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Valkyrie Profile: Covenant of the Plume
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Walkthrough by FeralBerserker
Updated: 04/21/09 | Search Guide | Bookmark Guide
Feral's Guide to Valkyrie Profile: Covenant of the Plume (DS)
|| Search Shortcuts ||
Introduction...................................................[FG01]
Combat Mechanics...............................................[FG02]
Between Battles................................................[FG03]
Plot Branching - Things to Know................................[FG04]
Playable Characters............................................[FG05]
Tips & Various Information.....................................[FG06]
Prologue
Prologue - Battle 1: Aullewyn Keep Gates......................[FG07]
Prologue - Battle 2: Aullewyn Keep West.......................[FG08]
Chapter 1: The Ties That Bond
Chapter 1 - Battle 1: Iatallagh Weald.........................[FG09]
Chapter 1 - Battle 2: Kirche Crossing.........................[FG10]
Chapter 2A:
Chapter 2A
Chapter 2A
Chapter 2A
Chapter 2A

Shadows in Darkness (Hroethe Walk)


- Battle 1: Hroethe Walk...........................[FG11]
- Battle 2: Camille................................[FG12]
- Battle 3: Evernight..............................[FG13]
- Optional Battle: Camille Highlands...............[FG14]

Chapter 2B:
Chapter 2B
Chapter 2B
Chapter 2B
Chapter 2B

Right of Way (Camille)


- Battle 1: Camille................................[FG15]
- Battle 2: Evernight..............................[FG16]
- Battle 3: Aullewyn Square........................[FG17]
- Optional Battle: Camille Highlands...............[FG18]

Chapter 2C: Stranger's Reunion (Aullewyn Keep)

Chapter
Chapter
Chapter
Chapter
Chapter

2C: Preparations......................................[FG19]
2C - Battle 1: Camille Highlands......................[FG20]
2C - Battle 2: Hroethe Walk...........................[FG21]
2C - Battle 3: Aullewyn Square........................[FG22]
2C - Optional Battle: Evernight.......................[FG23]

Chapter 3A:
Chapter 3A
Chapter 3A
Chapter 3A
Chapter 3A
Chapter 3A

Bitter End (Destiny Plume not used)


- Battle 1: Market Marteigh........................[FG24]
- Battle 2: The Ruins..............................[FG25]
- Battle 3: The Artolian Pass......................[FG26]
- Battle 4: The Artolian Pass (Continued)..........[FG27]
- Optional Battle: The Lotus Marsh.................[FG28]

Chapter 3B: Scars of the Heart (Destiny Plume used Once)


Chapter 3B: Preparations......................................[FG29]
Chapter 3B - Battle 1: The Ruins..............................[FG30]
Chapter 3B - Battle 2: Aidelrave..............................[FG31]
Chapter 3B - Battle 3: Dungeon Path...........................[FG32]
Chapter 3B - Optional Battle: Kirche Crossing.................[FG33]
Chapter 3B - Optional Battle: The Lotus Marsh.................[FG34]
Chapter 3C:
Chapter 3C
Chapter 3C
Chapter 3C
Chapter 3C
Chapter 3C

The Saintess (Destiny Plume used Twice)


- Battle 1: The Lotus Marsh........................[FG35]
- Battle 2: Market Marteigh........................[FG36]
- Battle 3: The Ruins..............................[FG37]
- Optional Battle: Kirche Crossing.................[FG38]
- Optional Battle: Iatallagh Weald.................[FG39]

Chapter 4A: War Against Will (Destiny Plume not used)


Chapter 4A: Preparations......................................[FG40]
Chapter 4A - Battle 1: Eusiria Crossing.......................[FG41]
Chapter 4A - Battle 2: Castle Courtyard.......................[FG42]
Chapter 4A - Battle 3: Hyacinthine Hall.......................[FG43]
Chapter 4A - Optional Battle: Liellahan Lowlands..............[FG44]
Chapter 4A - Optional Battle: Wintergard......................[FG45]
Chapter 4B:
Chapter 4B
Chapter 4B
Chapter 4B
Chapter 4B
Chapter 4B

Road to Nowhere (Destiny Plume used Once)


- Battle 1: Liellahan Lowlands.....................[FG46]
- Battle 2: Grenssen Shire.........................[FG47]
- Battle 3: Greenwind Brae.........................[FG48]
- Battle 4: Grenssen Shire (Revisited).............[FG49]
- Optional Battle: Evernight.......................[FG50]

Chapter 4C: Heirs to Tragedy (Destiny Plume used Two+ Times)


Chapter 4C: Preparations......................................[FG51]
Chapter 4C - Battle 1: Grenssen Shire.........................[FG52]
Chapter 4C - Battle 2: Greenwind Brae.........................[FG53]
Chapter 4C - Optional Battle: Liellahan Lowlands..............[FG54]
Chapter 4C - Optional Battle: Eusiria Crossing................[FG55]
Chapter 4C - Optional Battle: Wintergard......................[FG56]
Chapter 5A: Beyond Redemption (Destiny Plume not used)
Chapter 5A: Preparations......................................[FG57]
Chapter 5A - Battle 1: The Lotus Marsh........................[FG58]
Chapter 5A - Battle 2: Wintergard.............................[FG59]
Chapter 5A - Battle 3: The Sylvanglade........................[FG60]
Chapter 5A - Battle 4: The Artolian Mountains.................[FG61]
Chapter 5A - Battle 5: Gates of Aidelrave.....................[FG62]
Chapter 5A - Battle 6: Bailey.................................[FG63]
Chapter 5A - Battle 7: Inner Ward.............................[FG64]

Chapter 5B:
Chapter 5B
Chapter 5B
Chapter 5B
Chapter 5B
Chapter 5B
Chapter 5B
Chapter 5B
Chapter 5B

Lament of the Lost (Destiny Plume used Once)


- Battle 1: Castle Courtyard.......................[FG65]
- Battle 2: The Sylvanglade........................[FG66]
- Battle 3: Wintergard.............................[FG67]
- Battle 4: The Artolian Mountains.................[FG68]
- Battle 5: Aidelrave..............................[FG69]
- Battle 6: Bailey.................................[FG70]
- Battle 7: Inner Ward.............................[FG71]
- Battle 8: Dungeon Path...........................[FG72]

Chapter 5C: By Power Wrought (Destiny Plume used Two+ Times)


Chapter 5C: Preparations......................................[FG73]
Chapter 5C - Battle 1: Bailey.................................[FG74]
Chapter 5C - Battle 2: The Sylvanglade........................[FG75]
Chapter 5C - Battle 3: The Artolian Mountains.................[FG76]
Chapter 5C - Battle 4: The Artolian Pass......................[FG77]
Chapter 5C - Battle 5: Castle Gates...........................[FG78]
Chapter 5C - Battle 6: Castle Courtyard.......................[FG79]
Chapter 5C - Battle 7: Throne Room............................[FG80]
Chapter 6A: 'Good Finale' (Destiny Plume not used)
Chapter 6A: Preparations......................................[FG81]
Chapter 6A - Battle 1: The Dark Horizon.......................[FG82]
Chapter 6A - Battle 2: The Dark Horizon (Continued)...........[FG83]
Chapter 6B: 'Bad Finale' (Destiny Plume used Once)
Chapter 6B: Preparations......................................[FG84]
Chapter 6B - Battle 1: House of the Forsaken..................[FG85]
Chapter 6B - Battle 2: House of the Forsaken (Continued)......[FG86]
Chapter 6C: 'Worst Finale' (Destiny Plume used Two+ Times)
Chapter 6C: Preparations......................................[FG87]
Chapter 6C - Battle 1: House of the Forsaken..................[FG88]
New Game +.....................................................[FG89]
Seraphic Gate..................................................[FG90]
The Small Print................................................[FG91]
========================================================================
INTRODUCTION [FG01]
========================================================================
This guide includes nothing about the plot of Valkyrie Profile: Covenant
of the Plume, nor is it designed to tell you exactly what to do. Instead
it will offer general strategies for completing battles and information
about upcoming battles as well as anything else I find important. If you
want someone to tell you exactly what to do and exactly which characters
to use and such and such then look elsewhere.
========================================================================
COMBAT MECHANICS [FG02]
========================================================================
-[GUESTS]Guests in VP: CotP can be controlled by the player like normal units.
Their equipment and techniques cannot be changed, nor can the Destiny
Plume be used on them. In addition, permanent effect items (Golden Eggs,
items for learning tactics and such) cannot be used on them either.

Depending on which plot branching you choose to play you will get
different guests at different times.
-[ATTACKS]Each character has three different attacks, but how many attacks they
can use in battle is dictated by what weapon they have equipped. You can
change the order of their attacks to your preference. Furthermore, staff
users can actually have their attacks changed depending on what magic
they have learned. Only attack magic can be assigned as an attack for
staff users. When you are attacked by an enemy and you don't want to
counterattack simply press start to skip your counterattack.
-[SIEGES]When multiple characters have an overlapping attack range they will
execute a siege when any one of the characters attacks. Sieges give you
a chance to fill up your attack gauge in order to use your special
abilities, or Soul Crushes. Also, you have the possibility of obtaining
various types of crystals while sieging; these crystals can give you
additional attacks or more experience. Sieging also affords you a better
chance of overkilling an enemy, which results in obtaining more Sin.
-[SOUL CRUSHES]When your attack gauge becomes full you will have to opportunity to use
a special, or a Soul Crush. Each character has a unique special ability
(except staff users, whose special is determined by which attack magic
they are using) that never changes. Specials deal a lot of damage and
will still continue to build up your attack gauge. This means you can
often activate several specials in a row during a siege.
-[OVERKILL]In order to gain Sin you need to overkill your enemies. After the
enemy's health bar is depleted it will change into an overkill bar,
which will fill up as you deal more damage. You don't need to fill the
bar entirely to gain Sin; the amount of Sin you gain from an overkill is
determined by how full the overkill bar is when you run out of attacks.
A full overkill bar yields 100 Sin, thus a half full overkill bar yields
50 Sin.
-[SKILLS]Skills are seperated into two groups: Tactics & Techniques. All skills
are learned by using items that can be found, rewarded, or bought.
Tactics: Tactics must be activated during combat by spending AP. How
much AP is spent depends on which tactic was used. Tactics can do
several things, but there aren't many of them and even less are useful.
Wylfred, the main character, gains unique tactics by using his Destiny
Plume.
Techniques: Techniques are automatically activated during battle after
they've been equipped. It costs a certain amount of CP to equip
different techniques, and you start with only three technique slots
available. As you level you will gain more CP so that you can equip more
techniques, but you will only gain more technique slots by beating the
game and playing New Game +. Techniques do a variety of things, such as
raise your attack power or protect you from magic.
-[MAGIC]Magic is executed like a tactic is. Similarly, it must be learned by
using an item that can be found, rewarded, or bought. Magic can heal
allies, hurt enemies or plague them with status ailments, or even

temporarily raise or lower a unit's stats. Magic requires AP to be used.


-[DESTINY PLUME]Wylfred, the main character, is the only character with access to the
Destiny Plume. By using the Plume he can greatly power up an ally for
the duration of battle, as well as launch a powerful tactic. Each
character has a unique tactic, which are listed in the Playable
Characters (FG05) section of this guide. Such an unrivaled power comes
at a cost though; after the battle any character who has been affected
by the Plume will die permanently, and Wylfred will learn their unique
tactic which he can use any time he has enough AP.
-[SIN]Due to the Covenant of the Plume, you are forced to accumulate Sin
throughout each battle. Sin is gained by overkilling enemies, and each
battle requires a different amount of Sin. If the required amount of Sin
is not met then extremely powerful enemies will occupy the next
battlefield, and you will likely have to sacrifice someone with the
Destiny Plume just to kill such enemies. When the required Sin is met or
exceeded you will be granted certain gifts after the battle. The more
Sin you get the better rewards you will receive. Note that after you
gain double the required Sin you will not need to gain any more for that
battle, as there are no further rewards past double Sin.
-[LEADERS]In almost every battle the enemy will have a leader. This does not
usually matter, but you will have a special victory condition for
certain battles which calls specifically for the defeat of the enemy
leader. Any such battles will end immediately when the leader is
defeated, so be sure that you have enough Sin before defeating enemy
leaders.
-[HIDDEN TREASURES]On certain tiles there will be hidden treasures. These treasures aren't
usually very good, but feel free to search them out if you want to. You
can be rewarded with an accessory called Treasure Hunter (gained by
exceeding Sin requirements) sometimes. Equipping this accessory will
automatically identify the location of hidden treasures on a
battlefield. To obtain hidden treasures you simply end your turn on the
tile that houses them.
========================================================================
BETWEEN BATTLES [FG03]
========================================================================
-[MAP SCREEN]All you can really do on the map screen (you may see me referring to it
as the world map later on) is travel between areas by selecting the
desired destination with your cursor. Destinations will only be
available at certain points throughout the game and cannot otherwise be
discovered. On the top screen of your DS there is an actual map that you
can see dots on. Blue dots indicate a town, yellow dots indicate an
optional battle, and red dots indicate a plot battle.
-[SHOP]In towns you can go to the shop. At the shop you can purchase weapons,
armor, accessories and items (or provisions). New wares can be purchased
at the beginning of each chapter, and all shops have the same wares
available. New wares only appear when you get to a new chapter, so once
you've purchased everything you need you shouldn't feel the need to

check back with the shop for new wares until you reach a new chapter.
-[TAVERN]The only thing you can do at the tavern is read about lore. It's
supplemental content to aid with the story's progression and depth. I
find it all to be useless, but you may enjoy reading it. Regardless,
check every new entry at the beginning of each chapter, as this is how
you unlock optional battles. Any lore entries with an exclamation point
next to them indicate that you will gain access to an optional battle by
reading the marked lore entry. After reading the aforementioned lore
entry, leave the town and the locations of optional battles will be
displayed on the map screen. Simply go to the marked area and you will
engage in the battle. Optional battles have no Sin requirement, no
special victory conditions, and exist solely so you can gain more items,
experience and oth (money).
-[STORY PROGRESSION]From time to time there will be special areas to visit in a town. These
are always related to story progression. Simply visit the special area
and you'll either engage in a battle, or unlock a new area to visit on
the map screen. If you don't see anywhere new to go on the map screen it
is likely that you need to visit a special area at one of the towns you
can visit.
========================================================================
PLOT BRANCHING - THINGS TO KNOW [FG04]
========================================================================
VP: CotP utilizes a plot branching system. The plot branch you play is
determined by how many times you use the Destiny Plume in a chapter. The
only exception to this is at the end of chapter 1, where the destination
you choose determines which plot branch you will play for chapter 2.
Plot branching based on Destiny Plume usage begins during chapter 2. If
you don't use the Plume you will progress to chapter 3A. If you use the
Plume once you will progress to chapter 3B. If you use the Plume twice
you will advance to chapter 3C. From that point on you can still choose
to use the Plume or not, but it can change the plot branching you're on,
so be mindful of this. Keep in mind that if you are in plot branch B
(from chapter 3B onwards) you cannot get back into plot branch A.
Likewise, if you are in plot branch C you cannot get into either plot
branch B or A. Also note that using the Destiny Plume twice in any
chapter (except for chapters two and five) will result in a game over.
Finally, one last note is that using the Plume on Ancel does not count
towards plot branching, as you are required to use the Plume on Ancel.
If you plan to play this game a lot then you should think carefully
about how you will utilize the plot branching system. Mainly because
tactics carry over to a New Game + (specifically tactics gained by using
the Destiny Plume), I recommend you play through plot branch C on your
first play through. Whatever branching you choose, you should carefully
choose which chapter 2 plot branch you will play, to ensure that you
have a satisfactory party (i.e. for plot branch C you will not get a
greatsword user, so you might consider doing chapter 2A in order to get
a greatsword user).
========================================================================
PLAYABLE CHARACTERS [FG05] (FG05)
========================================================================

