====================================== Valkyrie Profile Covenant of the Plume FAQ / Walkthrough v0.6 by tri-Ace Fanboy E-mail: rod_rasouza@hotmail.com ====================================== This entire document is (C) 2009 Rodrigo Alves de Souza (tri-Ace Fanboy). All trademarks are property of their respective owners. No section of this guide can be used without my permission. This includes, but is not limited to posting on your website, making links to my guide or including parts of my guide in your own. All the sites mentioned below have permission to do the above. Please email me at rod_rasouza@hotmail.com to enquire about gaining permission to use this document. GameFAQs - http://www.gamefaqs.com/ Super Cheats - http://www.supercheats.com/ Neoseeker - http://www.neoseeker.com/ GamesRadar - http://www.gamesradar.com/ - Thanks to Michael Sarich for this Copyright notice - =============================================================================== == Table of Contents [TABLE] == =============================================================================== Use your program's search function (usually accessed by pressing Ctrl+F) and search for the letters in brackets to go straight to the section you want to check out. For example, searching for [VHIST] takes you to the Version History section. New sections will be included as the guide is updated. Table of Contents.......................................[TABLE] Version History.........................................[VHIST] Gameplay................................................[GAMPL] Main Game Walkthrough...................................[MGWLK] Shop List...............................................[SHLIS] Credits, Contact and Thanks.............................[CREDT] =============================================================================== == Version History [VHIST] == =============================================================================== v0.6 -- 25th of March, 2009 FAQ added to Super Cheats, Neoseeker and GamesRadar. Added the 3 versions of Chapter 3 to the walkthrough, changed comments regarding some characters and fixed the explanation of knockdown combos and gems in the Gameplay section. v0.5 -- 23rd of March, 2009 First version submitted to GameFAQs. Gameplay Section ready, Walkthrough and Shop List cover up to the 3 versions of Chapter II. New sections will be included in future updates. =============================================================================== == Gameplay [GAMPL] == =============================================================================== This section will detail different gameplay aspects of the game, such as Sieges, Skills, Combos, etc. Some of these things are explained in-game or in the manual, but you can find additional details here. Classes and Stats........................................[STATS] Battles..................................................[BTLSY] ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: :: Classes and Stats [STATS] :: ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Each character and enemy in the game has different stats that shows how able they are at doing different things. These stats increase as you level up, and you can get further bonuses from equipment or skills. You gain experience to level up by killing enemies in battle. The stat growth per level is mostly determined by the character's class. For example, Warriors have high ATK, RDM and HP, but the lowest HIT, AVD, MAG and RST. A few characters may break the norm and have higher stats than others from the same class, but this is very rare. Classes also control the weapons, armor and skills the character can use. The classes are preset -- you can't change any character to another class or customize any features of any class. So they are the main factor in deciding what a character's role in battle is. Individual characters still have different Attacks that give them diversity however, so there is a difference between characters from the same class. Below is a list with all stats and classes, and what they are good at. --- Stats --- _Hit Points (HP)_____________________________________________________________ | The character's "life". Taking damage reduces HP, and when it reaches 0 the | | character is unconscious and removed from the fight. Unconscious characters | | can be revived, but if your whole party is unconscious then it's Game Over. | _____________________________________________________________________________ _Attack (ATK) and Magic (MAG)________________________________________________ | The power of the character's physical and elemental attacks, respectively. | | ATK is tested against RDM, and MAG is tested against RST. The higher the | | stats, the higher the damage. | | | | All spells are elemental, with no physical damage, so Sorcerers only use | | MAG and have no use at all for ATK. All other classes normally use ATK for | | their physical attacks, but elemental weapons will cause the character to | | use both stats when attacking. | _____________________________________________________________________________ _Hit (HIT)___________________________________________________________________ | The character's accuracy, tested against the target's AVD -- the higher the | | HIT, the higher the chance of hitting the enemy. Missing causes the target | | to dodge the attack/spell, receiving no damage at all. | _____________________________________________________________________________ _Avoid (AVD)_________________________________________________________________ | The character's agility, tested against the target's HIT -- the higher the | | AVD, the higher the chance of dodging the attack/spell, receiving no damage | | at all. | _____________________________________________________________________________ _Reduce Damage (RDM) and Resist (RST)________________________________________ | The character's resistance to physical and elemental attacks, | | respectively. RDM reduces ATK and RST reduces MAG. The higher the stats, | | the lower the damage. | _____________________________________________________________________________ _Movement and Range__________________________________________________________ | Movement is the number of panels that the character can move per round | | during battles. Similarly, Range is the number of panels around him/her the | | character can reach to attack. These numbers are FIXED based on the | | character's class and there is no way to increase them. | _____________________________________________________________________________ --- Classes --- _Swordsmen/Swordswoman_______________________________________________________ | HP: Average ATK: Average MAG: High HIT: Average | | AVD: Average RDM: Average RST: Average Movement: 4 | | Range: 3x3 grid around self | | Equipment: Swords, Helmets, Armor, Gauntlets, Greaves and some Boots | | | | Well-rounded characters with great equipment options. Their swords are the | | most common and diverse weapon type, often with special effects. Main | | advantage is the high Movement rate, which allows them to do many things | | well, such as lure enemies, use items and set up combos. | _____________________________________________________________________________ _Warriors/Warrioress_________________________________________________________ | HP: Very High ATK: High MAG: Lowest HIT: Lowest | | AVD: Lowest RDM: Highest RST: Lowest Movement: 3 | | Range: 3x3 grid around self | | Equipment: Broad Swords, Helmets, Armor, Gauntlets, Greaves and some Boots | | | | As you can see above, Warriors have a mix of great and bad stats. They can | | deal and take damage, but not much else. Their weapons are very strong and | | good ones are available early in the game. Main flaw is the bad Movement | | rate -- all other classes with 3 Movement have a much larger attack Range. | | Tactics which extend their Movement are mandatory for them to keep up with | | the rest of the party. | _____________________________________________________________________________ _Lancers_____________________________________________________________________ | HP: Above Average ATK: Average MAG: Average HIT: High | | AVD: Low RDM: Highest RST: Lowest Movement: 3 | | Range: 5x5 grid around self | | Equipment: Spears, Helmets, Armor, Gauntlets, Greaves and some Boots | | | | Another durable class, but with bad weapons. Spears have low ATK and | | there's not diversity among them. Good points are the high HIT (good for | | opening combos) and the largest attack Range for a front-line class. This | | allows them to take part in many different combos per round. | _____________________________________________________________________________ _Archer/Archeresses__________________________________________________________ | HP: Very Low ATK: Low MAG: Average HIT: High | | AVD: Low RDM: Low RST: Average Movement: 3 | | Range: 9x9 grid, but can't target 3x3 grid around self | | Equipment: Bows, Clothes, Gloves, Boots | | | | Archers have the highest Range out of all classes, and can easily start | | combos from a safe distance. Their flaw is that they can't handle close | | range combat at all, as they can't target the closest panels around them | | and have very bad stats. Good on maps where you can hold or trap enemies, | | but can be a liability on the more crowded or cramped battles. | _____________________________________________________________________________ _Sorcerers/Sorceresses_______________________________________________________ | HP: Lowest ATK: Lowest MAG: Highest HIT: Average | | AVD: High RDM: Lowest RST: Highest Movement: 3 | | Range: 7x7 grid around self | | Equipment: Staves, Crowns, Clothes, Gloves, Boots | | | | Sorcerers are the most versatile of all classes. Other than the usual combo | | they can also cast menu spells with a variety of effects: damage, status | | effects, support, healing. They can also target multiple enemies at once | | (though they can't combo that way). New spells are learned from storebought | | Codexes. | | | | This versatility and the large attack Range makes up for all of their other | | flaws, such as low durability and light equipment. Strong staves are | | available much sooner than other weapons, so they have very good damage | | output as well. Though using multiple Sorcerers is pointless, you should | | always have one in your party. | _____________________________________________________________________________ The remaining classes have one character each. _Rogue_______________________________________________________________________ | HP: Low ATK: Low MAG: Average HIT: High | | AVD: Highest RDM: Lowest RST: Highest Movement: 5 | | Range: 1 panel in every direction, except diagonals | | Equipment: Knives, Tiaras, Clothes, Gloves, Boots | | | | The Rogue has very low stats and bad armor options for a close range class. | | Her AVD and Movement are all she can rely on to survive or avoid attacks. | | Attack Range is bad but she can keep up due to the high Movement. Her | | weapons are actually really good, with great ATK and some special effects. | _____________________________________________________________________________ _Samurai_____________________________________________________________________ | HP: Average ATK: Average MAG: Lowest HIT: Low | | AVD: High RDM: Average RST: Average Movement: 5 | | Range: 3x3 grid around self | | Equipment: Katanas, Clothes, Gauntlets, Greaves and some Boots | | | | Think of a Samurai as a Swordsman with higher Movement and AVD, but worse | | equipment options. He has the highest attack Range out of the classes with | | 5 Movement though, so he's good at setting up combos. | _____________________________________________________________________________ _Pugilist____________________________________________________________________ | HP: High ATK: Very High MAG: Lowest HIT: Very High | | AVD: Very High RDM: Highest RST: Lowest Movement: 5 | | Range: 1 panel in every direction, except diagonals | | | | The Pugilist has great stats for a class with 5 Movement. Low Attack Range, | | but just like the Rogue he can manage to keep up. His real flaws are his | | weapons: no variety and very low ATK, even when added to his natural stat. | _____________________________________________________________________________ ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: :: Battles [BTLSY] :: ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Battles in VPCP are turn-based, with movement and targeting being based on a grid. Your characters and the enemies move on tiles, and when they are close to the target they can act, which can be an attack or a support action like casting a spell or using an item. You need AP to perform some of these actions. This section will explain how each of those things work. --- Rounds and Phases --- A round is a unit of time in which every character and enemy gets to move and act once. The round ends when everyone in the battle has finished performing their actions. A round is split in two Phases, always in the following order: Ally Phase and Enemy Phase. You control your characters during the Ally Phase, while the game controls the enemies during the Enemy Phase. --- Issuing Commands --- When the Ally Phase starts, the game will select one of your characters automatically. You can switch between characters by pressing Y, or press B to de-select the character and freely move the cursor around. While in control of a character the tiles around him will be blue. This indicates where the character can move to, based on the character's Movement stat. You can move the character anywhere within those tiles. Press A when you get to the desired position to issue a command. You will have the following options: -Attack -Hold position and recover AP -Use provisions (items) -Change equipped weapon -Employ tactics -Cast spell (Sorcerers only) -Destiny Plume (Wylfred only) You can cancel your actions (including movement) any time before performing them by pressing B, so you can check how far each character can go and which enemies they can reach before deciding what you want them to do. When you move inside an enemy's attack range, a red "!" will appear on that enemy's head. This means you will be countered if you choose to attack that enemy. Once a character performs any of the actions above he cannot be controlled any more. The Ally Phase is over when all characters have performed an action. --- Attacking --- Choosing to Attack will display red tiles around your character, depending on the range of their weapon. Any enemy within those tiles can be selected. Once you choose to attack an enemy, the screen will change. Look at the top screen and you can see your character's HP bar and a number next to them. The number shows how many times that character can attack, from 1 to 3 depending on the weapon. You often have to choose between a weapon with high ATK but low number of Attacks, or a weapon with lower ATK but more Attacks. Sorcerers are the exception. They can select any of the 6 attack Spells (provided they know the spells of course) to use in battle, but that's the only spell they will be able to use during Attacks, regardless of the weapon they have equipped. To attack, just press that character's button. Each character knows 3 different Attacks and you can set their order in the Allocation menu before battle. They cannot be changed during a battle, so choose a good order before you start fighting. Each successful Attack performed by your character will raise a blue Gauge on the lower left corner. If you manage to let this gauge reach 100 (max) you might be able to use a special attack, called Soul Crush. We'll explain this in detail later. Once your character has finished Attacking, the enemy will counter attack if it can do so. The same process happens when the enemy is the one starting the attack: they attack first, and then you can counter if possible. --- Attacking with multiple characters --- If you have multiple characters in range while initiating an Attack, a blue "!" will appear on their heads. This means they can take part in the Attack as well, so you can have all characters attacking a single enemy. Attacking with multiple characters has several advantages. The most obvious one is that you can deal more damage and kill enemies much more easily. A dead enemy can't counter-attack, so you take less damage too. And since you have more characters attacking, maxing the Attack Gauge is a lot easier as well. Doing this also let your characters attack more than once per round. For example, you can strategically position long range characters like Archers or Sorcerers in a spot where they can attack multiple enemies, then use other characters to approach those enemies and initiate the attack. There are many different ways to use this strategy, and mastering it is key to winning battles with ease. Enemies can also use attack together, so you may get attacked by the same enemy multiple times per round as well. Make sure you don't leave frail characters close to powerful enemies. --- Sieges --- Positioning your characters in specific formations may trigger special effects that give several bonuses temporary bonuses. These are called Sieges, and there are 4 of them: _Flank Raid__________________________________________________________________ | Your characters flank the enemy directly from the left and from the right. | | | | Effects: | | Attack speed up | | Attack Gauge gain increases by 10% | | Item drop rate increases according to how many characters are in formation: | | +10% for 2 characters | | +20% for 3 characters | | +30% for 4 characters | _____________________________________________________________________________ _Axis Raid___________________________________________________________________ | Your characters attack the enemy directly from the front and from behind. | | | | Effects: | | Attack speed up | | Attack Gauge gain increases by 20% | | Item drop rate increases according to how many characters are in formation: | | +10% for 2 characters | | +20% for 3 characters | | +30% for 4 characters | _____________________________________________________________________________ _Trinity Fork________________________________________________________________ | Your characters attack the enemy from 3 different directions. Diagonals | | don't count. | | | | Effects: | | Attack speed up | | Knocked down enemies drop Shining Gems when attacked | | Attack Gauge gain increases by 20% | | Item drop rate increases according to how many characters are in formation: | | +40% for 3 characters | | +60% for 4 characters | _____________________________________________________________________________ _Grand Cross_________________________________________________________________ | Your characters surround the enemy from 4 different directions. Diagonals | | don't count. | | | | Effects: | | Attack speed up | | Knocked down enemies drop Shining Gems when attacked | | Attack Gauge gain increases by 40% | | Item drop rate is set to 100% | _____________________________________________________________________________ The effects of Sieges only apply to the characters in formation, even if there are more characters currently in the combo. This means characters attacking the enemy from a diagonal position don't get any of those effects. As you can see from the effects, taking the time to set up Sieges is very important. The Attack speed up effect is the most useful overall as it improves the combos of every character. Trinity Fork and Grand Cross Sieges should be used whenever possible due to the Shining Gems, which greatly extend your combos and damage output. Gems and other combo mechanics are explained below. Certain Techniques only activate when the characters are in Siege formations as well. Sieges are a feature exclusive to your party, they can't be used by enemies. --- Techniques --- Techniques are special effects that may be applied to your characters under certain conditions, and only during combos. Some Techniques are always active during combos, others may activate randomly. You are often informed whether the Technique activated or not when the combo starts. Each Technique has a unique effect, and several of them are very useful. For example, Fists of Iron may increase the character's ATK by 20%, while First Aid may recover your HP equal to half of the damage you took from enemies. Techniques are learned by using skill books on a character. To use a Technique, other than teaching it to the character you must also equip it. Each Technique has a CP (Capacity Points) cost and takes one slot. Characters start with very low CP, but they get 1 more per level. In other words, the higher your level, the more Techniques you can use. You start with 7 CP at level 1, and reach the max of 99 CP at level 93. As for slots, each character has 3 slots for Techniques. Finishing the game once gives you an extra slot, and you get another one for finishing the game a second time, for a total of 5 slots. Certain enemies (often bosses) have Techniques as well. --- Combos --- Chaining multiple attacks (from single or multiple characters) together will create a combo. Combos offer many advantages, such as preventing the enemy from blocking or dodging your attacks. A good strategy is to attack first with characters that have a high HIT stat, and then have others that normally would miss follow up before the enemy can recover. Normally there is a delay between using different attacks from the same character. Sieges increase the attack speed animation and remove these delays, making it much easier to perform combos. Some attacks have special properties, such as launching the enemy or knocking it down. Hitting the enemies while they are in those conditions can give you further bonuses in the form of gems and crystals. Their uses are explained below. --- Juggling enemies for crystals --- Launching an enemy will send it flying upwards. After a certain height, the enemy will start to fall. Hitting the enemy while it is airborne will cancel the fall, causing the enemy to be juggled in the air. You can time your attacks so that the enemy is hit multiple times this way, being juggled for a long time before falling down. Launching enemies makes it harder for certain low-height attacks to hit, so some keep in mind that not all characters are fit for hitting airborne enemies. Juggling an enemy MAY cause it to drop blue crystals. These increase the experience gained from that enemy by 5% each, and you can get up to 20 crystals per enemy. That's a total of 200% (double) experience! Keep in mind that you are not guaranteed to get crystals even if you do everything right, there's a random element which you can't control at all. Still, the more hits you get, the higher the chances. Enemies can launch your characters, but cannot gain crystals since they don't have experience or level up anyway. --- Gems, knock down, extending combos and preventing counterattacks --- When you get a gem, the character gains more attacks in the combo, beyond what his/her current weapon allows. In other words, you extend your combos. Each character can have up to 9 attacks stored this way. Usually you will gain a purple gem, which adds one attack. Let's say Wylfred gains 2 gems: this lets him attack 2 more times. With the Trinity Fork and Grand Cross Sieges though, you will gain Shining Gems instead. Shining Gems add two attacks each, so in the example above Wylfred would be able to attack 4 more times! You can see how useful they can be. You get gems by hitting fazed (dizzy) enemies. Each hit has a chance of producing a gem -- like crystals, you're not guaranteed to get them. The more hits an attack has, the higher the number of gems you can get. There are three ways to Faze enemies. The easiest way to do this is by knocking the enemy down. To do that you must first launch them, and then follow up with an attack capable of knocking down. You can identify these by the "Casts enemy down" comment in their in-game description. The enemy will then be set back down to the ground immediately and will be dizzy afterwards. The other ways to Faze enemies are less reliable. Every attack that hits the enemy from behind has a chance to do so -- the more hits the better. The Knockout Blow Technique makes all attacks have a chance of making the enemy dizzy when active. These stack, so if you lack a knockdown attak you should try to have a character with Knockout Blow attacking the enemy from behind. Fazed enemies will recover eventually, so make sure you attack quickly. A good strategy is to open the combo with a launcher, knock the enemy down, perform multi-hit attack to get gems and then perform air juggles for crystals. Enemies can also gain purple gems by attacking your characters while they are dizzy or knocked down. This is very dangerous as you will take a lot more damage, and if you get fazed yourself you can't counter afterwards. Make sure to protect your characters from back attacks, or they may go down in a single enemy combo. --- Soul Crushes --- Certain weapons allow your characters to use powerful special attacks, called Soul Crushes (SC). Just like with number of attacks, you often have to choose between weapons with higher ATK but no SCs, or weapons with SCs but lower ATK. To use Soul Crushes you must fill the Attack Gauge on the lower left corner. If your combo pauses/ends while the bar is at 100 (max), the Soul Crush screen will pop up and you have a short time to press a character's button to use his Soul Crush, if his weapon allows it. Using a SC will decrease the Attack Gauge bar by a set amount, plus a penalty for how long you take to press the button. The faster you press it the better. You can use up to 4 SCs (1 per character) in succession if you manage to max the Attack Gauge again. The more SCs you use, the larger the penalty to the Attack Gauge: 1st Soul Crush: -20 2nd Soul Crush: -40 3rd Soul Crush: -60 The 4th SC brings the gauge down to 0, but it doesn't matter since you can't use any other SC for that combo anyway. Each SC adds a certain amount of points to the Attack Gauge, but if that's not enough to reach 100 again you can use your normal attacks if you still have any left. Remember that Sieges can give a large bonus to the amount of points gained. Soul Crushes are much stronger than normal attacks, and they can become even stronger with longer combos. Their damage is increased by 1% per hit in the combo -- since SCs themselves can add a large number of hits, it's recommended that you use the ones with many hits first, and leave the stronger ones with fewer hits to be used last in the chain, result in much more damage overall. Every character has a set Soul Crush which you can't change, except for Sorcerers. Their Great Magic (name of their SC) is based on their attack spell. Each spell triggers a different Great Magic. That (and being elemental) are the only differences between Soul Crushes an Great Magic. --- Holding Position and AP --- If you don't want a character to perform any actions during the Ally Phase you can pick the Hold Position command. Telling a character to hold restores 20 AP, but has no other effect. AP (Action Points) are necessary to use Items, Tactics or menu Spells. Every character starts the battle with 100 AP. --- Tactics and Items --- Tactics are learned the same way as Techniques: by using skill books on a character. That's their only similarity however, as the way they work is completely different. Tactics don't have to be equipped, but cost AP to use. Their effects are more varied and strategy, such as making enemies ignore the user, or making enemies focus on the user and ignore the other characters. These are perfect for luring enemies towards the party, or letting a frail character such as a Sorcerer stay right in middle of the enemies forces without being attacked. Using Items is very similar to using Tactics. Each item costs a different amount of AP to use. Their effects are healing HP or status effects, raising stats or dealing damage to a single enemy, or group of enemies. Each Item and Tactic have their own range. Some may affect multiple allies/enemies, while others may only affect the user and so on. Enemies cannot use Tactic or Items. --- Casting spells from the menu --- This option is exclusive to Sorcerers. Using spells from the menu costs AP, and allows the Sorcerer to cast different spells than the one they are set to use during combos. While in combos the attack spells are limited to a single target they can hit multiple enemies when cast from the menu. This is very useful for spells that can cause status effects, as you may disable several enemies at once. This can really turn the battle around. However, casting attack spells from the menu drastically reduces their damage. Using spells from the menu also allows the casting of healing and support spells, such as Normalize (cures status effects), Spell Reinforce (increases one ally's MAG) and Sap Power (decrease enemy's ATK stat). Again, each of these spells have unique range and AP cost. Enemies can use menu spells as well, and not just Sorcerers! For some reason, enemies of other classes get access to spells, even though yours don't. At least they are limited by AP, just like your characters. --- Destiny Plume --- Wylfred's mission is to sacrifice allies with the Destiny Plume to gain the power to face Valkyrie. The Destiny Plume option in battle (exclusive to Wylfred) does just that. Choosing to use the Plume on an ally will power him up tremendously: all stats are boosted to 1000% and the characters becomes immune to all elements and status effects. In other words, they are immortal and can kill all enemies by themselves without any need for strategy. In other words, using the Plume allows you to skip a fight. Using the Plume will also have an added special effect, depending on who the sacrifice is. For example, using it on Cheripha will use the Gleipnir's Bonds Tactic, which paralyzes all enemies in the fight except for the leader. Every potential sacrifice has a different Tactic, and they are mostly overpowered like that. What's more, Wylfred will learn this Tactic after the fight is over. These Tactics cost 80 AP and can each be used once per fight. Just one of these skills is enough to make every battle a joke. But of course, there is a price to pay. This is a sacrifice -- the ally you chose will die permanently after the fight. Killing characters will change the story and how the next Chapters play out. This means you get different scenes, fight different battles and meet different characters, eventually leading to a different ending. Using the Destiny Plume will also fill the Sin quota for the current fight. --- Sin --- While Wylfred has the Destiny Plume all storyline battles will have a Sin quota, dictated by Hel through Ailyth. If you manage to fill the Sin quota you will receive powerful rewards directly from Hel. These rewards include exclusive equipment that are far above what you can get in stores, extra skills, spells, rare items and so on. They are really good and make the game much easier. If you don't manage to fill the Sin quota, Hel will not be pleased and may send powerful enemies to face you in the next fight. These enemies (called Hel Stalkers) are much more powerful than the other enemies in the fight, pretty much forcing you to use the Destiny Plume to sacrifice an ally and make them strong enough to kill the Stalkers. Think of it as Hel's way of guaranteeing that Wylfred does his job. Every fight has 3 sets of items according to how much Sin you get: 1st set for 100% Sin (example: 100 out of 100) 2nd set for 150% Sin (example: 150 out of 100) 3rd set for 200% Sin (example: 200 out of 100) These sets are cumulative, so you gain all items for achieving double Sin. This should be your objective in all fights. There are two ways to earn Sin. The first is to simply use the Destiny Plume on an ally. This will instantly fill the minimum Sin quota. The second and most important way is to overkill enemies. Overkilling means dealing more damage than necessary -- in other words, keep attacking the enemy even after its HP is gone. The words "Overkill" will show up and a purple bar will begin to fill as you deal damage to the dead enemy. Soul Crushes are very good at overkilling, so choosing to use weapons that allow them is often the superior choice over a weapon with more ATK. The more overkill damage you deal, the more Sin you get. If the enemy had 200 total HP and you dealt 50 overkill damage to it, that's 25% so you get 25 Sin. 100 overkill would be 50% -- 50 Sin. The max amount of points you can get is 100 per enemy, for dealing 100% overkill damage. It's important to try and get the full 100 points per enemy. This can often be frustrating, but is worth it. The Sin quota is different for every fight. Some battles have really simple requirements, such as 100 points with a total of 5 enemies in the fight. Others are harder, such as 350 for 7 enemies -- that means you must fully overkill every enemy to use the. Filling the Sin quota of difficult battles is yet another reason to consider using the Destiny Plume. The Sin rewards completely change how the game plays. Missing the best reward from a single fight may cause you to lose a weapon that would be the strongest for the whole Chapter, maybe even the next one. Any battle where you don't get double Sin can be considered a failure. Perfectionism really pays off here. =============================================================================== == Main Game Walkthrough [MGWLK] == =============================================================================== The story of VPCP branches in 3 different paths depending on your choices, meaning it will take at least 3 playthroughs to see everything the story has to offer. Each version of the story offers different characters, items, skills, battles, etc. The ending will change depending on which path you take. Every storyline decision will be detailed at the beginning of each Chapter in the walkthrough. If you need a visual reference, I recommend using this guide together with Xerain's Story Flow Chart on GameFAQs: http://www.gamefaqs.com/portable/ds/file/945462/56016 For the Chapters that have optional fights, they will be listed after all the storyline fights, but you can do them any time during the Chapter. The walkthrough currently doesn't include the Hel Stalkers, which you will only fight if you don't fill the Sin quota in certain fights. Prologue...............................................[CHP00] Chapter I - The Ties That Bind.........................[CHP10] Chapter II.............................................[CHP20] Shadows in Darkness (Darius, Gwendal).................[CHP21] Stranger's Reunion (Heugoe, Mireille, Mischka)........[CHP22] Right of Way (Natalia, Earnest).......................[CHP23] Chapter III............................................[CHP30] C Path: The Saintess (Rosea, Duwain)..................[CHP3C] B Path: Scars of the Heart (Lieselotte)...............[CHP3B] A Path: Bitter End (Ushio)............................[CHP3A] Remaining Chapters will be included in the next updates. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: :: Prologue [CHP00] :: ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: This is just a short tutorial Chapter. Take the time to get used to the game in these first battles. --- Characters --- You start the game with 4 characters: _Wylfred [Level 1 Swordsman]_________________________________________________ | The main character, you are forced to use him in all battles. For this | | reason he should have priority over equipment and skills. Wylfred has | | higher MAG than other Swordsmen -- he's got the highest growth, just like a | | Sorcerer. | | | | Attacks: | | Guilt Rack: Standard sword slash. Fast and easy to connect. | | Open Slash: 2-hit launcher. Great for starting combos, but low height. | | Double Cross: Cross-shaped slash with 2 swords. 4 hits. Slow start-up | | outside Sieges, but great at hitting both airborne and | | knocked down enemies. Timing it can be tricky at first. | | Grim Vengeance: Soul Crush, 16 hits, Attack Gauge +48. | | | | Open Slash >> Double Cross is a simple and effective combo that can be used | | for collecting both crystals and gems depending on the situation. But | | Wylfred's main advantages are the Plume Tactics he gets after you sacrifice | | an ally. These alone are enough to guarantee his spot as best character in | | the main game. | _____________________________________________________________________________ _Ancel [Level 1 Warrior]_____________________________________________________ | Temporary character for this Chapter only, he cannot be used afterwards. | | | | Ancel is a great character: strong, multiple hits, attacks that fit both | | air and ground combos. Too bad he's not around long enough for you to make | | use of any of that. | _____________________________________________________________________________ _GUESTS ONLY: Heugoe [Level 10 Lancer] and Gwendal (Level 10 Warrior)________ | Only available for the first fight, they are there to guarantee that you | | won't lose. They may join the party permanently later depending on your | | choices. We'll talk more about them when that happens. | _____________________________________________________________________________ --- Walkthrough --- You go straight to a fight after the initial cutscenes. _Battle #1 -- Aullewyn Keep Gates: Destroy all oppposition___________________ | | | --- Enemies --- | | Dire Wolf (x2) | | 200 HP 35 ATK 64 MAG 50 HIT 60 AVD 15 RDM 10 RST | | 1 Attack 3x3 Range 4 Move 100 exp 100 OTH | | Resists Lightning | | Items: Warrior's Arcanum | | | | Ghoul | | 700 HP 55 ATK 40 MAG 60 HIT 40 AVD 75 RDM 150 RST | | 1 Attack 3x3 Range 4 Move 755 exp 500 OTH | | Resists Darkness | | Items: Union Plume | | | | Kobold | | 280 HP 40 ATK 50 MAG 50 HIT 64 AVD 25 RDM 38 RST | | 1 Attack 3x3 Range 4 Move 200 exp 150 OTH | | Resists Earth | | Items: Warrior's Arcanum, Union Plume | | | | --- Strategy --- | | Heugoe and Gwendal make this battle impossible to lose. Just try to perform | | good combos to get crystals and earn more experience for Wylfred. Keep in | | mind that you can't use Sieges yet. | | | | Combo example: attack twice with Wylfred, then attack 2 times with Ancel. | | Then attack with Heugoe and Gwendal. After Gwendal's third attack, use | | attack again with Ancel. | | | | The enemies can drop basic healing items. Getting Union Plumes is good as | | it's an expensive item that is useful for the whole game. | _____________________________________________________________________________ Heugoe and Gwendal leave after this battle. You can shop, but there aren't any good items for sale. More importantly, you can change your character's attack order to perform better combos. Set Wylfred to use Open Slash >> Double Cross. Then in battle use Open Slash to launch and have both characters attack while the target is in the air. This should give you a good number of crystals, increasing the experience you get and probably giving you a few extra levels. _Battle #2 -- Aullewyn Keep West: Destroy all opposition_____________________ | | | --- Enemies --- | | Dire Wolf (x2) | | 200 HP 35 ATK 64 MAG 50 HIT 60 AVD 15 RDM 10 RST | | 1 Attack 3x3 Range 4 Move 100 exp 100 OTH | | Resists Lightning | | Items: Warrior's Arcanum | | | | Kobold (x2) | | 280 HP 40 ATK 50 MAG 50 HIT 64 AVD 25 RDM 38 RST | | 1 Attack 3x3 Range 4 Move 200 exp 150 OTH | | Resists Earth | | Items: Warrior's Arcanum, Union Plume | | | | --- Strategy --- | | You've only got two characters now but they are more than enough for these | | enemies. You can also use Sieges now! Use Flank Raid or Axis Raid (better) | | to increase the chance of getting items. A single combo is more than enough | | to kill any of these enemies. | _____________________________________________________________________________ The next battle begins immediately afterwards. _Battle #3 -- Aullewyn Keep West: Destroy all opposition_____________________ | | | --- Enemies --- | | Ghoul (x2) | | 700 HP 55 ATK 40 MAG 60 HIT 40 AVD 75 RDM 150 RST | | 1 Attack 3x3 Range 4 Move 755 exp 500 OTH | | Resists Darkness | | Items: Union Plume | | | | --- Strategy --- | | This is a scripted battle. You are forced to use the Destiny Plume on | | Ancel, and doing so makes him invincible and capable of 1-hit killing both | | enemies. This is the only time you are forced to use the Plume, any further | | uses are entirely your choice. | | | | Since you're invincible anyway take the time to set up Sieges and perform | | more air combos. Ghouls give a lot of experience so getting crystals from | | them results in a very large boost at this point of the game. | _____________________________________________________________________________ Ancel is gone forever, as will be anyone else you use the Plume on. Doing so also gives Wylfred a new Tactic. In Ancel's case, you gain Vali's Awakening, which doubles Wylfred's stats for 2 rounds and makes all enemies focus on him. This skill alone should make Wylfred the most useful character in the game, and using the Plume on other characters will only increase his usefulness with similarly powerful skills. After the battle and cutscenes you will get a chance to save, and the Chapter will end. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: :: Chapter I - The Ties That Bind [CHP10] :: ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: There is a choice at the end of this Chapter that changes how Chapter II plays out. This choice only affects Chapter II -- it does not change the rest of the story or the ending. You cannot use the Destiny Plume in this Chapter since you have no permanent allies to sacrifice yet. --- Characters --- Two new characters are introduced in this Chapter: _Cheripha [Level 6 Archeress]________________________________________________ | Joins as a GUEST at the beginning of the Chapter and joins permanently | | after the final fight. If you don't use the Plume before Chapter IV then | | Cheripha is the only Archer you will get. | | | | Attacks: | | Sharpshot: Single arrow shot. Fast, average damage. Easy to connect. | | Fusillade: Fires 5 arrows in a row. Arrows themselves are fast, but slow | | start-up outside Sieges. Also does low damage, but is very good | | for getting gems. | | Threefold: Fires 2 sets of 3 arrows. Bad attack -- how many arrows hit | | depends on distance from the enemy. Use this from as close as | | possible and you've got another good attack for gems, but | | otherwise it's bad. Low damage. | | Beaming Barrage: Soul Crush. 20 hits, Attack Gauge +48. | | | | As you can see above, Cheripha is only good for getting gems, with little | | damage and no good high attacks. Her low damage means that getting gems | | with her only serves to power up a Soul Crush chain. Overall, she's quite | | mediocre. | | | | Sacrificing Cheripha with the Destiny Plume gives Wylfred the Gleipnir's | | Bonds Tactic, which paralyzes all enemies in battle except for the Leader | | for 3 rounds. This is one of the most useful Plume skills, making Cheripha | | a perfect sacrifice if you ever need one. | _____________________________________________________________________________ _Lockswell (Sorcerer, Level 10)______________________________________________ | Not available as a GUEST, Lockswell joins permanently after the final | | fight. You will get other Sorcerers no matter which path you take in the | | story. | | | | Initial Spells: Fire Storm, Heal | | | | Sorcerers are all the same, other than their initial spells. By the time | | you get another Sorcerer, Lockswell will probably already have learned some | | Tactics and Techniques, making it more convenient to simply keep using him. | | | | Sacrificing Lockswell with the Destiny Plume gives Wylfred the Vidar's Hush | | Tactic, which causes Silence on all enemies, including the Leader. Any | | silenced spellcaster is crippled, and those are often the most dangerous | | enemies. | _____________________________________________________________________________ --- Walkthrough --- The first battle starts right after the initial cutscenes, with Cheripha available as a GUEST. You can't change the equipment, skills or attack order of GUESTS, so they are less helpful than permanent characters. You can't use the Plume on them either. _Battle #1 -- Iatallagh Weald: Destroy all opposition [50 Sin]_______________ | | | --- Enemies --- | | Novice Artolian Archeress | | 380 HP 72 ATK 50 MAG 91 HIT 61 AVD 63 RDM 48 RST | | 2 Attacks 9x9* Range 3 Move 600 exp 350 OTH | | *Can't target 3x3 area around self | | | | Novice Artolian Swordsman (x2) | | 350 HP 95 ATK 36 MAG 82 HIT 26 AVD 58 RDM 40 RST | | 1 Attack 3x3 Range 4 Move 580 exp 300 OTH | | Items: Union Plume, Viking Sword | | | | Novice Artolian Sorceress [LEADER] | | 320 HP 35 ATK 90 MAG 50 HIT 85 AVD 40 RDM 61 RST | | 1 Attack 7x7 Range 3 Move 550 exp 400 OTH | | Combo Spell: Fire Storm | | Items: Suede Boots | | | | --- Strategy --- | | This is the first battle with a Sin quota. You should always try to reach | | double of the required Sin to get the best rewards -- in this case, your | | goal should be 100 Sin. This is quite easy to reach if you double Wylfred's | | stats with Vali's Awakening. Don't waste it though, wait for the right | | moment to use it. | | | | The archer and sorceress have long reach so be careful when approaching | | them. I recommend taking care of the archer first, then move on to the | | swordsmen and only then worry about the sorceress. | | | | Try to use Sieges to get the Viking Sword from the swordsmen. It saves | | money and makes the battle (as well as reaching 100 Sin) easier. Remember | | that you can change weapons during the fight. Try to get the Suede Boots | | from the sorceress as well. | | | | --- Sin Rewards --- | | 200% Sin (100): Dwarf Tincture x2, Ambrosia x2 | | 150% Sin (75): The Art of First Aid x2, Apothecary's Arcanum x2 | | 100% Sin (50): Flare Gem x2 | | | | The main rewards here are the First Aid Technique and the Ambrosia. First | | Aid gives a chance of recovering half of the damage taken after you get | | attacked and costs 15 CP to equip. You need to be at least level 9 to have | | that much, but teach it to Wylfred as soon as possible. This is one of the | | best Techniques. | | | | The Ambrosia permanently increases the HP of one ally by 100. 