Vestaria Saga 2: The Sacred Sword of Silvanister Guide & Walkthrough

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General Tips

  • This is a spoiler-free guide! I will only mention the bare minimum of information required, such as characters you can recruit each chapter, names of character in support conversations, etc.
  • Try to get as many events (support conversations, visit all houses, get all treasures, etc) on the map as possible. Some supports and treasure that you get early on may seem useless, but may trigger flags for later events which can be missed if you didn’t do earlier events. If you want to get the best versions of the cutscenes and endings, aim for a completionist playthrough. I’ll warn you each chapter.
  • There are many units early on (marked with a star next to their name) you can capture by reducing their HP to 10 or less and then having Zade talk to them. I strongly recommend you do this! This game doesn’t have “generic” playable units, all of the units in the game have scenes throughout the game and all have many cutscenes in the epilogue! Many of these units have good exclusive moves as well, so I’d even go as far as to say restart if you didn’t capture the units in a chapter. I’ll warn you when a map has recruitable units. Sometimes starred units you recruit don’t actually join you, but will leave the map and give you valuable items.
  • Supports only trigger one-way with characters, so if I say “Sheela to Zade”, you can only trigger it by having Sheela talk to Zade, not Zade talk to Sheela. You can check possible supports in your menu. Note that some supports may require you to have seen previous supports in previous maps, which is why I recommend doing everything. Sometimes supports may only appear after a certain number of turns, I’ll list this.
  • Early on your team is fixed, but later on you can choose which units to select on chapters. Make sure to put people who have support conversations for that map, otherwise you can miss out on events! Usually the game is generous and forces you to deploy team members who have supports, but not always! Sometimes you have to split your team in two, and a character may only have supports on a certain map, so I’ll let you know!
  • I actually recommend trying to use all of your units a little each. This game has many route splits where you won’t be able to use certain units such as the protagonist, so it helps to have other units leveled. As well, I’ll tell you who to not focus on without spoiling. Unfortunately this game does have many units who you think would stay, but don’t due to plot reasons and this really threw a wrench for my plans. You’d definitely want to focus on using units who will stick with you the whole game!
  • When you unlock the battle preparations, always check the shop when you manage your units, the shop might have good items. As well, always check shops during chapters. I don’t list the inventories of all shops, but there are many maps with exclusive inventory that are amazing, so always have money handy as well. Some shops later on have amazing staves that let you repair weapons and some staves let you make an adjacent character move again. Get magical maidenswords too, they’re handy. Weapons such as spellbooks and ranged melee weapons such as tomahawks are always great choices too.
  • When a chapter map doesn’t have a time limit, I strongly recommend checking all your units to ensure they have good weapon durability, healing items, etc.
  • Don’t make your unique weapons (marked with a star next to the weapon name) reach a durability of 0! They will break but they’re unique weapons that are often powerful so you never want them to break. Instead, ensure they have a durability of at least 1 so that you can repair it later on. You might really screw yourself when you need the unique weapon to easily defeat a boss.
  • There are Siurian Thaumite throughout the game that repair weapon durability. There’s only a handful of these in the game, so save them for unique weapons. There are staves that do this as well but they are expensive.
  • There are no promotion items anymore. Promotions are linked to story progression, house events (for characters that look like knights) and sometimes support conversations.
  • You can level all characters up to level 30. Promotions do not reset the character’s level.
  • Keep an eye out for weapons that do “effective damage”. What I mean is when you get a big damage bonus for using certain types of weapons against certain types of enemies. For instance, bows will do effective damage against flying units such as gargoyles, wyverns, or dragons. Fire spells do effective damage to ships.
  • Read your weapon descriptions and check the enemy unit’s menus to see their skills.
  • You don’t need to memorize damage formulas, but keep in mind that physical weapons will have the enemy’s defense stat subtracted from it, whereas magical weapons will have the enemy’s resistant stat substracted from it. Physical weapons are most normal swords, bows, axes, spears, etc. Magical weapons are spellbooks but also magical physical weapons such as thunder swords and certain maidenswords, check the item’s description to see if it’s a magical weapon.
  • (So say you have a tanky enemy general who has high defense but low resistance, you can try to get a spellcaster in range or you can use a physical attacker who has a magical weapon. This is why I like female units because they can use maidenswords, many of which are magical weapons)
  • Keep aware of your speed as well and check to see if you double attack an enemy or if an enemy double attacks you. If a weapon says “attacks twice” such as with a cutlass weapon, then if you double an enemy you’ll actually attack four times! If your weapon has a high weight value, be careful that enemies don’t double you! There are fast bow-users later in the game with “attacks twice” weapons that were hitting me four times in a row, it gets out of hand sometimes.
  • Make as many saves as you can! The game generously gives you plenty of save slots and unlike the previous game you can save every turn rather than every four turns, so make use of them!
  • If this is too wordy, I have included walkthrough gameplay videos as well if you’d prefer to watch how to beat the maps.

Chapter 1 – A Deadly Departure

  • Conversations: Zayid to Ashram, Sheela to Zade
  • (Seriously, don’t miss conversations, even in the first chapter.)
  • Houses: Octavo Herbs, Information, Elixir, Herbs
  • Flower: Antidote
  • Book Icon: Potential Tome
  • Ruins: Short scene
  • Bone: Divine Sword
  • Zade is the protagonist and is forced on many maps, so use him. Ashram is an amazing character as well, he will be a mainstay for you.
  • Accorte has availability issues later on but you can use her for now as a mage. Spellbooks are rare early on and expensive so be careful with usage.
  • Sujata is an alright unit, I didn’t use her but she has a lot of forced deployments as well as a unique weapon so you might as well use her.
  • Not a bad map at all, you need to work your way north. You have enemies in the north as well as enemies approaching from the southeast.
  • The bone icon can be examined for a Divine Sword, but the character will fall asleep for 3 turns and skeleton enemies will respawn from the hole for 5 turns. I was able to just use Zade to tank through it, and I defeated the spawning enemies with Accorte. The Divine Sword is useful early on and having more weapons for you is good since weapon durability can be tight early on in the game before you get to shops.
  • As you approach the northern part, you’ll automatically recruit Sheela and Zayid. They’re both amazing characters to use for your playthrough. Sheela was my most powerful bow-user.
  • To finish, have Zade Arrive at the northern blue city (Janneth)

Chapter 2 – The Jannethian Labyrinth

  • Conversations: Zade to Slayne (BEFORE rescuing Hilda), and Slayne to Zade (AFTER rescuing Hilda)
  • Sword: Triggers scene when examined with Zade, it does change scenes a bit much later on because it’s referenced to
  • Treasure Chest: Healing Ring
  • Bone: Estoc
  • Be careful, this map has an implicit time limit! Near the ending of this chapter an undefeatable enemy you need to run from will spawn in the south, so it’s best to do everything quickly. Work your way from bottom to top.
  • Slayne is trapped in a room with 3 skeletons. Move him to the southern part of the room so he doesn’t get surrounded. Have Zade rush west to unlock the door because Slayne won’t last long!
  • Slayne is a good unit, but unfortunately has availability issues endgame.
  • There’s a Ruins Thief enemy that will drop a Gemstone, but you need to be very fast to kill him if you want it. If you can’t reach him before he escapes it’s fine, it’s just an item to sell for money.
  • Move other units up north quickly. There are spellcaster enemies (Margulian Wraiths) that can inflict silence, but as long as it doesn’t hit Accorte it’s fine. There are also Wraiths that inflict sleep which is very annoying because this map is timed and Sleep leaves the unit unable to act for several turns. Try to have it hit an unimportant unit and rush in to kill them. If you’re struggling with taking damage from spellcasters you can use Accorte, she has high resistance.
  • To the northwest there are gargoyles, use your bow on flying enemies but most units will work too. Mustapha is a gargoyle miniboss who is tricky to take down, I took him down with Sheela and her Soaring Flame unique weapon.
  • Zade needs to unlock the doors to the northwest and northeast too, so make sure you move him around quickly.
  • When you rescue Hilda you can’t use her in this map.
  • To the northeast you can unlock a door with a treasure chest, but there’s another gargoyle miniboss, Kelbrigg, who uses a weapon that reduces your HP to 1, so save him for after you defeated nearby enemies. The Healing Ring you get from the chest is extremely useful, you can use it on Ashram to counteract his sickness that reduces his HP!
  • You can’t unlock the door with Vanice, leave her alone.
  • To activate the northern gate you need to activate switches to the left and right of it. For us, the right lever was already activated. For the left switch you need to activate the lights one by one to light up a path that leads to the lever. Switches in this chapter must be activated with Zade.
  • When the gate opens, have the characters escape the map one by one.
  • As you’re close to finishing the map an enemy boss will spawn. Don’t try to fight it, just run away to the north. A knight will spawn to fight the enemy, but it’s okay if he dies, I can confirm that it didn’t affect anything in our playthrough.

