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Tactics Ogre (PSP) Walkthrough/FAQ


v 0.50
March 21, 2011
By Salah al-Din
contact: iaianpr@gmail.com
====================================
Table of Contents
---------------------------------------------------------------------
0: Version History [VHIST]
1: (Coming Soon)
2: Main Walkthrough (Chaos/Neutral are just Outlines)
2.0 -- Before You Begin [TAROT]
2.1 -- Chapter 1: The is Blood on my Hands, How Long [CH1NW]
Till it Lies on my Heart?
---The Lawful Path---
2.2a -- Chapter 2: I Will Fear No Reproach [CH2LW]
2.3a -- Chapter 3: Deceiver and the Deceived [CH3LW]
---The Chaotic Path---
2.2b -- Chapter 2: The World can be Put to Rights [CH2CW]
2.3b -- Chapter 3: Ambition and Greed Rule, While Dogs [CH3CW]
and Swine Serve
---The Neutral Path---
2.3c -- Chapter 3: There Will be Sacrifices [CH3NW]
---The Finale---
2.4 -- Chapter 4: Let us Cling Together [CH4_W]
3: Secrets / Optional Sidequests / Random Battles
3.1 -- Chapter 1 Extras (Incomplete) [CH1NX]
3.2a -- Chapter 2 (Law) Extras (Incomplete) [CH2LX]
3.2b -- Chapter 2 (Chaos) Extras PH [CH2CX]
3.3a -- Chapter 3 (Law) Extras (Incomplete) [CH3LX]
3.3b -- Chapter 3 (Chaos) Extras PH [CH3CX]
3.3c -- Chapter 3 (Neutral) Extras PH [CH3NX]
3.4 -- Chapter 4 Extras (Incomplete) [CH4_X]
3.5 -- Post-Game Extras PH [POSTX]
3.6 -- Optional Dungeon #1 : The Phorampa Wildwood [OD1PW]
3.7 -- Optional Dungeon #2 : The Pirate's Graveyard PH [OD2PG]
3.8 -- Optional Dungeon #3 : The Palace of the Dead PH [OD3PD]
3.9 -- Optional Dungeon #4 : Temple of Hahnela PH [OD4TH]
3.10 -- Optional Dungeon #5 : Temple of Vaasa PH [OD5TV]
3.11 -- Optional Dungeon #6 : Temple of Nestharot PH [OD6TN]
3.12 -- Optional Dungeon #7 : Temple of Greuza PH [OD7TG]
3.13 -- Optional Dungeon #8 : Temple of Xoshonell PH [OD8TX]
3.14 -- Optional Dungeon #9 : Temple of Lyuneram PH [OD9TL]
3.15 -- Optional Dungeon #10: The San Bronsa Ruins PH [OD4SB]
4: (Coming Soon)
5: (Coming Soon)
6: Credits/Thanks [SNOFF]
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=====================================================================
Part 0: Version History [VHIST]
=====================================================================
v 0.50 (Mar, 21, 2011) - Guide Layout and Planning Done
- Law Route Walkthrough Done
- Optional Extras section to finish
- Figure out and insert Total SP Calculation
- BTW "PH" in the Contents means "Placeholder"
Personal Note: This guide is turning out much bigger than I
thought. This game is much bigger than I
thought.
---------------------------------------------------------------------
=====================================================================
Part 2: Main Walkthrough
=====================================================================
2.0 -- Before You Begin [TAROT]
---------------------------------------------------------------------
When you start a new game, you will be given the option to name the
main character -- default is Denam -- and chose his birthday, which
will be the default name of your army when it's established later. In
addition you will be asked five questions at random, each one
having three responses to choose from. These questions are randomly
chosen from a pool of 22 Tarot Cards to signify them. The answers you
give will add to the base stats of Denam when you start, and the
Tarot cards chosen will be added to your inventory of consumables.
Num.| Card | Answer |HP |STR|VIT|DEX|AGI|AVD|INT|MND|RES|
----|------------------|--------|---|---|---|---|---|---|---|---|---|
| Left 4 0 0 1 2 1 0 0 2 |
0 Fool | Middle 1 0 2 1 0 1 2 0 0 |
| Right 5 0 1 0 0 0 3 1 0 |
-----------------------|--------------------------------------------|
| Left 1 0 0 1 0 1 2 1 0 |
I Magician | Middle 3 2 1 0 2 1 0 0 1 |
| Right 4 0 0 1 0 2 0 2 0 |
-----------------------|--------------------------------------------|
| Left 2 0 2 1 2 0 0 0 0 |
II High Priestess | Middle 5 1 2 0 1 0 0 0 1 |
| Right 2 0 0 0 1 2 0 0 2 |
-----------------------|--------------------------------------------|
| Left 5 0 0 2 1 1 0 2 0 |
III Empress | Middle 0 1 0 0 1 0 2 1 0 |
| Right 2 2 0 1 0 1 0 1 0 |
-----------------------|--------------------------------------------|
| Left 0 2 1 0 0 0 2 0 0 |
IV Emperor | Middle 2 2 1 2 1 1 0 0 0 |
| Right 1 0 1 1 2 0 1 0 0 |
-----------------------|--------------------------------------------|
| Left 2 0 0 2 1 2 0 1 0 |
V Hierophant | Middle 4 2 1 0 0 0 1 0 2 |
| Right 2 1 1 0 0 1 1 0 1 |
-----------------------|--------------------------------------------|
| Left 1 0 2 1 0 1 2 0 0 |
VI Lovers | Middle 2 0 0 2 0 0 0 1 3 |
| Right 5 1 0 0 0 1 0 2 1 |
-----------------------|--------------------------------------------|
| Left 3 2 1 0 2 1 0 0 1 |
VII Chariot | Middle 5 0 1 0 0 0 3 1 0 |
| Right 1 1 2 0 0 0 0 2 0 |
-----------------------|--------------------------------------------|
| Left 5 1 2 0 1 0 0 0 1 |
VIII Strength | Middle 4 0 0 1 0 2 0 2 0 |
| Right 2 0 0 0 1 0 1 1 2 |
-----------------------|--------------------------------------------|
| Left 0 1 0 0 1 0 2 1 0 |
IX Hermit | Middle 2 0 0 0 1 2 0 0 2 |
| Right 4 0 0 1 2 1 0 0 2 |
-----------------------|--------------------------------------------|
| Left 2 2 1 2 1 1 0 0 0 |
X Wheel of Fortune | Middle 2 2 0 1 0 1 0 1 0 |
| Right 1 0 0 1 0 1 2 1 0 |
-----------------------|--------------------------------------------|
| Left 4 2 1 0 0 0 1 0 2 |
XI Justice | Middle 1 0 1 1 2 0 1 0 0 |
| Right 2 0 2 1 2 0 0 0 0 |
-----------------------|--------------------------------------------|
| Left 2 0 0 2 0 0 0 1 3 |
XII Hanged Man | Middle 2 1 1 0 0 1 1 0 1 |
| Right 5 0 0 2 1 1 0 2 0 |
-----------------------|--------------------------------------------|
| Left 5 0 1 0 0 0 3 1 0 |
XIII Death | Middle 5 1 0 0 0 1 0 2 1 |
| Right 0 2 1 0 0 0 2 0 0 |
-----------------------|--------------------------------------------|
| Left 4 0 0 1 0 2 0 2 0 |
XIV Temperance | Middle 1 1 2 0 0 0 0 1 0 |
| Right 2 0 0 2 1 2 0 1 0 |
-----------------------|--------------------------------------------|
| Left 2 0 0 0 1 2 0 0 2 |
XV Devil | Middle 2 0 0 0 1 0 1 1 2 |
| Right 1 0 2 1 0 1 2 0 0 |
-----------------------|--------------------------------------------|
| Left 2 2 0 1 0 1 0 1 0 |
XVI Tower | Middle 4 0 0 1 2 1 0 0 2 |
| Right 3 2 1 0 2 1 0 0 1 |
-----------------------|--------------------------------------------|
| Left 1 0 1 1 2 0 1 0 0 |
XVII Star | Middle 1 0 0 1 0 1 2 1 0 |
| Right 5 1 2 0 1 0 0 0 1 |
-----------------------|--------------------------------------------|
| Left 2 1 1 0 0 1 1 0 1 |
XVIII Moon | Middle 2 0 2 1 2 0 0 0 0 |
| Right 0 1 0 0 1 0 2 1 0 |
-----------------------|--------------------------------------------|
| Left 5 1 0 0 0 1 0 2 1 |
XIX Sun | Middle 5 0 0 2 1 1 0 2 0 |
| Right 2 2 1 2 1 1 0 0 0 |
-----------------------|--------------------------------------------|
| Left 1 1 2 0 0 0 0 2 0 |
XX Judgement | Middle 0 2 1 0 0 0 2 0 0 |
| Right 4 2 1 0 0 0 1 0 2 |
-----------------------|--------------------------------------------|
| Left 2 0 0 0 1 0 1 1 2 |
XXI World | Middle 2 0 0 2 1 2 0 1 0 |
| Right 2 0 0 2 0 0 0 1 3 |
-----------------------|--------------------------------------------|
When playing the game it is not readily obvious what path you're on.
However, looking at Denam's alignment in his status screen will give
you your answer. In Chapter 1 Denam starts out as Neutral, and after
making any important decision his alignment will change. Denam's
current alignment is how you can tell what path you're on. If it's
"L" he's on the Lawful Path, if it's "C" he's on the Chaotic Path,
and if it's "N" he's on the Neutral Path. When in doubt of where you
are in the game, check Denam's Alignment!
---------------------------------------------------------------------
2.1 -- Chapter 1: There is Blood on my Hands, How Long Till [CH1NW]
it Lies on my Heart?
Battle #1 -- Golyat + (Formatting Info) [B01N1]
Battle #2 -- The Gates of Almorica [B02N1]
Battle #3 -- Almorica Passageway [B03N1]
-- WORLD Anchor Point: After Returning to World Map --
Battle #4 -- Tynemouth Hill [B04N1]
Battle #5 -- Krysaro [B05N1]
-- WORLD Anchor Point: After Route to Phidoch Opens --
Battle #6 -- Golborza Plain [B06N1]
Battle #7 -- The Arkhaiopolis of Rhime [B07N1]
-- WORLD Anchor Point: After Route to Balmamusa Opens --
Battle #8 -- Lake Bordu [B08N1]
Battle #9 -- Xeod Moors [B09N1]
Battle #10 -- Balmamusa (Part 1) [B10N1]
** WORLD Route Split: To Law or Chaos **
Battle #11 -- Balmamusa (Part 2) [B11N1]
---------------------------------------------------------------------
Battle #1 -- Golyat + (Walkthrough Format Info) [B01N1]
Squad Limit: 1 + 2 Guests Objective: Vanquish Lanseleot
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
N/A | N/A | None |
--------------------------------------------------------------------|
This "Battle" serves little more than as a tutorial on moving Denam
on the map, as he's the only character you can control. Once you move
Denam this encounter is effectively over, as Vyce will move up and
take a swing at Canopus triggering a scene in the story.
Use this opportunity to familiarise yourself with all the controls
and have an in-depth look at all the characters on the map.
In this guide all battles will have the table above to go along. Up
above shows how much Base Exp and Skill Points can be had in this
battle along with Special Loot you can obtain. Exp is divided by
the number of each different class that participated (ie. if 2 of
your 6 characters are Warriors the Warrior class will get a larger
share than if 1 participated) and by their level, with lower level
classes getting a larger share.
Skill Points on the other hand increase according to the number of
characters who survive the battle, and how many actions were taken.
After the battle they are split evenly between all characters, guests
included. Any Exp and/or SP that was left over due to rounding will
be carried over and added into the next battle.
Special Loot is a list of particularly valuable items certain enemies
may drop when killed, and for any buried treasure on the map.
Directions for buried treasure are based on from the forward-right
corner of your Squad Deployment area. This means the spot facing
towards the bottom-leftmost edge of the screen when forming the
battle party, as shown by the X in the diagram below.
Battle Party Formation:
________
/_/_/_/_/
/_/_/_/_/
/X/_/_/_/
____
\ /
\/
Therefore if a unit is placed in this location, then
when it appears on the map you count the steps based on the
direction it's facing at the start of the battle.

---------------------------------------------------------------------
Battle #2 -- The Gates of Almorica [B02N1]
Squad Limit: 1 + 7 Guests Objective: Vanquish Bapal
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
300 | | Blessing Stone (Bapal Drop) |
| | Berserker's Mark (Bapal Drop) |
| | Grimoire Aiguille (Wizard Drop) |
| | Buried (Denam: 3 Steps Forward) |
| | Buried (Denam: 7 Steps Forward) |
| | Buried (Denam: 5 Steps Left) |
--------------------------------------------------------------------|
While this will be your first actual melee, you can only control
Denam, and the guests are so overpowered you can sit back and let
them pound their way through here. Lanselot in particular could
easily solo this map on his own due to the insane cutting power of
the Lombardia.
There's not much for you to do but you should let the guests fight,
while you run around and pick up the buried treasure on this map.
Just move as far as you can to find them on each turn.

---------------------------------------------------------------------
Battle #3 -- Almorica Passageway [B03N1]
Squad Limit: 1 + 7 Guests Objective: Vanquish Agares
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
300 | | Blessing Stone (Agares Drop) |
| | Knight's Mark (Agares Drop) |
| | Grimoire Rafale (Enchantress Drop) |
--------------------------------------------------------------------|
One last "auto-battle" before you gain control of your own personal
army. Much like the previous one, let the guests do all the work for
you, while you scavenge for any loot on the map.
A side note; because Exp is fixed for all battles it is now possible
to make a dedicated person to scavenge for loot. This was simply
not adivsable in the original game due to constant fear of ever-
present death and making sure you squeezed as much Exp out of the
battle with as many actions as possible. A scavenger should be fast,
able to defend themselves, take hits, block enemy progress, and
above all have vicious counterattacks when threatened.
After this battle is over you'll be in full command of an army and
be able to provide for them with the 30,000 goth allowed to you.
You'll be given a Warrior, Archer, Wizard, Cleric, and a Rune Fencer.
Their genders are determined by the answer you gave Lanselot when
you first met him. You should recruit them all as they come with
pre-set equipment and skills all ready to go. Though you can recruit
more troops from the shops now, it's best that you don't because the
squad limit will not allow you to use any more than what you already
have for some time.
---------------------------------------------------------------------
Battle #4 -- Tynemouth Hill [B04N1]
Squad Limit: 6 + 3 Guests Objective: Vanquish Orba
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
700 | | Grimoire Bouledefeu (Orba Drop) |
| | Blessing Stone (Orba Drop) |
| | Mage's Mark (Orba Drop) |
| | Buried (2 Steps Left, 2 Steps Forward) |
| | Buried (6 Steps Right, 9 Steps Forward) |
| | Buried (7 Steps Left, 9 Steps Forward) |
| | Buried (15 Steps Forward) |
--------------------------------------------------------------------|
This is a good battle to test out your Archer's ability to fire
arrows. Short Bows can fire in an arc, and like all good Archers,
trajectory is everything. Even though the displayed range is between
3 and 6 panels, you can actually shoot further if your target is at
the same elevation as you are. Typically it's about 1 square further
in all directions from the limit on the the flats. However this range
expands by about 1 panel for every step up in elevation you're at
and contracts by 1 for each step below. These are only guidelines
because depending upon obstacles and the topography, the archer
might alter the trajectory for the best shot to hit from as far away
as possible.
While getting used to your Archers, make sure to keep any magic using
classes like Wizards and Clerics away from the move and attacking
range of the enemies, because they can easily be killed in as little
as 2 hits. Rune Fencers and Valkyries will have this same sort of
frailty issue, so make sure they are never far away from getting
assistance from Clerics or item users because the enemy will try to
target the weakest character in its vicinity. If you can keep and
draw the enemy's wrath in a manageable fashion you can win most any
battle as the rest of your troops can focus on them
After the battle, Canopus will join your army as a permanent member.
Do not decline him, as he will easily shoot to the top of your
"must-deploy in every battle" list. His ability to fly, use bows,
and deliver powerful melee attacks makes him incredibly versatile
and powerful. And that's a very rare trait in this game where
specialization is everything.
---------------------------------------------------------------------
Battle #5 -- Krysaro [B05N1]
Squad Limit: 7 + 3 Guests Objective: Vanquish Moldova
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
700 | | Grimoire Sommeil (Moldova Drop) |
| | Blessing Stone (Moldova Drop) |
| | Grimoire Aquamasse (Enchantress Drop) |
| | Grimoire Foudrarc (Wizard Drop) |
| | Buried (2 Steps Right, 6 Steps Forward |
| | Buried (2 Steps Right, 11 Steps Forward) |
| | Buried (5 Steps Left, 15 Steps Forward) |
| | Buried (7 Steps Left, 7 Steps Forward) |
--------------------------------------------------------------------|
This will be your first initiation in fighting undead "Phantom" type
enemies and the Exorcism spell. Ordinarily when you knock a Phantom
down to 0 HP it will have a countdown timer like one of your
characters will if they're about to lose their life, but for Phantoms
it's a countdown until they regnerate with full HP. It is during
this time that you must use the Exorcism spell to eradicate it from
the battle to actually defeat it and obtain the items it drops.
In the original game this was the opposite, where you had to
Exorcise it if it still had HP, not when its HP was depleted before
it revived. Also changed is that healing spells, specifically from
the Divine spellspehere can inflict pretty significant damage to
the undead
Both Catiua and Donnalto should have Exorcise, so make sure they
always have at least 34MP when their turn comes around by using Magic
Leaves. Unlike other RPGs, you should not be holding back or skimping
on consumable items, they are vital.
It's worth noting that in the original game you could recruit your
first undead characters into your army here, unfortunately this is
no longer possible. In fact you won't be recruiting your first undead
unless you obtain the Necromancer class, which will not be until a
long ways into the game
In any case, the enemies here don't pose much of a threat if you keep
your distance and remember that Melee characters are close-range
fighters, mage-type characters are mid-range, and Archers are long-
range. Focus your attacks on one enemy at a time and making sure
Catiua and Donnalto have enough MP to always cast Exorcism, you
should be fine.
After the battle is over, Sara, Voltare, and Donnalto will join your
army permanently. Interestingly, if Donnalto did not surive the
battle a female Cleric by the name of Felicia will stand in for him.
This is the only way Felicia will ever appear, nevermind join, in
the game.
Though the way to Qadriga Fortress is open, that battle is completely
optional and will remain so until the end of the Chapter. Whether
you go there or not your next destination is Almorica Castle, where
Leonar will join as a guest and you'll receive another 5,000 Goth.
---------------------------------------------------------------------
Battle #6 -- Golborza Plain [B06N1]
Squad Limit: 8 + 3 Guests Objective: Vanquish Brezen
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
700 | | Grimoire Rocher (Wizard Drop) |
| | Grimoire Engourdissant (Wizard Drop) |
| | Grimoire Hypnose (Enchantress Drop) |
| | Blessing Stone (Cleric Drop) |
| | Berserker's Mark (Brezen Drop) |
| | Buried (4 Steps Left, 8 Steps Forward) |
| | Buried (6 Steps Left, 15 Steps Forward) |
| | Buried (8 Steps Forward) |
| | Buried (11 Steps Forward, 10 Steps Left) |
--------------------------------------------------------------------|
If you've been through Qadriga, then this should feel like a walk in
the park. The only annoying thing about this fight is that Vyce has
has a bad habit of charging the Wizard on the other side of the map
and will basically soak up a ton of damage before you can heal him,
because your immediate concern is the small group of troops starting
just to the left of you across the river.
The magic users here will easily fall to arrow attacks, and all the
others, especially Brezen have low defense against magic. You should
definitely try to kill everyone here as they all drop several items
per bag. You'll probably wind up with 4-5 pages of battle spoils
when you collect them.
---------------------------------------------------------------------
Battle #7 -- The Arkhaiopolis of Rhime [B07N1]
Squad Limit: 8 + 3 Guests Objective: Vanquish Bolis
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
700 | | Grimoire Calcinant (Wizard Drop) |
| | Knight's Mark (Bolis Drop) |
| | Berserker's Mark (Berserker Drop) |
| | Beastmaster's Mark (Beast Tamer Drop) |
| | Cragwyrm's Mark (Earth Dragon Drop) |
| | Buried (7 Steps Left, 1 Step Back) |
| | Buried (8 Steps Left, 9 Steps Forward) |
| | Buried (6 Steps Forward) |
| | Buried (1 Step Right, 12 Steps Forward) |
--------------------------------------------------------------------|
Depending upon your opening response when this battle starts, this
fight will either be a decent challenge or absurdly difficult. If you
choose to save Cistina, you absolutely must place Canopus in the
front left corner of your deployment grid and get him over to Cistina
ASAP, otherwise she'll pick a fight with a Valkyrie and hang around
on a small island while attracting virtually all of the enemy's fire.
If her HP hits 0, she instantly perishes and it's Game Over.
However, if you choose not to save her at the beginning, then even if
she perishes, you can still fight. Since she can potentially be
recruited much later on the Chaos route, you'll need to decide now
whether its worth it to save her for later on the Chaos route. If
you're going Law then don't worry about saving her at all, because
you won't meet her again after this fight on that route.
On to the actual battle, and there's good news and bad news. The good
news is that there's three new classes here. A Beast Tamer, a Hawkman
Archer, and an Earth Dragon. The bad news is that the Earth Dragon
has absurd defenses and is a major annoyance throughout the fight,
you'll be lucky to do 10 damage or more to it with a single attack.
The best thing you can do with the Dragon is to use magic and poison
it, while you try and deal with the other enemies. You should
definitely make sure to kill the Beast Tamer here as he will drop
Classmarks for that class, which will eventually enable you to
recruit Beasts and Dragons into your Army. The rest of the troops
aren't too tough, but trying to save Cistina is something to do using
the WORLD system. If you do manage to save her, pick the second
option during your chat with her to (just to be safe) meet her again
on the Chaos route.
After going to Phidoch, return to Almorica and the route to Baramus
will open, Leonar will then leave, but Dame Ravness will take his
place for the trip.
---------------------------------------------------------------------
Battle #8 -- Lake Bordu [B08N1]
Squad Limit: 9 + 3 Guests Objective: Vanquish Grion
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
900 | | Knight's Mark (Grion Drop) |
| | Grimoire Malepluie (Wizard Drop) |
| | Grimoire Scindeceil (Enchantress Drop) |
| | Peregrine's Mark (Hawkman Drop) |
| | Berserker's Mark (Berserker Drop) |
| | Buried (4 Steps Right, 6 Steps Forward) |
| | Buried (1 Step Right, 6 Steps Forward) |
| | Buried (1 Step Left, 5 Steps Forward) |
| | Buried (5 Steps Left, 8 Steps Forward) |
--------------------------------------------------------------------|
It's very easy to get bogged down in marsh warfare. Your movement
becomes highly retricted, hit rates plummet, and invariably your
characters will group together as you try to lands hits on and kill
your target, thereby incresing your inability to move around.
The key to this fight is to watch where you step. Be sure to never
stop on Marsh or Lake tiles, as this will always give you the upper
hand in the fight. The enemy AI completely disregards what effects
the terrain has on the accuracy and avoidance modifiers, and will
invariably step on a Marsh tile.
You can even make things easier by having characters make use of
Knockback effects to move an enemy off a desireable tile onto a worse
one. As long as you can maintain the terrain advantage, this fight
will be a piece of cake.
Be sure to kill the Hawkman here as it drops the very valuable
Peregrine's Mark, which enables class changes into a Vartan.
---------------------------------------------------------------------
Battle #9 -- Xeod Moors [B09N1]
Squad Limit: 9 + 3 Guests Objective: Vanquish Ganpp
Hidden Objective: Lower Obda, Berda, or Ganpp's HP to 25%
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Blessing Stone (Cleric Drop) |
| | Beastmaster's Mark (Beast Tamer Drop) |
| | Peregrine's Mark (Hawkman Drop) |
| | Berserker's Mark (Berserker Drop) |
| | Buried (4 Steps Left, 3 Steps Forward) |
| | Buried (2 Steps Left, 4 Steps Forward) |
| | Buried (3 Steps Left, 9 Steps Forward) |
| | Buried (1 Step Right, 2 Steps Forward) |
--------------------------------------------------------------------|
This is an extremely deceptive battle. On the face of it all of the
enemies will likely be at the same levels as your characters, with
roughly the same or weaker equipment than you. However once the fight
begins it goes to hell in a handbasket very fast as your characters
start taking huge amounts of damage in quick succession faster than
your healers can act.
It's made even more annoying by the fact that Ravness and Vyce will
suicide rush the enemies and consequently escape when their HP drops
to 10%, leaving you outnumbered and outgunned.
Although the objective is to defeat Ganpp, you can also win the
battle by getting either of his pet Gryphons' HP to less than 25%.
You should really focus all your attacks on one Gryphon, so that you
can end this battle fast because the longer you mess about here, the
greater the chance you're going to die horribly.
---------------------------------------------------------------------
Battle #10 -- Balmamusa (Part 1) [B10N1]
Squad Limit: 9 + 3 Guests Objective: Vanquish the Enemy
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
900 | | Blessing Stone (Female Archer Drop) |
| | Buried (4 Steps Left, 4 Steps Forward) |
| | Buried (1 Step Right, 7 Steps Forward) |
| | Buried (1 Step Left, 10 Steps Forward) |
--------------------------------------------------------------------|
Be advised that once you set foot in Balmamusa, you will fight at
least two battles back to back, and a possible third starts right off
the bat as well. The game will allow you to save between them all, so
you should make a seperate save before the second battle.
This first battle is basically a warm-up for the one that's going to
follow immediately after the big decision at the end of the chapter.
You start a mile above all the enemies, and as such you can use your
Archers to devastating effect by firing arrows around double the
displayed range. The skill Trajectory helps immensely to see if the
shot will reach or not and should be on all bow wielding characters,
not just Archers.
The enemies here aren't particularly strong, and even less so with
Archers softening them up for Vyce and Ravness to charge in and
defeat them.
After the battle you'll need to make a decision. The first option
shifts Denam's alignment to Law, while the second option shifts it
to Chaos. The resulting battle following that choice will differ
slightly based on that choice.
---------------------------------------------------------------------
Battle #11 -- Balmamusa (Part 2) [B11N1]
Squad Limit: 10 + 1 Guest Objective: Vanquish the Enemy
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
900 | | -- With Ravness -- |
| | Grimoire Immobilisant (Wizard Drop) |
| | Blessing Stone (Knight Drop) |
| | Buried (6 Steps Forward) |
| | Buried (1 Step Left, 11 Steps Forward) |
| | Buried (9 Steps Left, 6 Steps Forward) |
| | -- Without Ravness -- |
| | Grimoire Stagnation (Enchantress Drop) |
| | Buried (5 Steps Left, 6 Steps Forward) |
| | Buried (14 Steps Forward) |
| | Buried (9 Steps Left, 11 Steps Forward) |
--------------------------------------------------------------------|
If your decision was the first one, you will have to fight Dame
Ravness in addition to the enemies. Be warned that she can be a
possible recruit later in the game, and killing her here will prevent
that from happening. She is not considered an enemy and you must
kill every foe except her if you want to recruit her later. The best
way to do this is to have a Wizard put her to sleep with either the
Air or Dark magic variety of the spell.
On to the fight now, and this time the enemy has the height advantage
while you start at the very bottom of the map. You have a bit of time
to move your troops up the incline because the distance is too great
for the enemy Archers and the AI tends to not shoot at the maximum
possible range that you can. Even still you should hug any high walls
you come across as they will protect you from any arrows fired your
way.
Wizards with indirect attack magic such as Thunderflare are extremely
potent here as they can both hide behind high walls and fire their
spells to the high ground at a distance. Canopus should also fly from
Rooftop to Rooftop to continually get a height advantage wherever
possible to loose some arrows. Finally, keep your melee fighters'
HP topped up with heal from any Knights and Clerics you bring. By
now everyone should also have Field Alchemy I learned and set to
access Mend Leaves +2. It's a tough fight especially if Dame Ravness
is around harrassing you.
========================= The Lawful Path ===========================

