Tears to Tiara II Walkthrough Full playthrough conditions: 1. new game, all hard mode 2. no free battles 3. all S ranks and all bonuses 4. no DLC 5. bonus dungeon played under similar conditions (low turns, etc.) Resources used: Find useful data and charts here. http://ttt2.datacrunch.ca http://ttt21031.wiki.fc2.com http://blog.aquaplus.jp/ttt2 Advice: End most stages with Chalcus as leader for the funds bonus. This is especially important if you aren't doing any free battles. Chalcus must be set as leader and deployed (not in the Quadriga) for the bonus to take effect. In this walkthrough characters like Monomachus, Artio, Laelius, and Aemilia are eventually left behind as there isn't enough XP for everyone to keep up with enemy levels. Group attacks: Hamil + Tarte 3CS 10% DEF/RES/AVD debuff *Elissa+Daphnis 1CS ATK down Hamil + Dion 1CS Poison *Tarte+Chalcus+Noa 1CS Confuse *Kleito+Tarte+Chalcus 1CS Aemilia+Saul+Golyat 2CS Forget *Charis+Noa 2CS Heal + DEF Damage skills (quick testing) Saving Joy - +20% dmg at 4CS Race EX - +17.5% dmg Race Book - +8.5% dmg Miraculous Power - +10% ATK/MAG Secret Documents - +8.5% dmg on techs Ready for Battle/Call to Magic - +5% ATK/MAG Heartthrob Text - +100% crit next to opposite gender Bee Sting - +X% crit Heavy Firepower - +20% atk/mag, -2 MOV Last Stand - +% atk/mag at under 25% HP Assassin's Skill - +?% dmg when hit from behind Element Plus - +5% atk/mag on favored element Your stage score starts at 100, points are added or subtracted depending on the following: -7 per turn over the time limit. -10 per item use over the usage limit. The item usage limit is per stage and typically 3 items, but sometimes 2, 4, or 5 on short or long stages. -6 for each ally with a level that's above the highest enemy level on the stage. This only applies once per ally, not once per level. -20 per defeated ally, or -30 if the Quadriga is destroyed. -35 per Continue after getting a game over. +10 if you met the bonus condition, +20 if two bonus conditions. 120-100 points = S rank 99-85 points = A rank 84-70 points = B rank 69 or lower = C rank Meeting 1-2 bonus conditions allows you to receive penalties and still get a 100+ S rank score. Best damage skills are Joy of War/Meddling with Magic, Saving Joy, Heartthrob Text, Miraculous Power, and Race specific skills. Secret Documents is useful on tech heavy characters like Daphnis. Heavy Firepower is typically not worth the -2 MOV penalty especially if you want lower turn counts. You must have several characters at skill lv 50 to get the Stage 36 S rank + bonus. Skill levels and SP building: Charis 54 - Heal or buffs Tarte 46 - Heal or Belenus Enneads 45 - Heal or Charge Elissa 44 - Heal Saul 44 - Items Hamil 44 - Recovery Noa 43 - Belenus or Charge Dion 42 - Buffs Kleito 41 - Teleport or Charge Hamil learns Recovery at skill lv 34, which makes it much easier to gain XP by casting it on people with higher skill lv than him. Kleito learns Teleport at skill lv 30. It costs a decent amount of mana and has a chance of failing, but it's a way for her to earn free XP if she can't hit anything with spells or use Charge. Dion should have a good amount of MP to spam spells when he can't hit something, although it consumes CP if used after movement. Saul has no easy way of building XP other than killing things or using items, but he's worth it IMO. Noa can Charge or use Belenus if she can't cast Pinching on something. Charis, Elissa, Enneads, and Tarte all have healing, recovery, and/or buffs which is constant free XP if they can't hit or debuff anything else. Walkthrough: Stage 01 - 05 turns (S) + bonus. S limit is 4+1. Training stage. De-equip the generic soldier and try not to use him much or at all. Maximize XP per turn with the limited turns given. Stage 02 - 05 turns (S) + bonus. S limit is 5+1. Another training stage. Give the generic soldier's