Chapter 3 – The Dire Strait

  • Conversations: Zade to Drake (need Crested Armlet from boss to recruit him), Zade to Baymonk (hire him for 2000D), Hilda to Slayne (after turn 6 to get Penelope’s Longbow)
  • Houses: Buy potion for 200D, Compact Bow, Information (tells you if a unit is fast enough to cross bridge), Information (teaches you how to recruit enemy units)
  • Villages: Defense +1, The Art of War scroll, Recruit Baymonk + Nelke, Recruit Drake (and end the chapter)
  • 3 Recruitable enemy units: Karajan, Castore, Porruck
  • You can save the pirates that are past the bridge to the north of you for last, they won’t attack unless you get in their range. I found it best to complete this chapter in a clockwise inward spiraling motion.
  • You’ll notice you can now use Hilda. I don’t recommend using her sadly, she leaves early on. I wasted a lot of early game experience on her and struggled significantly as a result!
  • Talk to Jonathan and protect him as he moves. He’s slow so it’s not too bad, just don’t be too slow yourself because he can get killed easily.
  • There’s a dragon that will fly and attack enemies. Don’t defeat it for now, if you stay out of its range it will go back to its island and pick up a Siurian Thaumite, an item that lets you repair weapon durability and you can’t get it any other way. After it picks it up, it’ll eventually approach your units to attack so be careful.
  • (I think the dragon’s drop is glitched in this map, for some reason as soon as the dragon picked up the item I got it, rather than getting it when I defeated it.)
  • Enemy units will attack Baymonk. He’s strong, but he can’t hold out forever so make it a priority to get to him and recruit him by spending 2000D. Nelke is in the village with Baymonk and will heal him every turn, but don’t take too long because he’ll get surrounded and one-rounded eventually.
  • After recruiting Baymonk, be careful of bow-wielding horsemen who will take shots at you across the river and then run away.
  • When you recruit Baymonk you’ll get Nelke as well who has a unique staff that allows you to make another unit have another turn from a range. This is a very great staff for emergencies. I recommend saving this staff’s usage until I tell you to use it, but you can use it a couple of times for now if you have an emergency. With Baymonk recruited you can now take your time doing the rest of the chapter!
  • Baymonk is a fair unit, his unique weapon is amazing but I personally didn’t use him much. Nelke is a nice staff user, I used her for healing and her unique staff.
  • You’ll see Drake in a village, don’t approach him. You need Zade holding an item (Crested Armlet) dropped by the boss to talk to him and recruit him! As long as you stay out of his range he’ll stay still.
  • Pass by Drake and recruit Karajan. He won’t attack because he only has healing staves. Reduce his HP to 10 or less and have Zade talk to him, be careful not to accidentally kill him.
  • A trick is to use Zade to attack the enemy you want to recruit, even if Zade would’ve dealt a killing blow he’ll actually reduce them to 1HP, whereas all other units would kill the character.
  • Even though Karajan looks very generic he’s a great unit, he has unique Nocturne spellbook later on which is basically a Nosferatu spellbook from Fire Emblem (it heals you by the amount of damage dealt making him amazing at defending himself) and he gets a face reveal later on.
  • To get to the boss you’ll need to pass by a bridge. A girl in the bottom red village will tell you whether or not a character unit can pass, but she’s not useful, you can just try it with each character by trial and error. I sent Ashram, Baymonk, Sujata and Hilda over the bridge.
  • Kill the boss, Captain Rackham, to get the Crested Armlet. Give it to Zade and have him talk to Drake to recruit him. Drake is a thief who unlocks bridges, doors, chests, and he’s an important story character (he’ll fight a big boss later), and he’s an amazing character to use in combat because of his high evasion. His unique weapon is amazing and he’ll get a big upgrade near the end as well. He has no availability issues whatsoever!
  • Seize the pirate stronghold with any character.
  • Finally, make your way west to recruit the two pirates, Castore and Porruck. I ran into a bad issue here. I couldn’t get my Zade over the bridge! I suppose his speed wasn’t fast enough? Maybe I didn’t get enough dexterity level ups? I tried trading Zade’s items to others but that didn’t help at all. But it’s alright, if your Zade cannot traverse the bridge you can bait the pirates by standing in their range to their west and they’ll walk over the river to attack Zade.
  • Castore and Porruck are alright units. Castore was amazing for me, Porruck not so much. Their promotions late-game turn them from characters into ships with siege weapons, so their function changes significantly, but they were still very useful for the maps they were available.
  • With all villages visited and all characters recruited and the pirate stronghold seized, go visit the northeastern village to end the chapter. If it’s not working for you, it means you need to seize the pirate stronghold by having a unit stand near the entrance and seizing it, if you don’t get an option to seize you’re standing on the wrong part of the fortress, keep trying.

Chapter 4 – The War of Miselie

  • Conversations: Zade to Alexander OR Zade to Hestion (talk to either one of them to recruit both of them at once)
  • Treasure Chest: Gold Bullion
  • Mushroom: Liquid Vitality
  • Houses: Refugee (Woman), Refugee (Elder) + Hammer, Refugee (Woman), Lurk Tome
  • Recruitable Enemy Units: Alexander and Hestion (can talk to them immediately, no need to reduce their HP)
  • Make sure to deploy Drake who can climb up the small mountains to examine the mushroom and open a treasure chest. He can open the door leading to the east as well to have a shortcut for your units.
  • Deploy Castore or Porruck to walk on water to get a Siurian Thaumite. Make sure your pirate unit has plenty of healing items and a strong weapon, possibly a ranged weapon, because there’s a miniboss.
  • Examine the houses to spawn refugees on the map. You need to escort all of them. If one dies, it’s game over.
  • Phoeve will automatically examine houses and also bring out more refugees that you must protect.
  • You’ll want to rush up as fast as possible with your units to protect the refugees. Roleck and his team can hold out for a while and as turns progress you’ll be able to control more units, but reinforcements will keep coming and it’s best to have your units up there as well in case anything goes sideways.
  • Be careful though, divide up your units. Have Drake quickly get the southern treasure and mushroom. Have a pirate unit get the Siurian Thaumite on the island in the south.
  • When that’s finished, get to the southeastern chokepoint and regroup. This is because horsemen reinforcements come from the southeast. As well, a pirate mini-boss, Hedskinn, will show up when you get the Siurian Thaumite who carries a golden axe, he’s not too hard but he is tanky with a lot of HP.
  • As for new units, Roleck is amazing with his Taskmaster ability that lets an adjacent unit move again, he has availability issues but he is forced for a few chapters so use him judiciously.
  • Bennette is a really good bow user who can also use staves, but depending on your choices later on she also has availability issues, similar to Roleck.
  • Lucion and Claude are decent units who go together well, have supports with each other, and can get promotions later on too. Phoeve is amazing, she can get a horse promotion (she is the only horse-rising mage) and her magic is really good and she has an amazing unique spell. Many enemies will have high defense, but low resistance making her perfect and her horse will allow her to hit and run later on too.
  • Abrahm is not too good, he didn’t get good growths for my playthrough but you can try. You can promote him as well later on.
  • So split up your units, have some deal with the southeastern horsemen, and some deal with northern reinforcements. Unfortunately I don’t think you can kill the bow-users at the edges of the map, they’re extremely powerful. But just deal with reinforcements and protect the refugees.
  • Northern house has a Lurk Tome, have a powerful unit retrieve it and kill the northern enemies.
  • Near the ending of the chapter, Alexander and Hestion spawn to the southeast. Let them approach you and then talk to them with Zade to recruit both of them, no need to reduce their HP at all this time! They’re both extremely great units and you’re forced to use them a lot. They have no availability issues whatsoever and they were a mainstay for my team!
  • It took us 13-14 turns for the refugees to finish moving and to finish the map, so make sure you grab everything you want and visited the house to the north before the last refugee escapes.

Chapter 5 – Crossroads

  • Conversations: Alexander to Hestion, Phoeve to Castore (Castore must retrieve Maiden’s Favor first)
  • Sea square underneath lillypads: Examine with Castore to get Maiden’s Favor (+3 Luck when equipped), needed for a support conversation
  • Houses: 500D, Octavo Herbs, Sack of Coin, 665D, Bertoullia attacks enemy for paying 600D
  • Flowers: Antidote leaves?, Octavo Herbs
  • Siurian Thaumite in the forest
  • Restaurant: From now on you’ll see restaurants in maps called the Azure Paddock. Use these to boost your characters’ stats in exchange for gold. I won’t mention them again. They’re a good aid if you find yourself struggling and have extra gold!
  • Recruitable Enemy Units: Bertoullia (go to house near dragon and pay 600D), Barzelphen (reduce HP to 10 or less and have Zade talk)
  • Be sure to buy weapons and items from the shops as well, I won’t remind you about this again, check all shops on maps and make sure your units are equipped, have some backup weapons. The shops in maps may have different weapons and items than the shops in the battle preparations menu so always check them. Many stores in chapters will sell unique weapons and items!
  • This is a defend map, you must not let any enemy units reach the towns.
  • The map places character units in places and they’re generally good. The only thing is that reinforcements are going to swarm you after a few turns, so get as many items on the map as you can before that!
  • Have Castor quickly get the Maiden’s Favor on the square below the lillypad and use Phoeve to talk to him after. Have Lucion run to the Siurian Thaumite, but be careful because thief units will spawn and they have a high evasion rate and annoying blades that reduce your HP to 1. Claude or another unit can rush up to get a northern flower and another unit can retrieve the southeastern flower.
  • Drake can repair drawbridges! I struggled like a fool because I didn’t do this. Make a chokepoint to the east and a chokepoint on the bridge.
  • Laffine and Amlute are amazing new units to use! They have a map coming up soon where it’s mostly them, so train them up and give them good weapons and healing. Laffine was great because she can use maiden swords, and I like those since many of them are magical weapons that hit an enemy’s resistance instead of their defense, making it easy for her to take down enemy generals later on. Amlute is an amazing bow-user horseman who can hit and run. (Use Alexander and Hestion a lot too, they’ll be in a forced map with Laffine and Amlute coming up.)
  • In general, divide up units up around the map and keep defending. The forest tiles are useful because they’ll increase your evasion significantly. Don’t move your units too far away from the defending areas because there are same-turn acting enemy reinforcements.
  • The dragon won’t attack you, don’t worry. Go to the house next to the dragon and pay 600D to recruit it. Everyone says that the dragon is a good unit if you keep killing enemies with it, but I’d rather focus on regular units. It costs you a small amount of coin (20D) each turn to use it, but it’s a negligible amount of money. It’s up to you. The dragon will always be available, but be careful that you always have money on-hand, otherwise it will permanently leave. You can have the dragon leave the battle by using its item it has and you can always use it in later maps (it won’t leave permanently in this case).
  • Barzelphen spawns in the northwest forest. Like previous chapters, reduce his HP to 10 or less and talk to him with Zade to recruit. He’s not a good unit, he had bad growths, but his unique weapon will cause enemies to get the charmed ailment, making him a good unit to recruit enemy units later on. He has many funny story cutscenes and supports as well.
  • After defending for 15 turns the map will end.