2.2a -- Chapter 2: I Will Fear No Reproach [CH2LW]


Battle #1 -- Balmamusa (Part 3) [B01L2]
-- WORLD Anchor Point: After Returning to World Map --
Battle #2 -- Xeod Moors [B02L2]
Battle #3 -- Rhea Boum Aqueduct [B03L2]
Battle #4 -- Port Asyton (Part 1) [B04L2]
-- WORLD Anchor Point: After Returning to World Map --
Battle #5 -- Port Asyton (Part 2) [B05L2]
Battle #6 -- Qadriga Fortress [B06L2]
Battle #7 -- Tynemouth Hill [B07L2]
-- WORLD Anchor Point: After Returning to World Map --
Battle #8 -- Golborza Plain [B08L2]
Battle #9 -- The Arkhaiopolis of Rhime [B09L2]
-- WORLD Anchor Point: After Returning to World Map --
Battle #10 -- The Gates of Almorica [B10L2]
Battle #11 -- Almorica Passageway (Part 1) [B11L2]
Battle #12 -- Almorica Passageway (Part 2) [B12L2]
---------------------------------------------------------------------
Battle #1 -- Balmamusa (Part 3) [B01L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish the Enemy
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Blessing Stone (Valkyire drop) |
| | Knight's Mark (Knight Drop) |
| | Buried (2 Steps Right, 5 Steps Foward) |
| | Buried (6 Steps Right, 2 Steps Forward) |
| | Buried (5 Steps Right, 8 Steps Forward) |
| | Buried (1 Step Right, 12 Steps Forward) |
| | Buried (14 Steps Right, 13 Steps Forward) |
--------------------------------------------------------------------|
And so begins the third battle in Balmamusa. Though some time has
passed since that fateful decision, you have little time to prepare
your troops. Unlike the previous game where your HP did not recover
between back to back battles, it does this time around and you can
also customize and learn skills for them. You can't access the shop
though so you're stuck with the equipment you have until this battle
is over.
This battle will take veterans of the original game completely by
surprise as it is has been completely changed. Instead of starting
at the top of the map fighting off Dragons, Hawkmen, and Griffons,
you start off at the bottom of the map fighting off Galgastan troops
in the middle of the lower reaches of the town.
Canopus can prove his worth once again by flying his way from rooftop
to rooftop, to the top of the cliff overlooking the town. Once he
gets there the battle will definitely turn in your favour. The
enemies shouldn't be too difficult as the AI isn't smart enough to
take the layout of this map to its advantage even with three Archers
starting in excellent positions.
If you have the Recruit skill you might want to convince a Warrior
here to join as a replacement for Vyce now that he's no longer
around to help you.
---------------------------------------------------------------------
Battle #2 -- Xeod Moors [B02L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Garba
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Grimoire Douleur II (Garba Drop) |
| | Blessing Stone (Lizardman Drop) |
| | Dreadknight's Mark (Terror Knight) |
| | Buried (5 Steps Left, 1 Step Forward) |
| | Buried (8 Steps Left, 12 Steps Forward) |
| | Buried (1 Steps Left, 9 Steps Forward) |
| | Buried under Bush (3 Steps Right, 18 Forward) |
--------------------------------------------------------------------|
Thankfully this fight is not nearly as hectic as the one with Ganpp
was here earlier. Remember that terrain advantage in marshlands will
make the battle go easier.
A few interesting things of note about this battle. It is where you
can recruit your first beast -- a Gryphon -- as well as a Terror
Knight here. There's even a Lizardman Warrior here too if you have
the recruitment skill to obtain one. The Terror Knight should
definitely be recruited out of all the enemies here followed by one
of the Gryphons.
The most dangerous enemies here are by far the Gryphons, as they can
and will fly over your characters to your mages and do some serious
damage. If your Clerics and Wizards aren't at full HP when a Gryphon
attacks they will likely be knocked out. Recruiting one of them for
your own can help greatly in turning the battle in your favour
quickly.
Note that when a character you've recruited joins after the battle in
a class you don't yet have, they start at Level 1 and gain
experience after the battle, despite fighting at the level you
recruited them at. Essentially they lose the experience gained
fighting in their old ranks and gain new experience fighting in
yours.
---------------------------------------------------------------------
Battle #3 -- Rhea Boum Aqueduct [B03L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Josephine
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
900 | | Waterwyrm's Mark (Female Beast Tamer Drop) |
| | Windwyrm's Mark (Male Beast Tamer Drop) |
| | Buried (2 Steps Left, 11 Steps Forward) |
| | Buried (2 Steps Left, 13 Steps Forward) |
| | Buried (2 Steps Left, 15 Steps Forward) |
| | Buried (8 Steps Right) |
| | Buried (6 Steps Right, 14 Steps Forward) |
| | Buried (9 Steps Right, 8 Steps Forward) |
--------------------------------------------------------------------|
One of the many brand new areas in the game, and an additional story
battle added in to the Law Route of Chapter 2 in the process. The
Rhea Boum Aqueduct is an unusal map consiting of many narrow canals
that create many "islands" for characters to hop around on. It seems
specifically designed for the Octopus unit to reach their full
potential here as they become far more powerful in water than on
land, but since so few classes can enter water they were largely
useless in the original game. Not so this time around, in fact they
can be one of the most deadly monsters in the game next to Dragons,
since they can use ranged attacks to harras land based units from
the safety of the water. You should definitely recruit an Octopus
here before finishing this stage.
Fighting on this stage can be rather problematic with the constricted
movement, and the Octopi running around practically one-shotting your
mages, which by the way are the only reliable way of dealing with
them. The other enemies aren't too much of a threat, they are really
only here to support the Octopi, especially with the leader being
a Cleric. If you want to recruit one of these Octopi now expect a
hard fight and lots of healing, but if you want to win quickly have
Canopus make a beeline for the leader once he has enough TP to use
Dark Weight.
---------------------------------------------------------------------
Battle #4 -- Port Asyton (Part 1) [B04L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Nadia
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
900 | | On Medicine I (Nadia Drop) |
| | Sandstone's Mark (Clay Golem Drop) |
| | Grimoire Torpeur (Hawkman Drop) |
| | Grimoire Gravite (Hawkman Drop) |
| | Grimoire Celerite (Berserker Drop) |
| | Grimoire Soins (Berserker Drop) |
| | Buried (2 Steps Right, 4 Steps Forward) |
| | Buried (3 Steps Right, 8 Steps Forward) |
| | Buried under Crate (8 Steps Right, 6 Forward) |
| | Buried under Brush (8 Steps Right, 11 Forward)|
| | Buried (4 Steps Right, 15 Steps Forward) |
| | Buried (1 Step Left, 16 Steps Forward) |
--------------------------------------------------------------------|
A new enemy shows up here, Clay Golems. Unfortunately you can't
recruit them until you have a Warlock, because despite their
appearance, they're classified as Dolls, rather than Beasts. You
should still kill them for their Classmarks though. Clay Golems are
exceptionally tough against physical attacks, but are fantastically
weak against magic. A big change from how they were before with
very high defense against both physical and magical attacks, but had
very low HP.
Apart from the Golems, there's not much you haven't seen or dealt
with before, you also have a decent height advantage for your
Archers, and putting Canopus on a roof here makes him virtually
untouchable.
Really though this battle is just a warm up for the next one.
You'll be able to shop after and check the Warren Report after the
battle, but the next one starts as soon as you try to leave
Port Asyton.
---------------------------------------------------------------------
Battle #5 -- Port Asyton (Part 2) [B05L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Arycelle
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
900 | | Buried (2 Steps Right, 6 Steps Forward) |
| | Buried under Barrel (7 Steps Left) |
| | Buried (2 Steps Left, 2 Steps Forward) |
| | Buried under Brush (3 Steps Left, 6 Forward) |
| | Buried under Barrel (3 Steps Left, 11 Forward)|
| | Buried (1 Step Right, 13 Steps Forward) |
--------------------------------------------------------------------|
Ah what an epic nostalgia trip this music is when Arycelle makes her
appearance here. It's highly recommended that you do a bunch of
crafting for your troops' equipment now, especially Bronze Helms +1,
because the shops still haven't really updated much and the
difficulty of this battle is quite a step up from the previous ones
so far.
You start at the bottom end of town and will have to work your way
single file through some of the streets between the houses, which
will be a death sentence to any magic users there. Keep your magic
users safe by keeping them behind the houses so that the Archers and
Arycelle can't target them.
Arycelle is by far and away the most dangerous Archer in the game
with the ability to inflict heavy damage to targets with perfect
accuracy in a Thunderstorm. She's also smart enough to use her height
advantage to shoot arrows from more than halfway across the map, so
make sure your front men have high defenses, close to 160 or higher
to take these hits.
Slow and steady advancing is the goal here, and you should defeat all
the enemies to collect their loot as they'll drop boatloads of
Oberyths -- over 40,000 Goth worth can be had here.
As an aside, this battle was a nightmare in the original version due
to instant permanent death, and the fact Arycelle could conceivably
one-shot the main character if you weren't careful. Arycelle is
toned down a fair bit, but still as deadly as ever.
---------------------------------------------------------------------
Battle #6 -- Qadriga Fortress [B06L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Darza
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1300 | | Ways of the Gerges (Darza Drop) |
| | Baldur Armor (Male Warrior Equip) |
| | Grimoire Gravite (Cyclops Drop) |
| | Grimoire Rafale II (Orc Wizard Drop) |
| | Grimoire Foudrac II (Enchantress Drop) |
| | Mend Leaf +3 (Rune Fencer Drop) |
| | Buried (3 Steps Right) |
| | Buried (2 Steps Right, 9 Steps Forward) |
| | Buried (3 Steps Left, 9 Steps Forward) |
| | Buried (6 Steps Left, 5 Steps Forward) |
| | Buried (1 Step Left, 14 Steps Forward) |
| | Buried under Crate (3 Steps Right, 11 Forward)|
--------------------------------------------------------------------|
There's a couple of new enemies here, you can recruit your first
Cyclops here and you'll meet your first Orc. Unfortunately you won't
be able to recruit the Orc as it's considered an Umbra unit, and no
class currently has the ability to recruit him.
Saving Xapan should be your top priority, so Canopus should fly to
his aid because he won't last long against all these enemies who are
Levels 9 and 10. It's curiously harder than it was in the original
because if you came here at a couple levels below the leader, Xapan
would be at the same level of the leader and more than hold his own
against the majority of the enemies. Not so now, as he could die in
the first round before you get anywhere near him if the enemies get
some critical hits in. He is a recruitable character and though you
can recruit him now after the battle, if you turn him down after
saving him you'll get another chance to get him much later in the
game. Turning him down will open the way to a secret battle where you
can potentially get one of the Forbidden Spells.
Your main worry in this battle is the leader Darza, the Enchantress
and the Orc Wizard. All three of them hit very hard and will ruin
Xapan's day if you don't deal with them. The two mages are glass
Cannons and will fall in two or three hits from physical attacks, and
are best dealt with by using long range attacks to reach them. Darza
though is another story as he hits very hard, is not afraid of using
Berserk, and rarely misses when attacking from the front. He can be
defeated easily using indirect magic attacks from Catiua and a
Wizard.
---------------------------------------------------------------------
Battle #7 -- Tynemouth Hill [B07L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Wynoa
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1300 | | Blessing Stone (Female Cleric Drop) |
| | Buried (2 Steps Right, 6 Steps Forward) |
| | Buried under Tree (2 Steps Forward) |
| | Buried (3 Steps Left, 4 Steps Forward) |
| | Buried (9 Steps Left, 5 Steps Forward) |
| | Buried (18 Steps Forward) |
| | Buried under Bush (1 Step Right, 24 Forward) |
--------------------------------------------------------------------|
This battle has changed significantly from the original. Not only is
it on a new layout for Tynemouth Hill, but nearly all the enemies are
Clerics with only two Archers. Oh and Gatialo is here at Level 16!
Despite Gatialo's high level he can be defeated rather easily if you
employ a Knight, Terror Knight and Archer. It's probably best just
to let him go though as killing him doesn't yield anything other than
coins and his Classmark. If kill him after you kill Wynoa you'll get
a title.
This battle is incredibly easy since all the enemies are quite
fragile and will hardly put up a fight. However, that said be careful
when approaching Wynoa as she has a Lobber for a weapon and will use
it to slingshot explosives at you to devastating effect.
---------------------------------------------------------------------
Battle #8 -- Golborza Plain [B08L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Gousin
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1300 | | Ninja's Mark (Gousin Drop) |
| | Bandit's Mark (Gremlin Drop) |
| | Familiar's Mark (Gremlin Drop) |
| | Buried under Tree (2 Steps Left, 5 Forward) |
| | Buried (4 Steps Left, 8 Steps Forward) |
| | Buried under Rock (4 Steps Left, 10 Forward) |
| | Buried (13 Steps Forward) |
| | Buried (9 Steps Left, 5 Steps Forward) |
| | Buried under Rock (13 Steps Left, 17 Forward) |
--------------------------------------------------------------------|
A filler battle introducing the New Walister Alliance, and a couple
new classes as well. You can pick up a Faerie and a Rogue in this
fight. Of the two, the Rogue is the more desireable. In any case,
only Canopus can recruit the Faerie, though she won't come into her
own until later in the game.
The enemies here aren't too difficult, but Gousin is extremely
dangerous once he gets up close and personal with your group. His
Ninjutsu skills are incredibly powerful, capable of hitting upwards
of 35 damage a hit, and they hit anywhere from 1-3 times. If he gets
anywhere near your magic users, he will easily kill them in one
attack.
If you want all the loot and new classes here, you'll have to work
at pacifying Gousin to do it, because even though he hits hard, he
falls fast. It is possible to hit him with Torpor to slow him down,
but the chance of success is rather low, indeed all status effects
aren't much good against him. Having Knights with Rampart aura and
Phalanx to block Gousin's movements is probably the best way to hold
him off.
It's strongly suggested you make a seperate save file now, so that
you can return to the Phorampa Wildwood if you're too weak to go
through the next set of battles, because access will be blocked off
once you reach Rhime.
---------------------------------------------------------------------
Battle #9 -- Arkhaiopolis of Rhime [B09L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Vyce
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1300 | | Hallowing Stone (Valkyrie Drop) |
| | Shiftstone (Valkyire Drop) |
| | Hallowing Stone (Rune Fencer Drop) |
| | Shiftstone (Rune Fencer Drop) |
| | Buried (3 Steps Left, 2 Steps Forward) |
| | Buried (6 Steps Left) |
| | Buried (3 Steps Left, 5 Steps Forward) |
| | Buried under Barrel (1 Step Left, 7 Forward) |
--------------------------------------------------------------------|
When you arrive at Rhime, Leonar has an important proposal for you.
You will receive a Title depending upon which choice you make, it has
no bearing on the story or Denam's alignment. Afterwards you'll
return to the world map, so save now and use this opportunity to buy
some equipment because the shops have updated and you can finally
buy one and two-handed Katana for your Ninja and Swordmaster. The
battle starts just as you leave Rhime.
This can be quite a harrowing fight, because you're up against both
Vyce and Arycelle. They both start nearby, and Arycelle is perfectly
positioned on a perch to hit one of your weaker characters to do some
serious damage. The hard part comes in that if you want to have
Arycelle on your side, you must not kill her here. This is a change
form the previous game where Arycelle would only join you on the
Chaos Route. Not only that but veterans of the original game should
take note that she no longer drops the vitally important revival
spell. She held the only copy of it you could get on the Law route
previously if you killed her.
This fight has the potential to turn ugly real fast, as there's not
much room to move about and attack, and the two main routes to the
top are only wide enough for one character to go through creating
a huge bottleneck. It's strongly advised you just go straight for
Vyce and ignore the other enemies, because the longer this fight
drags on the worse it's going to get as one of those two Clerics
will at some point cast Boon of Swiftness on Arycelle. On top of
that, if you don't manage to kill an enemy before their turn comes
round, the AI will do it's best to heal it using whatever means
necessary.
You should also use whatever means necessary to focus your attacks
on Vyce, he's particularly hard to hit and has incredible physical
and magical defenses. He's slightly weaker against magic than
physical attacks, so Indirect Magic is the way to go for its
guaranteed hit rate. Do your best to protect your magic users from
Arycelle so you can take down Vyce, and goad the Clerics into healing
characters other than Vyce by attacking any nearby enemies with
characters that can't attack Vyce.
---------------------------------------------------------------------
Battle #10 -- The Gates of Almorica [B10L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Modiliani
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1300 | | Grimoire Electrisant (Modiliani Drop) |
| | Grimoire Trombe (Warlock Drop) |
| | Gloomwyrm's Mark (Dark Dragon Drop) |
| | Gleamwyrm's Mark (Arc Dragon Drop) |
| | Granite's Mark (Stone Golem Drop) |
| | Buried (1 Step Left, 9 Steps Forward) |
| | Buried (3 Steps Left, 8 Steps Forward) |
| | Buried (5 Steps Left, 12 Steps Forward) |
| | Buried (5 Steps Left, 17 Steps Forward) |
| | Buried under Brush (4 Steps Right, 6 Forward) |
| | Buried under Brush (1 Step Right, 14 Forward) |
--------------------------------------------------------------------|
This battle is interesting because it introduces a whole pile of new
classes all at once. Three new monster and human classes each show
up here for the first time. New monsters here are the Stone Golem,
Arc Dragon, and Dark Dragon. If you have a Beast Tamer that can
recruit Dragons, you should definitely pick those two Dragons up. The
Stone Golems can't be recruited, as only the Warlock/Witch class has
access to recruiting Golems. Lucky for you both the Warlock and Witch
are present in this fight for you to recruit, unfortunately they
won't spawn with the Golem Recruitment skill. Finally Modiliani has
a unique enemy-only class -- the Sorceror. Kind of odd he's the least
important character in the story and he's been given a unique mage
class.
Anyways, the name of the game here is to recruit as many classes as
you need instead of killing them, because most you've never seen
before. This can be quite difficult with the number of enemies
attacking you, and with Modiliani doing over 100 damage a hit. It
is pretty much mandatory to at least have Field Alchemy II on more
than half your troops so that you can use Mend Leaf +3 and Meding
Seeds to keep your HP up, as the usual Heal spells just won't cut it
here. Heal II is an option, but a Cleric must at least be Level 11 to
use it, and they're probably hovering around Level 10 now, with
Katiua probably a level behind.
Also, if you picked up a Dragoon from Phorampa they can really prove
their worth in this fight. Without one though you should use the
Terror Knight's Fearful Impact on the monsters here, especially the
Golems. Two Terror Knights is ideal. When you've recruited at least
the Witch or Warlock here, focus on Modiliani as his defenses are
very low, and he can be killed in only a few hits. He does seem to
have death wish by charging straight into your position.

---------------------------------------------------------------------
Battle #11 -- Almorica Passageway [B11L2]
Squad Limit: 10 + 1 Guest Objective: Vanquish Marino
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1300 | | On Medicine II (Marino Drop) |
--------------------------------------------------------------------|
This fight is quite a bit easier than the previous one, despite the
enemies having higher levels. This is largely because the only
offensive threat against you is the three units standing on the
ledge above you. A Ninja (the first recruitable one in the story),
Warrior, and Archer don't have the greatest of defenses, so focusing
on killing them before the other troops reach you is important.
Once the other troops reach you after you've gotten rid of the
offensive threat, this battle becomes incredibly simple. Have Canopus
and an Archer take out the other Archers and Mages, and then have
your magic users help in taking down the Knights. Be careful of that
one Archer with a crossbow, as it can use a Finishing Skill, the same
goes for one of the Knights and Marino because those skills have the
potential to one-shot an unwary target.
As long as you can keep your HP above 75 or 100, most of the enemies
shouldn't pose much trouble.
Sidenote: In the original game Marino would drop a Fire-elemental
sword, which would likely be your first elemental weapon. He doesn't
This time around. One gets the feeling after this fight that
elemental weapons are even more valuable after this fight.