Brass Sword to Hamil. Try to get Hamil and Tarte to lv 2-3. If you get the bonus condition you can spend 6 turns (or 5+1). Stage 03 - 05 turns (S) + bonus, all enemies dead, all chests open. S limit is 5+1. De-equip Mono, Enneads, and Dion of their best defensive/+hit gear and equip it on Tarte and Hamil. They'll be much more durable and accurate against Zaras. Move Tarte and Hamil E/NE to kill the nearby archer and soldier, while counterattacking Zaras. Use apples on Tarte/Hamil to stay alive. Move Mono, Enne, and Dion SW/W to clear the west side and chest, then move them east to help Tarte and Hamil finish Zaras. Stage 04 - 05 turns (S) + bonus, all chests open. S limit is 4+1. The shop and rare shop are available. Another training stage. Chalcus must be deployed for his leader bonus to take effect at the end of a mission. Stage 05 - 18 turns (S) + 2x bonus, all enemies dead, all chests open. S limit is 16+2. Since there are two bonus conditions, meeting both of them extends the S limit to 18 turns. Start out casting Nigredo on Laelius 3 spaces away from him, then finish on turn 2. Melqart w/ +hit can solo Laelius if enough of his attacks land, but it's easier if 1-2 others help. Anyone not needed for Laelius should head north. Send Dion to open the SE chest and kill the SE archer, and possibly assist Melqart. The correct keystones are the two NE/SW ones with ankhs on them. After destroying one of the keystones, the nearby connecting part of the bridge is destroyed. If you catch Izebel in either of the bridge collapses, she's defeated instantly and you get the bonus. Try to push north quickly ahead of Izabel. Move north fast enough and Izebel won't be tempted to move north instead of east onto the first keystone bridge. Meaning it's much easier to open the NW chest with the Wellies. Izabel starts moving on turn 9. Make sure your entire party is on the east side by around turn 12-13 and Dion/Charis are in position. Lure her onto the first bridge on turn 15 EP while the rest of your party moves north along the east side. It takes too long to lure her to the 2nd set of keystones, she reaches it by turn 21 and the S limit is 18. It's not necessary to tank a hit from Izebel, you can lure her onto the first bridge peacefully. You don't need to grind levels until someone can survive a hit. Screenshot: http://i.imgur.com/hCrMbWf.jpg Dion should stand on the NE corner on the opposite side of the bridge. Charis should stand south of Dion outside of Izabel's Infernal Spear range. Once Izebel is on the south part of the bridge, Dion can move past her and hit the west keystone on the other side. Make sure nobody else is close enough to make her move north instead of east across the bridge. I could have finished on turn 16 right after killing Izabel, but spent 2 extra turns getting the Wellies. Stage 06 - 15 turns (S) + bonus, all enemies dead, all chests open. S limit is 14+1. New weapons in shop - Iron Spear, Buster Sword, Iron Spear, Steel Sword (rare) Laelius has high avoid as usual. Use 100% hit attacks, magic, etc. Lure him with a tank so he faces north then attack him from behind. It's most rewarding to split up and kill everything. Wallflower skill book in middle chest. Reduces chance of being targeted by enemies. Got an Iron Sword, Steel Chainmail, Bronze Greatsword, Iron Armor, Feathered Hat, and other goodies from chests and enemies. Stage 07 - 10 turns (S) + bonus, 1/2 chests open. S Limit is 10+1 turns. Stage Starting Levels: Hamil 9, Tarte 9, Dion 7, Enneads 8, Mono 5, Charis 6, Kleito 8, Chalcus 6, Noa 6 On turn 2 an Orcus appears on the south part of the map near the mine tunnel, and Tanit transforms. Kill the south bat and orcus reinforcements quickly to keep them from killing villagers. You need a strong offense to kill 5+ enemies in the first 2 turns and keep the villagers alive. I usually send