Chapter 6 – Shifting Tides

  • This map has a turn limit, you will lose if Zade’s HP reaches 0!
  • House: The unit sent here will exit from the hole in the north after 6 turns
  • Conversations: Roleck to Zade (to end the chapter)
  • Have a unit with high mobility who can avoid the long-range bow-users move to the left and kill the necromancer who will keep spawning enemies.
  • Have Drake move close-ish to the door, but out of the archers’ range. Then, have him unlock the door and then move out of the way. Remember, with Drake you can move with any unspent move points after performing an action like how horse-rider units can. Otherwise if you unlock the door and just stand there, he’ll likely die.
  • With the door unlocked, try to get characters to move into the castle and out of the archers’ range. Nelke’s unique staff allows you to move a character again from a range, and can be helpful for character units with low mobility. Roleck has Taskmaster, which allows adjacent characters to move again as well.
  • You can have Zayid and Hilda climb the eastern mountains and take out eastern enemy units. It’s slow, but it’s something to do in the meantime, but you’ll still need to get someone to unlock the door for them eventually. (A reminder that Hilda has bad availability issues, so I don’t encourage investing in her.)
  • For a slow-moving unit you can do nothing with, you can try to have them examine the house, which will teleport them to the hole to the north after 6 turns. I don’t recommend this because it’s too slow, but it’s an option.
  • Aslanne and Ezrel will be automatically recruited after a few turns. Aslanne is an eagle-rider and is extremely useful for her mobility and has no availability issues, I recommend using her! Ezrel is another mage, not as good as Phoeve but he’s still good for taking out enemies with low resistance defense and he has a great unique spellbook as well. Both are great units!
  • When Aslanne and Ezrel arrive, though, they’re both kinda weak. Try to regroup your units with them because they can get overwhelmed.
  • As you make your way into the castle walls, have Drake unlock the eastern doors so you can quickly kill those archers and get Zayid and Hilda inside from the east.
  • The western archers take longer to deal with since they’re positioned after a long tunnel, but you can deal with them if you have the time or ignore them and go for Zade. There’s another necromancer to the northwest as well.
  • Once you’re in the castle and have taken out the archers, you’ve pretty much solved the map. Near the end you can unlock the door containing Zade, defeat the soldiers and rescue him.
  • The boss, Haegel, uses a Thunderlight Sword, a magic weapon that targets your Resistance not regular Defense. I used Aslanne to defeat him. The Torturer is not hard at all. Just make sure Roleck can get to Zade quickly to end the chapter since he’s slow.

Chapter 7- The Defense of Libbech

  • Treasure Chests: Healing Staff, Tisane, Heavy Pilum, Wooden Sword
  • You need to survive for 15 turns to complete this map
  • I found this map to be a large pain. It’s possible to rush out and defeat the boss and win that way, but I’d rather focus on surviving.
  • There are treasure chests to the north to collect. I found it best to get these with Drake, and then keep Drake around that area because thieves spawn to the northwest. The thieves have high evasion making them difficult for most of your units to defeat, but Drake can handle them better.
  • Make chokepoints in the south and the east. The enemy will spam you with reinforcements. Make sure to heal your units. Use the restaurant to boost your defense stats. Early on in the map don’t let the enemy get in and surround you.
  • Make sure you always check the ballista’s ranges and keep units out of the way.
  • As you complete more and more turns, more and more ballistas will show up. On turn 14 or so, the southern ballista will even extend its range right into the castle!
  • When you’re near the end of the map on turn 14 it’s okay to let the enemy swarm into the castle, just try to make a wall of your strong units to protect the weaker ones for the last remaining turns. Even Roleck wasn’t able to survive ballista attacks and enemy attacks at full health at this point, so I moved him back.
  • The eastern wall was no problem to defend, it was the southern wall that was the issue.

Chapter 7x – Operation Wolfpack

  • Village: Recruit Penneloupe
  • House: Liquid Mobility
  • Flower: Octavo Herbs
  • You need to destroy all transport carriages before they escape. If even just one transport carriage escapes, you lose!
  • For me, this was the hardest map in the entire game. I didn’t train the units on this map well enough so they were weak and could barely defeat the enemies, let alone with such a strict time limit. Ouron is a new unit, he’s a horserider that can climb up mountains, but he starts off extremely weak! I didn’t make use of Ouron in my playthrough.
  • The time limit in this map is very strict.
  • There are constant reinforcements of horseriders to the northwest of where you start. They add up significantly and are a big pain.
  • There’s thankfully an easy way to beat this map and remove the time limit – have your units kill the enemy reinforcements to the northwest and stand on the squares they spawn on so they stop spawning. Have Ouron immediately climb up the northern mountains. Have him get to one square to the left of the northernmost bridge. After that, don’t touch Ouron. The enemies will naturally pile up and move to him, but the way the enemies move will make them block themselves. They won’t attack Ouron. Don’t have Ouron attack them either, just have him stand there and they won’t attack. Now you can complete the map slowly and more easily!
  • The village will contain Penneloupe, an important character. She has a unique bow that lets her heal damage dealt to the enemy. The only problem is that her max HP was always so low, it was easy to get her killed. But otherwise she’s a solid unit and her unique bow is amazing. Have Penneloupe kill the mage to the northwest of her to get a useful Raecryst tome.
  • The only other big problem in the map are the cavalry units to the northeast. They have strong weapons, but the weakness of cavalry weapons is that they can’t counterattack when you attack them (but you can’t counterattack when they attack too). The problem was that my units didn’t have enough mobility to reach them, so I had to bait them into attacking a unit to make them come closer, and then I had all my units take them down in one swoop. It was still a pain and I had to reload many times to get critical attacks to defeat them…
  • At the end, kill all of the piled up units and transports.

Chapter 8 – Distant Memories

  • Conversations: Orphelia to Elderly Man (1147D), Karajan to Boy (Nocturne and face reveal), Abrahm to Girl (Antidote Grass)
  • Village: Triggers refugees to spawn on the map, escort them to end the chapter. Also causes enemy reinforcements from the southern end of the map, so be careful.
  • NOTE: Visit the village specifically with Fauve to get his preferred weapon!
  • House: Chimnir
  • Bone: Gold Bullion
  • Have Drake quickly repair the drawbridge to send units to help out Fauve and Lilia (have Fauve and Lilia run out). I actually sent Orphelia to help them out because I didn’t know you could repair the drawbridge, and I actually survived somehow and leveled both Fauve and Orphelia to almost level 30, yikes!
  • I moved Fauve and Lilia to the southern squares to clump up the enemies, or you can rush them quickly across the drawbridge. Then use the drawbridge as a chokepoint and have a strong unit nearby. Careful, the pirates can walk on water, but they’ll be slow.
  • Have Lucion, Claude and Abrahm make a wall to the west. You can move them to the east when the reinforcements aren’t as bad, but keep at least one good unit to the left because later reinforcements from the west will have mountain-climbers if you still left Fauve and Lilia in the mountain area.
  • When you’re ready, examine the village to spawn refugees you need to escort to win the chapter. This triggers reinforcements to the south as well, so make a save file before you do this!
  • If you want to see support conversations, see above, have your units quickly talk to the appropriate refugee. Karajan gets a face reveal! But I strongly recommend getting Karajan’s support because he gets his unique tome, Nocturne, which heals the damage he dealt to the enemy and makes him a decent mage unit!
  • Otherwise, try to make walls to shield weak units and pick off as many weak enemies as you can. It’s a good chapter for grinding if you want to, but don’t take too long because the reinforcements get pretty bad.

Chapter 9 – The Azanmour Gambit

  • Shell: Defense Boosting item
  • Bone: Siurian Thaumite
  • Flower: Octavo Herbs
  • Do you remember the cavalry units in Chapter 7x? You’ll see more of them now. To win this chapter you need to defeat all the Iron-Blooded horsemen or defeat the boss. We’ll focus on the former, it’s easier, but if you want you can leave 1 Iron-Blooded horseman available and go to the boss.
  • Like before, cavalry units have high attack, but they can’t counteract when you attack them. So as long as your units can dodge and survive, you’ll be fine.
  • When in battle preparations, there are some partitions you can’t move out from. So make sure you have ranged units in those barricades and mobile units outside of barricades.
  • The desert portions of the map are very slow to traverse through, so if you have important units put them close to the edge of the desert to quickly get out of it.
  • It’s not too bad of a map. Have Zade and strong units move out, but move out cautiously. Sometimes the AI is smart, but sometimes it’s stupid.
  • Have one unit at the northern part of your defense, and another to the south. The horsemen will split into north and south. Calavry cannot attack at range, so as they approach go nuts with your spellcasters and archers. They’ll be weakened and then you can use your own horsemen to defeat them. The southern enemy units will be extremely weak from terrain that deals damage to them too.
  • As long as you don’t allow a bunch of horsemen in at once you’ll be fine. Even if they clump up at the entrance they generally wouldn’t group up on me. Sometimes damaged horse-riders will move back out to get healed, which is fine because it breaks up their formation.
  • Archer horsemen (these are not Iron-Bloods) will spawn and can attack your ranged units behind the stockades. They generally weren’t too bad to deal with, I had strong mages and archers to counteract and destroy them.
  • Once there are only very few Iron-Blood horsemen left you can run out and grab the items. You can even defeat the boss if you want. When you’re ready to win, defeat the final Iron-Blood horseman.

