FAQ/Walkthrough by Zahlzeit

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    FAQ/Walkthrough by Zahlzeit

    Version: 2.223 | Updated: 04/25/15 | Search Guide | Bookmark Guide

    Introduction

    This is a Tactics Ogre: Let Us Cling Together FAQ and guide focused on the PSP remake.

    The objective of the guide is to give the player a basic understanding of the game as well as cover the main scenario of the game. Therefore, it covers all the routes in the main scenario and how to recruit all of the unique characters within it. Upon following the guide, it is expected that you will have all of the unique characters in your party sans the post game unique characters.

    Due to the guide's objective, this guide does not cover the optimal maps of the last dungeon as well as end-game content.

    Additionally due to being a basic guide, in order to gain a deeper understanding of the game, the GameFAQs boards and In-Depth FAQs may be more useful. Generally speaking, this guide will probably not overlap with said In-Depth FAQs and lacks item lists, an indepth class analysis, a crafting guide, and so on. So, give those FAQs a read! They are immensely great.

    In any case, I hope this guide is helpful for you.

    Unit Abbreviations

    Term/abbreviationExplanation
    H.Human
    W.Winged/Hawkman
    Z.Zombie
    P.Phantom/Ghost
    SSkeleton
    R.Reptile (Lizard)
    U.Umbra
    F.Faerie
    L UnitsMonsters
    TOTactics Ogre
    SlingLobber
    OHKOOne hit KO
    UniqueA character with his/her own unique portrait
    GenericA character with a portrait shared by other units of the same class
    TankArchetype that describes a unit that withstands many blows for the sake of other units
    NakedNo/minimal equipment

    Name Changes

    This is a listing of names that have been changed since their original localization of the PS1 version.

    PS1 character namePSP character name
    DenimDenam
    KachuaCatiua
    ViceVyce
    AloserArycelle
    Olivia ForinerOlivya Phoraena
    Selye ForinerCerya Phoraena
    Sisteena ForinerCistina Phoraena
    Shelly ForinerSherri Phoraena
    ZapanXapan
    LeonardLeonar
    PresanceDonnalto
    JenounesJeunan
    LancelotLanselot
    NybbasNybeth
    MildainMirdyn
    OxyonesOccione
    HaborymHobyrim
    RendalLindl
    GanbGanpp
    CrescidaCressida
    ZaebosXaebos
    PS1 Faction namePSP Faction name
    GargastanGalgastan
    WalstanianWalister
    BacrumeseBakram
    ZenobiaXenobia
    PS1 Location namePSP Locaton name
    AshtonAsyton
    KadrigaQadriga
    GoliathGolyat
    AlmorikaAlmorica
    BaramusBalmamusa
    RimeRhime
    BordoBordu? Boed?
    Ri-BumRhea Boum
    ZodoXeod Moors
    TanmasTynemouth
    KrizarKrysaro
    DamsaNdmamsa
    BanhamudaBahanna
    BrigantesBrigantys
    CoritaniCoritanae
    ReizenReisan
    BanishaBarnicia
    RuffaLupha
    RazanLhazan
    GekkoGecho
    NimurabaNeimrahava
    BaskVasque
    Hell's GatePalace of the Dead
    PS1 Class namePSP Class name
    SoldierWarrior
    AmazonWarrior
    ExorcistCleric
    GunnerFusilier
    SirenWitch
    Dragon TamerBeast Tamer
    Eagle ManVartan
    Beast MasterBeast Tamer
    Templar CommandoTemplar Commander
    BishopDark Bishop
    Angel KnightDivine Knight
    PS1 Race namePSP Race name
    GhostPhantom
    GremlinUmbra
    GoblinUmbra
    LizardmanReptile (Male)
    Gorgon/LamiaReptile (Female)
    PS1 Equipment namePSP Equipment name
    BaldurBladur
    PS1 SKill namePS1 Skill name
    Rampart BustBattering Ram

    All classes now have a male and female counterpart albeit sometimes under different names and aesthetics. They are the same in all other regards.

    Missables

    NameItem TypeDescription
    DecoyNinjutsuDuring the battle against Sherri at Hagia there's a male Ninja with low(er) loyalty that has it. There's also a male Ninja standing next to a Wizard in Heim Courtyard. There's one more during the Hanging Garden's Ebon Stair (name may have changed) where there's a female Templar with Ninja skills. Need to be less than level ~35.
    Crescente BowBowNeed to get into a fight with level 24-26 bow-carrying enemies. Acquire two so you can have one to keep and another for crafting.
    Demonpetal DanceWar DanceIn the Barnicia Grand Staircase battle, the fight against a certain Lodis figure, there's a Swordsman that drops it. You can also get it from the Hanging Garden's "Enraptured Dreams" (name may have changed). Need to be less than level ~35.

    New Game

    I recommend that you watch the opening from the beginning of the game by idling at the main screen. It will allow you to understand the game better.

    Name & Birthday

    Enter any name or birthday you want. They do not affect your stats.

    Tarot Questions

    When you begin a new game, you will be asked five questions associated Tarot cards. Depending on your answers, your main character will have different base status.

    (HP - STR - VIT - DEX - AGI - AVD - INT - MND - RES in order)

    (Numbers will be added - does not lower - to your status, choose what you think is best)

