FAQ/Walkthrough by Zahlzeit

Version 1.351, Last Updated 2014-02-08

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Introduction

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

This guide will cover all stages of the game except for the optional maps of the last dungeon as well as the endgame content. Included in this guide are how to recruit all of the characters. If you follow along, it is expected that you will have all of the unique characters in your party. I hope this guide proves helpful to you.

SPOILER! Highlight to View

Usually this is here I'll list big spoilers on what to come, usually regarding choices that will lead you down one path or another. If I don't list the results of a choice it's because I've forgotten or the choice affects nothing except for the dialogue--99% of the time it's the latter.

  • Unit joins you as a regular unit, if applicable.
  • Unit joins you as a Guest, if applicable
  • Unit leaves your party, if applicable.
  • X classmark acquired for the first time, if applicable and assuming you're not recruiting random enemies.

In this section there'll be miscellaneous information usually regarding preparations for the next battle or details on a detour.

Mission Area Name

Condition(s): The specific condition(s) you need to fill in order to complete the mission.

  • Enemy Affiliation 1
    • Significant Unit Name (Class)
    • Enemy Unit 1 x#
    • Enemy Unit 2
    • Enemy Unit 3 x#
  • Enemy Affiliation 2
    • Enemy Unit 4 x#
    • Enemy Unit 5 x#
    • Enemy Unit 6 x#
  • Enemy Affiliation 3 (Possible Set A)
    • Enemy Unit 7A x#
    • Enemy Unit 8A x#
  • Enemy Affiliation 3 (Possible Set B)
    • Enemy Unit 7B x#
    • Enemy Unit 8B x#
  • Affiliation (Ally)
    • Ally Unit Name (Class)
  • Affiliation (Guests)
    • Outside Guest Unit Name (Class)
  • Guests
    • Guest 1 (Class)
    • Guest 2 (Class)
  • Suggested Unit(s): Names of unique units that are recommended to be deployed in the battle.

Description, strategy, comments and/or tips on the mission.

Notes

  • I ignore gender when I list enemies. That means when I name, "Warrior x3", that may be a collection of two male warriors and one female warrior. Additionally, I will use some class names interchangeably when they differ from gender to gender. For example, Wizard and Enchantress are to be considered synonymous.
  • Story mission enemy lists don't change much if at all. When I discover these changes, I'll list them.
  • When I say: "So and so will retreat at low HP" I mean something like ~50HP or lower, not critical status per se.
  • When I refer to non-melee units, 100% of the time I'm referring to non-melee offensive units like Archers, Wizards, et cetera.

Unit Abbreviations

  • H. = Human
  • W. = Winged (Hawkman)
  • Z. = Zombie
  • P. = Phantom (Ghost)
  • S. = Skeleton
  • R. = Reptile (Lizard)
  • U. = Umbra
  • F. = Faerie
  • L Units = Monsters

Other

  • TO = Tactics Ogre
  • FFT = Final Fantasy Tactics
  • Sling = Lobber
  • OHKO = One hit KO
  • Unique = A character with his/her own sprite and elevated statistics over Generics (save for Sara and Voltare who are hybrids).
  • Generic = A character with the same sprite and portrait as everyone else.
  • Sweeper = Archetype that describes a unit that's powerful and swift. Often this archetype has low defenses though.
  • Tank = Archetype that describes a unit that can withstand many blows.
  • Naked = No equipment

Name Changes

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

Characters

  • Denim -> Denam
  • Kachua -> Catiua
  • Vice -> Vyce
  • Aloser -> Arycelle
  • Olivia Foriner -> Olivya Phoraena
  • Selye Foriner -> Cerya Phoraena
  • Sisteena Foriner -> Cistina Phoraena
  • Shelly Foriner -> Sherri Phoraena
  • Zapan -> Xapan
  • Leonard -> Leonar
  • Presance -> Donnalto
  • Jenounes -> Jeunan
  • Lancelot -> Lanselot
  • Nybbas -> Nybeth
  • Mildain -> Mirdyn
  • Oxyones -> Occione
  • Haborym -> Hobyrim
  • Rendal -> Lindl
  • Ganb -> Ganpp
  • Crescida -> Cressida
  • Zaebos -> Xaebos