Chapter 10 – Supply and Demands

  • Conversations: Porruck to Castore, Zade to Serena, Zade to Lazeria
  • Flower: Octavo Herbs
  • Recruitable Enemy Unit: Geoffreid (reduce his HP to 10 or less and have Zade talk to him, but he doesn’t join though, he gives Dreizack spear)
  • Begin by making your way south. Have a pirate examine the Flower.
  • Geoffreid spawns early and is on the eastern side of the map. He’ll move north towards you. I found him tricky to defeat. You can use Barzelphen’s unique axe to inflict Charm on him so he won’t hit you. Then reduce his HP and have Zade talk to him. Sadly he won’t join, but he gives a powerful spear.
  • On the eastern part there’s a rock you can destroy to get a Gold Bullion. I used Aslanne for this. Be warned, many gargoyles will spawn afterwards! I used this as an opportunity to train her up.
  • As you make your way south you’ll run into a ballista. Wait for a few turns and Lazeria’s daughter, Serena, will appear on the map. Wait for her to approach and have Zade talk to her. This will make the ballista disappear, making it far easier to complete the map.
  • You’ll find Barracks spread throughout the map. You can defeat these for items and weapons, but be careful because they’ll spawn an enemy when you defeat them. I recommend destroying them all for more experience and free weapons, but if you’re not interested the weapons aren’t that important.
  • As you make your way south Vaughes will attack. He’s an aggressive boss who will come after you and he has 3 healing items, so he’ll often attack and run away. Let him hit and run, and gather your units so that you can eventually kill him in one shot.
  • When you kill Vaughes, you have a story choice on whether to kill or spare him. The choice is minor, but personally I didn’t like him and if he stays he’ll cause a minor non-playable character to die later on, so I chose to kill him. If you spare him he’ll appear in later maps and the final map and help you out, but by that point you don’t necessarily need his help. It’s up to you!
  • You can take your time to complete everything on the map and when finished, have Zade talk to Lazeria to end the map.

Chapter 11 – Guiding Light

  • Be fast, there’s a time limit for rescuing the children!
  • Conversations: Karajan to Nerke, Sheela to Zayid, Sheela to Penneloupe, Sheela to Zayid again, Ashram to Haldyn (after turn 5), Zayid to Ashram (after curing Ashram’s disease)
  • Alright, this is the first chaotic map with many things happening all over the place, I’ll try to break down everything for you. Once the pieces fall into place, this map isn’t bad at all.
  • Penneloupe starts off as an enemy to Zayid. Survive for a few turns and don’t fight back! Sheela will spawn in. Have Sheela talk to Zayid, then Sheela to Penneloupe, then Sheela to Zayid again to recruit Penneloupe. Penneloupe will also run to the northern map of the map, so run there to help her out, but be careful because there’s a dragon with long-range breath.
  • Sujata will go berserk for several turns. If you have a staff on Nelke or Karajan use it to cure her, otherwise just keep surviving her attacks.
  • Haldyn learns new skills. He’s really amazing to use!
  • Have the western team keep moving upwards. The enemies aren’t bad, but be careful for respawning enemies by the northern torches! Either make walls with units or stand where they would spawn to stop their spawns.
  • Near the dragon, pick off all of the other units first. The dragon has long-range breath, but it’s not too damaging – it’s its short-range breath that’s extremely dangerous! Kill the boss, Chief Gnotas, and everyone else, but don’t unlock the cell with the children yet.
  • Have Drake open the chest to get a Dragonslayer sword, it makes it extremely easy for a sword-user to kill the dragon. Give it to Ashram and make sure he deals a killing blow to the dragon to cure his disease! The game is poorly programmed unfortunately, and if you kill the dragon with a counterattack on the enemy phase it won’t count, you need to kill him on the player phase. If you did it correctly you’ll get dialogue with Ashram afterwards, if you didn’t get it reload! Make sure to keep that sword safe, it’s very useful!
  • When you’re ready, unlock the cell. This will turn the chapter into an escort mission where you protect the kids. Enemies respawn next to all torches every turn, and many enemies will spawn from the northeastern corner.
  • The best thing is to make a wall of units around the children, and move along with them. Also have a unit make a chokepoint to the eastern wall. If you’re fast though, the eastern units won’t reach the exit in time. You need to get all your units to the southern signpost. Make a chokepoint to the west.
  • It’s generally not hard, the enemies typically have axes with high attack, but low accuracy, so reload if you get unlucky and get killed. If you have units falling behind, use Nelke’s unique staff to make them move again. Be careful with Nelke herself as she was my slowest units.

Chapter 12 – Eye of the Storm

  • Houses: Ward Ring (southeast house, visit with Bennette), Promotion to Royal Guard class (southwest house, only certain knight units are eligible)
  • Village: Spawns Jonathan and Bertoullia
  • Your units are trapped in a small area and you need to defend yourself for 10 turns until reinforcements arrive. More and more ballistas and long-range archers come to attack you, and pirates will spawn from the cave.
  • Try to visit the houses, village, etc early on because the reinforcements get brutal.
  • Use the restaurant to buff your defense stats.
  • Have Phoeve talk to the horse, then run to the northwest tree to get an apple, and then run back to the horse again. This will let her mount the horse as a promotion. It’s extremely useful and lets her hit and run!
  • Have strong units near the cave to defeat the spawning pirates, but generally keep your units to the left.
  • As turns pass, more and more enemies spawn. Just keep moving to the left and reload if your units die. It’s not worth moving to the right to pick off enemies, just let the pirates come to you and keep weak units away.
  • My dragon unit was too weak to kill enemies. That’s fine if that’s the case for you. Just wait for reinforcements and keep it somewhere safe.
  • Once you make it to turn 10, you’ve basically won the map. Have the horse-riders come in and easily destroy all the ballistas and archers. Since it’s a surprise attack, the enemy won’t initiate attacks on your horse-riders.
  • The map will end when all of the enemy units are defeated. Make sure you get Phoeve’s promotion and the Royal Knight promotion, and make sure you grab everything you need.

Chapter 13 – Caught Red-Handed

  • Conversation: Zade to Arielle
  • House: Critical Dodge Tome
  • Treasures: Cutlass, Cavalry Lance, Altium Axe, Zephyr Sword, Seriatim Bow, Arbalest +1, Iron Duke, Gold
  • This map features many female enemy thieves. They’re not hard-hitting, it’s just tough to hit them. There are many treasures spread across the map. The enemy thieves will grab them and try to run off down the stairs. A trick is to quickly run to the stairs to block them and counterattack to kill them. Just be careful, the enemy thieves have many status-ailment weapons.
  • In general, be fast on this map if you want to grab all of the treasures.
  • Two different enemy groups fight each other outside, the Iron-Blooded knights will withdraw eventually and the pirates aren’t tough to deal with.
  • There’s an enemy mage who will warp enemies to you. At first he’ll only warp enemies to the Iron-Blood knights, but when they leave he’ll happily warp them next to your character units, so be careful.
  • Other enemy mages can inflict Sleep as well.
  • Arielle will keep using all healing spells onto the enemies until recruited.
  • When ready, have Drake open the door to the boss. Be careful, Horatio will move and attack, but thankfully the other boss, Cordova, will not move. Kill off Horatio first, he’s not as tanky as Cordova. Recruit Arielle with Zade, unfortunately you can’t use her in this map.
  • Kill off all the other enemies quickly and have someone stand on the stairs in the boss room to prevent enemy reinforcements.
  • Finally, have your powerful units surround Cordova and do your best to all attack him and defeat him. He’s a really tanky boss, so now is a good chance to use your unique weapons.

Chapter 14 – Making Peace

  • Conversations: Sheela to Penneloupe (after turn 3), Zayid to Penneloupe, Phoeve and Bennette (this conversations triggers differently, just have Phoeve and Bennette stand next to each other to trigger)
  • Flower: Liquid Magic
  • Bone: Liquid Strength
  • Scarecrow: Tough Love and You
  • Southeastern Yellow House: Knight-Sergeant or Great Lancer promotion, only certain units can do this
  • This is a bonus map to gain experience for your weaker units. You spawn enemies by going to the red houses, it’s up to you if you want to do this or if you want to just finish the map.
  • The enemy spawns are not bad at all. It’s your first encounter with a ship enemy though, you can think of them as mobile ballistas, except they only travel on water. They’re actually very tanky enemies, the only way I could defeat them was with magic users and there’s a type of spell (fire) that deals effective damage to them. The ship found on this level is easy to defeat though, I used a pirate with a tomahawk to defeat it.
  • The Rackham Looter enemies have stars next to their name, they’re not actually recruitable units per se but you’ll get items for recruiting them by reducing their HP to under 10 and talking to them with Zade. Or you can just defeat them for experience.
  • Enemy thieves will spawn to Zade’s north after a few turns.
  • To the west you’ll spawn more enemy thieves, but this will be your first encounter with invisible thieves. It’s as it sounds, you can’t see the thieves on the map, but if you go to an attack menu with your unit you can highlight a square and attack the thief anyway. Just send strong units to this area to have no problems defeating them.
  • Be careful with the southeastern house. It spawns pirates, but then it’ll spawn 4 ice wyrms when you defeat the Savage Chief. The ice wyrms are somewhat powerful and have high mbility and long-range breath so be aware.
  • When ready to end the chapter, take both Zade and Roleck to Elgyn, the southern blue city.