-||- Wylfred -||Obtained: Immediately - This is the main character


Weapon Type: Longsword
Destiny Plume: N/A
-||Ancel
-||Obtained: Immediately
Weapon Type: Greatsword
Destiny Plume: Vali's Awakening (Doubles all traits and draws enemy
attacks [Lasts 2 rounds])
-||- Cheripha -||Obtained: Guest during Chapter 1 - Joins at end of Chapter 1
Weapon Type: Bow
Destiny Plume: Gleipnir's Bonds (Paralyzes all non-leader enemies
[Lasts 3 rounds])
-||- Lockswell -||Obtained: Joins at end of Chapter 1
Weapon Type: Staff/Caster
Destiny Plume: Vidar's Hush (Silences all enemies [Lasts 4 rounds])
-||Darius -||Obtained: Guest during Chapter 2A - Joins at end of Chapter 2A
Weapon Type: Longsword
Destiny Plume: Baldr's Pact (Negates damage to self and inflicts
double on enemy, doesn't stack [Lasts 2 rounds])
-||- Gwendal -||Obtained: Guest during Chapter 2A - Joins at end of Chapter 2A
Weapon Type: Greatsword
Destiny Plume: Veigr's Warcry (Adds sudden death effect to all
allies' attacks [Lasts 3 rounds])
-||- Natalia -||Obtained: Guest during Chapter 2B - Joins at end of Chapter 2B
Weapon Type: Knife
Destiny Plume: Hervor's Blessings (Halves all enemies' RDM [Lasts 3
rounds])
-||- Earnest -||Obtained: Guest during Chapter 2B - Joins at end of Chapter 2B
Weapon Type: Lance
Destiny Plume: Hoard of the Dvergar (Yields more purple and shining
gems for allies, Adds fazing effect only when first
invoked [Lasts 3 rounds])
-||- Mireille -||Obtained: Guest during Chapter 2C - Joins at end of Chapter 2C
Weapon Type: Longsword
Destiny Plume: Ratatoskr's Scandal (Damages all but self and leaders
by half of their max HP [Cannot reduce HP below 1])
-||- Mischka -||Obtained: Guest during Chapter 2C - Joins at end of Chapter 2C
Weapon Type: Greatsword
Destiny Plume: Avalanche of the Jotun (Freeze all non-leader,
non-human enemies)
-||-

Heugoe

-||-

Obtained: Guest during Chapter 2C - Joins at end of Chapter 2C


Weapon Type: Lance
Destiny Plume: Biflindi's Shield (Halves Attack of all enemies
[Lasts 3 rouns])
-||Ushio
-||Obtained: Guest during Chapter 3A - Joins at end of Chapter 3A
Weapon Type: Katana
Destiny Plume: Hod's Smiting (Renders all allies' normal attacks
critical [Lasts 3 rounds])
-||- Lieselotte -||Obtained: Guest during Chapter 3B - Joins at end of Chapter 3B
Weapon Type: Staff/Caster
Destiny Plume: Kvasir's Mead (Negates all magic damage against
allies [Lasts 3 rounds])
-||Rosea
-||Obtained: Guest during Chapter 3C - Joins at end of Chapter 3C
Weapon Type: Staff/Caster
Destiny Plume: Eir's Mercy (Restores all allies' HP by 80% of
maximum at beginning of round [Lasts 3 rounds])
-||Duwain -||Obtained: Guest during Chapter 3C - Joins at end of Chapter 3C
Weapon Type: Lance
Destiny Plume: Inspiration of the Alfar (Eliminates AP costs for all
allies [Lasts 2 rounds])
-||- Fauxnel -||Obtained: Guest during Chapter 4A - Joins at end of Chapter 4A
Weapon Type: Staff/Caster
Destiny Plume: Andvari's Bequest (Curses all enemies [Lasts 4
rounds])
-||Valmur -||Obtained: Guest during Chapter 4B - Joins at end of Chapter 4B
Weapon Type: Bow
Destiny Plume: Hoenir's Arc (Expands attack range by two panels for
all allies [Lasts 3 rounds])
-||Phiona -||Obtained: Guest during Chapter 4B - Joins at end of Chapter 4B
Weapon Type: Greatsword
Destiny Plume: Fafnir's Heart (Instantly revives any fallen allies
[Lasts 3 rounds])
-||- Reinhilde -||Obtained: Guest during Chapter 4C - Joins at end of Chapter 4C
Weapon Type: Bow
Destiny Plume: Angrboda's Allure (Poisons all enemies [Lasts 3
rounds])
-||- Auguste -||Obtained: Guest during Chapter 4C - Joins at end of Chapter 4C
Weapon Type: Knuckles
Destiny Plume: Fury of the Aesir (Negates all physical damage against
allies [Lasts 3 rounds])
========================================================================

TIPS & VARIOUS INFORMATION [FG06]


========================================================================
Plot Branch C: You should consider playing plot branch C on your first
play through, as you'll be able to accumulate powerful tactics for
Wylfred so that you may use them in other plot branches during New Game
+. Also, remember that you can use the Destiny Plume on one character
every chapter, and on as many characters as you desire during chapter 5.
Just be sure that you don't sacrifice so many characters you can't beat
the final battles.
Sin Rewards: The Sin rewards for getting double the target Sin are very
powerful. If you're having difficulty with the game then try to win just
a couple battles with double the target Sin and it'll be much easier for
you (assuming you're rewarded some time of equipment). If you think this
game is way too easy then excercise some discipline and don't use your
Sin rewards. It won't make the game hard, but you might at least get a
little more joy out of it. But don't ever fall short of your Sin quota.
Status Ailments: There are several status ailments in VP: CotP. Buy
accessories to avoid these ailments or get rewarded with Omnichecks
(which grant immunity to all status ailments). Also remember that items
for curing status ailments are cheap and don't require much AP to be
used in battle. Stock up on them, or buy a Normalize Codex (it allows
you to learn the Normalize spell, which cures all status ailments). To
find out which symbol represents which status ailment, refer to page 29
of your game manual (for North American release).
Think Before Moving: You can press the B button to scroll around the map
and move your units in any order you want. Think before you move your
units, since you can often siege several enemies per turn simply by
pre-planning. If you've played a lot of turn-based strategy games or
tactical RPGs then this should be a no brainer.
Back Attacks: Hitting the enemy in the back can faze them, disallowing
them to counterattack when they survive. You don't have to be directly
behind the enemy for this to occur, you can be diagonal to them, so long
as you are to their rear.
Spending Attacks During Sieges: Don't just spend everyone's attacks as
quickly as possible when you're sieging. Many times you'll need to save
a couple of attacks if you want to get four Soul Crushes off during one
siege. I make it a general rule to always assign Wylfred to the Y
button. During a siege I just use one attack of Wyl's and expend
everyone else's until I have a full attack gauge. Launch three Soul
Crushes and you'll likely no longer have a full attack gauge, which is
when you spend your last two attacks with Wylfred, usually getting your
gauge full again to use your fourth Soul Crush.
Union Plumes: These are really cheap to buy. By chapter three I had
about 35 or 40 of these stocked up in my inventory. I recommend that you
do the same. They're cheap to buy, don't cost much AP to use in battle,
and it's almost impossible to die when you have them. Also remember that
when reviving a dead unit they will appear in front of you, and still be
able to act. If the tile in front of you is occupied they will most
often (but not always) appear behind you. Use this to your advantage, as
there are several ways to benefit from it.
Healing: Healing is almost always a waste of time. You level up so often
in this game that you rarely need to heal (since you get full HP

whenever a level is gained). Only in a few very specific situations


would I heal my units. Ultimately, it's sometimes better just to let
them die for various reasons.
Standardize: If you plan to play this game more than once then you
should try and be uniform with your deployment. I always had Wyl
assigned to the Y button, my caster assigned to B, spear users assigned
to X and either archers or mobile units (Natalia, Ushio or Auguste)
assigned to A. This is just a matter of convenience really. The buttons
you assign them to will also determine their insertion positions for
each battle, so now you know how my units were always deployed.
Stick to a Plot Branch: If you're trying to unlock the Seraphic Gate
then be sure to stick to a plot branch once you get locked into it. If
you're in plot branch B then avoid using the Destiny Plume any more. If
you're in plot branch A you should never even consider using the Destiny
Plume. In plot branch C it doesn't matter, you can't get into a
different plot branch.
Chapter 2: Depending on what plot branch you want to go through (based
on Destiny Plume usage) you should think carefully about which chapter 2
branch you go through. I recommend chapter 2A if you're doing plot
branch C (since Veigr's Warcry is a great tactic to have), chapter 2B if
you're doing plot branch B (since you won't otherwise get spear user in
branch B), and chapter 2C if you're doing plot branch A (since I think
Heugoe is a better spear user than Earnest). You might think
differently, but that's what I think.
Preferred Characters: While there are several spear users and other
types of units, I prefer certain ones to others. I consider Duwain to be
the best spear user, and Natalia to be the best mobile character. Almost
all casters are the same in my opinion, since their attacks can be
changed by learning new spells. Other than that I don't have much
preference, since that's pretty much what I use (Wyl, a spear user,
caster and a mobile character). I highly recommend always using a spear
user, though, since they have a good attack range and can use the Dash
tactic to compensate for their movement (they're great for sieging
several enemies in one round).
========================================================================
PROLOGUE - BATTLE 1: AULLEWYN KEEP GATES [FG07]
========================================================================
Usable Guests: Heugoe, Gwendal
Enemies: Dire Wolf (X2), Kobold, Ghoul
You should move Wylfred and Ancel so they are close enough to an enemy
to attack it, but don't attack with them. You'll probably want to
initiate the attack with either Heugoe or Gwendal. As long as you use
your two guests appropriately you'll kill an enemy in one round.
Continue on with this process until only the boss is left.
It's best to bait the boss with either Heugoe or Gwendal. After you're
attacked you should move Wylfred and Ancel into range and initiate an
attack with whoever (assuming all your units are able to assist with the
attack). As long as you spend everyone's attacks you should be able to
kill the boss in one round. That's the end. You've won this extremely
easy battle.
-[AFTERMATH]-

On the map screen you can only go into Aullewyn Keep. You can check out
some lore or visit the shop that only sells items if you want. Just go
into the garrison to advance to the second battle.
========================================================================
PROLOGUE - BATTLE 2: AULLEWYN KEEP WEST [FG08]
========================================================================
Usable Guests: None
Enemies: Dire Wolf (X2), Kobold (X2)
Go ahead and 'siege' the nearest Dire Wolf. You should be able to kill
him in one attack without consequence. Now kill the Kobold who is on the
same side of the stream as you. A siege will kill him in one attack. The
last two enemies will probably be on your side of the stream by now, so
head over and kill them. It doesn't matter who you kill first or second,
just siege them one after the other and you'll be finished with the
first phase of this battle.
After some dialogue you'll have to fight two Ghouls. First of all, you
are forced to power up Ancel. Move Wylfred next to the nearest Ghoul and
power up Ancel, then move Ancel near the Ghoul and siege him. Pass your
next turn and then move into position and siege the last Ghoul. Battle
completed.
-[AFTERMATH]You'll proceed directly to Chapter 1.
========================================================================
CHAPTER 1 - BATTLE 1: IATALLAGH WEALD [FG09]
========================================================================
Usable Guests: Cheripha
Enemies: Swordsman (X2), Archer, Sorceress [Leader]
Target Sin: 50
Shoot the nearest Swordsman with Cheripha, then move Wylfred in and
siege the same enemy. You'll probably end up being hit by both the
Swordsman and Sorceress, but it's no big deal. Now you can either
overkill the Swordsman by way of siege for Sin, or just kill him and not
worry about it. Next focus is the Sorceress, who goes down easy enough.
A couple sieges will overkill her. By this point the remaining Swordsman
should be attacking Wylfred. Obviously, he's the next target. Like
usual, two sieges will overkill him. Lastly, move in towards the Archer
and siege her. After two or three sieges she'll be overkilled. That's
that, another painfully easy battle has been won.
-[AFTERMATH]You can only head to Market Marteigh after the battle. View the scene,
then visit the shop and the tavern. When you return to the map screen
you'll find that the location Kirche Crossing has been unlocked. Head on
over there to begin the next battle.
========================================================================
CHAPTER 1 - BATTLE 2: KIRCHE CROSSING [FG10]
========================================================================
Usable Guests: Cheripha
Enemies: Swordsman (X2), Archer (X2), Warrior (X2), Lockswell [Leader]
Target Sin: 130