    • Fool:
      • Left > 4 - 0 - 0 - 1 - 2 - 1 - 0 - 0 - 2
      • Middle > 1 - 0 - 2 - 1 - 0 - 1 - 2 - 0 - 0
      • Right > 5 - 0 - 1 - 0 - 0 - 0 - 3 - 1 - 0
    • Magician:
      • Left > 1 - 0 - 0 - 1 - 0 - 1 - 2 - 1 - 0
      • Middle > 3 - 2 - 1 - 0 - 2 - 1 - 0 - 0 - 1
      • Right > 4 - 0 - 0 - 1 - 0 - 2 - 0 - 2 - 0
    • Priestess:
      • Left > 2 - 0 - 2 - 1 - 2 - 0 - 0 - 0 - 0
      • Middle > 5 - 1 - 2 - 0 - 1 - 0 - 0 - 0 - 1
      • Right > 2 - 0 - 0 - 0 - 1 - 2 - 0 - 0 - 2
    • Empress:
      • Left > 5 - 0 - 0 - 2 - 1 - 1 - 0 - 2 - 0
      • Middle > 0 - 1 - 0 - 0 - 1 - 0 - 2 - 1 - 0
      • Right > 2 - 2 - 0 - 1 - 2 - 1 - 0 - 1 - 0
    • Emperor:
      • Left > 0 - 2 - 1 - 0 - 0 - 0 - 2 - 0 - 0
      • Middle > 2 - 2 - 1 - 2 - 1 - 1 - 0 - 0 - 0
      • Right > 1 - 0 - 1 - 1 - 2 - 0 - 1 - 0 - 0
    • Hierophant:
      • Left > 2 - 0 - 0 - 2 - 1 - 2 - 0 - 1 - 0
      • Middle > 4 - 2 - 1 - 0 - 0 - 0 - 1 - 0 - 2
      • Right > 2 - 1 - 1 - 0 - 0 - 1 - 1 - 0 - 1
    • Lovers:
      • Left > 1 - 0 - 2 - 1 - 0 - 1 - 2 - 0 - 0
      • Middle > 2 - 0 - 0 - 2 - 0 - 0 - 0 - 1 - 3
      • Right > 5 - 1 - 0 - 0 - 0 - 1 - 0 - 2 - 1
    • Chariots:
      • Left > 3 - 2 - 1 - 0 - 2 - 1 - 0 - 0 - 1
      • Middle > 5 - 0 - 1 - 0 - 0 - 0 - 3 - 1 - 0
      • Right > 1 - 1 - 2 - 0 - 0 - 0 - 0 - 2 - 0
    • Strength:
      • Left > 5 - 1 - 2 - 0 - 1 - 0 - 0 - 0 - 1
      • Middle > 4 - 0 - 0 - 1 - 0 - 2 - 0 - 2 - 0
      • Right > 2 - 0 - 0 - 0 - 1 - 0 - 1 - 1 - 2
    • Hermit:
      • Left > 0 - 1 - 0 - 0 - 1 - 0 - 2 - 1 - 0
      • Middle > 2 - 0 - 0 - 0 - 1 - 2 - 0 - 0 - 2
      • Right > 4 - 0 - 0 - 1 - 2 - 1 - 0 - 0 - 2
    • Wheel of Fortune:
      • Left > 2 - 2 - 1 - 2 - 1 - 1 - 0 - 0 - 0
      • Middle > 2 - 2 - 0 - 1 - 0 - 1 - 0 - 1 - 0
      • Right > 1 - 0 - 0 - 1 - 0 - 1 - 2 - 1 - 0
    • Justice:
      • Left > 4 - 2 - 1 - 0 - 0 - 0 - 1 - 0 - 2
      • Middle > 1 - 0 - 1 - 1 - 2 - 0 - 1 - 0 - 0
      • Right > 2 - 0 - 2 - 1 - 2 - 0 - 0 - 0 - 0
    • Hanged Man:
      • Left > 2 - 0 - 0 - 2 - 0 - 0 - 0 - 1 - 3
      • Middle > 2 - 1 - 1 - 0 - 0 - 1 - 1 - 0 - 1
      • Right > 5 - 0 - 0 - 2 - 1 - 1 - 0 - 2 - 0
    • Death:
      • Left > 5 - 0 - 1 - 0 - 0 - 0 - 3 - 1 - 0
      • Middle > 5 - 1 - 0 - 0 - 0 - 1 - 0 - 2 - 1
      • Right > 0 - 2 - 1 - 0 - 0 - 0 - 2 - 0 - 0
    • Temperance:
      • Left > 4 - 0 - 0 - 1 - 0 - 2 - 0 - 2 - 0
      • Middle > 1 - 1 - 2 - 0 - 0 - 0 - 0 - 2 - 0
      • Right > 2 - 0 - 0 - 2 - 1 - 2 - 0 - 1 - 0
    • Devil:
      • Left > 2 - 0 - 0 - 0 - 1 - 2 - 0 - 0 - 2
      • Middle > 2 - 0 - 0 - 0 - 1 - 0 - 1 - 1 - 2
      • Right > 1 - 0 - 2 - 1 - 0 - 1 - 2 - 0 - 0
    • Tower:
      • Left > 2 - 2 - 0 - 1 - 0 - 1 - 0 - 1 - 0
      • Middle > 4 - 0 - 0 - 1 - 2 - 1 - 0 - 0 - 2
      • Right > 3 - 2 - 1 - 0 - 2 - 1 - 0 - 0 - 1
    • Star:
      • Left > 1 - 0 - 1 - 1 - 2 - 0 - 1 - 0 - 0
      • Middle > 1 - 0 - 0 - 1 - 0 - 1 - 2 - 1 - 0
      • Right > 5 - 1 - 2 - 0 - 1 - 0 - 0 - 0 - 1
    • Moon:
      • Left > 2 - 1 - 1 - 0 - 0 - 1 - 1 - 0 - 1
      • Middle > 2 - 0 - 2 - 1 - 2 - 0 - 0 - 0 - 0
      • Right > 0 - 1 - 0 - 0 - 1 - 0 - 2 - 1 - 0
    • Sun:
      • Left > 5 - 1 - 0 - 0 - 0 - 1 - 0 - 2 - 1
      • Middle > 5 - 0 - 0 - 2 - 1 - 1 - 0 - 2 - 0
      • Right > 2 - 2 - 1 - 2 - 1 - 1 - 0 - 0 - 0
    • Judgment:
      • Left > 1 - 1 - 2 - 0 - 0 - 0 - 0 - 2 - 0
      • Middle > 0 - 2 - 1 - 0 - 0 - 0 - 2 - 0 - 0
      • Right > 4 - 2 - 1 - 0 - 0 - 0 - 1 - 0 - 2
    • World:
      • Left > 2 - 0 - 0 - 0 - 1 - 0 - 1 - 1 - 2
      • Middle > 2 - 0 - 0 - 2 - 1 - 2 - 0 - 1 - 0
      • Right > 2 - 0 - 0 - 2 - 0 - 0 - 0 - 1 - 3

    Chapter I: There is blood on hands, how long till it lies on my heart?

    The three battles at Golyat and Almorica Castle are tutorial battles, simple enough that I won't bother talking about them.

    After Almorica Castle, you'll obtain some units and a hefty amount of money as well as have a chance to name your Knighthood. I suggest you use the money to buy recovery items.

    All the party members you gain from this event are all battle equipped with relevant skills for their class. Conversely, if you decide to hire some new hands they will be figuratively naked. If you recruit a magic class, you will need to let them learn the relevant magic command and have it equipped as well as learn the arcane for the specific magic spell. Magic arcanes can be bought at the store.

    Red hued areas are your destinations in this game although sometimes the game will have implicit destinations not marked by a red hue, usually from a talk topic or otherwise. In any case, it's nothing to be worried about now or in the future as long as you pay attention. Proceed into them when you are done preparing to engage in a battle.

    Tynemouth Hill

    Condition(s): Kill Orba.

    • Yellow
      • Orba (Wizard)
      • H. Warrior x3
      • H. Archer x2
    • Guests
      • Catiua (Priest)
      • Vyce (Warrior)
      • Canopus (Vartan)

    This is a fairly straight forward battle with not to much room to maneuver. Melee units typically work the best for this battle since the enemies rush at you.

    In this battle, you gain the ability to use the Chariot Tarot.

    • Canopus joins you as a regular unit.

    I recommend that you keep Canopus with a bow weapon for utility's sake.

    Krysaro

    Condition(s): Kill Moldova.

    • Yellow
      • Moldova (Necromancer)
      • S. Warrior x2
      • P. Wizard
      • H. Warrior x2
      • H. Archer x2
    • Guests
      • Catiua (Priest)
      • Vyce (Warrior)
      • Donnalto (Cleric)
    • Suggested Unit(s): Canopus

    This is where your priests shine. Their healing spells and weapons can do devastating damage to the undead. Unfortunately, they are still quite fragile so equip on emphasis for defense be wary. It may be helpful to keep the enemies at bay while having Canopus in bow distance of Moldova. As you advance, watch for back attacks from newly resurrected undead. When Canopus has enough TP to unleash Dark Weight, execute it on Moldova and it should kill her, ending the battle.

    • Donnalto joins you as a regular unit.
    • Sara joins you as a regular unit
    • Voltare joins you as a regular unit

    Before you consider kicking Sara and Voltare, consider this: they are generic units with entries in the Warren Report. This means that despite their looks, they have much better stats than other units. However, if you do kick them it will have no impact on the story.

    The battle at Qadriga Fortress is reasonably hard, especially if you haven't grinded. Turn backwards to head to Almorica Castle and you should experience a cut scene in which Leonar (Knight) joins as a guest. For now, head to the Golborza Plain.

    Golborza Plain

    Condition(s): Kill Brezen.

    • Yellow
      • Brezen (Berserker)
      • H. Cleric
      • H. Wizard x2
      • H. Archer x2
      • H. Valkyrie x2
      • H. Warrior x2 or H. Wizard, H. Archer, and H. Warrior
    • Guests
      • Catiua (Priest)
      • Vyce (Warrior)
      • Leonar (Knight)

    Wizards are your main concern in this battle as they will inhibit your characters with stun. This is otherwise a straightfoward battle.

    In this battle you'll gain the ability to set an AI for your characters. Be warned, AI units can and will use any item in the inventory.

    SPOILER! Highlight to View

    At the start of the next battle, you'll get a choice that may add an extra condition to the fight.

    Choice 1 means you'll have to protect Cistina. If she dies, game over.
    Choice 2 means you don't have to protect her but you can.
    The Arkhaiopolis of Rhime

    Condition(s): Kill Bolis. Protect Cistina (option 1 only).