Chapter 15 – Inherited Will

  • This map is a big pain. The goal is to survive for 11 turns and then defeat the boss. The boss of this map has two phases, meaning you have to kill him twice, so be careful!
  • Make a save at the beginning of the chapter. Try to put units with high defense on the outer part of the area you’re in, and put the weaker units within. Check out for long-range archers and ballistas and make sure you’re not in their range!
  • The AI is finnicky on this map. It’ll always look like the enemy horse-riders can attack anybody, but sometimes they won’t. I’ve had the game sometimes “give me a pass” in this chapter. Keep retrying this until you manage to keep all your units alive.
  • The enemy cavalry units hit hard. Try to thin out as much of the enemy units as early as you can. The nice thing is cavalry enemies cannot counterattack, but you’ll have to survive their attacks first of course.
  • More and more enemies will spawn every few turns from the west and eastern doors. You can send your stronger units a little further out now so the map becomes significantly easier once you survive that initial onslaught. Two waves of horse-riders spawn, then enemy mages, soldiers, horse-riders, soldiers, mages, etc.
  • Once you survive for 10 turns, on the 11th the boss will make a “giga ballista” appear. Don’t panic and don’t bother moving your units away from that particular ballista, if Lazeria was kept alive as I instructed she’ll make it have an extremely low hit rate.
  • After turn 11 you’ll get reinforcements on the top of the castle and the boss will be pushed down to your area. You can have these units located on the top run around to destroy the ballistas and long-range archers.
  • At this point I found it easier to defeat the boss twice to end the chapter. Be careful, in his first phase he uses a Nightmare sword, allowing him to heal damage dealt. If you have powerful mages and archers attacking from a range he won’t be able to heal, or just use very powerful physical attackers.
  • For his second phase he’ll regain all his health and now use a Savager sword, a sword that’s very powerful but has a low hit rate. Thankfully I found it not as bad as he can’t heal damage dealt anymore. Just have all your powerful units surround and attack him.

Chapter 16 – Lady Bennette

  • Conversations: Porruck to Karajan (after turn 6)
  • The map has a 30 turn limit, but you also need to go to the northern house next to the palm tree with Bennette by turn 20 because one of your units has been kidnapped.
  • Treasure Chest: Flame Axe
  • Houses: Elixir (southern), Buy Siurian Thaumite for 3200D (eastern), Information (to the west of eastern), Information (northwest), Liquid Magic (northeast), Save Phoeve by Turn 20 with Bennette (north center house)
  • This map does have a lot of moving parts. The goal is to destroy the three ballistas at the top of the map, which you need to do by turn 30.
  • The houses explain that it’s better to destroy all three ballistas at once, otherwise if you only kill one and end the turn, then the other ballistas will turn backwards and target you. I didn’t let this happen to me, so I cannot comment on if this makes it significantly tougher or not, but I’d follow their advice to be safe and kill the 3 ballistas all in one turn.
  • In this map, if you enter enemy range, they will actually run to the boss to warn him. If this happens, the boss will send extremely powerful mercenaries after you. This also happens instantly if you enter the boss’s range as well, so don’t go to the center area. You don’t want this to happen unless you know you’re about to finish the map. It may be possible to beat the map like this but you’d probably need to have extremely powerful units and we won’t be doing that in this guide.
  • A trick is to try to send high mobility units onto the bridge that connects to the boss. That way you blocked the only way the enemy can warn the boss. Now you can defeat the enemies more easily.
  • You need to divide your units up carefully and work your way through the map within 30 turns. Be careful with the western area because it has mountains that really slow down your units and eat up your turns.
  • You can’t use Phoeve in this map at all unfortunately! You can’t use Bennette at first either.
  • After the first turn Jonathan will be robbed. Bennette will join after a turn. Unfortunately you only have until turn 20 to get Bennette to the northern house next to the palm tree to save Phoeve!
  • As you progress to the northern area, be careful of the wyvern knight enemies, they can fly and warn the boss very quickly. You may either need to build a wall of units to slow them down or just make a run for the house to rescue Phoeve and run to the ballistas. If you’re confident you can finish the map soon, then it’s fine to let enemies warn the boss. Note that you have to visit that particular house with Bennette, or else you get shooed away.
  • For the ballistas themselves, make sure you have powerful units with unique weapons and you’ll be able to defeat them in one round easily.

Chapter 17 – The Jackal’s Den

  • Conversations: Barzelphen to Nelke, Sheela to Penneloupe (after turn 8)
  • Recruitable Units: Have Sujata approach either Marlene or Beorn, it will promote Sujata
  • Church: Donate to get luck stat up for that character
  • Flowers: Octavo Herbs, Bellflower Leaf
  • House: Give Octavo Herbs to get +7 luck stat up
  • Villages: 2500D (before turn 20) and 3000D (talk to him, then get the ring from the temple, then return with the ring to get the 3000D)
  • This is my favorite map in the game. There are so many plans the villain has, and your goal is to throw a wrench into all of his plans to make them all fall apart.
  • Your first choice in this chapter is to decide whether or not to remove the northern ballistas or to remove enemy mages. The enemy mages are not too hard, you have healers and can probably heal status ailments by now, so remove the northern ballistas instead. Note that this takes time, probably too long, but I have a strategy for you.
  • There are two things you need to do before turn 8. Firstly, to the west of where you start you’ll see a group of knights. They’re very powerful and I really don’t recommend you deal with them. You need to destroy the 3 bridge engineers there and they’ll retreat.
  • Secondly, there is an enemy instructor training farmers and making them into enemy soldiers. That would be sad killing farmer enemies forced to fight you! You can’t defeat the enemy instructor due to the way the game is programmed, rather you need to defeat the miniboss on the village nearby and enter the village before turn 8. This causes the farmers to lynch the instructor and you’ll get an extra reward. This one is not so important, but it’s doable. If you can’t make it in time it’s alright, but the farmers will turn into enemy soldiers and will chase you, they’re weak and you may lose out on a bonus item if you kill one of them.
  • The problem is that there are many northern ballistas so “how do you get to the west?” you may ask. My trick was to find high mobility units. Laffine, Alexander, Hestion, the eagle rider, etc were very useful for me. And what you do is stand near the edge of the ballista one turn, then on the next send them across and use Nelke’s unique staff to allow them to move again. Doing this even lower mobility units can make it past the range of the northern ballistas. Make sure that they have two-ranged weapons and quickly kill off the bridge engineers.
  • The only thing is that the trees slow them down going into the village, but you should still be able to make it or use a flying unit to get to the western village. Now, that village is guarded by an enemy general with high defense, so my technique was to use a female unit with a magical maidensword so that it easily defeated the miniboss. Or use thunderswords as well. Make sure you enter the village as well before turn 8 and that’ll be perfect.
  • If you enter the village, the trainees will kill the instructor and let you pass through the barricades there. So if you were worried about the path being blocked, don’t be they will remove a part of the fence to let you through.
  • You’ll need Drake to fix the bridges though, I had Drake come from the east, see below paragraph.
  • There’s also the southern part of the map you need to deal with too at the same time! There are enemy ballistas in the south, as well as long-range enemy ships and mages! But I actually had Drake go south early on to visit the village. There’s actually a pirate that will destroy the southeastern village so you do need to send someone here if you want to save it. I had Drake activate the bridges as well.
  • Yes, this will allow enemies to swarm in and attack Drake, but I had my Drake stand on a forest and he was able to avoid most attacks even though like 20 units were all attacking from all angles. Put plenty of healing items on him and wait it out. Anybody else I sent south would die. Alternatively just kill the pirate unit who will destroy the village and then you can run back out.
  • This southeastern village (the right village) gives you a mini-quest, retrieve his wife’s ring at the temple to the west of the castle’s entrance and he gives you money but only before turn 40 which is generous. But be careful, if you get the ring enemy mages will spawn from that temple, but they’re easy experience.
  • There’s also a building to the southeast you need to check out. It’s full of invisible thieves, but I had sword-users such as Haldyn and Ashram who had a high hit-rate deal with them. Once you reach the southeast building, you can pay an assassin to make the southern ballistas have an extremely low hit-rate, which I recommend. Now Drake will have an easier time down south, and I had Drake rush west to fix the bridges to allow units to move in.
  • After a few turns Lazeria will spawn and take out the northern ballistas. The only thing is that she’s slow so we instead ran past the ballistas before turn 8, but when the nothern ballistas are taken out you can at least stop using Nelke’s unique staff.
  • On turn 13 a wagon of gold will spawn (it leaves the castle). Don’t let it reach the pirates, kill it and you’ll get the gold as well. This will make the enemy ships leave. On turn 26 another wagon of gold will spawn (this one spawns outside and wants to get into the castle), so take that out too.
  • The south will now be much more safe. When ready kill the miniboss on the southwest village and visit it. You’ll get money as a reward, but also the enemy won’t be able to feed the gargoyles, so the gargoyles will become weak and more passive. You can now go southwest at any time if you want to kill the gargoyles for good experience. The boss of the gargoyles is a little tanky so be careful, but they’re easy after visiting the village.
  • Have Sujata approach Marlena or Beorn. When Sujata is in range of them they’ll naturally start running to her too. Don’t kill them! You’ll get a big reveal with Sujata.
  • Pretty much everything is done on the map. You can storm the castle and kill the boss. You’ll need to work your way around and unlock the door, but be careful of the 3 soldiers, they actually have powerful weapons so use spells or thunderswords, or get criticals with Ashram.
  • Kill Rohan. He’s a unit called a Gigas, it’s basically a General. I had my units surround him and chip away his health. Have a unit below the castle as well! Because when Rohan is defeated, Conrad spawns from the tunnel and will attempt to run away! Conrad is much weaker and easier to defeat, so make a wall to block his path and defeat him to win.