---------------------------------------------------------------------
Battle #12 -- Almorica Passageway [B12L2]
Squad Limit: 1 + 1 Guest Objective: Kill the Leader
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
400 | | None |
--------------------------------------------------------------------|
The siege isn't over yet there's one more surprise battle in store
and it can be tough. You can only use Denam in this fight, but he's
joined by Catiua, Vyce, and Arycelle if you spared her in Rhime.
The main thing you need to do is play a game of attrition, and wear
the leader down by attacking when your HP is above 100 and heal when
it's not. Make sure your HP over 180 when the Leader's TP reaches
100, as he'll use the sword finisher Rending Gale, which does at
least 155 damage. Don't worry about Catiua leaving if she get's
injured. Your main objective is to simply outlast the leader and let
the others help you out.
This fight was a brutal surprise in the original version since HP
was not replenished between battles, so if Denam barely survived the
previous fight he'd be killed before he got a turn because both he
and Catiua started from where they were when the cutscene ended and
your foe was strong enough to kill Catiua in a single hit at full
HP. And since the old version did not permit saving between battles,
you had to start all over again from the Castle Gates.
---------------------------------------------------------------------
2.3a -- Chapter 3: Deceiver and the Deceived [CH3LW]
-- WORLD Anchor Point: After Route to Brigantys Opens --
Battle #1 -- Madura Drift [B01L3]
Battle #2a -- Brigantys South Curtain Wall [B2AL3]
Battle #2b -- Brigantys West Curtain Wall [B2BL3]
Battle #3 -- Brigantys Great Hall [B03L3]
Battle #4 -- Bahanna Highlands [B04L3]
Battle #5 -- The Reisan Way [B05L3]
-- WORLD Anchor Point: After Returning to World Map --
Battle #6 -- The Gates of Coritanae [B06L3]
Battle #7a -- Coritanae Ward [B7AL3]
Battle #7b -- Coritanae Ward [B7BL3]
Battle #8a -- Psonji Weald [B8AL3]
Battle #8b -- Lake Bordu [B8BL3]
Battle #9 -- Tynemouth Hill [B09L3]
-- WORLD Anchor Point: After Lanselot and Catiua Scene --
Battle #10 -- The Gates of Almorica [B10L3]
Battle #11 -- Almorica Passageway [B11L3]
Battle #12 -- Mount Weobry [B12L3]
-- WORLD Anchor Point: After Returning to World Map --
Battle #13 -- The Arkhaiopolis of Rhime [B13L3]
Battle #14a -- Phidoch South Curtain Wall [B14AL3]
Battle #14b -- Phidoch West Curtain Wall [B14BL3]
Battle #15 -- Phidoch Great Hall [B15L3]
---------------------------------------------------------------------
Battle #1 -- Madura Drift [B01L3]
Squad Limit: 10 Objective: Vanquish Hektor
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
900 | | Grimoire Scindeciel II (Wizard Drop) |
| | Grimoire Congelation II (Enchantress Drop) |
| | Buried under Brush (Right 5 Steps, Forward 4) |
| | Buried (Right 2 Steps, Forward 6 Steps) |
| | Buried under Rock (Right 4 Steps, Forward 12) |
| | Buried (Left 1 Step, Forward 10 Steps) |
| | Buried under Brush (Left 2 Steps, Forward 10) |
| | Buried (Left 5 Steps, Forward 15 Steps) |
--------------------------------------------------------------------|
This battle is a bit of a change from the original where you just
fought Lizardmen and Dragons, who were all adept at fighting in the
cold. Now you're up against a Galgastani Patrol unit who is just as
ill-equipped to fighting on the ice as you are.
The key to this battle is to look for places where the earth is
laid bare amongst this ice field. There aren't many spots like this
to stand on, but once you find one amongst the snow ice, stay where
you are. Standing on such a spot gives you about a 20% boost to hit
and evade, while most of the enemies won't be standing on a spot
like that when they attack. As such they'll be striking and evading
20% less, which is a huge difference when added together. Don't
forget that patches of snow can be melted away to reveal the earth
beneath it.
Hektor is no ordinary Knight, he's only a level higher than the
rest of his troops but he takes significantly less damage than
anything you've ever faced up until now. Hektor will usually rush
in cause havoc amongst your troops, so it's best to defeat him
quickly. While you're at it, try to kill the Enchantress and Wizard
from afar with an Archer to get a couple of new Grimoires early.
---------------------------------------------------------------------
Battle #2a -- Brigantys South Curtain Wall [B2AL3]
Squad Limit: 10 Objective: Vanquish Kakrinoros
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1200 | | Grimoire Resurrection (Cleric Drop) |
| | Buried (5 Steps Right, 3 Steps Forward) |
| | Buried under Tree (10 Steps Right, 1 Back) |
| | Buried (6 Steps Right, 6 Steps Forward) |
| | Buried (1 Step Left, 6 Steps Forward) |
| | Buried (5 Steps Left, 10 Steps Forward) |
| | Buried (11 Steps Right, 11 Steps Forward) |
--------------------------------------------------------------------|
Now that's what I call a wall. You start hemmed in at the bottom of
the map with an obvious height disadvantge with Archers and Mages
above you. It's not so bad though if you have a few Hawkmen at your
disposal as they can just simply fly up the wall and wreak havoc in
general while your main troops make the long ascent.
Make sure to have plenty of healing items. Mend Leaves +2 and Mending
Seeds should be the order of the day here as you'll probably take
a beating from above if they aren't distracted by your Hawkmen.
Once everybody's made it to the top, the battle is pretty much over
and Kakrinoros won't take more than 2 or 3 hits before he's gone.
Make sure you kill the Cleric here as he drops the valuable and
much needed Grimoire Resurrection that will finally enable your
Clerics to raise your fallen comrades... at Level 14... for the
price of 100 MP.
---------------------------------------------------------------------
Battle #2b -- Brigantys West Curtain Wall [B2BL3]
Squad Limit: 10 Objective: Vanquish Bingham
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1200 | | Footsoldier's Mark (Hoplite Drop) |
| | Peregrine's Mark (Hawkman Drop) |
| | Juggernaut's Mark (Juggernaut Drop) |
| | Buried under Rock (4 Steps Left, 3 Forward) |
| | Buried (5 Steps Right, 8 Steps Forward) |
| | Buried (5 Steps Right, 14 Steps Forward) |
| | Buried (1 Step Left, 15 Steps Forward) |
| | Buried (6 Steps Left, 18 Steps Forward) |
| | Buried (6 Steps Right, 22 Steps Forward) |
--------------------------------------------------------------------|
This is arguably the harder of the two routes to take in Brigantys,
as there is water nearly everywhere, and stepping stones to get
across are few and far between. The enemy also has the advantage of
having more terrain to fight on at their disposal. However, despite
the enourmous height advantage given to the Hawkwan Archers here,
they never seem to use it.
This is probably the best map in the game for using Octopi, as the
enemy melee fighters will attempt to cross the river to meet you.
This makes them completely helpless when they come up against an
Octopus. Two or three Octopi should be dispatched here to handle
things.
The two stages offer completely different rewards, in this one it's
the rewards of getting your first Juggernaut and Hoplite Classmarks,
along with a Cyclops to recruit if you missed getting one in the
last chapter. The South Wall by contrast offers an early and much
needed Resurrection Spell in an easier fight, but many enemies
will start dropping them in a few stages time and you can't make
use of it now until you gain a few more levels, whereas your next
chance at getting Juggernaut and Hoplite Classmarks won't be for
even longer and the reward is immediate.
---------------------------------------------------------------------
Battle #3 -- Brigantys Great Hall [B03L3]
Squad Limit: 10 Objective: Vanquish Hektor
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1200 | | Grimoire Tourbillon II (Enchantress Drop) |
--------------------------------------------------------------------|
Hektor will meet you once again here, but strangely this battle is
a lot simpler than the last time you fought him. To make this battle
easy, send up a three person team between the two lamps and hold
that line while keeping your other characters far behind them. Make
sure you have a Knight up front in the middle of this line to help
heal your group and pass on Light-Touched to help the other
characters dish out damage.
Hektor himself is incredibly resilient to taking damage, so he may
be the last one you kill. Which ideally you should as the enemies
here drop tons of coins that you can sell; something you can never
have too much of in this game.
After the battle during a scene you'll be given a choice. Pick the
second option to recruit the Dragoon Jeunan. Interestingly, he's
necessary in order to recruit Ravness a little later on. The choices
given are incredibly ambiguous and it's very easy to make the wrong
choice. In the original game the choice given was a perfectly clear
"Yes" or "No" type affair, this becomes obvious when you get the
title for whichever choice you make. The description of it makes
the choice seem like it should've been a straight Yes or No response.
---------------------------------------------------------------------
Battle #4 -- Bahanna Highlands [B04L3]
Squad Limit: 10 Objective: Vanquish Roberval
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1200 | | Ninja's Mark (Roberval Drop) |
| | Grimoire Malepluie II (Enchantress Drop) |
| | Grimoire Bravoure (Cleric Drop) |
| | Hallowing Stone (Cleric Drop) |
| | Buried (1 Step Right, 5 Steps Forward) |
| | Buried under Rock (9 Steps Right) |
| | Buried (8 Steps Right, 8 Steps Forward) |
| | Buried (2 Steps Left, 11 Steps Forward) |
| | Buried under Rock (2 Steps Right, 10 Forward) |
| | Buried (4 Steps Left, 18 Steps Forward) |
--------------------------------------------------------------------|
This is a crucial battle if you want to recruit Ravness, and is
the most esoteric part in the process. Before you fight, you should
read the Talk entry in the Warren Report about "Lord of Coritanae
Missing." Then when you're planning your battle party, make sure
Jeunan is deployed. During the fight, when Roberval's HP drops to
less than 70% a series of dialogues will happen mid-battle between
Roberval, Denam, and Jeunan. You must make sure that the entire
dialogue plays out before you defeat Roberval. When Denam says
"What!?" the dialogue is over, and you may continue with the fight.
Failing any of this will not trigger an optional battle later on
involving Ravness.
Besides all of that, this is in general a fairly straightforward
fight, especially with Jeunan around who actually makes the
underpowered spears very powerful indeed. Most of the enemies here
are only lightly armored and will fall to melee and arrow attacks
fairly quickly.
One thing to be careful of is that one warrior that starts on the
other side of the river and will casually snipe at any magic user
you have with his crossbow. Apart from him, not many enemies pose
much of a threat here.
---------------------------------------------------------------------
Battle #5 -- The Reisan Way [B05L3]
Squad Limit: 10 Objective: Vanquish Vance
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Magus's Mark (Warlock Drop) |
| | Grimoire Oeilddaigle (Warlock Drop) |
| | Grimoire Rocher II (Warlock Drop) |
| | Grimoire Resurrection (Cleric Drop) |
| | Cragwyrm's Mark (Earth Dragon Drop) |
| | Buried (11 Steps Right, 3 Steps Forward) |
| | Buried (6 Steps Right, 10 Steps Forward) |
| | Buried under Rock (7 Steps Right, 14 Forward) |
| | Buried under Rock (11 Steps Right, 21 Forward)|
| | Buried (1 Step Left, 8 Steps Forward) |
| | Buried under Brush (4 Steps Left, 10 Forward) |
--------------------------------------------------------------------|
The second brand new area and battle next to Rhea Boum that's been
added into the remake. This is a rather unusual battle as it starts
with you being pitted against another Galgastani support squad, but
with a couple high level Zombie Dragons who will not attack either
you or the Galgastani squad unless first attacked. The dragons start
the battle stilled, so if you have someone with Exorcism handy, you
can eliminate them before they wake up and start causing problems.
You may notice that if you end up fighting the dragons, that some of
your attacks do significantly more damage to them than your
opponents, despite having much higher defenses. This is happening
because Baldur Weapons have a hidden attribute which will deal
considerable damage to undead creatures. You might wonder why
there's no affinity bonus listed in the weapon's stat page, and
that's because while Phantoms are undead, not all undead are of the
Phantom race, which means undead is a condition and not a race.
The enemies here are higher in level than the previous group, and
have updated equipment to reflect this. However, if you've been
crafting and have upgrade as much of the current equipment that can
be bought for your side, then the advantage is yours. The best way
to fight this battle is to simply block the road with your best melee
fights, and hold that line. If the line breaks, all hell will break
loose and you'll have a much harder time fending off all the enemies
that decide to rush you.
Regardless of how you go about this battle, you'll definitely want
to kill or recruit the enemies that have new equipment. Of
particular note are the two Clerics who drop Grimoires when killed
that teach Resurrection and the Warlock who'll drop Magus Marks,
your first Dragonic Grimoire, and a tome for the rank II version
of Cragfall. Make sure you kill those enemies before clearing the
stage. Seems so odd getting your first Dragon Magic here, when before
they were exclusive to the Palace of the Dead (formerly Hell Gate).
---------------------------------------------------------------------
Battle #6 -- The Gates of Coritanae [B06L3]
Squad Limit: 10 Objective: Vanquish Orgeau
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Grimoire Eclair (Wizard Drop) |
| | Grimoire Scindeciel II (Wizard Drop) |
| | Grimoire Resurrection (Cleric Drop) |
| | Grimoire Bravoure (Cleric Drop) |
| | Hallowing Stone (Cleric Drop) |
| | Peregrine's Mark (Archer Drop) |
| | Dragoon's Mark (Dragoon Drop) |
| | Buried under Brush (3 Steps Left, 6 Forward) |
| | Buried (2 Steps Left, 11 Steps Forward) |
| | Buried (6 Steps Left, 10 Steps Forward) |
| | Buried (3 Steps Right, 17 Steps Forward) |
| | Buried (7 Steps Right, 2 Steps Forward) |
| | Buried (8 Steps Right, 8 Steps FOrward) |
--------------------------------------------------------------------|
This can be a tricky fight as there are two groups of enemies here
and they'll advance along two different routes. One will come along
the main road leading from the gate, while another will try to hop
across the semi-dried-up moat. If you send all your troops to meet
one group, the others will catch up and attack you from behind.
Therefore you will need to essentially divide up your squad of ten
into two groups of five. They each need to be self-sufficient
because there's little chance one group can afford to lose a member,
much less help, to help the other group because of the distance and
terrain needed to reach them. A balanced group should consist of
two melee fighters, a caster, an archer, and someone for heal/support
duties.
As the fight progresses, reinforcements will enter the map from
various locations and instantly get a turn when they do. They'll
appear without warning and usually ambush group. There's only a
limited number of reinforcements, but if you aren't quick in taking
down at least some of the initial enemies, then you'll run the risk
of both your groups getting overwhelmed in a hurry. If you're in
this sort of situation, quickly focus your attacks on Orgeau to end
things. He's only a Rune Fencer, and not a particularly powerful one
either for his level.
---------------------------------------------------------------------
Battle #7 -- Coritanae Ward [B07L3]
Squad Limit: 12 Objective: Vanquish Gatialo (or Apollinaire)
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1100 | | Grimoire Resurrection (Cleric Drop) |
| | Grimoire Bravoure (Cleric Drop) |
| | Hallowing Stone (Cleric Drop) |
| | -- Gatialo Version Only -- |
| | Grimoire Scindeciel II (Wizard Drop) |
| | Grimoire Congelation II (Enchantress Drop) |
| | Ninja's Mark (Ninja Drop) |
| | Ninja's Mark (Kunoichi Drop) |
| | -- Apollinaire Version Only -- |
| | Grimoire Revirement (Terror Knight Drop) |
| | Grimoire Monolithe (Rune Fencer Drop) |
--------------------------------------------------------------------|
The enemies you face here depend upon whether you defeated Gatialo
all the way back at Tynemouth Hill in Chapter 2 or not. If you
defeated him back then, then you will face Apollinaire instead.
The two fights play out pretty much the same, but the enemies you
face are completely different, and as such you get a few different
rewards from those enemies depending upon if you had let Gatialo live
or not.
The bulk of the fight will take place on a narrow "bridge", where
you'll meet the enemy head on. Since this will be your first time
fending a full complement of 12 troops in this fight, expect
maneuverability to be a problem in such a confined space. You'd best
not be in either of the pits unless you're a solid spear user, like
Jeunan, because apart from spears, whips, no other ranged weapons can
strike above an elevation difference of 2. And if they don't have
good defense they'll likely torn apart by the enemy Archers who just
otherwise stand around doing nothing. The worse part about being in
either of those pits is that there's only one path back out that
only characters who are Agile can use; Slow characters can not climb
out.
The easiest way is to simply fight this battle the same as you did
in Brigantys by forming a three-man line across the bridge and slowly
push the enemy back. Gatialo or Apollinaire will spearhead the attack
against you, and as such will likely take the brunt of your assault.
Forego defeating them long enough to at least kill the Cleric for
another Resurrection Grimoire.
---------------------------------------------------------------------
Battle #8a -- Psonji Weald [B8AL3]
Squad Limit: 10 Objective: Vanquish Brutakos
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
900 | | Firewyrm's Mark (Flame Dragon Drop) |
| | Grimoire Eclair (Enchantress Drop) |
| | Juggernaut's Mark (Juggernaut Drop) |
| | Magus's Mark (Warlock Drop) |
| | Biblion Anatomiae (Warlock Equip) |
| | Grimoire Rocher II (Warlock Drop) |
| | Magus's Mark (Witch Drop) |
| | Biblion Anatomiae (Witch Equip) |
| | Grimoire Rocher II (Witch Drop) |
| | Grimoire Embourbant (Wizard Drop) |
| | Stormwyrm's Mark (Thunder Dragon Drop) |
| | Buried under Tree (2 Steps Right, 3 Forward) |
| | Buried (4 Steps Left, 5 Steps Forward) |
| | Buried (2 Steps Left, 10 Steps Forward) |
| | Buried under Tree (11 Steps Left, 18 Forward) |
| | Buried (5 Steps Left, 17 Steps Forward) |
| | Buried (2 Steps Right, 17 Steps Forward) |
--------------------------------------------------------------------|
The first option to take on your route back to Almorica is incredibly
valuable in terms of rewards, but it's not without its own risks.
You can encounter a Hydra here for the first time, as well as a
couple new dragons -- Thunder and Flame, and two Lizardmen
Juggernauts. You should attempt to recruit one of each of those
enemies into your army as they don't appear too frequently during
the story.
Also of note are the list of valuable items that drop from killing
the rest of the enemies in this stage noted above. You should
definitely make a point of killing the Warlock and the Witch to
collect their loot. He'll drop the first Spellbook weapon for you to
collect if you do, which is effectively your first weapon that can't
be bought in stores.
You will want to deploy one, maybe two, Dragoons on this map along
with a couple heavyweights up front to soak up the hits the Dragons
will dish out, as they'll be the first to reach your position. You
should endeavour to move the front line of your deployment 4 steps in
front. Add in a fifth character such as Canopus who can take hits and
dish out ranged damage by standing on that one bit of scrub land a
step to the right and behind your line of four to secure your spot
on the hill. Hold this position until the Dragons and Lizardmen are
dealt with, and then mop up the rest.
---------------------------------------------------------------------
Battle #8b -- Lake Bordu [B8BL3]
Squad Limit: 10 Objective: Vanquish Muntzer
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
900 | | Grimoire Briseciel II (Valkyrie Drop) |
| | Juggernaut's Mark (Juggernaut Drop) |
| | Familiar's Mark (Familiar Drop) |
| | Bandit's Mark (Rogue Drop) |
| | Buried (3 Steps Right, 16 Steps Forward) |
| | Buried under Tree (3 Steps Left, 7 Forward) |
| | Buried (6 Steps Right, 5 Steps Forward) |
| | Buried (4 Steps Left, 10 Steps Forward) |
| | Buried (8 Steps Left, 10 Steps Forward) |
| | Buried (2 Steps Left, 17 Steps Forward) |
--------------------------------------------------------------------|
The second option is arguably more difficult than the first, however
it does have some interesting rewards. The Necromancer Muntzer
starts on the other side of the lake, and near you are zombified
remains of the Walister Resistance. Those zombies start the battle
stilled, so you should quickly exorcise them before they wake up and
have to deal with them and Muntzer's troops.
There are three enemies you should recruit here. One is the lone
Cockatrice, another is a Lamia Matriarch, and regardless of whatever
route you take, you should recruit a Lizardman here into your army
if you have not already done so.
The added allies you make in this fight will help out a lot as
Muntzer will start summoning more enemies into the field as the
fight progresses. It can be difficult moving about in the swamp, but
if you get close enough to Muntzer to launch a few attacks at her,
she'll go down quickly as she's rather frail.
---------------------------------------------------------------------
Battle #9 -- Tynemouth Hill [B09L3]
Squad Limit: 10 Objective: Vanquish Ganpp
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Footsoldier's Mark (Hoplite Drop) |
| | Juggernaut's Mark (Juggernaut Drop) |
| | Buried (8 Steps Left, 4 Steps Forward) |
| | Buried under Rock (4 Steps Left, 2 Forward) |
| | Buried under Bush (9 Steps Left, 12 Forward) |
| | Buried (4 Steps Left, 3 Steps Forward) |
| | Buried under Rock (6 Steps Right, 13 Forward) |
| | Buried (6 Steps Left, 5 Steps Forward) |
--------------------------------------------------------------------|
Ganpp shows up again with his two pet Gryphons, along with a couple
uniquely coloured Cockatrices. You're able to kill his pets this time
around but you really shouldn't, because Ganpp will then heal himself
and stick your party with debuffs, or buff himself up. There's not
too much in value here from killing all the enemies anyways, so
you should focus all your attacks on Ganpp and finish this battle
quickly.
After the battle and before moving on, you should seriously consider
going to the Phorampa Wildwood, which is open again, and level your
troops up to around Level 14 if they aren't already. Use the
Krysaro shops as a resupply base before returning to Almorica, and
make sure you have updated equipment to reflect your levels.
---------------------------------------------------------------------
Battle #10 -- The Gates of Almorica [B10L3]
Squad Limit: 10 Objective: Vanquish Gildora
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Beastmaster's Mark (Beast Tamer Drop) |
| | Dragoon's Mark (Dragoon Drop) |
| | Windwyrm's Mark (Cloud Dragon Drop) |
| | Black Iron's Mark (Iron Golem Drop) |
| | Buried (1 Step Right, 8 Steps Forward) |
| | Buried under Tree (5 Steps Right, 11 Forward) |
| | Buried (1 Step Right, 17 Steps Forward) |
| | Buried (3 Steps Left, 13 Steps Forward) |
| | Buried under Rock (7 Steps Left, 14 Forward) |
| | Buried (3 Steps Left, 15 Steps Forward) |
--------------------------------------------------------------------|
This will be the third and final time you fight at Almorica, and it
introduces another new class. If you have a Witch or Warlock on your
team, you should try to recruit at least one of the two Iron Golems.
There are also a couple Dragons here, a Dark and Cloud dragon.
The battle though is startingly similar to the one back in Chapter
2 against Modiliani. A magic user is the leader, there's a few tough
enemies, and assorted Archers and mages. However, as the battle
progressees some reinforcements will drop in and quickly make the
battle a little more difficult.
In order to succeed here, you must defeat and/or recruit both Dragons
and Golems first, because their presence serves to slow you down and
make this fight a headache. The Golems are quite susceptible to Magic
and Crushing attacks, while bringing in a Dragoon can make short work
of those Dragons. After those enemies have been dealt with, the only
threat will be the leader and the number of reinforcements entering
the field. It's best to kill the leader quickly now as there's not
much in the way of rewards for killing the rest.
---------------------------------------------------------------------
Battle #11 -- Almorica Passageway [B11L3]
Squad Limit: 10 Objective: Vanquish Xaebos
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
| | Dragoon's Mark (Dragoon Drop) |
| | Grimoire Vifesprit (Warlock Drop) |
--------------------------------------------------------------------|
Back here again, only it's a bit dark inside. Xaebos is here
commanding a sizeable group of Galgastanis, and though he doesn't
hold the Fafnir from the original game this time around, he does
have something very valuable that you want. There is a Necromancer
in his squad that you can recruit, and you should not finish this
battle until you've convinced him to join your side because
Necromancers and their class marks can only be found near the very
end of the game, and this is the only one during the story you can
recruit.
Take note that there are a lot of Terror Knights and a couple of
Dragoons here, so have characters set up with Anatomy and Strengthen
to do signifcant damage to these units. Take those units out
before they can use their TP skills, which means ganging up on them
one by one. Once they're gone all that's left are the magic users
and Xaebos who loves using Phalanx at all times which means you
should ignore him for a while until he stops using it to focus on
the other enemies.
The Warlock here has a chance to drop the Dragon Magic tome of
Vifesprit, but it's rather low. Don't worry if you don't get it
though, as it only teaches a buff spell that grants Spellcraft.
After the battle Vyce, Arycelle (if she's alive), Mirdyn, and Gildas
will all finally join you. If you also got the Necromancer, you now
have a character to recruit Phantoms and 3 classes you need to get
up to speed. Another thing to note is that three other members from
the New Walister Alliance no longer join from the original game.
They were Peyton, Beylevra, and Apsara who appeared in the scene
"Kin is Kin" at the start of the chapter.
---------------------------------------------------------------------
Battle #12 -- Mount Weobry [B12L3]
Squad Limit: 10 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1100 | | Familiar's Mark (Familiar Drop) |
| | Bandit's Mark (Rogue Drop) |
| | Gloomwyrm's Mark (Dark Dragon Drop) |
| | Gleamwyrm's Mark (Arc Dragon Drop) |
| | Buried (3 Steps Left, 3 Steps Back) |
| | Buried (2 Steps Right) |
| | Buried (8 Steps Right, 2 Steps Back) |
| | Buried (8 Steps Left, 9 Steps Forward) |
| | Buried (2 Steps Right, 8 Steps Forward) |
| | Buried (6 Steps Right, 14 Steps Forward) |
--------------------------------------------------------------------|
Watch where you step here. The battle here on Mount Weobry is
completely different from the original, with a new map and a new
skirmish. Essentially you have to fight amongst high level Dragons
Phantoms, Gremlins, and Lizardmen including the reinforcements that
join in.
Bring along a (Dragon) Tamer to recruit a Hydra here if you don't
already have one, and a Dragoon to deal with the rest of the Dragons.
If you managed to recruit that Necromancer and get him up to speed,
you should use him to recruit a Phantom unit or two here as well, and
Exorcise the rest with a Cleric.
When fighting on Mount Weobry, stay away from any of the pits here
as any character without the Fly or Float mobility will instantly
lose a life if knocked off the edge. Although this is a good trick
to kill enemies, you won't get any loot for doing so.
---------------------------------------------------------------------
Battle #13 -- The Arkhaiopolis of Rhime [B13L3]
Squad Limit: 12 Objective: Vanquish Ozma
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
900 | | Grimoire Oeildaigle (Warlock Drop) |
| | Biblion Sacri (Warlock Equip) |
| | Buried (5 Steps Right) |
| | Buried (6 Steps Right, 6 Steps Forward) |
| | Buried (2 Steps Right, 10 Steps Forward) |
| | Buried (7 Steps Right, 15 Steps Forward) |
| | Buried (4 Steps Left, 13 Steps Forward) |
| | Buried (10 Steps Left, 12 Steps Forward) |
--------------------------------------------------------------------|
Bit early for this music to all of a sudden start playing for those
who've played the original. Anyways, saving Hobyrim here is a top
priority because he's an amazing Swordmaster, and Swordmasters are an
amazing class in their own right. You should though really
concentrate on getting near Ozma to defeat her, as she can be quite
wily in attacking and then moving just of out you attack range.
Saving Hobyrim is a little different than it was in the original,
mostly because the Swordmaster class is a completely different class
than it previously was. They're more offense oriented and can last
a decent amount of time against a number of enemies so Hobyrim will
rush right in instead of retreating back towards you. You will
definitely need to send Canopus over to administer some Mending
Seeds as quickly as possible to keep Hobyrim going.
There's also quite a lot of enemies in the streets of Rhime, so you
will probably have to deal with some of them if they start sniping
at you, because leaving them alone to track down Ozma can lead to
some pretty nasty results. Send a few characters to save Hobyrim,
while the rest fend off those annoying enemies.
One enemy of particular note is the Warlock here. He drops a Dragon
Magic Grimoire if you defeat him, but he also holds a new Spellbook
that you can't buy in shops. So it's a tough call; if you've already
gotten a Grimoire Oeidaigle, you should definitely recruit him to
guarantee getting the Spellbook otherwise if you kill him there's
only a chance you'll get the Spellbook, but you're guaranteed the
Grimoire.
---------------------------------------------------------------------
Battle #14a -- Phidoch South Curtain Wall [B14AL3]
Squad Limit: 12 Objective: Vanquish Vestiarri
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Codex of Gems (Vestiarri Drop) |
| | Peregrine's Mark (Hawkman Drop) |
| | Biblion Sacri (Warlock Equip) |
| | Buried (4 Steps Right, 2 Steps Forward) |
| | Buried (5 Steps Left, 5 Steps Forward) |
| | Buried (5 Steps Left, 8 Steps Forward) |
| | Buried (3 Steps Left, 15 Steps Forward) |
| | Buried (4 Steps Left, 20 Steps Forward) |
| | Buried (7 Steps Right, 22 Steps Forward) |
--------------------------------------------------------------------|
And the Training Theme makes its return with great fanfare, but this
battle is anything but a training regimen. As with any big castle
sieges the enemies have a clear terrain advantage and numbers. In
fact reinforcements will arrive soon after and slow you down, so you
need to kill targets of opportunity while making your way to
Vestiarri.
The hard part, comes after crossing the stream in front of the first
wall as the path starts to wind itself around to the top. You should
wait on the other side of the stream until Vestiarri makes her way
down from her position before advancing on her, because trying to
fend off enemy attacks between the first and second walls with the
possibility of reinforcements suddenly ambushing them will ensure
defeat.
If you take this route, make sure to recruit the Warlock here to
nab his Spellbook. This is in contrast to the other route where
you'll get some new magic from killing the Warlock over there.
---------------------------------------------------------------------
Battle #14b -- Phidoch West Curtain Wall [B14BL3]
Squad Limit: 12 Objective: Vanquish Mercure
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Codex of Gems (Mercure Drop) |
| | Granite's Mark (Stone Golem Drop) |
| | Biblion Sacri (Warlock Equip) |
| | Grimoire Fumerolle (Warlock Drop) |
| | Biblion Herpetou (Warlock Equip) |
| | Grimoire Aspirenergie (Warlock Drop) |
| | Buried (3 Steps Right) |
| | Buried (2 Steps Left, 9 Steps Forward) |
| | Buried (7 Steps Left, 13 Steps Forward) |
| | Buried (7 Steps Right, 9 Steps Forward) |
| | Buried (9 Steps Right, 14 Steps Forward) |
| | Buried (2 Steps Left, 19 Steps Forward) |
--------------------------------------------------------------------|
This alternate route at Phidoch is by far the more valuable, as there
are two Warlocks here that both drop new Grimoires, and they also
wield some new Spellbooks that they might also drop. They are also
fairly easy to kill as they're part of the group in front of the
first wall. If you want to forego the Grimoire and ensure the
possession of those two new Spellbooks, you should definitely recruit
both of them instead.
You'll want to take this battle nice and slowly dealing with all the
enemies in front of the first wall, before those from the second wall
make their way down. Don't rush the leader here as that'll result
in a quick death, wait for the leader to rush you.
The Golems must be dealt with first and foremost as they are walking
walls themselves. They're weak against magic and crushing attacks,
so use those attacks to dispatch them. The rest of the forces have
drastically lower defenses than the Golems and can be dealt with
quickly. Once you've got the Golems out of the way, the rest should
be easy, even when reinforcements do arrive.
---------------------------------------------------------------------
Battle #15 -- Phidoch Great Hall [B15L3]
Squad Limit: 12 Objective: Vanquish Oz and Balxephon
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Black Iron's Mark (Iron Golem Drop) |
| | Biblion Sacri (Warlock / Witch Equip) |
--------------------------------------------------------------------|
This fight isn't nearly as maddening as it was in the original, where
it was a two parter with a one-on-one spar with Oz who could take
more than half of Denam's life with a single hit from his Glamrock
axe to start. Now they've combined the two into one battle where Oz
gets the first hit and, if Denam's a Knight, won't hurt Denam that
badly. Another twist is that in the original you never fought
Balxephon here, as he left with Lanselot. Definitely deploy Hobyrim
here and he'll have a chat with both Oz and Hobyrim during the fight.
You will need to divide up half your troops here, one to take out the
Templars and Oz, the other to block the enemy coming down the stairs
and Balxephon. It's easy to form a line to block the enemy trops
coming downt he stairs by placing characters on either side of those
lamps. You will get yet another chance to obtain a Spellbook here, so
recruit either the Warlock or the Witch to guarantee it.
Oz himself oddly isn't much more than dangerous than the Templars,
Balxephon on the other hand is brutal if you get within the range
of his spear. Do your best to defeat Oz, before Balxephon makes his
way down so you can then focus all your troops on him. As long as you
stay out of the range of Balxephon's spear when attacking you should
have no trouble defeating him.