    • Yellow
      • Bolis (Knight)
      • Earth Dragon
      • H. Berserker
      • H. Archer
      • W. Archer
      • H. Beast Tamer
      • H. Wizard
      • H. Valkyrie
    • Guests
      • Catiua (Priest)
      • Vyce (Warrior)
      • Leonar (Knight)
      • Cistina (Warrior)

    Assuming you want to save Cistina, deploy your healers up front to your right in the deploy screen. Archers are useful in this fight because it is easy to cluster together. Due to this, missile-type magic should be used with caution as it is possible to hit your own units accidentally. However, the clustering tendency of the fight has a benefit in that units who can Phalanx can tank hits for everyone else quite easily if they are deployed at the front, leading the pack.

    When the mission starts, rush to Cistina's aid in order to recover her from what will be an inevitable onslaught. Use a equipless Canopus with Field Alchemy and a healing item sling for ease. Since he's equipless, he has a good chance of drawing enemy attention away from Cistina as well. It'll require a bit of luck to make sure she keeps alive from the outset but with a few tries, it isn't impossible. However, if she does end up dying don't sweat it. You can go back to this fight later after completing a route. In any case, hide behind your tqank and start to barrage the late leader with arrows.

    Move to Phidoch Castle for a cut scene. After that. head to Almorica for another cut scene.

    • Leonar leaves the party.
    • Ravness joins you as a Guest.

    Now, it's time to prepare to go to the area that we previously neglected: Qadriga Fortress. To make the coming battle easier do any of the following things:

    1. Have units learn and equip Sidestep 1.
    2. Acquire multiple Grimoire Exorcisme arcanes but don't use them yet.
    3. Have a satisfactory amount of Blessing Stones and other healing items.
    4. Bring Donnalto and make sure he is well equipped. He's fit for the job simply because of his Exorcise ability.
    5. Bring very hardy units. Make sure they are well trained and equipped.

    When you're ready, head to Qadriga Fortress.

    Qadriga Fortress

    Condition(s): Kill Nybeth.

    • Yellow
      • Nybeth (Necromancer)
      • H. Z. Warrior x2
      • S. Warrior x3
      • P. Wizard x2
    • Guests
      • Catiua (Priest)
      • Vyce (Warrior)

    Suggested Unit(s): Donnalto

    This is basically an uphill battle that involves resisting a rain of magic and arrows and is one of the difficulty walls that a new player may be tested against. Naturally speaking, you can expect to fail a lot. Although it is possible, it is folly to attempt killing all units so be concise and purposeful in who you defeat.

    Your first priority should be to kill and exorcise Archers. They are among the easiest to kill yet pose some of the most trouble. Use those newly bought Grimoire Exorcisme to instantly exorcise the relevant units or Donnalto and other units who have Exorcise prelearned.

    Afterwards, march up while having a close-packed squad. Melee units and Wizards should insulate healers and deflect the undead away all the while having Archers pressure Nybeth. It may be helpful to hunt down the Phantom Wizards before attempting to kill Nybeth for insurance's sake.

    Now that all of that is settled, head to Lake Bordu.

    Lake Bordu

    Condition(s): Kill Grion.

    • Yellow
      • Grion (Knight)
      • W. Archer
      • H. Archer x3
      • H. Berserker x2
      • H. Wizard x2
      • H. Warrior x2
    • Guests
      • Catiua (Priest)
      • Vyce (Warrior)
      • Ravness (Knight)

    The rain here will inhibit ranged accuracy a lot but the same goes for the enemy. The weather will eventually get better as the battle rages on but until then, surround Grion and just start pummeling him. This is another stage where your party can cluster easily, albeit not as drastically as the last maps.

    Xeod Moors

    Condition(s): Kill Ganpp.

    • Yellow
      • Ganpp (Beast Tamer)
      • Berda (Gryphon)
      • Orbda (Gryphon)
      • W. Beast Tamer
      • W. Archer x2
      • R. Berserker
      • R. Warrior x2
      • H. Wizard x2
      • H. Cleric
    • Guests
      • Catiua (Priest)
      • Vyce (Warrior)
      • Ravness (Knight)

    Ganpp will waste no time at closing the distance between you two--it won't be long until you find him at your doorstep. As a result, melee units have a lot of moments to shine.

    The battle will end if any of the following are at low HP: Ganpp, Berda, or Obda. Logically, you should just focus on one of these targets to end this battle quickly.

    Get one unit, probably a Wizard, some disabling and debuffing skills should you do a certain battle.

    You should save now because you'll have to do the subsequent battles one after another. You'll have a chance to save in between the two battles however.

    Balmamusa (1)

    Condition(s): Kill all enemies.

    • Yellow
      • H. Archer x4
      • H. Warrior x4
    • Guests
      • Catiua (Priest)
      • Vyce (Warrior)
      • Ravness (Knight)
    • Guests
      • Catiua (Priest)
      • Vyce (Warrior)

    Unlike a lot of battles in this game, you're one with the height advantage this time. Archers are an extremely great asset to have in this battle because they can snipe extremely well from above. You won't really need a lot of healers during this battle since you're the aggressor.

    SPOILER! Highlight to View

    You'll get into a few cut scenes and will be presented with a choice that affects what route you're going.

    Choice 1 will result in you doing the Balmamusa (Ch2 Law) battle and going the Chapter II (Law) route
    Choice 2 will result in you doing the Balmamusa (Ch2 Chaos) battle and going the Chapter II (Chaos) route.

    The immediate difference between the two is facing Ravness and having a chance to recruit her (albeit not immediately) or the opposite. Vyce will "betray" you no matter what option you pick.

    Balmamusa (Ch2 Law)

    Condition(s): Kill all (Yellow).

    • Yellow
      • H. Berserker
      • H. Knight
      • H. Warrior x2
      • H. Valkyrie x2
      • H. Archer x2
      • H. Wizard
    • Purple
      • Ravness (Valkyrie)
    • Guest
      • Catiua (Priest)

    You will need to spare Ravness if you want to recruit her. Since she won't lay down her arms, get a Wizard and cast multiple debuffing and disabling spells on her to make her weaker. You can also make use of some the Tarot cards that inflict debuffs.

    From here, you go to the Chapter II (Law): I will fear no reproach. route.

    Balmamusa (Ch2 Chaos)

    Condition(s): Kill all enemies.

    • Purple
      • H. Knight
      • H. Warrior x2
      • H. Wizard
      • H. Archer x2
      • H. Valkyrie x2
      • H. Berserker
    • Guests
      • Catiua (Priest)

    This battle is all about keeping your HP up because the enemies will constantly throw status ailments at you, the most often of them all being Poison. You'll want to kill the melee units which will probably make first contact with your party--preferably with your own melee units. Afterwards, mop up the remaining enemies.

    From here, you go to the Chapter II (Chaos): The world can be put to rights. route.

    Chapter II (Law): I will fear no reproach.

    You'll be put in a battle immediately as you start the chapter and finish watching the cut scenes.

    Balmamusa

    Condition(s): Kill all.

    • Yellow
      • H. Warrior x2
      • H. Knight
      • H. Wizard x2
      • H. Archer x3
    • Guest
      • Catiua (Priest)
    • Suggested Unit(s): Canopus

    Proceed with a pack of units with your strongest (damage-wise) unit in front. Archers are a bit less useful than they usually are because of the rain and the multiple obstacles that get in the way of arrow paths. Indirect magic units, by the same circumstances, are wonderful though.

    Have Canopus climb to the top of the area and have him snipe out enemies that get too troublesome to kill.

    New items have appeared in Balmamusa so reoutfit your party. Get thunder magic for units that can use them because you'll need it in the battle at Rhea Boum. Move to Xeod Moors when you're ready.

    Xeod Moors

    Condition(s): Kill Garba.

    • Yellow
      • Garba (Wizard)
      • H. Berserker x2
      • H. Archer x2
      • H. Terror Knight
      • W. Warrior
      • R. Warrior
      • R. Berserker
      • Gryphon
    • Guests
      • Catiua (Priest)

    Don't move because you'll want to drive the Gryphon away from the enemy's group. When he approaches you, focus all attacks and vanquish it first. After that your second priority should be Garba--ignore the rest of the enemies.