Chapter 18 – The Cordean Crusade

  • Conversations: Salyna to Roswell, Salyna to Zade, Amluth to Roswell, Amluth to Laffine, Zade to Vaughes (if you kept him alive)
  • Flower: Herbs
  • Book: Dispel Effects Tome
  • Bag: Has a stinky item, use it as soon as possible to make the dragons attack the enemy units
  • Temple: Causes the visiting unit to get charmed if you pay 600D.
  • House: Conversation with Salyna
  • Treasure Chests: Acumen Tome (north), Staff of Resistance (south),
  • You start off with units in the northwest, units in the northeast, and units to the south. The northwest and southern units will get reinforcements after a few turns. You need to seize the three castles in the middle of the map to stop enemy reinforcements. Then you need to work south and reach the southwest city with Zade to win. It’s easier said than done!
  • The northwest units must hold out until reinforcements, but then you must also go south when you get your reinforcements and kill the boss before he burns down all the cities. If he burns all the cities, it’s a game over.
  • But be careful at first because you only have a few units and you need to build a wall at first to protect Bennette. In the northwest the enemy units aren’t too bad, but be very careful of Farabia, a miniboss who will attack you. She has an annoying wargoddess sword that heals her, so I used many ranged units. Get her HP down to 1 quickly, you can’t kill her, and when this happens she will run back into a castle and leave the map (don’t block the castle with units, or else she’ll kill them to get to it). As soon as she’s gone, quickly kill other nearby enemy units and rush the boss to stop him from burning the towns!
  • When you move south with the northwestern units, enemy mages, Sinneas and Neyah, will spawn and they’ll teleport right next to your own units so be careful, they’re pretty annoying mages so reload until you can dodge their attacks and kill them.
  • For the northeastern map, don’t approach the dragons. Take your eagle unit and fly east to pick up and use the stinky item in the bag, this will cause the dragons to go crazy and attack the enemy. They’ll start off by attacking the ballistas, letting you move about more easily (the dialogue is hilarious too). Have your units keep moving south to the castle. The dragons will stop being crazy and will attack you after a few turns, so be prepared.
  • For the southern map, I had the horse-riders maintain their position. My Amlute wasn’t strong at this point so I kept defending until my northeastern units moved south to help out. I found the boss of the castle to the north of my southern units to be the worst, try your best to defeat him. I used magical weapons since he had low resistance.
  • Salyna is a wyvern user who can use staves, I think she’s amazing, but unfortunately she has significant availability issues. She’s still fun to use though and you get to use her for a few chapters coming up.
  • After you move south, enemy ships spawn and are annoying. I had my mages deal with them because fire spells dealt effective damage to the ships, otherwise they’re very difficult to take down.
  • Once the three castles are captured, enemy reinforcements stop and you can focus on getting the book, treasure chests, etc on the map. I had Drake unlock the bridge and grab the treasure chests, and I had flying units quickly kill the annoying mages in the ridges.
  • The main boss is Sorvaldi, he’s an annoying mage. He will use a spell to reduce your HP to 1, and then use a regular magic attack on the next turn to kill your unit. He has long-range spells as well. I had powerful swordsmen defeat him.
  • I was a bit confused about Amluth’s conversation with Roswell, they tell him to get to the city “quickly”, but I did within 10 turns but no option appeared for him to visit? Please let me know the requirements to get this and I’ll add it.

Chapter 19 – Impending Horrors

  • Choice: You have to choose whether or not to send Bennette home. Choose to send her home, it’s the nice thing to do and she’ll return in the final chapter with “another unit” and she’s really useful there.
  • Conversation: Arielle to Phoros
  • The goal of this mission is to destroy all the convoys as they pass by. If one escapes you will lose the map, but there is a bonus convoy at the end if you want.
  • This map is tricky. There are enemy reinforcements on each of the barracks in the middle of the map, and they act in the same turn.
  • The first step is to wipe out all of the enemy units and put your units onto the barracks to stop these constant enemy reinforcements. The land has a lot of wastes, so movement is very slow too.
  • Now, what I did was I had a horse-unit, in my case Laffine, run to the convoys as they passed by and destroyed them, and then I used my remaining movement points to run back to the barracks she was on. I did this so she wouldn’t be hit by ballista fire.
  • After destroying a convoy the enemies will either keep moving north or they’ll run towards your units and attack you. I had ranged attackers on the eastern barracks to counterattack and kill approaching enemies, and I had weak units on the left.
  • At turn 10, Phoros will spawn with an army of horse-riders. Let them approach and have Arielle and Nelke on the leftward barracks. After a few turns they’ll keep approaching you. When you see Phoros in range, have Arielle move towards him, but you probably won’t be able to make it to him. That’s fine, then use Nelke’s unique staff to have Arielle move again to Phoros and talk to him. (Guides say that you have to kill at least one of Phoros’ knights to get to him, but it’s not necessarily true. I tested out his AI, and it’s true that he’ll always be just slightly out of range of Arielle no matter what you do, that’s why I recommend having a staff to allow Ariele to move again.)
  • Now the problem is solved and they’ll withdraw. If you do it right, you won’t have to deal with a single one of them attacking you. While this is happening, you need to keep killing convoys on the right.
  • When you’ve destroyed the required number of convoys, they’ll be an extra convoy for you to destroy for a bonus, but you don’t have to. BUT, you still do need to kill the boss of the map. When you see Ravinia spawn, the boss is one of the generic enemy units next to her. The boss is disguised as a generic Cordean Sentinel and is level 1 and has an Imbrued Lance equipped. Don’t bother fighting Ravinia now and don’t let her approach your units, they’ll likely die and you cannot damage her with your weapons. Instead, quickly hover over the enemies to find the level 1 boss and kill him to win the map. If you see attack a Cordean Sentinel and get a speech dialogue, you know it’s him. Pathetic end for a pathetic boss!

Chapter 20 – War Clouds

  • Conversation: Baymonk to Ashram (they need to have obtained their unique weapons), Zade can talk to unique allied units to have them withdraw if you think they’re about to die, and Accorte can talk to many refugee units around the map and do favors to make them leave.
  • Recruitment: Have Haldyn reduce Lavinia’s HP to 10 or less using his unique weapon, and have him talk to her to recruit.
  • Houses: Promotion for Alexander or Hestion (northwest), knight promotion (north), 2500D (northeast), close Alexander and Hestion’s town gates (red house)
  • Flower: Potion
  • Bag: Hat
  • Treasure Chest: 5000D
  • You need to survive for 18 turns. This map is basically a world war haha but it’s amazing. Even skipping animations I spent 2 and a half hours on this map. It’s not a hard map, but it’s long and tests your endurance. Make many saves and backup saves first of all!
  • In the beginning you’ll have a few peaceful turns…
  • Alexander and Hestion are in the northwest. You can either let the farmers escape (you get a bonus if they all survive) or you can have them stay and fight. If you go to the red house nearby you will close the gates which will not allow enemies in, but it also will trap the farmers there so beware, but there’s no punishment if they die (you’ll lose a bonus item though). The item you get is a Letter from the Cordia Farmers, it’s actually very powerful, it increases a unit’s experience by 1.5 in battles and gives weapons infinite durability.
  • You get Mia, her unique weapon makes her powerful but I didn’t use her much. You can promote one of Alexander or Hestion here too. Alexander and Hestion will deal with skeletons spawning in constantly. Watch out for long-range magic users from the south.
  • For the rest of the map, the shops are amazing and there’s another knight promotion house in the north. Build a wall with your units.
  • Have Accorte run around and do favors for the refugees to make them leave, and save the elderly man for last and she’ll help him get away but she’ll be gone too.
  • Make sure all your units are equipped and ready. Don’t put units too much south because ballistas will spawn there, and don’t activate the levers yet, one lever will activate the southern drawbridge and you don’t need the stress now! Move your units towards the east-ish as well, and the plan is to slowly move east if you’re getting overwhelmed. If you stick too far west you’ll get attacked by enemy mage siege tomes and same turn reinforcements. I talk to the allied units with Zade as they’re about to die to have them run away.
  • Otherwise, just go nuts and defend for 18 turns.
  • Phoros will spawn south with his army, so destroy the enemy units there, activate a castle lever to activate the southern drawbridge, and help him out so he survives.
  • Importantly, Lavinia will spawn. Have Haldyn attack her, he cannot kill her, only reduce her HP to 1, and then have him talk to her to recruit her, but it’ll take him out of the map as well so be prepared. Don’t have Lavinia attack your units because she’s really powerful. It’s not bad, but if you get unlucky with her reload.
  • Otherwise, not too much to say. Enemy units will rush in and bomb the inner castle walls too, there’s nothing you can do, just have units defend them. The ending of the chapter has a very nice payoff so keep grinding through it!