Stay as far away from the nearest Warrior as possible while sieging the
closest Swordsman. After he's finished you should head in and kill the
nearest Archer, which won't be any sort of a challenge. Now set your
units up so you can pincer the Warrior once he gets close enough. Attack
him first with Cheripha, then siege him while executing a pincer. Now
you'll just have to wait for the Archer to get closer, or head towards
her. She dies easy. Not much left now. Just a Warrior, Swordsman and
Lockswell.
I chose to kill the Swordsman first. Shoot him with some arrows and
he'll come close enough where you can pincer him. After he's dead it's
the Warrior. Yeah, you guessed it, pincer him with a siege and you'll
just have to kill Lockswell. Bait him with Cheripha or Wylfred, it
doesn't matter. Try to make sure your first attack against him is a
pincer siege, though. Do like always, siege him until he's dead.
-[AFTERMATH]After the battle Cheripha and Lockswell join the party. Head to Market
Marteigh to advance the story and buy goods if you need them. Once you
decide to further the story by visiting the shire you'll be able to
travel to Tourque. Upon visiting Tourque you'll unlock three more
locations to visit: Hroethe Walk, Camille, and Aullewyn Keep. Proceed to
any of the three locations to begin the desired chapter.
Hroethe Walk to progress to Chapter 2A: Shadows in Darkness (FG11)
Camille to progress to Chapter 2B: Right of Way (FG15)
Aullewyn Keep to progress to Chapter 2C: Stranger's Reunion (FG19)
========================================================================
CHAPTER 2A - BATTLE 1: HROETHE WALK [FG11] (FG11)
========================================================================
Usable Guests: Darius, Gwendal
Enemies: Skullfish (X3), Giant Bat (X4), Aello [Leader]
Target Sin: 200
Make your way along the path. As you get near Giant Bats they will
approach and end their turn above solid ground (usually). Just siege
everything as you go along, since it's a linear map you don't have any
options. Eventually you'll finish the battle, hopefully without
consequence. Be careful with the Aello, as it can deal a lot of damage.
-[AFTERMATH]You'll be on the world map with Camille available to be visited. Go to
Camille and check out the shop's wares as well as the lore at the
tavern. An optional battle at Camille Highlands (FG14) will be unlocked.
Either head to the optional battle or Tour the Rebel Camp at Camille to
engage in the next battle.
========================================================================
CHAPTER 2A - BATTLE 2: CAMILLE [FG12]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: Darius, Gwendal
Enemies: Archer, Warrior (X2), Lancer (X2), Swordswoman (X2),
Sorcerer [Leader]
Target Sin: 380

Focus on the Warrior until he's dead, which should be in the first or
second round. Then divert all your attention to the Archer. Regroup at
the top of the ramp for your next push. Move your caster/ranged unit
down the ramp first, so that anyone who follows can siege with them. Now
if you set everything up optimally, you'll be able to siege the Lancer
at the bottom of the ramp with three people, leaving him dead or
severely wounded. The nearest Swordswoman and Warrior will advance on
you now. Focus on killing one target at a time to get your required Sin.
I'd kill the Lancer first, then Swordswoman (she should be closer) and
finally the Warrior.
Now all that's left is a Swordswoman, Lancer and the Sorcerer leader.
When you advance so will the enemy (except the Sorcerer). Just do as
usual: focus your attacks on a single target to get your Sin. After one
or two rounds you should be left with just a Sorcerer. Surround, siege,
battle over.
-[AFTERMATH]You'll be in Camille. Finish buying anything you couldn't afford earlier
and Speak with Ailyth when you're ready to progress the story. You might
consider leaving Camille and completing the optional battle, as this is
your last chance to do so.
========================================================================
CHAPTER 2A - BATTLE 3: EVERNIGHT [FG13]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: Darius, Gwendal
Enemies: Lancer (X2), Sorcerer (X3), Pickpocket, Natalia [Leader]
Target Sin: 200
I advanced toward the Lancer nearest to Natalia at the beginning.
Everyone but the Pickpocket began to advance on my units. I focused my
attention on the Lancer and the Sorcerer near him, then the next closest
Sorcerer. I continued to focus on any units that got near me while
avoiding Natalia as best I could. Be ready to see units die by Natalia's
hand if she pursues you in such a fashion. It should be noted that I was
going for the worst ending on this file, and this is the battle where I
used the Destiny Plume on Lockswell, which made it very simple.
Regardless, keep cleaning up everything until you have either killed it
all or reached your Sin quota. Then you should use Vali's Awakening and
surround Natalia, proceeding to siege her until she's dead.
-[AFTERMATH]You'll end up on the world map, with Tourque unlocked and marked as your
destination. Finish any business you have in Camille and head over to
Tourque to advance to the next chapter.
Chapter 3A: Bitter End (Destiny Plume not used) (FG24)
Chapter 3B: Scars of the Heart (Destiny Plume used Once) (FG29)
Chapter 3C: The Saintess (Destiny Plume used Twice) (FG35)
========================================================================
CHAPTER 2A - OPTIONAL BATTLE: CAMILLE HIGHLANDS [FG14] (FG14)
========================================================================
Usable Guests: Varies
Enemies: Ghost (X2), Mandragora, Aello (X2) [Leader]

Target Sin: N/A


Move Wylfred close enough to attack and boost him up with Vali's
Awakening. Position the rest of your units for a four person siege
against the nearest Ghost and let it rip. If Wylfred has a special you
should be able to kill the Ghost in one go, if not then keep sieging.
The second Ghost and an Aello will advance and probably attack you. I
recommend taking out the Aello first, before your Vali's Awakening wears
off. Heal or use Union Plumes as needed to get through these two.
Now regroup and advance to the Mandragora. When you get close enough the
Mandragora will meet you halfway. It's pretty weak compared to anything
else here. Just take it's attack and decimate it with a siege or two.
Now head for the last Aello and siege until the battle is over.
========================================================================
CHAPTER 2B - BATTLE 1: CAMILLE [FG15] (FG15)
========================================================================
Usable Guests: None
Enemies: Swordsman (X2), Warrior (X2), Archer (X2), Sorceress (X2),
Lancer (X2) [Leader]
Target Sin: 320
First off, go after the nearest enemy with a three person siege, which
should kill them. Just make sure you keep Lockswell as far away from the
remaining enemies as possible. Chances are the Archer will go for
Lockswell, which he should live through. Siege the nearby enemies and
you'll kill them with little consequence. If anyone's HP are low you'd
do well to heal them with Lockswell, after moving him into an adequate
range to be involved in following sieges.
Get your units in order so that you can head down the ramp and get the
initiative on the Warrior. One or two sieges should kill him, which is
when all the remaining enemies but the far Sorcereress and Lancer will
advance on you. Don't fret, they're pretty weak and stupid. Just heal as
appropriate with Lockswell while you siege and kill as many enemies as
you can per turn. You might want to put priority on the Sorceress, but
chances are that the reaction of your enemy will dictate your moves.
In two or three turns you should be done with that advance, and only
have a Sorceress and Lancer to kill. This won't prove challenging, as
you can take your time and heal your party before engaging them if you
need to. Regardless, this situation doesn't require any finesse, just
head in and smash them up. It's preferable you get the initiative, but
that pretty much goes without saying.
-[AFTERMATH]You'll be in Camille, with the option of buying new equipment and
accessing new lore. Among the new lore is an optional battle. If you
choose to fight the optional battle now, proceed to Camille Highlands
(FG18). Otherwise continue on with the main story.
========================================================================
CHAPTER 2B - BATTLE 2: EVERNIGHT [FG16]
========================================================================
Usable Guests: Earnest, Natalia
Enemies: Cutpurse (X2), Warrior, Sorcerer, Lancer, Darius [Leader]
Target Sin: 270

Siege the Cutpurse nearest to Darius a couple times to overkill her,


then if you can get started on the Warrior. The hidden Cutpurse will
come out from the trees (and possibly attack you). Now you should be
able to easily kill the Sorcerer and Cutpurse this turn, and if you're
lucky about who the Warrior attacks on his turn you'll be able to kill
him on a counter as well.
After that business is settled you should be near or past the target Sin
with your eyes set on the Lancer and Darius. Harass the Lancer from afar
with your ranged units. Once the Lancer finally advances, surround him
and slaughter him. It's not a bad plan to use your Vali's Awakening
tactic for baiting Darius. Assuming you siege Darius with all four of
your units he should die in a turn. Easy peasy.
-[AFTERMATH]You'll end up on the world map and the location of Aullewyn Keep may now
be visited. Do whatever you need to do in Camille and head to Aullewyn
Keep when you're finished to progress through the story. This is your
last chance to do the optional battle.
========================================================================
CHAPTER 2B - BATTLE 3: AULLEWYN SQUARE [FG17]
========================================================================
Special Victory Condition: Rescue Natalia
Usable Guests: Earnest
Enemies: Archer (X2), Swordsman (X2), Lancer (X2), Sorcerer,
Heugoe [Leader]
Target Sin: 250
You'll want to make your way around one of the two flanks with your
entire party. I chose to head around towards the caster, rather than
towards Heugoe. It's a pretty simple strategy, just make your way around
the execution area in a circle, sieging every enemy as you go to meet
your required Sin. Heugoe can be a problem, but if you use Vali's
Awakening for fighting him it won't be so bad. You might consider
leaving Lockswell near the execution area so that he can heal Natalia
for the duration of the battle. No enemies will advance on you until
you're in range, so keeping Natalia alive will be the hardest part of
this battle.
-[AFTERMATH]Earnest and Natalia join the party. Tourque will be unlocked on the
world map. You can go to Aullewyn Keep or Camille to get a new spear if
you want, and to otherwise stock up on more equipment or items. When
you're ready to progress the story to chapter 3 go over to Tourque.
Chapter 3A: Bitter End (Destiny Plume not used) (FG24)
Chapter 3B: Scars of the Heart (Destiny Plume used Once) (FG29)
Chapter 3C: The Saintess (Destiny Plume used Twice) (FG35)
========================================================================
CHAPTER 2B - OPTIONAL BATTLE: CAMILLE HIGHLANDS [FG18] (FG18)
========================================================================
Usable Guests: Varies
Enemies: Battle Beetle, Ghost (X2), Aello (X2) [Leader]
Target Sin: N/A

Just move all your units forward, using Vali's Awakening tactic with
Wylfred (you might want to move Wylfred before Lockswell, so you can
fill Wylfred's HP after he buffs up). You'll want to kill the Battle
Beetle off the bat. There's not much to say about this battle, just make
sure every time you hurt the enemy you're sieging them, preferably with
all three of your units. After you start battling, one of the Ghosts
will advance on you. Try to kill the Battle Beetle and nearest Aello
before the Ghost gets close enough to attack you.
After you've defeated those three enemies (or while you're doing it) the
last two will advance for you. Same thing as always, siege them while
Lockswell heals anyone who needs it. You might need to use a healing
item in this battle, but if you've been exceeding the target Sin then
you should have piles of them sitting around. All in all, this battle
looks a lot more intimidating than it is dangerous.
========================================================================
CHAPTER 2C: PREPARATIONS [FG19] (FG19)
========================================================================
You'll begin the chapter at Aullewyn Keep. Check out the shop's wares
and the lore at the tavern. You'll unlock the optional battle at
Evernight (FG23). Either head to the optional battle or go to Camille
Highlands to advance the story.
========================================================================
CHAPTER 2C - BATTLE 1: CAMILLE HIGHLANDS [FG20]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: Heugoe
Enemies: Archer (X2), Warrior, Cutpurse (X2), Sorcerer,
Swordsman (X2) [Leader]
Target Sin: 280
Head down the path and siege the Warrior to death for the first round.
You'll take a bit of flak for this, just take it like a man. Now, the
Archer you ignored will probably be in range to get sieged by both your
caster and archer, which you should do until he's overkilled. Now focus
on the second Archer, overkilling him as well (preferably with Heugoe),
and finally overkill the Swordsman who approached you so recklessly.
Now just finish off whatever is left in the immediate area (probably a
Sorcerer and Cutpurse), then head up the hill. Overkill the Cutpurse
first if you need the Sin, Experience or Oth. Then siege the Swordsman
leader to oblivion.
-[AFTERMATH]You'll be on the world map. Head to Aullewyn Keep and Report to Duty,
which will make Hroethe Walk available for visit on the world map.
Finish shopping or doing your optional battle, or go to Hroethe Walk to
further the story.
========================================================================
CHAPTER 2C - BATTLE 2: HROETHE WALK [FG21]
========================================================================
Usable Guests: Mireille, Mischka
Enemies: Warrior (X2), Cutpurse, Swordsman, Sorcerer (X2),
Sorceress [Leader]

Target Sin: 340


Head down the hill towards the Warrior, he'll meet you halfway. Siege
him for an overkill, and move on to the Cutpurse. This should take two
or three rounds. At this time all the enemies should be getting near you
and chances are that they'll mass up around the corner. This makes for a
convenient round or two of sieging, after which you should only have one
or two enemies left (which ones is your decision). Finish off whatever
is left and that's a done deal.
-[AFTERMATH]You'll be on the world map again. Head to Aullewyn Keep and Report to
Duty to initiate the next battle.
========================================================================
CHAPTER 2C - BATTLE 3: AULLEWYN SQUARE [FG22]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: Mireille, Mischka
Enemies: Lancer (X2), Pickpocket (X2), Archeress (X2), Sorceress,
Earnest [Leader]
Target Sin: 250
Go and wound the nearest Pickpocket and then overkill him with a siege.
Chances are that all the enemies will begin advancing now. Just stick to
the nearest corner, killing the Archeress for starters. Now as the
enemies come in you should kill them with all your might. There's a good
chance that some of your units will die. Just bring them back for the
low price of a Union Plume and it's like it never even happened.
When Earnest starts getting close you should move Wylfred out front a
little bit to ensure he'll be attacked and use Vali's Awakening.
Depending on how many enemies are nearby he might die, but that's
acceptable. Just bring him back with a Union Plume and weed out some of
the nearby threats (if not all of them). After a few turns of the nitty
gritty you're likely to have the enemy reduced to Earnest and maybe an
Archeress or Sorceress. If you've met your Sin quota then just focus on
killing Earnest.
Killing Earnest is best if you're still affected by Vali's Awakening
(obviously). Regardless of if you are or aren't, just keep sieging him
while simultaneously reviving your fallen comrades. In time he will die,
and you will be victorious.
-[AFTERMATH]Mireille, Mischka and Heugoe join the party. Tourque becomes unlocked on
the world map. Do any last minute business (this will be your last
chance to do the optional battle) and head to Tourque. You will now
proceed to the next chapter.
Chapter 3A: Bitter End (Destiny Plume not used) (FG24)
Chapter 3B: Scars of the Heart (Destiny Plume used Once) (FG29)
Chapter 3C: The Saintess (Destiny Plume used Twice) (FG35)
========================================================================
CHAPTER 2C - OPTIONAL BATTLE: EVERNIGHT [FG23] (FG23)
========================================================================
Usable Guests: Varies