    • Terror Knight classmark acquired for the first time.
    Rhea Boum Aqueduct

    Condition(s): Kill Josephine.

    • Yellow
      • Josephine (Cleric)
      • Octopus x3
      • H. Beast Tamer x2
      • H. Wizard
      • H. Warrior x2
      • H. Archer
    • Guests
      • Catiua (Priest)

    Non-melee units are best in this stage because while there is some room for you to move, there isn't much for the enemy to do so. Octopi and Josephine are the exceptions to this what with the former being able to move through water and the latter moving away from you.

    The octopi are your biggest threat so try to pick them off before they draw too close. If you are using archers, play around with targetting outside of your range (just try it). If they're in range of your magic units then you can kiss them goodbye--one fling of magic will make them Adversed to the element you used and another of the same element will end them. However, even after attempting to keep the octopi at bay, they still have a move called Aqua Bubble which will probably OHKO any unit so keep moving all units forward. Since the leader is a Cleric this time, it shouldn't be too hard to end the mission when you reach her. She retreats at low HP.

    Port Asyton (1)

    Condition(s): Kill Nadia.

    • Yellow
      • Nadia (Cleric)
      • Clay Golem x3
      • H. Warrior x2
      • H. Berserker
      • H. Wizard x2
      • W. Archer
    • Guests
      • Catiua (Priest)

    You'll only need a few Archers to snipe the Nadia, again using the out-of-range aim trick. It might be helpful to bring your weak units in on this fight so they can soak in EXP from such an easy fight.

    Restock here at the port. As soon as you move in any direction in the World Map, a battle will trigger.

    Port Asyton (2)

    Condition(s): Kill Arycelle.

    • Purple
      • Arycelle (Archer)
      • H. Knight x2
      • H. Archer
      • W. Archer
      • H. Cleric
      • H. Berserker x2
      • W. Warrior
      • H. Warrior
    • Guests
      • Catiua (Priest)

    When you start, split your melee and missile magic units in two so one squad goes directly forward and another to the side to prevent clustering. You should ignore the Knights in the stage--their defenses and support from their allies are too high. You should seek to kill healers instead. Take down the Archers if you wish for insurance. If you stall killing Arycelle for too long then she'll have enough TP to unleash Dark Weight which can be devastating to your party. If you are unable to avoid an encounter with the Knights, focus as much units as possible on defeating them so you can avoid a long-winded duel.

    Arycelle will retreat at low HP.

    Now is a good time to read all of your Talk topics. You should unlock The Reisan Way through them. Head on over there so you can unlock Ravness later down the road.

    The Reisan Way

    Condition(s): Kill Alfred.

    • Yellow
      • Alfred (Knight)
      • H. Knight
      • H. Archer x3
      • H. Warrior x3
      • H. Cleric
      • H. Wizard
    • Green
      • Ravness (Valkyrie)
    • Guests
      • Catiua (Priest)

    Enemies near Ravness are your highest priority. Take your time fending off enemies and deal with Alfred when it's absolutely safe. Don't attack Ravness and keep her safe to recruit her later down the road.

    Now, let's get back on track with the main story. Restock again if you need it then head on over to Qadriga Fortress from Port Asyton.

    Qadriga Fortress

    Condition(s): Kill Darza.

    • White (Pirates)
      • Darza (Berserker)
      • H. Warrior x3
      • H. Wizard
      • U. Wizard
      • W. Archer
      • W. Rune Fencer
      • Cyclops x2
    • ''White (Headhunters)
      • Xapan (Berserker)
    • Guests
      • Catiua (Priest)

    Don't get too scared by the Cyclops. They, unlike most monsters, are woundable by anything and are pretty much Berserkers in monster form.

    Have a equipless Canopus with a Lobber heal Xapan and maintain his HP. Even though Xapan can do a bit of self defense with his Berserker traits, he'll still be overwhelmed.

    SPOILER! Highlight to View

    If you've saved Xapan, he'll pose a question for you.

    Choice 1 will result in him joining you as a regular unit.
    Choice 2, naturally, doesn't net you anything.
    Tynemouth Hill

    Condition(s): Kill Wynoa.

    • Yellow
      • Wynoa (Cleric)
      • Gatialo (Terror Knight)
      • H. Cleric x8
      • H. Archer x2
    • Guests
      • Catiua (Priest)
    • Suggested Unit(s): Canopus, Xapan

    During the course of the mission, Gatialo will try to run while the Clerics feebly try to keep you away. Let him pass if you don't care about missing a title and you'll face him down the road. The battle will be much easier if you do this since all of the units are fragile. Still, you'll need to focus attacks instead of throwing them out randomly or the Clerics will be able to outheal your damage.

    If you do care for the title, you can come back to this stage later on with the World System. If, by whatever reason, you can need to get the title now then you'll have to kill the Clerics first. Have Canopus, Xapan, and whatever other units have Finishers do this while the other units should focus their attacks on Gatialo. When the Finisher units have enough TP, unleash a flurry on Gatialo and pray that it is enough to kill him. You can also kill Wynoa before Gatialo can flee which will change the objective to, "Vanquish Gatialo" which will make him cease to flee so you don't have to fight the clock. This will change future battles.

    If you want to prepare for the latter then get into a random battle. After one enemy is left then have all of your Archers beat up a Knight or some other hardy melee unit. Have Clerics keep the whipping boy's HP up and soon enough, you'll have Finisher moves for those Archers to use on Gatialo.

    Approach Almorica Castle for an event. Afterwards check your Talk topics. You should have a new one called, "Phorampa Open to Hunting" which you can check out now if you want to gain some levels.

    When you head to Phidoch Castle you'll be interrupted at Golborza Plain. You didn't really think it was going to be that easy, did you?

    Golborza Plain

    Condition(s): Kill Gousin.

    • Purple
      • Gousin (Ninja)
      • H. Warrior x2
      • H. Knight
      • H. Archer
      • H. Cleric
      • R. Warrior
      • F. Rogue
      • H. Knight
      • H. Rogue
      • U. Rogue
    • Guests
      • Catiua (Priest)

    The choices you choose for Catiua won't affect the story aside from small dialogue so go wild.

    It benefits you if you are not overleveled coming to this fight because then Gousin will lack Double Attack, making him worthless. His jutsu may still do some damage but shouldn't be much of a problem. However, a full magic team may be useful if the justu proves to be too much trouble. Magic units have a high resistance to magic attacks hence they'll take less damage from his jutsu.

    • Ninja classmarks acquired for the first time.
    The Arkhaiopolis of Rhime

    Condition(s): Kill Vyce.

    • Purple
      • Vyce (Ranger)
      • Arycelle (Archer)
      • H. Archer x2
      • H. Valkyrie x2
      • H. Knight x2
      • H. Wizard
      • H. Cleric x2
    • Guests
      • Catiua (Priest)

    Don't kill Arycelle if you care about recruiting her.

    Have some Wizards around and severely debuff Arycelle since she's an amazing unit. Vyce is in your sight without any enemies to block him so go for his throat with haste. Ranged fighters may be useful in this regard.

    The Gates of Almorica

    Condition(s): Kill Modiliani,

    • Purple
      • Modiliani (Sorcerer)
      • Arc Dragon
      • Dark Dragon
      • H. Stone Golem x2
      • H. Witch x2
      • H. Archer x2
      • H. Beast Tamer x2
    • Guests
      • Catiua (Priest)

    Magic units and Berserkers need apply here. Stone Golems will be nearly impossible to scratch without Magic units and the same goes but Dragons but Berskers can also take care of them if a substitution is needed. Take your time taking out the monsters then go for Modiliani.

    Almorica Passageway (1)

    Condition(s): Kill Marino.

    • Purple
      • Marino (Terror Knight)
      • H. Knight x4
      • H. Wizard x2
      • H. Archer x3
      • H. Warrior
      • H. Ninja
    • Guests
      • Catiua (Priest)

    Take out the enemies to your right or they'll flank you later on. Afterwards, run past the Knights--they're just there to distract you. They're not much of a threat due their low damage and swift RT accumulation.