Chapter 21 – The Darkest of Depths

  • Conversations: Zayid to Emilia, Drake to Theodel, Drake to Dying Man (need Drake to have dragon blood in inventory!)
  • Bone in prison cell: Folgore
  • Sword next to boss: Drake gets a unique weapon, Crested Sanctblade
  • This is a really fun chapter. Be careful, it has a time limit of 40 turns so be fast because the boss does take some time!
  • Theodel and Emilia are stuck in a prison cell. Examine the unique looking bones to pick up a Folgore with Theodel and have him attack the eastern unit. Have Emilia run there as well and protect her in the corner. Then later have Theodel run out and attack enemy units and have Emilia heal him as required. Thankfully the enemies aren’t bad at all in the cell.
  • For the rest of your units, you need to get into the building and defeat the dragon for its blood, and have Drake talk to the dying man while holding the dragon blood you have obtained.
  • There are stairs next to the building, but they’ll crumble after a unit uses it. There’s a door to the west but you’ll need to circle around to get to it. I had Drake with healing items go immediately up the stairs and unlock the doors inside the building in the meantime while healing.
  • Be careful of the treasure chest mimic enemies, they have powerful counterattacks so wait until later to defeat them for their items if you want, they’re much easier to kill with ranged units.
  • Otherwise the other enemies aren’t tough at all. I even forgot to kill a necromancer in the west, but the skeletons spawning couldn’t catch up to me. You see a tunnel in the north? Keep a few beefy units to the north to defend because reinforcements come from the northern caves and also from the northwestern graveyard. I used an axe-wielder with the Defense Axe and it worked out well.
  • Keep having your units run to the southwest door to the building and have Drake let them in. The lever in the northwest portion of the building unlocks the prison cell, so prioritize that so Theodel and Emilia can escape.
  • You need to defeat the Bloodwyrm dragon. It’s really tanky and wastes your time! Have a unit and a healer deal with it while moving other units around. I defeated it with Amlute with an Adept Bow, but it took several turns.
  • You get Essence of Bloodwyrm from defeating the dragon. As the game suggests, do not put it in the convoy. You need to give it to Drake, and then have Drake talk to the Dying Man in the southern part of the building. If it’s not working, you need to make sure Drake is holding the dragon blood!
  • With this done, you can now unlock the door to the boss room. There are powerful knights in the way as well as a miniboss named Argos. I defeated them with Theodel, he’s a powerful mage user and his unique spell, Almaterna, is found on this map from a mimic (even if your inventory is full it won’t automatically be sent to the convoy like other mimic drops).
  • Don’t attack Lagniel yet though. Have units defeat the mimics blocking the way to the sword, and have Drake examine the sword to get Crested Sanctblade. You can now defeat Lagniel. Lagniel is an amazing boss with amazing dialog, so enjoy the show! Be careful, he has two phases, have a healer heal Drake if needed but otherwise the new sword makes it an easy, basically scripted, battle.

Chapter 22 – Another Road to Deliverance

  • Conversations: Barzelphen to the northwest house OR female unit to the northwest house to promote into maid (I didn’t make use of maids in my playthrough)
  • Bone: Imbrued Lance
  • Bag: Fur Coat
  • Recruitable Units: Capture the west ship (The Chi-Ha) with Porruck, and the east ship with Castore to unlock their ship promotions
  • In this map you have to defeat the enemy on each 5 bridges, each within a 5 turn limit. So you need to defeat the enemy on the first bridge by turn 5, the enemy on the second bridge by turn 10, etc, leading to the boss of the chapter by turn 30.
  • This map can be a pain. It starts off easy, but the enemy spams reinforcements like mad when you take down the bombers on the bridge. You can easily take out the bridge enemies earlier than you’re meant to by using a strong flying unit, but don’t do this too early because it triggers reinforcements at the start of the map. Do this right before the 5 turn limit is reached if you need to.
  • For the first part, focus on moving your enemy to the northeast. The sand makes many units slow. You need to make a chokepoint since there’s so many demon knights, but they’re not hard to deal with as long as a strong unit is defending.
  • You see that broken bridge connecting middle route and the southern road? Leave a few units here because the enemy will rebuild this bridge and spam reinforcements through it later.
  • Be very careful of enemy archers, they kept spamming my units with seriatim bows, if they double they get 4 hits on your units and if just one of the hits is a critical you’re dead. So be cautious but still be fast. The axe users hit hard, but have low accuracy, so make use of forests for extra evasion.
  • Phoros is a powerful new unit and I made liberal use of him, he’s available in the final chapter so train him up if you’d like.
  • You can promote Porruck and Castore into ships if you capture the starred ships with them on the map. You can use your pirates to walk on water, but I had a strong flying unit weaken the ships and then captured them with my pirates.
  • When you promote them, you now have long-range attacks and infinite ammo for your ships. You can destroy the bombers on the bridges easily, but don’t, they trigger reinforcements too early. Instead wait as close as you can before the five turn interval to do so! Otherwise have your ships destroy other enemy ships that spawn onto the map as well as pick off any other enemies.
  • After the first bridge there’s a tent that will keep spawning archers, so make sure to seize the tent to stop them.
  • The second bridge is very close by to the first, just carefully eliminate the archers and seize the tend and you’ll be good.
  • The third bridge is brutal, you’ll probably need to use a ship or flying unit to defeat that enemy unit. It’s because the path is very windy and slow and just full of enemies. Mages and gargoyles spawn from the cave to the north so protect your weaker units.
  • After the third bridge the map is easier. If you’re still slowly moving units and can’t make it in time, use your ships to destroy the fourth bridge bomber. Make sure to capture the tent again here. Don’t forget to send Barzelphen to the northwest house (or a female unit to promote them into a maid).
  • The boss of the chapter is not hard at all compared to what you faced, just watch out for the time limit. Have Zade approach the sign to win.

Chapter 23 – Prisoners of Regina

  • Conversations: Garlan to Bonacell, Garlan to Troy, Tasha to Garlan, Tasha to Troy, Bonacell to Emma, Elderly Woman to Lea, Troy to Lea
  • Bone: Twingore
  • Weapon: Wind Spear
  • Treasure Chests: Pike, Prodi’s Armor, Bonacell’s Armor
  • It’s a Regina Prison, and they’re not talking about Saskatchewan!
  • There are two parts of this map: Opening all the jail cells and reaching Troy, and Troy on the other hand has to survive in an arena of sorts.
  • For Bonacell and Garlan, take the items from Tasha and use the foods to buff them up with stat bonuses. Tasha has the taskmaster skill and can make an adjacent ally move again.
  • Slowly defeat the skeletons one by one, but be fast too because Troy needs to survive and there will be demon knight reinforcements from the southwest every few turns.
  • Once the south is cleared out, unlock the cells starting with Emma. One of the skeleton drops Emma’s Ring of Keys, so give it to her and have her unlock all the cells. You can complete many conversations as well now. Make your way to the northeast to help Troy out.
  • As for Troy’s side, there are four opponents, but you want to stall on the third opponent. You don’t need to necessarily stall on the first or second opponents, but you do need to stall on the third because the fourth opponent is a unique named Lea and you’ll end up killing her with Troy if it gets to that point.
  • So have Troy defeat the demon knight, and then have Troy defeat the Sheryan Hero. Make sure you get a Healing Ring as a drop from him, otherwise reload the map (I didn’t get it as a drop because my game glitched).
  • Now your third opponent will be a pirate, but he has bad mobility and range. So move back and forth and he’ll have to spend 1 turn moving, and then 1 turn attacking you, doubling the amount of time you have. The best part is that he has a ranged weapon, so you won’t counterattack and kill him either. And with the Healing Ring you’re now invincible since you’ll heal more damage he deals.
  • Just be careful, if you do end up taking too long (like a few hundreds of turns on this) then his weak weapon’s durability will run out and he’ll switch to actual weapons that can easily kill you, so keep an eye out but you’ll basically have plenty of time no matter what. If you screw up and somehow killed him, then you’ll probably end up killing Lea and you’ll need to restart the map…
  • With all cells unlocked, make sure to examine the bones to get a tome for Garlan. He’s still weak but he can take down enemies with low resistance values (I had to do this for a miniboss blocking an exit later so save some uses of the tome). Defeat the enemies in the northeastern part of the map and Prodi gets a promotion.
  • The map will become much easier now. Open up all the chests in the northeast, etc, and carefully have the Elderly Woman talk to Lea to recruit her and stop the arena fight. The taskmaster skill is useful because the Elderly Woman doesn’t have much mobility.
  • Lea is a unit only for this chapter, so don’t use her if you want to train up Prodi, Bonacell and Troy. Make sure Lea has no equipment when you finish the chapter. Most of the civilian units are one-time only as well, so take everything off of them.
  • Also, Troy and company will be going directly into the next map and will need to defend themselves for maybe 10 turns or so, so save some buffing items, healing items, and some weapon durability.
  • When you recruit Lea, Hugoniot becomes aggressive so defeat him. Be warned that killing Hugoniot will trigger more reinforcements and the northwest enemies will start moving towards you. Troy can easily handle him.
  • Quickly make a chokepoint to the southwest and northwest, otherwise the demon knights start spamming into the map and you won’t have an easy time escaping with the civilians.
  • If you screwed up this final part, there is a neat trick you can use to stop all the reinforcements. Have Troy block the northeastern door and have him equip the Iron Duke. The enemies will see Troy is very powerful with it equipped and will be too scared to attack him, so they’re just going to move back and forth. Now pass until after Turn 100. After this point the enemy reinforcements stop, so you can now just defeat the current enemies on the map. (If you don’t equip the Iron Duke, then the enemies will keep attacking Troy which is a pain because you’ll run out of weapon durability, but it is an interesting way to level him up to 30.)
  • You need to have everyone escape to the northwestern stairs. I had a Margulian Golem miniboss that was very difficult to defeat and it was blocking my path, and it had a skill allowing it to heal 30 HP each turn. I was actually very frustrated, most of my units could barely scratch him and he was healing everything back. I had Garlan use Twingore and I had Tasha use taskmaster to let him do it again, allowing me to kill him in one turn.

