steps Right) |
| Buried (6 Steps Right, 6 Steps Forward) |
| Buried (2 Steps Right, 10 Steps Forward) |
| Buried (7 Steps Right, 15 Steps Forward) |
| Buried (4 Steps Left, 13 Steps Forward) |
| Buried (10 Steps Left, 12 Steps Forward) |
--------------------------------------------------------------------|
Bit early for this music to all of a sudden start playing for those
who've played the original. Anyways, saving Hobyrim here is a top
priority because he's an amazing Swordmaster, and Swordmasters are an
amazing class in their own right. You should though really
concentrate on getting near Ozma to defeat her, as she can be quite
wily in attacking and then moving just of out you attack range.
---------------------------------------------------------------------
Battle #14a -- Phidoch South Curtain Wall [B14AL3]
Squad Limit: 12 Objective: Vanquish Vestiarri
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
1000 | Codex of Gems (Vestiarri Drop) |
| Peregrine's Mark (Hawkman Drop) |
| Biblion Sacri (Warlock Equip) |
| Buried (4 Steps Right, 2 Steps Forward) |
| Buried (5 Steps Left, 5 Steps Forward) |
| Buried (5 Steps Left, 8 Steps Forward) |
| Buried (3 Steps Left, 15 Steps Forward) |
| Buried (4 Steps Left, 20 Steps Forward) |
| Buried (7 Steps Right, 22 Steps Forward) |
--------------------------------------------------------------------|
And the Training Theme makes its return with great fanfare, but this
battle is anything but a training regimen. As with any big castle
sieges the enemies have a clear terrain advantage and numbers. In
fact reinforcements will arrive soon after and slow you down, so you
need to kill targets of opportunity while making your way to
Vestiarri.
The hard part, comes after crossing the stream in front of the first
wall as the path starts to wind itself around to the top. You should
wait on the other side of the stream until Vestiarri makes her way
down from her position before advancing on her, because trying to
fend off enemy attacks between the first and second walls with the
possibility of reinforcements suddenly ambushing them will ensure
defeat.
If you take this route, make sure to recruit the Warlock here to
nab his Spellbook. This is in contrast to the other route where
you'll get some new magic from killing the Warlock over there.
---------------------------------------------------------------------
Battle #14b -- Phidoch West Curtain Wall [B14BL3]
Squad Limit: 12 Objective: Vanquish Mercure
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
1000 | Codex of Gems (Mercure Drop) |
| Granite's Mark (Stone Golem Drop) |
| Biblion Sacri (Warlock Equip) |
| Grimoire Fumerolle (Warlock Drop) |
| Biblion Herpetou (Warlock Equip) |
| Grimoire Aspirenergie (Warlock Drop) |
| Buried (3 Steps Right) |
| Buried (2 Steps Left, 9 Steps Forward) |
| Buried (7 Steps Left, 13 Steps Forward) |
| Buried (7 Steps Right, 9 Steps Forward) |
| Buried (9 Steps Right, 14 Steps Forward) |
| Buried (2 Steps Left, 19 Steps Forward) |
--------------------------------------------------------------------|
You'll want to take this battle nice and slowly dealing with all the
enemies in front of the first wall, before those from the second wall
make their way down. Don't rush the leader here as that'll result
in a quick death, wait for the leader to rush you.
The Golems must be dealt with first and foremost as they are walking
walls themselves. They're weak against magic and crushing attacks,
so use those attacks to dispatch them. The rest of the forces have
drastically lower defenses than the Golems and can be dealt with
quickly. Once you've got the Golems out of the way, the rest should
be easy, even when reinforcements do arrive.
---------------------------------------------------------------------
Battle #15 -- Phidoch Great Hall [B15L3]
Squad Limit: 12 Objective: Vanquish Oz and Balxephon
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
1000 | Black Iron's Mark (Iron Golem Drop) |
| Biblion Sacri (Warlock / Witch Equip) |
--------------------------------------------------------------------|
You will need to divide up half your troops here, one to take out the
Templars and Oz, the other to block the enemy coming down the stairs
and Balxephon. It's easy to form a line to block the enemy troops
coming down the stairs by placing characters on either side of those
lamps. You will get yet another chance to obtain a Spellbook here, so
recruit either the Warlock or the Witch to guarantee it.
Oz himself oddly isn't much more than dangerous than the Templars,
Balxephon on the other hand is brutal if you get within the range
of his spear. Do your best to defeat Oz, before Balxephon makes his
way down so you can then focus all your troops on him. As long as you
stay out of the range of Balxephon's spear when attacking you should
have no trouble defeating him.
---------------------------------------------------------------------
Battle #1 -- Port Asyton [B01C2]
Squad Limit: 8 + 1 Guest Objective: Vanquish Arycelle
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1000 | Blessed Stone (Cleric Drop) |
| Buried (3 Steps Right, 7 Steps Forward) |
| Buried (6 Steps Left) |
| Buried (2 Steps Left, 6 Steps Forward) |
| Buried (6 Steps Left, 10 Steps Forward) |
--------------------------------------------------------------------|
This battle starts the moment you attempt to leave Port Asyton. You
have time to use the shops before then, so buy any goods you need
before you leave.
This is a tough opening fight. You start at the bottom end of the
town and are up against Arycelle, who's the most deadly Archer in
the game. Whatever you do, do not send any magic users through
the narrow streets as they'll be completely helpless against Arycelle
and the other Archers you have to contend with. Keep those
spellcasters behind buildings, and send your high defense characters
such as Knights through the narrow streets.
If you deploy Donnalto in this fight, he and Arycelle will have a few
words with one another.
---------------------------------------------------------------------
Battle #2 -- Rhea Boum Aqueduct [B02C2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Xapan
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1000 | Dreadknight's Mark (Terror Knight Drop) |
| Beastmaster's Mark (Beast Tamer Drop) |
| Buried (7 Steps Left, 4 Steps Forward) |
| Buried (14 Steps Left, 4 Steps Forward) |
| Buried (7 Steps Forward) |
| Buried (1 Step Right, 16 Steps Forward) |
| Buried (1 Step Left, 15 Steps Forward) |
| Buried (3 Steps Left, 15 Steps Forward) |
--------------------------------------------------------------------|
One of the many new battles in this scenario, the Rhea Boum Aqueduct
is really the playground for Octopi. There can be up to three of them
in this fight, and you'd do well to try and dispatch them first,
otherwise their special Aqua Bubble attack will be the death of you.
Xapan is here earlier than you might expect along with his contingent
of headhunters. There's a Terror Knight in his squad that is the
first in the story and you should definitely either recruit or kill
him for the Classmark. Xapan will have the upper hand in this fight
as most of his troops can hit from afar, and in the Aqueduct, melee
fighters will find it hard to get close to their target with all
these islands.
If you can manage to recruit an Octopus or two here, you will turn
the tide in your favour. If you can man the small islands with
ranged attackers, after dealing with the Octopi, Xapan's troops
will find it hard to even get close to you.
---------------------------------------------------------------------
Battle #3 -- Xeod Moors [B03C2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Vance
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1100 | On Medicine I (Vance Drop) |
| Familiar's Mark (Familiar Drop) |
| Grimoire Soins (Familiar Drop) |
| Grimoire Celerite (Familiar Drop) |
| Sandstone's Mark (Clay Golem Drop) |
| Bandit's Mark (Rogue Drop) |
| Buried under Bush (4 Steps Left, 2 Steps Back) |
| Buried (2 Steps Left, 10 Steps Forward) |
| Buried (6 Steps Left, 7 Steps Forward) |
| Buried (1 Step Left, 4 Steps Forward) |
| Buried (1 Step Right, 7 Steps Forward) |
| Buried (1 Steps Left, 10 Steps Forward) |
--------------------------------------------------------------------|
There are many new classes here. The Faerie familiar can be recruited
if Canopus has learned Fey Pact, or killed to obtain its Classmark
and a couple of useful Grimoires that aren't available yet. The
Rogue Gremlin should definitely be killed as it will drop a Bandit's
mark so that you can gain access to the Rogue class. You can't
recruit it, so you may as well kill it. Finally there are a couple
Clay Golems here that will drop their classmarks for you. They can't
be recruited just yet, but killing them may be problematic as they're
highly resistant to physical attacks, but go down quickly against
magic.
Originally you never had to save Arycelle here for her to join you
later. This battle used to be the one where Xapan showed up as he did
in Rhea Boum.
---------------------------------------------------------------------
Battle #4 -- Lake Bordu [B04C2]
Squad Limit: 10 + 1 or 2 Guests Objective: Vanquish Genzo
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1200 | Ninja's Mark (Genzo Drop) |
| Jitte (Genzo Equip) |
| Windwyrm's Mark (Cloud Dragon Drop) |
| Waterwyrm's Mark (Flood Dragon Drop) |
| Buried under Tree (7 Steps Forward) |
| Buried (2 Steps Right, 4 Steps Forward) |
| Buried (1 Step Right, 8 Steps Forward) |
| Buried (3 Steps Left, 7 Steps Forward) |
| Buried (1 Step Left, 9 Steps Forward) |
| Buried (4 Steps Right, 7 Steps Forward) |
--------------------------------------------------------------------|
Depending upon how the dice roll here, you may have an average
difficulty fight, or a hard one. There's a chance a couple new
dragons will appear here, and if they do they'll be a pain to get rid
of. Even Arycelle, who appears here as a guest if you saved her will
have trouble against them.
However, none of that may matter as Genzo may rush in with incredible
speed towards you. He's a Ninja, and while he can potentially be very
deadly, he will die fast in the middle of fight. It may be more
challenging to leave him until last, but you might miss out on a lot
of money and items the other enemies drop if you focus on him first.
---------------------------------------------------------------------
Battle #5 -- Tynemouth Hill [B05C2]
Squad Limit: 10 + 1 or 2 Guests Objective: Vanquish Vyce
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1200 | Dragoon's Mark (Dragoon Drop) |
| Firewyrm's Mark (Flame Dragon Drop) |
| Buried under Bush (1 Step Right, 3 Steps Forward) |
| Buried (2 Steps Forward) |
| Buried (3 Steps Right, 3 Steps Forward) |
| Buried (3 Steps Left, 7 Steps Forward) |
| Buried (1 Step Right, 10 Steps Forward) |
| Buried (1 Step Right, 12 Steps Forward) |
--------------------------------------------------------------------|
Denam, Catiua, and Arycelle (if you saved her) start in the middle
of the map, completely surrounded, with you squad some distance
back. You will have to stay with them until your squad draws nearer
and can lend a hand. Denam as a Knight will be crucial to seeing
that you survive the first few rounds so that he can help with
Catiua's healing duties.
You will meet your first Dragoon here, and it will drop its Classmark
when killed, but it's better if you can recruit her, she just might
come with a "slayer" skill already learned. On top of that she might
help in dealing with the Flame Dragon here as well.
---------------------------------------------------------------------
Battle #6 -- Krysaro [B06C2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Farrel
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1200 | Ring of Vitality (Farrel Equip) |
| Buried under Bush (3 Steps Left, 5 Steps Forward) |
| Buried (2 Steps Right, 12 Steps Forward) |
| Buried (8 Steps Left, 9 Steps Forward) |
| Buried (6 Steps Left, 18 Steps Forward) |
| Buried under Bush (12 Steps Left, 22 Steps Forward) |
| Buried (1 Step Left, 20 Steps Forward) |
--------------------------------------------------------------------|
This battle plays out almost exactly like when you fought Moldova
here in Chapter 1. The only difference being is that there's no
Phantoms to contend with, just soldiers of the Walister Resistance.
While the enemies may be easy to kill, Farrel the leader is not. He
is extremely resistant most physical attacks. He's tougher than
most Golems at the same level. Though like Golems, he does have a
soft spot against make, so exploit that to kill him, and obtain his
Ring of Vitality.
After the battle you'll meet the Knight Folcurt and he'll join you
as guest for the next few battles.
---------------------------------------------------------------------
Battle #7 -- Qadriga Fortress [B07C2]
Squad Limit: 10 + 2 Guests Objective: Vanquish Darza
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1200 | Ways of the Gerges (Darza Drop) |
| Buried (3 Steps Right) |
| Buried under Crate (3 Steps Left, 10 Steps Forward) |
| Buried (8 Steps Forward) |
| Buried (6 Steps Left, 11 Steps Forward) |
| Buried (3 Steps Left, 15 Steps Forward) |
| Buried under Crate (1 Step Left, 16 Steps Forward) |
--------------------------------------------------------------------|
Remember Cistina, whom you may have saved back in Rhime? Well if you
don't save Bayin here, you'll never meet her later. Unfortunately
he's dumber than Cistina, and being a Wizard you'd think the last
thing on his mind is to charge into the enemy camp away from you
when he's already surrounded. Though thankfully it's still much
easier than in the original game where Bayin would likely die in one
or two hits.
There are three enemies here that are a real threat to Bayin, they're
the Wizard, Enchantress, and Archer. Put your flying units at the
bottom right corner of the deployment screen so they can hopefully
fly up to the top of the fort on their second turn and throw down
boulders or shoot arrows at those three enemies specifically. If
you can keep them occupied, you'll easily save Bayin.
The rest of the enemies will come pouring out of the fortress and
you'll have to meet them on rough ground. but they're not especially
difficult compared to what you've already faced.
Try and recruit a Cockatrice here if you can. It's new class, and
though their Petrification ability isn't as lethal as it was in the
original game it's still a great way calming down the battle for a
few turns when things get hectic.
---------------------------------------------------------------------
Battle #8 -- Golyat [B08C2]
Squad Limit: 10 + 2-4 Guests Objective: Vanquish Dagon
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1400 | Sandstone's Mark (Clay Golem Drop) |
| Blessing Stone (Cleric Drop) |
| Buried (6 Steps Left, 7 Steps Forward) |
| Buried under Bush (3 Steps Forward) |
| Buried (14 Steps Forward) |
| Buried under Barrel (7 Steps Left, 7 Steps Forward) |
| Buried under Barrel (8 Steps Left, 7 Steps Forward) |
| Buried (12 Steps Left, 12 Steps Forward) |
--------------------------------------------------------------------|
The only tough enemies here are the Golems, but Catiua can easily
deal upwards of 70 damage to them with Spiritsurge; twice as much
as anyone else. Keep an eye on Cistina though, as you need to keep
her alive in this fight. She will run headlong into the middle of
the enemies just to use Deadshot against a front-line target.
Dagon won't last long against your assault once you reach him, so
try to kill as many enemies as you can for the Oberyths they drop
before your guests take him out.
After the battle you'll go to Boed Fortress, where you can finally
recruit Folcurt Bayin and Cistina, if they are all still alive. Your
next battle is in Rhime.
---------------------------------------------------------------------
Battle #9 -- The Arkhaiopolis of Rhime [B09C2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Xapan
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1200 | Bandit's Mark (Rogue Drop) |
| Footsoldier's Mark (Hoplite Drop) |
| Gloomwyrm's Mark (Dark Dragon Drop) |
| Gleamwyrm's Mark (Arc Dragon Drop) |
| Sandstone's Mark (Clay Golem Drop) |
| Granite's Mark (Stone Golem Drop) |
| Buried under Barrel (6 Steps Left, 1 Steps Back) |
| Buried (11 Steps Left, 1 Step Back) |
| Buried under Bush (11 Steps Left, 10 Steps Forward) |
| Buried under Bush (12 Steps Left, 8 Steps Forward) |
| Buried (18 Steps Left, 7 Steps Forward) |
| Buried (20 Steps Left, 12 Steps Forward) |
--------------------------------------------------------------------|
You're in for a nasty unavoidable ambush with this fight. Denam and
Catiua start in the middle of the map surrounded on three sides by
Xapan's troops. You will have to remain in this spot for a couple
turns to secure Catiua's retreat. Denam should definitely be a
Knight in this battle and keep their HP up at all times as well as
blocking the enemy's path to Catiua's with Rampart Aura.
Once Catiua has safely retreated to your main force, you can begin
the counterattack, which won't be too difficult at all. The streets
of Rhime aren't too narrow as it takes a couple characters to block
one. Deal with the Golems who will come in from the sides, and then
you can hold up Xapan's troops as they will all move in direction
towards you. The Dragons and Hoplites will be tough to kill, but the
rest of the enemies won't be as dangerous. Focus on them first before
going after Xapan and the rest. There's a lot of new classmarks and
Oberyths to be had in this fight.
After the battle you'll retreat to Boed Fortress and Rhime will be
inaccessible. This is a change from the original game where you
marched from Rhime, to a battle on Golborza before arriving in
Almorica for the last battles of the chapter.
---------------------------------------------------------------------
Battle #10 -- The Gates of Almorica [B10C2]
Squad Limit: 10 Objective: Vanquish Ramidos and Xapan
_________ Hidden Objective: Vanquish Ramidos
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1100 | On Medicine II (Ramidos Drop) |
| Buried (1 Step Left, 4 Steps Forward) |
| Buried (3 Steps Left, 9 Steps Forward) |
| Buried (12 Steps Forward) |
| Buried under Rock (4 Steps Left, 13 Steps Forward) |
| Buried under Brush (6 Steps Right, 12 Steps Forward) |
| Buried under Brush (1 Step Right, 14 Steps Forward) |
--------------------------------------------------------------------|
None of the enemies here drop anything of value, and nor are there
any new classes to be had. You should only fight them if they're
causing you trouble in reaching Ramidos.
---------------------------------------------------------------------
Battle #11 -- Almorica Passageway [B11C2]
Squad Limit: 1 (Denam Only) Objective: Vanquish Vyce
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
300 | None |
--------------------------------------------------------------------|
Leonar will then come in after the fight and give you a choice. This
will affect which version of Chapter 3 you'll take. If you pick the
first, you'll go onto the Neutral Route; picking the second will
keep you on the Path of Chaos.
---------------------------------------------------------------------
2.3b -- Chapter 3: Ambition and Greed Rule, While Dogs and [CH3CW]
Swine Serve
---------------------------------------------------------------------
Battle #1 -- Port Asyton [B01C3]
Squad Limit: 10 Objective: Vanquish Gannon
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1000 | Sandstone's Mark (Clay Golem Drop) |
| Grimoire Congelation II (Wizard Drop) |
| Grimoire Scindeciel II (Enchantress Drop) |
| Buried (2 Steps Right, 5 Steps Forward) |
| Buried (6 Steps Forward) |
| Buried under Barrel (1 Step Right, 12 Steps Forward) |
| Buried (3 Steps Right, 8 Steps Forward) |
| Buried under Crate (8 Steps Right, 6 Steps Forward) |
| Buried (1 Step Left, 17 Steps Forward) |
--------------------------------------------------------------------|
Catiua has escaped and you're thrown into this fight immediately, so
you cannot buy new equipment until you get through here. In any case
you have a height advantage over Gannon and his troops here, and
a numerical advantage as well (10 vs. 8) so bringing in two Archers
is going to help things immensely in this rather simple fight.