200 HP isn't | | going to make much of a difference later but it's a huge bonus now, so I | | recommend using both on Wylfred right after this fight. He's the best | | character, he's always available and he can double his stats (and thus the | | bonuses) with Vali's Awakening. | _____________________________________________________________________________ You can access the shop after the fight. Buy the Viking Sword if you didn't get it during the fight. Buy a Chainmail as well, but ignore the Sallet. You can buy the Provoke and Pacify Tactics too, although they are too expensive for now. Provoke makes the enemy attack whoever used it and ignore the other characters, Pacify makes the enemy ignore whoever used it and attack the other characters instead. These are basic strategic skills which can help you several times in the game. Every character should know both eventually. For now, Pacify can be useful to make enemies ignore Wylfred and try to attack Cheripha. Since she's further away the enemy may not reach her and just waste a round, giving you free time to set up a Siege. Don't buy Poison Checks or Honeysuckle Dews, you don't have to worry about Poison for now. Don't forget to equip the Suede Boots on Wylfred if you got them. The Viking Sword allows Wylfred to use Soul Crushes, but you are not going to max the Attack Gauge unless you get gems. Set up the Axis Raid and have Wylfred attack from behind. SCs are very useful for overkilling enemies and reaching maximum Sin. _Battle #2 -- Kirche Crossing: Destroy all opposition [130 Sin]______________ | | | --- Enemies --- | | Novice Artolian Archeress (x2) | | 380 HP 72 ATK 50 MAG 91 HIT 61 AVD 63 RDM 48 RST | | 2 Attacks 9x9* Range 3 Move 600 exp 350 OTH | | *Can't target 3x3 area around self | | | | Novice Artolian Swordsman (x2) | | 350 HP 95 ATK 36 MAG 82 HIT 26 AVD 58 RDM 40 RST | | 1 Attack 3x3 Range 4 Move 580 exp 300 OTH | | Items: Honeysuckle Dew, Thaw Water | | | | Novice Artolian Warrior (x2) | | 400 HP 115 ATK 37 MAG 68 HIT 36 AVD 83 RDM 40 RST | | 1 Attack 3x3 Range 3 Move 700 exp 400 OTH | | | | Lockswell [LEADER] | | 550 HP 65 ATK 102 MAG 84 HIT 75 AVD 90 RDM 56 RST | | 1 Attack 7x7 Range 3 Move 1,000 exp 7,000 OTH | | Combo Spell: Fire Storm Menu Spell: Heal | | Technique: Enlightenment Items: Warrior's Arcanum, Union Plume | | | | --- Strategy --- | | Reaching 260 Sin can take a few tries, but is worth doing. If you can't | | reach 260 then aim for at least 195. Your best chance of maxing Sin here is | | by weakening enemies from far away with Cheripha, then try to use a Soul | | Crush to finish them off in a Siege combo. None of the enemies drop good | | items so you don't have to worry about anything other than getting the | | necessary Sin. | | | | Anyway, you start the battle surrounded by the archers and one swordsman. | | Let Wylfred weaken one archer while Cheripha weakens the swordsman, this | | way you don't get countered. Kill the enemies in Sieges to get more Sin. | | Kill the second archer afterwards, then heal if necessary and slowly move | | on towards the other enemies. Have Cheripha lure/weaken them first, then | | kill with Sieges again. Once Lockswell is alone you should heal again | | before getting close to him. | | | | Lockswell can cast Fire Storm and Heal. The first one hurts a lot, | | especially if his Enlightenment Technique activates. Heal is just | | frustrating, but he only uses it when low on HP. So try to kill him in a | | single combo with Vali's Awakening. | | | | --- Sin Rewards --- | | 200% Sin (260): Golden Egg x1, Ambrosia x1 | | 150% Sin (195): The Art of First Aid x2, Might Potion x2 | | 100% Sin (130): Union Plume x3, Elixir x2 | | | | This battle has much more useful rewards. More skills and Ambrosia are | | always nice, and you get a Golden Egg too. This item permanently boosts all | | stats other than HP by a random amount between 1 and 10. Again, these are | | best used on Wylfred. Save the game before using them and try to get a good | | boost. Focus on the ATK stat, maybe RDM too. | | | | Might Potions increase the ATK stat of one character by 50% for 3 rounds. | | That should be long enough to let you kill some enemies with ease and reach | | a high amount of Sin much more easily. Don't be afraid of using them! You | | will get plenty in the next Chapters. | _____________________________________________________________________________ Cheripha and Lockswell join the party permanently after the fight. This means you can fully customize them (skills, equipment, etc.), or sacrifice them if you want or need to. Teach First Aid to Lockswell. Maybe Cheripha too, although she just isn't a very useful character. You will want them to have Provoke and Pacify as well, you have enough money to buy both Tactics for all characters now. At the end of the Chapter you have to choose 1 of 3 possible locations to go to. Each choice will lead to a different version of Chapter II, with a unique side of the story and different battles, items and characters. All choices and their consequences are detailed below. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: :: Chapter II [CHP20] :: ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: This is where the storyline decisions begin. At the end of Chapter I you can pick where to go, and each place leads to a different version of Chapter II. This choice only affects Chapter II, the rest of the story will not change according to this choice. Chapter II is also where you can first use the Destiny Plume. Doing so will change how the next Chapters play out -- that is the choice that affects the rest of the game and eventually the ending. It doesn't matter on who you use the Plume, only how many times you use it and when you do it. The guide will offer strategies for winning the battles without using the Plume, but don't forget that you can always use it if you want to. Don't be afraid of using it if things are too difficult or frustrating, if you can't reach double of the Sin quota, if you have to spend too many items to beat the battle... or simply because you want to. It's a perfectly valid choice, so it's not something you have to avoid. From now on there will also be optional battles available. You can unlock them by listening to the rumors with exclamation marks in the tavern. Optional battles can be done at any time during the Chapter, but are listed LAST on the walkthrough. This doesn't mean you should wait to get them done, it's often recommended that you do them as soon as possible to gain extra levels, items and money that will help you in the storyline fights. There is no Sin quota in optional battles and you can't use the Plume on them either. Some Chapters have multiple optional battles so make sure you don't miss any. Some battles will have hidden treasures too. You can pick them up by holding position on the right panel. The guide won't use words to describe the locations, but picture links instead. Easier for everyone this way. --- The 3 paths and their differences --- These are the main differences between the 3 versions of Chapter II: _If you pick Hroethe Walk at the end of Chapter I: Shadows in Darkness_______ | Characters are Darius (Swordsman) and Gwendal (Warrior). | | | | This is the easiest Chapter based on battles fought, items dropped and | | character efficiency. However, you will not get a Lancer. You can get a | | Lancer in Chapter III, but only if you use the Plume twice in this Chapter, | | meaning you would have to sacrifice both Cheripha and Lockswell. Then you | | don't have an Archer until Chapter IV. Neither Archers or Lancers are | | crucial units however. | _____________________________________________________________________________ _If you pick Aullewyn Keep at the end of Chapter I: Stranger's Reunion_______ | Characters are Heugoe (Lancer) and the twins Mireille (Swordswoman) and | | Mischka (Warrior). | | | | This Chapter has average difficulty based on battles fought, items dropped | | and character efficiency. The main advantage is that you get 3 characters | | and more variety in battles. | _____________________________________________________________________________ _If you pick Camille at the end of Chapter I: Right of Way___________________ | Characters are Natalia (Rogue) and Earnest (Lancer). | | | | This is the hardest Chapter based on battles fought, items dropped and | | character efficiency. You will also not get a Warrior, which is a big loss. | | You can get one in Chapter IV, but only if you use the Plume JUST ONCE | | before then. | _____________________________________________________________________________ --- [CHP21] Shadows in Darkness ----------------------------------------------- You get to this Chapter if you go to Hroethe Walk at the end of Chapter I. --- Destiny Plume --- The following are the consequences of using the Destiny Plume in this Chapter: 0 use: Proceed on A (Best) Path in the next Chapter 1 use: Proceed on B (Normal) Path in the next Chapter 2 uses: Proceed on C (Bad) Path in the next Chapter --- Characters --- Two new characters are introduced in this Chapter: _Darius [Level 10 Swordsman]_________________________________________________ | Joins as a GUEST at the beginning of the Chapter, joins permanently after | | the final fight. As a Swordsman he has to share weapons with Wylfred. | | | | Attacks: | | Ascender: 2-hit launcher. Fast and easy to connect, great combo starter. | | Descender: Downward sword slash, causes knockdown. Fast and easy to connect,| | making it a very good finisher for an air combo and perfect | | follow-up for Ascender. | | Resonator: Quick sword thrust. 4 hits, causes knockback. | | Icy Grave: Soul Crush. 18 hits, Attack Gauge +54. | | | | Darius is a combo guy. His damage output is lower than Wylfred's, but with | | a launcher, knockdown and multiple hits he can extend your combo and aid | | you in reaching the Sin quota. It also makes him useful at wearing enemies | | down without risk of getting hit by a counterattack. | | | | Darius also joins with the Razor's Edge Technique. It increases the ATK of | | allies in Siege when Darius initiates the attack, but reduces his RDM. Very | | useful skill and yet another reason to use him. | | | | Sacrificing Darius with the Destiny Plume gives Wylfred the Baldr's Pact | | Tactic, which nullifies all physical damage and reflects it back to the | | enemy for double damage. Lasts 2 rounds. One of the best skills, so Darius | | is also a perfect sacrifice if you ever need one. | _____________________________________________________________________________ _Gwendal [Level 10 Warrior]__________________________________________________ | Joins as a GUEST at the beginning of the Chapter, joins permanently after | | the final fight. Your only Warrior unless you get to the B Path by Chapter | | IV. | | | | Attacks: | | Shell Shock: 2 hits. Fast and easy to connect, does high damage. | | Beast Tackle: Tackles the enemy, does 2 hits and can't be blocked. | | Good combo starter, but hard to connect on airborne enemies. | | Rising Edge: 3-hit launcher. Good damage, but slow start-up outside Sieges. | | Reign of Terror: Soul Crush. 12 hits, Attack Gauge +48. | | | | Gwendal is a damage dealer, nothing else. Rising Edge is a decent combo | | attack, but leave that to other, more capable characters. As a damage | | dealer he is really great though. Very straightforward character, just | | boost his ATK and let him kill everything he can reach. | | | | Sacrificing Gwendal with the Destiny Plume gives Wylfred the Veigr's Warcry | | Tactic, which adds a chance to cause instant death when attacking for 3 | | rounds. It has pretty good chances of working and makes getting double Sin | | much easier. | _____________________________________________________________________________ --- Walkthrough --- The first battle starts right after the initial cutscenes, with Darius and Gwendal available as GUESTS. Gwendal has a SC-enabled weapon but Darius has better combo attacks and the Razor's Edge skill, which increases the ATK of allies in Siege when Darius starts the combo, but reduces his RDM. Minor flaw, great bonus. They're both really good characters -- I'd use both and ditch (or sacrifice) Cheripha instead. Lockswell's Fire Storm is a good launcher, meaning you don't need to use Wylfred's Open Slash to start combos any more. Also note that you can now use the Trinity Fork and Grand Cross Sieges! Grand Cross guarantees that the enemy will drop an item, so make sure you use it whenever you're fighting an enemy with a good item. _Battle #1 -- Hroethe Walk: Destroy all opposition [200 Sin]_________________ | | | --- Enemies --- | | Giant Bat (x4) | | 550 HP 145 ATK 45 MAG 75 HIT 102 AVD 85 RDM 55 RST | | 1 Attack 5x5 Range 4 Move 400 exp 650 OTH | | Items: Thaw Water | | | | Skullfish (x3) | | 550 HP 164 ATK 80 MAG 100 HIT 120 AVD 104 RDM 95 RST | | 1 Attack 5x5 Range 4 Move 1,300 exp 700 OTH | | Resists Ice | | | | Aello [LEADER] | | 1,250 HP 265 ATK 80 MAG 102 HIT 305 AVD 75 RDM 38 RST | | 1 Attack 7x7* Range 4 Move 1,800 exp 1,000 OTH | | *Can't target 3x3 area around self | | Resists Lightning | | Items: The Way of Rejuvenation | | | | --- Strategy --- | | Very easy battle, despite all enemies having a lot of range. Just get the | | Attack Gauge full and use Soul Crushes to overkill the enemies and reach | | the maximum Sin. Getting the full 400 points is very easy since there are | | so many enemies. | | | | Enemies don't start moving until you approach or attack them, so position | | your characters first and then have a long range character attack them. | | Just kill the enemies one by one whenever possible. If you need healing | | don't forget that you can use the Heal spell to save items for emergencies. | | | | The only problem in the fight is the Aello, as it has very high stats. It's | | hard to hit and hits hard, so don't approach it until you've killed all | | other enemies. Have Wylfred use Vali's Awakening and then open the combo, | | it won't be able to dodge this way and then you can overkill it easily. The | | Aello can't attack enemies on the panels directly around it, just like | | archers, so you're safe once you've approached it. | | | | Use the Grand Cross Siege to guarantee that you will get the item drop. | | Rejuvenate is a Tactic which increases the HP of the user by 20% for 5 | | rounds. It can be useful for tanking attacks and lasts for a long time. | | | | --- Sin Rewards --- | | 200% Sin (400): Fire Talisman x2, Rune Helm x1 | | 150% Sin (300): Dwarf Tincture x2, Apothecary's Arcanum x2 | | 100% Sin (200): Elixir x1, Guard Potion x2 | | | | Rewards are rather weak this time, no new skills or stat-boosters. The Rune | | Helm is useful: good RDM and RST and some MAG, plus resistance to the | | Silence status effect. Equip it on Wylfred as soon as possible -- this is | | why you shouldn't buy the Sallet in Chapter I. | | | | Other than that the only good items are the Guard Potions. Similar to Might | | Potions, but these boost RDM instead. They are great for tanking, or you | | can use them in an emergency when you see that a character is going to be | | attacked by multiple enemies. | _____________________________________________________________________________ You can shop and access the optional battle now. I recommend doing the optional battle before the next storyline one, it's quite easy and gives you good items, money and experience. As for shopping... Equipment. The Rapier is stronger than the Viking Sword but it doesn't allow SCs, so it's a worse weapon in most cases. Get a Manuballista for Cheripha if you are using her. You might want to skip the Crystal Wand as you get a much better weapon in the next battle. You should have enough money to fully upgrade armor as well, but buy only one set of Gloves if you're going to do the optional battle. Don't bother with accessories, but it's a good idea to stock some Thaw Water. Skills. Dash is great for everyone. Body of Steel is too, but First Aid is better and you can't equip both until level 19. Only buy it if you didn't teach First Aid to the character. All the characters you use should have both Provoke and Pacify by now. As for Enlightenment, it sounds like a great Technique but it's completely unreliable since it activates randomly. Let's say you want to weaken an enemy with Lockswell before puling a full combo. If Enlightenment activates you might kill the enemy instead and lose Sin. This is just one of the many situations in which the tech can screw you over. I'd say skip it entirely, save your money and CP for something more reliable. Spells. Guard Reinforce is a very useful spell and should be used whenever Lockswell has a free turn. Use it on Wylfred and then have him use Provoke on an enemy. He will take very little damage and protect the rest of the party from getting hit. Frigid Damsel is just as useful. It causes knockdown when used on airborne targets and has a chance of causing Freeze as well. Great support and offense, this is the second best attack spell. I highly recommend it over Fire Storm for now. _Battle #2 -- Camille: Defeat the enemy leader [380 Sin]_____________________ | | | --- Enemies --- | | Adept Artolian Lancer (x2) | | 920 HP 162 ATK 82 MAG 128 HIT 54 AVD 123 RDM 87 RST | | 2 Attacks 5x5 Range 3 Move 2,100 exp 850 OTH | | Items: The Art of First Aid x2 (first Lancer only) | | | | Novice Artolian Archer | | 800 HP 140 ATK 70 MAG 50 HIT 61 AVD 90 RDM 75 RST | | 2 Attacks 9x9* Range 3 Move 900 exp 850 OTH | | *Can't target 3x3 area around self | | | | Novice Artolian Swordswoman (x2) | | 680 HP 210 ATK 68 MAG 80 HIT 80 AVD 130 RDM 111 RST | | 1 Attacks 3x3 Range 4 Move 1,800 exp 900 OTH | | Items: Silver Mail (second Swordswoman only) | | | | Novice Artolian Warrior (x2) | | 400 HP 115 ATK 37 MAG 68 HIT 36 AVD 83 RDM 40 RST | | 1 Attack 3x3 Range 3 Move 700 exp 400 OTH | | Items: Elemental Edge (first Warrior only) | | | | Novice Artolian Sorcerer [LEADER] | | 780 HP 95 ATK 160 MAG 115 HIT 100 AVD 110 RDM 120 RST | | 1 Attacks 7x7 Range 3 Move 2,100 exp 1,000 OTH | | Combo Spell: Frigid Damsel Menu Spell: Fire Storm | | | | --- Strategy --- | | A long battle with a strict Sin quota but plenty of great rewards. Do the | | optional battle first to level up and have an easier time overkilling the | | enemies. It's important to use the Grand Cross Siege on all enemies, not | | only for maxing Sin but also to guarantee item drops. They are all really | | good. | | | | The battle itself is simple. Enemies are split in 3 groups. You can get rid | | of each group without provoking the next, so you only have to worry about 3 | | enemies at a time at most. Lure each group to a favorable position and take | | enemies down one by one with Sieges, then you can take a break to heal | | before moving on to the next group. | | | | The only real danger is the Sorcerer due to Frigid Damsel (may cause | | Freeze). Don't attack him until all other enemies are dead, and try to keep | | your characters close to each other. This should provoke him into using | | Fire Storm instead, dealing less damage and with no risk of causing status | | effects. Immediately use Thaw Water on any character who gets frozen. | | | | Items. You can get 2 more copies of First Aid from the first lancer and a | | very good armor upgrade for Wylfred from the second swordswoman, but the | | main item here is the Elemental Edge. It's a 2-handed sword so you can't | | use it yet since Gwendal is a GUEST, but it's a monstrous weapon: 165 ATK, | | SC-enabled, Holy elemental. The only disadvantage is that it only allows 1 | | attack, but that's hardly a problem given the huge ATK, coupled with | | Gwendal's innate strength. | | | | --- Sin Rewards --- | | 200% Sin (760): Flame Pallasch x1, Infinity Rod x1 | | 150% Sin (570): The Way of Evanescence x2, Magic Bangle x1 | | 100% Sin (380): Spell Potion x2, Falchion x1 | | | | Great rewards! Evanesce is a new Tactic which makes multiple enemies ignore | | the user, like a group version of Pacify. Saves turns and AP. | | | | The Falchion is a 1-handed sword with 50 ATK, 2 attacks and SC enabled. | | Very good weapon for Darius once he joins permanently. Wylfred should use | | the Flame Pallasch instead: 70 ATK, 2 attacks, SC enabled and Fire | | elemental. | | | | The Infinity Rod and Magic Bangle are both huge boosts for Lockswell. The | | Bangle boosts his MAG by 30% and the Rod is the first weapon with Great | | Magic, not to mention the high 130 MAG. The Spell Potion works like the | | other potions, but for MAG. Have all of these on Lockswell and there's | | nothing he can't kill. | _____________________________________________________________________________ The next fight has a lot of poison. Buy Poison Checks for everyone (except Lockswell if you've got the Magic Bangle) and Honeysuckle Dews for the GUESTS. It's also a good idea to start buying Union Plumes from now on. Most enemies in the fight resist Fire, except for the Leader who resists Ice instead. So Lockswell's damage will be reduced no matter what you do. I recommend using Frigid Damsel for the knockdown anyway. Wylfred deals a lot more damage with the Flame Pallasch, even on Fire-resistant enemies. _Battle #3 -- Evernight: Defeat Natalia [200 Sin]____________________________ | | | --- Enemies --- | | Adept Mercenary Lancer (x2) | | 1,300 HP 200 ATK 82 MAG 128 HIT 98 AVD 138 RDM 95 RST | | 2 Attacks 5x5 Range 3 Move 2,000 exp 1,100 OTH | | Resists Fire | | Items: The Art of Grave Blessing (only dropped by one Lancer) | | | | Novice Mercenary Sorcerer (x3) | | 1,200 HP 123 ATK 220 MAG 204 HIT 209 AVD 108 RDM 136 RST | | 1 Attack 5x5 Range 3 Move 2,300 exp 1,000 OTH | | Combo Spell: Poison Blow | | Menu Spells: Fire Storm, Lightning Bolt, Reflect Sorcery, Heal, | | Suspend Motion | | Resists Fire | | Items: Flare Crystal (only dropped by one Sorcerer) | | | | Pickpocket | | 1,230 HP 285 ATK 102 MAG 201 HIT 416 AVD 135 RDM 150 RST | | 1 Attack 2x2 Range 5 Move 2,500 exp 1,800 OTH | | Menu Spells: Sap Power | | | | Natalia [LEADER] | | 2,940 HP 175 ATK 117 MAG 188 HIT 188 AVD 186 RDM 145 RST | | 3 Attacks 2x2 Range 5 Move 3,450 exp 15,000 OTH | | Soul Crush: Catastrophic Rain Technique: First Aid | | Resists Ice | | Items: Treasure Hunter | | | | --- Strategy --- | | There's poison everywhere. If you end the round while stepping on it there | | is a