Chapter 24 – Reunions and Vanquishings

  • Note: You choose characters in chapter 24, but characters chosen for this map cannot participate in the next map BUT some characters have map-exclusive conversations, I’ll list them out. At the same time, some conversations can be done on either map, so you can choose which map you want to deploy these units to as long as you group them together!
  • For example, if you want to see Lucion and Claude’s supports, you need to deploy both of them in chapter 24 or don’t deploy both of them in chapter 24 so you can deploy both them in chapter 25. You can’t send one to chapter 24 and one to chapter 25 because then they can’t talk to each other.
  • Don’t deploy Barzelphen or Ouron to Chapter 24, they have supports and house events in Chapter 25 only and they’re required if you want to see their cutscenes in the ending! I actually missed out on these because units deployed in chapter 24 cannot be deployed in chapter 25. I have no idea why these units were not mandatory deployments on chapter 25, and I didn’t want to redo the entire chapter 24 to see them, so I’m telling you so that you can at least see them
  • Conversations (that always is possible regardless of units chosen): Zade to Garlan
  • Conversations (either in this map OR the next): Lucion to Claude, Sheela to Zayid, Sheela to Penneloupe, Zayid to Penneloupe, Laffine to Phoeve. Note that Sheela to Zayid is required for Sheela to Penneloupe. Also, Sheela to Penneloupe is required for Zayid to Penneloupe. Probably best to deploy those 3 units to the same map together.
  • Other Conversations: Lilia to Garlan, Lilia to Tasha (NOTE: Lilia has different support conversations in chapter 24 and chapter 25, and you can’t deploy her to both maps so you’ll have to choose which scenes you want to see. It’s route exclusive so to speak.)
  • Sword Icon on Map: Obtain Emmung for Zade
  • OK, Chapter 24 is a complicated map with units all over the place. This pretty much is the equivalent of Vestaria Saga 1’s final map. You basically unlock doors and levers with Zade to unlock different areas for different groups and then you can combine everybody together into a big group. Just have Zade run to each door to unlock them, and have another unit grab the lever.
  • This map is not timed at all, but Troy’s group has limited resources. Every other group you can move at your own pace though. For Troy’s group, a trick is to NOT kill the enemies. Instead just build a wall formation with 3 powerful units and stand still. The AI in these games is not too good. So what ends up happening is even though waves of enemies will spawn, they’ll actually block each other and not attack you properly, even if they have ranged weapons, so they’ll only do like half of the attacks they were supposed to. Also, if you unlock the door of the adjacent room to where Troy is, you can have a ranged healer or ranged attacker help defeat enemies in Troy’s room.
  • This map is big, so the All Heal spell is extremely handy to use before you finish your turn!
  • The southeast group has a weird teleporting gimmick. If you step on those warp tiles, you’ll be sent into a jail in the room to the left. There’s a lever that unlocks the jail, but it takes time and there’s many warp squares you have to step on to remove them. For some reason even fast horse-riders were too slow to travel across the warp tiles. There’s an easy trick, have powerful flying units just fly across the lake, and the dragons won’t even bother you either unless you purposely get a square within them. You need to cross this path to activate those levers to the north of the lake. Make sure the flying unit has plenty of healing items. Also be careful with those levers, the wall face enemies will counterattack you after you use the levers, so make sure you can survive. (I just saved and reloaded until I survived.)
  • One of the levers to the north of the teleporting tiles will deactivate the face enemy that spawns enemies in Zade’s area, making that portion much easier.
  • Once you find the lever that activates the jail cell door as well as the lever that removes the statue connecting the jail cell room to the room with the dragon lake, then you can freely have units get warped into prison. You can clear out this room, but be careful of the gargoyle miniboss and the mage miniboss, I had to reload to get lucky.
  • That mage miniboss was a pain because she had a skill allowing her to attack first, even if you initiated the attack, and her tome would always inflict an ailment on your character preventing them from moving, even if you attacked from range. So I kept trying until I got lucky and actually got an attack through with Ezrel somehow.
  • When you unlock Troy’s prison area, be careful because the thieves in the northern room will have their door unlocked and they have many daggers with status ailment and reducing your HP to 1, so be careful!
  • The southwest group has to deal with dragons (a male and female dragon) so be prepared. I used Phoeve with a powerful spell to deal with them. The second dragon was very powerful.
  • Near the southern jail is a room with two roman statues. Be careful of using this lever because it fills the area with water and the unit will be trapped there. It doesn’t affect anything else, but you can’t use them for this map. I had a weak unit do this and left them there, but I suppose you can use a flying unit or a pirate and be able to get back.
  • Once you’ve unlocked everything and are ready to finish the map, go into the eastern corridor. Defeat Voxevald (I remember his barrier in the old game, what an annoying miniboss) and have Zade examine the sword to get Emmung.
  • Then clear out the main north corridor. Be careful of Grevandel’s long-range attacks!
  • When ready, have Zade attack Grevandel using Emmung and defeat his first phase. Are you worried about having low durability for Emmung after defeating him? Don’t worry about it you actually need to break the Emmung, so follow Grevandel into the next room to trigger his second phase. Don’t attack Grevandel, instead attack the generic enemies to purposely break Emmung. Then “Zoy” shows up, carefully run to him to talk to him to get Silvanister. Now you can use this sword to defeat Grevandel’s second form.
  • Congratulations! Examine Athrol when ready to finish the chapter.

Chapter 25 – Dawn of Shadow Eve of Light

  • Make sure to deploy Barzelphen and Ouron! I warned you in the previous chapter not to use them!
  • Conversations: Barzelphen to Bennette, Zade to Vanice, Emilia to
  • Conversations (either in this map or the last map): Lucion to Claude, Sheela to Zayid, Sheela to Penneloupe, Zayid to Penneloupe, Laffine to Phoeve. Note that Sheela to Zayid is required for Sheela to Penneloupe. Also, Sheela to Penneloupe is required for Zayid to Penneloupe. Probably best to deploy those 3 units to the same map together.
  • Other Conversations: Lilia to Tasha (NOTE: Lilia has different support conversations in chapter 24 and chapter 25, and you can’t deploy her to both maps so you’ll have to choose which scenes you want to see. It’s route exclusive so to speak.)
  • Flowers: Royal Jelly (south), Sleeping Grass (northwest)
  • Houses: Visit with Barzelphen for unique weapon (middle house), Visit with Ouran for skill (southeast), Fight an enemy to win 7500D (north), Visit with a female archer to get unique female bow (east), Visit with a staff-user over level 25 to get a staff that repairs weapon durability (southwest)
  • Northern Castle: Assassinate 1/3 of the pirates for 5000D
  • Note: This map is glitchy. Don’t use the temporary stat boosters on Zade, it messes up his stats when he has to fight the final boss, it’s supposed to be a scripted fight but I actually kept losing because my HP was too low due to glitches. If you run into this issue, just have Zade only carry healing items and his mandatory equipment only, that’s how I fixed the problem.
  • The map has a 15 turn limit, but is extended to 20 turns if Emilia talks to the northern mage. Most of the map is defending until Zade arrives, and then rushing Zade up to the dragon’s head. Don’t be intimidated by the Dragon Head’s 1000 HP, it’s a scripted fight with Zade and his special sword. Also don’t bother attacking the other dragon parts, just stay out of their range except to help Zade get to the head.
  • Keep your distance from the dragon because it has wings that act like spells. You need to protect the 3 mages around the map. The woman to the west needs protection badly and will be overrun. Phoros, Bennette and Roleck are powerful but there are significantly more enemy reinforcements there. So have Drake quickly build bridges to the west. Divide up your units equally, but don’t attack the southern pirates!
  • Go to the restaurant to the south for an event. You can make 1/3 of the southern pirate army fall asleep if you give the restaurant a sleeping grass, which is the flower to the northwest. Have a fast flying unit retrieve it and give it to her. Remember not to attack the pirates!
  • As well, go to the northeastern castle/mansion to pay assassins to kill 1/3 of the pirates.
  • See the list of houses events above to get many unique weapons and skills. The battle is not hard at first so do shopping, etc. and keep defending. Rush some units to the west, but otherwise it’s not hard.
  • Prioritize Barzelphen and Ouran’s events because you need these to see their endings.
  • Eventually Zade will show up on the map. To win this map, rush Zade west and up the dragon’s head (talk to Vanice for scenes as well if you’re interested). Also, escort Emilia to the northern mage to have her take her place and extend the time limit from 15 turns to 20 turns.
  • Have other units clear out enemies near the dragon’s head. Other units will keep defending the mages as well. Eventually, Zade will only be able to move 1 square at a time, but when you reach far enough up the dragon’s face you’ll get an event with another character. Then, you can have Zade attack the dragon and win the game!
  • The battle is scripted so you win, but if you lose it means your game glitched out which happened to me. (My solution for this was to not use any temporary stat boosting items on Zade and to just have him rush to the dragon as soon as possible.) Enjoy the ending cutscenes!

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