---------------------------------------------------------------------
Battle #2 -- Xeod Moors [B02C3]
Squad Limit: 10 Objective: Vanquish Felnatorre
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1000 | Ninja's Mark (Ninja/Kunoichi Drop) |
| Buried (3 Steps Left, 4 Steps Forward) |
| Buried (4 Steps Left, 9 Steps Forward) |
| Buried (1 Step Left, 10 Steps Forward) |
| Buried (1 Steps Left, 15 Steps Forward) |
| Buried under Crate (1 Step Right, 15 Steps Forward) |
| Buried (6 Steps Left, 17 Steps Forward) |
--------------------------------------------------------------------|
Try and kill as many troops here as possible, the level jump is
enough that they'll all be higher level than you such that you'll get
some decent bonus Exp for killing them with lower level characters.
---------------------------------------------------------------------
Battle #3 -- The Gates of Coritanae [B03C3]
Squad Limit: 10 Objective: Vanquish Gildora
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1100 | Magus's Mark (Gildora Drop) |
| Grimoire Prestess (Gildora Drop) |
| Grimoire Resurrection (Cleric Drop) |
| Granite's Mark (Stone Golem Drop) |
| Buried under Bush (1 Steps Left, 9 Steps Forward) |
| Buried (8 Steps Right, 2 Steps Back) |
| Buried (2 Step Left, 13 Steps Forward) |
| Buried under Brush (11 Steps Right, 2 Steps Back) |
| Buried (9 Steps Right, 5 Steps Forward) |
| Buried under Brush (8 Steps Left, 17 Steps Forward) |
--------------------------------------------------------------------|
Make sure that you divide up your troops evenly and that they're both
self-sufficient so that neither needs help from the other. Each
group should be comprised of an Archer, Magic attacker, two melee
fighters, and a designated healer or Cleric.
The enemies here aren't too difficult, but be prepared to deal with
any reinforcements as they arrive. There aren't many, but the group
being sent along the main road in will have to deal with more than
the group you send across the moat will.
Gildora will be the first Witch you encounter in the game. She'll
drop Magus's Marks some Wyrm Gems, and a Dragon Magic tome when you
defeat her to get your own Warlock or Witch started. Also be sure to
kill the Cleric here as it will drop the very important Resurrection
Grimoire.
---------------------------------------------------------------------
Battle #4 -- Coritanae Ward [B04C3]
Squad Limit: 10 Objective: Vanquish Gildora
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1000 | Magus's Mark (Warlock Drop) |
| Grimoire Oeildaigle (Warlock Drop) |
| Grimoire Resurrection (Cleric Drop) |
| Dragoon's Mark (Dragoon Drop) |
--------------------------------------------------------------------|
Careful you don't fall into the pits on either side of the central
walkway here, it'll be hard getting out, and Slow-moving characters
like magic users will never get out once they're in. This has changed
since the original game where those little steps in the walkway were
not present, which meant that any character except for a Ninja or
a Flier could not get out of they went in.
What you want to do here is send all your troops along the walkway
and meet Xaebos's troops in the middle. Use your high defense
characters to hold the line while your long range attackers attack
from further back to inflict damage. Slowly push your way forward
as the enemies fall and you'll eventually win.
Make sure you kill the Warlock for some more Classmarks, and another
rare Dragon Magic Tome, as well as the Clerics for more Resurrection
Grimoires, and finally either kill the Dragoons for their marks, or
recruit them into your army. This can be quite difficult as Xaebos
will be at the front and his troops will stop you from getting
anywhere near the Clerics and Warlock, but if you have sufficient
healing and items to spare you can outlast them all. When those
Clerics come within range to use their bombs, you better kill them
quick before their turn comes round again or they'll pummel you
relentlessly.
---------------------------------------------------------------------
Battle #5 -- The Reisan Way [B05C3]
Squad Limit: 8 Objective: Vanquish Cassandra
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
700 | Footsoldier's Mark (Hoplite Drop) |
| Familiar's Mark (Gremlin Drop) |
| Grimoire Tourbillon II (Gremlin Familiar Drop) |
| Juggernaut's Mark (Juggernaut Drop) |
| Grimoire Rocher II (Wizard Drop) |
| Bandit's Mark (Gremlin Rogue Drop) |
| Buried (3 Steps Forward) |
| Buried (8 Steps Right, 3 Steps Forward) |
| Buried (15 Steps Right, 12 Steps Forward) |
| Buried (2 Steps Right, 10 Steps Forward) |
| Buried under Tree (14 Steps Right, 15 Steps Forward) |
| Buried (6 Steps Left, 15 Steps Forward) |
--------------------------------------------------------------------|
Make sure you at least bring a Cleric along for this fight as there's
going to be a number of undead you'll be fighting against in this
battle. This is a brand new battle in an area that wasn't around in
the original game, and starts off an interesting new sidestory
that'll occur throughout the rest of the Chaos Route.
The battle starts off with several neutral undead Phantoms already
stilled while Cassandra summons in several more units of her own
you'll have to fight. When those undead units wake up, they'll
run away from anyone unless they're attacked, in which case they'll
track down anyone belonging to the side that attacked them, so it's
best to Exorcise what can of them before they all wake up. They do
drop some Necromancy reagents, which are quite rare.
---------------------------------------------------------------------
Battle #6 -- Bahnna Highlands [B06C3]
Squad Limit: 10 Objective: Vanquish Hektor
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1000 | Blessing Stone (Hektor Drop) |
| Hallowing Stone (Hektor Drop) |
| Grimoire Scindeciel II (Wizard Drop) |
| Grimoire Resurrection (Male Cleric Drop) |
| Braised Skewer (Beast Tamer Drop) |
| Dragoon's Mark (Dragoon Drop) |
| Dragon Steak (Dragoon Drop) |
| Grimoire Bravoure (Female Cleric Drop) |
| Icewyrm's Mark (Frost Dragon Drop) |
| Skyiron (Terror Knight Drop) |
| Buried (8 Steps Left, 3 Steps Forward) |
| Buried (4 Steps Forward) |
| Buried (1 Step Right, 6 Steps Forward) |
| Buried (3 Steps Right, 7 Steps Forward) |
| Buried under Rock (9 Steps Left, 8 Steps Forward) |
| Buried (7 Steps Left, 11 Steps Forward) |
--------------------------------------------------------------------|
Despite the height advantage your enemies have, their Archers will
not take advantage of it. However, the two Frost Dragons here are
your biggest worry. If you don't have Dragoons it will take quite
some time to deliver enough damage to kill just one of them. A good
alternative is to send in a Berserker with Draconology set to take
care of them both with the Berserk skill. A Terror Knight using
Fearful Impact can help as well.
---------------------------------------------------------------------
Battle #7a -- Brigantys South Curtain Wall [B7AC3]
Squad Limit: 12 Objective: Vanquish Kakrinoros
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1100 | Grimoire Resurrection (Cleric Drop) |
| Blessing Stone (Cleric Drop) |
| Hallowing Stone (Cleric Drop) |
| Peregrine's Mark (Hawkman Drop) |
| Grimoire Antimagie (Witch Drop) |
| Magus's Mark (Witch Drop) |
| Buried (2 Steps Right, 4 Steps Forward) |
| Buried (4 Steps Right, 7 Steps Forward) |
| Buried (3 Steps Right, 12 Steps Forward) |
| Buried under Tree (10 Steps Right, 9 Steps Forward) |
| Buried (9 Steps Right, 11 Steps Forward) |
| Buried under Tree (4 Steps Left, 11 Steps Forward) |
--------------------------------------------------------------------|
This battle looks like it's going to be trouble from the start, as
you're at the bottom of a huge wall, and have to work your way up
the stairs to fight all the enemies. However, you can use Canopus
and any other fliers to scale the wall immediately and keep the
enemies busy while the rest of your troops can make their way up.
Once you've gotten all your troops up the stairs, things will start
becoming a lot easier to deal with. Make sure you at least kill the
Witch to obtain some Magus Marks and another rare Dragon Magic Tome.
Kakrinoros is a Wizard, and while his magic can be quite strong, he
will fall in only a couple of hits.
Of the two paths, you should take this one, just for the possibility
of getting a Dragon Magic Grimoire, which the other path lacks in
obtaining.
---------------------------------------------------------------------
Battle #7b -- Brigantys West Curtain Wall [B7BC3]
Squad Limit: 12 Objective: Vanquish Orgeau
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1100 | Peregrine's Mark (Orgeau Drop) |
| Footsoldier's Mark (Hoplite Drop) |
| Juggernaut's Mark (Juggernaut Drop) |
| Grimoire Resurrection (Cleric Drop) |
| Blessing Stone (Cleric Drop) |
| Hallowing Stone (Cleric Drop) |
| Buried (4 Steps Left, 5 Steps Forward) |
| Buried (4 Steps Right, 8 Steps Forward) |
| Buried under Rock (10 Steps Forward) |
| Buried (3 Steps Right, 13 Steps Forward) |
| Buried (8 Steps Left, 15 Steps Forward) |
| Buried (5 Steps Left, 23 Steps Forward) |
--------------------------------------------------------------------|
There's a lot of water on this map, and very little land to make your
way across. Due to the number of troops you'll be bringing in to
this fight, you need to split them in to two groups; there just isn't
enough room to send them down the same direction. Like Coritanae
before, send two self-sufficient groups along both paths.
If you have an Octopus, this is the best map to send them out to see
what they can do. Though the enemy has Octopi of their own, you
should definitely try to recruit them. You can learn Subdue as a
Beast Master, change classes to Valkyrie and they can use Subdue and
wade through the water.
Of the two paths you can take, this one is less desirable than the
the South Wall.
---------------------------------------------------------------------
Battle #8 -- Brigantys Great Hall [B08C3]
Squad Limit: 12 Objective: Vanquish Xaebos
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1100 | Grimoire Mobilite (Cleric Drop) |
| Grimoire Bravoure (Cleric Drop) |
| Blessing Stone (Cleric Drop) |
| Hallowing Stone (Cleric Drop) |
| Magus's Mark (Witch Drop) |
| Grimoire Rocher II (Witch Drop) |
| Biblion Anatomiae (Witch Drop) |
| Grimoire Scindeciel II (Wizard Drop) |
| Grimoire Revirement (Terror Knight/Cyclops Drop) |
| Granite's Mark (Stone Golem Drop) |
--------------------------------------------------------------------|
This is Xaebos's last stand and though he doesn't drop the Fafnir
sword, his troops drop a lot of stuff you'll want. Take note of the
Witch which can drop the first Spellbook, a Biblion Anatomiae; you
won't ever be able to buy it in shops so if you see any enemies
wielding a Spellbook, make sure to recruit them to guarantee you get
one.
You can make this battle really easy by forming a front line of
three soldiers stationed between the two lamps right in front of
your starting position. Let the enemies come to you and use your
Archers and Mages to attack those that come near. The Golems may be
a bit troublesome to kill but they take more damage from blunt force
and magic.
Once you've gotten rid of most of the enemies, you can break the
formation and start chasing down the weakly defended Mages and
Archers. Save your TP for Xaebos as his defenses are very high and
he'll take a lot of punishment before going down.
---------------------------------------------------------------------
Battle #9 -- Bahanna Highlands [B09C3]
Squad Limit: 12 Objective: Vanquish Modiliani
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1200 | Bandit's Mark (Rogue Drop) |
| Grimoire Flammes II (Enchantress Drop) |
| Grimoire Malepluie II (Wizard Drop) |
| Grimoire Resurrection (Cleric Drop) |
| Grimoire Mobilite (Cleric Drop) |
| Exarch's Staff (Cleric/Wizard/Enchantress Equip) |
| Buried (2 Steps Right, 4 Steps Forward) |
| Buried (6 Steps Right, 8 Steps Forward) |
| Buried (4 Steps Right, 9 Steps Forward) |
| Buried (9 Steps Forward) |
| Buried under Rock (2 Steps Left, 12 Steps Forward) |
| Buried (14 Steps Forward) |
--------------------------------------------------------------------|
Hobyrim starts some distance away from you, but closer to the enemy,
so you should send Canopus and another flier or two on ahead to
help him out until the rest of your troops arrive on the scene.
The majority of enemies here hit pretty hard, but they also fall
pretty hard too as there's no real tough defensive units for you
to crack. Aim your bows on the Ninja and Kunoichi here as they're
the most deadly attackers of the lot. The Berserkers and Wizards
along with Modiliani are the next biggest threat. Modiliani's spells
can hurt a lot, but as long as you bring Knights and a Cleric,
recovering the damage shouldn't be a problem.
---------------------------------------------------------------------
Battle #10 -- The Gates of Coritanae [B10C3]
Squad Limit: 10 Objective: Vanquish Marino
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1000 | Grimoire Oeildaigle (Witch Drop) |
| Gleamwyrm's Mark (Arc Dragon Drop) |
| Firewyrm's Mark (Flame Dragon Drop) |
| Windwyrm's Mark (Cloud Dragon Drop) |
| Exarch's Staff (Cleric Equip) |
| Composite Bow (Archer Equip) |
| Brigandine (Beast Tamer Equip) |
| Buried (9 Steps Left, 4 Steps Forward) |
| Buried (7 Steps Right) |
| Buried (1 Step Right, 8 Steps Forward) |
| Buried under Bush (2 Steps Left, 19 Steps Forward) |
| Buried (5 Steps Right, 10 Steps Forward) |
| Buried (8 Steps Right, 9 Steps Forward) |
--------------------------------------------------------------------|
Coritanae Keep has some new residents while Denam was away, so he has
to fight through here again. The fight at the gates is virtually
identical to when you were here not long ago, so you can use
the same strategy you used before. The only real change is the
addition of a number of Dragons and an Octopus, which are easy to
kill if you have a Dragoon or somebody focused on killing Beasts and
Dragons.
Make sure to kill the Witch before moving towards Marino as she
drops a Dragon Magic Tome.
---------------------------------------------------------------------
Battle #11 -- Coritanae Ward [B11C3]
Squad Limit: 1 or 10 Objective: Vanquish Leonar
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
Solo: 400| -- Army Battle Version Only -- |
Army: 1000| Grimoire Scindeciel II (Enchantress Drop) |
--------------------------------------------------------------------|
You can choose how you want to fight Leonar at the start. You can
either choose to duel him one-on-one with Denam, or you can fight
him and his squad with yours. If you fight with an Army, you can use
the exact same strategy as you did here earlier in the chapter, the
troop composition is virtually identical to before. Be sure to deploy
Arycelle for the fight, so that she can have a few choice words with
him.
The duel version is notably easier than fighting with troops, but
you don't get any rewards for doing so. Winning the duel is just a
matter of keeping Denam's HP above 150 when Leonar's TP approaches
100 as you whittle down his HP.
---------------------------------------------------------------------
Battle #12 -- Mount Weobry [B12C3]
Squad Limit: 10 Objective: Vanquish Ganpp
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1000 | Footsoldier's Mark (Hoplite Drop) |
| Juggernaut's Mark (Juggernaut Drop) |
| Buried under Rock (2 Steps Right, 5 Steps Forward) |
| Buried (3 Steps Left, 6 Steps Forward) |
| Buried (6 Steps Left, 6 Steps Forward) |
| Buried (9 Steps Left, 8 Steps Forward) |
| Buried (3 Steps Left, 10 Steps Forward) |
| Buried (1 Step Right, 9 Steps Forward) |
--------------------------------------------------------------------|
---------------------------------------------------------------------
Battle #13 -- The Arkhaiopolis of Rhime [B13C3]
Squad Limit: 10 Objective: Vanquish Hiram
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
800 | Grimoire Vifesprit (Warlock Drop) |
| Wizard's Hat (Warlock/Cleric Equip) |
| Buried (6 Steps Left, 8 Steps Forward) |
| Buried under Brush (11 Steps Left, 12 Steps Forward) |
| Buried (1 Step Left, 11 Steps Forward) |
| Buried (3 Steps Right, 10 Steps Forward) |
| Buried under Brush (10 Steps Right, 11 Steps Forward) |
| Buried (10 Steps Right, 15 Steps Forward) |
--------------------------------------------------------------------|
A lot of surprises are in store when you reach Rhime, and this battle
is one of them. The enemies will converge on you from three different
areas of Rhime. Though they start from seemingly very far away, they
will close the gap in as little as two turns, and by then you'll
just be getting out of the area you started in.
The Terror Knight Hiram will lead the charge, and he's absolutely
fearless, which means this battle could be over really quick if you
focus on him. However, the enemies' levels are starting to climb much
faster than yours will, so you'll need to kill as many enemies as you
can to get the bonus Exp they'll yield. Pick your targets carefully
by looking at the turn order, and if consecutive attacks from your
troops can kill an enemy before they have a chance to recover then
you're good. While you're at it, be sure to kill the Warlock here as
he'll drop a new Dragon Magic Grimoire for you.
If you anticipate things are going to fall apart, then kill Hiram
quickly before things get too bad. Reviving characters is a tough
job since it essentially requires two characters to get one knocked
out character back on their feet, and is also an expensive procedure.
Revival items aren't cheap and the Resurrection Spell, if usable now,
takes a lot of MP to use. This battle is good practice to holding
off a more powerful enemy to get as much Exp and SP out of them.
After the battle, make your way to Almorica, where Mirdyn and Gildas
will finally join. Then head to Boed Fortress.
---------------------------------------------------------------------
Battle #14 -- Boed Fortress [B14C3]
Squad Limit: 10 Objective: Vanquish Oz
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
800 | Grimoire Aspirenergie (Templar Wizard Drop) |
| Wizard's Hat (Templar Wizard/Cleric Equip) |
| Buried (6 Steps Left, 1 Step Back) |
| Buried under Crate (9 Steps Left) |
| Buried (3 Steps Left, 6 Steps Forward) |
| Buried (3 Steps Right, 4 Steps Forward) |
| Buried (5 Steps Left, 13 Steps Forward) |
| Buried under Crate (8 Steps Right, 13 Steps Forward) |
--------------------------------------------------------------------|
The majority of enemies here are magic users and melee-type classes.
This means they will likely have to work their way down to your
location to attack you which will also be to your advantage, because
the foot of the fortress allows for easier movement and you can avoid
having your troops clump together as they try to make their way up.
---------------------------------------------------------------------
Battle #15a -- Phidoch South Curtain Wall [B15AC3]
Squad Limit: 12 Objective: Vanquish Vestiarri
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1000 | Codex of Gems (Vestiarri Drop) |
| Grimoire Vifesprit (Warlock Drop) |
| Waterwyrm's Mark (Flood Dragon Drop) |
| Stormwyrm's Mark (Thunder Dragon Drop) |
| Wizard's Hat (Cleric/Enchantress/Warlock Equip) |
| Buried (11 Steps Left, 2 Steps Back) |
| Buried (9 Steps Left) |
| Buried under Brush (7 Steps Left, 12 Steps Forward) |
| Buried (6 Steps Left, 11 Steps Forward) |
| Buried (1 Step Left, 12 Steps Forward) |
| Buried (6 Steps Right, 22 Steps Forward) |
--------------------------------------------------------------------|
Phidoch Castle is where the three paths will finally converge at.