chance that the character will be poisoned. You can walk through the | | poison, just don't end your actions there. Characters with the Poison Check | | are immune. Enemies don't end their turns in the poison, so you can take | | refuge there if they can't reach you from outside. | | | | You start the battle surrounded by the sorcerers and lancers, with the | | pickpocket and Natalia on the corner. Stay far away from them and they | | won't move. Have Lockswell use Guard Reinforce on Wylfred, then have him | | Provoke different enemies. This should protect the rest of the party. | | | | The sorcerers are very dangerous, as they can cause several status effects. | | Lightning Bolt can paralyze multiple characters, and Suspend Motion causes | | Stun, which stops the character completely for 3 rounds. The only way to | | heal either is to use an Elixir, or you can try to stall the battle until | | the effects wear off. Use Heal or items to heal if you need to, and Dash to | | place your characters in Sieges. | | | | Once the initial enemies are gone you are free to heal and recover AP. Try | | to lure the pickpocket, then kill him alone too. Have Wylfred use Pacify on | | him to avoid being targeted by Sap Power, a large ATK reduction that lasts | | 5 rounds. You should already have over 400 Sin after killing the | | pickpocket, letting you kill Natalia without having to worry about | | overkilling her. | | | | With Natalia alone you can make use of the fact that she won't end her turn | | in the poison. Place your characters in the poison so that she can't reach | | them and reduce her HP little by little with long-range attacks which she | | won't be able to counter. Once her health is low enough you can set up a | | Siege around her and finish her off with minimal resistance. You can also | | survive her attacks with Guard Reinforce, since her ATK isn't high. | | | | Items. The Treasure Hunter lets you see hidden items on the map when | | equipped. Not that helpful when you're using a guide already. The other | | items are weak too -- Grave Blessing is a Technique that increases the | | user's stats when allies are dead. Having a full party is just a lot more | | advantageous, so I see no reason to ever use this. | | | | --- Sin Rewards --- | | 200% Sin (400): Rune Crown x1, Crescent Bow x1 | | 150% Sin (300): Golden Egg x1, Prime Elixir x1 | | 100% Sin (200): Flare Crystal x2, The Way of Martyr's Cry x2 | | | | The Crescent Bow has 52 ATK, 3 attacks, SC enabled and Lightning elemental. | | You've got SC weapons for all characters now. The Rune Crown is an armor | | upgrade and another MAG boost for Lockswell. | | | | Martyr's Cry is a new Tactic. It makes multiple enemies target the user, | | like a group version of Provoke. Can be very useful in crowded battles, | | just make sure the user can survive the attacks. Remember that Wylfred can | | just use Vali's Awakening instead. | _____________________________________________________________________________ Gwendal and Darius will join permanently now, meaning you can change their equipment, teach them skills and sacrifice them with the Plume in the next Chapter if you want to. Between Wylfred and Darius, the Flame Pallasch really should stay with Wylfred. Darius can use the Falchion for now. You might want to give the Rune Helm and Silver Mail to another character other than Wylfred since he already has a large stat advantage with Vali's Awakening. _Optional Battle #1 -- Camille Highlands: Destroy all opposition_____________ | | | --- Enemies --- | | Ghost (x2) | | 800 HP 195 ATK 185 MAG 162 HIT 145 AVD 140 RDM 146 RST | | 1 Attack 5x5 Range 4 Move 2,000 exp 750 OTH | | Menu Spells: Fire Storm, Frigid Damsel | | Fire Attack, Resists Ice | | | | Mandragora | | 1,100 HP 158 ATK 120 MAG 130 HIT 100 AVD 145 RDM 105 RST | | 2 Attacks 3x3 Range 4 Move 2,400 exp 900 OTH | | Resists Earth | | | | Aello (x2) [LEADER] | | 1,250 HP 265 ATK 80 MAG 102 HIT 305 AVD 75 RDM 38 RST | | 1 Attack 7x7* Range 4 Move 1,800 exp 1,000 OTH | | *Can't target 3x3 area around self | | Resists Lightning | | Items: Royal Gloves (Leader only) | | | | --- Hidden Treasure --- | | The Way of Rejuvenation: | | Rejuvenate Tactic, raises HP by 20% for 5 rounds | | http://img514.imageshack.us/img514/6175/ch2eo1i.jpg | | | | --- Strategy --- | | Easy battle if you take it slow, the enemies are spread out and you can | | take them out one by one. Just don't rush and you will be fine. Don't get | | close to the cliff either, or the Ghost up there will come down and attack. | | You can also lure them down with Lockswell's menu spells. | | | | Ghosts are strong and can freeze multiple characters with Frigid Damsel. | | Use a Thaw Water on any affected characters immediately. Mandragoras can | | cause Poison, but are very easy to kill. Don't forget to heal the poison. | | | | The trick here is to just approach enemies little by little. The first | | Aello might give you some trouble due to the high AVD. Use Dash to surround | | it and open the combo by attacking from behind. For the second one you can | | just use Vali's Awakening -- set a Grand Cross Siege to guarantee the item | | drop. The Royal Gloves offer a little more RDM than the normal Gloves. | | | | Don't forget to pick up Rejuvenate at the top of the cliff before killing | | the last enemy! | _____________________________________________________________________________ --- [CHP22] Stranger's Reunion ------------------------------------------------ You get to this Chapter if you go to Aullewyn Keep at the end of Chapter I. --- Destiny Plume --- The following are the consequences of using the Destiny Plume in this Chapter: 0 use: Proceed on A (Best) Path in the next Chapter 1 use: Proceed on B (Normal) Path in the next Chapter 2 uses: Proceed on C (Bad) Path in the next Chapter --- Characters --- Three new characters are introduced in this Chapter: _Heugoe [Level 10 Lancer]____________________________________________________ | Joins as a GUEST at the beginning of the Chapter, but leaves after the | | fight. Joins permanently after the final fight. If you don't use the Plume | | twice in this Chapter then Heugoe is the only Lancer you will get. | | | | Attacks: | | Gravitation: Forward thrust. Fast, easy to connect. | | Impulse: Kicks enemy. Can't be blocked, but slow start-up outside Sieges. | | Windburn: 5 hit thrust with the spear. Slow start-up outside Sieges, knocks | | the enemy back. | | Grand Thrust: Soul Crush. 16 hits, Attack Gauge +52. | | | | Heugoe makes up for the low ATK of spears by getting a lot of gems with | | Windburn. This lets him compare in damage output to the other, stronger | | characters, and is a great advantage when you consider the large attack | | range of Lancers. It can also be good at getting crystals if you can time | | it correctly, but the timing is tricky. Leave that to other characters | | (Mischka) and just use him for gems. | | | | Sacrificing Heugoe with the Destiny Plume gives Wylfred the Biflindi's | | Shield Tactic, which halves the ATK of all enemies for 3 rounds. It's | | useful but not good enough when compared to the other skills, making Heugoe | | a poor sacrifice. | _____________________________________________________________________________ _Mireille [Level 13 Swordswoman]_____________________________________________ | Joins as a GUEST before the second battle, joins permanently after the | | final fight. As a Swordswoman she has to share equipment with Wylfred, but | | has the advantage of being able to use tiaras. | | | | Attacks: | | Setting Sun: Standard 2-hit sword slash. Low reach due to the short weapon. | | Backhand Lob: Standard 2-hit sword slash. Low reach due to the short weapon.| | Somersault Smash: Jumps and swings weapon around. 3 hits and causes | | knockdown, but can be tricky to time correctly due to the | | low height gained. | | Heartless Flame: Soul Crush. 13 hits, Attack Gauge +44. | | | | Somersault Smash is all she's good for. Knockdown is always good, but you | | will need someone else to launch the enemy first. She's small and holds a | | short sword, so her range is pretty bad. Damage output is low compared to | | Wylfred as well. | | | | Sacrificing Mireille with the Destiny Plume gives Wylfred the Ratatosk's | | Scandal Tactic, which halves deal 50% HP damage to all enemies AND allies | | except for Wylfred and the leader. It costs 100 AP instead of the usual 80. | | Great skill to use in battles where enemies don't move until you approach | | them, as you can fully heal and restore AP, making up for the flaws of the | | Tactic. Mireille is better as a sacrifice than as a character. | _____________________________________________________________________________ _Mischka [Level 13 Warrior]__________________________________________________ | Joins as a GUEST before the second battle, joins permanently after the | | final fight. Your only Warrior unless you get to the B Path before Chapter | | IV. | | | | Attacks: | | Downward Swipe: Standard 2-hit sword slash. Easy to connect. | | Upward Sweep: 3-hit launcher. Good height, very easy to connect. | | Roundabout: Swings weapon around. 8 hits, fast, wide range and good height. | | Perfect attack for getting both crystals and gems. | | Ruthless Frost: Soul Crush. 11 hits, Attack Gauge +41. | | | | Roundabout is a perfect attack for getting both gems and crystals. Knock | | the enemy down, then follow up with Roundabout for lots of gems. Then you | | can keep doing Upward Sweep >> Roundabout and collecting a huge number of | | crystals, greatly increasing the party's level and overall effectiveness. | | This more than makes up for the low damage his attacks do individually. | | | | Mischka also joins with the Shield Wall Technique. It increases the RDM of | | allies in Siege when Mischka initiates the attack, but reduces his ATK. | | Really not a useful skill, I'd remove it as soon as you can customize him. | | | | Sacrificing Mischka with the Destiny Plume gives Wylfred the Avalanche of | | the Jotun Tactic, which freezes all monsters except for the leader for 3 | | rounds. It has no effect on humans, making this a great skill in some | | fights but useless in others. | _____________________________________________________________________________ --- Walkthrough --- Heugoe joins as a GUEST. His weapon has 2 attacks and Soul Crushes enabled, so he is quite useful for now. Also, since you've got a full party you can use the Trinity Fork and Grand Cross Sieges now. Use these whenever possible to get Shining Gems, which greatly extend your combos and damage output. Grand Cross also guarantees that the enemy will drop its item. You get to shop before the first battle, and can also access this Chapter's optional battle. You get different characters as the Chapter progresses so you might want to wait before fighting it depending on who you want to use in your party. Either way, I recommend you do the first storyline battle before the optional one. As for shopping, Wylfred should keep the Viking Sword, but buy the new weapons for Cheripha and Lockswell. You might gain a new weapon for Cheripha after the next fight, but her damage is pathetic without the Manuballista. Buy Gloves and one Silver Cloak. You get another cloak in the next fight and there's no reason to buy a Sallet. Status effects begin to be an issue in this Chapter. You will need Thaw Water to heal freezing in the next battle. I don't recommend buying a Freeze Check yet. Skills. Dash is great for everyone. Body of Steel is too, but First Aid is better and you can't equip both until level 19. Only buy it if you didn't teach First Aid to the character. All the characters you use should have both Provoke and Pacify by now. As for Enlightenment, it sounds like a great Technique but it's completely unreliable since it activates randomly. Let's say you want to weaken an enemy with Lockswell before puling a full combo. If Enlightenment activates you might kill the enemy instead and lose Sin. This is just one of the many situations in which the tech can screw you over. I'd say skip it entirely, save your money and CP for something more reliable. Spells. Guard Reinforce is a very useful spell and should be used whenever Lockswell has a free turn. Use it on Wylfred and then have him use Provoke on an enemy. He will take very little damage and protect the rest of the party from getting hit. Frigid Damsel is just as useful. It causes knockdown when used on airborne targets and has a chance of causing Freeze as well. Great support and offense, this is the second best attack spell. I highly recommend it over Fire Storm for now, especially considering most enemies in this Chapter resist Fire. Also I'd recommend setting Cheripha to use Fusilade >> Threefold. Combos are her only purpose, so there's no need to use Sharpshot unless you've got a weapon with 3 attacks. _Battle #1 -- Camille Highlands: Defeat the enemy leader [280 Sin]___________ | | | --- Enemies --- | | Cutpurse | | 600 HP 145 ATK 67 MAG 108 HIT 388 AVD 90 RDM 108 RST | | 1 Attack 2x2 Range 5 Move 1,300 exp 800 OTH | | | | Novice Mercenary Archer (x2) | | 400 HP 126 ATK 82 MAG 131 HIT 61 AVD 120 RDM 116 RST | | 2 Attacks 9x9* Range 3 Move 1,900 exp 1,000 OTH | | *Can't target 3x3 area around self | | Resists Fire | | | | Novice Mercenary Sorceress | | 500 HP 123 ATK 100 MAG 289 HIT 106 AVD 96 RDM 98 RST | | 1 Attack 7x7 Range 3 Move 910 exp 650 OTH | | Combo Spell: Frigid Damsel Menu Spell: Suspend Motion | | Resists Fire | | Items: Silver Cloak | | | | Novice Mercenary Warrior | | 550 HP 172 ATK 39 MAG 58 HIT 36 AVD 95 RDM 40 RST | | 1 Attack 3x3 Range 3 Move 1,150 exp 680 OTH | | Resists Fire | | Items: Might Potion | | | | Novice Mercenary Swordsman (x2) [LEADER] | | 460 HP 170 ATK 36 MAG 75 HIT 125 AVD 105 RDM 50 RST | | 1 Attack 3x3 Range 4 Move 700 exp 500 OTH | | Resists Fire | | | | --- Hidden Treasure --- | | The Way of Rejuvenation: | | Rejuvenate Tactic, raises HP by 20% for 5 rounds | | http://img514.imageshack.us/img514/4627/ch2nb1i.jpg | | | | --- Strategy --- | | A long battle, but not very hard. Most enemies aren't much stronger than in | | the last Chapter and you've got more characters now. The only real threat | | is the sorceress, with Frigid Damsel (Freeze) and Suspend Motion (Stun). | | You can only heal Stun with Elixirs for now, or wait 3 turns for it to | | pass. | | | | Enemies in this battle don't start moving until you get close to them. You | | begin the battle close enough for both archers and the sorceress to move. | | Begin by sending the party towards the lone archer on the left. Use Dash | | and set a formation around him for max Sin (Trinity Fork should be enough). | | Once he is gone wait until the other archer and the sorceress get close, | | then try to set up a formation again and kill them without luring the | | remaining enemies. You might have to waste a few turns and get hit a few | | times to get in position. | | | | After those 3 are gone you just have to approach enemies slowly and kill | | them one by one. Don't go up the mountain after the Cutpurses -- use | | Lockswell's menu spell to hit them up there and lure them down. | | | | Once the Leader is alone go past him and get the hidden treasure. | | Rejuvenate is a Tactic which increases the HP of the user by 20% for 5 | | rounds. It can be useful for tanking attacks and lasts for a long time. | | | | --- Sin Rewards --- | | 200% Sin (560): Crescent Bow x1, Rune Helm x1 | | 150% Sin (420): Dwarf Tincture x1, Apothecary's Arcanum x2 | | 100% Sin (280): Elixir x2, Guard Potion x2 | | | | 3 good items. The Rune Helm has good RDM, RST and MAG, plus it offers some | | resistance to Silence. Equip it on Wylfred immediately. This is the reason | | why you shouldn't buy a Sallet. The Crescent Bow is a new weapon for | | Cheripha: 52 ATK, 3 attacks, SC enabled and Lightning elemental. You've got | | 2 SC weapons now so reaching max Sin gets a lot easier. | | | | Last good item are the Guard Potions. Same effect as Guard Reinforce, but | | can be used by anyone and lasts 3 turns instead of 5. Use the spell when | | possible but use the potion if Lockswell is busy with something else. | _____________________________________________________________________________ Heugoe is still in the party but will leave once you proceed with the story, so do the optional battle now if you want to use him. You might want to do the battle now anyway since the next storyline battle is one of the hardest in the game to reach double Sin on and has great rewards. Any extra levels you might gain will help. For the next battle you will want to have Poison Checks equipped, or a stock of Honeysuckle Dews. Freeze is still an issue so re-stock the Thaw Water if you used it in the last battle. It's a good idea to buy some Union Plumes from now on as well. Mireille and Mischka will join for the next battle. Mireille has a strong weapon with Soul Crush but it only has one attack. Mischka gets two attacks but no Soul Crush and he has the Shield Wall Technique set. This skill raises the RDM of allies in Siege formations, but will decrease Mischka's ATK. He has a launcher though, so he's better for combos. Your choice. _Battle #2 -- Hroethe Walk: Destroy all opposition [340 Sin]_________________ | | | --- Enemies --- | | Cutpurse | | 600 HP 145 ATK 67 MAG 108 HIT 388 AVD 90 RDM 108 RST | | 1 Attack 2x2 Range 5 Move 1,300 exp 800 OTH | | | | Novice Mercenary Lancer | | 780 HP 197 ATK 128 MAG 120 HIT 103 AVD 118 RDM 135 RST | | 1 Attack 5x5 Range 5 Move 950 exp 650 OTH | | Resists Fire | | Items: Silver Mail | | | | Novice Mercenary Sorcerer (x2) | | 1,200 HP 123 ATK 220 MAG 204 HIT 209 AVD 108 RDM 136 RST | | 1 Attack 7x7 Range 3 Move 2,300 exp 1,000 OTH | | Combo Spell: Poison Blow Menu Spells: Poison Blow, Heal | | Resists Fire | | Items: Ice Talisman (only dropped by one of the sorcerers) | | | | Novice Mercenary Warrior (x2) | | 550 HP 172 ATK 39 MAG 58 HIT 36 AVD 95 RDM 40 RST | | 1 Attack 3x3 Range 3 Move 1,150 exp 680 OTH | | Resists Fire | | | | Adept Mercenary Sorceress [LEADER] | | 1,600 HP 160 ATK 288 MAG 412 HIT 145 AVD 116 RDM 168 RST | | 1 Attack 7x7 Range 3 Move 3,700 exp 4,500 OTH | | Combo Spell: Lightning Bolt | | Menu Spells: Frigid Damsel, Suspend Motion | | Resists Fire | | Items: The Art of First Aid | | | | --- Strategy --- | | A long and difficult battle, with 3 powerful sorcerers throwing status | | effects around. Lightning Bolt causes Paralysis, which just like Stun you | | can't heal with anything but Elixirs yet. | | | | But the worst thing about this fight is the Sin requirement. 680 out of 7 | | enemies leaves you with very little room for error, and the rewards here | | are really worth it and don't get replaced until Chapter 4. So reaching | | double Sin in this fight is very important, but frustrating. | | | | All enemies will be moving towards the party from the start as well so you | | have to be quick. Lure the first warrior and the cutpurse and kill them in | | two turns. Have Lockswell cast Guard Reinforce on your other characters | | after that while moving the party forward towards the other enemies. Try to | | keep the party together, as it might cause the sorcerers to cast menu | | spells instead and you take less damage this way. Kill the lancer before | | the second warrior if you can, as he is a lot more dangerous. You should | | kill them in one turn as the sorcerers can cast Heal. | | | | Once the sorcerers are alone you should use Vali's Awakening with Wylfred | | and heal him with Lockswell. This will cause the sorcerers to focus on him | | and he takes little damage. Kill the leader first if you can since you | | can't heal Paralysis or Stun. Not to mention the higher HP, so you've got | | to kill her while Vali's Awakening is active. Don't forget to use Might | | Potions on the other characters if you need to increase their damage to | | overkill the sorcerers. | | | | Not many item drops, but they're good. Give the Silver Mail to Wylfred. | | | | --- Sin Rewards --- | | 200% Sin (680): Flame Pallasch x1, Infinity Rod x1 | | 150% Sin (510): Ambrosia x1, Magic Bangle x1 | | 100% Sin (340): The Way of Evanescence x2, Spell Potion x2 | | | | Great rewards! Evanesce is a new Tactic which makes multiple enemies ignore | | the user, like a group version of Pacify. Saves turns and AP. | | | | The Flame Pallasch is a great weapon upgrade for Wylfred: 70 ATK, 2 | | attacks, SC enabled and Fire elemental. The Infinity Rod and Magic Bangle | | are both huge boosts for Lockswell. The Bangle boosts his MAG by 30% and | | the Rod is the first weapon with Great Magic, not to mention the high 130 | | MAG. The Spell Potion works like the other potions, but for MAG. Have all | | of these on Lockswell and there's nothing he can't kill. | _____________________________________________________________________________ Re-stock on status-recovery items for the next battle. Get some Bragi's Song as well this time, one of the enemies can cause Silence and that should be healed immediately. Don't forget to have some Union Plumes as well. _Battle #3 -- Aullewyn Square: Defeat Earnest [250 Sin]______________________ | | | --- Enemies --- | | Adept Mercenary Lancer (x2) | | 1,300 HP 200 ATK 82 MAG 128 HIT 98 AVD 138 RDM 95 RST | | 2 Attacks 5x5 Range 3 Move 2,000 exp 1,100 OTH | | Resists Fire | | | | Adept Mercenary Sorceress | | 1,600 HP 160 ATK 288 MAG 412 HIT 145 AVD 116 RDM 168 RST | | 1 Attack 7x7 Range 3 Move 3,700 exp 4,500 OTH | | Combo Spell: Lightning Bolt Menu Spells: Fire Storm, Prevent Sorcery | | Resists Fire | | | | Novice Mercenary Archeress (x2) | | 800 HP 190 ATK 82 MAG 91 HIT 61 AVD 60 RDM 125 RST | | 2 Attacks 9x9* Range 3 Move 2,000 exp 1,100 OTH | | *Can't target 3x3 area around self | | Resists Fire | | | | Pickpocket (x2) | | 1,230 HP 285 ATK 102 MAG 201 HIT 416 AVD 135 RDM 150 RST | | 1 Attack 2x2 Range 5 Move 2,500 exp 1,800 OTH | | Menu Spell: Sap Power | | Items: Treasure Hunter (only dropped by one pickpocket) | | | | Earnest [LEADER] | | 4,052 HP 205 ATK 117 MAG 188 HIT 94 AVD 167 RDM 108 RST | | 3 Attacks 5x5 Range 3 Move 3,000 exp 5,000 OTH | | Soul Crush: Righteous Rush Technique: Body of Steel | | Resists Fire | | Items: The Art of Grave Blessing | | | | --- Strategy --- | | A long battle with a very lax Sin quota and a tricky battlefield. | | Positioning yourself around enemies here is hard, so I recommend you lure | | them to you instead. Set your characters like this: | | http://img514.imageshack.us/img514/953/ch2nb3s.jpg | | | | Most enemies can only hit you with menu spells, which are just a nuisance | | in this fight. The archers can hit you but need to be on the stairs to do | | that. The main advantage is that enemies will have to come at you one by | | one, preventing multiple combos in one turn. You can then adjust your | | position and take formation around them -- you should easily get the | | Trinity Fork Siege this way. | | | | This strategy is just a filtration though, don't sit up there expecting to | | be unreachable. Once the multiple long-range attackers (lancers, archers) | | are gone you can and should move away, before Earnest arrives. He will kill | | any character with his Soul Crush unless you have Guard Reinforce/Potions | | up. Have Vali's Awakening and Might Potions up as well when you decide to | | attack him, as he is very tough to kill. Try to set up Grand Cross, buff | | yourself up and then pull off multiple combos in the next turn. | | | | Items. The Treasure Hunter lets you see hidden items on the map when | | equipped. Not that helpful when you're using a guide already. The other | | items are weak too -- Grave Blessing is a Technique that increases the | | user's stats when allies are dead. Having a full party is just a lot more | | advantageous, so I see no reason to ever use this. | | | | --- Sin Rewards --- | | 200% Sin (500): Rune Crown x2, Expert's Experience x1 | | 150% Sin (375): Treasure Hunter x1, Prime Elixir x1 | | 100% Sin (250): The Way of Martyr's Cry x2, Flare Crystal x1 | | | | Not many good rewards. The Rune Crown is an armor upgrade and another MAG | | boost for Lockswell. The second crown is useless, sell it if you need | | money. Martyr's Cry is a new Tactic. It makes multiple enemies target the | | user, like a group version of Provoke. Can be very useful in crowded | | battles, just make sure the user can survive the attacks. Remember that | | Wylfred can just use Vali's Awakening instead. | | | | Last good item is the Expert's Experience. This gives 30,000 experience to | | one character. 