    • Terror Knight classmarks acquired for the first time.
    Almorica Passageway (2)

    Condition(s): Kill Leonar.

    • Purple (Walister Resistance)
      • Leonar (Knight)
    • Purple (New Walister Alliance) (Ally)
      • Vyce (Ranger)
      • Arycelle (Archer)
    • Guests
      • Catiua (Priest)

    Not too hard, just go wild because the New Wallister Alliance and Catiua will provide offense and heals respectively.

    If you're still having trouble, switch Denam to a hardy melee class and let him tank the stage.

    Chapter II (Chaos): The world can be put to rights.

    Get new equipment for your party now that new items have appeared in Port Asyton. Get thunder magic for units that can use them because you'll need it in the battle at Rhea Boum. When you're ready, move and you'll immediately get thrown into a battle.

    Port Asyton

    Condition(s): Kill Arycelle.

    • Purple
      • Arycelle (Archer)
      • H. Knight x2
      • W. Rune Fencer
      • W. Warrior
      • H. Archer x2
      • H. Cleric
    • Guests
      • Catiua (Priest)

    When you start, split your melee and missile magic units in two so one squad goes directly forward and another to the side to prevent clustering. You should ignore the Knights in the stage--their defenses and support from their allies are too high. You should seek to kill healers instead. Take down the Archers if you wish for insurance. If you stall killing Arycelle for too long then she'll have enough TP to unleash Dark Weight which can be devastating to your party. If you are unable to avoid an encounter with the Knights, focus as much units as possible on defeating them so you can avoid a long-winded duel.

    Arycelle will retreat at low HP.

    Rhea Boum

    Condition(s): Kill Xapan.

    • Yellow
      • Xapan (Berserker)
      • Octopus x2
      • W. Beast Tamer
      • H. Terror Knight
      • R. Warrior x2
      • U. Archer x2
    • Guests
      • Catiua (Priest)

    Not much room to maneuver so melee units will be much less useful. There's not a lot of random altitude-based obstacles so missile magic units and Archers are great in this stage.

    As soon as you deploy, position your hardiest units in a way that they'll block Xapan's melee units from advancing. Then, just pick off the Octopuses with Thunder magic from afar then just hunt Xanap down while ignoring the rest of the enemies. Have Clerics keep everyone's HP up.

    Xapan will retreat at low HP.

    • Terror Knight classmarks acquired for the first time.

    If you decide to use Terror Knights, grind a bit so you can equip them with better equipment and have them learn more skills.

    Additionally, now that you have Rhea Boum unlocked as a random battle site, I suggest you abuse it to train your Ranged/Magic users There are never much enemies around and aside from the Octopi, enemies can't move around easily making them easy pickings for non-melee units.

    Xeod Moors

    Condition(s): Kill Vance.

    • Yellow
      • Vance (Rune Knight)
      • H. Berserker
      • F. Familiar
      • H. Archer x2
      • H. Warrior
      • H. Knight
      • U. Rogue
      • Clay Golem x2
    • Purple (Ally)
      • Arycelle (Archer)
    • Guests
      • Catiua (Priest)

    Bring magic users along, preferably Wizards. Like the last stage, there's not a lot of room to maneuver in the beginning but there's no altitude-based obstacles. Additionally the Clay Golems will be totally invulnerable to attacks other than magic. If you lack magic users, you will probably have to spend a lot of time running away from them

    Vance will most likely stay in the back while the other units try to kill you. Just kill the enemies that come to you and take your time.

    Arycelle will appear here if she survived at Port Asyton. She won't attack you and instead aids you.

    • Arycelle joins you as a Guest.
    • Rogue classmarks acquired for the first time.

    You should have some Rogue classmarks to play around with now. Unlike with the Terror Knights, I personally recommend that you just have the Rogues piggy back on your already strong units in the next story battle because they're quite fragile. If you think you can handle it, grinding them would be the better choice in the long run.

    Lake Bordu

    Condition(s): Kill Genzo.

    • Yellow
      • Genzo (Ninja)
      • Octopus x2
      • Cloud Dragon
      • H. Berserker x2
      • W. Rune Fencer
      • H. Beast Tamer x2
      • H. Archer
    • Guests
      • Catiua (Priest)
      • Arycelle (Archer)

    Advance forward but not too much. Since Genzo is a Ninja, he can walk over this terrain easily and probably go ahead of his own troops.

    • Ninja classmarks acquired for the first time.

    Now, visit some of the previous levels to gain some levels. You'll especially want to train the Archer class to give yourself a bit of insurance against having Arycelle die in the next battle. Prepare your Denim/Denam as a Rune Fencer (preferable) or a Knight so he can heal her.

    Save now. After the next battle, the previous areas will be inaccessible locking out the shop until you finish the battle after this.

    Tynemouth

    Condition(s): Kill Vyce.

    • Purple
      • Vyce (Assassin)
      • Cyclops
      • H. Knight
      • H. Archer x2
      • H. Cleric
      • H. Terror Knight or H. Dragoon
      • H. Beast Tamer
      • Flame Dragon
    • Guests
      • Catiua (Priest)
      • Arycelle (Archer)
    Method 1

    This is probably going to be your hardest battle yet unless you don't have any regard for Arycelle. If this is the case then just use the same strategy you used against Arycelle before. Otherwise your strategy will be dependant on what Arycelle decides to do:

    1. Arycelle charges straight into the enemy pack and shoots the Healer. This is the worst scenario you can get. For this, you'll want to recklessly run to the heart of the stage in order to draw attention. Arycelle will get hurt a lot since she seems to have no regard for her own life but luckily, if you followed my advice, the main character will be deployed right next to her and will be able to heal the ambitious Arycelle.
    2. Arycelle fires at one unit but eventually falls back to your group. This is the best scenario but also the least likely. In this one just pick off enemies so you can isolate Vyce then just gang up on him--he won't dodge many attacks.

    You can make the second scenario more statistically likely if you unequip Arycelle's bow and give her melee weapons.

    Thankfully no matter what scenario plays out, Vyce runs away at low HP.

    Method 2

    Okay well you can avoid Arycelle screwing everything up by having her equip with melee weapons that have a range of one, like a dagger. She'll usually move backwards if this happens.

    In any case, be sure to pick up the crafting item in the ditch near your spawn at the beginning. Be sure not to send a Cleric to get it or else they'll be trapped.

    • Arycelle joins you as a regular unit.
    • Dragoon classmarks acquired for the first time.

    Access the Warren Report and scroll down to the "Talk" option. Read the last topic, "Phorampa Open to Hunting" to unlock a sidequest dungeon (see the Sidequest section). There's a whole entire section of the dungeon that is locked off until chapter 4 however the dungeon is still very useful for grinding purposes. The first battle is especially great because each enemy unit has a fairly low amount of HP. Don't worry if you don't do the whole dungeon at first. You can replay it.

    Krysaro

    Conditions(s): Kill Farrel.

    • Yellow
      • Farrel (Knight)
      • Knight x2
      • Berserker x2
      • Warrior x2
      • Archer x2
      • Wizard
    • Guests
      • Catiua (Priest)

    Don't be overly ambitious. The enemies don't deal that much damage but they have a decent amount of defense and will take time to defeat. Focus on what enemies you have in front of you. Make sure to have enough MP to barrage Farrel when he comes marching in your direction.

    • Folcurt joins you as a Guest.

    Lots of beasts and reptiles in the next battle--the perfect playground for Dragoon units. Train them if you want, you can probably do the mission without them but they are nonetheless a great asset.

    Qadriga Fortress

    Condition(s): Kill Darza.

    • White
      • Darza (Berserker)
      • Cockatrice x2
      • R. Berserker
      • W. Rune Fencer
      • R. Warrior
      • H. Warrior x2
      • H. Wizard
      • W. Archer
      • U. Wizard
    • Yellow (Ally+Guest)
      • Folcurt (Knight)
      • Bayin (Wizard)
    • Guests
      • Catiua (Priest)

    Unlike the last time you were here, most of the non-melee fighters are too far away to strike you. Everyone else will come to you, including Darza.