Though all the battles are virtually the same, there are some minor
permutations based on whether you're following the Lawful, Chaotic,
or Neutral path. Some enemies are swapped out for others and offer
minorly different rewards upon clearing.
As with any big castle sieges the enemies have a clear terrain
advantage and numbers. In fact reinforcements will arrive soon after
and slow you down, so you need to kill targets of opportunity while
making your way to Vestiarri.
The hard part, comes after crossing the stream in front of the first
wall as the path starts to wind itself around to the top. You should
wait on the other side of the stream until Vestiarri makes her way
down from her position before advancing on her, because trying to
fend off enemy attacks between the first and second walls with the
possibility of reinforcements suddenly ambushing them will ensure
defeat.
If you take this route be sure to kill the Warlock here, as he has
a chance to drop an ever hard to find Dragon Magic Grimoire.
---------------------------------------------------------------------
Battle #15b -- Phidoch West Curtain Wall [B15BC3]
Squad Limit: 12 Objective: Vanquish Mercure
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1000 | Codex of Gems (Mercure Drop) |
| Granite's Mark (Stone Golem Drop) |
| Skyiron (Iron Golem -- Left Drop) |
| Black Iron's Mark (Iron Golem -- Right Drop) |
| Magus's Mark (Warlock Drop) |
| Wizard's Hat (Cleric Equip) |
| Buried (9 Steps Left, 2 Steps Back) |
| Buried (3 Steps Left, 7 Steps Forward) |
| Buried (3 Steps Right, 9 Steps Forward) |
| Buried (6 Steps Left, 12 Steps Forward) |
| Buried under Brush (6 Steps Left, 13 Steps Forward) |
| Buried (2 Steps Left, 16 Steps Forward) |
--------------------------------------------------------------------|
You'll want to take this battle nice and slowly dealing with all the
enemies in front of the first wall, before those from the second wall
make their way down. Don't rush the leader here as that'll result
in a quick death, wait for the leader to rush you.
The Golems must be dealt with first and foremost as they are walking
walls themselves. They're weak against magic and crushing attacks,
so use those attacks to dispatch them. The rest of the forces have
drastically lower defenses than the Golems and can be dealt with
quickly. Once you've got the Golems out of the way, the rest should
be easy, even when reinforcements do arrive.
Of the two routes, the South Wall is the obvious choice as you can
get an always hard to find Dragon Magic tome from the Warlock over
there.
---------------------------------------------------------------------
Battle #16 -- Phidoch Great Hall [B16C3]
Squad Limit: 12 Objective: Vanquish Oz and Ozma
_________
At Stake \
-Base Exp-|----------------------------Special Loot-----------------|
900 | Spiked Laurel (Ozma Equip) |
| Wizard's Hat (Cleric/Templar Wizard Equip) |
--------------------------------------------------------------------|
Virtually identical to the Law route version, but Ozma is the one
you need to watch out for as she is incredibly deadly as opposed to
her rather weak brother here. In fact Oz has lower stats than when
you met him at Boed earlier, despite being the same level. Probably
had to tone him down for this fight since he starts right near Denam
and could knock off 2/3 of his HP before anybody else could move. If
Denam didn't have full HP from the previous fight (as HP did not
recover between back-to-back battles) it was Game Over.
You will need to divide up half your troops here, one to take out the
Templars and Oz, the other to block the enemy coming down the stairs
and Ozma. It's easy to form a line to block the enemy troops coming
down the stairs by placing characters on either side of those lamps.
Do your best to defeat Oz, before Ozma makes her way down so you can
then focus all your troops on her. As long as you stay out of the
range of Ozma's whip when attacking you should have no trouble
defeating her. However, watch out when her TP approaches 100 as her
unique finisher can Bewitch your characters. Bewitch is essentially
a more potent version of Charm. A character's loyalty will suffer and
you can't snap them out of it by attacking them. You will have to let
it wear off over time, or knock their HP to 0 to avoid them making a
mess of things.
---------------------------------------------------------------------
Battle #1 -- The Gates of Almorica [B01N3]
Squad Limit: 4 + 6 Guests Objective: Vanquish Hektor
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
900 | Buried (3 Steps Left, 5 Steps Forward) |
| Buried (1 Step Left, 4 Steps Forward) |
| Buried (4 Steps Right, 5 Steps Forward) |
| Buried under Bush (5 Steps Left, 11 Steps Forward) |
| Buried (4 Steps Left, 10 Steps Forward) |
--------------------------------------------------------------------|
Though this battle starts immediately after the chapter begins with
no time to shop, it is about as easy as the introductory battles at
the start of the game. Pick any three characters to go along with
Denam, it doesn't really matter as Leonar's squad of six has your
opponents caught in a pincer attack, and yours is on their flank.
One thing to take note of now that you're on the Neutral Path is that
Arycelle's Loyalty value has bottomed out, and she'll have a very
high chance of leaving your army after any battle you use her in. If
you want to keep her in your ranks she'll have to gain a few skill
levels or pick up some Lovers or Fool Tarot Cards dropped by enemies
to get her Loyalty high enough where she won't threaten to leave.
This is slightly different from the original game where she just
automatically left upon your decision to go down the Neutral route.
---------------------------------------------------------------------
Battle #2 -- Boed Fortress [B02N3]
Squad Limit: 10 Objective: Vanquish Oz
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
900 | Glamrock (Lv 31+ Oz Drop) |
| Alluring Corset (Lv 31+ Oz Drop) |
| Alluring Boots (Lv 31+ Oz Drop) |
| Grimoire Resurrection (Templar Cleric Drop) |
| Bloodied Ventricle (Templar Warrior Drop) |
| Grimoire Scindeciel II (Templar Wizard Drop) |
| Grimoire Congelation II (Templar Wizard Drop) |
| Buried (1 Step Right, 2 Steps Forward) |
| Buried (1 Step Right, 5 Steps Forward) |
| Buried (6 Steps Forward) |
| Buried (4 Steps Right, 11 Steps Forward) |
| Buried under Bush (7 Steps Left, 6 Steps Forward) |
| Buried (5 Steps Left, 13 Steps Forward) |
--------------------------------------------------------------------|
Canopus or any other flier equipped with a Lobber is about the only
way to quickly climb to the top of the fortress where Cerya is and
keep her alive with Mending Seeds. While the rest of your army makes
their way up, use a Horn of the Savage or two to worsen the weather
as it'll increase the chance of Cerya avoiding attacks until everyone
is in position.
---------------------------------------------------------------------
Battle #3 -- Tynemouth Hill [B03N3]
Squad Limit: 10 Objective: Vanquish Ganpp
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
800 | Grimoire Bravoure (Cleric Drop) |
| Blessing Stone (Cleric Drop) |
| Hallowing Stone (Cleric Drop) |
| Mend Leaf +3 (Cleric Drop) |
| Juggernaut's Mark (Juggernaut Drop) |
| Grimoire Resurrection (Hoplite Drop) |
| Grimoire Tourbillon II (Wizard Drop) |
| Buried (3 Steps Left, 6 Steps Forward) |
| Buried (6 Steps Left, 10 Steps Forward) |
| Buried (4 Steps Left, 14 Steps Forward) |
| Buried under Brush (5 Steps Left, 15 Steps Forward) |
| Buried under Tree (7 Steps Left, 19 Steps Forward) |
| Buried (10 Steps Left, 19 Steps Forward) |
--------------------------------------------------------------------|
Ganpp is back for a second time on this new map of Tynemouth Hill.
Even though you can now kill his pets, you don't really want because
he'll stick your entire squad with debuffs and either heal or buff
himself, making the whole battle a lot harder. Instead you should
just focus on defeating Ganpp from long range, because he hits hard
once he's within his attacking range.
If possible, try to kill the Lizardmen here for some new Classmarks
and a very valuable Grimoire to revive your allies. However if
things get dicey from ignoring Ganpp's pets, don't hesitate to
end the battle quickly by defeating Ganpp; you'll get another chance
at those items soon enough.
---------------------------------------------------------------------
Battle #4 -- Port Asyton [B04N3]
Squad Limit: 10 Objective: Vanquish all Enemies
_________ Condition: Oelias or Dievold Must Survive
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1000 | Grimoire Mobilite (Zombie Cleric Drop) |
| Blessing Stone (Zombie Cleric Drop) |
| Hallowing Stone (Zombie Cleric Drop) |
| Mend Leaf +3 (Zombie Cleric Drop) |
| Windwyrm's Mark (Zombie Cloud Dragon Drop) |
| Juggernaut's Mark (Zombie Juggernaut Drop) |
| Bloodied Ventricle (Zombie Warrior Drop) |
| Buried under Barrel (3 Steps Right, 2 Steps Forward) |
| Buried (5 Steps Right, 1 Steps Forward) |
| Buried (3 Steps Right, 5 Steps Forward) |
| Buried under Bush (3 Steps Right, 7 Steps Forward) |
| Buried under Bush (2 Steps Left, 16 Steps Forward) |
| Buried (4 Steps Right, 14 Steps Forward) |
--------------------------------------------------------------------|
Half the enemies on the map start out stilled, so quickly dump some
Magic Leaves +2 or Magic Seeds on your Clerics so they can start
exorcising right away. As long as you keep their MP up so that they
can exorcise on demand your character's Baldur weapons should keep
those undead stilled with ease.
Unlike other rescue missions where your charges can be killed without
consequence, you must at least keep either Oelias or Dievold alive.
If one dies, it's not a problem, but if both die then it's Game Over.
Keeping Oelias alive isn't much of an issue to her Sanctuary being
active in keeping undead away from her. Dievold however will require
a bit of work by getting Canopus with a Baldur Bow to fly over and
stilling undead around him.
Once the battle is over both Oelias and Dievold will ask to join your
ranks if either survived. You'll get a different scene if Oelias did
not survive, or a new Title if both survived.
---------------------------------------------------------------------
Battle #5 -- Mount Hedon [B05N3]
Squad Limit: 8 Objective: Vanquish Cassandra
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
800 | Bandit's Mark (Rogue Drop) |
| Firewyrm's Mark (Zombie Flame Dragon Drop) |
| Juggernaut's Mark (Juggernaut Drop) |
| Footsoldier's Mark (Hoplite Drop) |
| Skyiron (Summoned Terror Knight Drop) |
| Buried (1 Step Forward) |
| Buried (6 Steps Left, 2 Steps Forward) |
| Buried under Rock (2 Steps Right, 3 Steps Forward) |
| Buried (5 Steps Forward) |
| Buried under Rock (3 Steps Left, 8 Steps Forward) |
| Buried (7 Steps Right, 7 Steps Forward) |
--------------------------------------------------------------------|
The only tough enemy to kill is a single Hoplite, which you should
try to recruit. Once that Hoplite is out of the way all the other
enemies will fall quite quickly due to having low defenses and being
susceptible to your Baldur weapons.
---------------------------------------------------------------------
Battle #6 -- Hagia Banhamuba [B06N3]
Squad Limit: 8 Objective: Vanquish Cressida
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1100 | Familiar's Mark (Familiar Drop) |
--------------------------------------------------------------------|
A very easy battle if you have a couple Archers on your side. You
start with a good enough height advantage that they can shoot at
least halfway across the map.
---------------------------------------------------------------------
Battle #7 -- Ndamsa Fortress [B07N3]
Squad Limit: 8 Objective: Vanquish Nybeth
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1100 | Peregrine's Mark (Zombie Rune Fencer Drop) |
| Granite's Mark (Summoned Stone Golem Drop) |
| Buried (0 Steps -- Underfoot at start) |
| Buried under Rock (2 Steps Right) |
| Buried (2 Steps Right, 5 Steps Forward) |
| Buried (3 Steps Left, 11 Steps Forward) |
| Buried (5 Steps Left, 12 Steps Forward) |
| Buried (2 Steps Right, 11 Steps Forward) |
--------------------------------------------------------------------|
This rematch against Nybeth should go a lot smoother than it did way
back in Chapter 1. Virtually all the enemies here are undead so
equipping Baldur-based weaponry combined with stockpiling Exorcisme
Grimoires for anyone to exorcise the hordes of undead at will, makes
this battle incredibly easy.
You should try to end this battle quickly, because if you don't
Nybeth will start summoning Stone Golems, Hydras, and Dark Dark
Dragons. Unless you have a competent Dragoon and Warlock on hand to
deal with those monsters they'll be a pain to deal with all at once.
---------------------------------------------------------------------
Battle #8 -- The Gates of Coritanae [B08N3]
Squad Limit: 12 Objective: Vanquish Gildora
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1300 | Magus's Mark (Gildora Drop) |
| Grimoire Oeildaigle (Gildora Drop) |
| Hallowing Stone (Cleric Drop) |
| Blessing Stone (Cleric Drop) |
| Grimoire Resurrection (Cleric Drop) |
| Shoulder Shard (Female Terror Knight Drop) |
| Dried Eyestem (Knight Drop) |
| Buried (6 Steps Left, 2 Steps Forward) |
| Buried (8 Steps Left, 8 Steps Forward) |
| Buried (7 Steps Right, 1 Step Back) |
| Buried (8 Steps Right, 7 Steps Forward) |
| Buried (12 Steps Forward) |
| Buried (8 Steps Left, 17 Steps Forward) |
--------------------------------------------------------------------|
---------------------------------------------------------------------
Battle #9 -- Coritanae Ward [B09N3]
Squad Limit: 12 Objective: Vanquish Xaebos
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1200 | Hallowing Stone (Cleric Drop) |
| Blessing Stone (Cleric Drop) |
| Grimoire Resurrection (Cleric Drop) |
| Grimoire Brisciel II (Female Terror Knight Drop) |
--------------------------------------------------------------------|
The majority of this fight will take place on a narrow walkway, with
two sunken "pits" on either side. You do not want anyone in those
pits because it will be very difficult for them to climb out, mages
and other "Slow" characters will be trapped if they go down into
those areas.
Send in melee characters to block the walkway and hold the line while
your magic users and Archers pound on them from relative safety.
There are a lot of enemies here so move your front line slowly along
the walkway to push the enemies back. Once all the opposing melee
fighters are gone, you can freely break ranks and charge on Xaebos
and his entourage of Archers and Magic users. When Xaebos uses
Phalanx it's actually signal to divert focus to those weakly defended
troops of his, which is rather typical of him.
---------------------------------------------------------------------
Battle #10 -- Mount Weobry [B10N3]
Squad Limit: 12 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1100 | Winged Boots (Gryphon Drop) |
| Grimoire Vifesprit (Warlock Drop) |
| Cragwyrm's Mark (Earth Dragon Drop) |
| Firewyrm's Mark (Flame Dragon Drop) |
| Gloomwyrm's Mark (Dark Dragon Drop) |
| Granite's Mark (Stone Golem Drop) |
| Juggernaut's Mark (Juggernaut Drop) |
| Footsoldier's Mark (Hoplite Drop) |
| Hallowing Stone (Knight Drop) |
| Buried under Tree (9 Steps Left) |
| Buried (9 Steps Left, 6 Steps Forward) |
| Buried under Tree (7 Steps Left, 7 Steps Forward) |
| Buried (1 Step Right, 4 Steps Forward) |
| Buried (12 Steps Forward) |
| Buried (6 Steps Left, 16 Steps Forward) |
--------------------------------------------------------------------|
On this new map of Mount Weobry you'll happen across a small group of
Highwaymen besieged by a large number of Dragons and Phantoms. As
logic dictates, you'll have clear a path through the mountain of both
camps to secure safe passage. Be sure to bring in at least one
Dragoon to deal with the Dragons here, and a Cleric to exorcise the
undead. A couple magic users is also essential in dealing with the
Highwaymen quickly, because they're Lizardmen and Golems.
The map can be figuratively divided into two portions -- near and
far. The enemies on the far side of the map will take several turns
to reach you, so focus your efforts on the enemies near your start
point first. By the time you're done with them, the rest of the
enemies will be at your doorstep. Though a limited number of enemies
will arrive at random points on the field to replace those you've
killed.
Also be wary of placing any units near any cliffs here, enemies can
will intentionally try to knock characters off the map -- killing
them instantly, if given half the chance
Do what you can to recruit the dragons here for auctioning off, as
they all have very low Loyalties and give you a lot more loot from
being auctioned off rather than being killed.
---------------------------------------------------------------------
Battle #11 -- The Arkhaiopolis of Rhime [B11N3]
Squad Limit: 10 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
800 | Hallowing Stone (Female Cleric Drop) |
| Buried under Bush (6 Steps Left) |
| Buried (2 Steps Left, 4 Steps Forward) |
| Buried (6 Steps Left, 7 Steps Forward) |
| Buried (7 Steps Right, 9 Steps Forward) |
| Buried under Bush (10 Steps Right, 10 Steps Forward) |
| Buried (7 Steps Right, 15 Steps Forward) |
--------------------------------------------------------------------|
You'll want to split your troops into one small team and one large
team -- a team of 3 and 7 characters would do. The small team's job
is to keep that Arc Dragon and those two enemy soldiers from crossing
the canal and making things difficult for the larger team as they
engage the main force amongst the houses. Try to recruit this Arc
Dragon as they're quite hard to come by.
---------------------------------------------------------------------
Battle #12a -- Phidoch South Curtain Wall [B12AN3]
Squad Limit: 12 Objective: Vanquish Vestiarri
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1000 | Codex of Gems (Vestiarri Drop) |
| Biblion Sacri (Warlock Equip) |
| Magus's Mark (Warlock Drop) |
| Peregrine's Mark (Beast Tamer Drop) |
| Dragon Steak (Dragoon Drop) |
| Buried under Bush (3 Steps Left, 1 Step Forward) |
| Buried under Bush (6 Steps Right, 1 Step Back) |
| Buried (7 Steps Left, 7 Steps Forward) |
| Buried (3 Steps Left, 10 Steps Forward) |
| Buried (5 Steps Left, 18 Steps Forward) |
| Buried under Bush (20 Steps Forward) |
--------------------------------------------------------------------|
Phidoch Castle is where the three paths will finally converge at.
Though all the battles are virtually the same, there are some minor
permutations based on whether you're following the Lawful, Chaotic,
or Neutral path. Some enemies are swapped out for others and offer
minorly different rewards upon clearing.
As with any big castle sieges the enemies have a clear terrain
advantage and numbers. In fact reinforcements will arrive soon after
and slow you down, so you need to kill targets of opportunity while
making your way to Vestiarri.
The hard part, comes after crossing the stream in front of the first
wall as the path starts to wind itself around to the top. You should
wait on the other side of the stream until Vestiarri makes her way
down from her position before advancing on her, because trying to
fend off enemy attacks between the first and second walls with the
possibility of reinforcements suddenly ambushing them will ensure
defeat.
If you take this route into Phidoch, be sure to kill the Warlock to
obtain his Classmark and the Dragoon to get a very useful Dragon
Steak.