========================= The Chaotic Path ==========================


2.2b -- Chapter 2: The World can be Put to Rights [CH2CW]
-- WORLD Anchor Point: After Returning to World Map --
Battle #1 -- Port Asyton [B01C2]
Battle #2 -- Rhea Boum Aqueduct [B02C2]
Battle #3 -- Xeod Moors [B03C2]
-- WORLD Anchor Point: After Returning to World Map --
Battle #4 -- Lake Bordu [B04C2]
Battle #5 -- Tynemouth Hill [B05C2]
Battle #6 -- Krysaro [B06C2]
-- WORLD Anchor Point: After Returning to World Map --
Battle #7 -- Qadriga Fortress [B07C2]
Battle #8 -- Ndmamsa Fortress [B08C2]
Battle #9 -- Golyat [B09C2]
Battle #10 -- The Arkhaiopolis of Rhime [B10C2]
-- WORLD Anchor Point: After Returning to World Map --
Battle #11 -- The Gates of Almorica [B11C2]
Battle #12 -- Almorica Passageway [B12C2]
** WORLD Route Split: To Chaos or Neutral **
---------------------------------------------------------------------
2.3b -- Chapter 3: Ambition and Greed Rule, While Dogs and [CH3CW]
Swine Serve
Battle #1 -- Port Asyton [B01C3]
-- WORLD Anchor Point: After Returning to World Map --
Battle #2 -- Xeod Moors [B02C3]
Battle #3 -- The Gates of Coritanae [B03C3]
Battle #4 -- Coritanae Ward [B04C3]
Battle #5 -- The Reisan Way [B05C3]
Battle #6 -- Bahanna Highlands [B06C3]
-- WORLD Anchor Point: After Returning to World Map --
Battle #7a -- Brigantys South Curtain Wall [B7AC3]
Battle #7b -- Brigantys West Curtain Wall [B7BC3]
Battle #8 -- Brigantys Great Hall [B08C3]
Battle #9 -- Bahanna Highlands [B09C3]
Battle #10 -- The Gates of Coritanae [B10C3]
Battle #11a -- Coritanae Ward [B11AC3]
Battle #11b -- Coritanae Ward [B11BC3]
-- WORLD Anchor Point: After Returning to World Map --
Battle #12 -- Mount Weobry [B12C3]
Battle #13 -- The Arkhaiopolis of Rhime [B13C3]
Battle #14 -- Boed Fortress [B14C3]
-- WORLD Anchor Point: After Returning to World Map --
Battle #15a -- Phidoch South Curtain Wall [B15AC3]
Battle #15b -- Phidoch West Curtain Wall [B15BC3]
Battle #16 -- Phidoch Great Hall [B16C3]
---------------------------------------------------------------------
========================= The Neutral Path ==========================
2.3c -- Chapter 3: There Will be Sacrifices [CH3NW]
Battle #1 -- The Gates of Almorica [B01N3]
-- WORLD Anchor Point: After Returning to World Map --
Battle #2 -- Boed Fortress [B02N3]
Battle #3 -- Tynemouth Hill [B03N3]
Battle #4 -- Qadriga Fortress [B04N3]
-- WORLD Anchor Point: After Returning to World Map --
Battle #5 -- Port Asyton [B05N3]
Battle #6 -- Mount Hedon [B06N3]
Battle #7 -- Hagia Banhamuba [B07N3]
Battle #8 -- Ndmamsa Fortress [B08N3]
-- WORLD Anchor Point: After Scene at Almorica --
Battle #9 -- The Gates of Coritanae [B09N3]
Battle #10 -- Coritanae Ward [B10N3]
Battle #11 -- Mount Weobry [B11N3]
Battle #12 -- The Arkhaiopolis of Rhime [B12N3]
-- WORLD Anchor Point: After Returning to World Map --
Battle #13a -- Phidoch South Curtain Wall [B13AN3]
Battle #13b -- Phidoch West Curtain Wall [B13BN3]
Battle #14 -- Phidoch Great Hall [B14N3]
---------------------------------------------------------------------
============================ The Finale =============================
2.4 -- Chapter 4: Let us Cling Together [CH4_W]
-- WORLD Anchor Point: After Report of Brigantys Revolt --
Battle #1 -- Bahanna Highlands [B01_4]
Battle #2a -- Brigantys South Curtain Wall [B2A_4]
Battle #2b -- Brigantys West Curtain Wall [B2B_4]
Battle #3 -- Mount Hedon [B03_4]
Battle #4 -- Hagia Banhamuba [B04_4]
-- WORLD Anchor Point: After Route to Barnicia Opens --
Battle #5 -- The Vanessan Way [B05_4]
Battle #6 -- Lanbiss Hill [B06_4]
Battle #7 -- Tzorious Field [B07_4]
Battle #8 -- Gates of Barnicia [B08_4]
Battle #9 -- Barnicia Courtyard [B09_4]
Battle #10 -- Barnicia Grand Staircase [B10_4]
-- WORLD Anchor Point: After Reuniting with Catiua --
Battle #11a -- Ioruzma Canyon [B11A_4]
Battle #11b -- Boulder Sands [B11B_4]
Battle #12 -- Oeram City [B12_4]
Battle #13a -- Heim South Curtain Wall [B13A_4]
Battle #13b -- The Gates of Heim [B13B_4]
Battle #13c -- Heim Postern Gate [B13C_4]
Battle #14 -- Heim Courtyard [B14_4]
Battle #15 -- Heim Great Hall [B15_4]
-- WORLD Anchor Point: After Hanging Gardens Opens --
The Final Dungeon -- Hanging Gardens [EDEN0]
The Endings [THEND]
---------------------------------------------------------------------
Battle #1 -- Bahanna Highlands [B01_4]
Squad Limit: 10 Objective: Vanquish Uram
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
800 | | Ring of Vitality (Uram Drop) |
| | Icewyrm's Mark (Frost Dragon Drop) |
| | Ring of Alacrity (Frost Dragon Equip) |
| | Ring of Vitality (Swordmaster Equip) |
| | Ring of the Horde (Valkyrie Equip) |
| | Buried (9 Steps Right, 1 Step Forward) |
| | Buried (3 Steps Right, 4 Steps Forward) |
| | Buried under Rock (6 Steps Right, 9 Forward) |
| | Buried (1 Step Right, 9 Steps Forward) |
| | Buried under Tree (3 Steps Left, 10 Forward) |
| | Buried (7 Steps Left, 10 Steps Forward) |
--------------------------------------------------------------------|
The hard part of this battle is that no matter your level, you'll be
spending most of the time trying to cross the river, as the only
points your troops can cross are at the extreme ends of the map. The
Ideal crossing point is at the top of the river, so that you'll have
the height advantage over the enemies with any Archers you have.
However if you have flying characters around such as Canopus, then
the crossing won't be so bad as they can hit hard and fast.
For those left behind, let them build up their MP over time and then
start casting buff spells to them just before they cross so that
their effectiveness lasts long enough for the fight.
There are a couple Frost Dragons here, so deploying a Dragoon can
help greatly.
---------------------------------------------------------------------
Battle #2a -- Brigantys South Curtain Wall [B2A_4]
Squad Limit: 10 Objective: Vanquish all Enemies
Before you start, you can actually skip the battle at Brigantys, but
only from the South Wall. If you remove all of Denam's equipment
and send him in alone to the South Wall, a different scene will
occur and the Philaha guards will let you in without a fight.
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
800 | | Magus's Mark (Warlock Drop) |
| | Biblion Sacri (Warlock / Witch Equip) |
| | Grimoire Fumerolle (Wizard Drop) |
| | Ring of the Mind (Cleric Equip) |
| | Ring of the Horde (Dragoon Equip) |
| | Ring of Vitality (Swordmaster Equip) |
| | Ring of Deftness (Archer Equip) |
| | Buried (2 Steps Left, 3 Steps Forward) |
| | Buried (2 Steps Right, 4 Steps Forward) |
| | Buried (8 Steps Right, 2 Steps Forward) |
| | Buried (3 Step Left, 9 Steps Forward) |
| | Buried (4 Steps Left, 7 Steps Forward) |
| | Buried (8 Steps Left, 12 Steps Forward) |
--------------------------------------------------------------------|
Effectively a repeat of the same battle in Chapter 2, only easier,
because there's only two Archers who are a real threat. The magic
users are all well back and will take quite a few turns before they
come into play/ By then most of your troops will be halfway up the
wall.
As before fly Canopus or any other flying unit you have straight to
the top of the wall, and make life difficult for all the enemies
sitting up there. The only tough enemies to kill are a pair of
Dragoons, and they only have moderate defenses compared to Knights.
---------------------------------------------------------------------
Battle #2b -- Brigantys West Curtain Wall [B2B_4]
Squad Limit: 10 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
800 | | Magus's Mark (Witch Drop) |
| | Biblion Herpetou (Witch Equip) |
| | Ring of Vitality (Witch / Terror Knight Equip)|
| | Ring of the Mind (Cleric Equip) |
| | Ring of Evasion (Knight Equip) |
| | Ring of Deftness (Archer Equip) |
| | Buried (4 Steps Right, 11 Steps Forward) |
| | Buried (1 Step Left, 12 Steps Forward) |
| | Buried under Rock (5 Steps Left, 13 Forward) |
| | Buried under Tree (8 Steps Left, 12 Forward) |
| | Buried (2 Steps Left, 16 Steps Forward) |
| | Buried (2 Steps Left, 22 Steps Forward) |
--------------------------------------------------------------------|
The alternate route is also pretty much the same as the last time you
were here in Chapter 2. This is the perfect place to use an Octopus
or two if you have them. One can really put a dent in the enemy,
two can make the battle easy, and three would be overkill. Absolutely
none of the enemies here can enter the water, but if you can, you'll
have the upper hand.
* * *
After the scenes in Brigantys, but before proceeding to Mount Hedon
is a sidequest checkpoint where new Sidequests open up and others
close permanently if you haven't done it by the time you get to Mount
Hedon. Here's a rundown:
[] Last chance to complete Part 1 of the Port Omish Sidequest [OS4_X]
[] If Law, must read Talk: "Rift in the Dark Knights" by now [OS5_L]
[] Chaos Route Exclusive Sidequest is available [OS5_C]
[] Visit Almorica Castle for an elightening scene
[] Visit Golyat if you declined Xapan during Chapter 2 Law [SB1_L]
---------------------------------------------------------------------
Battle #3 -- Mount Hedon [B03_4]
Squad Limit: 10 Objective: Vanquish LeRozza
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
900 | | Magus's Mark (LeRozza Drop) |
| | Gloomwyrm's Mark (Dark Dragon Drop) |
| | Firewyrm's Mark (Flame Dragon Equip) |
| | Cloud Shoes (Familiar Drop ~ Used WORLD) |
| | Buried under Rock (1 Step Right, 7 Forward) |
| | Buried (1 Step Right, 9 Forward) |
| | Buried (3 Steps Right, 11 Steps Forward) |
| | Buried under Tree (6 Steps Right, 13 Forward) |
| | Buried (13 Steps Forward) |
| | Buried (3 Steps Left, 4 Steps Forward) |
--------------------------------------------------------------------|
An interesting battle to be sure as there's a bit of everything here.
There are a hard hitting Warrior, Berserker, Dragoon, and Terror
Knight; a couple Dragons; a few mages; Familiars; and an Archer.
With such a well-balanced group you'd think this would be a bit of a
tought fight. Unfortunately it's not because the AI routines hamper
them more often than not.
Your biggest roadblocks are the two Dragons who are positioned
perfectly to block any further advancement on the enemy. Show them
the point of Jeunan's spear and you'll be through them easily.
Then return the favour by keeping a couple tanks such as a Hoplite
or Knight to halt the enemy's progress and pound on them from afar.
---------------------------------------------------------------------
Battle #4 -- Hagia Banhamuba [B04_4]
Squad Limit: 10 Objective: Vanquish Sherri
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
900 | | Scroll of the Cicada (Ninja Drop) |
--------------------------------------------------------------------|
This battle is just as easy as it was in the original if you have
Archers capable of reaching that ledge right behind your starting
position. Canopus and other Hawkmen can get up there and fire arrows
safely over 2/3 of the map with ease. All your ground troops need to
do is fend off the weakened enemies that try to advance on your
position. Just be careful to place any troops near any of the
pitfalls, as being knocked off the ledge sends them to a quick death.
Unlike the original game, you don't have to make a difficult choice
in this battle. That choice being, bring Sherri to within an inch
of her life so she'd join you (and unlock the Forbidden Earth Magic)
or defeat her and get a unique and very useful Dark Magic spell. She
doesn't drop anything of importance this time around so you really
should try to recruit her here by bringing her HP down to less than
10%. She'll escape, but when you return to Phidoch afterwards, go
to Balmamusa when it's raining and she'll join you then.
After the battle you'll have a talk with Mreuva, and he'll pose a
question to you that has a dramatic effect on an upcoming battle
depending upon your choice. Though you're given no indication on
where to go next, return to Phidoch.
---------------------------------------------------------------------
Battle #5 -- The Vanessan Way [B05_4]
Squad Limit: 12 Objective: Vanquish Alessandro
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1100 | | Stormwyrm's Mark (Dark Dragon Drop) |
| | Wateryrm's Mark (Flame Dragon Equip) |
| | Grimoire Entrave (Wizard Drop) |
| | Buried (2 Steps Right, 2 Steps Forward) |
| | Buried (4 Steps Left, 8 Steps Forward) |
| | Buried (2 Steps Right, 11 Steps Forward) |
| | Buried under Brush (7 Steps Right, 21 Forward)|
| | Buried (3 Steps Right, 22 Steps Forward) |
| | Buried (6 Steps Left, 26 Steps Forward) |
--------------------------------------------------------------------|
A third new battle was added here to the original game largely
because the long route to Barnicia only had one battle before it.
The map in the original game looked kind of odd with the long route
between locations, considering you are marching straight through
Bakram's front door.
Anyways, you'll be fighting atop a large viaduct here, so be careful
in sending units out towards the edges, as the drop may very well
knock them out should they get pushed off the side. The bridge isn't
too narrow, but given the large number of troops in this fight,
mobility may be an issue. Though since not all the enemies will
reach you at the same time, it's best to focus all your attacks on
each one as they draw near.
If you marcate the viaduct into five equal parts, you should secure
the second or third fifth for most of the battle. Once you've gotten
rid of most of the enemies, it's really just a mop up until you
get to Alessandro.
---------------------------------------------------------------------
Battle #6 -- Lambiss Hill [B06_4]
Squad Limit: 12 Objective: Vanquish Pajeot
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1100 | | Gleamwyrm's Mark (Arc Dragon Drop) |
| | Buried (1 Step Right, 5 Steps Forward) |
| | Buried (2 Steps Right, 7 Seps Forward) |
| | Buried (4 Steps Right, 2 Steps Forward) |
| | Buried under Brush (5 Steps Right, 12 Forward)|
| | Buried (3 Steps Right, 13 Steps Forward) |
| | Buried under Rock (1 Step Left, 13 Forward) |
--------------------------------------------------------------------|
A wierd twist on an old battle from the original game. You're
fighting in the opposite direction, which is wierd since the cliffs
are to the North or to the West and should be to the party's left.
It's like you're fighting your way out of Bakram.
In any case you will definitely want a Dragoon or two in this fight,
since there are three dragons present, and one of them is an Arc
Dragon, which can be quite a pain to kill. You may want to try
recruiting this Arc Dragon, but don't expect it to join so easily
as its loyalty is usually very high.
While your Dragoons are busy taking down Dragons, your Archers and
Mages should focus on the Beast Tamers. Pajeot will generally charge
forward leaving his Hawkmen Archers behind, and once he does that
you can pretty much focus on him without worry as there really
isn't much point killing the rest of the troops here.
---------------------------------------------------------------------
Battle #7 -- Tzorious Field [B07_4]
Squad Limit: 12 Objective: Vanquish Andoras
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1100 | | Cragwyrm's Mark (Earth Dragon Drop) |
| | Buried under Crate (1 Step Forward) |
| | Buried (10 Steps Forward) |
| | Buried (10 Steps Right, 12 Steps Forward) |
| | Buried (8 Steps Left, 9 Steps Forward) |
| | Buried under Tree (8 Steps Left, 24 Forward) |
| | Buried (5 Steps Right, 21 Steps Forward) |
--------------------------------------------------------------------|
The fourth of the brand new stages and it showcases the rather
underused character of Andoras. If you have her, deploy Ozma for
bit of back and forth banter between the two. Canopus will also have
some words with him as well towards the end of the fight.
Of the new battlefields this one can be quite annoying, as it's
basically one giant tar pit. Tar basically has the same effect on
movement as water does, only everyone can walk on tar. Most of the
enemies though will forego better judgement and try to make a direct
crossing, while you should aim to fllow the dry land around the
tar pit and use ranged attacks to take out the hapless enemies.
The best way to tackl this map is to mount a defense of your strating
position, to keep as many enemies in the tar as possible. Focus on
the enemy nearest your starting position and then move on to the next
one when he's defeated. Keep in mind an archer or two will try to
flank you so be sure to take them out as well. If you move your melee
characters around the far side of the map, you'll ensnare the enemies
in a trap and it should be easy pickings from there.
* * *
Before heading to Barnicia Castle is another sidequest checkpoint.
Some sidequests will close upon your arrival there, while some new
ones may have opened up earlier. Below is a checklist:
[] Last chance to complete Part 2 of the Port Omish Sidequest [OS4_X]
[] If Law, last chance to meet Ozma with Hobyrim [OS5_L]
[] Last chance to find Sherri in Balmamusa if you spared her [B04_X]
[] Exeter Island sidequest is now available [OS6_X]
[] If Neutral and you saved Cerya, a sidequest is available [OS5_N]
---------------------------------------------------------------------
Battle #8 -- Gates of Barnicia [B08_4]
Squad Limit: 12 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1200 | | Black Iron's Mark (Iron Golem Drop) |
| | Magus's Mark (Book Wielding Templar Drop) |
| | Buried (3 Steps Left, 1 Step Back) |
| | Buried (1 Step Right, 3 Steps Forward) |
| | Buried (9 Steps Right, 7 Steps Forward) |
| | Buried under Rock (11 Steps Right, 14 Forward)|
| | Buried (4 Steps Right, 16 Forward) |
| | Buried (4 Steps Left, 10 Forward) |
--------------------------------------------------------------------|
This will be a long slug-fest as there's tar everywhere, a couple of
highly resistant Iron Golems, Hawkman Archers, and a random
assortment of Templars. You've little choice but to simply meet the
enemy head on and take advantage of the terrain wherever possible.
You will definitely need at least two Clerics working here as having
one just won't be enough to cover your army as their mobility will
be severely hampered by random bits of tar getting in their way.
Speaking of mobility issues, make use of any and all flying and
floating units you have as they can move unimpeded by the tar, giving
them a huge advantage over your enemies. Ranged attackers and magic
users reign supreme on this map, there's not a whole lot of work
your melee fighters can do as they will have problems simply getting
within range to attack.
---------------------------------------------------------------------
Battle #9 -- Barnicia Courtyard [B09_4]
Squad Limit: 12 Objective: Vanquish Barbas
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1200 | | Rimfire (Templar Arbalest Wielder Drop) |
| | Buried (2 Steps Left) |
| | Buried under Rock (2 Steps Right, 1 Forward) |
| | Buried under Brush (6 Steps Right, 3 Forward) |
| | Buried (12 Steps Right, 11 Steps Forward) |
| | Buried (2 Steps Right, 8 Forward) |
| | Buried (2 Steps Left, 7 Forward) |
--------------------------------------------------------------------|
In case you were wondering about the dialogue as you go through
Barnicia concerning Ozma. During the original game you could not
recruit her at all, as you were forced to kill her no matter which
route you took. So interestingly the dialogue during Chapter 4
remains unchanged since then.
Just like in the original game, take note of the location of the
Templar that Barbas hands that fusil off to in the scene before the
battle. Killing that Templar will force him to drop the weapon and
you can obtain your first fusil here, though you won't get the skill
for it until a little later on.
In any event you should definitely deploy Vyce, Canopus, Ozma, Mirdyn
and Gildas in this fight for a lot of extra and fantastic dialogue.
All four will help out greatly in this fight as well.
Barbas isn't anywhere as strong as he used to be, and is somewhat
crippled by his skill set-up thanks to being stuck in the past
before as originally he equipped an Earth Hammer, which is why he
has Augment Earth but equips Dark Magic instead. Barbas is also
rather dumb, because if you hang around the area where you start, he