30,000 isn't that much -- best use for it is letting a low | | level character catch up to the rest of the party. Ideal for Heugoe if you | | plan to use him, if not it's best used on Wylfred. | _____________________________________________________________________________ Heugoe, Mireille and Mischka will join the party permanently. This greatly enhances the twins as you can let them their better attacks (Somersault Smash, Roundabout) and remove Mischka's Shield Wall Technique. Teach skills to whoever you plan to use before moving on to the next Chapter. _Optional Battle #1 -- Evernight: Destroy all opposition_____________________ | | | --- Enemies --- | | Aello | | 1,250 HP 265 ATK 80 MAG 102 HIT 305 AVD 75 RDM 38 RST | | 1 Attack 7x7* Range 4 Move 1,800 exp 1,000 OTH | | *Can't target 3x3 area around self | | Resists Lightning | | | | Ghoul (x2) | | 700 HP 55 ATK 40 MAG 60 HIT 40 AVD 75 RDM 150 RST | | 1 Attack 3x3 Range 4 Move 755 exp 500 OTH | | Resists Darkness | | | | Skullfish (x2) | | 550 HP 164 ATK 80 MAG 100 HIT 120 AVD 104 RDM 95 RST | | 1 Attack 5x5 Range 4 Move 1,300 exp 700 OTH | | Resists Ice | | | | Ghost [LEADER] | | 800 HP 195 ATK 185 MAG 162 HIT 145 AVD 140 RDM 146 RST | | 1 Attack 5x5 Range 4 Move 2,000 exp 750 OTH | | Menu Spells: Fire Storm, Frigid Damsel | | Fire Attack, Resists Ice | | | | --- Strategy --- | | Since your Guests change as the Chapter progresses, the best time to fight | | this battle depends on who you plan to use permanently afterwards. Or you | | could wait to do this one after the boss fight, when the 3 characters have | | joined permanently. The disadvantage is that you then won't profit from the | | battle in this Chapter, only the next. Your call. | | | | Regardless of when you fight it you should have Poison Checks and | | Honeysuckle Dews available. The battlefield is filled with poison, and if | | you end the round while stepping on it there is a chance that the character | | will be poisoned. You can walk through the poison, just don't end your | | actions there unless you have a Poison Check. | | | | You begin the battle surrounded by the Ghouls and the Aello. The fishes | | won't move until you get close, but the Ghost will so you have to dispatch | | the nearby enemies quickly. The Ghouls aren't dangerous any more but do get | | rid of them as soon as possible, or they will combo with the Aello and let | | it attack multiple times. Use Dash to set up Sieges against them. | | | | The Aelo has high stats but can't target the tiles around itself, so you | | can surround it to prevent it from attacking. You might want to use Vali's | | Awakening and start the combo with Wylfred, otherwise the Aello may dodge. | | | | Once those 3 enemies are gone you just need to wait for the Ghost to get in | | range and then set a Siege to kill it. He's strong but nothing you can't | | handle, and less dangerous than the Aello. The fishes aren't a threat at | | all. | _____________________________________________________________________________ --- [CHP23] Right of Way ------------------------------------------------------ You get to this Chapter if you go to Camille at the end of Chapter I. --- Destiny Plume --- The following are the consequences of using the Destiny Plume in this Chapter: 0 use: Proceed on A (Best) Path in the next Chapter 1 use: Proceed on B (Normal) Path in the next Chapter 2 uses: Proceed on C (Bad) Path in the next Chapter --- Characters --- Two new characters are introduced in this Chapter: _Earnest [Level 14 Lancer]___________________________________________________ | Joins as a GUEST before the 2nd battle, joins permanently after the final | | fight. Your only Lancer unless you use the Plume twice in this Chapter. | | | | Attacks: | | Thrust of Truth: Standard spear stab. Fast and easy to connect. | | Arc of Dreaded: Slashes with spear. Fast and easy to connect. | | Soul Impaler: Standard 4-hit spear stab. Causes knock back. Easy to connect | | and good for both gems and crystals, but has a bit of a | | start-up time outside Sieges. | | Righteous Rush: Soul Crush. 7 hits, Attack Gauge +48. | | | | A rather mediocre character. Soul Impaler is a good attack but it's all he | | has. Use it to collect gems and let him attack more, so that you can at | | least increase his damage output. Still doesn't get to make up for the | | naturally low ATK of spears, or his bad Soul Crush. | | | | Sacrificing Earnest with the Destiny Plume gives Wylfred the Hoard of the | | Dvegar Tactic, which increases the number of gems received in combos for 3 | | rounds. This is a tremendous boost to your damage output and one of the | | best tactics overall. If you ever need (or want) to kill someone, Earnest | | is one of the top choices. | _____________________________________________________________________________ _Natalia [Level 16 Rogue]____________________________________________________ | Joins as a GUEST for the 2nd battle, but leaves afterwards. Joins | | permanently after the final fight. Natalia is the only Rogue. | | | | Attacks: | | Sword Dance: 3 knife slashes in a row. There's a bit of a delay between | | them, don't mash the attack button or you will move to the | | next attack before all the slashes land. | | Dawnstar Rising: Launcher. Fast and easy to connect. | | Edge of Light: Stabs 4 knives at once. Fast, but tricky to connect on | | airborne enemies. Great for both gems and crystals if you | | can pull it off. | | Catastrophic Rain: Soul Crush. 25 hits, Attack Gauge +50. | | | | She can juggle effectivelly with Dawnstar Rising >> Edge of Light, setting | | up combos for either gems or crystals depending on the timing. Sword Dance | | is too slow for juggling, but good enough for gems. Decent combo overall, | | but many are better. Her main advantages are her unique weapons, high | | movement rate and AVD and excellent Soul Crush. | | | | Natalia also joins with the Gold Rush Technique. It increases the OTH | | gained from Sieges, but reduces the experience gained. This really isn't a | | good skill, experience is a lot more limited than money and you shouldn't | | use anything that reduces it. | | | | Sacrificing Natalia with the Destiny Plume gives Wylfred the Hervor's | | Blessings Tactic, which halves the RDM of all enemies for 3 rounds. It's a | | helpful Tactic but nothing compared to the others ones you can get, making | | Natalia a poor sacrifice. | _____________________________________________________________________________ --- Walkthrough --- The first battle starts immediately after the initial cutscenes. You have 3 characters now so you can use the Trinity Fork formation Siege. Try to do this whenever possible. For combos, Lockswell's Fire Storm is a launcher so you don't need to use Open Slash for this battle. Guilt Rack >> Double Cross is a better combo. As for Cheripha I recommend Fusillade >> Threefold. Cheripha's only purpose is aiding in combos, so there's no reason to use Sharpshot unless you've got a weapon with 3 attacks. _Battle #1 -- Camille: Destroy all opposition [320 Sin]______________________ | | | --- Enemies --- | | Novice Artolian Archer (x2) | | 800 HP 140 ATK 70 MAG 50 HIT 61 AVD 90 RDM 75 RST | | 2 Attacks 9x9* Range 3 Move 900 exp 850 OTH | | *Can't target 3x3 area around self | | Menu Spell: Sap Guard | | | | Novice Artolian Sorceress (x2) | | 320 HP 35 ATK 90 MAG 50 HIT 85 AVD 40 RDM 61 RST | | 1 Attack 7x7 Range 3 Move 550 exp 400 OTH | | Combo Spell: Fire Storm | | Menu Spells: Lightning Bolt, Heal, Poison Blow | | | | Novice Artolian Swordsman (x2) | | 350 HP 95 ATK 36 MAG 82 HIT 26 AVD 58 RDM 40 RST | | 1 Attack 3x3 Range 4 Move 580 exp 300 OTH | | Items: Union Plume x2 (only dropped by one swordsman) | | | | Novice Artolian Warrior (x2) | | 400 HP 115 ATK 37 MAG 68 HIT 36 AVD 83 RDM 40 RST | | 1 Attack 3x3 Range 3 Move 700 exp 400 OTH | | | | Novice Artolian Lancer (x2) [LEADER] | | 500 HP 186 ATK 121 MAG 141 HIT 103 AVD 112 RDM 88 RST | | 1 Attack 5x5 Range 3 Move 920 exp 670 OTH | | Items: Union Plume x2 (only dropped by the Leader) | | | | --- Hidden Treasure --- | | The Way of Rejuvenation: | | Rejuvenate Tactic, raises HP by 20% for 5 rounds | | http://img135.imageshack.us/img135/3558/ch2hb1i.jpg | | | | --- Strategy --- | | This is a long battle. Most enemies here are from the last Chapter so they | | aren't much of threat anymore, but there are too many of them. The Sin | | quota may look high, but it's quite lax considering there are 10 enemies. | | | | You begin in range of a lancer, swordsman and archer. Surround them and | | take them out. Get the swordsman first (closer), then the lancer and | | finally the archer. The lancers are the only dangerous enemy in this fight. | | Wear them down from far away before pulling off a full combo. | | | | Once those 3 enemies are gone you can take a break (recover HP and AP), as | | the remaining enemies won't move until you get close to them. The slope | | on the way makes it hard to target them too, and if you try to go down you | | will be attacked multiple times before you get a chance to position | | yourself. The best solution is to hit them from the top with Fire Storm, | | cast from the menu. Lure the warrior, swordsman and archer in this order. | | This makes the battle slower, but much safer. | | | | After getting rid of those 3 enemies you can finally go down. Try to keep | | the characters away from each other, or the sorceress may cast menu spells. | | Poison Blow causes Poison, which is more of a nuisance than a real bother. | | Lightning Bolt may cause Paralysis, which you can only heal with Elixirs | | for now, or wait 3 turns for the effect to pass. | | | | The final wave of enemies isn't too dangerous, except for the lancer. Use | | Vali's Awakening to kill him in one combo, then you only have the warrior | | and second sorceress left. They're both easy to kill and don't do much | | damage. Kill the sorceress, then move on to pick up the Rejuvenate tactic | | before finishing off the final warrior. | | | | Rejuvenate increases the HP of the user by 20% for 5 rounds. It can be | | useful for tanking attacks and lasts for a long time. It's also the only | | good item in the fight. | | | | --- Sin Rewards --- | | 200% Sin (640): Crescent Bow x1, Rune Helm x1 | | 150% Sin (480): Dwarf Tincture x2, Apothecary's Arcanum x2 | | 100% Sin (320): Elixir x2, Guard Potion x2 | | | | 3 good items. The Rune Helm has good RDM, RST and MAG, plus it offers some | | resistance to Silence. Equip it on Wylfred immediately. This is the reason | | why you shouldn't buy a Sallet in Chapter I. The Crescent Bow is a new | | weapon for Cheripha: 52 ATK, 3 attacks, SC enabled and Lightning elemental. | | You've got 2 SC weapons now so reaching max Sin gets a lot easier. | | | | Last good item are the Guard Potions. Same effect as Guard Reinforce, but | | can be used by anyone and lasts 3 turns instead of 5. Use the spell when | | possible but use the potion if Lockswell is busy with something else. | _____________________________________________________________________________ You can shop and access the optional battle now. If you want to use Earnest and Natalia then you might want to wait before doing this battle since they aren't available yet. You should get some Bragi's Song and Honeysuckle Dews for the optional battle. Shopping. The Rapier is stronger than the Viking Sword but it doesn't allow SCs, so it's a worse weapon in most cases. Get a Crystal Wand for Lockswell and fully upgrade armor, except for Gloves. Buy a single one -- you get a better equipment in the next fight. Skills. Dash is great for everyone. Body of Steel is too, but First Aid is better and you can't equip both until level 19. Only buy it if you didn't teach First Aid to the character. All the characters you use should have both Provoke and Pacify by now. As for Enlightenment, it sounds like a great Technique but it's completely unreliable since it activates randomly. Let's say you want to weaken an enemy with Lockswell before puling a full combo. If Enlightenment activates you might kill the enemy instead and lose Sin. This is just one of the many situations in which the tech can screw you over. I'd say skip it entirely, save your money and CP for something more reliable. Spells. Guard Reinforce is a very useful spell and should be used whenever Lockswell has a free turn. Use it on Wylfred and then have him use Provoke on an enemy. He will take very little damage and protect the rest of the party from getting hit. Frigid Damsel is just as useful. It causes knockdown when used on airborne targets and has a chance of causing Freeze as well. Great support and offense, this is the second best attack spell. Plus most enemies in the next fight resist Fire. I highly recommend it over Fire Storm for now. Set Wylfred to use Open Slash >> Double Cross again. Earnest and Natalia will join as GUESTS for the next battle. Natalia won't be available for the next fight so I don't recommend using her now. Plus she has the Gold Rush Technique set, which increases the OTH gained from Sieges but reduces experience. Not a good idea. Earnest's weapon has 3 attacks and Soul Crush enabled so he's a very good addition to the team. You can also finally perform the Grand Cross formation Siege. This guarantees that the enemy will drop whatever item it may hold, so you should set it up whenever possible. Most important thing in this battle is having Poison Checks set on as many characters as possible, and a good stock of Honeysuckle Dews for the other ones. You will also want to have some Union Plumes from now on. _Battle #2 -- Evernight: Destroy all opposition [270 Sin]____________________ | | | --- Enemies --- | | Adept Mercenary Lancer | | 1,300 HP 200 ATK 82 MAG 128 HIT 98 AVD 138 RDM 95 RST | | 2 Attacks 5x5 Range 3 Move 2,000 exp 1,100 OTH | | Resists Fire | | Items: Silver Mail | | | | Cutpurse (x2) | | 600 HP 145 ATK 67 MAG 108 HIT 388 AVD 90 RDM 108 RST | | 1 Attack 2x2 Range 5 Move 1,300 exp 800 OTH | | | | Novice Mercenary Sorcerer | | 1,200 HP 123 ATK 220 MAG 204 HIT 209 AVD 108 RDM 136 RST | | 1 Attack 5x5 Range 3 Move 2,300 exp 1,000 OTH | | Combo Spell: Poison Blow Menu Spell: Poison Blow | | Resists Fire | | Items: Royal Gloves | | | | Novice Mercenary Warrior | | 550 HP 172 ATK 39 MAG 58 HIT 36 AVD 95 RDM 40 RST | | 1 Attack 3x3 Range 3 Move 1,150 exp 680 OTH | | Resists Fire | | Items: Elemental Edge | | | | Darius [LEADER] | | 2,180 HP 178 ATK 97 MAG 135 HIT 97 AVD 160 RDM 120 RST | | 1 Attack 3x3 Range 4 Move 3,500 exp 5,000 OTH | | Soul Crush: Icy Grave Technique: | | Resists Ice | | Items: The Art of First Aid | | | | --- Strategy --- | | There's poison everywhere. If you end the round while stepping on it there | | is a chance that the character will be poisoned. You can walk through the | | poison, just don't end your actions there. Characters with the Poison Check | | are immune. Enemies don't end their turns in the poison, so you can take | | refuge there if they can't reach you from outside. | | | | Sin quota is a bit strict here so always set up the Grand Cross Siege. You | | start facing Darius and the lancer. Back away from them towards the other | | enemies and they won't move. Other than those two the only dangerous enemy | | is the sorcerer. Get rid of the enemies who get close (cutpurses, warrior) | | and get rid of the sorcerer once he's in range. | | | | Recover HP and AP after getting rid of the weaker enemies, then send | | Lockswell or Cheripha to attack the lancer from far away to get him to go | | towards you without luring Darius as well. | | | | Once Darius is alone there are several ways to handle him. Darius has low | | ATK, but lots of hits and a Soul Crush. You can cast Guard Reinforce on | | Wylfred, then have Wylfred use Provoke and just let them trade blows, | | healing Wylfred as needed. Or you could send everyone into the poison, | | where Darius can't reach you, and damage him with long range attacks. | | Repeat either strategy until Darius is weak enough to be overkilled in a | | full combo with Vali's Awakening. | | | | The Elemental Edge dropped by the warrior is a 2-handed sword with 165 ATK, | | 1 attack, SC enabled and Holy elemental. The problem is that you can't | | equip this on anyone until Chapter 5, and even then only if you use the | | Plume just once before Chapter 4. So it's a great item, but you're not | | going to use it much in this path. The other items are good too. | | | | --- Sin Rewards --- | | 200% Sin (540): Flame Pallasch x1, Infinity Rod x1 | | 150% Sin (405): The Way of Evanescence x2, Magic Bangle x1 | | 100% Sin (270): Spell Potion x2, Falchion x1 | | | | Great rewards! Evanesce is a new Tactic which makes multiple enemies ignore | | the user, like a group version of Pacify. Saves turns and AP. | | | | The Flame Pallasch is a 1-handed sword with 70 ATK, 2 attacks, SC enabled | | and Fire elemental. Great weapon and a large improvement for Wylfred. The | | Falchion is much weaker and won't have any use, since you don't get another | | swordsman in this path. Sell it. | | | | The Infinity Rod and Magic Bangle are both huge boosts for Lockswell. The | | Bangle boosts his MAG by 30% and the Rod is the first weapon with Great | | Magic, not to mention the high 130 MAG. The Spell Potion works like the | | other potions, but for MAG. Have all of these on Lockswell and there's | | nothing he can't kill. | _____________________________________________________________________________ Natalia will leave after the fight. The next fight can be tricky so I recommend doing the optional battle now, the extra levels help. You should also have some healing items. _Battle #3 -- Aullewyn Square: Rescue Natalia [250 Sin]______________________ | | | --- Enemies --- | | Adept Artolian Archer (x2) | | 1,600 HP 165 ATK 97 MAG 155 HIT 90 AVD 98 RDM 25 RST | | 3 Attacks 9x9* Range 3 Move 2,500 exp 2,000 OTH | | *Can't target 3x3 area around self | | | | Adept Artolian Sorceress | | 1,400 HP 155 ATK 222 MAG 162 HIT 145 AVD 100 RDM 140 RST | | 1 Attack 7x7 Range 3 Move 2,500 exp 2,100 OTH | | Combo Spell: Menu Spell: Lightning Bolt | | Items: Expert's Experience | | | | Adept Artolian Swordsman (x2) | | 1,850 HP 202 ATK 102 MAG 142 HIT 102 AVD 100 RDM 25 RST | | 2 Attacks 3x3 Range 4 Move 2,550 exp 2,200 OTH | | Items: Lightning Ward (only dropped by one swordsman) | | | | Adept Mercenary Lancer (x2) | | 1,300 HP 200 ATK 82 MAG 128 HIT 98 AVD 138 RDM 95 RST | | 2 Attacks 5x5 Range 3 Move 2,000 exp 1,100 OTH | | Resists Fire | | | | Heugoe [LEADER] | | 3,600 HP 198 ATK 117 MAG 188 HIT 94 AVD 176 RDM 78 RST | | 3 Attacks 5x5 Range 3 Move 2,800 exp 5,000 OTH | | Soul Crush: Grand Thrust Technique: Body of Steel | | Resists Ice and Lightning | | Items: The Art of Grave Blessing | | | | --- Strategy --- | | Natalia will face one of the lancers -- they deal little damage to each | | other, but Natalia will die first if you don't help her. If she dies it's | | Game Over, so that should be your priority. Best way to help her is to cast | | Heal with Lockswell, since spells can get past obstacles. You've got plenty | | of time before she needs healing, too. The sorceress and Heugoe don't move | | until you get close to them and the remaining enemies go after you instead, | | so the lancer is all Natalia has to worry about. | | | | Your first target in this battle should be the lancer. The swordsmen and | | archers will move in quickly and you really don't want the lancer attacking | | several characters multiple times per turn. Once he is gone go after | | whoever is closest. Use Guard Reinforce/Potions as needed to reduce the | | damage taken. | | | | Once those enemies are gone the battle is pretty much won. Try to lure the | | sorceress alone (without provoking Heugoe), then once she is gone use | | Vali's Awakening and Might Potions and go all out on Heugoe. He has high | | RDM, HP and range but low offense, so you can easily survive his attacks | | with any form of RDM-boosting. The most he can do alone is kill a | | character, who you can then bring back with an Union Plume. | | | | Items. The Expert's Experience gives 30,000 experience to one character. | | 30,000 isn't that much -- best use for it is letting a low level character | | catch up to the rest of the party. If all the characters you will use are | | at similar levels then it's best to use it on Wylfred. | | | | As for Heugoe's item, Grave Blessing is a Technique that increases the | | user's stats when allies are dead. Having a full party is just a lot more | | advantageous, so I see no reason to ever use this. | | | | --- Sin Rewards --- | | 200% Sin (500): Rune Crown x1, Treasure Hunter x1 | | 150% Sin (375): The Way of Martyr's Cry x2, Prime Elixir x1 | | 100% Sin (250): Flare Crystal x2, Expert's Experience x1 | | | | Not many good rewards. The Rune Crown is an armor upgrade and another MAG | | boost for Lockswell. Treasure Hunter lets you see hidden items on the map | | when equipped. Not that helpful when you're using a guide already, not to | | mention Natalia does the same without wasting an accessory slot. | | | | Martyr's Cry is a new Tactic. It makes multiple enemies target the user, | | like a group version of Provoke. Can be very useful in crowded battles, | | just make sure the user can survive the attacks. Remember