---------------------------------------------------------------------
Battle #12b -- Phidoch West Curtain Wall [B12BN3]
Squad Limit: 12 Objective: Vanquish Mercure
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1000 | Codex of Gems (Mercure Drop) |
| Granite's Mark (Stone Golem -- Left Drop) |
| Black Iron's Mark (Iron Golem -- Left Drop) |
| Magus's Mark (Warlock -- Chaos Drop) |
| Biblion Herpetou (Warlock -- Chaos Equip) |
| Grimoire Vifesprit (Warlock -- Neutral Drop) |
| Buried (1 Step Right, 3 Steps Forward) |
| Buried (2 Steps Left, 6 Steps Forward) |
| Buried (2 Steps Left, 10 Steps Forward) |
| Buried under Bush (2 Steps Right, 13 Steps Forward) |
| Buried (5 Steps Left, 18 Steps Forward) |
| Buried under Bush (12 Steps Right, 20 Steps Forward) |
--------------------------------------------------------------------|
You'll want to take this battle nice and slowly dealing with all the
enemies in front of the first wall, before those from the second wall
make their way down. Don't rush the leader here as that'll result
in a quick death, wait for the leader to rush you.
The Golems must be dealt with first and foremost as they are walking
walls themselves. They're weak against magic and crushing attacks,
so use those attacks to dispatch them. The rest of the forces have
drastically lower defenses than the Golems and can be dealt with
quickly. Once you've got the Golems out of the way, the rest should
be easy, even when reinforcements do arrive.
---------------------------------------------------------------------
Battle #13 -- Phidoch Great Hall [B13N3]
Squad Limit: 12 Objective: Vanquish Ozma
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1000 | Rose Whip (Lv 31+ Ozma Drop) |
| Hagiaknight's Mark (Lv 31+ Ozma Drop) |
| Magus's Mark (Witch Drop) |
| Biblion Sacri (Witch Equip) |
--------------------------------------------------------------------|
This battle is a bit easier than the Law or Chaotic versions as you
only have to fend off one leader rather than two; that being Ozma.
Even still, this battle plays out exactly like those versions.
Ozma starts up on the high path at the far end of the map and will
take the stairs down to meet you. Use this opportunity to quickly
deal with the Templars at the bottom before she arrives. Use a few
units to block the other enemies starting on the stairs by placing
them in line with the separating wall and lamps. This will keep them
from interfering with your troops who are engaging the Templars.
As a point of interest Ozma can drop some very rare and nice items if
you come here via the WORLD Tarot provided she's high enough in
levels.
---------------------------------------------------------------------
Battle #1 -- Bahanna Highlands [B01_4]
Squad Limit: 10 Objective: Vanquish Uram
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
800 | Ring of Vitality (Uram Drop) |
| Icewyrm's Mark (Frost Dragon Drop) |
| Ring of Alacrity (Frost Dragon Equip) |
| Ring of Vitality (Swordmaster Equip) |
| Ring of the Horde (Valkyrie Equip) |
| Buried (9 Steps Right, 1 Step Forward) |
| Buried (3 Steps Right, 4 Steps Forward) |
| Buried under Rock (6 Steps Right, 9 Steps Forward) |
| Buried (1 Step Right, 9 Steps Forward) |
| Buried under Tree (3 Steps Left, 10 Steps Forward) |
| Buried (7 Steps Left, 10 Steps Forward) |
--------------------------------------------------------------------|
The hard part of this battle is that no matter your level, you'll be
spending most of the time trying to cross the river, as the only
points your troops can cross are at the extreme ends of the map. The
Ideal crossing point is at the top of the river, so that you'll have
the height advantage over the enemies with any Archers you have.
However if you have flying characters around such as Canopus, then
the crossing won't be so bad as they can hit hard and fast.
For those left behind, let them build up their MP over time and then
start casting buff spells to them just before they cross so that
their effectiveness lasts long enough for the fight.
Before you start, you can actually skip the battle at Brigantys, but
only from the South Wall. If you remove all of Denam's equipment
and send him in alone to the South Wall, a different scene will
occur and the Philaha guards will let you in without a fight. It's
strongly recommended that you do this instead of fighting the battles
here if you're on the Chaos route.
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
800 | Magus's Mark (Warlock Drop) |
| Biblion Sacri (Warlock / Witch Equip) |
| Grimoire Fumerolle (Wizard Drop) |
| Ring of the Mind (Cleric Equip) |
| Ring of the Horde (Dragoon Equip) |
| Ring of Vitality (Swordmaster Equip) |
| Ring of Deftness (Archer Equip) |
| Buried (2 Steps Left, 3 Steps Forward) |
| Buried (2 Steps Right, 4 Steps Forward) |
| Buried (8 Steps Right, 2 Steps Forward) |
| Buried (3 Step Left, 9 Steps Forward) |
| Buried (4 Steps Left, 7 Steps Forward) |
| Buried (8 Steps Left, 12 Steps Forward) |
--------------------------------------------------------------------|
As before fly Canopus or any other flying unit you have straight to
the top of the wall, and make life difficult for all the enemies
sitting up there. The only tough enemies to kill are a pair of
Dragoons, and they only have moderate defenses compared to Knights.
---------------------------------------------------------------------
Battle #2b -- Brigantys West Curtain Wall [B2B_4]
Squad Limit: 10 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
800 | Magus's Mark (Witch Drop) |
| Biblion Herpetou (Witch Equip) |
| Ring of Vitality (Witch / Terror Knight Equip) |
| Ring of the Mind (Cleric Equip) |
| Ring of Evasion (Knight Equip) |
| Ring of Deftness (Archer Equip) |
| Buried (4 Steps Right, 11 Steps Forward) |
| Buried (1 Step Left, 12 Steps Forward) |
| Buried under Rock (5 Steps Left, 13 Steps Forward) |
| Buried under Tree (8 Steps Left, 12 Steps Forward) |
| Buried (2 Steps Left, 16 Steps Forward) |
| Buried (2 Steps Left, 22 Steps Forward) |
--------------------------------------------------------------------|
The alternate route is also pretty much the same as the last time you
were here in Chapter 2. This is the perfect place to use an Octopus
or two if you have them. One can really put a dent in the enemy,
two can make the battle easy, and three would be overkill. Absolutely
none of the enemies here can enter the water, but if you can, you'll
have the upper hand.
* * *
---------------------------------------------------------------------
Battle #3 -- Mount Hedon [B03_4]
Squad Limit: 10 Objective: Vanquish LeRozza
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
900 | Magus's Mark (LeRozza Drop) |
| Gloomwyrm's Mark (Dark Dragon Drop) |
| Firewyrm's Mark (Flame Dragon Equip) |
| Cloud Shoes (Familiar Drop ~ Used WORLD) |
| Buried under Rock (1 Step Right, 7 Forward) |
| Buried (1 Step Right, 9 Forward) |
| Buried (3 Steps Right, 11 Steps Forward) |
| Buried under Tree (6 Steps Right, 13 Steps Forward) |
| Buried (13 Steps Forward) |
| Buried (3 Steps Left, 4 Steps Forward) |
--------------------------------------------------------------------|
Your biggest roadblocks are the two Dragons who are positioned
perfectly to block any further advancement on the enemy. Show them
the point of Jeunan's spear and you'll be through them easily.
Then return the favour by keeping a couple tanks such as a Hoplite
or Knight to halt the enemy's progress and pound on them from afar.
---------------------------------------------------------------------
Battle #4 -- Hagia Banhamuba [B04_4]
Squad Limit: 10 Objective: Vanquish Sherri
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
900 | Scroll of the Cicada (Ninja Drop) |
--------------------------------------------------------------------|
Unlike the original game, you don't have to make a difficult choice
in this battle. That choice being, bring Sherri to within an inch
of her life so she'd join you (and unlock the Forbidden Earth Magic)
or defeat her and get a unique and very useful Dark Magic spell. She
doesn't drop anything of importance this time around so you really
should try to recruit her here by bringing her HP down to less than
10%. She'll escape, but when you return to Phidoch afterwards, go
to Balmamusa when it's raining and she'll join you then.
After the battle you'll have a talk with Mreuva, and he'll pose a
question to you that has a dramatic effect on an upcoming battle
depending upon your choice. Though you're given no indication on
where to go next, return to Phidoch.
---------------------------------------------------------------------
Battle #5 -- The Vanessan Way [B05_4]
Squad Limit: 12 Objective: Vanquish Alessandro
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1100 | Stormwyrm's Mark (Dark Dragon Drop) |
| Wateryrm's Mark (Flame Dragon Equip) |
| Grimoire Entrave (Wizard Drop) |
| Buried (2 Steps Right, 2 Steps Forward) |
| Buried (4 Steps Left, 8 Steps Forward) |
| Buried (2 Steps Right, 11 Steps Forward) |
| Buried under Brush (7 Steps Right, 21 Steps Forward) |
| Buried (3 Steps Right, 22 Steps Forward) |
| Buried (6 Steps Left, 26 Steps Forward) |
--------------------------------------------------------------------|
A third new battle was added here to the original game largely
because the long route to Barnicia only had one battle before it.
The map in the original game looked kind of odd with the long route
between locations, considering you are marching straight through
Bakram's front door.
If you demarcate the viaduct into five equal parts, you should secure
the second or third fifth for most of the battle. Once you've gotten
rid of most of the enemies, it's really just a mop up until you
get to Alessandro.
---------------------------------------------------------------------
Battle #6 -- Lambiss Hill [B06_4]
Squad Limit: 12 Objective: Vanquish Pajeot
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1100 | Gleamwyrm's Mark (Arc Dragon Drop) |
| Buried (1 Step Right, 5 Steps Forward) |
| Buried (2 Steps Right, 7 Steps Forward) |
| Buried (4 Steps Right, 2 Steps Forward) |
| Buried under Brush (5 Steps Right, 12 Steps Forward) |
| Buried (3 Steps Right, 13 Steps Forward) |
| Buried under Rock (1 Step Left, 13 Steps Forward) |
--------------------------------------------------------------------|
In any case you will definitely want a Dragoon or two in this fight,
since there are three dragons present, and one of them is an Arc
Dragon, which can be quite a pain to kill. You may want to try
recruiting this Arc Dragon, but don't expect it to join so easily
as its loyalty is usually very high.
While your Dragoons are busy taking down Dragons, your Archers and
Mages should focus on the Beast Tamers. Pajeot will generally charge
forward leaving his Hawkmen Archers behind, and once he does that
you can pretty much focus on him without worry as there really
isn't much point killing the rest of the troops here.
---------------------------------------------------------------------
Battle #7 -- Tzorious Field [B07_4]
Squad Limit: 12 Objective: Vanquish Andoras
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1100 | Cragwyrm's Mark (Earth Dragon Drop) |
| Buried under Crate (1 Step Forward) |
| Buried (10 Steps Forward) |
| Buried (10 Steps Right, 12 Steps Forward) |
| Buried (8 Steps Left, 9 Steps Forward) |
| Buried under Tree (8 Steps Left, 24 Steps Forward) |
| Buried (5 Steps Right, 21 Steps Forward) |
--------------------------------------------------------------------|
The fourth of the brand new stages and it showcases the rather
underused character of Andoras. If you have her, deploy Ozma for
bit of back and forth banter between the two. Canopus will also have
some words with him as well towards the end of the fight.
* * *
---------------------------------------------------------------------
Battle #8 -- Gates of Barnicia [B08_4]
Squad Limit: 12 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1200 | Black Iron's Mark (Iron Golem Drop) |
| Magus's Mark (Book Wielding Templar Drop) |
| Buried (3 Steps Left, 1 Step Back) |
| Buried (1 Step Right, 3 Steps Forward) |
| Buried (9 Steps Right, 7 Steps Forward) |
| Buried under Rock (11 Steps Right, 14 Steps Forward) |
| Buried (4 Steps Right, 16 Forward) |
| Buried (4 Steps Left, 10 Forward) |
--------------------------------------------------------------------|
You will definitely need at least two Clerics working here as having
one just won't be enough to cover your army as their mobility will
be severely hampered by random bits of tar getting in their way.
Speaking of mobility issues, make use of any and all flying and
floating units you have as they can move unimpeded by the tar, giving
them a huge advantage over your enemies. Ranged attackers and magic
users reign supreme on this map, there's not a whole lot of work
your melee fighters can do as they will have problems simply getting
within range to attack.
---------------------------------------------------------------------
Battle #9 -- Barnicia Courtyard [B09_4]
Squad Limit: 12 Objective: Vanquish Barbas
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1200 | Rimfire (Templar Arbalest Wielder Drop) |
| Buried (2 Steps Left) |
| Buried under Rock (2 Steps Right, 1 Steps Forward) |
| Buried under Brush (6 Steps Right, 3 Steps Forward) |
| Buried (12 Steps Right, 11 Steps Forward) |
| Buried (2 Steps Right, 8 Forward) |
| Buried (2 Steps Left, 7 Forward) |
--------------------------------------------------------------------|
Just like in the original game, take note of the location of the
Templar that Barbas hands that fusil off to in the scene before the
battle. Killing that Templar will force him to drop the weapon and
you can obtain your first fusil here, though you won't get the skill
for it until a little later on.
In any event you should definitely deploy Vyce, Canopus, Ozma, Mirdyn
and Gildas in this fight for a lot of extra and fantastic dialogue.
All four will help out greatly in this fight as well.
---------------------------------------------------------------------
Battle #10 -- Barnicia Grand Staircase [B10_4]
Squad Limit: 12 Objective: Vanquish Lanselot
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1200 | -- Catiua Version -- |
| Magus's Mark (Templar Book Wielder Drop) |
| Treatise on Seduction (Templar F Swordmaster) |
| -- Without Catiua -- |
| (None) |
--------------------------------------------------------------------|
This fight has received an overhaul from the previous version, where
you were pretty much trapped in the room you started in, while all
the Templars warped around the map. Now though the map has opened up
the obscured middle corridor and enemies no longer warp about. This
makes for a tougher fight as it will take Lanselot a very long time
to get near your main force from where he starts, and you will have
to divide up your troops to get everyone into the middle corridor
where the fight will mostly take place. If you have fliers with
bows, get them on to the high corridor overlooking the room to garner
and advantage.
* * *
After the battle, you'll have to convince Catiua to join you. If she
does, you'll have access to her Princess class and you'll get the
best ending. If she doesn't, then Denam will obtain his Lord class
and you'll get either an alternate or worst ending. How you talk to
her changes depending on whether she was in that battle or not:
If Catiua was in the Battle: Pick the second, then first choice.
If Catiua wasn't in the Battle: Pick the first, then second choice.
---------------------------------------------------------------------
Battle #11a -- Iorumza Canyon [B11A_4]
Squad Limit: 12 Objective: Vanquish Stanoska
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1200 | Juggernaut's Mark (Lizardman nearest Rock) |
| Buried (11 Steps Forward) |
| Buried (2 Steps Left, 3 Steps Back) |
| Buried (9 Steps Left, 3 Steps Forward) |
| Buried (8 Steps Left, 7 Steps Forward) |
| Buried (13 Steps Left, 4 Steps Forward) |
| Buried (9 Steps Left, 16 Steps Forward) |
--------------------------------------------------------------------|
Unlike the original game, you now have a choice to go through here
or the Boulder Sands. If ever there's a night and day choice in the
game, this would be it. Iorumza Canyon was and still is a nasty
stage unless you compose your entire army out of fliers and Octopi.
There is no other way to cross the river that cuts the map in two,
and leaves you on a tiny area for the enemies to attack you on. The
only decent reward you get from this map is the possibility of
getting some Juggernaut Marks from one of the Lizardmen here.
In any case, send a couple fliers up to the top of the canyon behind
your starting position so that they can rain down arrows on the
enemy's side as they try to make the crossing. Also meet them in the
river with one or two Octopi. Magic will only become useful here
if any enemies enter the water, otherwise they're just simply too
far away to hit. You essentially need to defend the small bit of land
you start on and prevent the enemy from landing there.
---------------------------------------------------------------------
Battle #11b -- Boulder Sands [B11B_4]
Squad Limit: 12 Objective: Vanquish Mimose
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1200 | Cragwyrm's Mark (Earth Dragon Drop) |
| Buried (5 Steps Right, 1 Step Forward) |
| Buried (6 Steps Right, 3 Steps Forward) |
| Buried (4 Steps Left, 3 Steps Forward) |
| Buried under Tree (3 Steps Right, 5 Steps Forward) |
| Buried under Brush (6 Steps Right, 11 Steps Forward) |
| Buried (4 Steps Left, 14 Steps Forward) |
--------------------------------------------------------------------|
Boulder Sands is without a doubt the easier of the two routes. You
start with a pretty good height advantage over the enemies, and
there's some not too often found Lamias and Dragons here for you to
recruit as well. Not only is it easier, it arguably pays better in
the end.
---------------------------------------------------------------------
Battle #12 -- Oeram [B12_4]
Squad Limit: 12 Objective: Vanquish Hanzo
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1200 | Buried (4 Steps Left) |
| Buried under Barrel (8 Steps Left, 7 Steps Forward) |
| Buried (7 Steps Left, 8 Steps Forward) |
| Buried (11 Steps Right, 2 Steps Forward) |
| Buried (8 Steps Right, 7 Steps Forward) |
| Buried under Brush (4 Steps Right, 17 Steps Forward) |
--------------------------------------------------------------------|
This looks much worse than it actually is. The enemy forces have an
unbelievable height advantage over you in this town, however they
can't really make use of it because out of the 14 troops they have
only two of them are Archers. The rest are all melee units.
In spite of that, you only have one way out, and that's up the stairs
to your right as you start. You have the option of taking shelter in
front of the taller buildings, so that even the Archers can't reach
you with their arrows. Try to put your magic users in those spots so
that you can use indirect spells from safety.
As long as you can keep your HP up until those two Archers are dealt
with by your flying characters, and can defend against the enemies
who come down the stairs, you'll win easily. Hanzo at some point
will make a charge against you down the stairs, when that happens
he's as good as dead.
* * *
---------------------------------------------------------------------
Battle #13a -- Heim South Curtain Wall [B13A_4]
Squad Limit: 12 Objective: Vanquish Vermado
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1300 | Grimoire Vifesprit (Witch Drop) |
| Magus's Mark (Witch Drop) |
| Treatise on Cleansing (Swordmaster Drop) |
| Damasc Leggings (Rune Fencer Equip) |
| Biblion Herpetou (Witch Equip) |
| Buried under Tree (2 Steps Right, 4 Steps Forward) |
| Buried (3 Steps Left, 10 Steps Forward) |
| Buried (6 Steps Right, 8 Steps Forward) |
| Buried (4 Steps Left, 15 Steps Forward) |
| Buried (11 Steps Left, 19 Steps Forward) |
| Buried (10 Steps Right, 10 Steps Forward) |
--------------------------------------------------------------------|
The assault on Heim has changed a little bit since the original game.