    Agree to save Cistina and make way for Ndmamsa Fortress.

    Ndmamsa Fortress

    Condition(s): Kill Veldre.

    • White
      • Veldre (Valkyrie)
      • F. Rogue
      • W. Beast Tamer
      • H. Rune Fencer
      • H. Archer x2
      • W. Archer
      • H. Wizard
      • H. Terror Knight
      • Gryphon x2 or Gryphon and U. Familiar
    • Yellow (Guests)
      • Folcurt (Knight)
      • Bayin (Wizard)
    • Guests
      • Catiua (Priest)

    This is pretty much the same as the time you fought Nybeth but you should be significantly stronger this time around. The yellow faction usually stays in the corner so you won't have to worry about them too much.

    • Cistina joins as a Guest.
    Golyat

    Condition(s): Kill Dragon.

    • White
      • Dagon (Wizard)
      • U. Terror Knight
      • H. Ninja x2
      • W. Archer x2
      • H. Wizard x2
      • H. Cleric
      • Clay Golem x3
    • Yellow (Guests)
      • Folcurt (Knight)
      • Bayin (Wizard)
      • Cistina (Valkyrie)
    • Guests
      • Catiua (Priest)
    • Suggested Unit(s): Canopus

    Canopus can practically solo this stage by riding the roofs and sniping the Cleric then Dagon with a bow. Kill as much units as you want until you are satisfied then have Canopus take out the leader.

    SPOILER! Highlight to View

    Travel to Boed Fortress and you'll get into a cut scene. At the end of it, you have a choice:

    Choice 1 nets you nothing.
    Choice 2 results in Cistina, Folcurt, and Bayin joining your repertoire.

    There's no reason not pick Choice 1.

    The Arkhaiopolis of Rhime

    Condition(s): Kill Xapan

    • Yellow
      • Xapan (Berserker)
      • Dark Dragon
      • R. Hoplite x2
      • H. Beast Tamer x2
      • H. Wizard
      • H. Rogue x2
      • Arc Dragon
      • Stone Golem
    • Guests
      • Catiua (Priest)

    At the start: Denam and Catiua are ambushed. The rest of the party deploys far away from them. Taking this in consideration, I suggest you change Denam into a melee class so he can adequantely survive nearby foes. Have him fall back when possible or he will be surrounded. Catiua should follow suit.

    Xapan will retreat (yet again) at low HP.

    Either train Denam as a Berserker with Sanguine Assault (best) or a Knight with Phalanx. Make sure whatever he is, is over level 11.

    Save before you go into Almorica Castle.

    The Gates of Almorica

    Condition(s): Kill Ramidos and Xapan.

    • Purple
      • Ramidos (Sorceress)
      • Xapan (Berserker)
      • W. Warrior
      • H. Knight x2
      • H. Archer x2
      • U. Rune Fencer
      • H. Wizard x2
      • H. Cleric

    The two Knights are just a distraction. Go for Ramidos' throat and fell her first. Everyone else will flee afterwards. This is the first time that reinforcements will come.

    Almorica Passageway

    Condition(s): Kill Vyce.

    • Purple
      • Vyce (Assassin)

    Yep, here's the Tactics Ogre equivalent of the Wiegraf Riovanes Castle battle from the original Final Fantasy Tactics. Unlike that one, you can definitely win this by brute strength. If you've been heeding my advice, you should have Sanguine Assault or Phalanx. Keep dealing back attacks until you have enough TP to activate either of them.

    When Vyce is 50HP or lower, the battle ends no matter what. Even if you were die by his counterattack.

    SPOILER! Highlight to View

    Leonar will pop in and present you with two options:

    Choice 1 means you'll be going to the Chapter III (Neutral) route.
    Choice 2 means you'll be going to the Chapter III (Chaos) route.

    Chapter III (Law): Deceiver and the deceived.

    Now that it's a new chapter it's a good time to check out the new equipment in the shop to rearm your soldiers. Head on over to Madura Drift when you're done and ready.

    Madura Drift

    Condition(s): Kill Hektor.

    • Yellow
      • Hektor (Knight)
      • H. Warrior x2
      • H. Knight
      • H. Archer x2
      • H. Wizard x2
      • H. Cleric

    Before you attack Hektor, make sure you're absolutely going to defeat him before his turn comes up. At 50 TP, he will activate Phalanx and then his party will heal back all the HP he lost which is not an attractive scenario.

    Due to this, I suggest building TP against hitting enemies or hitting your own units then unleashing all your offensive skills/Finishing moves on Hektor all at once. It will be useful to take advantage of Drain Power dark magic to keep Hektor's TP below 50.

    Hektor will retreat at low HP.

    Brigantys Castle (3 areas, 1 branch)

    I suggest you go the right path. The left path is pretty annoying while the right path isn't. You can revisit this area after the end of the game.

    Brigantys West Curtain Wall (Left)

    Condition(s): Kill Bingham.

    • Yellow
      • Bingham (W. Archer)
      • Cyclops x2
      • U. Hoplite x2
      • U. Juggernaut
      • W. Archer x3
      • H. Wizard x2
      • H. Cleric

    One of the most annoying maps in this game. There's a huge river dividing you and the enemy and the only way to across is to go through the small platforms on the far left and right of the map. Before you even get to the other side the enemy's non-melee offensive units will pick you off. From all of this info, it's obvious that you should bring many hardy units to the fray.

    Brigantys South Curtain Wall (Right)

    Condition(s): Kill Kakrinoros.

    • Yellow
      • Kakrinoros (Wizard)
      • W. Archer x2
      • W. Rune Fencer
      • H. Rune Fencer
      • H. Cleric
      • H. Archer x2
      • H. Knight x2
      • H. Warrior x2

    This route would have been as annoying as the left one but the inhibition here is height, not water. As such, Canopus and alike units who have a mastery over high maps have quite the advantage here.

    Deploy Canopus and any units that can climb the wall easily and go for Kakrinoros directly. Be sure to have some Clerics on standby just in case those units need healing.

    Brigantys Great Hall

    Condition(s): Kill Hektor.

    • Yellow
      • Hektor (Knight)
      • H. Archer x4
      • H. Berserker x2
      • H. Terror Knight x2
      • H. Cleric
      • H. Wizard x2

    The same mechanics from the last Hektor fight applies here. Once again, you will want to try to avoid engaging Hektor until all units can contribute to killing him before his turn comes around or you will have to face Phalanx usage.

    If you are okay with a longer encounter, it might be helpful to be reserved in your advance in order to lure the Terror Knights from out the stairway. Their double Rampart Auras in the stair area will cause your party to cluster easily and stop units enough for Hektor to build TP on them, causing Phalanx to come out. Siege can obviously break through the Rampart Auras but due to the tight spot between the two Terror Knights, it is unlikely you will really gain any real tactical advantage for trying to brute force through them. The Siege unit will get surrounded pretty easily due to the other units being unlikely to keep up the pace with it not to mention Hektor will be able to build TP on that unit.

    SPOILER! Highlight to View

    The choice you have here is pretty important.

    Choice 1 will have Jeunan lash out at you and he won't join your party.
    Choice 2 will result in Jeunan fostering a great respect and he'll think of you as a great comrade--he joins you.

    Now regardless of if you actually like Jeunan or not you should still recruit him. He's the trigger to recruit two other members: Ravness and Ocionne. If you fail to recruit him, you cannot get those two members.

    Bahanna Highlands

    Condition(s): Kill Roberval.

    • Yellow
      • Roberval (Ninja)
      • H. Warrior x2
      • H. Berserker x2
      • H. Archer x2
      • H. Wizard x2
      • H. Cleric x2

    If you don't have Jeunan or you don't feel like recruiting Ravness, whether this be simply out of apathy or you want to do it later with the World system, just take your time and proceed forward. Archers should stay on the highest parts of the stage because your marching melee units will lure Roberval out of the pack.