will make his way down to your location and become a very easy
target for everyone to hit. Though make sure you send a small group
of fliers out to get that Rimfire Fusil before you defeat Barbas
though.
---------------------------------------------------------------------
Battle #10 -- Barnicia Grand Staircase [B10_4]
Squad Limit: 12 Objective: Vanquish Lanselot
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1200 | | -- Catiua Version -- |
| | Magus's Mark (Templar Book Wielder Drop) |
| | Treatise on Seduction (Templar F Swordmaster) |
| | -- Without Catiua -- |
| | (None) |
--------------------------------------------------------------------|
This is the fight your decision back at Banhamuba affects. If you
picked the first option, you will have to fight Catiua here. If you
picked the second, you won't have to fight Catiua, but you'll face
different versions of Templars instead. In both fights, you have
to defeat Lanselot here. From this point on in the game, whether
Catiua lives or dies has a huge effect on the ending. If you want
the best ending, you must keep Catiua alive until then.
This fight has received an overhaul from the previous version, where
you were pretty much trapped in the room you started in, while all
the Templars warped around the map. Now though the map has opened up
the obscured middle corridor and enemies no longer warp about. This
makes for a tougher fight as it will take Lanselot a very long time
to get near your main force from where he starts, and you will have
to divide up your troops to get everyone into the middle corridor
where the fight will mostly take place. If you have fliers with
bows, get them on to the high corrdior overlooking the room to garner
and advantage.
Regardless Lanselot is strangely not anywhere as dangerous when he
enters the fight than from the original, if you're around Level 16
or 17 ganging up on him will be the easiest way to defeat him.
* * *
After the battle, you'll have to convince Catiua to join you. If she
does, you'll have access to her Princess class and you'll get the
best ending. If she doesn't, then Denam will obtain his Lord class
and you'll get either an alternate or worst ending. How you talk to
her changes depending on whether she was in that battle or not:
If Catiua was in the Battle: Pick the second, then first choice.
If Catiua wasn't in the Battle: Pick the first, then second choice.
Afterwards, return to Phidoch to begin the final phase of battles
before the final dungeon.
---------------------------------------------------------------------
Battle #11a -- Iorumza Canyon [B11A_4]
Squad Limit: 12 Objective: Vanquish Stanoska
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1200 | | Juggernaut's Mark (Lizardman nearest Rock) |
| | Buried (11 Steps Forward) |
| | Buried (2 Steps Left, 3 Steps Back) |
| | Buried (9 Steps Left, 3 Steps Forward) |
| | Buried (8 Steps Left, 7 Steps Forward) |
| | Buried (13 Steps Left, 4 Steps Forward) |
| | Buried (9 Steps Left, 16 Steps Forward) |
--------------------------------------------------------------------|
Unlike the original game, you now have a choice to go through here
or the Boulder Sands. If ever there's a night and day choice in the
game, this would be it. Iorumza Canyon was and still is a nasty
stage unless you compose your entire army out of fliers and Octopi.
There is no other way to cross the river that cuts the map in two,
and leaves you on a tiny area for the enemies to attack you on. The
only decent reward you get from this map is the possibility of
getting some Juggernaut Marks from one of the Lizardmen here.
In any case, send a couple fliers up to the top of the canyon behind
your starting position so that they can rain down arrows on the
enemy's side as they try to make the crossing. Also meet them in the
river with one or two Octopi. Magic will only become useful here
if any enemies enter the water, otherwise they're just simply too
far away to hit. You essentially need to defend the small bit of land
you start on and prevent the enemy from landing there.
---------------------------------------------------------------------
Battle #11b -- Boulder Sands [B11B_4]
Squad Limit: 12 Objective: Vanquish Mimose
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1200 | | Cragwyrm's Mark (Earth Dragon Drop) |
| | Buried (5 Steps Right, 1 Step Forward) |
| | Buried (6 Steps Right, 3 Steps Forward) |
| | Buried (4 Steps Left, 3 Steps Forward) |
| | Buried under Tree (3 Steps Right, 5 Forward) |
| | Buried under Brush (6 Steps Right, 11 Forward)|
| | Buried (4 Steps Left, 14 Steps Forward) |
--------------------------------------------------------------------|
Boulder Sands is without a doubt the easier of the two routes. You
start with a pretty good height advantage over the enemies, and
there's some not too often found Lamias and Dragons here for you to
recruit as well. Not only is it easier, it arguably pays better in
the end.
All you need to do to win this stage is to preserve your height
advantage by employing a few archers and some monsters to lob
boulders, with mages for support and melee units to be the mop-up
crew.
---------------------------------------------------------------------
Battle #12 -- Oeram [B12_4]
Squad Limit: 12 Objective: Vanquish Hanzo
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1200 | | Buried (4 Steps Left) |
| | Buried under Barrel (8 Steps Left, 7 Forward) |
| | Buried (7 Steps Left, 8 Steps Forward) |
| | Buried (11 Steps Right, 2 Steps Forward) |
| | Buried (8 Steps Right, 7 Steps Forward) |
| | Buried under Brush (4 Steps Right, 17 Forward)|
--------------------------------------------------------------------|
This looks much worse than it actually is. The enemy forces have an
unbelievable height advantage over you in this town, however they
can't really make use of it because out of the 14 troops they have
only two of them are Archers. The rest are all melee units.
In spite of that, you only have one way out, and that's up the stairs
to your right as you start. You have the option of taking shelter in
front of the taller buildings, so that even the Archers can't reach
you with their arrows. Try to put your magic users in those spots so
that you can use indirect spells from safety.
As long as you can keep your HP up until those two Archers are dealt
with by your flying characters, and can defend against the enemies
who come down the stairs, you'll win easily. Hanzo at some point
will make a charge against you down the stairs, when that happens
he's as good as dead.
* * *
Before marching on Heim there is one last sidequest checkpoint and
it's a big one, so be sure you've completed all time sensitive
sidequests now. After Heim is your last respite before the final
dungeon, and many big sidequests can become unavailable to you then.
Therefore it's best to complete all time sensitive quest now, and
open up all the others to be completed either now or after Heim.
[] Last chance to complete Part 3 of the Port Omish sidequest [OS4_X]
[] The Six Temples sidequest is available and Step #8 must be [OS9_X]
completed before going to Heim.
[] The Wreck of the Rhamsen sidequest is available [OS7_X]
---------------------------------------------------------------------
Battle #13a -- Heim South Curtain Wall [B13A_4]
Squad Limit: 12 Objective: Vanquish Vermado
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1300 | | Grimoire Vifesprit (Witch Drop) |
| | Magus's Mark (Witch Drop) |
| | Treatise on Cleansing (Swordmaster Drop) |
| | Damasc Leggings (Rune Fencer Equip) |
| | Biblion Herpetou (Witch Equip) |
| | Buried under Tree (2 Steps Right, 4 Forward) |
| | Buried (3 Steps Left, 10 Steps Forward) |
| | Buried (6 Steps Right, 8 Steps Forward) |
| | Buried (4 Steps Left, 15 Steps Forward) |
| | Buried (11 Steps Left, 19 Steps Forward) |
| | Buried (10 Steps Right, 10 Steps Forward) |
--------------------------------------------------------------------|
The assault on Heim has changed a little bit since the original game.
You have a choice of three entry points that meet up at the Courtyard
instead of two seperate paths with two different battles each that
met up at the Great Hall. The South Curtain wall used to be the
battle after the Postern Gate, but now you can go straight here
instead as one of the first battles.
This can be a very difficult map to clear due to some cunningly
placed bushes that prevent you from easily going up the stairs to
meet the enemy above. You should destroy these bushes to make
moving about a little easier and open up the fighting a little,
because those narrow stairs will create a huge jam for both you and
the enemy.
Make use of Flying characters to scale the first wall and harrass the
enemy so that they turn away from the stairs. This will allow the
rest of your characters to come up and help out to make things much
easier.
---------------------------------------------------------------------
Battle #13b -- The Gates of Heim [B13B_4]
Squad Limit: 12 Objective: Vanquish Derain
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1300 | | Gloomwyrm's Mark (Dark Dragon Drop) |
| | Magus's Mark (Warlock Drop) |
| | Steelbow (Hawkman Archer Equip) |
| | Damasc Leggings (Rune Fencer Equip) |
| | Biblion Herpetou (Witch Equip) |
| | Damasc Leggings (Berserker Equip) |
| | Buried (9 Steps Left, 3 Steps Forward) |
| | Buried under Brush (5 Steps Left, 7 Forward) |
| | Buried (6 Steps Right, 8 Steps Forward) |
| | Buried (7 Steps Right, 12 Steps Forward) |
| | Buried (10 Steps Right, 8 Steps Forward) |
| | Buried under Brush (15 Steps Right,12 Forward)|
--------------------------------------------------------------------|
You will absolutely need to some very fast Hawkmen Archers to take
out those three Archers who start in a perfect position to kill any
magic users you brought out on their first turn. This was a major
sticking point in the original game because of those three Archers
and having characters get permanently killed before they could make
a move. Once you get rid of those Archers, the rest of the battle
isn't so bad.
The enemies will mostly come down the stairs, which you should get
to before them or things will start going south as you'll end up
trapped by your starting position. Keep your Archers up on the walls,
as they can likely still target most of the enemies that make their
way forward from there. Of the three battles, this one is the
quickest and easiest to clear.
---------------------------------------------------------------------
Battle #13c -- Heim Postern Gate [B13c_4]
Squad Limit: 12 Objective: Vanquish Halphas
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1300 | | Ring of Alacrity +1 (Halphas Drop) |
| | Gleamwyrm's Mark (Arc Dragon Drop) |
| | Waterwyrm's Mark (Flood Dragon Drop) |
| | Damasc Leggings (Rune Fencer/Valkyrie Equip) |
| | Damasc Leggings (Knight Equip) |
| | Buried (1 Step Left, 6 Steps Forward) |
| | Buried (15 Steps Left, 3 Steps Forward) |
| | Buried (6 Steps Left, 12 Steps Forward) |
| | Buried under Brush (6 Steps Right, 10 Forward)|
| | Buried (10 Steps Left, 16 Steps Forward) |
| | Buried (7 Steps Left, 17 Steps Forward) |
--------------------------------------------------------------------|
At first glance this doesn't look difficult; it's pretty flat, the
enemies are spread out, and there's a number of Dragons here for
Dragoons to kill easily. However the arrangement of all the bushes
here will force you to take certain routes and you'll have to divide
your troops up to avoid overcrowding the paths. More than that
though you might not notice when you start that there are two Archers
waayyy up there on top of the wall. They're human, so they're stuck
up there and won't come down. They will be a major pain unless you
manage to get a Hawkman or two to fly up there and take them out.
Though getting a Hawkman behind all those enemies and surviving is
not very likely.
The best thing you can do is draw the enemy to your starting
position, where it's relatively open and your characters can move
about freely. You'll be outside the range of the Archers, and you
can mount a coordinated defense by having characters with Rampart
Aura block the entry into your starting area. Once the enemies are
suitably jammed up within the maze of bushes you can safely attack
them from afar with arrows and magic.
---------------------------------------------------------------------
Battle #14 -- Heim Courtyard [B14_4]
Squad Limit: 12 Objective: Vanquish Latimer
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1300 | | Scroll of Windshear II (Ninja Drop) |
| | Scroll of the Cicada (Ninja Drop) |
| | Buried under Brush (11 Steps Left, 2 Forward) |
| | Buried (7 Steps Left, 8 Steps Forward) |
| | Buried (10 Steps Left, 6 Steps Forward) |
| | Buried (10 Steps Left, 24 Steps Forward) |
| | Buried (2 Steps Left, 14 Steps Forward) |
| | Buried (1 Step Left, 20 Steps Forward) |
--------------------------------------------------------------------|
A deceptively easy battle, despite this map's daunting size. If you
can get a couple Hawkman Archers up on the wall to the left and take
out the enemies at the top of the tower, you'll be free to snipe at
all the enemies who'll make their way down towards you.
Much of the fighting will take place by the Watchtower or the stairs
leading to the base of it. During the fight you'll be dealing with
a rather tough Iron Golem, and a team of Ninja. Kill the Iron Golem
with Magic and make sure you kill all the Ninja here as two of them
drop hard to come by Ninjutsu scrolls.
Latimer himself is a pain to kill as he'll use Phalanx repeatedly
every chance he gets. You can get around this by casting Torpor
to slow him down and afflict him with Poison, so that he takes
more damage from the poison than he does from hits and he's out of
your way while you deal with the rest of his troops.
---------------------------------------------------------------------
Battle #15 -- Heim Great Hall [B15_4]
Squad Limit: 12 Objective: Vanquish Brantyn
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1300 | | Grimoire Annulation (Cleric Drop) |
| | Grimoire Purgation (Cleric Drop) |
| | Magus's Mark (Witch Drop) |
--------------------------------------------------------------------|
The battle with Brantyn is thankfully not nearly as annoying as it
was in the original game. The army of Terror Knights are still here,
but since they no longer automatically lower your stats when you're
near one of them they are much easier to kill. The stat reduction
could be compounded and fighting half a dozen Terror Knights would
mean having to fight them at half strength, thankfully that's no
longer the case.
The battle is in general really simple, just charge forward with
your melee characters, while your Archers and Magic users soften
them up in advance. Take care not to kill the two Fusiliers, and
instead recruit them. They're rare enough to come by and they don't
drop anything special here.
Brantyn is pretty tough to kill for being a magic using class, and
that's because he's oddly quite susceptible to magic over physical
attacks. He no longer wields a sword, though his magic can hurt a
lot. Catiua inflicts large amounts of damage wtih Spiritsurge but
Brantyn can easily do twice as much as her with that spell, so be
careful and have some Mending Seeds ready to undo the damage.
For those that remember the original game, you can no longer recruit
Divine Knights here that Brantyn would summon as he's lost that
ability. A shame though as this was the only place in the story
where you could get one without sacrificing a character. Divine
Knights can be had, but only much later during the post-game quests.
* * *
That concludes the main portion of the story. All that's left is
to tackle the final dungeon, but only go there when you've done
all that you needed to do, because once you start the final dungeon
there is no returning to the world map. The dungeon is a massive
gauntlet of battles one after the other so be sure to stock up on
supplies and have all the best equipment that can currently be bought
and equipped on your characters. Also stock up on buff and debuff
items as well as the best healing items you can craft and buy.
They will prove their usefulness in the final battle.
If you're uncertain you're ready or not, a trip through the Palace of
the Dead is probably in order to get your characters up to speed. The
Final Boss at the end of the dungeon is incredibly nasty because
all these battles will lull you into thinking it's a particularly
easy end to the game. Once you're ready, make a seperate save file
as it's time to plunge past the point of no return.

The Final Dungeon: The Hanging Gardens========================[EDEN0]


The Hanging Gardens (known as Eden in the original game) is a place
unlike any other. Most dungeons in the game are pretty linear with
set paths, not this one. There are 18 stages, plus the final four
after that, however you don't have to fight them all if you don't
want to.
The main feature of the Hanging Gardens is that each stage may have
more than one exit leading to elsewhere. All the paths lead forward
through the dungeon, but some allow you to skip further ahead than
others do. You find these exits by standing next to a door when a
character ends their turn. And then after you clear the stage, all
paths you found leading from that stage to the others are revealed.
Though since you can only complete each stage once, you should
endeavour to find all the doors in the stage before clearing it.
Note though that not all doors will be visible, some of these doors
are completely hidden and are only found by standing at a certain
place when you've ended your turn like opening a normal door.
One last thing to be mindful of are the edges of the maps from the
2nd floor on up to the 18th. Characters can get knocked off the maps
here in the Hanging Gardens, and unless they're a flying character,
they will instantly lose a life.

Map of the Hanging Gardens:


---------------------------
If you do not open any doors during the clearing of a stage, then
the game automatically opens the door that sends you to the next
highest in sequence that is available using the map below. Use the
tags "EDEN1", "EDEN2", "EDEN3" etc to find the battles you're
looking for. The game doesn't identify the floors by numbers only by
name, so here's the names of all 18 floors identified by their
number:
1F -- Foot of the Gardens [EDEN1]
2F -- The Serpent's Spine [EDEN2]
3F -- His Fist Upraised [EDEN3]
4F -- Echoes of Her Passage [EDEN4]
5F -- Tears of Topaz [EDEN5]
6F -- The Verdant Stair [EDEN6]
7F -- Songs of Raven Hair [EDEN7]
8F -- Enraptured Dreams [EDEN8]
9F -- Hold High Your Cups [EDEN9]
10F -- Halcyon Days [EDEN10]
11F -- The Beast Has Fangs [EDEN11]
12F -- Vermillion Stair [EDEN12]
13F -- Sounding of the Hours [EDEN13]
14F -- Faith and Devotion [EDEN14]
15F -- Sharp and Cold the Stars [EDEN15]
16F -- Ebon Stair [EDEN16]
17F -- Ivory Stair [EDEN17]
18F -- Twixt Heaven and Earth [EDEN18]

[1F -- EDEN1]
|
+----------------+----------------+
| | |
V V |
[3F -- EDEN3] [2F -- EDEN2] |
| | |
V V V
[5F -- EDEN5] [4F -- EDEN4] [6F -- EDEN6]
| | |
V | |
[8F -- EDEN8]<---------+ |
| | |
| V |
| [7F -- EDEN7]<---------+
| | |
| V |
+--------->[9F -- EDEN9] |
| V
+-------->[10F -- EDEN10]
| |
| |
[11F -- EDEN11]<--------+ |
| | |
V V V
[14F -- EDEN14] [12F -- EDEN12] [13F -- EDEN13]
| | |
V | |
[15F -- EDEN15]<--------+----------------+
| |
V V
[17F -- EDEN17]<-[16F -- EDEN16]
| |
| V
+-------->[18F -- EDEN18]
|
Cannot Return to the Hanging Gardens Ascent
|
V
[The Tomb Below -- EDEN19]
|
V
[Relics of the Past -- EDEN20]
|
V
[Chamber of the Seal (Part 1) -- EDEN21]
|
V
[Chamber of the Seal (Part 2) -- EDEN22]

There are two popular routes to take in the Hanging Gardens. The
fast route, and the normal route. The fast route comprises of 6
battles and finding a few hidden doors along the way:
1F -> 6F -> 10F -> 13F -> 16F -> 18F
The Normal Route is the one you take if you don't bother to open
any doors, and is held over 10 battles:
1F -> 2F -> 4F -> 7F -> 9F -> 10F -> 13F -> 15F -> 17F -> 18F
The Hanging Gardens remains mostly unchanged since the original. The
only difference being is that the hidden door on 6F takes you to
10F instead of 9F. This means that's there's only two mandatory
battles during the ascent instead of three.