You have a choice of three entry points that meet up at the Courtyard
instead of two separate paths with two different battles each that
met up at the Great Hall. The South Curtain wall used to be the
battle after the Postern Gate, but now you can go straight here
instead as one of the first battles.
Make use of Flying characters to scale the first wall and harass the
enemy so that they turn away from the stairs. This will allow the
rest of your characters to come up and help out to make things much
easier.
---------------------------------------------------------------------
Battle #13b -- The Gates of Heim [B13B_4]
Squad Limit: 12 Objective: Vanquish Derain
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1300 | Gloomwyrm's Mark (Dark Dragon Drop) |
| Magus's Mark (Warlock Drop) |
| Steelbow (Hawkman Archer Equip) |
| Damasc Leggings (Rune Fencer Equip) |
| Biblion Herpetou (Witch Equip) |
| Damasc Leggings (Berserker Equip) |
| Buried (9 Steps Left, 3 Steps Forward) |
| Buried under Brush (5 Steps Left, 7 Steps Forward) |
| Buried (6 Steps Right, 8 Steps Forward) |
| Buried (7 Steps Right, 12 Steps Forward) |
| Buried (10 Steps Right, 8 Steps Forward) |
| Buried under Brush (15 Steps Right, 12 Steps Forward) |
--------------------------------------------------------------------|
You will absolutely need to some very fast Hawkmen Archers to take
out those three Archers who start in a perfect position to kill any
magic users you brought out on their first turn. This was a major
sticking point in the original game because of those three Archers
and having characters get permanently killed before they could make
a move. Once you get rid of those Archers, the rest of the battle
isn't so bad.
The enemies will mostly come down the stairs, which you should get
to before them or things will start going south as you'll end up
trapped by your starting position. Keep your Archers up on the walls,
as they can likely still target most of the enemies that make their
way forward from there. Of the three battles, this one is the
quickest and easiest to clear.
---------------------------------------------------------------------
Battle #13c -- Heim Postern Gate [B13c_4]
Squad Limit: 12 Objective: Vanquish Halphas
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1300 | Ring of Alacrity +1 (Halphas Drop) |
| Gleamwyrm's Mark (Arc Dragon Drop) |
| Waterwyrm's Mark (Flood Dragon Drop) |
| Damasc Leggings (Rune Fencer/Valkyrie Equip) |
| Damasc Leggings (Knight Equip) |
| Buried (1 Step Left, 6 Steps Forward) |
| Buried (15 Steps Left, 3 Steps Forward) |
| Buried (6 Steps Left, 12 Steps Forward) |
| Buried under Brush (6 Steps Right, 10 Steps Forward) |
| Buried (10 Steps Left, 16 Steps Forward) |
| Buried (7 Steps Left, 17 Steps Forward) |
--------------------------------------------------------------------|
At first glance this doesn't look difficult; it's pretty flat, the
enemies are spread out, and there's a number of Dragons here for
Dragoons to kill easily. However the arrangement of all the bushes
here will force you to take certain routes and you'll have to divide
your troops up to avoid overcrowding the paths. More than that
though you might not notice when you start that there are two Archers
waayyy up there on top of the wall. They're human, so they're stuck
up there and won't come down. They will be a major pain unless you
manage to get a Hawkman or two to fly up there and take them out.
Though getting a Hawkman behind all those enemies and surviving is
not very likely.
The best thing you can do is draw the enemy to your starting
position, where it's relatively open and your characters can move
about freely. You'll be outside the range of the Archers, and you
can mount a coordinated defense by having characters with Rampart
Aura block the entry into your starting area. Once the enemies are
suitably jammed up within the maze of bushes you can safely attack
them from afar with arrows and magic.
---------------------------------------------------------------------
Battle #14 -- Heim Courtyard [B14_4]
Squad Limit: 12 Objective: Vanquish Latimer
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1300 | Walloon Sword (Latimer Drop) |
| Damasc Leggings (Latimer Drop) |
| Ring of Evasion +1 (Latimer Drop) |
| Scroll of Windshear II (Ninja Drop) |
| Scroll of the Cicada (Ninja Drop) |
| Buried under Brush (11 Steps Left, 2 Steps Forward) |
| Buried (7 Steps Left, 8 Steps Forward) |
| Buried (10 Steps Left, 6 Steps Forward) |
| Buried (10 Steps Left, 24 Steps Forward) |
| Buried (2 Steps Left, 14 Steps Forward) |
| Buried (1 Step Left, 20 Steps Forward) |
--------------------------------------------------------------------|
Much of the fighting will take place by the Watchtower or the stairs
leading to the base of it. During the fight you'll be dealing with
a rather tough Iron Golem, and a team of Ninja. Kill the Iron Golem
with Magic and make sure you kill all the Ninja here as two of them
drop hard to come by Ninjutsu scrolls.
---------------------------------------------------------------------
Battle #15 -- Heim Great Hall [B15_4]
Squad Limit: 12 Objective: Vanquish Brantyn
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
1300 | Grimoire Annulation (Cleric Drop) |
| Grimoire Purgation (Cleric Drop) |
| Magus's Mark (Witch Drop) |
| Steelbow (Archer Equip) |
| Damasc Leggings (Terror Knight Equip) |
| Rimfire (Fusilier Equip) |
--------------------------------------------------------------------|
Brantyn is pretty tough to kill for being a magic using class, and
that's because he's oddly quite susceptible to magic over physical
attacks. He no longer wields a sword, though his magic can hurt a
lot. Catiua inflicts large amounts of damage with Spiritsurge but
Brantyn can easily do twice as much as her with that spell, so be
careful and have some Mending Seeds ready to undo the damage.
For those that remember the original game, you can no longer recruit
Divine Knights here that Brantyn would summon as he's lost that
ability. A shame though as this was the only place in the story
where you could get one without sacrificing a character. Divine
Knights can be had, but only much later during the post-game quests.
* * *
That concludes the main portion of the story. All that's left is
to tackle the final dungeon but only go there when you've done
all that you needed to do, because all Chapter 4 sidequests must be
completed, or else they will remain unfinished during the post-game
scenario. Once you start the final dungeon there is no returning to
the world map. The dungeon is a massive gauntlet of battles one after
the other so be sure to stock up on supplies and have all the best
equipment that can currently be bought and equipped on your
characters. Also stock up on buff and debuff items as well as the
best healing items you can craft and buy. They will prove their
usefulness in the final battle.
The main feature of the Hanging Gardens is that each stage may have
more than one exit leading to elsewhere. All the paths lead forward
through the dungeon, but some allow you to skip further ahead than
others do. You find these exits by standing next to a door when a
character ends their turn. And then after you clear the stage, all
paths you found leading from that stage to the others are revealed.
Though since you can only complete each stage once, you should
endeavour to find all the doors in the stage before clearing it.
Note though that not all doors will be visible, some of these doors
are completely hidden and are only found by standing at a certain
place when you've ended your turn like opening a normal door.
One last thing to be mindful of are the edges of the maps from the
2nd floor on up to the 18th. Characters can get knocked off the maps
here in the Hanging Gardens, and unless they're a flying character,
they will instantly lose a life.
If you do not open any doors during the clearing of a stage, then
the game automatically opens the door that sends you to the next
highest in sequence that is available using the map below. Use the
tags "EDEN1", "EDEN2", "EDEN3" etc to find the battles you're
looking for. The game doesn't identify the floors by numbers only by
name, so here's the names of all 18 floors identified by their
number:
There are two popular routes to take in the Hanging Gardens. The
fast route, and the normal route. The fast route comprises of 6
battles and finding a few hidden doors along the way:
The Normal Route is the one you take if you don't bother to open
any doors, and is held over 10 battles:
1F -> 2F -> 4F -> 7F -> 9F -> 10F -> 13F -> 15F -> 17F -> 18F
The Hanging Gardens remains mostly unchanged since the original. The
only difference being is that the hidden door on 6F takes you to
10F instead of 9F. This means that's there's only two mandatory
battles during the ascent instead of three.
A tough map to start from to be sure. You will need some fliers here
as the enemies are divided onto two floors. The higher floor can only
be reached by flying units, and that's where most of the enemies are.
Your melee characters won't be doing much in this stage as they'll
have to move along the bottom of the map by the water and get hit
a lot by Archers. Be sure to find the hidden door before finishing
this stage, it's in a small nook near the far corner of the map.
A fun map to fight on, three parallel paths on different levels with
water going through the middle and lower paths. Let the enemies come
to you, and when they get held up by your tank characters, you can
let them have it with arrows and magic.
This area is quite small, so you'll be fighting from the get go.
There may be a number of Gryphons here, so bring a Dragoon to deal
with them. Other than that, bring along Canopus so he can quickly
get to the higher ledges and harass the enemies.
Another small map with not very many enemies, though mostly magic
users here. You can get a flier right to the top of stage on the
first turn and wreck havoc on the enemies. Crossbow and Fusil users
really shine on this map because all the enemies are above you, and
you can easily shoot at any of them from your starting area.
You'll be kicking yourself if you come here without any fliers. You
start on a small island with all the enemies on the much larger
landmass clear on the other side. Anybody that can't fly is stuck
on that island and has to wait for enemies to come within range to
attack with indirect magic. Ranged weapons don't work too well here
on non-Hawkmen and melee characters are completely useless. Hope you
saved before coming here, as this is a veritable rage-quit point.
This one is a bit more difficult than the previous stages. There can
be as many as 3 or 4 Archers here, and they all start right above you
in a perfect spot to fire arrows where you stand. Most of the enemies
here aren't too resistant to physical attacks, save the one Templar
Knight and Cyclops, so sending at least two flying characters to deal
with those archers shouldn't be a problem. Just make sure to use some
healing items to keep your HP up at all times. The enemies will make
you pay for a wrong move by sending a litany of magic to one
character in an effort to kill them. If they can survive a magic
barrage, then you'll be okay.
This battle will mostly take place on large flat area in front of
your starting position. There can be many Beasts and Dragons here,
so a Dragoon will help out greatly. The tough part is in getting all
your characters up the stairs to get in the fight, though if you
have flying characters that's no longer a problem. The enemies here
can also hit pretty hard so don't hesitate in using healing items if
your Clerics can't keep up. Be sure to open the hidden door before
you finish, it's oddly placed not more than a few steps from an
already visible one.
One of the bigger and tougher battles you'll face going up, but it's
still rather simple. There no real ranged attackers to be found on
this map. There are Rune Fencers, but their magic isn't really that
potent. However the classes that are here can be tough to kill.
There are Arc Dragons, Warriors, and Knights. Bring out a Dragoon,
Archers, and some magic attackers to deal with them. Of course, don't
neglect your own tank characters as well.
Things can get pretty dicey here as there's only one route up to the
top that non-fliers can take, and it's around a perilous spot on
the outside edge of the map. The reason it's perilous is because
there's an enemy Skeleton Archer up top, and if it gets a lucky
critical hit, it's bye bye to that character. Most of the enemies
here are undead, so equip some Baldur weapons to help take those
enemies down. Hawkman Clerics sound an odd combination, but they
work wonders in Exorcising the numerous enemies here.
This is one of the few non-random areas of the Hanging Gardens. This
showcases another enemy-only Gryphon variant called the Phoenix.
There aren't many enemies here, and for good reason, this stage is
specifically designed for fliers, because only they can get around
the potential log jams just one or two characters can cause here.
The Phoenixes are quite deadly, but Dragoons can rectify that issue.
The last hidden door is here and it's strangely sitting right behind
you. You can only get to that door if you have a flying unit though,
you did bring one didn't you?
The last ascent, and it's quite an epic battle that you'll miss if
you took the quick way up the Hanging Gardens. There are a few
Archers and Fusiliers on this upward sloping map, and they're well
protected by an assortment of foot-soldiers and magicians in front
of them. Try to bring in characters that are resistant to piercing
attacks, such as Hoplites, Golems, Dragons, and others like them.
If you put them out front, the Archers' and Fusiliers' attacks won't
hurt so bad. Just press forward to the top of the map, you're almost
there.
This battle will either be very easy, or very hard depending on how
you approach it. If you're looking to kill all the enemies here for
some of the fantastic loot they drop and finally get a Baldur Golem,
then it will be hard. This is because Andoras will make a run at
you and he's surprisingly very easy to kill. If you leave Andoras
alone, he becomes a one-man blockade because of the layout of the
area which makes killing the other enemies quite problematic. It's
probably not a good idea to fool around up here, as it's been a long
climb up and doing something other than the stated objective would
be rather foolhardy unless you're grossly overpowered.
* * *
From this point on you can't return to the Ascent of the Hanging
Gardens. It's best to make another separate save file before moving
on to the final stretch of the Hanging Gardens. Just four more
battles left to go!
Most of the enemies here are undead, so bring in a couple Clerics and
outfit most of your characters with Baldur weapons. Not all of them
though as there are a few Templars down here as well. Unfortunately
this battle is nowhere near as easy as it was in the original. You
just can't wipe the map clear of undead at the start now, it's just
not possible in the remake. You just have to work on tracking down
those undead, kill them, and then Exorcise them, which is what you
would've done in the original if you didn't have Starion.
One last mass battle before the big showdown and it's not a terribly
difficult one. There's only a couple magic users and a Fusilier, the
rest are just melee units. The map is virtually dead flat, so the
only advantage you have over the enemy is raw power and intelligence.
For those who haven't played the original, you would finally get
Barbas's Earth Hammer here, the second most useless weapon drop
in the game, because you could not come out of the Gardens with it.
Glad that's been done away with.
This will be a quick and easy battle before the Final Boss. You can
have 5 characters deployed, and only Martym and Barbas are here.
Of the 5, including Denam, you should bring out at least Vyce,
Catiua, and Ozma for additional dialogue. Denam starts right near
Martym so you need to have Catiua up front in the party formation
to heal Denam immediately. Martym is an easy first target, because
Barbas is quite dumb and takes the long way around the standing
stones to sometimes hit your characters with magic. As long as you
can keep your HP up with items and spells, this battle's a snap.
Additionally Martym would drop his Nifrit sword here in the original,
which was the most useless drop in the entire game. There's only one
battle left, and the sword would not put a dent in any of the enemies
during the final boss. At least the Earth Hammer could be used
against either Barbas or Martym to great effect. You do get the
Brynhildr though which is far from useless in the final battle.
Thankfully, Post-Game content has been added to make these important
end-game drops actually useful.
This is it, the final battle, and it's certainly been made a lot more
challenging. Previously it was just the last boss and an few
"Dark" versions of enemies you'd find in the Palace of the Dead. Now
he will summon literal doppelgangers of the characters you bring
in to the fight. They are exact copies right down to their equipment
and stats.
All those buff and debuff items you probably never used during the
game are absolutely critical in getting past the doppelgangers as
you can do something they can't. Try not focus too much on taking
down the doppelgangers, and instead focus on taking down the boss
instead. You need to conserve as much HP as possible here, so only
attack the doppelgangers if they're in your way of reaching the boss.
Once the boss has lost sufficient HP, the second part of this battle
begins, and your HP, MP, and TP levels all carry over. Now the real
fight begins and this boss does not mess around. He has over 600 HP
and very high defenses. It's a good thing you didn't bring any
Clerics out for this fight or you'd have trouble keeping them alive,
use high level recovery items and buff items to increase your stats
temporarily. Using the Instill Magic from your hybrid fighters such
as Terror Knights, Knights, and Rune Fencers can help a little bit in
doing extra damage. Every little bit helps in this fight.
Above all else, when you see his TP approach 100, scatter your troops
far and wide because some of his special finishers can hit large
areas and damage multiple troops quite heavily. The less time your
characters spend healing themselves, is the more time you're
whittling down this boss's life. Keep at it, and hopefully you don't
run out of items in the process. Good Luck.
Depending upon your actions in the game, you'll see up to three main
endings, with a few additional scenes depending upon who you
recruited in the army.
=====================================================================
Part 3: Secrets / Optional Sidequests / Random Battles (Incomplete)
=====================================================================
You should also bring in 1 or 2 Knights and Wizards for healing and
damage, because the Clerics will need a lot of MP to use Exorcise
which may cut into their healing duties. Wizards can deal good
damage regularly because hit rates and damage from physical attacks
will be low and all the enemies here have slightly more powerful
armour than you do.
The most important unit is Canopus, as you need to get him to fly up
to the very top and rain down arrows to help you deal with all the
undead and Nybeth. Nybeth will summon as many undead as you Exorcise,
but after so many uses of Summon Darkness he'll run out of reagents.
Unfortunately you might not live long enough to see that happen, so
you should concentrate on building Canopus's TP gauge until he can
use Dark Weight. Use Dark Weight once Nybeth's HP is low enough
that it will deliver the finishing blow.
You should try to Exorcise as many undead as you can here, because
they're equipped with some pretty expensive items.
=====================================================================
---------------------------------------------------------------------
Optional Sidequest #2 -- Ravness (Part 1: The Reisan Way) [OS2L2]
Availability: Before going to Qadriga Fortress
Make sure you read the story about Ravness being captured in the
Warren Report (under Talk) beforehand to open up a battle on The
Reisan Way, because you must save Ravness if you want to recruit her
later on.
---------------------------------------------------------------------
Optional Dungeon #1 -- Phorampa Wildwood [OD1L2]
Availability -- After Tynemouth Hill, but before reaching Rhime
=====================================================================
---------------------------------------------------------------------
Optional Battle #1 -- Ndamsa Fortress [OB1C2]
Availability: Saved Cistina in Chapter 1 and Bayin at Qadriga
Fortress, then choose to help.
Squad Limit: 10 + 3 Guests Objective: Vanquish Veldrei
_________
At Stake \
-Base Exp-|------------------------Special Loot---------------------|
1200 | Hallowing Stone (Veldrei Drop) |
| Shiftstone (Veldrei Drop) |
| Familiar's Mark (Gremlin Drop) |
| Bandit's Mark (Rogue Drop) |
| Buried under Rock (2 Steps Right) |
| Buried Directly Underfoot |
| Buried (8 Steps Forward) |
| Buried (2 Steps Right, 11 Steps Forward) |
| Buried (4 Steps Left, 9 Steps Forward) |
| Buried (5 Steps Left, 15 Steps Forward) |
--------------------------------------------------------------------|
Just make a charge up the fortress, as the enemy will not make use of
its height advantage over you and simply charge your position.
Veldrei herself will even hang back for a few turns before coming at
you as well.
---------------------------------------------------------------------
Optional Dungeon #1 -- Phorampa Wildwood [OD1C2]
Availability -- After Tynemouth Hill.
The Phorampa Wildwood is an area with consecutive random battles.
The size of the battles is generally quite small and the enemies will
be hovering around your level, so in general none of the battles are
too difficult. It is a good place to gain Exp, SP, and Items for
Characters if you're falling behind. You can leave a battle and the
Wildwood at anytime you feel like it. Just be mindful that if you
do leave the Wildwood, all progress is lost.
=====================================================================
---------------------------------------------------------------------
Four new stages have opened up in the Phorampa Wildwoods for you to
explore. Some new classes can be found if you missed them at the end
of the last chapter. You can find Warlocks/Witches, and Cockatrices
in these new areas.