Factions

  • Gargastan -> Galgastan
  • Walstanian -> Walister
  • Bacrumese -> Bakram
  • Zenobia -> Xenobia

Places

  • Ashton -> Asyton
  • Kadriga -> Qadriga
  • Goliath -> Golyat
  • Almorika -> Almorica
  • Baramus -> Balmamusa
  • Rime -> Rhime
  • Bordo -> Bordu? Boed?
  • Ri-Bum -> Rhea Boum
  • Zodo -> Xeod Moors
  • Tanmas -> Tynemouth
  • Krizar -> Krysaro
  • Damsa -> Ndmamsa
  • Banhamuda -> Bahanna
  • Brigantes -> Brigantys
  • Coritani -> Coritanae
  • Reizen -> Reisan
  • Banisha -> Barnicia
  • Ruffa -> Lupha
  • Razan -> Lhazan
  • Gekko -> Gecho
  • Nimuraba -> Neimrahava
  • Bask -> Vasque
  • Hell's Gate -> Palace of the Dead

Classes

  • Soldier -> Warrior
  • Amazon -> Warrior
  • Exorcist -> Cleric
  • Gunner -> Fusilier
  • Siren -> Witch
  • Dragon Tamer -> Beast Tamer
  • Eagle Man -> Vartan
  • Beast Master -> Beast Tamer
  • Templar Commando -> Templar Commander
  • Bishop -> Dark Bishop
  • Angel Knight -> Divine Knight

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

Races

  • Ghost -> Phantom
  • Gremlin -> Umbra
  • Goblin -> Umbra
  • Lizardman -> Reptile (Male)
  • Gorgon/Lamia -> Reptile (Female)

Equipment

  • Baldur -> Bladur

Skills

  • Rampart Bust -> Battering Ram

Missables

  1. Decoy (Ninjutsu) - During 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.
  2. Crescente Bow - Need 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.
  3. Demonpetal Dance (Swordmaster Tech) - In 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 several questions with Tarot cards. There will be 5 of them. 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
Golyat

Condition(s): Kill Lanselot.

  • Yellow
    • Lanselot (Paladin)
    • Warren (Astromancer)
    • Gildas (White Knight)
    • Mirdyn (white Knight)
    • Canopus (Vartan)
  • Guests
    • Catiua (Priest)
    • Vyce (Warrior)

A battle that will end as soon as Vyce ends his turn--do nothing if you wish, it won't matter either way.

  • Lanselot joins you as a Guest.
  • Warren joins you as a Guest.
  • Gildas joins you as a Guest.
  • Mirdyn joins you as a Guest.
  • Canopus joins you as Guest.

For the two subsequent battles, you'll have to do them all in one run. It doesn't really matter now but heed the warning when it happens in the future.

The Gates of Almorica

Condition(s): Kill Bapal.

  • Yellow
    • Bapal (Berserker)
    • H. Warrior x3
    • H. Archer
    • H. Wizard
  • Guests
    • Catiua (Priest)
    • Vyce (Warrior)
    • Lanselot (Paladin)
    • Warren (Astromancer)
    • Gildas (White Knight)
    • Mirdyn (white Knight)
    • Canopus (Vartan)

This is another battle where you won't really have much to do. Your new guests will pretty much outclass everything you'll do so just do what you wish while heeding the tutorial messages.

Almorica Passageway

Condition(s): Kill Agares.

  • Yellow
    • Agares (Knight)
    • H. Warrior x3
    • H. Archer x2
    • H. Wizard
  • Guests
    • Catiua (Priest)
    • Vyce (Warrior)
    • Lanselot (Paladin)
    • Warren (Astromancer)
    • Gildas (White Knight)
    • Mirdyn (white Knight)
    • Canopus (Vartan)

Same situation as the last.

  • Lanselot leaves the party.
  • Warren leaves the party.
  • Gildas leaves the party.
  • Mirdyn leaves the party.
  • Canopus leaves the party.

After that battle, you'll gain a hefty amount of money as well as have a chance to name your Knighthood. Put the money to good use--buy recovery items for the times to come. Additionally, some new faces will join you.

