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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
Chapter 2B:
Chapter 2B
Chapter 2B
Chapter 2B
Chapter 2B
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
Chapter 5B:
Chapter 5B
Chapter 5B
Chapter 5B
Chapter 5B
Chapter 5B
Chapter 5B
Chapter 5B
Chapter 5B
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
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)
========================================================================
Heugoe
-||-
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]
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]
========================================================================
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
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
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,
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
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
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
========================================================================
CHAPTER 5B - BATTLE 5: AIDELRAVE [FG69]
========================================================================
Special Victory Condition: Defeat the Leader
Usable Guests: None
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)
========================================================================
back to
to progress the
Mountains will
your Safety
========================================================================
CHAPTER 5C - BATTLE 3: THE ARTOLIAN MOUNTAINS [FG76]
========================================================================
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]
========================================================================
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.
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CHAPTER 6C: PREPARATIONS [FG87] (FG87)
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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.
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CHAPTER 6C - BATTLE 1: HOUSE OF THE FORSAKEN [FG88]
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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.
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NEW GAME + [FG89] (FG89)
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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.
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