Enemies: Ghoul (X2), Aello, Skullfish (X2), Ghost [Leader]


Target Sin: N/A
Head straight into the belly of the beast and attack the Aello (use
Wylfred for this, and use Vali's Awakening if you think he can't take
the heat). If you line everyone up properly you should be able to kill
it in one turn. Now a lot of your units will get attacked, that's life.
Move Cheripha towards Wylfred and try to siege one of the Ghouls (who
you should be able to kill in one siege). Now move the rest of your
units to the center and kill as many enemies as possible (if you're not
sure whether you'll kill them or not then attack them when you're in a
position so that they can't counterattack).
Finally, all the remaining enemies will swarm you, maybe you lose a unit
and maybe you don't. Revive anyone who dies but don't waste your time
with healing. Finish off the rest of the enemies and you should be done
by around round 3. No sweat.
========================================================================
CHAPTER 3A - BATTLE 1: MARKET MARTEIGH [FG24] (FG24)
========================================================================
Usable Guests: Ushio
Enemies: Hellhound (X2), Fire Bat, Lizard Man [Leader]
Target Sin: 170
Easy, straightforward battle here. Head to the Hellhounds and overkill
them. Have Wylfred head up the stack of crates and use Vali's Awakening
for convenience's sake. Now run down the crates and effectively pull
both enemies to the rest of your party. Now slaughter them both as
ruthlessly as possible for hassling you.
-[AFTERMATH]You'll be on the world map with The Ruins as your marked destination.
Instead, head to Market Marteigh to do some shopping and lore perusing.
You'll unlock the Lotus Marsh (FG28) as an optional battle. Either head
over there or proceed with the story by going to The Ruins.
========================================================================
CHAPTER 3A - BATTLE 2: THE RUINS [FG25]
========================================================================
Special Victory Condition: Rescue Rosea
Usable Guests: Ushio
Enemies: Will-o'-the-Wisp (X3), Lesser Vampire (X2) [Leader]
Target Sin: 240
Focus all your attention on getting as close to Rosea as possible
immediately, as she's by no means adept at survival. Heal her up, and
proceed to siege any enemies that come near your party. Anything near
Rosea or prone to targetting her should take precedence. She's really
weak, so keeping her alive will be your biggest challenge in this
battle.
-[AFTERMATH]You'll start on the map with the Artolian Pass available for a visit. Do
anything you've left to do (this is your last chance to do the optional
battle) before heading to the Artolian Pass, which is the location of
the next battle.

========================================================================
CHAPTER 3A - BATTLE 3: THE ARTOLIAN PASS [FG26]
========================================================================
Usable Guests: Ushio, Rosea
Enemies: Lizard Man (X3), Ocypete (X2), Dragon [Leader]
Target Sin: 250
You might not like my 'strategy' for this battle, but here it is. Move
in and overkill the nearest Lizard Man (by using Dash and a four man
siege, or a 3 & 4 man siege). Now every enemy will attack you, and
likely kill two or three of your party members. Just revive however many
are dead with Union Plumes (make sure you position them like a
smart-smart). Now, depending on how many died, you can either overkill
one or two enemies this turn. I chose the two remaining Lizard Men
(which all my units got a level from, rendering them fully healed). Now
with only three enemies left it's pretty much a done deal. I took out
the Dragon next, then hunted down the last two Ocypete.
-[AFTERMATH]You go directly into the next battle. If you have any Curse Checks you
might want to equip them between battles.
========================================================================
CHAPTER 3A - BATTLE 4: THE ARTOLIAN PASS (CONTINUED) [FG27]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: Ushio, Rosea
Enemies: Living Armor (X2), Daemon (X2), Lieselotte [Leader]
Target Sin: 200
You should be able to take out one of the Living Armors on the first
round, assuming your units are lined up appropriately (and you have
Dash). Afterwards all enemies will advance for you, I doubt you'll lose
any units but it's always possible. If so, then revive them for close to
free (Union Plume) and continue. I recommend taking out the Daemons
first at this point, then the Living Armor and finishing off Lieselotte
last. Lieselotte is really weak, so it should be a cinch. If you're
going to use Vali's Awakening for this battle then it's best used after
you've killed one enemy.
-[AFTERMATH]Ushio will join the party. You will proceed to the next chapter.
Chapter 4A: War Against Will (Destiny Plume not used) (FG40)
Chapter 4B: Road to Nowhere (Destiny Plume used Once) (FG46)
Chapter 4C: Heirs to Tragedy (Destiny Plume used Two+ Times) (FG51)
========================================================================
CHAPTER 3A - OPTIONAL BATTLE: THE LOTUS MARSH [FG28] (FG28)
========================================================================
Usable Guests: Varies
Enemies: Skullfish (X4), Flying Fish (X2) [Leader]
Target Sin: N/A
Yeesh. This battle is a total joke. Split up and go around randomly
killing all the weaklings. You shouldn't have any problems, but if you
do for some reason just use Vali's Awakening.

========================================================================
CHAPTER 3B: PREPARATIONS [FG29] (FG29)
========================================================================
You start only able to visit Market Marteigh. Check out the shop as it
has new goodies, as well as the tavern which will have a lot of new
lore. Two pieces of lore are optional battles. Kobold Crisis will bring
you to battle at Kirche Crossing, while Flowery Grave will bring you to
a battle at Lotus Marsh. When you've done all you please exit Market
Marteigh to see your new locations unlocked. Head to The Ruins to
advance the story, otherwise head to either Kirche Crossing (FG33) or
Lotus Marsh (FG34) to proceed with an optional battle.
========================================================================
CHAPTER 3B - BATTLE 1: THE RUINS [FG30]
========================================================================
Usable Guests: Rosea
Enemies: Battle Beetle (X3), Armor Beetle [Leader]
Target Sin: 150
This is a straight-forward battle. Use Dash immediately with everyone
who can, and you'll easily be able to surround and siege every enemy you
come upon. One siege (as long as it's set up properly) should be able to
kill any enemy in one go. Vali's Awakening and a four unit siege (all
surrounding the target) should be able to kill the Armor Beetle in one
turn as well. You're done with yet another effortless battle.
-[AFTERMATH]Aidelrave becomes unlocked on the world map. You can finish purchasing
items from Market Marteigh if you haven't already, as well as complete
either of the optional battles (this is your last chance) if you haven't
done that either.
========================================================================
CHAPTER 3B - BATTLE 2: AIDELRAVE [FG31]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: Rosea
Enemies: Living Armor (X2), Daemon, Lieselotte [Leader]
Target Sin: 150
The toughest enemy here is the Daemon. You'll want to occupy the bridge
immediately, allowing the nearest Living Armor to advance on you and
attack, thus allowing you to counterattack. Now surround the Living
Armor and do a full siege to overkill him. The Daemon should get closer
next turn, allowing you to surround him with the assistance of dash. Do
so, but beware that if he hits anyone they might get cursed. Weaken him
up however you deem necessary. If you chose to use the Destiny Plume on
Cheripha in Chapter 2 then I recommend using Gleipnir's Bonds for
killing the Daemon. If you don't have Gleipnir's Tears then this is
probably where you'll want to use Vali's Awakening.
The last Living Armor won't advance, and after you wound him it is
likely he'll move towards Lieselotte to be healed. Just let him get
healed and he'll return to your attack range. Weaken him up as
appropriate so you can get the overkill, then bury him. Head on to
Lieselotte, who is a total joke. Surround her and siege her once or

twice and she'll be overkilled. I used Vali's Awakening to ensure an


overkill on Lieselotte, you might consider doing the same.
-[AFTERMATH]You will immediately be thrown into the next battle at Dungeon Path.
========================================================================
CHAPTER 3B - BATTLE 3: DUNGEON PATH [FG32]
========================================================================
Usable Guests: Lieselotte
Enemies: Warrior (X2), Archer (X2), Sorcerer, Swordswoman (X2) [Leader]
Target Sin: 300
Head for the group with the two Warriors in it, using dash appropriately
you should be able to kill one Warrior on the first round, and wound the
other considerably. You'll probably lose your weakest unit, but just
revive them with a Union Plume at the beginning of the next round (make
sure to do this where they'll be close enough to an enemy to attack). On
the second round I chose to kill the Archer and Swordswoman in this
group, which was simple enough (one siege a piece, since they lined up
perfectly for me). If you have an extra turn either kill the Warrior, or
wound him so bad that he'll flee for healing.
By this point you should have quickly defeated half the enemies on this
map for the small price of a Union Plume. Now siege one of the two
closest units (a Sorcerer, Archer, or Warrior are the most likely
targets). From here just keep moving down the line, weaken up a unit and
then four person siege it. Nothing to it.
-[AFTERMATH]Lieselotte will join the party. You will advance to the next chapter.
Chapter 4A: War Against Will (Destiny Plume not used) (FG40)
Chapter 4B: Road to Nowhere (Destiny Plume used Once) (FG46)
Chapter 4C: Heirs to Tragedy (Destiny Plume used Two+ Times) (FG51)
========================================================================
CHAPTER 3B - OPTIONAL BATTLE: KIRCHE CROSSING [FG33] (FG33)
========================================================================
Usable Guests: Varies
Enemies: Kobold (X3), Kobold Knight (X2), Dragon [Leader]
Target Sin: N/A
As you progress through this battle all Kobolds and Kobold Knights will
advance on you. The objective here is to kill at least one enemy every
turn, preferably two. I recommend taking out one of the two isolated
Kobolds first, then taking out the two Kobold Knights as soon as
possible. You probably won't need to siege Kobolds to kill them, a
regular attack from either one or two of your units will leave them
dead. Just clean everything appropriately until you get to killing the
Dragon.
Just position all of your units outside of the Dragon's attack range (3
move + 2 attack distance = 5 square attack range). The Dragon will
likely come halfway to you, in which case you can advance and use Vali's
Awakening, as well as Dash for everyone (save your caster to launch the
attack) and surround him. Finally hit him with your caster (or ranged
attacker) to siege with all four party members. Either one siege, or a

siege and a counterattack will leave the Dragon dead. Yet another easy
mission completed.
========================================================================
CHAPTER 3B - OPTIONAL BATTLE: THE LOTUS MARSH [FG34] (FG34)
========================================================================
Usable Guests: Varies
Enemies: Flying Fish (X2), Aello (X2), Ocypete [Leader]
Target Sin: N/A
There's not much to this battle, as usual. Just surround the Flying Fish
in the center and siege him to kill him in one round. From here there is
a good chance that your weakest unit will die, just spend a Union Plume
to revive them, then kill the second enemy (preferably the last Flying
Fish). If you're lucky, you might get to kill two enemies on round two.
Regardless, the procedure is the same as always, surround and siege any
remaining enemies utilizing Vali's Awakening and Dash tactics.
========================================================================
CHAPTER 3C - BATTLE 1: THE LOTUS MARSH [FG35] (FG35)
========================================================================
Special Victory Condition: Rescue Rosea
Usable Guests: None
Enemies: Hellhound (X2), Fire Bat, Lizard Man [Leader]
Target Sin: 150
Start the battle off by using Gleipnir's Bonds (with Wylfred). Now
you'll want to focus all attacks on the Lizard Man, healing with items
as necessary. He's a brutalizer, no doubt, but you should be able to
whittle him down to nothing with some good effort. The hardest part will
be getting Sin off him through an overkill.
Once you're finished with the Lizard Man it's likely that all the other
enemies will no longer be paralyzed. Make your way up to the Hellhound
in the corner (the one Rosea's probably been attacking this whole time).
The Fire Bat might cut you off on your way, but just surround him and
kill him, it should only take a round. Otherwise your objective is to
get an overkill on the already wounded Hellhound.
When you're finished with that business, head into the center of the map
and bait the remaining Hellhound with your strongest character (probably
Wylfred). You want to get the Hellhound in the center so you can
surround him and get your Sin quota if you haven't already got it. When
that's finished, so is this battle.
-[AFTERMATH]You'll be on the world map with the destination of Market Marteigh. Head
over there to engage in the next battle.
========================================================================
CHAPTER 3C - BATTLE 2: MARKET MARTEIGH [FG36]
========================================================================
Usable Guests: Rosea
Enemies: Battle Beetle (X2), Fire Bat (X2), Armor Beetle,
Ocypete (X2) [Leader]
Target Sin: 300