All the party members you gain from this event are all battle equipped along with the proper skills (ex. Divine Magic for Cleric) for their class so there's no need to worry about equipping them. On the other hand, if you decide to hire some new hands they will come completely naked. If you get a magic class, don't forget to both make them learn the skill so they can use their respective magic type, equip the skill, and finally buy the magic arcanes at the store. Proceed to the red hued areas when you're done 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 first use the CHARIOT Tarot.

  • Canopus joins you as a regular unit.

I recommend you keep Canopus with a bow weapon, at least for the next battle.

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. They can use their normally recover HP spells as weapons to do some devastating damage to the undead. Unfortunately, they are still quite fragile so equip on emphasis for defense and/or still keep some distance. 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, one-hit Moldova with it and end 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 kick 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. If you do kick them, they have absolutely no effect on the story so rest assured.

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 inhibit by casting Stun on your characters. This is otherwise straightfoward.

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

SPOILER! Highlight to View

Right at the start of the next battle, you'll get a choice that will affect if you get an extra condition or not.

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. Gather all of your Archers in this fight because you'll cluster easily in this battle. By this logic, missile magic isn't the best weapon to wield in this battle. Units who have Phalanx should be deployed and be leading the pack since because you'll probably cluster, they'll tank the hits for everyone else.

When the mission starts, rush to Cistina's aid in order to recover her from what will be an inevitable onslaught. Use a naked Canopus with Field Alchemy and a healing item sling for ease. Since he's naked, he'll lure everyone 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. Afterwards just hide behind your tank and start Archer barraging the leader who will come down in due time.

Move to Phidoch Castle for a cut scene. After it's done, 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

Well, this is basically an uphill battle that involves resisting a rain of magic and arrows along with a cowardly leader. Your first priority should be to kill and exorcise Archers as they're the easiest to kill and cause the most trouble. Use those newly bought Grimoire Exorcisme to instantly exorcise them or just use Donnalto and other units that have Exorcise prelearned after the Skeleton Archers have fallen.

Afterwards, march up while having a close-packed squad. Have melee units and Wizards deflect the undead away from the healers which will maintain the group's HP all the while having Archers spam the heck out of Nybeth until he can no longer draw breath. Know that it is folly to try to kill all the units aside from Nybeth as even though it isn't impossible, it is impractical what with Nybeth being able to swiftly summon more enemies. If you so wish, you can hunt down the Phantom Wizards before you kill Nybeth for added insurance. They're quite fragile what with them being very easy to wound even by using thrown stones.

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 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 that clusters easy, albeit not as drastic as the other ones so it may be good to deploy some Archers.

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 doorsteps. Melee units are great in this battle as a result.

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

This battle is an oddity because 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 agressor.

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

Okay well you'll need to spare Ravness lest you have no intentions of recruiting 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 use some Tarot cards that do negative effects on her to weaken her further.

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

Balmamusa (2 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 that will probably be the first to encounter you, preferably with your own melee units. Afterwards, hunt down 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.

Get new equipment for your party now that new items have appeared in Balmamusa. 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 all of 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 using Archers and aiming 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. Don't think distance will make you safe from them because they have Aqua Bubble, an attack that will probably OHKO you so just 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 no less.

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. Bring your weak units while they sit back and let the Archers reel in the EXP.

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 otherwise you'll just be cluttered and waste time. You can pretty much ignore the Knights in this stage as all they do is prove to be a great nuisance both because of their large defense and the fact that almost every unit will pitch in to help them. Go for the healer who instead shouldn't too hard to kill if you keep at it. Take down the Archers if you wish for insurance--know that if you stall killing Arycelle too long then she'll have enough TP to unleash Dark Weight to pick off your units one by one. If you are unable to avoid an encounter with the Knights, focus all units (or at least as much as you can) on them so you don't have to fight what will otherwise be 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 naked Canopus with a Lobber heal Xapan and maintain his HP. Even though it seems that Xapan won't be done in so quickly what 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 getting a title and you'll face him down the road. The battle will be much easier if you do this too since all of the units are super 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 they're able 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 however 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)

Wow. Unexpectedly, there are a lot of good lines from Catiua and the leader. The choices you choose for Catiua won't affect the story aside from small dialogue so go wild.