that Wylfred can | | just use Vali's Awakening instead. | _____________________________________________________________________________ Earnest and Natalia will join the party permanently now. You should remove Natalia's Gold Rush Technique now. Teach skills to whoever you plan to use before moving on to the next Chapter. _Optional Battle #1 -- Camille Highlands: Destroy all opposition_____________ | | | --- Enemies --- | | Battle Beetle | | 1,200 HP 210 ATK 127 MAG 97 HIT 79 AVD 120 RDM 52 RST | | 1 Attack 5x5 Range 3 Move 2,250 exp 800 OTH | | Earth Attack, Resists Earth | | | | Ghost (x2) | | 800 HP 195 ATK 185 MAG 162 HIT 145 AVD 140 RDM 146 RST | | 1 Attack 5x5 Range 4 Move 2,000 exp 750 OTH | | Menu Spells: Poison Blow, Dark Savior | | Fire Attack, Resists Ice | | | | Aello (x2) [LEADER] | | 1,250 HP 265 ATK 80 MAG 102 HIT 305 AVD 75 RDM 38 RST | | 1 Attack 7x7* Range 4 Move 1,800 exp 1,000 OTH | | *Can't target 3x3 area around self | | Resists Lightning | | | | --- Hidden Treasure --- | | The Way of Rejuvenation: | | Rejuvenate Tactic, raises HP by 20% for 5 rounds | | http://img135.imageshack.us/img135/5210/ch2ho1i.jpg | | | | --- Strategy --- | | Very straight-forward battle. The enemies deal high damage but you can | | easily survive the hits by using Guard Reinforce and Provoke. The Aello has | | very high AVD so you might have trouble hitting it. Try to start the combo | | by attacking from behind to have a higher chance of hitting it. Largest | | problem in this fight is the ghost's Dark Savior, as it can cause Silence. | | Use a Bragi's Song immediately if Lockswell gets affected. | | | | Don't forget to pick up the Rejuvenate Tactic, which is the only item in | | this fight. | _____________________________________________________________________________ ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: :: Chapter III [CHP30] :: ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: This Chapter changes according to how many times you have used the Destiny Plume so far. The forced use on Ancel during the Prologue doesn't count. Another important thing to keep in mind, there is a limit to how many times you can use the Plume in this Chapter. Going over the limit results in a Game Over. The limit changes according to which path you take. --- The 3 paths and their differences --- These are the main differences between the 3 versions of Chapter III, and the requirements for getting to each of them: _C (Bad) Path: The Saintess__________________________________________________ | You get this path if you fulfill the following condition: | | -Use the Plume TWICE in Chapter 2 | | | | New characters: Duwain (Lancer) and Rosea (Sorceress) | | | | Consequences of using the Plume in this Chapter: | | 0 or 1 use: Remain on C (Bad) Path | | 2 uses: Game Over | _____________________________________________________________________________ _B (Normal) Path: Scars of the Heart_________________________________________ | You get this path if you fulfill the following condition: | | -Use the Plume ONCE in Chapter 2 | | | | New character: Lieselotte (Sorceress) | | | | Consequences of using the Plume in this Chapter: | | 0 use: Remain on B (Normal) Path | | 1 use: Changes to C (Bad) Path in the next Chapter | | 2 uses: Game Over | _____________________________________________________________________________ _A (Best) Path: Bitter End___________________________________________________ | You get this path if you fulfill the following condition: | | -Don't use the Plume in Chapter 2 | | | | New character: Ushio (Samurai) | | | | Consequences of using the Plume in this Chapter: | | 0 use: Remain on A (Best) Path | | 1 or 2 uses: Changes to B (Normal) Path in the next Chapter | | 3 uses: Game Over | _____________________________________________________________________________ --- [CHP3C] The Saintess ------------------------------------------------------ You get this Chapter if you used the Destiny Plume TWICE in Chapter 2. --- Destiny Plume --- The following are the consequences of using the Destiny Plume in this Chapter: 0 or 1 use: Remain on C (Bad) Path 2 uses: Game Over --- Characters --- Two new characters are introduced in this Chapter: _Rosea [Level 18 Sorceress]__________________________________________________ | Joins as a GUEST after the first battle, joins permanently after the final | | battle. Getting Rosea means you sacrificed Lockswell, so she is your only | | remaining Sorceress. | | | | Initial Spells: | | Normalize, Heal, Invoke Feather, Guard Reinforce, Sacred Javelin | | | | Sacrificing Rosea with the Destiny Plume gives Wylfred the Eir's Blessing | | Tactic, which recovers 80% HP of all allies at the beginning of the Ally | | Phase for 3 rounds. This is among the best Tactics, but keep in mind that | | getting it means you won't have any sorcerers left. | _____________________________________________________________________________ _Duwain [Level 20 Lancer]____________________________________________________ | Joins as a GUEST after the second battle, joins permanently after the final | | battle. Duwain is the third and last Lancer in the main game. | | | | Attacks: | | Blustering Wind: 2 hit slash with spear. Fast and easy to connect. | | Sundering Strike: Jumps and slams enemy down. Causes knockdown. | | Blade Vortex: Spins spear around, doing 9 hits. Fast and easy to connect, | | perfect for getting both gems and crystals. | | Land's Lament: Soul Crush. 3 hits, Attack Gauge +48. | | | | The best lancer for combos, with both a knock down and a multi-hit attack. | | All of his attacks are very easy to connect. Only flaw is his Soul Crush, | | with only 3 hits, but Blade Vortex alone more than makes up for it. Easily | | the best lancer in the main game. | | | | Sacrificing Duwain with the Destiny Plume gives Wylfred the Inspiration of | | the Alfar Tactic, which removes all AP cost for 2 rounds. Costs 100 AP to | | use. Perfect for emergencies, but very short duration. | _____________________________________________________________________________ --- Walkthrough --- First battle starts immediately after the cutscenes. _Battle #1 -- The Lotus Marsh: Rescue Rosea [150 Sin]________________________ | | | --- Enemies --- | | Fire Bat | | 1,700 HP 217 ATK 223 MAG 80 HIT 200 AVD 78 RDM 85 RST | | 2 Attacks 5x5 Range 4 Move 2,000 exp 2,500 OTH | | Fire Attack, Resists Fire | | Items: Apothecary's Arcanum | | | | Hellhound (x2) | | 2,300 HP 250 ATK 226 MAG 201 HIT 298 AVD 65 RDM 42 RST | | 2 Attacks 3x3 Range 4 Move 2,250 exp 2,000 OTH | | Resists Lightning | | | | Lizard Man [LEADER] | | 2,680 HP 400 ATK 176 MAG 131 HIT 150 AVD 126 RDM 25 RST | | 2 Attacks 3x3 Range 5 Move 3,600 exp 3000 OTH | | Items: Safety Boots x2 | | | | --- Hidden Treasure --- | | Frost Crystal: | | Area of effect Ice damage, may cause Freeze | | http://img135.imageshack.us/img135/1250/ch3cb1i.jpg | | | | --- Strategy --- | | Very easy battle. Rosea and Duwain won't move and prefer to just trade | | blows with the Hellhound. They are actually well capable of taking him down | | in two combos, so you don't really have to worry about protecting them. | | | | As for the enemies you do have to fight, they are strong together but easy | | to take down individually. Hellhounds will hit you from behind with their | | second attack if they are facing you when starting the combo, so be careful | | with them around other enemies. They are easy to take down though. The | | Lizard Man is strong and has high Movement, while the Fire Bat has large | | range but is weak alone. | | | | Items. I wouldn't bother with the Frost Crystal, as attack items don't seem | | that useful. The Safety Boots let the user walk normally in bad terrain | | like mud or snow. So it's only useful in a handful of maps, but it's really | | good on those. | | | | --- Sin Rewards --- | | 200% Sin (300): The Way of Regeneration x2, The Way of Transposition x1, | | Mithril Helm x1 | | 150% Sin (225): Kindling Sword x1, Expert's Experience x2 | | 100% Sin (150): Fire Talisman x2, Earth Talisman x2 | | | | Lots of good rewards. The Mithril Helm has a lot more RDM than the Rune | | Helm, with a little less RST and MAG. The Kindling Sword is a 2-handed | | sword with 90 ATK, 2 attacks, SC enabled and Fire elemental. Not as good as | | the Elemental Edge, so you'll only have a use to this if you've got Mischka | | in the party. | | | | New Tactics, Regenerate makes the user heal 5% HP at the beginning of Ally | | Phase. It lasts 5 rounds but cost 50 AP to use. Great for frail characters | | like archers or Natalia, or anyone without much use for AP. Transpose makes | | the user trade positions with the enemy. This can be very helpful for | | setting up Sieges when the enemy is in a bad position, such as up against a | | wall. | _____________________________________________________________________________ Rosea joins as a GUEST after the fight, and she's really good. Her weapon has high MAG and GM enabled, and she starts with the best attack spell: Sacred Javelin. This does 6 hits of holy damage that causes knock down on airborne targets and can cause Stun. None of the other spells can compare, so this is all you should use now unless you fight someone who resists Holy. You can go to town now, but doing so will trigger a battle. You don't get to shop first. _Battle #2 -- Market Marteigh: Destroy all opposition [300 Sin]______________ | | | --- Enemies --- | | Armor Beetle | | 3,300 HP 330 ATK 164 MAG 124 HIT 106 AVD 145 RDM 20 RST | | 2 Attack 5x5 Range 3 Move 2,800 exp 3,600 OTH | | Earth Attack, Resists Earth | | | | Battle Beetle (x2) | | 1,200 HP 210 ATK 127 MAG 97 HIT 79 AVD 120 RDM 52 RST | | 1 Attack 5x5 Range 3 Move 2,250 exp 800 OTH | | Earth Attack, Resists Earth | | | | Fire Bat (x2) | | 1,700 HP 217 ATK 223 MAG 80 HIT 200 AVD 78 RDM 85 RST | | 2 Attacks 5x5 Range 4 Move 2,000 exp 2,500 OTH | | Fire Attack, Resists Fire | | Items: The Way of Rejuvenation (only dropped by one bat) | | | | Ocypete (x2) [LEADER] | | 3,360 HP 308 ATK 318 MAG 226 HIT 275 AVD 146 RDM 90 RST | | 2 Attacks 7x7* Range 4 Move 2,500 exp 3,800 OTH | | *Can't target 3x3 area around self | | Lighnting Attack Resists Lightning | | Items: Alchemy Wand (not dropped by Leader) | | | | --- Hidden Treasure --- | | The Art of First Aid: | | First Aid Technique, may restore HP equal to half of the damage taken | | http://img99.imageshack.us/img99/2403/ch3cb2i.jpg | | | | --- Strategy --- | | The Ocypetes are powerful enemies with have a whirlwind attack which often | | causes Paralysis. You can heal it with Rosea's Normalize spell, but if she | | is the one who gets paralyzed you'll have to use an Elixir, or wait 3 | | turns. The Ocypetes also have high stats, so they deal high damage and are | | difficult to kill/overkill. | | | | The other enemies in the fight are simple to deal with. You start in range | | of a Battle Beetle and a Fire Bat. Back off to the characters' right and | | only the bat should come after you. Try to set up a Siege against him, then | | kill him with without going forward too much. Once the bat is gone use | | Provoke to lure the beetle, then kill it with a Siege again. | | | | Once those enemies are gone it's time to handle the first Ocypete. Cast | | Guard Reinforce first, then lure her with any character. Be ready to use | | Normalize or an Elixir if necessary, then let all characters surround her | | as close as possible, so that she can't counterattack. Wear her down with | | individual characters before pulling off a ful combo to get more Sin. Use | | Might Potions to increase your damage first, but don't use Vali's Awakening | | yet. | | | | With the Ocypete gone you just have to lure enemies individually again | | until only the Leader is left. Repeat the same strategy against it, but use | | Vali's Awakening first. | | | | Items, don't forget to pick up First Aid and get Rejuvenate from the first | | bat. The Alchemy Wand has very high MAG (210) and GM enabled, but you don't | | have anyone to use it until the next Chapter and you can get a much better | | weapon before then. Still, make sure you get it just in case. | | | | --- Sin Rewards --- | | 200% Sin (600): Frostbane x1, Holy Halberd x1, The Art of Training x1 | | 150% Sin (450): Icicle Plate x1, The Way of Stalking x1 | | 100% Sin (300): Skrep x1, Prime Elixir x2 | | | | Lots of items again, but barely any are good. Let's start with those: the | | Frostbane is a 1-handed sword with 60 ATK, 5 MAG, 3 attacks, Soul Crush and | | Ice elemental. Give it to the swordsman with the better attacks and give | | the Flame Pallasch to the other one. The Icicle Plate has 120 RDM, some RST | | and AVD and resistance to Ice. | | | | Training is a Technique which reduces the stats of the user by 20%, but | | increases the experience received by 50%. This is a huge bonus and is | | applied to all characters in battle, even though only the user gets the | | penalty. Give this to classes that don't need high stats to be useful, like | | archers or maybe Sorcerers... though you don't have either right now in | | this path. | | | | Stalk is a Tactic and makes the user invisible and untargetable by enemies. | | The effect remains for 3 rounds at most, but can be undone earlier if you | | attack or get hit by area of effect spells. This is perfect for frail | | characters like Natalia, archers and sorcerers. | | | | As for the bad items, the Holy Halberd has 55 ATK, 3 attacks and SC | | enabled, plus (obviously) Holy elemental. I'd rather use the Partisan from | | the shop, available after this fight. The Skrep is a 2-handed sword with | | only 40 ATK. 3 attacks and SC enabled, but that's just not good enough. | _____________________________________________________________________________ Duwain joins as a GUEST after the fight and you can finally shop and access the two optional battles in the Chapter. If you've been getting the double Sin rewards then you only need to buy the Partisan and maybe the Main-Gauche here. You can get a much better weapon for Natalia in one of the optional battles so you can skip the Main-Gauche if you need to save money. Armor. The Leather Boots give resistance to Lightning and Paralysis, so they're highly useful even when their stat-boosts gets surpassed. Don't buy the new greaves or gauntlets, as you can get better stuff from the next fights. Do get Tiaras and Noble Cloaks. Accessories. Curse and Poison Checks help in the next fight. You don't need to worry about Freeze in this Chapter. Only new skill is Resist Magic. Similar to Body of Steel, it increases the RST of the user by 50%. Good against sorceress, First Aid is better but you can equip both now anyway. Spells. You can't teach any to Rosea yet but let's talk about them anyway. You already know Fire Storm and Frigid Damsel but she doesn't have either yet. Lightning Bolt does multiple hits and has very high chances of causing paralysis, but doesn't have much combo potential. Both Frigid Damsel and Sacred Javelin are better in combos, but you can cast Lightning Bolt from the menu. Other than that you can get Might and Spell Reinforce, replacing the use of Might/Spell Potions. You can also finally buy Pearl Grass to heal Paralysis. Would have helped a lot in the last battle... oh well. Buy Cockatrice Eggs, Holy Water and Union Plumes as well. As for Duwain, he is a great character but a bad GUEST, since you don't have access to his third and best attack (Blade Vortex) yet. Use Expert's Experience if you need him to catch up in levels later. Lastly, one important thing: this is your last time on the world map in this Chapter, so make sure you do the optional battle now! _Battle #3 -- The Ruins: Defeat Lieselotte [150 Sin]_________________________ | | | --- Enemies --- | | Daemon | | 4,980 HP 370 ATK 124 MAG 188 HIT 135 AVD 160 RDM 260 RST | | 2 Attacks 3x3 Range 4 Move 5,300 exp 5,000 OTH | | Resists Darkness | | Items: The Art of Reduce Magic | | | | Living Armor (x2) | | 3,800 HP 686 ATK 121 MAG 142 HIT 200 AVD 196 RDM 137 RST | | 1 Attack 3x3 Range 5 Move 4,800 exp 4,200 OTH | | Items: Metal Greaves x2 (only dropped by one armor) | | | | Lieselotte [LEADER] | | 3,980 HP 244 ATK 385 MAG 167 HIT 164 AVD 252 RDM 246 RST | | 1 Attack 7x7 Range 3 Move 1,700 exp 25,000 OTH | | Combo Spell: Fire Storm Great Magic: Ifrit Caress | | Menu Spells: Fire Storm, Lightning Bolt, Poison Blow, Guard Reinforce | | Technique: Enlightenment Resists Earth and Holy | | | | --- Hidden Treasure --- | | Storm Crystal: | | Area of effect Lightning damage, may cause Paralysis | | http://img99.imageshack.us/img99/1735/ch3cb3i.jpg | | | | --- Strategy --- | | The easiest boss battle so far. The AI is too stupid to get Lieselotte out | | of the place she's in, so she just keeps moving back and forth. She's not | | going to interfere until you get inside the area she is in. | | | | Her monsters have high stats though, so you need to get rid of them | | quickly. The Living Armor deal a lot of damage and the Daemon can cause | | Curse when attacking. Heal it with Holy Water, not Normalize. Use these | | initial turns to buff your characters with Guard Potions/Reinforce, it | | should make a large difference on the damage you take. Focus on one enemy | | and wear it down until you are ready to pull off a full combo and reach max | | Sin. | | | | With the monsters gone the battle is pretty much won. Lieselotte can only | | kill one character, who you can bring back with an Union Plume. Surround | | her, revive whoever dies and repeat until she's dead. | | | | Items. Metal Greaves just offer more RDM. Reduce Magic is a technique which | | halves all spell damage taken. Useful considering that sorcerers tend to be | | the most dangerous enemies. | | | | --- Sin Rewards --- | | 200% Sin (300): Raijoudou x1, Holy Rod x1, The Art of Diminish Missile x2 | | 150% Sin (225): The Art of Crystal Call x2, The Way of Encirclement x1, | | Expert's Experience x2 | | 100% Sin (150): The Way of Martyr's Cry x2, Sacred Crystal x1 | | | | Highest number of rewards so far. Weapons first, the Raijoudou is a bow | | with 70 ATK, 3 attacks, SC enabled and higher damage to unholy beings | | (ghosts, demons), but you can't use it until Chapter 5. The Holy Rod can be | | used just after this fight though, and it's an incredible weapon. 320 MAG, | | GM enabled. | | | | Skills. Diminish Missile is a Technique and halves the damage taken from | | projectiles, like arrows. It also only costs 10 CP to use. Not always | | useful but it helps a lot whenever there are enemy archers around. Crystal | | Call increases the number of crystals gained when perfoming air combos. | | Great results when stacked with Training! | | | | Last we've got the Encircle Tactic, which warps the user right behind the | | enemy. Perfect for Warriors, who often have trouble catching up to the rest | | of the party. | _____________________________________________________________________________ Rosea and Duwain will join permanently after the fight and the Chapter ends, sending you directly to the next one. _Optional Battle #1 -- Kirche Crossing: Destroy all opposition_______________ | | | --- Enemies --- | | Kobold (x6) | | 280 HP 40 ATK 50 MAG 50 HIT 64 AVD 25 RDM 38 RST | | 1 Attack 3x3 Range 4 Move 200 exp 150 OTH | | Resists Earth | | Items: Valor Gauntlets (only dropped by one kobold) | | Safety Boots (dropped by another kobold) | | | | Kobold Knight (x3) | | 1,800 HP 270 ATK 216 MAG 140 HIT 187 AVD 180 RDM 65 RST | | 2 Attacks 3x3 Range 4 Move 3,300 exp 3,500 OTH | | Resists Earth | | Items: The Art of Body of Steel (only dropped by one knight) | | | | --- Hidden Treasure --- | | Guard Potion: | | Increases RDM and RST of one ally by 50% for 3 rounds | | http://img99.imageshack.us/img99/4984/ch3co1i.jpg | | | | --- Strategy --- | | This is as simple as it looks. The Kobold Knight can cause petrify with his | | attacks, so get rid of them before taking care of the regular Kobolds. | | Nothing else to say really. | | | | The Valor Gauntlets are dropped by one of the kobolds that start close to | | the party. Use Sieges until you find him, then kill the others with | | individual characters to save time. They have lower RDM than the regular | | Gauntlets, but higher chance of blocking attacks. | _____________________________________________________________________________ _Optional Battle #2 -- Iatallagh Weald: Destroy all opposition_______________ | | | --- Enemies --- | | Lizard Man | | 2,680 HP 400 ATK 176 MAG 131 HIT 150 AVD 126 RDM 25 RST | | 2 Attacks 3x3 Range 5 Move 3,600 exp 3000 OTH | | | | Toxic Flower | | 3,700 HP 368 ATK 463 MAG 145 HIT 265 AVD 138 RDM 155 RST | | 2 Attacks 3x3 Range 4 Move 3,300 exp 3,800 OTH | | Resists Earth | | | | Will-o'-the-Wisp (x2) | | 2,680 HP 400 ATK 176 MAG 131 HIT 150 AVD 126 RDM 25 RST | | 2 Attacks 3x3 Range 5 Move 3,600 exp 3000 OTH | | Menu Spell: Dark Savior | | Items: Azoth Blade (only dropped by one ghost) | | | | Ocypete [LEADER] | | 3,360 HP 308 ATK 318 MAG 226 HIT 275 AVD 146 RDM 90 RST | | 2 Attacks 7x7* Range 4 Move 2,500 exp 3,800 OTH | | *Can't target 3x3 area around self | | Lighnting Attack Resists Lightning | | Items: Lightning Edge | | | | --- Hidden Treasure --- | | Supreme Crown: | | 40 RDM, 20 RST, 12 MAG. Usable by Sorcerers. | | http://img99.imageshack.us/img99/7143/ch3co2i.jpg | | | | --- Strategy --- | | Easy battle despite the strong enemies. The Ocypete isn't much of a threat | | with the new equipment from this Chapter and a stock of Pearl Grass to heal | | the paralysis. | | | | The Ocypete and both ghosts will be moving towards the party, so the best | | you can do is rush towards them before they start attacking. Surround the | | Ocypete first and you should be able to kill it before the ghosts start | | attacking. The Toxic Flower and one Lizard Man will start moving eventually | | too, but once they are in range you should be finishing off the ghosts. | | | | This leaves a single Lizard Man in the middle of the map, giving you plenty | | of time to go over and pick up the Supreme Crown. As for the other items, | | the Azoth is a knife with 120 ATK, 2 attacks, SC enabled and Lightning | | elemental. Natalia's Soul Crush is probably the best thing about her, so | | finally getting a weapon that allows it is very important. | | | | The Lightning Edge isn't too good though. 