Note that when on the route to the Worst ending you can use the Destiny
Plume once per chapter without getting a game over. Since you don't get
guests permanently until the end of a chapter you can only use the Plume
on either Darius or Gwendal in this chapter. I chose to use the Plume on
Darius in this battle.
Take out the nearest Battle Beetle, it shouldn't be a problem taking it
out on the first round. The enemy will advance with an Ocypete, Fire
Bat, and Battle Beetle. I recommend using Gleipnir's Bonds then killing
the Fire Bat first, then the Ocypete, and finally the Battle Beetle.
When you advance to the Battle Beetle, the remaining Ocypete might
advance towards you. Just kill the Ocypete instead of the Battle Beetle
if this happens.
By now your Gleipnir's Bonds will probably be gone and most your party,
if not all of it, will be next to the Armor Beetle. Kill the Armor
Beetle, then the remaining Ocypete. Finally, kill the last Fire Bat when
he comes down to play.
-[AFTERMATH]You're on the world map when The Ruins become unlocked. Visit Market
Marteigh to browse the new wares and resupply. Also check out the lore
at the tavern to unlock two optional battles: one at Kirche Crossing
(FG38) and the other at Iatallagh Weald (FG39). Head out for the
optional battles (it's your only chance) or go to The Ruins to advance
the story.
========================================================================
CHAPTER 3C - BATTLE 3: THE RUINS [FG37]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: Rosea, Duwain
Enemies: Living Armor (X2), Daemon, Lieselotte [Leader]
Target Sin: 150
Use Gleipnir's Bonds immediately and focus all your attention on the
Daemon. Once he's dead just work on the two Living Armors, then proceed
to surround and siege Lieselotte for an easy victory. Not much to this
battle.
-[ATERMATH]Rosea and Duwain join your party. You'll go directly to chapter four.
Chapter 4A: War Against Will (Destiny Plume not used) (FG40)
Chapter 4B: Road to Nowhere (Destiny Plume used Once) (FG46)
Chapter 4C: Heirs to Tragedy (Destiny Plume used Two+ Times) (FG51)
========================================================================
CHAPTER 3C - OPTIONAL BATTLE: KIRCHE CROSSING [FG38] (FG38)
========================================================================
Usable Guests: Varies
Enemies: Kobold (X6), Kobold Knights (X3) [Leader]
Target Sin: N/A
It's a very simple battle. Just head right down the road killing
anything that gets near you. Chances are that anything which hits you
won't hurt much, and usually if you attack something it will die. Note
that Kobold Knights can be hurtful to weaker units, and sometimes they

can petrify someone (which is easily cured using Rosea's Normalize


magic).
========================================================================
CHAPTER 3C - OPTIONAL BATTLE: IATALLAGH WEALD [FG39] (FG39)
========================================================================
Usable Guests: Varies
Enemies: Lizard Man (X2), Will-o'-the-Wisp (X2), Toxic Flower,
Ocypete [Leader]
Target Sin: N/A
Head towards the closest Lizard Man. The enemy will advance with
everyone but the far Lizard Man and Toxic Flower. Just try to remain in
the location where you're fighting while dealing as much damage to your
enemies as possible. I recommend taking out the Lizard Man first, then
Ocypete, then the Wisps. After killing the Ocypete it is likely that all
the remaining enemies will advance. Just keep hacking away until they're
all dead. If you have any problems then just use Gleipnir's Bonds to
nullify any trouble you're having.
========================================================================
CHAPTER 4A: PREPARATIONS [FG40] (FG40)
========================================================================
You will start on the world map with The Crown City as the only
available destination. Go inside to unlock Eusiria Crossing on the world
map. Now go back inside the Crown City and do some shopping and check
out the tavern. You'll unlock the optional battles at Liellahan Lowlands
(FG44) and Wintergard (FG45). Go to either or head to Eusiria Crossing
(you might want to bring Safety Boots) to advance the story.
========================================================================
CHAPTER 4A - BATTLE 1: EUSIRIA CROSSING [FG41]
========================================================================
Usable Guests: Fauxnel
Enemies: Mandragora (X4), Toxic Flower (X2), Dragon [Leader]
Target Sin: 330
This is a straightforward one. Be careful if you want the full Sin bonus
though, as most units can kill a Mandragora in one or two hits,
sometimes screwing you out of your Sin bonus (use the Start button to
skip your counterattacks). Either way, it's really just you against two
Toxic Flowers and a Dragon (which is one of the easiest battles ever).
Go on the linear path and kill everything. Nothing fancy about it. In
summary: A huge waste of time.
-[AFTERMATH]You'll be on the world map and only able to visit the Crown City. Finish
shopping (it would be nice if you make sure that all units you plan on
using have Dash by now, if they didn't a long time ago) or do some
optional battles and (this is the last chance for this) then Attend the
Palace to engage in the next battle.
========================================================================
CHAPTER 4A - BATTLE 2: CASTLE COURTYARD [FG42]
========================================================================
Special Victory Condition: Rescue Valmur

Usable Guests: None


Enemies: Archer (X2), Swordsman (X2), Elder Vampure, Living Armor,
Brigand (X2) [Leader]
Target Sin: 360
Send all your units along the same path with the intent of getting to
Valmur as soon as possible. I recommend going through the Archer and two
Brigands to get to him. Be quick about it too, it's nice to kill the
enemies as you go past them, but it's better to ensure that Valmur
survives. Still, if you've got a decent amount of goodies from Sin
rewards that are really nice you should be able to fully overkill
everyone along the way. Know that you have only five or six rounds to
get to Valmur.
Once you're near Valmur it's best to heal him with anyone who can (items
or spells) as soon as you get there. Just siege that Living Armor to
oblivion and you're home free. Now just clean up the Elder Vampire,
Archer and two Swordsmen.
-[AFTERMATH]You'll go immediately into the next battle.
========================================================================
CHAPTER 4A - BATTLE 3: HYACINTHINE HALL [FG43]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Carrion Wolf (X4), Iron Golem, Fauxnel [Leader]
Target Sin: 200
This is a very easy battle. Just head forward and overkill one of the
Carrion Wolves immediately. Chances are that the nearest Carrion Wolf
and the Iron Golem will come for you. Use a Union Plume if anyone dies,
then overkill them both (the Iron Golem may require being weakened up,
but it's doubtful). The two remaining Carrion Wolves will advance for
you, just overkill them both and you're on the downslope of the battle.
Head over to Fauxnel and
a caster. If anyone dies
think Fauxnel may be too
then buff up with Vali's

kill him. It shouldn't be difficult, since he's


just use a Union Plume as usual. Also if you
tough (or you still need an overkill for Sin)
Awakening.

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


Chapter 5A: Beyond Redemption (Destiny Plume not used) (FG57)
Chapter 5B: Lament of the Lost (Destiny Plume used Once) (FG65)
Chapter 5C: By Power Wrought (Destiny Plume used Two+ Times) (FG73)
========================================================================
CHAPTER 4A - OPTIONAL BATTLE: LIELLAHAN LOWLANDS [FG44] (FG44)
========================================================================
Usable Guests: Varies
Enemies: Elder Bat, Ironfish (X2), Daemon [Leader]
Target Sin: N/A
Move towards the Elder Bat, who will meet you halfway. Siege him to
death and move towards either Ironfish. If they don't advance just hit

them with a ranged attack. Do so for all the remaining enemies. Yeah,
it's a hassle; this battlefield always is.
========================================================================
CHAPTER 4A - OPTIONAL BATTLE: WINTERGARD [FG45] (FG45)
========================================================================
Usable Guests: Varies
Enemies: Will-o'-the-Wisp (X3), Kobold Knight (X3), Dragon [Leader]
Target Sin: N/A
Take out the nearest Wisp on the first round (using Dash), then take out
the nearest Kobold Knight on the second. Now head towards the broken
wall, chances are that the Wisp behind it will fly over it into the
courtyard. Kill him, then head inside the cracked wall and kill the
Kobold Knight. Head over to the Dragon and off him, then proceed with
killing the last Wisp and Kobold Knight. Easy, but a lot of wasted time.
========================================================================
CHAPTER 4B - BATTLE 1: LIELLAHAN LOWLANDS [FG46] (FG46)
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Rogue, Archer, Sorceress, Warrior, Swordsman [Leader]
Target Sin: 200
First off you should note that moving through or stopping on lava will
damage your unit. It won't damage you much, so I wouldn't worry about
it.
Surround the Rogue by using Dash on the appropriate members, then
initiate a four person siege with your ranged unit. You should be able
to overkill the Rogue by doing so. Now the enemy Archer and Swordsman
will advance towards you (note the Swordsman will not cross over the
lava). You should be able to surround and siege the Archer next turn for
an overkill. Now you should move towards the Warrior, who will advance
to you when you get within range.
Surround and siege the Warrior to overkill him in one turn. Now you'll
have to cross the lava, like it or not. Take out the Sorceress first, a
three unit siege will suffice. Finally you kill the Swordsman. If you
don't have enough Sin yet then weaken him up first, otherwise just keep
cutting on him until he's dead.
-[AFTERMATH]Aullewyn Keep can be visited on the world map. Check out the new wares
and lore to unlock the optional battle of Evernight (FG50). Either
proceed with the story by Visiting the Headquarters in Aullewyn Keep or
head to the optional battle. After visiting the Headquarters at Aullewyn
Keep, Grenssen Citadel will be available to travel to on the world map.
Go there and Visit the Cathedral, then Journey to the Shire to advance
to the next battle.
========================================================================
CHAPTER 4B - BATTLE 2: GRENSSEN SHIRE [FG47]
========================================================================
Usable Guests: Valmur
Enemies: Mandragora (X4), Toxic Flower (X3), Lesser Vampire,

Living Armor [Leader]


Target Sin: 440
You shouldn't have any problem with this battle. Just try to siege any
enemy with two to four units and you'll get an overkill. Target
Mandragoras first (since they're easiest to kill) then move on to Toxic
Flowers (which should be overkilled by sieging with three to four
units). Keep in mind that if the Lesser Vampire gets anywhere near you
that you should overkill him immediately, as his life leeching
capabilities can waste your time and devour a lot of your HP. It
shouldn't take you more than three or four turns to kill everything but
the Living Armor. The Living Armor is just as much of a joke as the rest
of this battle, bait him, surround him, and overkill him in one go.
-[AFTERMATH]You'll be in Grenssen Citadel after the battle. Finish shopping if you
haven't already bought everything you need, do the optional battle if
you haven't (it's your last chance), and See House Haughn to advance to
the next battle.
========================================================================
CHAPTER 4B - BATTLE 3: GREENWIND BRAE [FG48]
========================================================================
Usable Guests: Valmur
Enemies: Archer (X2), Swordsman (X2), Elder Vampire, Living Armor,
Brigand (X2) [Leader]
Target Sin: 350
You should take out the Archer and Swordsman who are isolated from the
others as your first two rounds. During this time (unless you used
Gleipnir's Bonds) you'll likely have the opportunity to also kill the
Elder Vampire. You might want to weaken him up before sieging him with
everyone so that you can overkill him (which you might be able to do
without weakening him up).
Now make your way to the enemy's main forces. You shouldn't need me to
tell you what to do, since this is one of the easiest games ever made.
Regardless, take out the Archer first, then the Swordsman and then take
out the two Brigands. Chances are the Living Armor will advance towards
you during one of these kills, which you'll want to make him your new
target, since he's the most powerful enemy left.
-[AFTERMATH]You'll immediately be thrust into the next battle.
========================================================================
CHAPTER 4B - BATTLE 4: GRENssen SHIRE (REVISITED) [FG49]
========================================================================
Special Victory Condition: Rescue Auguste and Reinhilde
Usable Guests: Valmur, Phiona
Enemies: Brigand (X2), Archeress (X2), Carrion Wolf, Iron Golem,
Lancer (X2) [Leader]
Target Sin: 300
Focus on killing the Archeress near the Iron Golem and the Golem itself
in the first two rounds. After that you might want to kill the Wolf and
remaining Archeress (by now you should know to siege and overkill
appropriately). All of this should be done by the end of round 4. At

this time you'll want to go and rescue the two allied units on the
battlefield. Either heal them via magic or items, or use Martyr's Cry to
take the heat off of them. The last two (or three, if you left the
Archeress alive to chase you) units shouldn't be hard. Just siege them
and overkill them. It's a cakewalk.
-[AFTERMATH]You will progress to the next chapter.
Chapter 5A: Beyond Redemption (Destiny Plume not used) (FG57)
Chapter 5B: Lament of the Lost (Destiny Plume used Once) (FG65)
Chapter 5C: By Power Wrought (Destiny Plume used Two+ Times) (FG73)
========================================================================
CHAPTER 4B - OPTIONAL BATTLE: EVERNIGHT [FG50] (FG50)
========================================================================
Usable Guests: Varies
Enemies: Ghost (X5), Lesser Vampire [Leader]
Target Sin: N/A
This is a very easy battle. If you have Gleipnir's Bonds then just use
that right away. Afterwards kill the Lesser Vampire in one or two sieges
(three tops) and proceed to slaughter the weak ghosts in a similar
fashion.
If you don't have Gleipnir's Bonds then recklessly charge into the
center of the map, using Dash to kill either one or two Ghosts in the
first turn. After that all the Ghosts will advance towards you and
possibly hurt or kill some of your units (unlikely). Just use Union
Plumes if anyone dies and hammer out the rest of the battle. It's very
simple, and you shouldn't have any problems whatsoever with it.
========================================================================
CHAPTER 4C: PREPARATIONS [FG51] (FG51)
========================================================================
You start in Grenssen Citadel. Check out the shop's new wares and the
tavern's new lore. You'll unlock three optional battles: Liellahan
Lowlands (FG54), Eusiria Crossing (FG55). and Wintergard (FG56). Proceed
to any of the optional battles if you so desire, or Visit the Cathedral
to be able to see House Haughn. Finally, after seeing House Haughn,
Visit the Shire in Grenssen Citadel to proceed to battle.
========================================================================
CHAPTER 4C - BATTLE 1: GRENSSEN SHIRE [FG52]
========================================================================
Usable Guests: Reinhilde, Auguste
Enemies: Archer (X2), Brigand (X2), Elder Vampire, Living Armor (X2),
Swordsman (X2) [Leader]
Target Sin: 400
Knowing that I'll be using Auguste instead of Gwendal, I immediately
invoked the power of the Destiny Plume on Gwendal. In addition, I
launched Gleipnir's Bonds on round two. If you do anything like that you
should be able to beat this battle without any advice. If you don't,
however, then read on.
Move everyone down the stairs and focus on overkilling the Archer, then