See the section on the Phorampa Wildwood [OD1PW] for more detailed
information.
---------------------------------------------------------------------
This marks the battle where you're finally able to recruit Dame
Ravness to your army. It takes a lot of work to get this battle to
appear, and even then it's not obvious at all that there's a battle
at the Bahanna Highlands. Here's a recap of the conditions needed to
get this battle to occur. If all these conditions are met, then the
battle will appear otherwise it won't, and Ravness will not join.
Ravness starts in the middle of the map caught between two small
groups of Galgastani troops. The group up on the hill will take
some time to reach her, so you should send most of your troops across
the stream to help her out. Send 2 or 3 troops with one Archer to
harass the group up on the hill and hopefully they'll be attracted
to them and not Ravness. If all goes well Ravness should be able to
defend herself easily with your help.
=====================================================================
---------------------------------------------------------------------
Four new stages have opened up in the Phorampa Wildwoods for you to
explore. Some new classes can be found if you missed them at the end
of the last chapter. You can find Warlocks/Witches, and Cockatrices
in these new areas.
See the section on the Phorampa Wildwood [OD1PW] for more detailed
information.
=====================================================================
---------------------------------------------------------------------
Four new stages have opened up in the Phorampa Wildwoods for you to
explore. Some new classes can be found if you missed them at the end
of the last chapter. You can find Warlocks/Witches, and Cockatrices
in these new areas.
See the section on the Phorampa Wildwood [OD1PW] for more detailed
information.
---------------------------------------------------------------------
Quickly send Canopus up to the top of the Fort, and two shots from
his bow should do the trick. For added speed, cast Boon of Swiftness
and Flame Fusion (or anything that grants Strengthen) on him.
After the battle all of the surviving generics along with Hobyrim
(after a short scene) will offer to join and you'll receive a new
Title.
Optional Battle (b) -- Golyat
Availability: After Ndamsa Fortress before Coritanae if you did not
fight at Qadriga
Squad Limit: 6 Objective: Vanquish Orgeau
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
500 | Footsoldier's Mark (Hoplite Drop) |
| Juggernaut's Mark (Juggernaut Drop) |
| Buried (4 Steps Left, 2 Steps Forward) |
| Buried (2 Steps Left, 9 Steps Forward) |
| Buried under Bush (6 Steps Left, 6 Steps Forward) |
| Buried (3 Steps Right, 6 Steps Forward) |
| Buried (1 Step Right, 11 Steps Forward) |
| Buried under Crate (3 Steps Right, 14 Steps Forward) |
--------------------------------------------------------------------|
Your second chance to recruit Hobyrim takes place on the very first
map where you encountered the Xenobians at the start of the game, and
is the only real battle that takes place here. You're outnumbered
here 10-6 so you will need to be prudent in focusing your attacks on
a single nearby enemy at a time and keep your HP up to avoid getting
overwhelmed.
The Octopus is the biggest threat here as it knows Poison Rain, which
can severely damage a number of your units. Use this to your
advantage against the numerous enemies by recruiting it to turn the
battle in your favour.
=====================================================================
---------------------------------------------------------------------
Optional Dungeon #1: Phorampa Wildwood [OD1_4]
Availability: From the Start of Chapter 4.
The last 4 stages of the Phorampa Wildwood are now available, and
this dungeon's full potential can be realized. You can obtain various
high-end recipe books called "Enchiridions" that enable you to craft
some of the game's strongest weapons in areas throughout the wood.
However these recipe books will only drop from specific enemies in
specific areas, and only if they're of a high enough level (at least
level 20 to be sure). See the section on the Phorampa Wildwood
[OD1PW] for more detailed information.
---------------------------------------------------------------------
Optional Sidequest #3: Deneb [OS3_X]
Availability: Read Talk Report "Deneb's Emporium" Anytime during
Chapter 4
Though you can start this sidequest immediately upon starting the
Chapter, it is by far the longest and most time consuming of all the
sidequests. Once you've read the report, Deneb's profile in the
Character section is available and her shop starts randomly appearing
in various cities each month. She stocks various goods that are
otherwise very difficult or time consuming to obtain. Visit the
corresponding cities on these days of any month to meet her.
Though if you're really a Deneb fan, this sidequest is far from over.
Deneb has two classes. She can either join you as a normal Witch, or
with her unique secret Wicce class that is more powerful, and she
comes equipped with far better stuff. If you stop now, you'll get
her in her Witch incarnation, but to get her Wicce class you'll
need to find and sell her 30 Glass Pumpkins. Glass Pumpkins are
dropped seldomly from the Umbra Familiars in the Palace of the Dead
that you can unlock later on in the chapter. Either way, once this
is all done and you've unlocked Vasque from Optional Sidequest #6:
Exeter Island, Deneb will ask to meet you there and a battle will
ensue. Once the battle is over, Deneb will finally join.
This quest was never this time consuming in the original game. You
only had to buy 255 items from Deneb, didn't matter how much they
cost, to get her to join normally. You'd get her improved version
with rare gear and an otherwise unobtainable spell by recruiting 10
Pumpkinheads from her. Those were gotten by selling 10 Glass
Pumpkins at her shop. You would easily get that number from a single
run through of the Palace of the Dead, and there was no special
battle after the fact.
---------------------------------------------------------------------
Optional Sidequest #4: Port Omish [OS4_X]
Availability: Part 1 -- Read Talk Report "Port Omish, Den of Thieves"
then complete before going to Mount Hedon
Part 2 -- Read Talk Report "The Pirate's Graveyard"
After Banhamuba, then finish before Barnicia
Part 3 -- After Barnicia, but before Heim
This brand new sidequest concerns the pirate Azelstan, the other new
character opposite Ravness. Getting Azelstan to join is incredibly
tricky as it requires making several side trips throughout the course
of the Chapter, and they each must be done within the time frame that
they're allowed. If you miss the the window of time in which a part
of this sidequest is available, you will not get Azelstan and his
Classmarks that can turn a few of your story-based characters into
Buccaneers like him.
Part 1:
-------
Optional Battle -- Port Omish
Availability: Before going to Mount Hedon
Squad Limit: 10 Objective: Vanquish Ragnar
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
800 | Buried (2 Steps Left, 3 Steps Forward) |
| Buried under Barrel (12 Steps Left, 4 Steps Forward) |
| Buried (9 Steps Left, 10 Steps Forward) |
| Buried (14 Steps Left, 27 Steps Forward) |
| Buried under Barrel(4 Steps Right, 13 Steps Forward) |
| Buried (2 Steps Right, 22 Steps Forward) |
--------------------------------------------------------------------|
If this isn't possible, just go straight for the Leader to end this
fight as soon as possible, because the enemies here will just
overpower you at their strength.
Part 2:
-------
Read the Talk Report on "The Pirate's Graveyard" after the events at
Banhamuba, then head to the Pirate's Graveyard and check the Warren
Report once inside, and another Talk entry will be listed. Read
"The Dread Pirate", leave the Pirate's Graveyard and go to Port Omish
for a scene. You'll have to leave Port Omish and come back after
being "kicked" out of the graveyard. Finally, after that go to
Qadriga Fortress for yet another scene and you're done this part of
the sidequest for now.
Part 3:
-------
You start at the opposite end of town compared to last time, which
makes navigating your way to save Azelstan really complicated.
Archers can make their way along the roofs of house by going to
the house just to left of your starting point and to the one on the
far right. Magic users will get funnelled through a narrow winding
alleyway that goes past Denam's starting point, and everybody else
has to make a long trek along the path by the house at the far right.
Fortunately flying and characters that can move through water can
simply go straight through town.
You need to get a healer within range of Azelstan fast if you have
any chance of saving him. The best character to do this is Denam, so
make him a Knight and cast Boon of Swiftness on him ASAP. You should
also be around Level 18 or 19, so that the enemies will more or
less focus on you rather than Azelstan. Keep in mind that if
Azelstan's HP drops to 0 here it's Game Over.
After the battle go inside the Pirate's Graveyard and fight your way
through the first couple areas of it; Azelstan will be in the
Crystal Halls. You'll gain access to the deeper levels of the
graveyard only if Azelstan is in your army when you clear Ripples
of Grief for the first time. And finally the quest is over when
you beat the boss of the dungeon at On Holy Ground. Those unique
battles are covered in the following section [OD2_4], while the
random battles are covered in the dedicated section at [OD2PG]
---------------------------------------------------------------------
Optional Dungeon #2: The Pirate's Graveyard [OD2_4]
Availability: During Optional Sidequest #4: Azelstan
The Pirate's Graveyard is the second optional dungeon you'll unlock
in the game. However you can only progress through the first five
areas of it initially. The later areas become available once you've
recruited Azelstan into your army and fought your way through to
Ripples of Grief.
The enemies here start at Level 22 and are mostly Reptiles and
Aquatics, but further down and you'll run into legions from the
underworld. They can drop some pretty rare and otherwise
unobtainable equipment, but mostly this is the single greatest place
to get Damasc equipment early.
An unusual feature of the Graveyard is that you don't gain very much
SP here. The 80 SP per surviving character factor does not apply in
the graveyard, only kills and Action Skill usage count. Their effect
is quite minimal on the Total SP gained, so it's a bit of a shock
to see characters barely getting more than 20 SP a fight.
Bring Canopus along, and fly him up those very high ledges near your
starting position. If he and any other fliers get up there, they can
rain down arrows and boulders, making this battle absurdly easy.
Another character to bring along if you're on the Law route is Xapan.
He and Azelstan trade some choice words with one another.
After the battle pick the first choice during the scene and Azelstan
will finally join. You can continue fighting through the Pirate's
Graveyard indefinitely from now on but you can only go through as far
as Ripples of Grief, which is the fifth area. On your first foray
into that area is an event battle.
This battle is noteworthy for two reasons. The first is that you will
likely spot the appearance of your first two Liches, both male and
female. They only drop Necromancy that is of importance when using
the WORLD Tarot, so if this is your first visit you should
definitely recruit at least one. They're classified as Human, so the
plain old Recruit skill will work on them. However be warned that
there's no real "Lich Classmark" as such even though they can change
into any other Human Class. Changing back to a Lich is an involved
process available only in the Palace of the Dead.
The second thing of note is that Baldur Golems also make their first
appearance here as well. There's two of them, so you should try to
recruit both; you can keep one and auction off the other. Lowering
their HP can be problematic as they're resistant to both magic and
physical attacks. The trick is to pay attention to the prevailing
element of the battlefield. The Golems will take substantially more
damage if attacking with the appropriate element.
Aside from the Liches and Baldur Golems all the enemies here are
undead. Bring at least two Exorcism casters accompanied by Baldur
bowmen and they can cut through here with ease.
When you reach the very bottom of the graveyard "On Holy Ground",
there is a boss battle against Rackham.
Only Octopi and Phantoms are here so make sure you have your beast
and undead slayers at the ready. You have some time to fend off the
enemy, especially those two Octopi that start in hiding quite close
to where you start, until Rackham gets close enough for you to
attack.
Rackham is real glass cannon, he can hit hard, but only if he's
within melee range to do so. He falls spectacularly quickly to people
powerful spellcasters such as a Sherri. Archers can be useful against
him, but only to a lesser degree as Rackham has a Rank 5 Deflect
skill set to block them with alarming regularity.
An interesting tidbit is that if you come here again via the WORLD
Tarot, Rackham will drop a Necromancy Tome that teaches Curse III if
he's around Level 34 or higher.
After the battle Azelstan will lead you to the treasure of the
Pirate's Graveyard, and there's a couple choices here for you to
make:
At the first decision: If you say "I cannot take this." then
you will not receive the treasure, but your
standing with all clans will be improved.
At the second decision: If you say "I cannot take this." then you
will not get the treasure, and your standing
with the clans does not change.
Consumables
- Seal of Rebirth (Turns a Phantom into a Human at San Bronsa)
- Elixir (Restores 1 Lost Heart to a character)
- Glass Pumpkin (Restores all MP, but should be sold to Deneb)
Reagents
- Gold Oberyth x10
Classmarks
- Pirate's Mark x1 (Allows class change into a Buccaneer)
---------------------------------------------------------------------
Optional Sidequest #5L: Ozma and Hobyrim [OS5_L]
Availability: Denam's Alignment must be Lawful to read Talk Report
"A Rift in the Dark Knights" before Mount Hedon.
Ozma and Volaq start some distance in front of the main field of
enemies. The trick to this battle is speed. You must defeat Volaq
first, and then focus on Ozma before all those Templars arrive
because things will go to hell in a handbasket quickly when they
enter the fight. Volaq may retreat to the Templars on his first
move, so if that happens you're in for a brutal fight.
Ideally you want to send a Knight and/or Hoplite to block off the
bridge and hold their position while Archers and Magic users attack
the advancing enemy. Dealing with Ozma will be difficult in the
early goings as she will charge ahead and wreak havoc on your troops.
Try to avoid dealing with her until Volaq is within range.
Those Desert Blades that Volaq and a couple Templars wield are just
begging to be picked up. This is likely your first sighting of
elemental weapons but unfortunately they never seem to drop here.
---------------------------------------------------------------------
Optional Sidequest #5C: The Balmamusa Dead [OS5_C]
Availability: Denam's Alignment must be Chaotic to read Talk Report
"The Balmamusa Dead" after Brigantys
Upon reading the Talk Report of The Balmamusa Dead after visiting
Brigantys, a series of three battles around Southern Valeria are
available. This new sidequest arc centers around Cressida, where it
will be possible to recruit her at the end. But it's only a
possibility, she might not even join you. Details on what affects
this possibility will be explained at the end of this sidequest.
These battles are somewhat difficult when first encountered, but
thankfully there's no time limit in which to complete them. It's
best you start this sidequest if you've saved Catiua and just before
the final dungeon, for reasons that will become clear at the end
of the sidequest. This also avoids it conflicting with Azelstan's
sidequest arc. In any event the first of these battles is in
Balmamusa.
Make sure you bring out both Donnalto and Olivya here to exorcise the
undead as that's all that's here! The battle starts unusually for a
"save the character" battle as Oelias starts the battle unconscious,
and you'll need to revive her before her counter reaches 0 otherwise
it's Game Over. Thankfully once you revive her, she escapes to
safety, so you don't need to worry about her getting killed the
moment she's back on her feet.
While you're at it, make sure you exorcise the Terror Knight here, as
it can drop a Dark Magic Grimoire that can't be bought in stores.
All enemies here are undead as well, except for the leader Dievold.
As before the more dangerous monsters all start the battle stilled,
so bring in at least two Clerics and outfit your characters with
Baldur weapons to help clear out the undead here with ease.
Dievold will not last long against your assault if you gang up on
him, since he's slow, doesn't have very good damage resistance, and
poor evasion.
If you want to recruit Cressida, you'll have to save her here and it
is no small feat. She starts the battle knocked out and will die
in three turns if you don't revive her. Unlike Oelias though, she
will not escape and if her HP falls to 0 again she will die and
you'll lose the opportunity to recruit her. Therefore, when you
revive her you must also have other characters nearby to restore her
HP before any nearby enemy attacks her. Checking the turn order on
when to revive her is imperative.
That said, there are quite a number of familiar faces here risen from
the dead. But they aren't classed as being zombies oddly. In fact
most of the enemies here aren't undead. The only ones that are, are
the Wraiths, Wights, Knights, and Terror Knights, so you'll probably
only need one Cleric around to exorcise them.
On top of all this any enemies you kill Nybeth will at some point
replace as many as he needs with one action. Needless to say, this
battle is going to be a nightmare. You'll need to divide your squad
into two groups due to the topography as Nybeth is at one area, and
Cressida in the other. Send one group out rescue Cressida, this
group should be composed mainly of fliers and tanks so they aren't
obstructed by the enemies and obstacles and any enemies nearby will
try to head to the other group, giving Cressida a chance at survival.
The other group should deal with the nearby enemies and eventually
make their way to Nybeth. Nybeth is rather crafty and will try to
keep as far away from you as possible, but there's nothing he can do
to stop long range arrows being lobbed his way.
---------------------------------------------------------------------
Optional Sidequest #5N: Pirates of Qadriga [OS5_N]
Availability: Must have saved Cerya in Chapter 3. Denam's Alignment
must be Neutral to read Talk Report "Pirates of Qadriga
Fortress" after returning to Phidoch from Banhamuba
Visit Qadriga Fortress for a scene, and if you respond with "Will you
aid us?" then Cerya will finally join along with Captain Ehlrig.
However if you respond with "What 'Free Seas' Pirate?", then the
following battle will ensue and you will miss recruiting Cerya and
Ehlrig.
As long as you hang back and let the Rogues and Archers come to you,
you'll have an easier time. It's much better than trying to chase
them back up the stairs from where they started from, because the
less time you spend attacking is the more time your trying to get an
attack in while the enemies are hitting you hard.
Because all the enemies here start at Level 20, they will be carrying
some very nice and expensive equipment that you won't be able to buy
or even use for a long while. Recruit some of these Pirates to your
cause to obtain their equipment and also make the fight a little bit
easier.
---------------------------------------------------------------------
Secret Battle (Law): Xapan Returns in Golyat [SB1_L]
Availability: Declined to Recruit Xapan in Chapter 2. After Brigantys
Squad Limit: 12 Objective: Vanquish Xapan
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
900 | Buried (9 Steps Left) |
| Buried (7 Steps Left, 5 Steps Forward) |
| Buried (16 Steps Forward) |
--------------------------------------------------------------------|
Xapan hits extremely hard, but if you pepper him with ranged attacks,
taking him down won't be so difficult. Get him to within an inch of
his life and you'll be able to recruit him by picking the second
option.
---------------------------------------------------------------------
Optional Sidequest #6: Exeter Island [OS6_X]
Availability: After Banhamuba read Talk Report "Blast on Exeter
Island"
A new version of the Madura Drift battle starts this sidequest and is
a completely random battle. There'll be one enemy-only Dragon class
that will be fighting against you and the enemies, along with a
random assortment Dragon and Umbra units. You should kill that
special Dragon if it's a Scylla or Naga as it drops an otherwise
extremely hard to obtain accessory. Though which one you get differs
if it's a Scylla or Naga. You won't get anything useful from the
Crystal or Onyx Dragons if they spawn instead. You will have won the
battle when all enemies except that special Dragon or Hydra have been
killed, so be sure to kill that special Dragon before killing the
last enemy.
The terrain here is very uneven with pits and trenches abound to
to trap slow-moving magic users, so watch your step. The enemies here
are a well-balanced group of Archers, Knights, Valkyries, and
Clerics. A general strategy of focusing on killing the one enemy
who will get a turn the soonest within the expected number of attacks
it will take to get the job one works well here as it does in all
battles.