    Assuming you have Jeunan and you want to recruit Ravness, unequip all Counterattack skills on your soldiers. When the battle begins, have a Cleric cast Boon of Swiftness IMMEDIATELY on Jeunan. After this use the above strategy and weaken Roberval to at least below 70% (could be lower, unconfirmed) and just wait. On Jeunan's subsequent turns he'll say various dialogue and you must see all of them in order to recruit Ravness down the road. He'll talk for about three times and you'll know when you've seen all of them when Denam's final response is, "What?!"

    The Reisan Way

    Condition(s): Kill Vance.

    • Yellow
      • Vance (Rune Fencer)
      • H. Warrior x2
      • H. Berserker x2
      • H. Ninja x2
      • H. Cleric x2
      • H. Warlock
    • Green
      • Z. Earth Dragon and Z. Hydra, both stilled (felled).

    Grab a Cleric. If you use a multitude of Magic Leaves on her from the beginning, you should be able to exorcise one of the dragons before they rise. Try to go for the Z. Earth Dragon because the Hydra one has less defense.

    Your plan of action in this fight relies on your ability to handle the enemy mob while dealing with a Z. Hydra that will enter the fray and probably flank you. If you think you can handle it, go wild and charge straight into the enemy group. If you don't think you can, stay still and wait for the Z. Hydra to rise. It should head to your group faster than the enemy can which allows you time to kill it before you're overwhelmed.

    The Gates of Coritanae

    Condition(s): Kill Orgeau.

    • Yellow
      • Orgaeu (W. Archer)
      • H. Dragoon x2
      • H. Archer x4
      • H. Cleric x2
      • H. Knight x2
      • H. Wizard

    Go the high route. Make use of ranged/magic fighters in this battle. The high route has a lot of enemies with Rampart Aura, preventing you from advancing too fast. Plus, Orgeau is also a W. Archer which means he'll stay away from you. Melee fighters will have a hard time catching him.

    Coritanae Ward

    Condition(s): Kill Apollinaire.

    • Yellow
      • Apollinaire (Knight)
      • H. Valkyrie x2
      • H. Terror Knight x2
      • H. Berserker x2
      • H. Archer x4
      • H. Cleric x2
      • H. Witch

    Grab your Knight(s) or any other units with Rampart Aura and have them block the path in the middle. Have your entire party behind them and charge. Ranged/magic units are helpful in this battle so they can hide behind the Knight(s) and do devastating damage.

    Now, if you've taken all the steps to recruit Ravness thus far then read all of your news. Head to the Bahanna Highlands and you should trigger a battle.

    Bahanna Highlands

    Condition(s): Kill all.

    • Yellow
      • H. Knight x3
      • H. Archer x4
      • H. Wizard x2
      • H. Cleric x2
      • H. Warrior
      • H. Valkyrie
    • Green
      • Ravness (Valkyrie)

    Immediately attempt to kill all of the non-melee units that are in front of you. When Ravness' turn comes, have the entire squad follow her footsteps She'll be expectedly reckless and with her low HP, she will definitely need the support.

    • Ravness joins as a regular unit.

    To get to Tynemouth Hill you have the choice of going to The Psonji Weald (Path A) or Lake Bordu (Path B). Path A is the best option if you have a lot of good Dragoons to kill monsters. Path B on the other hand is a pretty good option if you have a lot of dedicated Clerics and can endure a battle of attrition well.

    The Psonji Weald (Path A)

    Condition(s): Kill Brutakos.

    • Yellow
      • Brutakos (Sorcerer)
      • Thunder Dragon
      • Flame Dragon
      • Hydra
      • R. Juggernaut x2
      • U. Archer x2
      • H. Wizard x2
      • H. Warlock x2

    If you have well trained Dragoons or have some Bersekers with Sanguine Assault then this should be done in a snap. Just take your time killing those Dragons because they won't let up so easily. They will kill you if you neglect them.

    Lake Bordu (Path B)

    Condition(s): Kill Muntzer.

    • Yellow
      • Muntzer (Necromancer)
      • R. Matriarch x2
      • R. Juggernaut
      • R. Archer
      • S. Knight x2
      • Cockatrice
    • Purple
      • Z. Berserker, Z. Warrior, Z. Valkyrie, and Z. Terror Knight all stilled (felled).

    Bring a LOT of Clerics and Magic Leaves. You can also get some Grimoire Exoricisme to make things easier. From the very start try to exorcise as much stilled enemies as you can. After that you need to advance forward swiftly because enemies will just bog you down while Muntzer will stay in the back, reanimating what dead you didn't manage to exorcise fast enough.

    Tynemouth Hill

    Condition(s): Kill Ganpp.

    • White
      • Ganpp (Beast Tamer)
      • Berda (Gryphon)
      • Obda (Gryphon)
      • Banga (Cockatrice)
      • Zanga (Cockatrice)
      • R. Hoplite x2
      • R. Juggernaut x2
      • W. Cleric
      • W. Wizard

    Well this is a stage where you're going to have to be extremely careful about killing Ganpp's beasts. Why? Killing them will yield positive effects for Ganpp and negative ailments for your party. Needless to say, you have to kill him right away when he's in range with your non-melee units.

    Obda - Heal for Ganpp, Weaken on party
    Berda - Strengthen for Ganpp, Breached on party
    Banga - Falsestrike on party
    Zanga - Sidestep for Ganpp, Stagger on party

    Don't worry about killing his beasts if you want to recruit him down the road. Storywise whether or not you injure them the continuity will consider them dead. Ganpp will retreat again at low HP.

    Before you head to Almorica Castle you may want to get a unit with recruit so you can get a Necromancer. One may ask why this is important but Necromancers are in extremely low supply and you don't really get access to their classmarks until Chapter 4.

    You should also gain Finisher moves for as much units as you can--it'll pay off here and in future battles.

    The Gates of Almorica

    Condition(s): Kill Gildora.

    • Yellow
      • Gildora (Witch)
      • H. Dragoon x2
      • H. Archer x2
      • H. Ninja
      • H. Beast Tamer
      • H. Cleric
      • Dark Dragon
      • Cloud Dragon
      • Iron Golem

    Dragoons are a great asset here. Dragons will rush at you first. They'll be bogging you down and weakening you fairly well otherwise. Kill the dragons to ensure a victory then defeat Gildora whom, as a witch, has low defense.

    Almorica Passageway

    Condition(s): Kill Xaebos.

    • Yellow
      • Xaebos (Knight)
      • H. Necromancer
      • H. Terror Knight x4
      • H. Warlock
      • H. Dragoon x2
      • H. Cleric x2
      • H. Wizard

    Remember that last battle with Hektor? This one is almost exactly the same, only difference is that Xaebos has a stupidly high amount of defense and there's a Necromancer that you should definitely attempt to recruit. Since Xaebos has such a high defense you should sic your highest damaging units on him as well as kill the enemies around him to accumulate TP.

    • Vyce joins you as a regular unit.
    • Arycelle joins you as a regular unit.

    If you have a Beast Tamer then the next battle is the best time to deploy him. Have him learn Tame and you'll be rolling in new dragon recruits.

    Mount Weobry

    Condition(s): Kill all.

    • Green
      • Dark Dragon
      • Earth Dragon
      • Flame Dragon
      • Arc Dragon
      • P. Wizard x2
      • S. Archer
      • S. Warrior
      • U. Familiar
      • U. Rogue
      • R. Warrior
      • R. Berserker

    Dragoons.

    The Arkhaiopolis of Rhime

    Condition(s): Kill Ozma.

    • Red
      • Ozma (Knight Commander)
      • H. Knight x3
      • H. Warlock
      • H. Warrior
      • H. Archer x3
      • H. Wizard
      • H. Rune Fencer

    Your main force should be filled with Rampart Aura carrying units. Go forward and surround Hobyrim to halt attacks. One to three units should go on the small way on the left to flank and block off the enemy.

    Ozma will retreat at low HP.

    SPOILER! Highlight to View

    Another recruiting choice.

    Choice 1 will allow you to recruit him.
    Choice 2 won't.