the Swordsman. During which you'll likely be getting hit by the Vampire
(in an attempt to silence you). Regardless of if you want to use the
Plume or not, you should still use Gleipnir's Bonds. Hurry through the
enemies as quickly as you can, making the Vampire the focus of your
attack. Kill anyone along the way, of course. Once the Vampire is dead,
you'll likely only have an Archer, a Rogue, and the Living Armors left
to deal with. Focus on whatever gives you the most trouble (probably the
Living Armors), and then finish off the rest.
-[AFTERMATH]You'll end up in Grenssen Citadel again. Finish shopping or doing
whatever business you've left to do (it's your last chance to do the
optional battles). When you're ready to head out to the next battle go
see House Haughn again.
========================================================================
CHAPTER 4C - BATTLE 2: GREENWIND BRAE [FG53]
========================================================================
Special Victory Condition: Rescue Phiona
Usable Guests: Reinhilde, Auguste
Enemies: Brigand (X2), Swordsman (X2), Carrion Wolf, Iron Golem,
Archeress (X2) [Leader]
Target Sin: 250
To ensure Phiona's survivial it is best to use Gleipnir's Bonds. Head
down the linear path, making your way to Phiona as quickly as possible
while simultaneously sieging every enemy to death along the way.
Once your Gleipnir's Bonds wears off it's a good idea to get your healer
up near Phiona as quickly as possible to heal her (as she's no doubt
taken a severe beating by now). Have everyone else finish cleaning the
path to her, then continue your advance. Get the Swordsman first, then
whoever you feel is a bigger threat to you (the Archeress or the Iron
Golem).
-[AFTERMATH]Reinhilde and Auguste join the party. This is the end of the chapter.
Chapter 5A: Beyond Redemption (Destiny Plume not used) (FG57)
Chapter 5B: Lament of the Lost (Destiny Plume used Once) (FG65)
Chapter 5C: By Power Wrought (Destiny Plume used Two+ Times) (FG73)
========================================================================
CHAPTER 4C - OPTIONAL BATTLE: LIELLAHAN LOWLANDS [FG54] (FG54)
========================================================================
Usable Guests: Varies
Enemies: Battle Beetle (X3), Armor Beetle (X3), Dragon [Leader]
Target Sin: N/A
All the enemies here are really weak, so you can do this map just about
anyhow you desire. The following is the safest route if you're having
problems. Pass a turn and allow the two nearest Battle Beetles to
approach you. Go down and whack them (they're weak, almost anyone can
kill them alone in one go), then get back to the ridge you started on.
Head all the way around the edge of the map to get near the two Armor
Beetles and Dragon. Just bang through the narrow pass until you get near
the Dragon, then focus all your attention on him. If you want to focus
on the Dragon without any interference then just use Gleipnir's Bonds.

Once he's dead, roam around the map and kill anything that isn't dead
yet.
Otherwise just send Wylfred to kill the two Battle Beetles right away,
then to kill the isolated Armor Beetle. While he's doing that, send your
other three members around the ridge you start on so they can get to the
Dragon and his friends without crossing lava. Proceed to kill anything
you come upon while Wylfred makes his way across the lava towards the
rest of your group.
========================================================================
CHAPTER 4C - OPTIONAL BATTLE: EUSIRIA CROSSING [FG55] (FG55)
========================================================================
Usable Guests: Varies
Enemies: Elder Bat (X2), Toxic Flower (X2), Lizard Lord
Target Sin: N/A
Easy peasy. Just head up the stairs and along killing anything that gets
near you. The Elder Bats are probably the most threatening thing here,
but despite the good damage they deal they will still die really fast.
========================================================================
CHAPTER 4C - OPTIONAL BATTLE: WINTERGARD [FG56] (FG56)
========================================================================
Usable Guests: Varies
Enemies: Will-o'-the-Wisp (X4), Kobold Knight (X3) [Leader]
Target Sin: N/A
Snow. Bring your Safety Boots if you have any, or prepare for a time
wasting bonanza. Be ready for a lot of Suspend Motion spells. Everything
dies easy enough. Just kill anything inside near where you start and
bait the Wisps so they get off their high horses. After the insertion
area is clear, head out through the courtyard and kill the Wisps out
here. Finally, head to the Kobold Knight leader (who will likely flee,
crying) and kill him to finish this battle.
========================================================================
CHAPTER 5A: PREPARATIONS [FG57] (FG57)
========================================================================
You'll start out in Veissheit. Do some shopping and check out the new
lore. Leave Veissheit to go to The Lotus Marsh, which is the location of
your next battle.
========================================================================
CHAPTER 5A - BATTLE 1: THE LOTUS MARSH [FG58]
========================================================================
Usable Guests: None
Enemies: Lizard Lord (X3), Skeletal Soldier (X2), Celaeno (X2) [Leader]
Target Sin: 300
If your units are arranged nicely you should be able to overkill the
nearest Lizard Lord (the one closest to the nearest edge of the map).
Most the enemies will advance for you, so just kill the ones that get
closest as you dictate (based on the threat they pose to you). I ended
up killing the nearest Lizard Lord and Skeletal Soldier on round 2. The
following round I managed to kill the last Lizard Lord and one of the

Celaenos. Now all that's left is a Skeletal Soldier (who finally started
advancing for me) and a Celaeno. Just overkill them both in one or two
rounds and that's a done deal.
-[AFTERMATH]You'll be on the world map with the Crown City unlocked. Head over there
and finish any shopping you might have left. Upon departure, Wintergard
will be available for a visit. Head there for your next battle (don't
forget Safety Boots if you want to have decent movement).
========================================================================
CHAPTER 5A - BATTLE 2: WINTERGARD [FG59]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Kobold Knight (X4), Kobold King (X3), White Dragon [Leader]
Target Sin: 350
Overkill the two Kobold Knights in the courtyard, then decide whether
you'll divide your forces or concentrate your attack. For the sake of
Sin I will keep my units together. Head through the appropriate
entrances (I recommend the broken wall if all your units will remain
together), and kill the corresponding Kobold Knight and Kobold King.
Now head for the main chamber (where the White Dragon is). If you want
more Sin then proceed directly through the main chamber and finish off
the remaining enemies while the White Dragon hits you in the back. He
might freeze someone or kill them each turn, but it's not so bad.
Otherwise just kill the Kobold King near the Dragon and then the Dragon
itself. Use Vali's Awakening if you're having trouble killing the Dragon
(or need to overkill it).
-[AFTERMATH]You'll be on the world map with Aidelrave unlocked. Head to Aidelrave in
order to further the story, as well as finish up any shopping you
couldn't afford earlier. Then head to Veissheit and Attend the Castle.
Finally, depart Veissheit and you'll notice Sylvanglade has become your
next destination. Head over there to engage in the next battle.
========================================================================
CHAPTER 5A - BATTLE 3: THE SYLVANGLADE [FG60]
========================================================================
Usable Guests: None
Enemies: Carrion Wolf (X3), Celaeno (X2), Mimetic Flower (X2) [Leader]
Target Sin: 300
Overkill the Carrion Wolf on the side of the falls which has a Mimetic
Flower. The nearest Celaeno and Carrion Wolf will advance for you. I
recommend overkilling the Carrion Wolf and then heading to the very edge
of the map (stay on the Mimetic Flower's side of the falls) to get the
Celaeno above land, if that's a problem. Obviously, you'll want to
overkill the aforementioned Celaeno next.
Now head up towards the top of the falls, overkilling anything along the
way. It's just my personal rule of thumb, but if a Celaeno is above land
I try to kill them immediately, on the odd chance that if I don't they
may not be above land the following round. Regardless, a Mimetic Flower,
Celaeno and Carrion Wolf shouldn't cause you any real trouble. When you

get near the top, the Mimetic Flower leader will likely approach you.
Just go ahead and overkill the wimp.
-[AFTERMATH]You're on the world map again. Just head to Veissheit and Attend the
Castle. Afterwards, The Artolian Mountains will be marked as your next
destination. Proceed to the next battle (bring your Safety Boots if you
want to be able to move).
========================================================================
CHAPTER 5A - BATTLE 4: THE ARTOLIAN MOUNTAINS [FG61]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Lancer (X2), Swordswoman, Sorcerer (X2), Archer, Warrior,
Kristoff [Leader]
Target Sin: 350
Take out the Lancer, Swordswoman and Sorcerer as soon as possible in
whatever order you deem most appropriate. I chose to kill the Sorcerer,
then the Lancer and finally the Swordswoman. They'll dish out a nasty
onslaught, but a Union Plume or two will fix that. By the time those
three are dead (round 2 or 3 probably) the rest of the enemies should be
heading for you, or at least moving around.
Just continue to advance, taking out the rest of the peons as you go. I
killed the Archer, Lancer, Warrior and Sorcerer in that order. If you
have Safety Boots then your advantage of mobility will allow you to kill
them with little consequence. Now it's just you and Kristoff.
Kristoff can dish out a lot of damage, and likely kill any one of your
units in one attack. This isn't a problem because you can easily bring
them back with Union Plumes which are dirt cheap. Just whittle away at
him, reviving people as necessary and utilizing Vali's Awakening. As
long as you block him in between all four of your units (which is easy
if you have Dash or Safety Boots) he'll only be able to kill one unit
per round while taking his beating. A round or four should be enough to
slaughter him.
-[AFTERMATH]You'll be on the world map with Aidelrave as your next marked battle. Do
any last minute shopping (stock up for the upcoming gauntlet) and head
to Aidelrave to further the story.
========================================================================
CHAPTER 5A - BATTLE 5: GATES OF AIDELRAVE [FG62]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Iron Golem, Skeletal Soldier, Greater Daemon, Sorcerer (X2),
Swordswoman (X2), Lancer (X2), Warrior [Leader]
Target Sin: 450
You should be able to overkill the Iron Golem on the first round. The
Skeletal Soldier, Greater Daemon, Swordswoman and a Lancer will probably
advance (possibly a Sorcerer too). Just focus on overkilling any enemies
that come for you. I'd take out the Greater Daemon first, then the
Skeletal Soldier, and finish it off by killing any of the humans who get

near you. It looks a lot more intimidating than it is hard.


During the course of fighting the aforementioned enemies, both enemy
Sorcerers advanced on me. Chances are that you'll meet them somewhere
near the leader. This is probably the nastiest part of the battle, as
sieges against you can easily kill some units. Just take out as many
enemies as you can per round, using Union Plumes as you need to (don't
bother healing), until you finally take out the Warrior leader. Using
Vali's Awakening for this area isn't a bad idea.
-[AFTERMATH]You'll be thrust into the next battle immediately.
========================================================================
CHAPTER 5A - BATTLE 6: BAILEY [FG63]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Lizard Knight (X2), Noble Vampire (X2), Opinicus,
Sorcerer (X3) [Leader]
Target Sin: 350
You should be able to take out either the closest Lizard Knight or Noble
Vampire on the first round, do so. All the enemies will move in to take
you out, they might kill one or two of your units (it's unlikely).
Either way, you should be able to kill at least two enemies next round,
I chose the Lizard Knights since they were right next to me. Sorcerers
or Vampires would be a good alternative.
The following round you should be able to kill another two enemies. This
will leave three enemies left. I had three Sorcerers left to kill. It's
straightforward, just head in and clobber them, leaving the leader for
last (unless you don't need the extra Sin, Experience or Oth).
-[AFTERMATH]You'll immediately progress to the next battle.
========================================================================
CHAPTER 5A - BATTLE 7: INNER WARD [FG64]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Mithril Golem, Noble Vampire (X2), Red Dragon, Sorcerer (X3),
Opinicus, Spectral Knight, Langrey [Leader]
Target Sin: 350
Firstly, go and overkill the Mithril Golem on the first round (Sap Guard
is nice for this). Next you'll want to line up at the bottom of the
steps leading to the Noble Vampires. One of them (or both of them) will
hit you with a spell, no big deal unless you are afflicted with a status
ailment (probably just silence). Head up the stairs and off them both in
the same round if they're lined up appropriately. The Noble Vampires can
hurt a lot, so beware if you allow them to counterattack. Now face off
with the Red Dragon (he's a joke all by his lonesome). Keep in mind that
when you're on the strange colored tiles you will take an insignificant
amount of damage at the end of your turn.
This is a good spot to heal up and regroup if you need to. Now, put two

units on the apron that leads up the next flight of stairs, and then
position the other two as close as possible so all your units can get
near the nearest Sorcerers in one round. Make the big push, with the
objective of killing both Sorcerers on the next platform (Dash or
Transpose are nice for this). Finish off whoever you couldn't (if
anyone) and then take out the Opinicus, reviving anyone who has died
first (if they have).
Now all that's left is a Sorcerer, Spectral Knight, and Langrey himself.
Head up the next staircase where you should be able to easily take out
the last Sorcerer. The Spectral Knight is likely to advance on you, in
which case you'll be in position to siege him with devastating
efficiency for an overkill.
Just Langrey is left. Have no illusions here, Langrey is a real killer.
Still, fighting him is straightforward. Storm him and try to surround
him so he can't move (Dash helps), then siege him until he's dead. Don't
panic when one of your units dies, you ought to have plenty of Union
Plumes and AP to deal with the situation. Before engaging him though,
note that you can regroup on the top step (before the landing, if you're
not sure what I mean just check his attack range) for a good first
strike opportunity. Vali's Awakening will help you kill him.
-[AFTERMATH]You will proceed to the next chapter.
Chapter 6A: 'Good Finale' (Destiny Plume not used) (FG81)
Chapter 6B: 'Bad Finale' (Destiny Plume used Once) (FG84)
Chapter 6C: 'Worst Finale' (Destiny Plume used Two+ Times) (FG87)
========================================================================
CHAPTER 5B - BATTLE 1: CASTLE COURTYARD [FG65] (FG65)
========================================================================
Usable Guests: None
Enemies: Swordsman (X2), Archeress, Lancer, Sorcerer,
Queenpin (X2) [Leader]
Target Sin: 300
You start out surrounded and all enemies will advance towards you. I
went after the Lancer to start things off, he went down in one round
without consequence. Next was to choose between a Swordsman or the
Queenpin leader. I went for the Queenpin, killing her also in one round,
and having a turn left to cast Sap Power on the Swordsman who was close
enough to attack me. Now, if you have Gleipnir's Bonds then this is a
good time to use it (round 3).
Regardless of if you used Gleipnir's Bonds, you should be able to kill
at least the nearest Swordsman and remaining Queenpin (or any of the two
closest enemies) in this round as long as you position your units
intelligently. The following round you should be able to kill another
two enemies (the Archeress and remaining Swordsman for me), which leaves
you with only one enemy left. This happened to be the Sorcerer for me.
His counterattacks hurt, but his menu magic is weak and worthless. Chop
him up with a full siege to overkill him and finish the battle.
-[AFTERMATH]You'll start in The Crown City, where there are plenty of new wares at
the shop. There is some new lore if you read that stuff, but none that
unlock optional battles. As you depart The Crown City, The Sylvanglade