1-handed sword, 90 ATK, 2 attacks | | and Lightning elemental, but no Soul Crush. Keep using the Frostbane and | | Flame Pallasch. | _____________________________________________________________________________ --- [CHP3B] Scars of the Heart ------------------------------------------------ You get this Chapter if you used the Destiny Plume ONCE in Chapter 2. --- Destiny Plume --- The following are the consequences of using the Destiny Plume in this Chapter: 0 use: Remain on B (Normal) Path 1 use: Changes to C (Bad) Path in the next Chapter 2 uses: Game Over --- Characters --- Two new characters are introduced in this Chapter, but only one joins permanently: _Lieselotte [Level 24 Sorceress]_____________________________________________ | Joins as a GUEST for the final battle, joins permanently afterwards. Liese | | joins with the Reflect Sorcery spell, which you can't buy until Chapter V. | | | | Initial Spells: | | Spell Reinforce, Might Reinforce, Reflect Sorcery, | | Fire Storm, Lightning Bolt | | | | Liese also joins with the Meditation Technique. It increases the MAG and | | RST of allies in Siege when she initiates the attack, but reduces her RDM. | | | | Sacrificing Lieselotte with the Destiny Plume gives Wylfred the Kvasir's | | Mead Tactic, which nullifies all magic damage on all allies for 3 rounds. | | Very good on battles littered with enemy casters, but useless if there | | aren't any around. | _____________________________________________________________________________ _GUEST ONLY: Rosea [Level 18 Sorceress]______________________________________ | Joins as a GUEST at the beginning of the Chapter, leaves after the second | | battle. She does not join permanently. I recommend you don't even bother to | | use her, you will just waste experience that could have helped one of your | | permanent characters. | | | | Initial Spells: | | Sacred Javelin, Normalize, Heal, Invoke Feather, Guard Reinforce | _____________________________________________________________________________ --- Walkthrough --- Rosea joins as a GUEST and you get to shop and access the two optional battles before the first storyline battle. I recommend doing the first storyline battle before the optional ones, since it's so easy and gives you equipment and level upgrades. Don't bother using Rosea either, she won't join permanently so any experience she gets is just wasted. Shopping tips: Weapons. If you've been getting the double Sin rewards then you only need to buy the Partisan here, maybe the Main-Gauche. You get a great weapon for Natalia in one of the optional fights, so save your money for now. Don't get a Claymore for Mischka either for the same reason, except his new weapon is from the storyline fight. Gwendal has the Elemental Edge anyway. Armor. The Leather Boots give resistance to Lightning and Paralysis, so they're highly useful even when their stat-boosts gets surpassed. You gain a new helm in the next storyline fight and new gauntlets in the optional one, so skip those. Buy everything else. Accessories. Buy them if you have the money to spare but none of them are vital right now. You can also buy all status recovery items now. Keep a stock of all of them and some Union Plumes, they are useful in most fights and you should have enough money to buy plenty of them. Only new skill is Resist Magic. Similar to Body of Steel, it increases the RST of the user by 50%. Good against sorceress, First Aid is better but you can equip both now anyway. Spells. Lightning Bolt does multiple hits and has very high chances of causing paralysis, but doesn't have much combo potential. Both Frigid Damsel and Sacred Javelin are better in combos, but you can cast Lightning Bolt from the menu. Might and Spell Reinforce are incredible spells and using them correctly will make the following battles much easier. Buying them should be your priority, in case you don't have enough money for everything. Invoke Feather can be used instead of Union Plumes to save money, but keep in mind that it takes more AP to use. _Battle #1 -- The Ruins: Destroy all opposition [150 Sin]____________________ | | | --- Enemies --- | | Battle Beetle (x3) | | 1,200 HP 210 ATK 127 MAG 97 HIT 79 AVD 120 RDM 52 RST | | 1 Attack 5x5 Range 3 Move 2,250 exp 800 OTH | | Earth Attack, Resists Earth | | | | Armor Beetle [LEADER] | | 3,300 HP 330 ATK 164 MAG 124 HIT 106 AVD 145 RDM 20 RST | | 2 Attack 5x5 Range 3 Move 2,800 exp 3,600 OTH | | Earth Attack, Resists Earth | | | | --- Strategy --- | | Very easy battle, the Armor Beetle has good stats but it's the only threat | | in this fight. The Battle Beetles die easily and don't hurt you much, and | | pretty much guarantee that you will reach 300 Sin. | | | | --- Sin Rewards --- | | 200% Sin (300): The Way of Regeneration x2, The Way of Transposition x1, | | Mithril Helm x1 | | 150% Sin (225): Grand Sting x1, Witch's Arcanum x2 | | 100% Sin (150): Flare Crystal x1, Storm Crystal x1 | | | | Decent rewards, especially given how easy they are to get. Equipment first: | | The Mithril Helm has a lot more RDM than the Rune Helm, with a little less | | RST and MAG. The Grand Sting is a 2-handed sword with 80 ATK, 2 attacks, SC | | enabled and Lightning elemental. Only good for Mischka, as Gwendal has | | access to the Elemental Edge. | | | | As for the new Tactics, Regenerate makes the user heal 5% HP at the | | beginning of Ally Phase. It lasts 5 rounds but cost 50 AP to use. Great | | skill for weaker characters, or anyone without much use for AP. Transpose | | makes the user trade positions with the enemy. This can be very helpful for | | setting up Sieges when the enemy is in a bad position, such as up against a | | wall. | _____________________________________________________________________________ I recommend doing the optional battles now, especially if you're using Natalia. Even if you don't the extra levels will help in the next storyline battle. This is your last time at the world map in this Chapter. You will fight two battles in a row and then the Chapter ends, so make sure you're ready before moving on. Buy Curse Checks, Holy Water and Union Plumes. Fairy Tinctures help too. If you don't use the Plume in this Chapter then you won't have a chance to shop before fighting in the next one. Buy spells (Heal, Invoke Feather, Frigid Damsel) for Lieselotte. _Battle #2 -- Dungeon Path: Defeat Lieselotte [150 Sin]______________________ | | | --- Enemies --- | | Daemon | | 4,980 HP 370 ATK 124 MAG 188 HIT 135 AVD 160 RDM 260 RST | | 2 Attacks 3x3 Range 4 Move 5,300 exp 5,000 OTH | | Resists Darkness | | | | Living Armor (x2) | | 3,800 HP 686 ATK 121 MAG 142 HIT 200 AVD 196 RDM 137 RST | | 1 Attack 3x3 Range 5 Move 4,800 exp 4,200 OTH | | Items: Metal Greaves x2 (only dropped by one living armor) | | | | Lieselotte [LEADER] | | 3,980 HP 244 ATK 385 MAG 167 HIT 164 AVD 252 RDM 246 RST | | 1 Attack 7x7 Range 3 Move 1,700 exp 25,000 OTH | | Combo Spell: Fire Storm Great Magic: Ifrit Caress | | Menu Spells: Fire Storm, Lightning Bolt, Poison Blow, Guard Reinforce | | Technique: Enlightenment Resists Earth and Holy | | Items: The Art of Reduce Magic | | | | --- Strategy --- | | Easiest boss fight so far. Few enemies and they are far away from each | | other, so you don't have to worry about fighting more than one at once. | | Buff your party and take them out one by one. Stop to recover HP and AP if | | you ever need to. The Daemon can cause Curse when attacking, but it's rare | | and you can just heal it with a Holy Water (or prevent it entirely with | | Curse Checks. | | | | Liese is at the top. All she can do alone is kill one character, who you | | can then bring back with an Union Plume or Invoke Feather. Surround her and | | use Might/Spell Reinforce or Vali's Awakening and she should go down in one | | combo. | | | | Items. Reduce Magic is a technique which halves all spell damage taken. | | Useful considering that sorcerers tend to be the most dangerous enemies. | | | | --- Sin Rewards --- | | 200% Sin (300): Frostbane x1, Holy Halberd x1, The Art of Training x1 | | 150% Sin (225): Prime Elixir x2, The Way of Stalking x1 | | 100% Sin (150): Skrep x1, Spell Potion x1 | | | | Mostly bad items this time. The Frostbane is a 1-handed sword with 60 ATK, | | 5 MAG, 3 attacks, Soul Crush and Ice elemental. Give it to the swordsman | | with the better attacks and give the Flame Pallasch to the other one. Other | | weapons are too weak. Keep using the Partisan and Elemental Edge or Grand | | Sting. | | | | Training is a Technique which reduces the stats of the user by 20%, but | | increases the experience received by 50%. This is a huge bonus and is | | applied to all characters in battle, even though only the user gets the | | penalty. Give this to classes that don't need high stats to be useful, like | | archers or maybe Sorcerers. | | | | Stalk is a Tactic and makes the user invisible and untargetable by enemies. | | The effect remains for 3 rounds at most, but can be undone earlier if you | | attack or get hit by area of effect spells. This is perfect for frail | | characters like Natalia, archers and sorcerers. | _____________________________________________________________________________ Rosea "leaves" and Lieselotte joins as a GUEST. She knows the Reflect Sorcery spell, which helps in the next fight. She knows Might and Spell Reinforce as well, so she's quite usable already if you plan to use her permanently. She's got the Medidation Technique as well, which increases the MAG and RST of allies in Siege when she starts the combo, but reduces her RDM. Next battle starts immediately afterwards. You don't get to save first. _Battle #3 -- Dungeon Path: Destroy all opposition [300 Sin]_________________ | | | --- Enemies --- | | Adept Artolian Archer (x2) | | 2,300 HP 262 ATK 112 MAG 179 HIT 92 AVD 104 RDM 66 RST | | 3 Attacks 9x9* Range 3 Move 3,500 exp 3,150 OTH | | *Can't target 3x3 area around self | | Menu Spell: Sap Guard | | | | Adept Artolian Sorcerer | | 2,500 HP 160 ATK 228 MAG 362 HIT 145 AVD 200 RDM 280 RST | | 1 Attack 7x7 Range 3 Move 4,750 exp 6,150 OTH | | Combo Spell: Lightning Bolt Menu Spell: Fire Storm | | | | Adept Artolian Warrior (x2) | 2,500 HP 350 ATK 68 MAG 113 HIT 68 AVD 182 RDM 50 RST | | 2 Attacks 3x3 Range 3 Move 3,450 exp 2,200 OTH | | | | Adept Artolian Swordsowman (x2) [LEADER] | | 2,700 HP 365 ATK 137 MAG 191 HIT 367 AVD 208 RDM 107 RST | | 2 Attacks 3x3 Range 4 Move 4,700 exp 6,000 OTH | | Menu Spell: Heal | | | | --- Strategy --- | | A fast battle, you start it surrounded from all sides. Enemies are strong, | | but easy to kill. I recommend you send everyone after the sorcerer and kill | | him in the first turn, then go after the archers. If you're using Liese | | the cast Reflect Sorcery and kill the archers first. | | | | The only trick here is surviving long enough to get rid of the long range | | enemies. Use Guard Reinforce/Potions + Vali's Awakening, it should last | | long enough for you to get rid of the sorcerer and one archer at least. | | Things are rather straightforward after that. | | | | --- Sin Rewards --- | | 200% Sin (600): Ambrosia x1, Golden Egg x2, The Art of Diminish Missile x2 | | 150% Sin (450): The Art of Crystal Call x2, The Way of Encirclement x1, | | The Way of Martyr's Cry x2 | | 100% Sin (300): Nectar Potion x2, Shadow Crystal x1 | | | | Many rewards, but only 3 are useful. Diminish Missile is a Technique and | | halves the damage taken from projectiles, like arrows. It also only costs | | 10 CP to use. Not always useful but it helps a lot whenever there are enemy | | archers around. Crystal Call increases the number of crystals gained when | | perfoming air combos. Great results when stacked with Training! | | | | Third useful item is the Encircle Tactic, which warps the user right behind | | the enemy. Perfect for Warriors, who often have trouble catching up to the | | rest of the party. | _____________________________________________________________________________ Lieselotte joins permanently and the Chapter ends immediately afterwards. _Optional Battle #1 -- Kirche Crossing: Destroy all opposition_______________ | | | --- Enemies --- | | Kobold (x3) | | 280 HP 40 ATK 50 MAG 50 HIT 64 AVD 25 RDM 38 RST | | 1 Attack 3x3 Range 4 Move 200 exp 150 OTH | | Resists Earth | | Items: Safety Boots x2 (only dropped by one kobold) | | | | Kobold Knight (x2) | | 1,800 HP 270 ATK 216 MAG 140 HIT 187 AVD 180 RDM 65 RST | | 2 Attacks 3x3 Range 4 Move 3,300 exp 3,500 OTH | | Resists Earth | | Items: Valor Gauntlets x2 (only dropped by one knight) | | | | Dragon [LEADER] | | 5,280 HP 244 ATK 336 MAG 200 HIT 185 AVD 198 RDM 191 RST | | 3 Attacks 5x5 Range 3 Move 4,000 exp 5,500 OTH | | Earth Attack | | Items: The Art of Body of Steel | | | | --- Hidden Treasure --- | | The Way of Rejuvenation: | | Rejuvenate Tactic, raises HP by 20% for 5 rounds | | http://img140.imageshack.us/img140/8074/ch3bo1i.jpg | | | | --- Strategy --- | | Very easy battle. Use a formation against the closest Kobold to get the | | Safety Boots, then kill the other two at once with an area of effect spell, | | or just counters. The Kobold Knights can petrify your characters with their | | attacks, so the best thing to do is to cast Guard Reinforce, Martyr's Cry | | and use a Cockatrice Egg in a single character in the next turn. The | | petrification is all they've got. Other than that they're quite harmless. | | | | The Dragon has very high HP but the other stats aren't that good, and he | | stays in the back. You have plenty of time to buff up the party with the | | Reinforces and Vali's Awakening before you decide to face him. He has a | | poison breath attack, but you shouldn't even need to bother healing the | | effect. | | | | Items. The Valor Gauntlets have lower RDM than the regular Gauntlets, but | | higher chance of blocking attacks. Safety Boots have low stats as well, but | | let the user walk normally in bad terrain like mud or snow. So it's only | | useful in a handful of maps, but it's really good on those. | _____________________________________________________________________________ _Optional Battle #2 -- The Lotus Marsh: Destroy all opposition_______________ | | | --- Enemies --- | | Aello (x2) | | 1,250 HP 265 ATK 80 MAG 102 HIT 305 AVD 75 RDM 38 RST | | 1 Attack 7x7* Range 4 Move 1,800 exp 1,000 OTH | | *Can't target 3x3 area around self | | Resists Lightning | | Items: Lightning Edge (only dropped by one Aello) | | | | Flying Fish (x2) | | 1,300 HP 286 ATK 356 MAG 252 HIT 235 AVD 186 RDM 125 RST | | 2 Attacks 5x5 Range 4 Move 2,900 exp 2,000 OTH | | Resists Ice | | Items: Azoth Blade (only dropped by one fish) | | | | Ocypete [LEADER] | | 3,360 HP 308 ATK 318 MAG 226 HIT 275 AVD 146 RDM 90 RST | | 2 Attacks 7x7* Range 4 Move 2,500 exp 3,800 OTH | | *Can't target 3x3 area around self | | Lighnting Attack Resists Lightning | | | | --- Hidden Treasure --- | | Supreme Crown: | | 40 RDM, 20 RST, 12 MAG. Usable by Sorcerers. | | http://img140.imageshack.us/img140/3449/ch3bo2i.jpg | | | | --- Strategy --- | | All enemies here have long range, and the Ocypete has a whirldwind attack | | which causes paralysis. You can heal it, but things get difficult if it | | gets to combo several times per round. Make sure you kill the other enemies | | before attacking the Ocypete. | | | | Other thing to keep in mind is that the enemies can fly over the water, | | while your party has to walk over the planks. For this reason it's better | | to get out of the middle and stay on the land to the left or to the right. | | Pick a side, lure enemies one by one and once there's only one Aello on the | | other side and the Ocypete, buff your characters and move forward to lure | | the Ocypete. Remember than the Leather Boots resist lightning and | | paralysis, so anyone with it should Provoke the enemy to take less damage. | | | | This leaves a single Aello in the other corner of the map, giving you | | plenty of time to go over and pick up the Supreme Crown. This has higher | | RDM than the Rune Crown, but less MAG. As for the other items, the Azoth is | | a knife with 120 ATK, 2 attacks, SC enabled and Lightning elemental. | | Natalia's Soul Crush is probably the best thing about her, so finally | | getting a weapon that allows it is very important. | | | | The Lightning Edge isn't too good though. 1-handed sword, 90 ATK, 2 attacks | | and Lightning elemental, but no Soul Crush. Keep using the Flame Pallasch. | _____________________________________________________________________________ --- [CHP3A] Bitter End -------------------------------------------------------- You get this Chapter if you haven't used the Destiny Plume so far. --- Destiny Plume --- The following are the consequences of using the Destiny Plume in this Chapter: 0 use: Remain on A (Best) Path 1 or 2 uses: Changes to B (Normal) Path in the next Chapter 3 uses: Game Over --- Characters --- Two new characters are introduced in this Chapter, but only one joins permanently: _Ushio [Level 18 Samurai]____________________________________________________ | Joins as a GUEST at the beginning of the Chapter, joins permanently after | | the final fight. Ushio is the only Samurai. | | | | Attacks: | | Flashblade: Standard 2-hit sword slash. Slow start-up outside Sieges. | | Steelwing: Launcher. Fast and very easy to connect. | | Shadowslash: Standard 3-hit sword slash. Fast and easy to connect. | | Giant Slayer: Soul Crush. 10 hits, Attack Gauge +45. | | | | Not much combo potential or damage. Coupled with the bad armor options, | | Ushio simply isn't a good character outside of a few interesting weapons. | | | | Sacrificing Ushio with the Destiny Plume gives Wylfred the Hod's Smiting | | Tactic, which makes all attacks of all allies critical for 3 rounds. Not | | such a great effect, making Ushio a poor sacrifice as well. | _____________________________________________________________________________ _GUEST ONLY: Rosea [Level 18 Sorceress]______________________________________ | Only available during the last two fights, she does not join permanently. | | I recommend you don't even bother to use her, you will just waste | | experience that could have helped one of your permanent characters. | | | | Initial Spells: | | Sacred Javelin, Normalize, Heal, Invoke Feather, Guard Reinforce | _____________________________________________________________________________ --- Walkthrough --- Ushio joins as a GUEST after the initial cutscenes and the first battle starts immediately afterwards. Ushio has great armor and his Nodachi weapon has 3 attacks and deals more damage to scaled enemies (fishes, lizard), but no Soul Crush. He's not a particularly good character, but you might want to give him a try in the first (easy) battle and see if you like his style. _Battle #1 -- Market Marteigh: Destroy all opposition [170 Sin]______________ | | | --- Enemies --- | | Hellhound (x2) | | 2,300 HP 250 ATK 226 MAG 201 HIT 298 AVD 65 RDM 42 RST | | 2 Attacks 3x3 Range 4 Move 2,250 exp 2,000 OTH | | Resists Lightning | | | | Fire Bat | | 1,700 HP 217 ATK 223 MAG 80 HIT 200 AVD 78 RDM 85 RST | | 2 Attacks 5x5 Range 4 Move 2,000 exp 2,500 OTH | | Fire Attack, Resists Fire | | | | Lizard Man [LEADER] | | 2,680 HP 400 ATK 176 MAG 131 HIT 150 AVD 126 RDM 25 RST | | 2 Attacks 3x3 Range 5 Move 3,600 exp 3000 OTH | | | | --- Strategy --- | | This is a very easy battle, despite the Sin quota looking a bit strict. The | | enemies don't drop any items so you don't even need to set up Sieges, just | | perform a combo long enough to max Sin. | | | | The Hellhounds are dangerous together, as their second attack will hit you | | from behind if they are facing you when starting the combo. They are easy | | to isolate and take down though, and you don't have to worry about the | | other enemies interfering. | | | | Once the Hellhounds are gone, cast Guard Reinforce on Lockswell and use | | menu spells to lure the lizard down. The Lizard Man has very high ATK and | | Movement, and is well capable of killing a character in a single combo. He | | takes huge damage from spells though. That and Wylfred with Vali's | | Awakening can easily reach max Sin against it in a single combo. The bat | | isn't dangerous at all. Lure him down, or go up and face it up there. | | Doesn't change anything. | | | | --- Sin Rewards --- | | 200% Sin (340): The Way of Regeneration x2, The Way of Transposition x1 | | 150% Sin (255): Sacred Crystal x1, Shadow Crystal x1 | | 100% Sin (170): Elixir x2, Witch's Arcanum x1 | | | | Only two good items. Regenerate makes the user heal 5% HP at the beginning | | of Ally Phase. It lasts 5 rounds but cost 50 AP to use. Great skill for | | weaker characters, or anyone without much use for AP. Transpose makes the | | user trade positions with the enemy. This can be very helpful for setting | | up Sieges when the enemy is in a bad position, such as up against a wall. | | The other rewards are pretty crappy. | _____________________________________________________________________________ You can shop and unlock the optional battle now. Once again I recommend doing it before the next storyline battle. If you've been getting the double Sin rewards then you only need to buy the Claymore for Mischka here, maybe the Main-Gauche. You get a great weapon for Natalia in one of the optional fights, so save your money for now. Don't get a Partisan either for the same reason, except the new lance is from the storyline fight. Armor. The Leather Boots give resistance to Lightning and Paralysis, so they're highly useful even when their stat-boosts gets surpassed. Fully upgrade the other armor pieces as well. Accessories, you need Poison Checks for the next fight. You can also buy all status recovery items now. Keep a stock of all of them and some Union Plumes, they are useful in most fights and you should have enough money to buy plenty of them. Only new skill is Resist Magic. Similar to Body of Steel, it increases the RST of the user by 50%. Good against sorceress, First Aid is better but you can equip both now anyway. Spells. Lightning Bolt does multiple hits and has very high chances of causing paralysis, but doesn't have much combo potential. Both Frigid Damsel and Sacred Javelin are better in combos, but you can cast Lightning Bolt from the menu. Might and Spell Reinforce are incredible spells and using them correctly will make the following battles much easier. Buying them should be your priority, in case you don't have enough money for everything. Invoke Feather can be used instead of Union Plumes to save money, but keep in mind that it takes more AP to use. Now for the next battle, make sure every character you use has the Dash and Provoke Tactics. Have a stock of Apothecary's Arcanum as well. _Battle #2 -- The Ruins: Rescue Rosea [240 Sin]______________________________ | | | --- Enemies --- | | Will-o'-the-Wisp (x3) | | 2,000 HP 280 ATK 388 MAG 239 HIT 223 AVD 126 RDM 220 RST | | 2 Attacks 5x5 Range 4 Move 3,000 exp 3,200 OTH | | Fire Attack Resists Darkness | | Menu Spell: Poison Blow | | | | Lesser Vampire (x2) [LEADER] | | 2,850 HP 312 ATK 435 MAG 165 HIT 248 AVD 151 RDM 232 RST | | 2 Attacks 5x5 Range 4 Move 3,900 exp 3,500 OTH | | Darkness Attack Resists Darkness | | Menu Spell: Dark Savior | | | | --- Hidden Treasure --- | | Spell Potion: | | Increases MAG by 50% for 3 rounds | | http://img186.imageshack.us/img186/4453/ch3ab2i1.jpg | | | | Nectar Potion: | | Blocks all status effects for 3 rounds | | http://img186.imageshack.us/img186/2760/ch3ab2i2.jpg | | | | --- Strategy --- | | This is one of the hardest battles. Rosea will die in two, maybe