Battles Inside the Hanging Gardens:


-----------------------------------
1F -- Foot of the Gardens [EDEN1]
Squad Limit: 10 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1200 | | Hidden Door to 6F (15 Steps Left, 10 Forward) |
| | Grimoire Soins II (Templar Cleric Drop) |
| | Grimoire Scindeciel III (Templar Wizard Drop) |
| | Buried under Tree (4 Steps Left, 3 Forward) |
| | Buried (1 Step Right, 6 Steps Forward) |
| | Buried (2 Steps Left, 10 Steps Forward) |
| | Buried (6 Steps Left, 8 Steps Forward) |
| | Buried (10 Steps Left, 3 Steps Forward) |
| | Buried (13 Steps Left, 5 Steps Forward) |
--------------------------------------------------------------------|
A tough map to start from to be sure. You will need some fliers here
as the enemies are divided onto two floors. The higher floor can only
be reached by flying units, and that's where most of the enemies are.
Your melee characters won't be doing much in this stage as they'll
have to move along the bottom of the map by the water and get hit
a lot by Archers. Be sure to find the hidden door before finishing
this stage, it's in a small nook near the far corner of the map.

2F -- The Serpent's Spine [EDEN2]


Squad Limit: 7 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
| | Grimoire Tourbillon III (Templar Rune Fencer) |
| | Grimoire Sylphide (Templar Rune Fencer Drop) |
| | Grimoire Malepluie III (Templar Wizard Drop) |
| | Buried (5 Steps Right, 5 Steps Back) |
| | Buried (3 Steps Right, 3 Steps Forward) |
| | Buried (5 Steps Right, 8 Steps Forward) |
| | Buried under Urn (15 Steps Forward) |
| | Buried under Bush (5 Steps Right, 15 Forward) |
--------------------------------------------------------------------|
A fun map to fight on, three parallel paths on different levels with
water going through the middle and lower paths. Let the enemies come
to you, and when they get held up by your tank characters, you can
let them have it with arrows and magic.

3F -- His Fist Upraised [EDEN3]


Squad Limit: 6 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
| | Buried under Urn (3 Steps Left, 4 Forward) |
| | Buried (4 Steps Left, 5 Steps Forward) |
| | Buried (5 Steps Left, 7 Steps Forward) |
| | Buried (10 Steps Forward) |
--------------------------------------------------------------------|
This area is quite small, so you'll be fighting from the get go.
There may be a number of Gryphons here, so bring a Dragoon to deal
with them. Other than that, bring along Canopus so he can quickly
get to the higher ledges and harrass the enemies.

4F -- Echoes of Her Passage [EDEN4]


Squad Limit: 6 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
| | Hidden Door to 8F (8 Steps Right, 1 Step Back)|
| | Grimoire Flammes III (Templar Rune Fencer) |
| | Grimoire Orestiad (Templar Enchantress Drop) |
| | Grimoire Soins II (Templar Cleric Drop) |
| | Buried under Urn (1 Step Left, 3 Forward) |
| | Buried (4 Steps Right) |
| | Buried (8 Steps Right) |
| | Buried (2 Steps Left, 6 Steps Forward) |
--------------------------------------------------------------------|
Another small map with not very many enemies, though mostly magic
users here. You can get a flier right to the top of stage on the
first turn and wreck havoc on the enemies. Crossbow and Fusil users
really shine on this map because all the enemies are above you, and
you can easily shoot at any of them from your starting area.

5F -- Tears of Topaz [EDEN5]


Squad Limit: 5 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
| | Gloomwyrm's Mark (Dark Dragon Drop) |
| | Buried (1 Step Right, 8 Steps Forward) |
| | Buried (5 Steps Right, 8 Steps Forward) |
| | Buried (4 Steps Left, 5 Steps Forward) |
| | Buried under Tree (3 Steps Left, 14 Forward) |
| | Buried (18 Steps Forward) |
--------------------------------------------------------------------|
You'll be kicking yourself if you come here without any fliers. You
start on a small island with all the enemies on the much larger
landmass clear on the other side. Anybody that can't fly is stuck
on that island and has to wait for enemies to come within range to
attack with indirect magic. Ranged weapons don't work too well here
on non-Hawkmen and melee characters are completely useless. Hope you
saved before coming here, as this is a veritable rage-quit point.

6F -- The Verdant Stair [EDEN6]


Squad Limit: 5 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
700 | | Hidden Door to 10F (1 Step Right, 4 Forward) |
| | Buried (1 Step Left, 3 Steps Back) |
| | Buried (2 Steps Left, 9 Steps Forward) |
| | Buried under Urn (4 Steps Left, 17 Forward) |
| | Buried (3 Steps Left, 18 Steps Forward) |
| | Buried (2 Steps Right, 15 Steps Forward) |
--------------------------------------------------------------------|
Bring a Dragoon here to deal with the Cockatrices. You're mostly
fighting an uphill battle here so Crossbows and Fusils can help
greatly in attacking the enemies that come down to meet you. Be sure
to open the hidden door before you finish the stage. Canopus can
reach that spot on his first turn.

7F -- Songs of Raven Hair [EDEN7]


Squad Limit: 8 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
| | Grimoire Oeildaigle (Templar Warlock Drop) |
| | Grimoire Wendigo (Templar Enchantress Drop) |
| | Buried under Urn (6 Steps Left, 2 Steps Back) |
| | Buried under Tree (6 Steps Left, 3 Forward) |
| | Buried (8 Steps Forward) |
| | Buried (5 Steps Left, 10 Steps Forward) |
| | Buried (9 Steps Left, 9 Steps Forward) |
--------------------------------------------------------------------|
This one is a bit more difficult than the previous stages. There can
be as many as 3 or 4 Archers here, and they all start right above you
in a perfect spot to fire arrows where you stand. Most of the enemies
here aren't too resistant to physical attacks, save the one Templar
Knight and Cyclops, so sending at least two flying characters to deal
with those archers shouldn't be a problem. Just make sure to use some
healing items to keep your HP up at all times. The enemies will make
you pay for a wrong move by sending a litany of magic to one
character in an effort to kill them. If they can survive a magic
barrage, then you'll be okay.

8F -- Enraptured Dreams [EDEN8]


Squad Limit: 7 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
| | Grimoire Annulation (Cleric Drop) |
| | Girmoire Purgation (Cleric Drop) |
| | Heretic's Mark (Randomly Appears Cleric Drop) |
| | Buried under Tree (2 Steps Right, 2 Forward) |
| | Buried (3 Steps Right, 7 Steps Forward) |
| | Buried under Bush (6 Steps Left, 4 Forward) |
| | Buried (5 Steps Left, 9 Steps Forward) |
| | Buried (7 Steps Right, 8 Steps Forward) |
--------------------------------------------------------------------|
A pretty straightforward battle, there'll only be two Archers at the
most. Otherwise there's only one to deal with, and it's the only long
range attacking class on the field. You can do just as well to let
the enemy make their way to you. Sticking Canopus above the door
where you start from can make things go by much easier.

9F -- Hold High Your Cups [EDEN9]


Squad Limit: 7 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
| | Hidden Door to 12F (3 Steps Left, 15 Forward) |
| | Buried (3 Steps Left, 4 Steps Forward) |
| | Buried (5 Steps Right, 5 Steps Forward) |
| | Buried (3 Steps Right, 7 Steps Forward) |
| | Buried under Tree (5 Steps Right, 10 Forward) |
| | Buried (4 Steps Right, 11 Steps Forward) |
| | Buried (3 Steps Left, 17 Steps Forward) |
--------------------------------------------------------------------|
This battle will mostly take place on large flat area in front of
your starting position. There can be many Beasts and Dragons here,
so a Dragoon will help out greatly. The tough part is in getting all
your characters up the stairs to get in the fight, though if you
have flying characters that's no longer a problem. The enemies here
can also hit pretty hard so don't hesitate in using healing items if
your Clerics can't keep up. Be sure to open the hidden door before
you finish, it's oddly placed not more than a few steps from an
already visible one.

10F -- Halcyon Days [EDEN10]


Squad Limit: 9 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1100 | | Grimoire Purgation (Templar Rune Fencer Drop) |
| | Gleamwyrm's Mark (Arc Dragon Drop) |
| | Buried (5 Steps Right, 1 Step Back) |
| | Buried (2 Steps Right, 6 Steps Forward) |
| | Buried under Urn (6 Steps Left, 4 Forward) |
| | Buried (2 Steps Left, 8 Steps Forward) |
| | Buried (3 Steps Right, 12 Steps Forward) |
--------------------------------------------------------------------|
One of the bigger and tougher battles you'll face going up, but it's
still rather simple. There no real ranged attackers to be found on
this map. There are Rune Fencers, but their magic isn't really that
potent. However the classes that are here can be tough to kill.
There are Arc Dragons, Warriors, and Knights. Bring out a Dragoon,
Archers, and some magic attackers to deal with them. Of course, don't
neglect your own tank characters as well.

11F -- The Beast Has Fangs [EDEN11]


Squad Limit: 6 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
| | Buried (1 Step Right, 3 Steps Forward) |
| | Buried (10 Steps Forward) |
| | Buried under Tree (1 Step Right, 11 Forward) |
| | Buried (2 Steps Right, 4 Steps Back) |
| | Buried (1 Step Right, 18 Steps Forward) |
--------------------------------------------------------------------|
The halfway point of the Dungeon, though you'll probably skip it
going by the map as this is part of the least used, long route to
the top. If you do make it here you'll find Hippogryphs, an enemy-
only variant of the Gryphon that you sadly can't recruit. This stage
is characterized by the large wall spanning the edge overlooking this
map. It's a great place to send Canopus to, though he shouldn't go
alone as the Hipporgyphs might track him down. If any enemies start
or go up onto the wall, you can easily snipe at them with Crossbows
or Fusils. Not a difficult stage to get through.

12F -- Vermillion Stair [EDEN12]


Squad Limit: 9 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
| | Icewyrm's Mark (Frost Dragon Drop) |
| | Firewyrm's Mark (Flame Dragon Drop) |
| | Grimoire Vitalite III (Templar Cleric Drop) |
| | Heretic's Mark (Templar Cleric Drop) |
| | Hidden Door to 16F (1 Step Right, 10 Forward) |
| | Buried (5 Steps Left, 2 Steps Forward) |
| | Buried under Urn (2 Steps Left, 6 Forward) |
| | Buried (5 Steps Right, 7 Steps Forward) |
| | Buried (4 Steps Right, 13 Steps Forward) |
--------------------------------------------------------------------|
This interesting map is about as vertical as you'll find in the
game. Unfortunately you start at the bottom but thankfully there
are no ranged attackers at all here, only meleers. Though saddling
you with 9 characters does make climbing up here a bit of a pain due
to how small this map is. As should be obvious by now, flying
characters just flat out rule in the Hanging Gardens. They're about
the only character that can reach that hidden door before you clear
this stage.

13F -- Sounding of the Hours [EDEN13]


Squad Limit: 8 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Hidden Door to 16F (8 Steps Right, 11 Forward)|
| | Grimoire Tourbillon III (Enchantress Drop) |
| | Crescente (Archer Drop) |
| | Grimoire Rocher III (Rune Fencer Drop) |
| | Buried (4 Steps Right, 2 Steps Back) |
| | Buried under Urn (2 Steps Right, 8 Forward) |
| | Buried (2 Steps Left, 11 Steps Forward) |
| | Buried under Bush (8 Seps Right, 7 Forward) |
| | Buried (9 Steps Right, 7 Steps Forward) |
--------------------------------------------------------------------|
You'll be introduced to Basilisks here, which are enemy-only variants
of the Cockatrice. They are annoying if you let them live, so bring
in a Dragoon to cut that short. There's only one magic using Templar
that's of any real danger to you, all the others have to get close
to hurt you. As long as you deal with the Baslisks, the others
shouldn't be much trouble. There is a hidden door here that takes
you to the 16th floor, it's on the same block as the visible one.
It's not far to the top now.

14F -- Faith and Devotion [EDEN14]


Squad Limit: 7 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
| | Grimoire Exorcisme II (Templar Cleric Drop) |
| | Grimoire Purgation (Templar Rune Fencer Drop) |
| | Buried (2 Steps Left, 1 Step Forward) |
| | Buried under Urn (4 Steps Forward) |
| | Buried (2 Steps Left, 8 Steps Forward) |
| | Buried (7 Steps Left, 7 Steps Forward) |
| | Buried under Tree (11 Steps Left, 6 Forward) |
--------------------------------------------------------------------|
A smattering of enemy-only Onyx Dragons and Hippogryphs make their
home here, so you may want to bring in a Dragoon or two to help out.
This is quite a confusing map to navigate, so it's best if you let
the enemy do that for you and wait for them to arrive. There's not
a whole lot of trouble they can cause as there's no Archers or
decent spell casters in their midst.

15F -- Sharp and Cold the Stars [EDEN15]


Squad Limit: 9 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
| | Grimoire Flammes III (Wizard Drop) |
| | Grimoire Meriottes (Wizard Drop) |
| | Stormwyrm's Mark (Thunder Dragon Drop) |
| | Cragwyrm's Mark (Earth Dragon Drop) |
| | Buried under Urn (1 Step Left, 1 Step Forward)|
| | Buried (2 Steps Left, 4 Steps Forward) |
| | Buried (5 Steps Left, 7 Steps Forward) |
| | Buried under Tree (1 Step Left, 10 Forward) |
| | Buried (10 Steps Forward) |
--------------------------------------------------------------------|
Things can get pretty dicey here as there's only one route up to the
top that non-fliers can take, and it's around a perilous spot on
the outside edge of the map. The reason it's perilous is because
there's an enemy Skeleton Archer up top, and if it gets a lucky
critical hit, it's bye bye to that character. Most of the enemies
here are undead, so equip some Baldur weapons to help take those
enemies down. Hawkman Clerics sound an odd combination, but they
work wonders in Exorcising the numerous enemies here.

16F -- Ebon Stair [EDEN16]


Squad Limit: 6 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
800 | | Hidden Door to 18F (1 Step Left, 3 Steps Back)|
| | Grimoire Vitalite III (Templar Knight Drop) |
| | Scroll of the Cicada (Tenplar Kunoichi Drop) |
| | Buried (2 Steps Forward) |
| | Buried (3 Steps Left, 3 Steps Forward) |
| | Buried (1 Step Left, 15 Steps Forward) |
| | Buried (1 Step Left, 19 Steps Forward) |
--------------------------------------------------------------------|
This is one of the few non-random areas of the Hanging Gardens. This
showcases another enemy-only Gryphon variant called the Phoenix.
There aren't many enemies here, and for good reason, this stage is
specifically designed for fliers, because only they can get around
the potential log jams just one or two chaarcters can cause here.
The Phoenixes are quite deadly, but Dragoons can rectify that issue.
The last hidden door is here and it's strangely sitting right behind
you. You can only get to that door if you have a flying unit though,
you did bring one didn't you?

17F -- Ivory Stair [EDEN17]


Squad Limit: 5 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
| | Grimoire Soins II (Templar Cleric Drop) |
| | Grimoire Annulation (Templar Valkyrie Drop) |
| | Buried (1 Step Left, 4 Steps Back) |
| | Buried under Bush (3 Steps Left, 4 Forward) |
| | Buried (4 Steps Left, 11 Steps Forward) |
| | Buried (12 Steps Forward) |
| | Buried under Tree (1 Step Right, 15 Forward) |
| | Buried (1 Step Left, 18 Steps Forward) |
--------------------------------------------------------------------|
The last ascent, and it's quite an epic battle that you'll miss if
you took the quick way up the Hanging Gardens. There are a few
Archers and Fusiliers on this upward sloping map, and they're well
protected by an assortment of footsoldiers and magicians in front
of them. Try to bring in characters that are resistant to piercing
attacks, such as Hoplites, Golems, Dragons, and others like them.
If you put them out front, the Archers' and Fusiliers' attacks won't
hurt so bad. Just press forward to the top of the map, you're almost
there.

18F -- Twixt Heaven and Earth [EDEN18]


Squad Limit: 12 Objective: Vanquish Andoras
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1300 | | Ring of Deftness (Andoras Drop) |
| | Heretic's Mark (Templar Cleric Drop) |
| | Magesteel's Mark (Baldur Golem Drop) |
| | Stormwyrm's Mark (Thunder Dragon Drop) |
| | Buried (5 Steps Right, 12 Steps Forward) |
| | Buried under Tree (5 Steps Left, 9 Forward) |
| | Buried (1 Step Left, 12 Steps Forward) |
| | Buried under Tree (2 Steps Right, 12 Forward) |
| | Buried (2 Steps Left, 17 Steps Forward) |
--------------------------------------------------------------------|
This battle will either be very easy, or very hard depending on how
you approach it. If you're looking to kill all the enemies here for
some of the fantastic loot they drop and finally get a Baldur Golem,
then it will be hard. This is because Andoras will make a run at
you and he's surprisingly very easy to kill. If you leave Andoras
alone, he becomes a one-man blockade because of the layout of the
area which makes killing the other enemies quite problematic. It's
probably not a good idea to fool around up here, as it's been a long
climb up and doing something other than the stated objective would
be rather foolhardy unless you're grossly overpowered.
* * *
From this point on you can't return to the Ascent of the Hanging
Gardens. It's best to make another seperate save file before moving
on to the final stretch of the Hanging Gardens. Just four more
battles left to go!
Heart of the Gardens -- The Tomb Below [EDEN19]
Squad Limit: 9 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1100 | | Grimoire Malepluie III (Templar Wizard Drop) |
--------------------------------------------------------------------|
Most of the enemies here are undead, so bring in a couple Clerics and
outfit most of your characters with Baldur weapons. Not all of them
though as there are a few Templars down here as well. Unfortunately
this battle is nowhere near as easy as it was in the original. You
just can't wipe the map clear of undead at the start now, it's just
not possible in the remake. You just have to work on tracking down
those undead, kill them, and then Exorcise them, which is what you
would've done in the original if you didn't have Starion.

Heart of the Gardens -- Relics of the Past [EDEN20]


Squad Limit: 10 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1200 | | Grimoire Purete II (Templar Cleric Drop) |
| | Magus's Mark (Templar Witch Drop) |
--------------------------------------------------------------------|
One last mass battle before the big showdown and it's not a terribly
difficult one. There's only a couple magic users and a Fusilier, the
rest are just melee units. The map is virtually dead flat, so the
only advantage you have over the enemy is raw power and intelligence.
For those who haven't played the original, you would finally get
Barbas's Earth Hammer here, the second most useless weapon drop
in the game, because you could not come out of the Gardens with it.
Glad that's been done away with.

Heart of the Gardens -- Chamber of the Seal (Part 1) [EDEN21]


Squad Limit: 5 Objective: Vanquish Barbas and Martym
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
800 | | Guardsman's Earring (Martym Drop) |
| | Temblor Earring (Barbas Drop) |
--------------------------------------------------------------------|
This will be a quick and easy battle before the Final Boss. You can
have 5 characters deployed, and only Martym and Barbas are here.
Of the 5, including Denam, you should bring out at least Vyce,
Catiua, and Ozma for additional dialogue. Denam starts right near
Martym so you need to have Catiua up front in the party formation
to heal Denam immediately. Martym is an easy first target, because
Barbas is quite dumb and takes the long way around the standing
stones to sometimes hit your characters with magic. As long as you
can keep your HP up with items and spells, this battle's a snap.
As an aside, this was a harrowing fight in the original game because
Martym would lop off over half of Denam's HP before he got a chance
to move. Luckily the designers had foresight to place Barbas in such
position that he could not reach Denam as well. If he did this would
be the most aggravating battle in the entire game because the last
save point was two battles ago, and there was a limit of two save
slots.
Additionally Martym would drop his Nifrit sword here in the original,
which was the most useless drop in the entire game. There's only one
battle left, and the sword would not put a dent in any of the enemies
during the final boss. At least the Earth Hammer could be used
against either Barbas or Martym to great effect. You do get the
Brynhildr though which is far from useless in the final battle.
Thankfully, Post-Game content has been added to make these important
end-game drops actually useful.

Heart of the Gardens -- Chamber of the Seal (Part 2) [EDEN22]


Squad Limit: 12 Objective: Vanquish The Ogre
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1400 | | (None) |
--------------------------------------------------------------------|
This is it, the final battle, and it's certainly been made a lot more
challenging. Previously it was just the last boss and an few
"Dark" versions of enemies you'd find in the Palace of the Dead. Now
he will summon literal doppelgangers of the characters you bring
in to the fight. They are exact copies right down to their equipment
and stats.
So you might think this battle to be quite difficult if you're
characters are strong enought to take eachother out. Not so, the
enemy AI has a few peculiarites you can exploit. Chief among which,
is item usage with Field Alchemy. For some reason the AI will never
use advanced healing items, or even buff and debuff items if given
Field Alchemy. What this means is, don't bring in any Clerics or
support mages, you can do most of the same things with your
characters if they have Field Alchemy skills equipped. The AI will
use Clerics quite well, but strangely not item users. On the other
hand don't equip anyone with a lobber, because then the AI will know
how to use it appropriately and may use bombs to attack you with it,
which hurt a lot.
All those buff and debuff items you probably never used during the
game are absolutely criticial in getting past the doppelgangers as
you can do something they can't. Try not focus too much on taking
down the doppelgangers, and instead focus on taking down the boss
instead. You need to conserve as much HP as possible here, so only
attack the doppelgangers if they're in your way of reaching the boss.
Once the boss has lost sufficient HP, the second part of this battle
begins, and your HP, MP, and TP levels all carry over. Now the real
fight begins and this boss does not mess around. He has over 600 HP
and very high defenses. It's a good thing you didn't bring any
Clerics out for this fight or you'd have trouble keeping them alive,
use high level recovery items and buff items to increase your stats
temporarily. Using the Instill Magic from your hybrid fighters such
as Terror Knights, Knights, and Rune Fencers can help a little bit in
doing extra damage. Every little bit helps in this fight.
Above all else, when you see his TP approach 100, scatter your troops
far and wide because some of his special finishers can hit large
areas and damage multiple troops quite heavily. The less time your
characters spend healing themselves, is the more time you're
whittling down this boss's life. Keep at it, and hopefully you don't
run out of items in the process. Good Luck.