becomes available to travel to on the world map. Do so when you want to


progress the story.
========================================================================
CHAPTER 5B - BATTLE 2: THE SYLVANGLADE [FG66]
========================================================================
Usable Guests: None
Enemies: Carrion Wolf (X3), Kobold King, Mimetic Flower,
Griffin [Leader]
Target Sin: 250
Another easy battle. Overkill the nearest Carrion Wolf immediately. Head
up the hill to encounter the next Carrion Wolf and overkill him in one
siege. Bait the other Carrion Wolf across the bridge and have him follow
you for convenience's sake. Just keep heading up the hill toward the
Mimetic Flower (or Kobold King) while the Carrion Wolf chases you. When
you finally get there just overkill both of them with a siege. If the
Griffin moves in at this point you might lose a unit, but just bring
them back with either a spell or Union Plume.
Now try to pull the Griffin on top of solid land and overkill him with a
siege. Finally, start heading for the last enemy (either the Kobold King
or Mimetic Flower) and siege away for your last overkill. Keep in mind
you'll likely have to cross over one of the bridges, just because this
battle wasn't hassle enough.
-[AFTERMATH]You'll be on the world map, and only able to head to The Crown City; do
so. Finish any shopping you neglected, Attend the Castle and head to the
world map to gain entrance to Wintergard. Head over to Wintergard for
the next battle. If you still have Safety Boots lying around you might
want to throw them on a couple units, because during the next fight your
movement will be impeded by snow terrain.
========================================================================
CHAPTER 5B - BATTLE 3: WINTERGARD [FG67]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Swordswoman (X2), Sorceress, Soul of Tears, Noble Vampire,
Lizard Knight (X2), Archer [Leader]
Target Sin: 350
You'll probably want to use Dash every turn with most people simply
because of their movement rate being so terrible. Either way, overkill
the nearest Swordswoman (preferably the one leading towards the
Sorceress) and the Soul of Tears will begin to advance. Keep heading for
the Sorceress while the Soul of Tears follows you. Try to kill the
Sorceress in one siege to avoid being countered (yeah, it actually
hurts). Then head through the gap in the wall and get ready to face the
Soul of Tears.
After killing the Soul of Tears I recommend sticking around to kill the
Swordswoman who you left alive. After finishing her, it's finally time
to head for friendly terrain. Go straight for the Lizard Knight nearest
to where the Sorceress was. The Lizard Knight will likely run away
behind the Archer so that you'll get close enough where they can siege
you. Take their bait and let them kill one of your units, it doesn't

matter if they do (though, they might not). Don't forget to heal when
you move your caster.
Now you can either kill the Leader and progress the game, or scrape up
more Sin off the remaining enemies. I chose to finish the battle. Just
siege both the nearest Lizard Knight and the Archer to death, which
should only take a turn and you're finished.
-[AFTERMATH]You'll be on the world map with the new location The Artolian Mountains
available to visit. Do anything you need to in the Crown City. You might
consider stocking up on Union Plumes. When ready, head to the Artolian
Mountains to initiate your next battle.
========================================================================
CHAPTER 5B - BATTLE 4: THE ARTOLIAN MOUNTAINS [FG68]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Archer (X2), Warrior, Queenpin, Swordsman (X2), Sorcerer,
Roienbourg [Leader]
Target Sin: 350
More snow. This sucks. Overkill the nearest Archer and watch several
enemies advance. On the second round you should be able to easily
overkill the remaining Archer and the Warrior (you won't get the most
Sin out of them probably, but that's fine, still plenty of enemies left
to milk for Sin). Now you'll probably get attacked by the Queenpin.
Overkill her next and move on to the nearest Swordsman. You'll likely
lose a unit to Roienbourg, so just put whoever you don't mind dying near
him and revive them next round with a Union Plume.
Now, it should be somewhere around round 4, and the only remaining
enemies should be Roienbourg, two Swordsmen and a Sorcerer. Take out a
Swordsman and a Sorcerer this round (or overkill one this round and the
other next round if you still need Sin), leaving your units fairly far
away from the remaining Swordsman and Roienbourg. Go ahead and kill the
last Swordsman.
Now, Roienbourg. He'll probably kill any of your units he touches. Don't
fret. Just use a cheap Union Plume each time a member dies (the revived
unit will appear in front of the unit using the Plume, and still get to
act that turn). Lock him in by surrounding him and siege him with all
your party members over and over until he's dead. Your alternative is to
buff everyone up with magic and heal them as they're hurt (if they
survive). I find the former to be less of a hassle.
-[AFTERMATH]You end up on the world map
you need (stock up, because
without a chance to restock
Aidelrave to begin the next

with Aidelrave unlocked. Restock on anything


you'll be fighting several battles in a row
or save) at the Crown City and head to
battle.

========================================================================
CHAPTER 5B - BATTLE 5: AIDELRAVE [FG69]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None

Enemies: Warrior, Lancer, Swordswoman (X2), Skeletal Soldier,


Iron Golem, Greater Daemon, Sorcerer (X2) [Leader]
Target Sin: 350
I decided this was a battle I'd use Gleipnir's Bonds for, which I did
immediately, and hammered my way down the center to get to the Daemon
(killing just the Skeletal Soldier and Golem along the way). After that
I just killed the closest things as they approached me, finishing it off
by killing the leader. Nothing to it.
If you don't have Gleipnir's Bonds, then you'll likely want to head up
the center killing everything as you come to it. Start with the Skeletal
Soldier, then kill the Warrior, then Swordswoman, then Sorcerer. By this
point you should have enough Sin, and the Daemon should be advancing on
you. Focus everything on taking out the Daemon. Remember, it's almost
impossible to lose a battle in this game, so just keep reviving people
if they're dying (Union Plumes are dirt cheap). Once the Daemon is dead
continue with what you were doing: Kill the remaining Swordswoman,
Lancer, and finally the Sorcerer leader.
-[AFTERMATH]You'll immediately proceed to the next battle.
========================================================================
CHAPTER 5B - BATTLE 6: BAILEY [FG70]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Archer (X2), Swordswoman (X3), Warrior, Sorcerer (X2) [Leader]
Target Sin: 350
Yet another battle I used Gleipnir's Bonds for immediately. After which
I proceeded to overkill my way around the map randomly (after killing
the closest Sorcerer who wasn't stunned), finally ending up at the
leader to slaughter them.
If you don't have Gleipnir's Bonds, then you will probably want to take
out the nearest Archer, then the Swordswoman, Warrior and Sorcerer.
After which you should target the remaining Archer, adept Swordswoman,
and the elite Swordswoman. This leaves just the Sorcerer leader, who
will go down easy enough.
-[AFTERMATH]Once again, you'll go directly to the next battle.
========================================================================
CHAPTER 5B - BATTLE 7: INNER WARD [FG71]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Noble Vampire, Soul of Tears (X2), Red Dragon, Sorcerer (X3),
Opinicus, Spectral Knight, Langrey [Leader]
Target Sin: 350
Another straightforward battle. All you can really do is progress along
the linear path, killing everything on the way to Langrey. Start off by
hitting the Noble Vampire from a range, then sieging him for the
overkill. Now, head up the stairs and take out one of the Soul of Tears,

taking out the second one the next round. You'll probably have to heal
whoever takes a hit before killing the Dragon. You should surround the
Dragon and siege him for the best results since he has so many HP. One
or two sieges should overkill him. Now, you're about halfway through
this battle.
If you've been hurt a lot then you might want to stick around here to
heal up your units, since the next group of enemies can be nasty. Now,
when you're ready you can send two people to stand on the platform at
the bottom of the next set of stairs (these units won't be attacked
until you advance). Pass a turn and you'll be able to siege the nearest
Sorcerer or two without consequence. Regardless, when you advance up the
stairs and end your round the Opinicus will attack, and whatever
Sorcerers remain will as well (except the one too high in elevation to
target you). Focus on taking out the Sorcerers who are a threat, then
finish off the Opinicus. If it's done right you probably won't lose a
unit.
Now all that's left is a Sorcerer, Spectral Knight, and Langrey himself.
Head up the next staircase where you should be able to easily take out
the last Sorcerer. The Spectral Knight is likely to advance on you, in
which case you'll be in position to siege him with devastating
efficiency for an overkill.
Just Langrey is left. Have no illusions here, Langrey is a real killer.
Still, fighting him is straightforward. Storm him and try to surround
him so he can't move (Dash helps), then siege him until he's dead. Don't
panic when one of your units dies, you ought to have plenty of Union
Plumes and AP to deal with the situation. Before engaging him though,
note that you can regroup on the top step (before the landing, if you're
not sure what I mean just check his attack range) for a good first
strike opportunity. Vali's Awakening will help you kill him.
-[AFTERMATH]You guessed it, you go directly to another battle.
========================================================================
CHAPTER 5B - BATTLE 8: DUNGEON PATH [FG72]
========================================================================
Usable Guests: Langrey
Enemies: Archer (X2), Sorcerer (X2), Swordswoman (X3),
Warrior (X3) [Leader]
Target Sin: 450
This is a very easy battle. With Gleipnir's Bonds just cut your way
through the linear path, killing everything as you go.
Without Gleipnir's Bonds it's pretty much the same. Just head down the
linear path. Enemies who take precedence are Sorcerers and Archers,
since they can often hurt you a lot by way of sieging.
-[AFTERMATH]You'll proceed to the next chapter.
Chapter 6A: 'Good Finale' (Destiny Plume not used) (FG81)
Chapter 6B: 'Bad Finale' (Destiny Plume used Once) (FG84)
Chapter 6C: 'Worst Finale' (Destiny Plume used Two+ Times) (FG87)
========================================================================

CHAPTER 5C: PREPARATIONS [FG73] (FG73)


========================================================================
You start out in Aidelrave. Check out the shop and tavern, as usual.
When you're ready to go to battle Attend the Castle.
========================================================================
CHAPTER 5C - BATTLE 1: BAILEY [FG74]
========================================================================
Usable Guests: None
Enemies: Lancer, Archeress, Sorcerer, Swordsman (X2), Queenpin [Leader]
Target Sin: 220
The enemy will advance on you from all directions. I recommend heading
for the Sorcerer and Swordsman with the aid of Dash. You should be able
to take out both of them and the nearby Lancer by the time any other
enemies even get close to you. At which point you simply turn around and
kill the enemies coming up from your rear. This is a pretty simple
battle. If you find it too hard just use Gleipnir's Bonds. Note that the
Queenpin might not advance for you, but that makes the battle all the
more easy.
-[AFTERMATH]You will be in Aidelrave again. Finish doing any shopping you couldn't
afford, then head to the map where the Sylvanglade is able to be
visited. Go there when you're ready to advance the story.
========================================================================
CHAPTER 5C - BATTLE 2: THE SYLVANGLADE [FG75]
========================================================================
Usable Guests: None
Enemies: Lizard Lord (X2), Kobold King, Skeletal Soldier (X2), Celaeno,
Greater Daemon [Leader]
Target Sin: 280
You should be able to take out the closest Lizard Lord on the first
turn, assuming you position your units intelligently (and utilize Dash
or other tactics). The Kobold King and remaining Lizard Lord will
advance for you, just take care of the Kobold King to stay on the proper
side of the falls. Now everyone will advance on you. Just overkill them
as you make your way up towards the top of the falls. You might need to
bait the Celaeno to get it above land, and you might not. Before you get
to the Greater Daemon make sure you wait and kill the Lizard Lord if
he's still around. Now get to work on the Daemon (you can pull him by
shooting him with a ranged unit), as he's byfar the toughest enemy in
this battle. Use whatever is necessary: items or spells or the like.
Vali's Awakening helps.
-[AFTERMATH]You'll be on the world map with only the option of going
Aidelrave. Do so and Attend the Castle when you're ready
story. Afterwards head to the world map and The Artolian
be unlocked. Go there for the next battle. Oh yeah, grab
Boots if you want decent movement (or use Dash).

back to
to progress the
Mountains will
your Safety

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

Usable Guests: None


Enemies: Swordswoman (X2), Archer (X2), Sorceress (X2), Lancer,
Warrior [Leader]
Target Sin: 300
Because of movement restrictions you might want to use Gleipnir's Bonds.
With that in effect, weed out any enemies that are closest to you.
Before it wears off you'll probably be able to take out the Sorceress,
Swordswoman, Archer and Warrior. This leaves a Lancer, Sorceress, Archer
and Swordswoman. Take them out as you move forward, there's not much to
this. Just kill whoever is most convenient or most of a threat before
going after the others (Note that the Sorceress shouldn't move unless
anyone is in her attack range).
-[AFTERMATH]You are on the world map with The Artolian Pass available for a visit.
Do whatever you need to do in Aidelrave then head to the Artolian Pass
to begin the next battle.
========================================================================
CHAPTER 5C - BATTLE 4: THE ARTOLIAN PASS [FG77]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Warrior, Queenpin, Archer, Swordsman (X2), Sorcerer (X2),
Roienbourg [Leader]
Target Sin: 280
First off you should overkill the Queenpin (if you have two ranged units
you can really hurt the Swordsman as well), upon which the Warrior,
Archer and Swordsman will move in on you. Take out as many as you can
(probably just the Swordsman and Warrior) and the second Swordsman will
advance. You shouldn't have a problem cleaning up the Swordsman and
Archer, which just leaves two Sorcerers and Roienbourg himself.
If you position your units properly you can get around the blockade and
kill the nearest Sorcerer in one go. Since I had already used a Destiny
Plume on Auguste earlier this chapter I also used Fury of the Aesir with
Wylfred during this round. Now you'll have to face the last Sorcerer and
Roienbourg simultaneously. Take out the Sorcerer first so that you can't
have three people killed in one turn, then focus everything you have on
Roienbourg. You might have to use Union Plumes, healing and buff
items/spells, but just be sure Roienbourg dies in a timely fashion.
-[AFTERMATH]You'll be on the world map with The Crown City location unlocked. Do
whatever you need to in Aidelrave then head to the Crown City for your
next battle.
========================================================================
CHAPTER 5C - BATTLE 5: CASTLE GATES [FG78]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Warrior (X2), Archer (X2), Lancer (X2), Swordswoman (X2),
Sorcerer (X2) [Leader]
Target Sin: 370