one round | | if you don't make the enemies attack you instead. The best way to do this | | is to have a character Dash towards Rosea. Ushio and Natalia are the best | | choices due to their higher Movement. Swordsmen are good too. The remaining | | characters should Provoke the closest ghost. If you got someone close | | enough to Rosea the enemies will probably use menu spells instead of | | combos. Those deal less damage, and Dark Savior may silence Rosea, | | preventing her from attacking enemies and getting countered. | | | | Next rounds, heal Rosea (with spells or items) and Provoke the enemies to | | call their attention away from Rosea. Start setting up Sieges to take them | | out, but your priority has to be healing Rosea. Move the party towards her | | while Provoking enemies and wearing them down. Once everyone is in the | | middle set up a full Siege to kill them and get max Sin. | | | | The AI is too stupid to get out of that part of the battlefield, so you | | don't have to worry about the second vampire. Take this time to recover HP | | and AP and pick up the 2 hidden items, then go after the final enemy. | | | | --- Sin Rewards --- | | 200% Sin (480): Frostbane x1, Grásida x1 | | 150% Sin (360): The Way of Stalking x2, Skrep x1 | | 100% Sin (240): Earth Talisman x1, Prime Elixir x2 | | | | Two important items here. The Grásida is a powerful spear with 105 ATK, 2 | | attacks, Soul Crush and Darkness elemental. Perfect for letting lancers | | catch up to the rest of the party, something that doesn't happen in the | | other paths. The Frostbane is decent too: 1-handed sword with 60 ATK, 5 | | MAG, 3 attacks, Soul Crush and Ice elemental. Give it to the swordsman with | | the better attacks and give the Flame Pallasch to the other one. The Skrep | | is just too weak to be of any use. | | | | As for the last good item, Stalk is a Tactic and makes the user invisible | | and untargetable by enemies. The effect remains for 3 rounds at most, but | | can be undone earlier if you attack or get hit by area of effect spells. | | This is perfect for frail characters like Natalia, archers and sorcerers. | _____________________________________________________________________________ Some other warnings, this is your last time on the world map in this Chapter. You will fight the next two fights in a row without saving, and then the next Chapter starts. So if you want to do this Chapter's optional battle this is the last chance. Make sure you have Poison Checks, Curse Checks, Honeysuckle Dews, Pearl Grass, Holy Water and Union Plumes. Rosea will be available as a GUEST for both battles, but will not join permanently afterwards so there is no reason to use her. _Battle #3 -- The Artolian Pass: Destroy all opposition [250 Sin]____________ | | | --- Enemies --- | | Lizard Man (x3) | | 2,680 HP 400 ATK 176 MAG 131 HIT 150 AVD 126 RDM 25 RST | | 2 Attacks 3x3 Range 5 Move 3,600 exp 3,000 OTH | | Items: Valor Gauntlets x2 (only dropped by one Lizardman) | | | | Ocypete (x2) | | 3,360 HP 308 ATK 318 MAG 226 HIT 275 AVD 146 RDM 90 RST | | 2 Attacks 7x7* Range 4 Move 2,500 exp 3,800 OTH | | *Can't target 3x3 area around self | | Lighnting Attack Resists Lightning | | Items: Safety Boots (only dropped by one Ocypete) | | | | Dragon [LEADER] | | 5,280 HP 244 ATK 336 MAG 200 HIT 185 AVD 198 RDM 191 RST | | 3 Attacks 5x5 Range 3 Move 4,000 exp 5,500 OTH | | Earth Attack | | | | --- Hidden Treasure --- | | The Way of Rejuvenation: | | Rejuvenate Tactic, raises HP by 20% for 5 rounds | | http://img186.imageshack.us/img186/8399/ch3ab3i.jpg | | | | --- Strategy --- | | Dangerous enemies here. The Dragon has very high HP and range but the other | | stats are low. One of his attacks is a poison breath so be ready to use | | Honeysuckle Dews. The Ocypetes are more dangerous: huge range and Movement, | | plus a whirldwind attack that causes Paralysis. Lizard Man deal high damage | | but no status effects. | | | | Begin the battle by sending everyone to the right, without moving forward | | at all. Enemies won't move until you step forward, so this gives you time | | to pick up the hidden item and buff the party with Potions/Reinforces. | | Approach the enemies from the right, this way only one Ocypete will be | | active. They are the most dangerous enemies here, don't fight both at once. | | | | Battle is pretty simple as long as you can heal the status effects and only | | have to worry about one Ocypete. The two item drops here are good. Valor | | Gauntlets have lower RDM than the Gauntlet, but higher chance of blocking | | attacks. The Safety Boots let the user walk normally in bad terrain like | | mud or snow. So it's only useful in a handful of maps, but it's really good | | on those. | | | | --- Sin Rewards --- | | 200% Sin (500): The Art of Training x1, Mirage Robe x1 | | 150% Sin (375): The Art of Body of Steel x1, Might Potion x2 | | 100% Sin (250): Witch's Arcanum x2, Elixir x2 | | | | Training is a Technique which reduces the stats of the user by 20%, but | | increases the experience received by 50%. This is a huge bonus and is | | applied to all characters in battle, even though only the user gets the | | penalty. Give this to classes that don't need high stats to be useful, like | | archers or maybe Sorcerers. | | | | The other interesting reward here is the Mirage Robe, a great upgrade for | | everyone who uses light equipment. 120 RDM, 15 RST, 40 AVD and near | | immunity to Earth attacks. | _____________________________________________________________________________ As mentioned above, the next battle starts immediately afterwards. Don't forget to equip/set the new items and skills you got from the last battle. _Battle #4 -- The Artolian Pass: Defeat Lieselotte [200 Sin]_________________ | | | --- Enemies --- | | Living Armor (x2) | | 3,800 HP 686 ATK 121 MAG 142 HIT 200 AVD 196 RDM 137 RST | | 1 Attack 3x3 Range 5 Move 4,800 exp 4,200 OTH | | Items: Metal Greaves x2 (only dropped by one Living Armor) | | | | Daemon (x2) | | 4,980 HP 370 ATK 124 MAG 188 HIT 135 AVD 160 RDM 260 RST | | 2 Attacks 3x3 Range 4 Move 5,300 exp 5,000 OTH | | Resists Darkness | | Items: The Art of Reduce Magic x1 (only dropped by one Daemon) | | | | Lieselotte [LEADER] | | 3,980 HP 244 ATK 385 MAG 167 HIT 164 AVD 252 RDM 246 RST | | 1 Attack 7x7 Range 3 Move 1,700 exp 25,000 OTH | | Combo Spell: Fire Storm Great Magic: Ifrit Caress | | Menu Spells: Fire Storm, Lightning Bolt, Poison Blow, Guard Reinforce | | Technique: Enlightenment Resists Earth and Holy | | | | --- Strategy --- | | There's a lot of pressure on this fight since it's the second one in a row, | | but it isn't hard if you do it right. The normal enemies have high HP, with | | the Living Armor having huge ATK and the Daemon causing Curse with its | | attacks. They have short range though -- the only threat in this fight is | | Lieselotte, who will probably kill any character with Fire Storm + Ifrit | | Caress. Try to get her to use menu spells instead: lower damage and doesn't | | combo with other enemies. You can survive her combos with a Fire | | Ward/Talisman + Guard Reinforce, or Vali's Awakening. | | | | Your goal is to kill the normal enemies before Liese gets in range to | | attack. Start the battle by falling back and buffing the party with Potions | | and Reinforces. The enemies will go after you, so get ready to set up a | | Siege when you're at a safe distance from Lieselotte. | | | | Once Liese is in range to attack just ignore her and take out any other | | enemy that might still be alive. Revive whoever dies until she is alone, | | then just surround her and combo until she dies. The most she can do alone | | is kill one character, who you can then bring back with an Union Plume or | | Invoke Feather. | | | | Items. Reduce Magic is a new Technique which may halve the damage taken | | from spells. I'd rather use First Aid for a chance of halving all damage | | instead. Metal Greaves are just an upgrade over the Silver Greaves. | | | | --- Sin Rewards --- | | 200% Sin (400): The Art of Diminish Missile x2, The Art of Knockout Blow x2 | | 150% Sin (300): The Way of Encirclement x1, The Way of Martyr's Cry x2 | | 100% Sin (200): Ambrosia x1, Sacred Crystal x2 | | | | Two new Techniques. Knockout Blow may let all your attacks cause faze. This | | is great for extending combos but it can be risky -- be careful to not kill | | an enemy you just want to weaken. Diminish Missile halves damage from | | projectile attacks. Can be useful in specific battles. | | | | Last new item is Encircle, a Tactic which warps the user directly behind | | the enemy. Perfect for Warriors, who often have trouble catching up to the | | rest of the party. | _____________________________________________________________________________ Ushio will join the party permanently and the next Chapter will start automatically, without giving you a chance to return to the world map first. _Optional Battle #1 -- The Lotus Marsh: Destroy all opposition_______________ | | | --- Enemies --- | | Skullfish (x4) | | 580 HP 164 ATK 80 MAG 100 HIT 120 AVD 104 RDM 95 RST | | 1 Attack 5x5 Range 4 Move 1,300 exp 700 OTH | | Resists Ice | | | | Flying Fish (x2) [LEADER] | | 1,300 HP 286 ATK 356 MAG 252 HIT 235 AVD 186 RDM 125 RST | | 2 Attacks 5x5 Range 4 Move 2,900 exp 2,000 OTH | | Resists Ice | | Items: Azoth Blade (dropped by Leader only) | | | | --- Hidden Treasure --- | | Supreme Crown: | | 40 RDM, 20 RST, 12 MAG. Usable by Sorcerers. | | http://img239.imageshack.us/img239/5435/ch3ao1i.jpg | | | | --- Strategy --- | | Very easy battle, the Skullfishes can hardly touch you. Kill them before | | approaching the Flying Fishes to avoid combos. The Flying Fishes are | | strong, but can't do much alone. | | | | Items. The Azoth is a knife with 120 ATK, 2 attacks, SC enabled and | | Lightning elemental. Natalia's Soul Crush is probably the best thing about | | her, so finally getting a weapon that allows it is very important. The | | Supreme Crown has higher RDM than the Rune Crown, but less MAG. | _____________________________________________________________________________ =============================================================================== == Shop List [SHLIS] == =============================================================================== Shops are updated every Chapter. It doesn't matter which version of a Chapter you get, even if the location of the shop changes the items available will be the same. This section is currently incomplete and only covers up to Chapter IV. The other shops will be included in the next updates. Prologue.................................................[SHCH0] Chapter I................................................[SHCH1] Chapter II...............................................[SHCH2] Chapter III..............................................[SHCH3] Chapter IV...............................................[SHCH4] --- [SHCH0] Prologue ---------------------------------------------------------- --- Weapons --- Long Sword Bastard Sword 10 ATK, 2 attacks, no SC 15 ATK, 3 attacks, SC enabled Cost: 200 OTH Cost: 250 OTH --- Armor --- Leather Armor 15 RDM, 5 AVD Cost: 300 OTH --- Usable Items --- Warrior's Arcanum Union Plume Restores 300 HP of one ally Revives one ally Cost: 200 OTH Cost: 1,200 OTH --- [SHCH1] Chapter I --------------------------------------------------------- --- Weapons --- Viking Sword Long Sword 20 ATK, 2 attacks, SC enabled 10 ATK, 2 attacks, no SC Cost: 1,200 OTH Cost: 200 OTH Crossbow 15 ATK, 2 attacks, no SC Cost: 220 OTH --- Armor --- Sallet Chainmail 10 RDM, 5 RST 30 RDM Cost: 700 OTH Cost: 2,200 OTH Cloak Leather Armor 25 RDM 15 RDM, 5 AVD Cost: 200 OTH Cost: 300 OTH --- Accessories --- Poison Check Immunity to Poison Cost: 2,000 OTH --- Skills --- The Way of Provocation The Way of Pacification Teaches Provoke Tactic Teaches Pacify Tactic Cost: 1,000 OTH Cost: 1,000 OTH --- Usable Items --- Warrior's Arcanum Union Plume Restores 300 HP of one ally Revives one ally Cost: 200 OTH Cost: 1,200 OTH Honeysuckle Dew Heals one ally of Poison Cost: 150 OTH --- [SHCH2] Chapter II -------------------------------------------------------- --- Weapons --- Rapier Viking Sword 30 ATK, 5 HIT, 2 attacks, no SC 20 ATK, 2 attacks, SC enabled Cost: 2,000 OTH Cost: 1,200 OTH Long Sword Two-Handed Sword 10 ATK, 2 attacks, no SC 20 ATK, 2 attacks, no SC Cost: 200 OTH Cost: 2,500 OTH Halberd Manuballista 25 ATK, 2 attacks, SC enabled 42 ATK, 5 HIT, 2 attacks, no SC Cost: 2,000 OTH Cost: 1,800 OTH Crystal Wand 35 MAG, no GM Cost: 1,500 OTH --- Armor --- Sallet Silver Cloak 10 RDM, 5 RST 35 RDM, 15 RST, 5 AVD Cost: 700 OTH Cost: 2,000 OTH Chainmail Gloves 30 RDM 5 RDM, 2 HIT Cost: 2,200 OTH Cost: 800 OTH Suede Boots 5 RDM Cost: 1,000 OTH --- Accessories --- Poison Check Freeze Check Immunity to Poison Immunity to Freeze Cost: 2,000 OTH Cost: 2,000 OTH --- Skills --- The Way of Dashing The Art of Body of Steel Teaches Dash Tactic Teches Body of Steel Technique Cost: 800 OTH Cost: 800 OTH The Art of Enlightenment The Way of Provocation Teaches Enlightenment Technique Teaches Provoke Tactic Cost: 800 OTH Cost: 1,000 OTH The Way of Pacification Teaches Pacification Tactic Cost: 1,000 OTH --- Spells --- Heal Codex Guard Reinforce Codex Recovers 80% HP of one ally Increases RDM of one ally by 50% Cost: 1,000 OTH Cost: 1,000 OTH Frigid Damsel Ice damage, may cause Freeze Cost: 1,500 OTH --- Usable Items --- Dwarf Tincture Warrior's Arcanum Restores 300 HP of multiple allies Restores 300 HP of one ally Cost: 1,500 OTH Cost: 200 OTH Union Plume Honeysuckle Dew Revives one ally Heals one ally of Poison Cost: 1,200 OTH Cost: 150 OTH Bragi's Song Thaw Water Heals one ally of Silence Heals one ally of Freeze Cost: 150 OTH Cost: 150 OTH Flare Gem Poison Gem Fire damage Earth damage, may cause Poison Cost: 1,200 OTH Cost: 1,500 OTH --- [SHCH3] Chapter III ------------------------------------------------------- --- Weapons --- Sinclair Saber Rapier 40 ATK, 5 HIT, 3 attacks, no SC 30 ATK, 5 hit, 2 attacks, no SC Cost: 3,000 OTH Cost: 2,000 OTH Viking Sword Claymore 20 ATK, 2 attacks, SC enabled 65 ATK, 5 HIT, 2 attacks, no SC Cost: 1,200 OTH Cost: 3,500 OTH Two-Handed Sword Main-Gauche 20 ATK, 2 attacks, no SC 55 ATK, 3 attacks, no SC Cost: 2,500 OTH Cost: 2,800 OTH Partisan Halberd 70 ATK, 2 attacks, SC enabled 25 ATK, 2 attacks, SC enabled Cost: 3,200 OTH Cost: 2,000 OTH Rapid Crossbow Manuballista 48 ATK, 3 attacks, no SC 42 ATK, 5 HIT, 2 attacks, no SC Cost: 3,000 OTH Cost: 1,800 OTH Lotus Wand Crystal Wand 120 MAG, no GM 35 MAG, no GM Cost: 2,900 OTH Cost: 1,500 OTH --- Armor --- Iron Helm Sallet 25 RDM 10 RDM, 5 RST Cost: 1,800 OTH Cost: 700 OTH Tiara Crown 20 RDM, 10 RST 20 RDM, 15 RST, 5 MAG Cost: 1,500 OTH Cost: 1,800 OTH Noble Cloak Silver Cloak 60 RDM, 35 RST, 10 AVD 35 RDM, 15 RST, 5 AVD Cost: 2,800 OTH Cost: 2,000 OTH Cuirass Chainmail 50 RDM 30 RDM Cost: 3,100 OTH Cost: 2,200 OTH Gauntlets Leather Gloves 15 RDM 10 RDM Cost: 700 OTH Cost: 1,100 OTH Gloves Silver Greaves 5 RDM, 2 HIT 15 RDM, 5 RST Cost: 800 OTH Cost: 1,500 OTH Leather Boots Suede Boots 10 RDM, 3 AVD 5 RDM Resists Lightning and Paralysis Cost: 1,000 OTH Cost: 1,300 OTH --- Accessories --- Curse Check Freeze Check Immunity to Curse Immunity to Freeze Cost: 2,500 OTH Cost: 2,000 OTH Poison Check Immunity to Poison Cost: 2,000 OTH --- Skills --- The Art of Resist Magic The Way of Dashing Teaches Resist Magic Technique Teaches Dash Tactic Cost: 1,000 OTH Cost: 800 OTH The Way of Provocation The Way of Pacification Teaches Provoke Tactic Teaches Pacify Tactic Cost: 1,000 OTH Cost: 1,000 OTH The Art of Body of Steel The Art of Enlightenment Teaches Body of Steel Technique Teaches Enlightenment Technique Cost: 800 OTH Cost: 800 OTH --- Spells --- Fire Storm Codex Lightning Bolt Codex Cost: 1,500 OTH Cost: 1,800 OTH Frigid Damsel Codex Spell Reinforce Codex Cost: 1,500 OTH Cost: 1,000 OTH Might Reinforce Codex Invoke Feather Codex Cost: 1,000 OTH Cost: 1,500 OTH Heal Codex Guard Reinforce Codex Cost: 1,000 OTH Cost: 1,000 OTH --- Usable Items --- Apothecary's Arcanum Warrior's Arcanum Restores 1,500 HP of one ally Restores 300 HP of one ally Cost: 600 OTH Cost: 200 OTH Fairy Tincture Dwarf Tincture Restores 1,500 HP of multiple allies Restores 300 HP of multiple allies Cost: 2,500 OTH Cost: 1,500 OTH Union Plume Honeysuckle Dew Revives one ally Heals one ally of Poison Cost: 1,200 OTH Cost: 150 OTH Pearl Grass Cockatrice Egg Heals one ally of Paralysis Heals one ally of Stone Cost: 150 OTH Cost: 150 OTH Bragi's Song Holy Water Heals one ally of Silence Heals one ally of Curse Cost: 150 OTH Cost: 150 OTH Thaw Water Fire Ward Heals one ally of Freeze Blocks one Fire attack Cost: 150 OTH Cost: 700 OTH Earth Ward Sacred Gem Blocks one Earth attack Holy damage, may cause Stop Cost: 700 OTH Cost: 1,800 OTH Frost Gem Flare Gem Ice damage, may cause Freeze Fire damage Cost: 1,500 OTH Cost: 1,200 OTH Poison Gem Earth damage, may cause Poison Cost: 1,500 OTH --- [SHCH4] Chapter IV -------------------------------------------------------- --- Weapons --- Estoc Sinclair Saber 95 ATK, 10 HIT, 2 attacks, SC enabled 40 ATK, 5 hit, 3 attacks, no SC Cost: 4,200 OTH Cost: 3,000 OTH Rapier Viking Sword 30 ATK, 5 HIT, 2 attacks, no SC 20 ATK, 2 attacks, no SC Cost: 2,000 OTH Cost: 1,200 OTH Hrunting Claymore 50 ATK, 5 HIT, 3 attacks, no SC 65 ATK, 5 hit, 2 attacks, no SC Cost: 4,800 OTH Cost: 3,500 OTH Two-Handed Sword Mithril Knife 20 ATK, 2 attacks, no SC 65 ATK, 3 attacks, no SC Cost: 2,500 OTH Cost: 4,000 OTH Main-Gauche Wodao 55 ATK, 3 attacks, no SC 105 ATK, 2 attacks, SC enabled Cost: 2,800 OTH Cost: 4,000 OTH Warhammer Partisan 46 ATK, 3 attacks, no SC 70 ATK, 2 attacks, SC enabled Cost: 4,300 OTH Cost: 3,200 OTH Halberd Manuballista 25 ATK, 2 attacks, SC enabled 65 ATK, 3 attacks, no SC Cost: 2,000 OTH Cost: 3,900 OTH Arbalest Rapid Crossbow 102 ATK, 2 attacks, SC enabled 48 ATK, 3 attacks, no SC Cost: 4,000 OTH Cost: 3,000 OTH Manuballista Deluge Scepter 42 ATK, 5 HIT, 2 attacks, no SC 220 MAG, GM enabled Cost: 1,800 OTH Cost: 4,300 OTH Lotus Wand Crystal Wand 120 MAG, no GM SC enabled 35 ATK, no GM Cost: 2,900 OTH Cost: 1,500 OTH --- Armor --- Duel Helm Iron Helm 30 RDM, 5 RST 25 RDM Cost: 2,300 OTH Cost: 1,800 OTH Sallet Olive Crown 10 RDM, 5 RST 30 RDM, 5 RST, 10 MAG Cost: 700 OTH Resists Curse Cost: 2,200 OTH Crown Silver Tiara 20 RDM, 15 RST, 5 MAG 30 RDM, 10 RST, 5 MAG Cost: 1,800 OTH Cost: 1,800 OTH Tiara Anointed Cloak 20 RDM, 10 RST 110 RDM, 5 RST, 10 AVD Cost: 1,500 OTH Cost: 3,500 OTH Noble Cloak Silver Cloak 60 RDM, 35 RST, 10 AVD 35 RDM, 15 RST, 5 AVD Cost: 2,800 OTH Cost: 2,000 OTH Duel Armor Cuirass 80 RDM, 5 AVD 50 RDM Cost: 4,200 OTH Cost: 3,100 OTH Chainmail Metal Buckler 30 RDM 25 RDM Cost: 2,200 OTH Cost: 1,200 OTH Gauntlet Magic Gloves 15 RDM 20 RDM, 15 RST Cost: 700 OTH Cost: 4,000 OTH Leather Gloves Gloves 10 RDM 5 RDM, 2 HIT Cost: 1,100 OTH Cost: 800 OTH Duel Greaves Silver Greaves 30 RDM, 10 AVD 15 RDM, 5 RST Cost: 3,000 OTH Cost: 1,500 OTH Elfin Boots Leather Boots 20 RDM, 10 RST, 30 AVD 10 RDM, 3 AVD Cost: 2,000 OTH Resists Lightning and Paralysis Cost: 1,300 OTH Suede Boots 5 RDM Cost: 1,000 OTH --- Accessories --- Stone Check Silence Check Immunity to Stone Immunity to Silence Cost: 2,500 OTH Cost: 2,500 OTH Curse Check Freeze Check Immunity to Curse Immunity to Freeze Cost: 2,500 OTH Cost: 2,000 OTH Poison Check Immunity to Poison Cost: 2,000 OTH --- Skills --- The Way of Consecration The Art of Defiance Teaches Consecration Tactic Teaches Defiance Technique Cost: 1,000 OTH Cost: 1,000 OTH The Way of Dashing The Way of Provocation Teaches Dash Tactic Teaches Provoke Tactic Cost: 800 OTH Cost: 1,000 OTH The Way of Pacification The Art of Body of Steel Teaches Pacify Tactic Teaches Body of Steel Technique Makes enemy ignore user May increase RDM by 50% Cost: 1,000 OTH Cost: 800 OTH The Art of Enlightenment The Art of Resist Magic Teaches Enlightenment Technique Teaches Resist Magic Technique May increase MAG by 20% May increase RST by 50% Cost: 800 OTH Cost: 1,000 OTH --- Spells --- Normalize Codex Sap Power Codex Cost: 1,000 OTH Cost: 1,000 OTH Sap Guard Codex Suspend Motion Codex Cost: 1,000 OTH Cost: 2,000 OTH Heal Codex Guard Reinforce Codex Cost: 1,000 OTH Cost: 1,000 OTH Spell Reinforce Codex Might Reinforce Codex Cost: 1,000 OTH Cost: 1,000 OTH Invoke Feather Codex Poison Blow Codex Cost: 1,500 OTH Cost: 2,200 OTH Sacred Javelin Codex Fire Storm Codex Cost: 3,000 OTH Cost: 1,500 OTH Frigid Damsel Codex Lightning Bolt Codex Cost: 1,500 OTH Cost: 1,800 OTH --- Usable Items --- Witch's Arcanum Apothecary's Arcanum Restores 3,000 HP of one ally Restores 1,500 HP of one ally Cost: 1,200 OTH Cost: 600 OTH Warrior's Arcanum Fairy Tincture Restores 300 HP of one ally Restores 1,500 of multiple allies Cost: 200 OTH Cost: 2,500 OTH Dwarf Tincture Union Plume Restores 300 HP of multiple allies Revives one ally Cost: 1,500 OTH Cost: 1,200 OTH Honeysuckle Dew Pearl Grass Heals one ally of Poison Heals one ally of Paralysis Cost: 150 OTH Cost: 150 OTH Cockatrice Egg Bragi's Song Heals one ally of Stone Heals one ally of Silence Cost: 150 OTH Cost: 150 OTH Holy Water Thaw Water Heals one ally of Curse Heals one ally of Freeze Cost: 150 OTH Cost: 150 OTH Ice Ward Lightning Ward Resists Ice for 3 rounds Resists Lightning for 3 rounds Cost: 700 OTH Cost: 700 OTH Fire Ward Earth Ward Resists Fire for 3 rounds Resists Earth for 3 rounds Cost: 700 OTH Cost: 700 OTH Storm Gem Flare Gem Lightning damage, may cause Paralysis Fire damage Cost: 1,500 OTH Cost: 1,200 OTH Frost Gem Poison Gem Ice damage, may cause Freeze Earth damage, may cause Poison Cost: 1,500 OTH Cost: 1,500 OTH Sacred Gem Holy damage, may cause Stop Cost: 1,800 OTH =============================================================================== == Credits, Contact and Thanks [CREDT] == =============================================================================== This FAQ was written by Rodrigo Alves de Souza (tri-Ace Fanboy). Send any questions, corrections or feedback to rod_rasouza@hotmail.com Some of the info in this guide was gotten from different sources. The following are people or sites that have helped in the creation of this guide: http://kouryakunosuke.com/vpt/ and http://wiki.crap.jp/vpds/ Japanese Wikis for this game, with information such as stat growth and elemental/status resistance from certain equipment. VaporThrust Helped with several gameplay-related things, such as skill activation rate and priority, damage calculation, combo mechanics, etc. Deathy Personally helped me with translations from the Japanese version, making it easier to understand the game and start preparing a guide before the US version was released. =============================================================================== == End of the Guide == =============================================================================== File size: 262kb, 4,225 lines, 34,203 words and 260,652 characters</p>