The Endings: [THEND]


------------
Depending upon how your actions in the game, you'll see up to three
main endings, with a few additional scenes depending upon who you
recruited in the army.
The Three Main Ending Conditions are:
Best Ending: Catiua surives through to the end of the game
Normal Ending: Catiua does not surive, but you have a Chaos Frame of
30 with Walister, Bakram, and Galgastan
Worst Ending: Same condition as the Normal Ending except your Chaos
Frame is below 30
To explain the Chaos Frame factor; it is a hidden stat that
determines your reputation among all the different clans in the
game. It's starts at 50, and goes up or down with each clan
depending upon those dialogue choices you make through the story.
It also rises and falls depending upon your combat record, but does
so very slowly. In general you need to be an ideal diplomat in
speaking, and model commander in action. You can't say or do
anything without thinking about the consquences, because the eyes
of Valeria are on you at all times.
=====================================================================
Part 3: Secrets / Optional Sidequests / Random Battles (Incomplete)
=====================================================================
3.1 -- Chapter 1 Extras [CH1NX]
Optional Sidequest #1 -- Qadriga Fortress [OS1N1]
---------------------------------------------------------------------
Optional Sidequest #1 -- Qadriga Fortress [OS1N1]
Availability: Clear Krysaro, but before arriving in Balmamusa
Squad Limit: 8 + 2 Guests Objective: Vanquish Nybeth
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
800 | | Buried (2 Steps Right) |
| | Buried (1 Step Right, 9 Steps Forward) |
| | Buried (7 Steps Right, 7 Steps Forward) |
| | Buried (15 Steps Forward) |
--------------------------------------------------------------------|
If you come here immediately after defeating Moldova in Krysaro,
you'll be in for a very hard fight. All the enemies here will be
around Level 4 or 5, while you'll likely be at Level 3. Winning this
battle is not impossible, but it does take patience. You should
definitely include 2 Clerics (the one you started with and Donnalto)
in your party and make sure they and Catiua all know Exorcism as
all the enemies except Nybeth are undead.
You should also bring in 1 or 2 Knights and Wizards for healing and
damage, because the Clerics will need a lot of MP to use Exorcise
which may cut into their healing duties. Wizards can deal good
damage regularly because hit rates and damage from physical attacks
will be low and all the enemies here have slightly more powerful
armor than you do.
The most important unit is Canopus, as you need to get him to fly up
to the very top and rain down arrows to help you deal with all the
undead and Nybeth. Nybeth will summon as many undead as you Exorcise,
but after so many uses of Summon Darkness he'll run out of reagents.
Unfortunately you might not live long enough to see that happen, so
you should concentrate on building Canopus's TP gauge until he can
use Dark Weight. Use Dark Weight once Nybeth's HP is low enough
that it will deliver the finishing blow.
You should try to Exorcise as many undead as you can here, because
they're equipped with some pretty expensive items.
=====================================================================
3.2a -- Chapter 2 (Law) Extras [CH2LX]
Optional Sidequest #2 -- Ravness (Part 1) [OS2L2]
Optional Dungeon #1 -- Phorampa Wildwood [OD1L2]
---------------------------------------------------------------------
Optional Sidequest #2 -- Ravness (Part 1: The Reisan Way) [OS2L2]
Availability: Before going to Qadriga Fortress
Make sure you read the story about Ravness being captured in the
Warren Report (under Talk) beforehand to open up a battle on The
Reisan Way, because you must save Ravness if you want to recruit her
later on.
Squad Limit: 10 + 1 Guest Objective: Vanquish Alfred
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
900 | | Ring of Vitality (Alfred Drop) |
| | Shiftone (Alfred Drop) |
| | Hallowing Stone (Alfred Drop) |
| | Grimoire Trombe (Wizard Drop) |
| | Grimoire Enflammant (Wizard Drop) |
| | Buried (6 Steps Left) |
| | Buried (1 Step Left, 8 Steps Forward) |
| | Buried (6 Steps Right, 6 Steps Forward) |
| | Buried (6 Steps Right, 14 Steps Forward) |
| | Buried under Tree (6 Steps Left, 25 Forward) |
| | Buried (3 Steps Left, 26 Steps Forward) |
--------------------------------------------------------------------|

Though Ravness during the scene starts completely surrounded, she'll


make a break towards your position so that she's halfway between her
captors and you. Thankfully this makes saving her relatively simple
as you just need to catch up to her when she starts attacking. Though
Ravness can more than hold her own out here, she can fall if a bunch
of the enemies decide to all target her at once. Such a situation is
rare, but it can happen if the turn order ends up being 6 enemy
actions in a row.
Barring that potentially happening this is a relatively
straightforward fight. Take note that not all the tiles on the
"road" are road tiles, some a gravel, which offer drastically reduced
hit and avoid rates, so watch where you walk as it's hard to tell
between the two types at first glance.
---------------------------------------------------------------------
Optional Dungeon #1 -- Phorampa Wildwood [OD1L2]
Availability -- After Tynemouth Hill, but before reaching Rhime
The Phorampa Wildwood is an area with consecutive random battles.
The size of the battles is generally quite small and the enemies will
be hovering around your level, so in general none of the battles are
too difficult. It is a good place to gain Exp, SP, and Items for
Characters if you're falling behind. You can leave a battle and the
Wildwood at anytime you feel like it. Just be mindful that if you
do leave the Wildwood, all progress is lost.
Refer to the Section concerning the The Phorampa Wildwood [OD1PW]
for more information as the Wildwood is the same in all paths, but
opens and closes throughout the story differently. On top of this,
only a few areas of the Wildwood are open now, and more areas are
unlocked for Chapters 3 and 4.
=====================================================================
3.3a -- Chapter 3 (Law) Extras [CH3LX]
Optional Dungeon #1 -- Phorampa Wildwood [OD1L3]
Optional Sidequest #2 -- Ravness (Part 2) [OS2L3]
---------------------------------------------------------------------
Optional Dungeon #1 -- Phorampa Wildwood [OD1L3]
Availability -- From the Start of Chapter 3, Until Coritane is taken.
Then after defeating Ganpp at Tynemouth Hill.
Four new stages have opened up in the Phorampa Wildwoods for you to
explore. Some new classes can be found if you missed them at the end
of the last chapter. You can find Warlocks/Witches, and Cockatrices
in these new areas.
See the section on the Phorampa Wildwood [OD1PW] for more detailed
information.
---------------------------------------------------------------------
Optional Sidequest #2 -- Ravness (Part 2: Bahanna Highlands) [OS2L3]
Availability -- After taking Coritanae (Conditions Apply)
This marks the battle where you're finally able to recruit Dame
Ravness to your army. It takes a lot of work to get this battle to
appear, and even then it's not obvious at all that there's a battle
at the Bahanna Highlands. Here's a recap of the conditions needed to
get this battle to occur. If all these conditions are met, then the
battle will appear otherwise it won't, and Ravness will not join.
1: Dame Ravness must surive the battle at the end of Chapter 1
2: Trigger the optional battle on the Reisan Way by reading about
Ravness's Capture in Chapter 2 before going to Qadriga Fortress.
3: Dame Ravness must surive the above battle in Chapter 2.
4: Recruit Jeunan in Brigantys during Chapter 3 by picking the second
option in a scene after taking the castle.
5: Read the Talk entry about the Missing Lord of Coritanae before
leaving Brigantys in Chapter 3.
6: Deploy Jeunan in the fight on the Bahanna Highlands to trigger
a mid-battle dialogue scene when the leader's HP falls below 70%.
Ensure Denam says "What!?" before finishing the battle by passing
turns.
Squad Limit: 10 + 1 Guest Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Buried (3 Steps Left) |
| | Buried (4 Steps Left, 8 Steps Forward) |
| | Buried (6 Steps Left, 9 Steps Forward) |
| | Buried (7 Steps Left, 11 Steps Forward) |
| | Buried under Rock (8 Steps Left, 1 Back) |
| | Buried (11 Steps Left, 1 Steps Forward) |
--------------------------------------------------------------------|
Ravness starts in the middle of the map caught between two small
groups of Galgastani troops. The group up on the hill will take
some time to reach her, so you should send most of your troops across
the stream to help her out. Send 2 or 3 troops with one Archer to
harrass the group up on the hill and hopefully they'll be attracted
to them and not Ravness. If all goes well Ravness should be able to
defend herself easily with your help.
=====================================================================
3.4 -- Chapter 4 Extras [CH4_X]
Optional Dungeon #1: Phorampa Wildwood [OD1_4]
Optional Sidequest #3 : Deneb [OS3_X]
Optional Sidequest #4 : Port Omish [OS4_X]
Optional Dungeon #2: The Pirate's Graveyard [OD2_4]
Optional Sidequest #5L: Ozma and Hobyrim [OS5_L]
Optional Sidequest #5C: The Balmamusa Dead [OS5_C]
Secret Battle (Law): Xapan Returns in Golyat [SB1_L]
Optional Sidequest #5N: Pirates of Qadriga [OS5_N]
Optional Sidequest #6 : Exeter Island [OS6_X]
Optional Dungeon #3: Palace of the Dead [OD3_4]
Optional Sidequest #7 : Wreck of the Rhamsen [OS7_X]
Optional Sidequest #8 : Neimrahava Wood [OS8_X]
Optional Sidequest #9 : The Six Temples [OS9_X]
---------------------------------------------------------------------
Optional Dungeon #1: Phorampa Wildwood [OD1_4]
Availability: From the Start of Chapter 4.
The last 4 stages of the Phorampa Wildwood are now available, and
this dungeon's full potential can be realized. You can obtain various
high-end recipe books called "Enchiridions" that enable you to craft
some of the game's strongest weapons in areas throughout the wood.
However these recipe books will only drop from specific enemies in
specific areas, and only if they're of a high enough level (at least
level 20 to be sure). See the section on the Phorampa Wildwood
[OD1PW] for more detailed information.
---------------------------------------------------------------------
Optional Sidequest #3: Deneb [OS3_X]
Availability: Read Talk Report "Deneb's Emporium" Anytime during
Chapter 4
Though you can start this sidequest immediately upon starting the
Chapter, it is by far the longest and most time consuming of all the
sidequests. Once you've read the report, Deneb's profile in the
Character section is available and her shop starts randomly appearing
in various cities each month. She stocks various goods that are
otherwise very difficult or time consuming to obtain. Visit the
corresponding cities on these days of any month to meet her.
Day | Location | Over the course of the Chapter her
----|------------------------| shop will start stocking more valuable
1 | Port Omish | items, so it pays to find her shop
2 | Grimsby | and stock up once in a while. She
3 | Heim | initially sells a few new Divine and
4 | Oeram | Dark Magic Grimoires along with a
5 | Barnicia Castle | couple new Treatises for War Dances.
6 | Golyat | Though most importantly from the
7 | Almorica Castle | outset she sells some Reagents for
8 | Arkhaiopolis of Rhime | Necromancy, and a consumable that
9 | Krysaro | will remove the Zombie condition
10 | Phidoch Castle | from a target. Working with the undead
11 | Balmamusa | is starting to open up thanks to
12 | Coritanae Keep | Deneb's Shop.
13 | Port Asyton |
14 | Brigantys Castle | But the real secret is that you can
15 | Port Omish | actually recruit Deneb, but doing so
16 | Grimsby | is going to take a lot of time and
17 | Heim | effort. Deneb won't join unless you
18 | Oeram | purchase 5 of every Orb item from her.
19 | Barnicia Castle | That means a total of 45 Orbs, or
20 | Golyat | wait for it... 405,000 Goth to get
21 | Almorica Castle | her. Unfortunately Deneb doesn't
22 | Arkhaiopolis of Rhime | ever stock Orbs normally, instead you
23 | Krysaro | have to Auction off Dragon units to
24 | Phidoch Castle | get them, but each Dragon yields only
25 | Balmamusa | 2 Orbs of the element it's aligned
-----------------------------| to. So you effectively need to recruit
and Auction off 3 Dragons of each type
so that you can buy the Orbs required for her to join. Below is
checklist:
[] Auction 3 Hydras -> Buy 5 Void Orbs
[] Auction 3 Cloud Dragons -> Buy 5 Gale Orbs
[] Auction 3 Earth Dragons -> Buy 5 Dust Orbs
[] Auction 3 Storm Dragons -> Buy 5 Storm Orbs
[] Auction 3 Flood Dragons -> Buy 5 Cataract Orbs
[] Auction 3 Flame Dragons -> Buy 5 Inferno Orbs
[] Auction 3 Frost Dragons -> Buy 5 Black Ice Orbs
[] Auction 3 Arc Dragons -> Buy 5 Radiant Orbs
[] Auction 3 Dark Dragons -> Buy 5 Gloom Orbs
Though if you're really a Deneb fan, this sidequest is far from over.
Deneb has two classes. She can either join you as a normal Witch, or
with her unique secret Wicce class that is more powerful, and she
comes equipped with far better stuff. If you stop now, you'll get
her in her Witch incarnation, but to get her Wicce class you'll
need to find and sell her 30 Glass Pumpkins. Glass Pumpkins are
dropped seldomly from the Umbra Familiars in the Palace of the Dead
that you can unlock later on in the chapter. Either way, once this
is all done and you've unlocked Vasque from Optional Sidequest #6:
Exeter Island, Deneb will ask to meet you there and a battle will
ensue. Once the battle is over, Deneb will finally join.
Optional Battle -- Vasque
Availability: Anytime after buying 5 of every Orb from Deneb
Squad Limit: 10 + 1 Guest Objective: Vanquish Punkin
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Buried |
| | Buried |
| | Buried |
| | Buried |
| | Buried |
| | Buried |
--------------------------------------------------------------------|
This quest was never this time consuming in the original game. You
only had to buy 255 items from Deneb, didn't matter how much they
cost, to get her to join normally. You'd get her improved version
with rare gear and an otherwise unobtainable spell by recruiting 10
Pumpkinheads from her. Those were gotten by selling 10 Glass
Pumpkins at her shop. You would easily get that number from a single
run through of the Palace of the Dead, and there was no special
battle after the fact.

---------------------------------------------------------------------
Optional Sidequest #4: Port Omish [OS4_X]
Availability: Part 1 -- Read Talk Report "Port Omish, Den of Thieves"
then complete before going to Mount Hedon
Part 2 -- Read Talk Report "The Pirate's Graveyard"
After Banhamuba, then finish before Barnicia
Part 3 -- After Barnicia, but before Heim
This brand new sidequest concerns the pirate Azelstan, the other new
character opposite Ravness. Getting Azelstan to join is incredibly
tricky as it requires making several side trips throughout the course
of the Chapter, and they each must be done within the timeframe that
they're allowed. If you miss the the window of time in which a part
of this sidequest is available, you will not get Azelstan and his
Classmarks that can turn a few of your story-based characters into
Buccaneers like him.
And just to make things even more difficult there is a potential
screw-over point if you're on the Law Route that is quite easy to
avoid, but still a real possibility. If you declined Xapan back in
Chapter 2 Law, you will have to fight him in Golyat after the scenes
in Brigantys. That fight is much harder than the one in Port Omish.
If you decided to put off going to Port Omish until the last
possible moment, you may find yourself blocked by the Xapan fight
and unable to get there until you clear that battle. You may
have to grind a few levels before you're able to get through.
Therefore if you declined Xapan, complete Part 1 before going to
Brigantys instead.
Part 1:
-------
Optional Battle -- Port Omish
Availability: Before going to Mount Hedon
Squad Limit: 10 Objective: Vanquish Ragnar
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
800 | | Buried (2 Steps Left, 3 Steps Forward) |
| | Buried under Barrel (12 Steps Left, 4 Forward)|
| | Buried (9 Steps Left, 10 Steps Forward) |
| | Buried (14 Steps Left, 27 Steps Forward) |
| | Buried under Barrel(4 Steps Right, 13 Forward)|
| | Buried (2 Steps Right, 22 Steps Forward) |
--------------------------------------------------------------------|
You must complete this part of the sidequest before going on to
Mount Hedon, so be sure the read the Talk Page on Port Omish and
come here before then. Unfortunately because you're probably around
Level 15 or 16, you will have to go up against Level 20 troops, and
they all have upgraded gear for those levels.
If you're really up for a hard challenge, try recruiting everyone
here for their gear, but make sure you at least kill the Rogue as it
has a chance to drop the rare Bnadit's Mark. You won't be able to use
this gear for some time, but it will save you a ton of money in
having to buy it all.
If this isn't possible, just go straight for the Leader to end this
fight as soon as possible, because the enemies here will just
overpower you at their strength.
Part 2:
-------
Read the Talk Report on "The Pirate's Graveyard" after the events at
Banhamuba, then head to the Pirate's Graveyard and check the Warren
Report once inside, and another Talk entry will be listed. Read
"The Dread Pirate", leave the Pirate's Graveyard and go to Port Omish
for a scene. You'll have to leave Port Omish and come back after
being "kicked" out of the graveyard. Finally, after that go to
Qadriga Fortress for yet another scene and you're done this part of
the sidequest for now.
Part 3:
-------
Once you've finished the battles at Barnicia go to Port Omish, and
you'll trigger another battle. You must ensure Azelstan surives the
following battles.
Optional Battle -- Port Omish
Availability: After Barnicia, but Before Going to Heim
Squad Limit: 12 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1100 | | Spiked Flail (Terror Knight Equip) |
| | Damasc Leggings (Terror Knight Equip) |
| | Buried (8 Steps Right, 2 Steps Back) |
| | Buried (8 Steps Left, 2 Steps Forward) |
| | Buried (10 Steps Left, 11 Steps Forward) |
| | Buried (4 Steps Left, 22 Steps Forward) |
| | Buried (7 Steps Right, 21 Steps Forward) |
| | Buried (5 Steps Left, 16 Forward) |
--------------------------------------------------------------------|
You start at the opposite end of town compared to last time, which
makes navigating your way to save Azelstan really complicated.
Archers can make their way along the roofs of house by going to
the house just to left of your starting point and to the one on the
far right. Magic users will get funneled through a narrow winding
alleyway that goes past Denam's starting point, and everybody else
has to make a long trek along the path by the house at the far right.
Fortunately flying and characters that can move through water can
simply go straight through town.
You need to get a healer within range of Azelstan fast if you have
any chance of saving him. The best character to do this is Denam, so
make him a Knight and cast Boon of Swiftness on him ASAP. You should
also be around Level 18 or 19, so that the enemies will more or
less focus on you rather than Azelstan. Keep in mind that if
Azelstan's HP drops to 0 here it's Game Over.
After the battle go inside the Pirate's Graveyard and fight your way
through the first couple areas of it; Azelstan will be in the third.
Optional Battle -- Pirate's Graveyard / Crystal Halls
Availability: Cleared second Port Omish battle.
Squad Limit: 10 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Buried (4 Steps Left, 3 Steps Forward) |
| | Buried under Crystal(4 Steps Left, 10 Forward)|
| | Buried (7 Steps Left, 6 Steps Forward) |
| | Buried (1 Step Left, 7 Steps Forward) |
| | Buried under Rock (3 Steps Right, 6 Forward) |
| | Buried (4 Steps Right, 16 Steps Forward) |
--------------------------------------------------------------------|
After the battle pick the first choice during the scene and he'll
finally join. You can continue fighting through the Pirate's
Graveyard indefinitely from now on. See the details on this new
dungeon at [OD2_4] for a brief overview, or [OD2PG] for full details.
---------------------------------------------------------------------
Optional Dungeon #2: The Pirate's Graveyard [OD2_4]
Availability: During Optional Sidequest #4: Azelstan

---------------------------------------------------------------------
Optional Sidequest #5L: Ozma and Hobyrim [OS5_L]
Availability: Denam's Alignment must be Lawful to read Talk Report
"A Rift in the Dark Knights" before Mount Hedon.
If you've taken the Lawful route to get to Chapter 4, then this
sidequest can be taken upon the start of the chapter by reading the
Talk Report "A Rift in the Dark Knights" before going to Mount Hedon.
Then after the events at Banhamuba and Phidoch, go to Krysaro.
However you should leave this until just before going to Barnicia,
because the enemies in the ensuing battle are all Level 21 and you
need to fight against both Ozma and Volaq. You'll need the extra time
to be on fighting terms with them. It was hard enough having to
battle level 20 troops at the start of Azelstan's quest, so it's
going to be a little harder here.
Optional Battle -- Krysaro
Availability: After Banhamuba/Phidoch, before going to Barnicia
Squad Limit: 10 Objective: Vanquish Ozma and Volaq
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Buried under Brush (11 Steps Right, 2 Forward)|
| | Buried (3 Steps Forward) |
| | Buried (5 Steps Forward, 6 Steps Forward) |
| | Buried (3 Steps Left, 11 Steps Forward) |
| | Buried (6 Steps Right, 15 Steps Forward) |
| | Buried under Brush (2 Steps Right, 18 Forward)|
--------------------------------------------------------------------|
Ozma and Volaq start some distance in front of the main field of
enemies. The trick to this battle is speed. You must defeat Volaq
first, and then focus on Ozma before all those Templars arrive
because things will go to hell in a handbasket quickly when they
enter the fight. Volaq may retreat to the Templars on his first
move, so if that happens you're in for a brutal fight.
Ideally you want to send a Knight and/or Hoplite to block off the
bridge and hold their position while Archers and Magic users attack
the advancing enemy. Dealing with Ozma will be difficult in the
early goings as she will charge ahead and wreak havoc on your troops.
Try to avoid dealing with her until Volaq is within range.
Those Desert Blades that Volaq and a couple Templars wield are just
begging to be picked up. This is likely your first sighting of
elemental weapons but unfortunately they never seem to drop here.
If you managed to get Ozma's HP to critical, defeated Volaq, had
Hobyrim reveal himself to Ozma by having his Loyalty at 50 or above,
then the battle will end and a special scene will occur. You can
recruit Ozma by picking the first choice during that scene.
---------------------------------------------------------------------
Optional Sidequest #5C: The Balmamusa Dead [OS5_C]
Availability: Denam's Alignment must be Chaotic to read Talk Report
"The Balmamusa Dead" after Brigantys
---------------------------------------------------------------------
Optional Sidequest #5N: Pirates of Qadriga [OS5_N]
Availability: Must have saved Cerya in Chapter 3. Denam's Alignment
must be Neutral to read Talk Report "Pirates of Qadriga
Fortress" after returning to Phidoch from Banhamuba
---------------------------------------------------------------------
Secret Battle (Law): Xapan Returns in Golyat [SB1_L]
Availability: Declined to Recruit Xapan in Chapter 2. After Brigantys
Squad Limit: 12 Objective: Vanquish Xapan
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
900 | | Buried (9 Steps Left) |
| | Buried (7 Steps Left, 5 Steps Forward) |
| | Buried (16 Steps Forward) |
--------------------------------------------------------------------|
Truly a secret battle if ever there was one. If you declined to
recruit Xapan way back in Chapter 2 Law and if you're on your way to
to Port Omish any time after the events at Brigantys, you'll be
thrown into a fight against Xapan in Golyat. However, unlike in the
original game Xapan does not have any unique equipment on him, just
stuff that can be bought in shops. Though since he and his squad are
quite tough being all at least Level 20, they'll have equipment you
can't buy yet.
If you fight this battle as soon as you can, you'll probably be
around Level 16, and in these tight streets, the fighting here will
be very hard. It's recommended you take this fight on a little later
on when you're a higher level. You will need to split up your squad
into 3 groups: one group of fliers to man the rooftops, one group to
go through the middle of town, and the third sniping their way along
from the near edge of the map to come around behind the enemy that
will be stuck in the middle of town.
Xapan hits extremely hard, but if you pepper him with ranged attacks,
taking him down won't be so difficult. Get him to within an inch of
his life and you'll be able to recruit him by picking the second
option.
A point of interest is that a Witch sometimes makes an appearance in
this fight, if she does and she's a high enough level (due to using
WORLD), she may drop a Forbidden Magic.
---------------------------------------------------------------------
Optional Sidequest #6: Exeter Island [OS6_X]
Availability: After Banhamuba read Talk Report "Blast on Exeter
Island"
This is a long multi-battle sidequest that ultimately culminates in
unlocking the positively massive Palace of the Dead, and is a
necessary component in unlocking various other battles for other
sidequests. Specifically Deneb's and the Six Temples. You can also
recruit the Beast Tamer Occione along the way if you have taken the
Lawful Path and Jeunan is still with you
Optional Battle -- Madura Drift
Availability: Read Talk Report "Blast on Exeter Island"
Squad Limit: 10 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
| | Chief's Mark (Patriarch Drop) |
| | Familiar's Mark (Familiar Drop) |
| | Juggernaut's Mark (Juggernaut Drop) |
| | Greased Ring (Naga Drop) |
| | Ring of Clouds (Scylla Drop) |
| | Buried under Brush (5 Steps Right, 5 Forward) |
| | Buried (7 Steps Right, 3 Steps Forward) |
| | Buried under Tree (11 Steps Right, 20 Forward)|
| | Buried (17 Steps Forward) |
| | Buried under Tree (10 Steps Left, 18 Forward) |
--------------------------------------------------------------------|
A new version of the Madura Drift battle starts this sidequest and is
a completely random battle. There'll be one enemy-only Dragon class
that will be fighting against you and the enemies, along with a
random assortment Dragon and Umbra units. You should kill that
special Dragon if it's a Scylla or Naga as it drops an otherwise
extremely hard to obtain accessory. Though which one you get differs
if it's a Scylla or Naga. You won't get anything useful from the
Crystal or Onyx Dragons if they spawn instead.