    Like Jeunan's recruitment, this is another you shouldn't miss even if you don't like him. Ozma will join you later down the road but only if you have Hobyrim traveling with your group.

    Phidoch Castle (3 locations, 1 branch)

    The right path is much easier, henceforth I recommend it unless you want a bit of a challenge.

    Phidoh West Curtain Wall (Left)

    Condition(s): Kill Mercure.

    • Red
      • Mercure (Swordmaster)
      • Iron Golem x2
      • Stone Golems x2
      • H. Berserker x2
      • H. Warlock x2
      • H. Archer x2
      • H. Cleric
      • W. Archer

    There are many golems here and you know what that means: get magic units or hammers and start beating on them. Warlocks/Witches are great if you have them because you can try recruiting them.

    Phidoch South Curtain Wall (Right)

    Condition(s): Kill Vestiarri.

    • Red
      • Vestiarri (Wizard)
      • H. Cleric x2
      • H. Warlock
      • Thunder Dragon
      • Flood Dragon
      • H. Knight x2
      • H. Archer x2
      • W. Beast Tamer
      • W. Archer
      • H. Warrior

    Canopus can climb the wall but the enemies here should be pretty weak if you have a strong Dragoon. If so, stall a bit and kill some enemies for some loot and EXP. If not, just have Canopus go straight for the leader and kill her. Reinforcements arrive as you kill.

    Phidoch Great Hall

    Condition(s): Kill Balxephon and Oz.

    • Red
      • Balxephon (Knight Commander)
      • Oz (Knight Commander)
      • H. Templar x4
      • Iron Golem
      • H. Terror Knight
      • H. Warlock
      • H. Knight
      • H. Valkyrie
      • H. Witch
      • H. Archer
      • H. Cleric

    Denam will be deployed in the way front, away from the party. Try to weaken the people around you before going for Oz because it'll turn into a really unnecessary battle of attrition. Even though the Hydra is a different breed of dragon, it is considerably weaker than it's more popular counterparts so don't worry.

    Now, you'll proceed to the final part of the game, Chapter IV: Let us cling together.

    Chapter III (Neutral): There will be sacrifices.

    As soon as the narration is done, you'll be thrown into a very interesting battle.

    Almorica Castle

    Condition(s): Kill Hektor.

    • Yellow
      • Hektor (Knight)
      • H. Warrior x2
      • H. Archer
      • H. Cleric
      • H. Berserker
      • H. Wizard
      • H. Terror Knight
    • Blue (Ally)
      • Leonar (Knight)
      • H. Warrior x2
      • H. Archer x2
      • H. Knight

    Just go wild and have fun.

    Try to move from Almorica and you'll trigger an event. Restock your inventory and requip your soldiers afterwards. Head on over to Boed Fortress when you're done.

    Boed Fortress

    Condition(s): Kill Oz.

    • Red
      • Oz (Knight Commander)
      • Templar x10
    • Blue (Ally)
      • Cerya (Valkyrie) starts off Leadened.

    The Templars are pretty much embellished Terror Knights while Oz is practically an embellished Knight--Magic and Archery will be largely ineffective but still useful. Send your Archers to the sides of the map and you should more or less wait for the units to come to you. Have your non-melee units (the best for the job) take them out while your melee units take down Oz.

    Tynemouth Hill

    Condition(s): Kill Ganpp.

    • Green
      • Ganpp (Beast Tamer)
      • Berda (Gryphon)
      • Obda (Gryphon)
      • Banga (Cockatrice)
      • Zanga (Cockatrice)
      • R. Juggernaut x2
      • R. Hoplite
      • W. Wizard x2
      • W. Cleric

    Well this is a stage where you're going to have to be extremely careful about killing Ganpp's beasts. Why? Killing them will yield positive effects for Ganpp and negative ailments for your party. Needless to say, you have to kill him right away when he's in range with your non-melee units.

    Obda - Heal for Ganpp, Weaken on party
    Berda - Strengthen for Ganpp, Breached on party
    Banga - Falsestrike on party
    Zanga - Sidestep for Ganpp, Stagger on party

    Don't worry about killing his beasts if you want to recruit him down the road. Storywise whether or not you injure them the continuity will consider them dead. Ganpp will retreat again at low HP.

    Read all the new Talk topics.

    Head to Krysaro then Qadriga for an optional battle to recruit Hobyrim and a few other uniques in generic clothing (like Sara). The battle is somewhat brutal so if you don't want to do it now, that's okay. The only thing you miss is the generic uniques because you'll get another chance to get Hobyrim later down the road. Skip to Port Asyton if that's the case.

    Qadriga Fortress

    Condition(s): Kill Botis.

    • Yellow
      • Botis (Wizard)
      • Cockatrice x4
      • H. Terror Knights x3
      • F. Rogue
      • U. Familiar
      • W. Beast Tamer
    • Blue (Ally)
      • Phesta (Valkyrie) starts off incapacitated.
      • Tamuz (Knight) starts off incapacitated.
      • Chamos (Wizard) starts off incapacitated.

    Get your wizard and cast negative ailments on the Cockatrice such as Petrify to keep the flow of monsters in check.

    You don't have to revive your allies in order to recruit them. Just make sure their death counters don't hit 0. You will lose a bit of in battle dialogue if they stay dead.

    SPOILER! Highlight to View

    Another choice.

    Choose all the first choices and you'll recruit him.
    Choose anything else and you won't.
    Port Asyton

    Condition(s): Kill all (Undead).

    • Green (Enemy)
      • Z. H. Warrior x2
      • Z. R. Juggernaut
      • Z. H. Cleric
      • Z. H. Knight
      • Z. W. Warrior
      • Z. H. Archer
      • Z. Cloud Dragon, S. Wizard, and P. Wizard all stilled (felled).
    • Green (Ally)
      • Dievold (Terror Knight)
      • Oelias (Cleric)

    Remember the last time with Arycelle? Apply the same tactics but keep a lot of Clerics with Magic Leaves nearby.

    SPOILER! Highlight to View

    Another recruitment choice. This one's obvious.

    Choice 1 will result in recruiting Dievold and Oelias.
    Choice 2 won't.

    I'm pretty sure if you don't recruit them then you can't do the subsequent battle of this optional quest.

    Mount Hedon

    Condition(s): Kill Cassandra.

    • Yellow
      • Cassandra (Necromancer)
      • U. Familiar
      • U. Rogue
      • U. Juggernaut
      • R. Hoplite
      • P. Wizard
      • Z. Flame Dragon x2, S. Terror Knight, and S. Warrior all stilled (felled)

    If you get out an Archer you can walk to a higher platform and end this in a few turns.

    Hagia Banhamuda

    Condition(s): Kill Cressida.

    • Yellow
      • Cressida (Necromancer)
      • F. Familiar x2
      • F. Rogue
      • Cyclops
      • S. Warrior x2
      • P. Wizard

    Again, just get an Archer and move them forward. When they're in range, just target Cressida and this should be over with.

    Ndamsa Fortress

    Condition(s): Kill Nybeth.

    • Yellow
      • Nybeth (Necromancer)
      • Gildas (Death Knight)
      • Z. R. Berserker
      • Z. H. Terror Knight
      • Z. U. Archer
      • Z. H. Archer
      • Z. R. Wizard
      • Z. H. Rune Fencer
      • S. Terror Knight, S. Wizard, and S. Knight are stilled (felled).

    This is the same as the last Nybeth battle but thankfully it's easier to climb the hill and you're much stronger than before.

    After that's done, head over to Almorica Castle to trigger an event. Head to Golyat if you haven't done the Qadriga Fortress battle earlier and recruited Hobyrim.

    Golyat

    Condition(s): Kill Orgeau.

    • Yellow
      • Orgeau (W. Beast Tamer)
      • U. Berserker x2
      • R. Hoplite
      • W. Archer
      • W. Cleric
      • U. Wizard
      • R. Juggernaut
      • Cyclops
      • Octopus

    This is a fairly straight forward battle.

    SPOILER! Highlight to View

    Like most recruitment choices..

    Choice 1 will allow you to recruit him.
    Choice 2 won't.

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