I started things off by using Baldr's Pact and overkilling the Warrior,
which the enemy responded to by sieging my caster twice with an Archer
and Lancer combo, then froze my spear user. You'll obviously want to
take out the Archer and Lancer and get as far away from the Sorcerer as
possible on your next turn. I couldn't quite kill the Archer and the
Lancer, so I chose the Lancer as my target and moved forward as far as
possible. The following enemy phase the Sorcerer hit me with suspend
movement, the Archer wasted their turn casting a spell and an enemy
Swordswoman advanced towards me. Just finish off whatever is left where
you are and head up the stairs to the next Archer.
When you get near the top of the steps it is likely that the Sorcerer
will advance towards your rear via rooftops, and the Archer may come
down a few steps to play. Just whack the Archer and ignore the Sorcerer
(he'll catch up later, or you can just let him live because he's a waste
of time to hunt down). Now it's good if you stick around the edge of the
drawbridge and kill any remaining enemies before heading for the leader.
After everything is dead (except the other Sorcerer if you allow them
to live) then head in for the leader and let it rip. It's an easy kill.
-[AFTERMATH]You'll be thrust into the next battle without reprieve.
========================================================================
CHAPTER 5C - BATTLE 6: CASTLE COURTYARD [FG79]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Warrior (X3), Sorcerer, Archer, Swordswoman (X3) [Leader]
Target Sin: 300
This is an unusual battle for this game. Your party will start seperated
all the way across the map. Whoever is assigned to X and Y (buttons)
will be near each other, while whoever is assigned to B and A will be
near each other on the other side of the map. For this reason I
recommend using Gleipnir's Bonds immediately.
After using Gleipnir's Bonds just rush towards the center of the map
(near the enemy leader) where you'll be able to regroup. Sure, you'll be
in the center of all the enemies, but any time you execute an attack
you'll be killing an enemy with no threat to your well-being. If you
have Dash on everyone you should be adequately regrouped by round 3,
which is when you should overkill the elite Warrior.
Now, depending on how things turned out so far, you'll have to adapt
this strategy. Whatever side you have the best chance of killing several
enemies on in one turn is the side you should focus on. I recommend
taking out the ranged enemy (Archer or Sorcerer) first, then working on
whatever melee enemies are left (except for the leader). Whenever you've
met the Sin quota or are finished cleaning all the enemies just overkill
the leader.
-[AFTERMATH]You'll progress directly to the next battle.
========================================================================
CHAPTER 5C - BATTLE 7: THRONE ROOM [FG80]
========================================================================

Special Victory Condition: Defeat the Leader


Usable Guests: None
Enemies: Archer (X2), Warrior (X3), Lancer (X2), Swordswoman (X2),
Sorcerer (X2), Kristoff [Leader]
Target Sin: 350
If you're going to use the Destiny Plume on anyone in this chapter (and
haven't yet) then this is a good battle to do so. This is also a good
battle to use Gleipnir's Bonds right off the bat.
This battle is fairly straightforward. Kill both the Archers at the
bottom of the steps, then work your way up the steps, killing the two
Warriors and the Lancer. When you get to the top of the steps I
recommend heading for the Sorcerer instead of the Swordswoman. After
he's dead head to the remaining Lancer and Warrior. While you're killing
them it's likely that the Swordswoman and Sorcerer near Kristoff will
advance for you. Let them chase you over to the Swordswoman at the top
of the steps and kill them all there (unless you want to risk Kristoff's
advance).
Now, there's nothing left but Kristoff. When you're making your advance
towards him he'll try to meet you halfway. Just try to surround him and
hit him with everything you have. Vali's Awakening or Fury of the Aesir
are good to use here, as well as any buffs or debuffs. In one or two
sieges he should be done for.
-[AFTERMATH]You'll now advance to the next chapter.
Chapter 6A: 'Good Finale' (Destiny Plume not used) (FG81)
Chapter 6B: 'Bad Finale' (Destiny Plume used Once) (FG84)
Chapter 6C: 'Worst Finale' (Destiny Plume used Two+ Times) (FG87)
========================================================================
CHAPTER 6A: PREPARATIONS [FG81] (FG81)
========================================================================
You'll start the chapter at the deployment screen. Unlike usual, though,
you will have the option to shop here. There are no new wares, but
you'll be able to restock your items. Do so, and don't forget to equip
anything or use any items you haven't yet. Spend all your money, since
this will be your last chance to (and it doesn't carry over into New
Game +). After you're finished head into battle.
========================================================================
CHAPTER 6A - BATTLE 1: THE DARK HORIZON [FG82]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Pale Flame (X5), Garm [Leader]
Target Sin: N/A
Go forward and kill the nearest Pale Flame (Sap Guard helps). Now, I
hope you're prepared to see some units die, because they will. Head over
to the closest Pale Flame and use your Union Plumes there, proceeding to
kill the second of five Pale Flames (once again, Sap Guard will help you
do it in one siege without consequence). Watch some more units die, then
repeat until all the Pale Flames are dead. Whether you're able to do

this or not is basically a matter of random chance. Either the Pale


Flames can each kill a member of your party (that's right, up to five,
which you don't have) or cast a spell on you that doesn't do a whole lot
(a little damage, various status ailments).
Once the Pale Flames are dead you should take a little time to regroup,
recovering AP and healing all your units. When you're ready, make the
final push (stay on the very edge tiles of the map to keep out of Garm's
range as long as possible) towards Garm. Try to save all your AP for
reviving dead people. Either way, I sieged Garm once in which he killed
two of my units, then the battle ended (I did maybe 15-20K damage).
-[AFTERMATH]You'll be at the deployment screen again. Resupply on anything you need
and make any final touches, then head into the next battle.
========================================================================
CHAPTER 6A - BATTLE 2: THE DARK HORIZON [FG83]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: Ancel
Enemies: Garm [Leader]
Target Sin: N/A
Just surround Garm and siege him over and over, that's the name of this
battle. Revive anyone who dies as necessary, heal anyone who gets really
wounded and lives, use Vali's awakening, possibly buff up your units.
Whatever gets the job done. It's a little more fitting of a final battle
than the other plot branches, but still not that challenging. With one
full siege you should be able to take away half to seventy-five percent
of Garm's health, then it's just a matter of reviving the fallen and
finishing him off.
-[AFTERMATH]Watch the end of the game. After the credits you can choose to save your
completed file. Refer to the New Game + (FG89) section of the guide for
more information.
========================================================================
CHAPTER 6B: PREPARATIONS [FG84] (FG84)
========================================================================
You'll start the chapter at the deployment screen. Unlike usual, though,
you will have the option to shop here. There are no new wares, but
you'll be able to restock your items. Do so, and don't forget to equip
anything or use any items you haven't yet. Spend all your money, since
this will be your last chance to (and it doesn't carry over into New
Game +). After you're finished head into battle.
========================================================================
CHAPTER 6B - BATTLE 1: HOUSE OF THE FORSAKEN [FG85]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Swordsman (X2), Lancer (X2), Archer (X2), Sorceress (X2),
Warrior (X2), Valkyrie [Leader]
Target Sin: N/A

Start off by surrounding and sieging the Swordsman (with the use of Dash
or whatever). Next round you should be able to kill both the Lancer and
Archer. This is where the second Swordsman and Archer will move in. You
should be able to take them both out next round. Now all the remaining
units but the Sorceress' will advance.
Draw the units out into the open field to fight. If you have Gleipnir's
Bonds then you can just draw the Valkyrie out, which is preferred. Once
you've got an open fighting area just go to town on anyone and everyone
in your range, take out the weaklings before the Valkyrie if there are
any. At any rate, the Valkyrie is a real wimp. You should be able to
kill her in one round (assuming you have defense versus holy element).
-[AFTERMATH]You go into the next battle immediately.
========================================================================
CHAPTER 6B - BATTLE 2: HOUSE OF THE FORSAKEN (CONTINUED) [FG86]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Archer (X2), Sorceress (X2), Thyodor [Leader]
Target Sin: N/A
Use Gleipnir's Bonds so you can take out the Sorceress' with a little
peace and quiet. If you don't have Gleipnir's Bonds then just whack the
Archers right off the bat. Either way, it shouldn't take but half a
dozen rounds to kill everything but Thyodor.
Thyodor won't advance until you get really close to him, so get yourself
ready before approaching. Once you start it's just like any other boss
fight. Keep on sieging, healing and reviving until he's dead. Vali's
Awakening helps. Same as the Valkyrie though, Thyodor's a real wimp.
-[AFTERMATH]Watch the end of the game. After the credits you can choose to save your
completed file. Refer to the New Game + (FG89) section of the guide for
more information.
========================================================================
CHAPTER 6C: PREPARATIONS [FG87] (FG87)
========================================================================
You'll start the chapter at the deployment screen. Unlike usual, though,
you will have the option to shop here. There are no new wares, but
you'll be able to restock your items. Do so, and don't forget to equip
anything or use any items you haven't yet. Spend all your money, since
this will be your last chance to (and it doesn't carry over into New
Game +). After you're finished head into battle.
========================================================================
CHAPTER 6C - BATTLE 1: HOUSE OF THE FORSAKEN [FG88]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
Enemies: Any Characters Who Have Fallen To The Destiny Plume,
Valkyrie [Leader]
Target Sin: N/A

This is a deceiving battle. It looks like it'll be Hell, but it's really
quite a joke. Just to put it in perspective, I was up against Auguste,
Cheripha, Darius, Gwendal, Lockswell and Rosea. My party only consisted
of Wylfred, Duwain and Reinhilde. Don't be intimidated, but don't
underestimate your enemy either.
You should start things off by using Gleipnir's Bonds. Attack any of the
nearest enemies (Auguste, Cheripha & Darius for me) while they are
paralyzed and kill them all. Now your Gleipnir's Bonds will be wearing
off in a round or two. Head over to the last person who isn't near the
ruins (Gwendal for me) and siege them to death. By now the battle is
almost over. I only have Lockswell, Rosea and the Valkyrie to kill.
On my way over to the ruins I had already built up enough AP to launch
another good tactic with Wylfred. I chose Vidar's Hush, then moved in. I
was able to take out Rosea on the first round (she was the only one who
didn't get silenced). Now dealing with Lockswell was a non-issue
(because he was silenced) and that really just left the Valkyrie.
The Valkyrie is a joke if you have decent equipment from getting Sin
rewards. Since she's holy element, all you really need is good armor
with defense versus holy. Even if you don't, she's still really weak.
It'll be slow-go, but that's just because of her high HP and very often
acting First Aid technique. Just beat her up and laugh while she cries.
-[AFTERMATH]Watch the end of the game. After the credits you can choose to save your
completed file. Refer to the New Game + (FG89) section of the guide for
more information.
========================================================================
NEW GAME + [FG89] (FG89)
========================================================================
After completing your file (regardless of which path you choose) you
will be able to save your completion data and load it to begin a new
game. This has become commonly known as New Game + mode. While playing
a New Game + you will keep many things from your previous file. Below
is a list of things that carry over from your file.
Acquired Items - Ranging from equipment to usable items (or provisions),
you will get to keep everything (except the final sword you're given to
kill the Valkyrie on certain plot branches) you had when you finished
the game.
Character Tactics & Techniques - This includes any Tactics you've gained
from sacrificing units with the Destiny Plume, as well as Tactics and
Techniques gained from using items.
Special Technique Bonus - After completing each play through you will
get to keep your total CP (used for equipping Techniques) you achieved.
In addition, a fourth slot for Techniques will be available after
completing one play through, and a fifth slot will be available after
completing two play throughs.
With such benefits it is obvious why you might want to play New Game +,
regardless of how easy this game is normally. So enjoy it.
========================================================================

SERAPHIC GATE [FG90]


========================================================================
By having save data of all three plot branch completions you will unlock
the Seraphic Gate. It is accessed from the menu screen similarly to New
Game and Load Game. The Seraphic gate is somewhat of a mini-game, as
it's completely seperate from the actual game itself. I used New Game +
data to accumulate all three completions, which is when the Seraphic
Gate was unlocked.
Basically the Seraphic Gate is an extra dungeon. You will be able to use
any of the playable characters in the game, who all start at level 1, to
get through the dungeon. Characters will have five technique slots
available and the default level 1 equipment. You can obtain loot from
enemies to equip or use in later fights. In addition you are able
purchase almost any items and equipment in the game from a shopkeeper.
The shopkeeper doesn't sell certain things (Omnichecks, or any items for
learning tactics), but sells many things not available through shops in
the normal game (Moonfalx and Arondight swords are a couple examples).
In the Seraphic Gate your characters will level up as you use them to
progress further through the dungeon. You will also gain Oth just like
in the regular game. The maps are fairly lackluster, and somewhat
reminiscent of the item world in Disgaea (though not nearly as terrible
as the item world). In addition you will not be able to use the Destiny
Plume.
As far as I know, the purpose of the Seraphic Gate is simply for fun, as
it doesn't affect your normal game data. You can also save in the
Seraphic Gate. This seems to be the funnest part of this entire game, in
my opinion.
========================================================================
THE SMALL PRINT [FG91]
========================================================================
Thanks should go to GameFAQs. You're still the best.
I have no contact information. If you somehow get ahold of it, please
don't contact me. Thankyou.
Copyright 2009, Anthony Forrestal
Do anything you want with this guide except profit off of it. It is
free, and always should be.
-Feral
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