Optional Battle -- Vasque
Availability: Read Talk Report "Blast on Exeter Island"
Squad Limit: 12 Objective: Vanquish Cielo
_________
At Stake \
-Base Exp-|-----------------------Special Loot----------------------|
900 | Rimfire (Cielo Drop) |
| Damasc Leggings (Berserker Equip) |
| Gleamwyrm's Mark (Zombie Arc Dragon Drop) |
| Firewyrm's Mark (Zombie Flame Dragon Drop) |
| Windwyrm's Mark (Zombie Cloud Dragon Drop) |
| Cragwyrm's Mark (Zombie Earth Dragon Drop) |
| Buried (2 Steps Back) |
| Buried under Tree (9 Steps Left, 4 Steps Forward) |
| Buried (10 Steps Left, 13 Steps Forward) |
| Buried (4 Steps Left, 14 Steps Forward) |
| Buried under Barrel (4 Steps Right, 10 Steps Forward) |
| Buried (6 Steps Right, 10 Steps Forward) |
--------------------------------------------------------------------|
If you've come here by the Law Route, be sure to deploy Jeunan if you
have him. He and Ocionne have a history and will say few words to
one another along with Denam. When Denam says "No. But his remorse
is sincere." then Ocionne will join if she survives the battle.
This battle marks the end of the Exeter Island sidequest, but after
it is the Palace of the Dead. See the overview of the initial event
battles in the following section below [OD3_4], and the full dungeon
details in its dedicated section at [OD3PD].
---------------------------------------------------------------------
Optional Dungeon #3: The Palace of the Dead [OD3_4]
Availability: After Bortegun Fens in Optional Sidequest #6: Exeter
Island
It will take the better part of a week or two to get through it the
first time, so it's strongly advised you set aside a separate save
file just in case things go awry. Be advised that once you leave
this place all your progress will be lost and you'll have to start
all over again from the first floor, you will still have credit for
the event battles you fought.
At least now the game allows you to navigate through the dungeon and
save as you go, unlike the original where it was a straight 100 floor
gauntlet to the end with no saving and healing between the battles.
Also changed from the original game is that aside from the first
five floors and the last one, all the floors have new and unique
designs. Previously the palace only had unique floors on every 5th
floor past the 5th, and all the others in between were identical
"staging rooms".
There used to be event battles on the 25th and 50th floors, but with
the entire redesign of this place they've been moved around and a
few more added. Another interesting feature that's been added is the
ability to shop on some floors. Do not pass these places up as they
carry goods you will not find anywhere else in the game. It goes
without saying though you should really maximize your income on the
floors by recruiting as many enemies as you can and strip them of
their gear.
Finally one big change is that you can earn experience here now.
Strange as that sounds to anyone who hasn't played the original, it
was a nice break to not have to micromanage your characters levels
fighting through here and not have to worry about becoming demi-gods
after going through; the items obtained were more than enough.
Though there was the Necro/Retissue trick if that was your goal,
which has of course been done away with for the remake. Regardless
the Palace is an amazing place to focus on level grinding considering
virtually every battle here apart from the few event battles requires
you to defeat all enemies.
To help get you started, the first three floors on your first visit
are covered below since those floors are required. Past that though
the rest of the Palace is sealed away, and on revisits the battles
become randomized. Be sure to bring in Necromancers and Clerics on
every floor, as there are Phantoms and Zombies everywhere here. Also
note that you will have the option of turning a character into a Lich
within the Palace somewhere deep inside. Having a Lich in your army
means that you can finally start recruiting those Umbra units such
as Zombies, Orcs, and Gremlins.
Easy battle. You start way up above the enemies and they're all
Familiars and Magic Users, so they are easy prey for your Archers who
can shoot over halfway across the map.
Denam starts this battle ambushed by the Gorgon Xadoba some ways away
from your squad. He's not in too much danger though as he's only a
turn away from them and most of the enemies start quite far away.
The best course of action is to regroup and then focus on Xadoba.
Opening the secret door here takes you to level 4. It's the one space
surrounded by poison tiles by the wall behind you on a ledge. Move
a character there and the way into the palace's deepest areas will
open after the battle. If you don't find it, don't worry you can
always leave and come back for it again.
See section [OD3PD] for continuing details on the Palace of the Dead.
---------------------------------------------------------------------
Optional Sidequest #7: Wreck of the Rhamsen [OS7_X]
Availability: After Returning to Phidoch from Barnicia.
There are two battles to complete, with the first one being much
harder than the one after it. You will want to be about Level 18 or
19 before venturing here.
You can pick up some fantastic equipment here if you have the proper
recruit skills. Most of the enemies have average to low loyalties,
which makes them fairly easy to recruit. You can also pick up some
rare Chief's Marks to make Matriarchs and Patriarchs. If you don't
have a Lamia now, here's a great place to get one.
Of course none of this comes easy as you have to deal with four, yes
four, Octopi in a map that's half water. They also know Poison Rain
and aren't afraid to spam you with it. A Dragoon or two is a
necessity here. The best way to avoid Poison Rain is to spread out
and have your units more than 5 spaces apart at all times. This of
course means they're susceptible to getting ganged up on, but if
they have significantly high evasion and defense stats they'll be
able to endure the hits long enough for someone to heal them.
If you can take out all the Octopi first, then this battle will
become a little easier, but by no means a walk in the park as you
still have to contend with the status ailments brought on by the
Matriarchs. As it bears repeating again, recruiting the enemies here
will make a huge difference in the outcome of this fight.
The Templars, though well equipped, should not pose too much of a
problem if you're equally well equipped and at around Level 19. One
very important thing to keep in mind is that one of the Templars here
holds the only copy of The Fusil recipe book in the entire game. If
you miss getting it here, you'll have to use WORLD to get back here
and retrieve it. The Templar in question you need to kill is the
grey one that Lindl is facing directly at when the battle starts.
If Lindl is still alive after the battle, he will offer to join you
as a Fusilier and supply you with Fusilier Marks as well. Fusilier
Marks are amazingly rare. The only way to get them is through this
scene when Lindl is recruited, and by stealing them from enemy
Fusiliers.
---------------------------------------------------------------------
Optional Sidequest #8: Neimrahava Wood [OS8_X]
Availability: Complete Optional Sidequest #7: Wreck of the Rhamsen
Once you've completed the battle at Grimsby, you can open up a path
to the Neimrahava Wood for a short one-battle sidequest by reading
the Talk Report "The Bandits of Neimrahava".
Ganpp shows up here for the third and final time in a poison
marshland. He's accompanied by Obda's and Berda's kids, and like
their parents, they're no ordinary Gryphons. Though you're tasked
with defeating Ganpp, if you bring his HP down to 10% or less without
killing him he'll automatically join wielding a Commander Gun and his
two Gryphons, provided you left them alone. This is easier said than
done however.
Ganpp starts at the back of his squad, while his gang will do their
best to stop you getting anywhere near him. You'll have no choice but
to take out each member of Ganpp's squad in a systematic fashion,
because traversing this marsh will slow you down and cause problems
for your health. Keep the weather favourable if it turns bad by using
a Coral Harp or two, otherwise nobody's moving anywhere through the
swamp if it's storming.
---------------------------------------------------------------------
Optional Sidequest #9: The Six Temples [OS9_X]
Availability: Return to Phidoch after Barnicia with at least Olivya,
Sherri, Cistina, or Cerya recruited into your army.
This is a very long and involved sidequest that also requires you
to complete two other sidequests to even begin taking on. Through it
all you must have at least one of the Phoraena Sisters alive and
recruited in your active party. This is usually Olivya, as she's the
only one you're guaranteed to recruit in Chapter 4.
Previously in the original game each sister could only unlock the
one temple they're aligned to; Olivya -- Water, Cerya -- Fire,
Sherri -- Earth, and Cistina -- Wind. Though since there are now six
temples and each being their own optional dungeons now rather than a
one-time only battlefield, this limitation has obviously been
removed. Additionally this sidequest was not time sensitive and you
could complete it whenever you liked, this has changed for the new
version as all initial battles before meeting Mreuva in Coritanae
should be completed before going to Heim.
A simple battle if you have crossbows and fusils. Most of the enemies
are up on high ledges, making it easy for characters with those
weapons to hit them. The fact that virtually all enemies here have no
ranged attacks to assist them with their height advantage means
they'll have trouble even reaching you to inflict damage.
Once they do get in melee range though, you'll find they aren't all
that threatening, most are Rogues that will deploy traps instead of
attacking you. The Terror Knights and Berserkers have low defense,
and the Warlock and Witch rarely use attack magic. The two Dragons
are the only real offense they have, but deploying a Dragoon will
solve that.
You've been here a couple times already, and fighting here once more
is no different. There are three Golems and two Dragons you'll need
to deal with so bring in a Witch (Sherri is ideal) and a Dragoon to
fend them off.
The rest are somewhat ill-equipped humans, apart from that one Archer
with a Steelbow who can ruin any mage's day. Recruit or kill her
ASAP if only to get her Steelbow for yourself.
Your biggest opponent here is the terrain, as there's only two very
narrow paths to assault the enemies holed up on the fortress. If one
of those paths gets blocked, you'll have a hard time reaching the
enemies unless you have some long range attacks.
The enemies are going to be a pain to deal with as some Ghosts are
present along with Hawkmen Archers, and Lizardmen Hoplites and
Juggernauts. Worst of all though is that Anaberg will sit in the far
corner of the map and summon creatures of the underworld as you kill
those in your way. He can only summon a limited number, so if you
keep killing enemies he eventually will not be able to call anymore.
Split your squad in to two groups of five to take both paths into
the fortress and be sure you have a Knight or two to use Guardian
Force so that your mages are suitably protected from those Archers.
Hang back for a while and let the enemy come to you as fighting by
the walls here can be a bit tricky. Thankfully Lobos is a Rogue and
loves to get in close. Defeating him and winning this fight will be
easy; waiting for him to get within range while trying to fend off
attacks is the tough part.
If you've taken the Law route you may remember Josephine from waayyy
back at the beginning of Chapter 2, how she wound up here is anyone's
guess. Anyways you're going to have to slug it out in this battle.
Most of the enemies are Knights, Clerics, and some monsters.
* * *
=====================================================================
---------------------------------------------------------------------
Random Battle Area #1 -- Tynemouth Hill [RB01TH]
Availability: Chapter 1 -- Defeat Orba on Tynemouth Hill
Chapter 2 (L) -- Defeat Wynoa on Tynemouth Hill;
Only until reaching Rhime
Chapter 2 (C) -- Defeat Vyce on Tynemouth Hill
Chapter 3 (L) -- Defeat Ganpp on Tynemouth Hill
Chapter 3 (C) -- Arrive in Almorica
Chapter 3 (N) -- Open from the start
Chapter 4 -- Open from the start
Squad Limit: 7 / Enemy Limit: 6 Objective: Vanquish all Enemies
_________
Info \
-Base Exp-|---------------------Enemy Appearances-------------------|
800 | Races: Human, Lizardman |
| Class: Lv 2+ Archer, Lv 2+ Cleric, Lv 2+ Berserker, |
| Lv 2+ Warrior, Lv 2+ Wizard/Enchantress, |
| Lv 2+ Rune Fencer/Valkyrie |
--------------------------------------------------------------------|
---------------------------------------------------------------------
Random Battle Area #2 -- Golborza Plains [RB02GP]
Availability: Chapter 1 -- Defeat Brezen on Golborza Plains
Chapter 2 (L) -- Defeat Gousin on Golborza Plains
Chapter 2 (C) -- Defeat Xapan at Rhime
Chapter 3 (L) -- Open from the start
Only until reaching Coritanae Keep
Chapter 3 (C) -- Defeat Hiram at Rhime
Chapter 3 (N) -- Open from the start
Chapter 4 -- Open from the start
---------------------------------------------------------------------
Random Battle Area #3 -- Lake Bordu [RB03LB]
Availability: Chapter 1 -- Defeat Grion on Lake Bordu
Chapter 2 (L) -- Unavailable
Chapter 2 (C) -- Defeat Genzo on Lake Bordu;
Only until reaching Tynemouth Hill
Chapter 3 (L) -- Defeat Brutakos in Psonji Weald, or
Defeat Muntzer on Lake Bordu
Chapter 3 (C) -- Arrive in Almorica
Chapter 3 (N) -- Open from the Start
Chapter 4 -- Open from the start
---------------------------------------------------------------------
Random Battle Area #5 -- Rhea Boum Aqueduct [RB05RB]
Availability: Chapter 1 -- Unavailable
Chapter 2 (L) -- Defeat Josephine in Rhea Boum Aqueduct
Only until reaching Qadriga Fortress
Chapter 2 (C) -- Defeat Xapan in Rhea Boum Aqueduct;
Only until reaching Tynemouth Hill
Chapter 3 (L) -- Clear Coritanae Keep
Chapter 3 (C) -- Defeat Gannon in Port Asyton
Chapter 3 (N) -- Open from the start
Chapter 4 -- Open from the start
---------------------------------------------------------------------
Random Battle Area #6 -- Madura Drift [RB06MD]
Availability: Chapter 1 -- Unavailable
Chapter 2 (L) -- Unavailable
Chapter 2 (C) -- Unavailable
Chapter 3 (L) -- Defeat Hektor in Madura Drift
Chapter 3 (C) -- Unavailable
Chapter 3 (N) -- Unavailable
Chapter 4 -- Pass through Madura Drift on way to
Palace of the Dead
---------------------------------------------------------------------
Random Battle Area #7 -- Bahanna Highlands [RB07BH]
Availability: Chapter 1 -- Unavailable
Chapter 2 (L) -- Unavailable
Chapter 2 (C) -- Unavailable
Chapter 3 (L) -- Defeat Roberval in Bahanna Highlands
Chapter 3 (C) -- Defeat Hektor in Bahanna Highlands
Chapter 3 (N) -- Unavailable
Chapter 4 -- Open from the start
---------------------------------------------------------------------
Random Battle Area #8 -- The Reisan Way [RB08RW]
Availability: Chapter 1 -- Unavailable
Chapter 2 (L) -- Unavailable
Chapter 2 (C) -- Unavailable
Chapter 3 (L) -- Defeat Vance on The Reisan Way
Chapter 3 (C) -- Defeat Cassandra on The Reisan Way
Chapter 3 (N) -- Unavailable
Chapter 4 -- Open from the start
---------------------------------------------------------------------
Random Battle Area #9 -- The Psonji Weald [RB09PW]
Availability: Chapter 1 -- Unavailable
Chapter 2 (L) -- Unavailable
Chapter 2 (C) -- Unavailable
Chapter 3 (L) -- Defeat Brutakos in Psonji Weald, or
Defeat Muntzer on Lake Bordu
Chapter 3 (C) -- Arrive in Almorica
Chapter 3 (N) -- Open from the start
Chapter 4 -- Open from the start
---------------------------------------------------------------------
Random Battle Area #10 -- Mount Weobry [RB10MW]
Availability: Chapter 1 -- Unavailable
Chapter 2 (L) -- Unavailable
Chapter 2 (C) -- Unavailable
Chapter 3 (L) -- After passing through Mount Weobry
Chapter 3 (C) -- Defeat Ganpp on Mount Weobry
Chapter 3 (N) -- After passing through Mount Weobry
Chapter 4 -- Open from the start
---------------------------------------------------------------------
Random Battle Area #11 -- Mount Hedon [RB11MH]
Availability: Chapter 1 -- Unavailable
Chapter 2 (L) -- Unavailable
Chapter 2 (C) -- Unavailable
Chapter 3 (L) -- Unavailable
Chapter 3 (C) -- Unavailable
Chapter 3 (N) -- Defeat Cassandra on Mount Hedon
Chapter 4 -- Defeat LeRozza on Mount Hedon
---------------------------------------------------------------------
Random Battle Area #12 -- The Vanessan Way [RB12VW]
Availability: Chapter 1 -- Unavailable
Chapter 2 (L) -- Unavailable
Chapter 2 (C) -- Unavailable
Chapter 3 (L) -- Unavailable
Chapter 3 (C) -- Unavailable
Chapter 3 (N) -- Unavailable
Chapter 4 -- Defeat Alessandro on The Vanessan Way
---------------------------------------------------------------------
Random Battle Area #13 -- Lambiss Hill [RB13LH]
Availability: Chapter 1 -- Unavailable
Chapter 2 (L) -- Unavailable
Chapter 2 (C) -- Unavailable
Chapter 3 (L) -- Unavailable
Chapter 3 (C) -- Unavailable
Chapter 3 (N) -- Unavailable
Chapter 4 -- Defeat Pajeot on Lambiss Hill
---------------------------------------------------------------------
Random Battle Area #14 -- Tzorious Field [RB14TF]
Availability: Chapter 1 -- Unavailable
Chapter 2 (L) -- Unavailable
Chapter 2 (C) -- Unavailable
Chapter 3 (L) -- Unavailable
Chapter 3 (C) -- Unavailable
Chapter 3 (N) -- Unavailable
Chapter 4 -- Defeat Andoras on Tzorious Field
---------------------------------------------------------------------
Random Battle Area #15 -- Iorumza Canyon [RB15IC]
Availability: Chapter 1 -- Unavailable
Chapter 2 (L) -- Unavailable
Chapter 2 (C) -- Unavailable
Chapter 3 (L) -- Unavailable
Chapter 3 (C) -- Unavailable
Chapter 3 (N) -- Unavailable
Chapter 4 -- Defeat Stanoska in Iorumza Canyon or
Defeat Mimose in Boulder Sands
---------------------------------------------------------------------
Random Battle Area #16 -- Boulder Sands [RB16BS]
Availability: Chapter 1 -- Unavailable
Chapter 2 (L) -- Unavailable
Chapter 2 (C) -- Unavailable
Chapter 3 (L) -- Unavailable
Chapter 3 (C) -- Unavailable
Chapter 3 (N) -- Unavailable
Chapter 4 -- Defeat Stanoska in Iorumza Canyon or
Defeat Mimose in Boulder Sands
---------------------------------------------------------------------
Random Battle Area #17 -- Belmorose Highwilds [RB17BH]
Availability: Chapter 1 -- Unavailable
Chapter 2 (L) -- Unavailable
Chapter 2 (C) -- Unavailable
Chapter 3 (L) -- Unavailable
Chapter 3 (C) -- Unavailable
Chapter 3 (N) -- Unavailable
Chapter 4 -- Defeat Jilessa at Belmorose Highwilds
on the way to the Palace of the Dead
---------------------------------------------------------------------
Random Battle Area #18 -- Bortegun Fens [RB18BF]
Availability: Chapter 1 -- Unavailable
Chapter 2 (L) -- Unavailable
Chapter 2 (C) -- Unavailable
Chapter 3 (L) -- Unavailable
Chapter 3 (C) -- Unavailable
Chapter 3 (N) -- Unavailable
Chapter 4 -- Pass through Bortegun Fens on the way
to the Palace of the Dead
---------------------------------------------------------------------
Random Battle Area #19 -- The Leupha Coast [RB19LC]
Availability: Chapter 1 -- Unavailable
Chapter 2 (L) -- Unavailable
Chapter 2 (C) -- Unavailable
Chapter 3 (L) -- Unavailable
Chapter 3 (C) -- Unavailable
Chapter 3 (N) -- Unavailable
Chapter 4 -- Pass through The Leupha Coast on the
way to Grimsby
---------------------------------------------------------------------
Random Battle Area #20 -- Neimrahava Wood [RB20NW]
Availability: Chapter 1 -- Unavailable
Chapter 2 (L) -- Unavailable
Chapter 2 (C) -- Unavailable
Chapter 3 (L) -- Unavailable
Chapter 3 (C) -- Unavailable
Chapter 3 (N) -- Unavailable
Chapter 4 -- Defeat Ganpp in Neimrahava Wood
=====================================================================
---------------------------------------------------------------------
Optional Sidequest #10: The Songstress [OS10X]
Availability: Canopus and Gildas must be "Alive" in the Warren
Report and in your army. Special Note -- Gildas does
not join on the Neutral Route.