---------------------------------------------------------------------
Optional Dungeon #3: The Palace of the Dead [OD3_4]
Availability: After Bortegun Fens in Optional Sidequest #6: Exeter
Island
---------------------------------------------------------------------
Optional Sidequest #7: Wreck of the Rhamsen [OS7_X]
Availability: After Returning to Phidoch from Barnicia.
Though this quest is not time sensitive, you need to complete it
before going to Heim because The Six Temples sidequest is and you
need to complete this quest to complete that one as well. Read the
Talk Report on "The Wreck of the Rhamsen" to open up this sidequest.
There are two battles to complete, with the first one being much
harder than the one after it. You will want to be about Level 18 or
19 before venturing here.

Optional Battle -- The Leupha Coast


Availability: Read "The Wreck of the Rhamsen" Talk Report
Squad Limit: 10 Objective: Vanquish all Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
| | Chief's Mark (Matriarch Drop) |
| | Steelbow (Archer Equip) |
| | Walloon Sword (Hoplite Equip) |
| | Desert Blade (Juggernaut Equip) |
| | Buried (7 Steps Right, 2 Steps Back) |
| | Buried (7 Steps Right, 27 Steps Forward) |
| | Buried (3 Steps Left, 6 Steps Forward) |
| | Buried (7 Steps Left, 1 Step Forward) |
| | Buried (2 Steps Left, 20 Steps Forward) |
| | Buried (9 Steps Left, 27 Steps Forward) |
--------------------------------------------------------------------|
You can pick up some fantastic equipment here if you have the proper
recruit skills. Most of the enemies have average to low loyalties,
which makes them fairly easy to recruit. You can also pick up some
rare Chief's Marks to make Matriarchs and Patriarchs. If you don't
have a Lamia now, here's a great place to get one.
Of course none of this comes easy as you have to deal with four, yes
four, Octopi in a map that's half water. They also know Poison Rain
and aren't afraid to spam you with it. A Dragoon or two is a
necessity here. The best way to avoid Poison Rain is to spread out
and have your units more than 5 spaces apart at all times. This of
course means they're susceptible to getting ganged up on, but if
they have significantly high evasion and defense stats they'll be
able to endure the hits long enough for someone to heal them.
If you can take out all the Octopi first, then this battle will
become a little easier, but by no means a walk in the park as you
still have to contend with the status ailments brought on by the
Matriarchs. As it bears repeating again, recruiting the enemies here
will make a huge difference in the outcome of this fight.

---------------------------------------------------------------------
Optional Sidequest #8: Neimrahava Wood [OS8_X]
Availability: Complete Optional Sidequest #7: Wreck of the Rhamsen
---------------------------------------------------------------------
Optional Sidequest #9: The Six Temples [OS9_X]
Availability: Return to Phidoch after Barnicia with at least Olivya,
Sherri, Cistina, or Cerya recruited into your army.
This is a very long and involved sidequest that also requires you
to complete two other sidequests to even begin taking on. Through it
all you must have at least one of the Phoraena Sisters alive and
recruited in your active party. This is usually Olivya, as she's the
only one you're guaranteed to recruit in Chapter 4.
Previously in the original game each sister could only unlock the
one temple they're aligned to; Olivya -- Water, Celye -- Fire,
Sherri -- Earth, and Cistina -- Wind. Though since there are now six
temples and each being their own optional dungeons now rather than a
one-time only battlefield, this limitation has obviously been
removed. Additionally this sidequest was not time sensitive and you
could complete it whenever you liked, this has changed for the new
version as all temples must at least be unlocked before going to
Heim.
1: Read the Talk Report on "The Ancient Temples"
2: Go to the Fortresses of Qadriga, Boed, Geyld, and
Ndamsa for battles there.
4: Read Talk Report "Galgastani Sighted at Lhazan"
after clearing Lhazan Fortress during Optional
Sidequest #6: Blast on Exeter Island.
5: Go to Lhazan Fortress for a battle.
6: Read Talk Report "Fortresses Under Siege" after
completing Sidequest #7: Wreck of the Rhamsen.
7: Go to Gecho Fortress for a battle
8: Go to Coritanae Keep; say "I Know I Will" to Mrueva
9: You can go to each of the six fortresses and access
the Temples within them. They are:
a -- Ndamsa Fortress: Temple of Hahnella
b -- Gecho Fortress: Temple of Vaasa
c -- Qadriga Fortress: Temple of Nestharot
d -- Geyld Fortress: Temple of Greuza
e -- Boed Fortress: Temple of Xoshonell
f -- Lhazan Fortress: Temple of Lyuneram

---------------------------------------------------------------------
3.5 -- Post-Game Extras [POSTX]
Optional Sidequest #10: The Songstress [OS10X]
Optional Dungeon #10: San Bronsa Ruins [OD10X]
---------------------------------------------------------------------
Optional Sidequest #10: The Songstress [OS10X]
Availability: Canopus and Gildas must be "Alive" in the Warren
Report and in your army. Special Note -- Gildas does
not join on the Neutral Route.
---------------------------------------------------------------------
Optional Dungeon #10: San Bronsa Ruins [OD4_X]
Availability: Complete Optional Sidequest #10: The Songstress
---------------------------------------------------------------------
3.6 -- Optional Dungeon #1: The Phorampa Wildwood [OD1PW]
Availability -- Chapter 2: Law (After Tynemouth Hill, Before Rhime)
Chaos
Chapter 3: Law (Start of Chapter, Before Coritanae)
(After Tynemouth Hill)
Neutral
Chaos
Chapter 4: From the Start of the Chapter

Map of the Phorampa Wildwood:


-----------------------------
[Chapter 2]
|
[Adventurer's Gap -- PW1]
|
+----------+----------+
| |
V V
[Snowmelt Stream -- PW2] [Field of Fallen Shadow -- PW3]
| |
V V
[Phorampa's Doorstep -- PW4] [Untrodden Marsh -- PW5]
| |
V +----------+-[Chapter 3]-+
[The Howling Hills -- PW6] | |
| |
V V
[The Feral Shore -- PW7] [Gunagua Headwater -- PW8]
|
+------------------------+
|
V
[Whisper of Leaf and Water -- PW9]
|
V
[Lie Down in Green Pastures -- PW10]
|
+-----------+-[Chapter 4]-+
| |
V V
[The Frostfen -- PW11] [Scenic Knoll -- PW12]
|
+---------+
|
+-----------------+-----------------+
| |
V V
[Land of the Supplicant -- PW13] [Heart of the Wildwood -- PW14]
|
V
[Wonder at the Gods Above -- PW15]

Treasures of the Phorampa Wildwood:


-----------------------------------
Item Name | Location | Target
---------------------|------------------------|----------------------
Ring of the Horde | Chapter 2 Regions | Lv 14~15+ Enemies
Ring of Vitality | Chapter 2 Regions | Lv 14~15+ Enemies
Ring of Deftness | Chapter 2 Regions | Lv 14~15+ Enemies
Ring of Alacrity | Chapter 2 Regions | Lv 14~15+ Enemies
Ring of Evasion | Chapter 2 Regions | Lv 14~15+ Enemies
Ring of Intellect | Chapter 2 Regions | Lv 14~15+ Enemies
Ring of the Mind | Chapter 2 Regions | Lv 14~15+ Enemies
Magebane Band | Chapter 2 Regions | Lv 14~15+ Enemies
Abuna's Mark | [PW1][PW2][PW4][PW8] | R1 Steal/Cleric
| [PW9][PW10] |
Spear Enchiridion | [PW8] | Lv 17+ Rune Fencer
Axe Enchiridion | [PW9] | Lv 17+ Beast Tamer
1H Katana Enchiridion| [PW10] | Lv 17+ Ninja
2H Katana Enchiridion| [PW11] | Lv 17+ Swordmaster
Whip Enchiridion | [PW12] | Lv 20+ Beast Tamer
Fist Enchiridion | [PW13] | Lv 20+ Warrior
2H Sword Enchiridion | [PW14] | Lv 20+ Terror Knight
Bow Enchiridion | [PW15] | Lv 20+ Archer
---------------------------------------------------------------------
Battles of the Phorampa Wildwood:
---------------------------------
Phorampa Wildwood / Adventurer's Gap [PW1]
Squad Limit: 6 Objective: Vanquish All Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
Lv 1+: 800| | Various "Rings" (Lv 14+ Enemy Drop) |
Lv14+: 900| | Abuna's Mark (Rank 1 Steal from Clerics) |
| | Buried (4 Steps Left, 3 Steps Forward) |
| | Buried (2 Steps Left, 9 Steps Forward) |
| | Buried (4 Steps Right, 7 Steps Forward) |
| | Buried (7 Steps Left, 7 Steps Forward) |
| | Buried (1 Step Right, 11 Steps Forward) |
| | Buried (1 Step Right, 14 Steps Forward) |
--------------------------------------------------------------------|
You might want to use the overhead view for a lot of the time as some
areas of the map are completely obscured by tall cliffs. There's only
a handful of basic class enemies here and the odd Gryphon, usually
about a level below your highest character, so it's meant to be a
good opening stage.
Phorampa Wildwood / Snowmelt Stream [PW2]
Squad Limit: 6 Objective: Vanquish All Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
Lv 1+: 800| | Various "Rings" (Lv 14+ Enemy Drop) |
Lv14+: 900| | Abuna's Mark (Rank 1 Steal from Clerics) |
| | Buried (4 Steps Forward) |
| | Buried (1 Step Right, 7 Steps Forward) |
| | Buried (7 Steps Left) |
| | Buried (4 Steps Left, 7 Steps Forward) |
| | Buried (6 Steps Left, 13 Steps Forward) |
| | Buried (13 Steps Forward) |
--------------------------------------------------------------------|
Enemy composition is pretty much identical to the Adventurer's Gap,
only this time you're fighting across a frigid stream. Nothing to
really worry about.

Phorampa Wildwood / Field of Fallen Shadow [PW3]


Squad Limit: 6 Objective: Vanquish All Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
Lv 1+: 800| | Various "Rings" (Lv 14+ Enemy Drop) |
Lv14+: 900| | Buried (9 Steps Right) |
| | Buried (3 Steps Right, 8 Steps Forward) |
| | Buried under Brush (2 Steps Right, 7 Forward) |
| | Buried (5 Steps Left, 4 Steps Forward) |
| | Buried unnder Brush (4 Steps Left, 6 Forward) |
| | Buried (9 Steps Left, 3 Steps Forward) |
--------------------------------------------------------------------|
Non-human classes abound here. Various types of Dragons and Familiars
(Gremlins and Faeries) can appear in this area ripe for the picking.
The Gremlins are Umbra creatures and thus not easily recruitable
unless you have the proper skill, which isn't available until much
later in the game. Dragons are brutal, so take care here. You might
want to pick up a Dragoon from The Howling Hills before coming here.
Phorampa Wildwood / Phorampa's Doorstep [PW4]
Squad Limit: 6 Objective: Vanquish All Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
Lv 1+: 800| | Various "Rings" (Lv 15+ Enemy Drop) |
Lv15+: 900| | Abuna's Mark (Rank 1 Steal from Clerics) |
| | Buried under Brush (2 Steps Left, 3 Forward) |
| | Buried (6 Steps Left, 6 Forward) |
| | Buried (10 Steps Left, 7 Forward) |
| | Buried (1 Step Left, 14 Forward) |
| | Buried (4 Steps Left, 14 Forward) |
--------------------------------------------------------------------|
More advanced human classes start appearing here, Knights, Terror
Knights, and Rune Fencers generally. You start right next to large
hill that overlooks the battle field, so get a couple of bowmen up
there to make this fight easy as pie.

Phorampa Wildwood / Untrodden Marsh [PW5]


Squad Limit: 6 Objective: Vanquish All Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
Lv 1+: 800| | Various "Rings" (Lv 15+ Enemy Drop) |
Lv15+: 900| | Buried under Brush (5 Steps Right, 6 Forward) |
| | Buried (1 Step Right, 7 Steps Forward) |
| | Buried (1 Step Left, 7 Steps Forward) |
| | Buried (4 Steps Right, 8 Steps Forward) |
| | Buried (5 Steps Left, 8 Steps Forward) |
| | Buried under Brush (6 Steps Left, 16 Forward) |
--------------------------------------------------------------------|
More non-human enemies are here, this time Octopi are added into the
mix along with other Dragons and Phantom-race units. The difficulty
in the Wildwood starts ramping up now as there can be as many as 9
enemies you'll have to fight here.

Phorampa Wildwood / The Howling Hills [PW6]


Squad Limit: 6 Objective: Vanquish All Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
Lv 1+: 800| | Various "Rings" (Lv 15+ Enemy Drop) |
Lv15+: 900| | Buried (7 Steps Forward) |
| | Buried (9 Steps Left, 7 Forward) |
| | Buried under Tree (4 Steps Left, 8 Forward) |
| | Buried under Brush (1 Step Right, 7 Forward) |
| | Buried (3 Steps Right, 10 Steps Forward) |
| | Buried under Bush (5 Steps Right, 1 Forward) |
--------------------------------------------------------------------|
This is an amazing stage in the Phorampa Wildwood that is well
worth coming here in Chapter 2, because you can recruit a bunch of
new classes that come with a several skills already learned and
weapons you simply cannot buy when the Wildwood first opens up.
Ninja, Swordmasters, Dragoons, and Terror Knights are all found here.

Phorampa Wildwood / The Feral Shore [PW7]


Squad Limit: 6 Objective: Vanquish All Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
Lv 1+: 800| | Various "Rings" (Lv 15+ Enemy Drop) |
Lv15+: 900| | Buried (1 Step Right, 3 Steps Forward) |
| | Buried (3 Steps Left, 6 Steps Forward) |
| | Buried under Brush (1 Step Left, 3 Forward) |
| | Buried (4 Steps Left, 5 Steps Forward) |
| | Buried under Brush (4 Steps Right, 5 Forward) |
| | Buried (10 Steps Forward) |
--------------------------------------------------------------------|
Last area in Chapter 2 and it throws you a major curve ball if you
thought this arm of the route was mostly Beasts and Dragons. All the
enemies here are Zombified, so make sure you have a Cleric or two on
hand to exorcise them all. It is actually possible to recruit various
Zombie versions of the classes here but they get no Exp or SP after
the fight, even though they count in the divvying up of them. They
can be useful if you want to completely stop the growth of your other
characters to allow new classes to catch up to them though.

Phorampa Wildwood / Gunagua Headwater [PW8]


Squad Limit: 8 Objective: Vanquish All Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Spear Enchiridion (Lv 17+ Hawkman Rune Fencer)|
| | Abuna's Mark (Rank 1 Steal from Cleric) |
| | Buried (3 Steps Left, 9 Steps Forward) |
| | Buried (1 Step Right, 7 Steps Forward) |
| | Buried (9 Steps Left, 2 Steps Back) |
| | Buried (10 Steps Left, 6 Steps Forward) |
| | Buried under Tree (12 Steps Left, 12 Forward) |
| | Buried (14 Steps Forward) |
--------------------------------------------------------------------|
Witches and Warlocks appear here for you to recruit or get their
marks. They're otherwise pretty hard to come by during the main
story battles, so this is as good a place as any to get them.
Take care when fighting on the river as it is quite wide and there
are many islands to get stuck on. Better you bombard the enemy
foolish enough to cross.

Phorampa Wildwood / Whisper of Leaf and Water [PW9]


Squad Limit: 8 Objective: Vanquish All Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1000 | | Axe Enchiridion (Lv 17+ Female Beast Tamer) |
| | Abuna's Mark (Rank 1 Steal from Cleric) |
| | Buried (1 Step Right, 4 Steps Forward) |
| | Buried (6 Steps Left, 8 Steps Forward) |
| | Buried under Tree (7 Steps Left, 9 Forward) |
| | Buried (7 Steps Left, 16 Steps Forward) |
| | Buried under Tree (3 Steps Right, 12 Forward) |
| | Buried (6 Steps Right, 12 Forward) |
--------------------------------------------------------------------|
If you're looking for Cockatrices, this is the place to come, there's
always at least one here when you fight. Human and Hawkman classes
also show up here, but they are only lightly armed; mostly Archers,
Clerics, and the odd Swordmaster.
You might recognize this map from before as that of The Feral Shore.
That's because it's a copy of it, but you start from the other end
of the map this time.

Phorampa Wildwood / Lie Down in Green Pastures [PW10]


Squad Limit: 10 Objective: Vanquish All Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1200 | | 1-H Katana Enchiridion (Lv 17+ Male Ninja) |
| | Abuna's Mark (Rank 1 Steal from Cleric) |
| | Buried (6 Steps Left, 1 Step Back) |
| | Buried under Tree (6 Steps Left, 3 Forward) |
| | Buried (4 Steps Left, 7 Steps Forward) |
| | Buried under Tree (1 Step Right, 6 Forward) |
| | Buried under Brush (4 Steps Right, 7 Forward) |
| | Buried (2 Steps Right, 13 Steps Forward) |
--------------------------------------------------------------------|
All sorts of Human classes appear here, and there's a lot of them.
Warlocks/Witches, Swordmasters, and Ninja are the highlights here.
Be careful on this map, because the enemy formation is quite dense.
There's a sizeable forest seperating you from them at the start, and
only a medium sized gap where the two of you'll meet. It's best to
let the enemy come to you so you can fight them in your area and have
some room to move about when things get a bit dicey.

Phorampa Wildwood / The Frostfen [PW11]


Squad Limit: 10 Objective: Vanquish All Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1200 | | 2-H Katana Enchiridion (Lv 17+ F Swordmaster) |
| | Buried under Brush (4 Steps Right, 3 Back) |
| | Buried under Tree (5 Steps Right, 4 Forward) |
| | Buried (1 Step Right, 6 Steps Forward) |
| | Buried (6 Steps Right, 11 Steps Forward) |
| | Buried under Tree (5 Steps Left, 12 Forward) |
| | Buried (5 Steps Left, 18 Steps Forward) |
--------------------------------------------------------------------|
So the march through a light flurry leads you into a 10-on-18 fight.
No doubt about it, this melee is going to be quite hard. Bring lots
of healing items into this fight, you'll be using them like no
tomorrow just to keep up. You need to focus on a few high damage
dealers such as Warriors, Archers, and Terror Knights, and use their
special skills to up their damage and give guaranteed hits.
There's lots of enemies to kill and it's best you focus on them
one-by-one. Send Knights into the thick of it and have them use
Phalanx to soak up the damage, grant Light-Touched to your attackers
and administer any healing in the midst of the fight.
Phorampa Wildwood / Scenic Knoll [PW12]
Squad Limit: 10 Objective: Vanquish All Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1200 | | Whip Enchiridion (Lv 20+ Hawkman Beast Tamer) |
| | Buried under Brush (7 Steps Right, 1 Back) |
| | Buried (5 Steps Right, 5 Steps Forward) |
| | Buried under Tree (8 Steps Left, 5 Forward) |
| | Buried (4 Steps Left, 11 Steps Forward) |
| | Buried under Tree (13 Steps Forward) |
| | Buried (1 Step Left, 17 Steps Forward) |
--------------------------------------------------------------------|
A re-used map of the Howling Hills, only this time you start at the
very bottom and have to work your way up. Make sure you bring a
Dragoon here, as there are plenty of Dragons to be found here. If
you're at Level 20 or above a Grim Reaper may appear here, if you
have Steal at Rank 3, try stealing from him to get a very rare ring.
It's currently unknown if this ring can be gotten anywhere else. Also
of note is that there are two Hawkman Beast Tamers here, but only
one carries the Enchiridion. The one that does is the one standing
next to the Briars patch at the very top of the hill.

Phorampa Wildwood / Heart of the Wildwood [PW13]


Squad Limit: 12 Objective: Vanquish All Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1400 | | Fist Enchiridion (Lv 20+ Male Warrior) |
| | Buried (2 Steps Left, 6 Steps Forward) |
| | Buried under Rock (2 Steps Left, 10 Forward) |
| | Buried (9 Steps Left, 6 Steps Forward) |
| | Buried under Brush (2 Steps Left, 13 Forward) |
| | Buried (5 Steps Right, 17 Steps Forward) |
| | Buried (2 Steps Right, 9 Steps Forward) |
--------------------------------------------------------------------|
Similar to Phorampa's Doorstep and The Frostfens, but here you'll
find many Familiars, Mages, and Golems accompanied by hoardes of
Phantoms. You absolutely must have a Cleric on hand to Exorcise the
undead if you want to win here. Equip everyone with Baldur weapons
so that you can have an easier time with the Phantoms. You're
outnumbered 18-12, and half of those are undead. One of those
Skeleton Warriors drops the Fist Enchiridion. The one in particular
has a Male random name.
Phorampa Wildwood / Land of the Supplicant [PW14]
Squad Limit: 12 Objective: Vanquish All Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1400 | | 2-H Sword Enchiridion (Lv 20+ Terror Knight) |
| | Buried (2 Steps Left, 10 Steps Forward) |
| | Buried (8 Steps Left, 2 Steps Forward) |
| | Buried (12 Steps Left, 3 Steps Forward) |
| | Buried under Tree (11 Steps Left, 7 Forward) |
| | Buried under Tree (11 Steps Left, 8 Forward) |
| | Buried (16 Steps Left, 12 Steps Forward) |
--------------------------------------------------------------------|
This fight is almost exactly like Field of the Fallen Shadow. Takes
place on the same map, has mostly the say enemies, but you start at
the opposite end this time. The Skeleton will most likely be a
Terror Knight, if it is and it's at Level 20 or higher, you should
Exorcise it to have a chance at obtaining the 2-H Sword Enchiridion.

Phorampa Wildwood / Wonder at the Gods Above [PW15]


Squad Limit: 12 Objective: Vanquish All Enemies
_________
At Stake \
-Base Exp-|-SP Rate-|------------------Special Loot-----------------|
1400 | | Bow Enchiridion (Lv 20+ Female Archer) |
| | Buried under Tree (3 Steps Right, 4 Forward) |
| | Buried (6 Steps Right, 6 Steps Forward) |
| | Buried (11 Steps Forward) |
| | Buried (6 Steps Left, 7 Steps Forward) |
| | Buried under Tree (8 Steps Left, 9 Forward) |
| | Buried under Tree (8 Steps Right, 16 Forward) |
--------------------------------------------------------------------|
And you're reward for getting to the last stage of the Phorampa
Wildwood is a big hole in the ground. Well, not really, but there
is a big hole in the middle of the battlefield that you have to
fight around. Bring Clerics into this fight, because there's a large
number of undead units you'll need to Exorcise in this battle.
Archers will be a huge help here as the enemies will get held up if
you approach them on the left and right sides of the map when they
try to move forward. Have your Knights block the enemy's way and
then use your Archers and other mid/back row fighters to pick off
the enemies as they move forward into your wall.
That's all there is to the Wildwood. No real fanfare for finishing
all the stages, but you can come back to go through it as many times
as you like.
---------------------------------------------------------------------
=====================================================================
6. Credits / Thanks etc... [SNOFF]
=====================================================================
Thanks to:
- GameFAQs: for hosting this guide
- Square: For letting this game be a reality
- Old Quest Team: For making a great game even better
Credits:
- Brady Games Guide: For confirming buried loot locations!
- Japanese Wiki: http://www.masterwiki.net/tacticsogre/
For confirming a few details I wasn't sure on.
---------------------------------------------------------------------
Copyright 2011 Iaian Ross.
This guide may not be reproduced in any form without prior written
consent. All trademarks and copyrights contained in this document are
owned by their respective trademark and copyright holders.

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