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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.
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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.
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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.
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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.
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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 ===========================
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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.
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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.
[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.
---------------------------------------------------------------------
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 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