---------------------------------------------------------------------
Optional Dungeon #10: San Bronsa Ruins [OD10X]
Availability: Complete Optional Sidequest #10: The Songstress
=====================================================================
More non-human enemies are here, this time Octopi are added into the
mix along with other Dragons and Phantom-race units. The difficulty
in the Wildwood starts ramping up now as there can be as many as 9
enemies you'll have to fight here.
Last area in Chapter 2 and it throws you a major curve ball if you
thought this arm of the route was mostly Beasts and Dragons. All the
enemies here are Zombified, so make sure you have a Cleric or two on
hand to exorcise them all. It is actually possible to recruit various
Zombie versions of the classes here but they get no Exp or SP after
the fight, even though they count in the divvying up of them. They
can be useful if you want to completely stop the growth of your other
characters to allow new classes to catch up to them though.
Witches and Warlocks appear here for you to recruit or get their
marks. They're otherwise pretty hard to come by during the main
story battles, so this is as good a place as any to get them.
Take care when fighting on the river as it is quite wide and there
are many islands to get stuck on. Better you bombard the enemy
foolish enough to cross.
You might recognize this map from before as that of The Feral Shore.
That's because it's a copy of it, but you start from the other end
of the map this time.
All sorts of Human classes appear here, and there's a lot of them.
Warlocks/Witches, Swordmasters, and Ninja are the highlights here.
Be careful on this map, because the enemy formation is quite dense.
There's a sizable forest separating you from them at the start, and
only a medium sized gap where the two of you'll meet. It's best to
let the enemy come to you so you can fight them in your area and have
some room to move about when things get a bit dicey.
There's lots of enemies to kill and it's best you focus on them
one-by-one. Send Knights into the thick of it and have them use
Phalanx to soak up the damage, grant Light-Touched to your attackers
and administer any healing in the midst of the fight.
A re-used map of the Howling Hills, only this time you start at the
very bottom and have to work your way up. Make sure you bring a
Dragoon here, as there are plenty of Dragons to be found here. If
you're at Level 20 or above a Grim Reaper may appear here, if you
have Steal at Rank 3, try stealing from him to get a very rare ring.
It's currently unknown if this ring can be gotten anywhere else. Also
of note is that there are two Hawkman Beast Tamers here, but only
one carries the Enchiridion. The one that does is the one standing
next to the Briars patch at the very top of the hill.
This fight is almost exactly like Field of the Fallen Shadow. Takes
place on the same map, has mostly the same enemies, but you start at
the opposite end this time. Look for a Walister Skeleton Terror
Knight when entering this map, you'll have a chance at obtaining the
2-H Sword Enchiridion if you exorcise it.
And you're reward for getting to the last stage of the Phorampa
Wildwood is a big hole in the ground. Well, not really, but there
is a big hole in the middle of the battlefield that you have to
fight around. Bring Clerics into this fight, because there's a large
number of undead units you'll need to Exorcise in this battle.
Archers will be a huge help here as the enemies will get held up if
you approach them on the left and right sides of the map when they
try to move forward. Have your Knights block the enemy's way and
then use your Archers and other mid/back row fighters to pick off
the enemies as they move forward into your wall.
=====================================================================
3.8 -- Optional Dungeon #2: The Pirate's Graveyard [OD2PG]
You start high up on the cliffs above most of the enemies. Normally
this'd be ideal, but since most of the enemies below are going to be
Octopi or Krakens, your arrows will hardly make a dent. You'll need
to either fly down and take them on in close quarters using a Dragoon
or use indirect magic. Make sure you focus all attacks on one
Octopus or Kraken before they get a turn, because they'll use Poison
Rain past 50 TP which can spell a Game Over if they all do it around
the same time.
Much easier than the previous area, mostly Lizardmen and occasionally
and Octopus. Since there are mostly Reptiles in this dungeon, setting
Coax and Herpetology should help you nab all the Damasc gear
they're all wearing.
Bring plenty of flying and aquatic units into this fight, because
you'll be hopping from island to island to fight the enemies here.
Undead may be around, so bring along a Cleric to exorcise them just
in case. If a Kraken appears here you may get a rare Water-elemental
armor for killing it.
A Lich and Baldur Golem may appear here along with the undead. If you
lack any Baldur Golems or Liches, this is one of two places in the
dungeon that they can appear together for you to recruit. As is
always the case with the undead, equip Baldur weapons and bring
Clerics or Catiua to exorcise them.
Keep an eye for the high level Hoplite and Rogue that may spawn here.
The Rogue can drop the unique Ji'ygla's Bracers, while the Hoplite
can drop a Roodbow. Since they're equipped with some good equipment
you can get some of it if you kill them, or all of it if they're
recruited.
More undead, Liches, and Baldur Golems here. You may start somewhat
surrounded on three sides, so use MP restoring items on your
exorcisers at the start and let your undead slayers get a head start.
A Level 25 Incubus sometimes appears here for you to kill to obtain
some of its equipment.
You'll come across Blood Gavials here likely for the first time and
though they are Reptiles, you cannot recruit them.
Though the map is a copy of Crystal Halls, the fight is anything but.
You start on the opposite side of those ledges, with Krakens and
Dagons rushing to attack you from the outset. Those ledges are no
longer an option so you will need one or two Dragoons here to deal
with them.
There's only a few undead here, but enough that you'll probably need
to exorcise them to clear this stage, so having at least one Cleric
on hand is required.
Take note that a specific Kraken may spawn here, and it can drop a
Nathalork Rockcoat when killed. It starts at Level 26 and appears in
the middle of the map.
Most of the enemies here will be undead, but there will be a few
Reptiles, Dragons, or Banshees (enemy-only Faeries) lurking about.
All you need to do is kill those Lizardmen to grab their awesome loot
and hold the spot where they started for your Archers and Monsters
to attack from, while everybody else engages the enemies.
Similar to that of the Valley of Shadow and Light, but this time
you're starting from the opposite side of the map, rather than that
nice raised island. The enemies down here are notably tougher, more
Dagons and Krakens, as Banshees, Wraiths, and the odd Blood Gavial.
The biggest of all these monsters are the Krakens and Dagons, so be
sure to have a Dragoon deployed here in the event they appear so they
can easily be dealt with.
There are three enemies here that drop some special items. The Blood
Gavial holds the Body Armor Enchiridion, while the Juggernaut drops
the unique Glistening Helm, and a Level 26 Kraken will rarely drop
a Falcon Feathercoat when killed.
Get ready for a long fight as this map is quite massive, and it's
essentially a path through underground lake with enemies in the way.
Some of the terrain absolutely requires fliers and aquatics to
navigate the shortcuts here. You will definitely need a Cleric on
hand to exorcise the undead, not just because they start right next
to you, but also because a Skeleton Knight here will drop the
valuable Hammer Enchiridion.
A couple other enemies to look for when venturing into this area is
a Level 26 Kraken that will drop a Vikrant Icecoat, and a Baldur
Golem you'll need to kill for a pair of Earthen Greaves. You will
need powerful magicians to take down those creatures quickly to
obtain their loot.
Similar to the event battle before it, there are mostly Phantoms,
Krakens, and Dagons here. This is also a rare place where a Lich
may appear that you will both want to kill and recruit if possible on
repeat visits here. You could recruit the Lich, then retreat and come
back again for the kill or vice versa. You will definitely want a
Dragoon or two to handle those aquatic creatures because up to 6 of
them can spawn, and two is already a handful without a Dragoon.
There can be up to three Dagons on this map, but only two of them
are of any note as they're both at Level 28 and drop some
fantastically rare equipment. The one that drops the Aganista
Lightcoat starts at an elevation of 5, while the one that drops the
unique Ji'ygla's Darkcoat starts at an elevation of 4.
=====================================================================
=====================================================================
Two enemies may spawn right beside the party at the start, so take
them out first before turning to face the rest. The battlefield is
small, so take the fight to the enemies, eliminating any Archers
and Gryphons first.
The blowing grass and bushes are a nice touch here, and like the
breeze so is the battle. The map is small so the enemies will be in
your face from the get-go. The Kunoichi and Beast Tamers are the
biggest annoyance if they show up. The Kunoichi can Bind anyone with
100% success without using Concentration, while the Beast Tamers are
petrify you with normal attacks thanks to their blowguns.
Have healing items stocked to deal with them or you'll lose badly.
Another easy battle you can blow though. Like before your biggest
threat is the Ninja or Kunoichi, who can bind your characters with
ease. Take them out first followed by any Hippogryphs and then the
Archers. Night Crows make their debut here, though they're just
enemy-only versions of Hawkmen who are only slightly stronger
Vartans.
Into the Temple proper now. There's little change in the enemies from
the previous fight, but you're fighting in a narrow hallway. Push
forward and up the stairs with your melee characters while you have
Crossbowmen, Fusiliers, and magic users for ranged support. Places
like this are a perfect reason Fusiliers should always have their
Course Correction ability set to shoot past your characters and
obstructions.
Before you do that, one of the Archers here has a Damasc Crossbow and
a Damasc Helm equipped. Recruit him to get these items if you're in
short supply, as he's the only one in the Shrine to have either of
these armaments. Truth be told it's more trouble than it's worth
with a paper tiger ... er bird, at your doorstep.
=====================================================================
Some of the undead start off Stilled, so try to exorcise them before
they revive. One of the Archers starts in a good position with a
Siege Bow equipped, he should be a priority target, so send a flier
or two to take him out. The rest of the battle should be pretty
straightforward.
The road down to the shrine is teeming with undead from here on out.
Usually the only living thing down here is a lone Necromancer that
sometimes makes an appearance, making these descents the easiest
place to find this rare class.
The stench of the Earth's Breath grows stronger here as Wights start
making an appearance in this diagonally oriented map. You have to
fight your way up the stairs, and thankfully it's a very simple route
to take if you divide up your squad into two equal groups.
This stage is actually valuable for few reasons. First and most
importantly is that a Female Rogue here drops the Dagger Enchiridion
when she's exorcised; keep retreating from the battle until she
appears. Secondly, one of the Wights might have a Damasc Hammer
equipped which not many enemies wield; you'll have to exorcise it to
have a chance of obtaining it. Lastly this is likely the first
appearance of a generic female Necromancer in the game that you can
recruit.
Focus on taking down the Iron Golems first, and then start wiping
out his small army of phantoms. This is one of the hardest Guardian
battles but you'll be rewarded with two crafting books and of course
the Earth Apocrypha.
=====================================================================
An easy battle due to the fact you're so familiar with this location.
None of the enemies are particularly threatening, save for the odd
use of Coquettish Kiss or, even worse, Virtuous Dance from the
Familiars. This will be a common situation all through the dungeon.
This battle will go like the clappers. The enemies are all various
distances away and in small numbers. They'll come at you one after
the other from near, middle, and far distances away. You really only
face 2 or 3 enemies at a time.
The layout for this stage is not pretty, unless you have a Ninja or
a Flier, you're going to be stuck fighting in those trenches.
Have a couple characters block off those trenches at the start, to
prevent the enemies coming through so that your main force has the
time it needs to move onto that main pathway. Whatever you do, don't
jump back down.
You've got little choice but to fight your way up this three-tiered
cordon, and there's only two paths up, one for magic users, and
another for everybody else. Of course flying characters can just
ignore all that. Keep an eye out for that Fusilier, if it appears
it'll be at the very top and snipe at your characters with ease.
You'll want a crossbowman or a Fusilier to take her out fast.
Be careful where you walk here as there are several narrow paths you
can take to reach the main walkway at the other end where it is very
easy for an enemy to knock a character into the pits below.
This battle is also the best place to recruit the three Hydras that
are necessary for the Deneb sidequest. They are very hard to find
outside of event battles, and having three right here in one battle
couldn't be better.
That's another temple done.
=====================================================================
Virtually the same as when you were first here. Divide up your troops
into two groups and storm the fortress from two different paths.
There's no undead here, nor is Anaberg here to summon more enemies,
so it will be an easier fight. The Berserker and Hoplite sometimes
have equipment on that make them prime recruiting targets.
An underground stream divides this small map in two. Though there are
many crossing points, you should stay on your side until you've
defeated at least half the enemies and there are no more Octopi and
Krakens swimming about. Let the enemies come to you so that you
have the terrain advantage and take them out as the come over to
your before going over to theirs.
The battle looks difficult because of the terrain, but it's actually
very easy if you withhold using close-quarter attackers. Spear and
Whip users will be the best complement to your ranged attackers and
fliers. Magic will help take down those Krakens and Dagons quickly.
A stage almost too good to be true for your Archers and other ranged
attackers. You start on the high ground, while the enemy has to weave
their way up a long path with pitfalls separating them. You should
easily be able to defeat each enemy as they approach your position.
One of two Hoplites that spawn here will drop the Shield Enchiridion,
the one that does is usually equipped with a one-handed sword.
=====================================================================
Bring a few flying characters into this fight, in case a few Archers
appear. Those Archers appear on top of the fort and will be very
hard to reach otherwise due to the topography of the map, and the
fact a lot of enemies will swarm you at the start, preventing you
from reaching those Archers while they pummel you relentlessly.
Boed Fortress / Within the Fortress [TX02]
Squad Limit: 6 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|--------------------Enemy Appearances--------------------|
Lv22+: 500| Races: Human, Orc, Cyclops |
| Class: Archer, Berserker, Terror Knight, Rune Fencer, |
| Knight, Patriarch, Cyclops |
|-----------------------Special Loot----------------------|
| Walloon Sword (Knight Equip) |
| Desert Blade (Terror Knight Equip) |
| Buried under Barrel (4 Steps Back) |
| Buried (4 Steps Left, 2 Steps Back) |
| Buried (3 Steps Left, 8 Steps Forward) |
| Buried (2 Steps Left, 14 Steps Forward) |
| Buried (1 Step Right, 16 Steps Forward) |
| Buried under Crate (1 Step Right, 21 Steps Forward) |
--------------------------------------------------------------------|
Surprisingly, this map, and the one inside Ndamsa Fortress are copies
of one another. However this time, you're at the opposite end and
will likely have to fight through Archers perched on the higher
section. Melee fighters and indirect magic is the way to go here,
given the incredibly narrow passage you're fighting makes using
missile attacks tricky and inadvisable.
You will have to fight around a pit of Lava here, and having a Flame
Dragon will help a bit as they can move over it and gain a bonus
by attacking and being attacked on it. Divide the rest of your troops
up to get them around the pool and attack. Be sure to recruit any
Ninja that appear as they sometimes hold Muso Blades.
Temple of Xoshonell / 2nd Descent [TX04]
Squad Limit: 8 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|--------------------Enemy Appearances--------------------|
Lv22+: 700| Races: Human, Orc, Cyclops, Spriggan*, Titan* |
| Class: Archer, Fusilier, Terror Knight, Rune Fencer, |
| Rogue, Knight, Ninja, Warlock, Patriarch, Cyclops|
| Warrior, Juggernaut, Spriggan, Titan |
|-----------------------Special Loot----------------------|
| Walloon Sword (Knight Equip) |
| Muso Blade (Ninja Equip) |
| Biblion Sacri (Warlock Equip) |
| Commander's Gun (Fusilier Equip) |
| Buried (7 Steps Right, 9 Steps Forward) |
| Buried under Rock (5 Steps Left, 15 Steps Forward) |
| Buried (4 Steps Left, 17 Steps Forward) |
| Buried (1 Step Left, 18 Steps Forward) |
--------------------------------------------------------------------|
*Note: Spriggans and Titans cannot be recruited
Similar to the previous map, you will need to divide up your force
into two equal groups to fight through the two narrow paths leading
away from your starting position. Each group should have a melee
attacker to block enemy advancement, a bow user and magic attacker to
inflict heavy damage, and a healer to keep the group moving forward.
Although there are two paths present here, it is better to hold your
ground and let the enemy come to you and attack them as they
approach, because the paths are too long to afford splitting up and
will weaken your position. There's a lot of a Lava here so having
a Flame Dragon or two on your side can benefit you immensely. Archers
and Fusiliers may be present here to make things difficult, but if
you send in a Ninja and use Steelstance after every attack, you can
take them down with ease.
Take note that a Fusilier can appear here and may drop the valuable
Fusil Enchiridion when you kill him.
Interestingly the only good thing Ifrit drops is the Fire Apocrypha
when you first meet him, the two recipe books are also dropped by
other Guardians. However, when encountering him again via WORLD he
will drop the real goods if he's at Level 35 or higher.
=====================================================================
Crossbowmen and Fusiliers can help greatly at picking off most of the
enemies that start on the big stairs leading to the top of the map,
while a few assorted troops can deal with the enemies directly in
front of you. Once the enemies at the lower reaches are dealt with,
it'll be a simple matter of using the broken wall to quickly shortcut
your way to the stairs to finish off the rest.
This battle will proceed rather smoothly. You have a bit of a height
advantage over the number of enemies, and there are three single-file
paths you can block off easily. Archers and Fusiliers are ideal while
your melee attackers hold the enemies at bay.
One of the Gorgons here will drop the Cudgel Enchiridion when killed,
but only if she appears. The Gorgon in question appears at the
far end of the map near the same wall the party starts from.
The enemies will have the high ground here, putting you at a
disadvantage. Fortunately the Archers here will likely all have
crossbows, which vastly limits their ability to make use of this.
Like the previous Guardians, exploit this one with a Dragoon that has
Beastslayer and/or Beastbane to kill him quickly and easily. The
Cockatrices can be safely ignored as you push your way up the stairs
taking out the Archers and magic users.
If that stone-cold sanctuary was the last one you cleared, you'll
receive three Oracle Marks and all the Fortresses will once again be
open for you to repeat the challenge and obtain higher quality loot
during a WORLD Tarot playthrough at higher levels.
=====================================================================
=====================================================================
=====================================================================
6. Credits / Thanks etc... [SNOFF]
=====================================================================
Thanks to:
- GameFAQs: for hosting this guide
- Square: For letting this game be a reality
- Old Quest Team: For making a great game even better
Credits:
- Brady Games Guide: For confirming buried loot locations!
- Japanese Wiki: http://www.masterwiki.net/tacticsogre/
For confirming a few details I wasn't sure on.
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