If you're not overleveled, he shouldn't have Double Attack which means he'll be an absolutely worthless leader to his units and a weak enemy for you to kill. His jutsu may still do some damage and if you're having trouble with them then bring a full magic team. 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 unless you don't feel up to recruiting her later on. It'd be a shame though, she's an extremely great party member as a note.

Have some Wizards around and severely debuff Arycelle since she's a bit of a god. Vyce is in your sight without any enemies to block him so go for his throat with haste. The best way of doing this is using non-melee attackers since they have more range.

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 in substitution. 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 and they're not much of a threat what with their low damage and fast 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 Wllister Alliance will provide the offense if you need it and Catiua will heal you.

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 otherwise you'll just be cluttered and waste time. You can pretty much ignore the Knights in this stage as all they do is prove to be a great nuisance both because of their large defense and the fact that almost every unit will pitch in to help them. Go for the healer who instead shouldn't too hard to kill if you keep at it. Take down the Archers if you wish for insurance--know that if you stall killing Arycelle too long then she'll have enough TP to unleash Dark Weight to pick off your units one by one. If you are unable to avoid an encounter with the Knights, focus all units (or at least as much as you can) on them so you don't have to fight what will otherwise be 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 as they've been. 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 the ever popular 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 that much enemies around and aside from the Octopi they 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 so if in the end you choose not to bring magic users: be prepared to run like wild 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--it won't be long until he's knocking on your doorstep.

  • 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 because after the next battle, the previous areas will be inaccessible meaning you can't buy new items afterwards 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. Otherwise what you do will pretty much rely 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 run to the heart of the stage and purposely try to get your units hit so they'll bait the enemy away. 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 have the second scenario play out more often if you unequip Arycelle's bow and give her melee weapons.

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

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. 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). I recommend that you at least do the first battle because every enemy in it has a fairly low amount of HP. Don't worry if you don't do the whole dungeon at first, at the end you'll be able to 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 take some time to fall. 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 and 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. 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. That'd be a waste though what with all of these units to gain EXP from. Kill 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 unless you have some kind of grudge against those characters.

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 cruely 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 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 TO equivalent of the Wiegraf Riovanes Castle battle. Unlike that one you can 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. That means if you get him down to that HP and you die by his counterattack, you'll still complete the mission.

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 in that turn or he'll activate Phalanx, reducing the damage you throw onto him by a lot while his Cleric heals him back to optimal HP, creating a Sisyphus situation.

Hektor will retreat at low HP.

Brigantys Castle (3 areas, 1 branch)

I suggest you go the right path. The left path is unnaturally annoying while the right path isn't. If you're a perfectionist, don't worry, 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, 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. Canopus and alike units are not bogged by altitudes like they are by water.

Deploy Canopus and any other bow-wielding hawkmen and have them scale the wall. At this position, you should rain arrows onto the Kakrinoros while keeping in mind that you can shoot outside of the reported range by simply selecting a target outside of it. Be sure to have some Clerics on standby just in case those rangers need them.

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

Bring on the fight and rush forward. The same kind of thinking from the last Hektor fight applies here though you may need to kill more enemies because they're more packed closely together than the last fight.

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. Have a bit of ranged/magic fighters since the high route has a lot of enemies with Rampart Aura, preventing you from advancing too fast. Orgeau is also a W. Archer which means he'll relatively stay away from you which makes it hard for melee fighters to catch 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 chaaaaaaaarge. Have a great number of your ranged/magic units 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 rolling by then just 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 and 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 spam those things onto your Clerics and try to exorcise as much stilled enemies as you can. After that you need to advance very quickly forward 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. You may say, "So what?" but Necromancers are in extremely low supply. To give you an idea of what I'm talking about, I've only seen three Necromancers in one regular Law playthrough, including this one. Yeah seriously. Necromancer drops are only in the Palace of Dead if I remember correctly so it would be a really great treat if you were to recruit one now.

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 and they'll be bogging you down and weaking 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 Berserkers 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

D-D-Dragoons. You'll be needing them again and this time especially.

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

Have your main force, preferably filled with Rampart Aura carrying units, go foward and surround Hobyrim halting attacks. One to three units should go on the small way on the left to flank 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 later down the road will join you but only if you have Hobyrim traveling with your group alive and well.

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