Tarte and Kleito south, Mono, Hamil, and Charis NW at the bat, and Chalcus, Dion, and Enneads NE at the orc. After Enneads helps kill the NE orc he heads south to assist Tarte/Tanit and Kleito. E chest has an Iron Ore, NE chest has Whack-a-Mole skill book (AVD increased against hammer and mace weapons). It's not worth picking up the Iron Ore. The Hydra is most vulnerable to magic, that means Kleito, Melqart, and Enneads dealing most of the damage. It has a diagonal blind spot if you ZoC it with tanks on two sides. Diagram below: HHHT HHH HHH T KE C H = Hydra T = Tanks (Mono, Melqart, and/or Tarte). Need enough durability to survive one hit. Breath damage is lower in the 2nd and 3rd rows. K,E,C = Kleito, Enneads, Chalcus, etc. in safe spot. Screenshot: http://i.imgur.com/UZYWA8U.jpg Kleito, Enneads, Chalcus, and others should attack at range while the tanks ZoC block. Hydra will attack one of the two tanks and won't be able to move and hit your casters. You may need to rotate your tanks to the side so the Hydra doesn't move around too much trying to get a side attack. It should die in 2 turns at most. Awaken Hamil to cast Nigredo or boost his stats for tanking. Stage 08 - 05 turns (S) + bonus, all chests open. S limit is 4+1. Stage Starting Levels: Hamil 11, Tarte 11, Dion 8, Enneads 10, Mono 6, Charis 8, Kleito 10, Chalcus 7, Noa 8 Some new store items: Normal Fang, Knuckle Duster, Steel Greatsword (rare), Steel Spear (rare), Long Bow (rare), Tome of Lismore (rare), Wizard's Hat, Iron Helmet, Iron Armor, Gaudy/Launch Bracelet Training stage where Charis learns the Charm command. Lure the boss by 3EP and spend 2 turns killing it. The griffin, Tanit, or Noa can all probably take a hit. Good opportunity to level Noa, Charis, or Chalcus. Stage 09 - 08 turns (S) + 2x bonus. S limit is 7+2. Stage Starting Levels: Hamil 11, Tarte 13, Dion 10, Enneads 12, Mono 6, Charis 9, Kleito 13, Chalcus 8, Noa 11 Treasure: Black Pearl Ring, Hermit's Toque, Touchstone (beginner), Spinel, Fisher's Spirit, Hunting Lore Magic is effective against the knights. The enemy mages can one shot almost anyone if they have magic buffs, stay out of range. Use Dion to pick off the mage/archer on the tower using Arrow of Soul/normal attacks. Use Arrow of Soul on the tower archer, which triggers the bishop to move next to the archer for easier killing. Send any long range units to open the chests. Use healing items on Artio as needed, she's very reckless. It's best if she doesn't do much so you get most of the XP for yourself. Stage 10 - 07 turns (S) + bonus, all chests open. S limit is 6+1. Stage Starting Levels: Hamil 12, Tarte 13, Dion 10, Enneads 12, Mono 6, Charis 9, Kleito 13, Chalcus 8, Noa 11 Some new store items: Defender (rare), Good Fang (rare), Mistletoe Bow (rare), Steel Helmet, Steel Armor, Steel Gauntlet, Man Eater, Hunting/Fisher's EX (rare), Last Stand (rare), other books. Artio starts moving on 2EP, try to have Dion open the SE chest before then. Either give Dion enough HP/DEF to survive 1 hit from her, hope Saul moves south, or sacrifice a charmed enemy. At that point she'll be too far south to reach the rest of your units moving north. Try to keep Saul from running north alone, and keep his health up. Anyone low level earns good XP for healing him since he's lv 16. Stage 11 - 10 turns (S) + bonus. S limit is 10+1. Stage Starting Levels: Hamil 14, Tarte 15, Dion 10, Enneads 14, Mono 6, Charis 10, Kleito 14, Artio 13, Chalcus 9, Noa 12 Some new store items: Defender (rare) The bonus condition is to leave villagers unharmed. They're very annoying with ZoC and constant magic attacks. Equip Noa with the Gaudy Bracelet and have him stand by the map edge so the villagers mostly stay out of the way. You can take up to 11 turns with the bonus condition, which is plenty of time. If you rush you can kill the boss around turn 5-6 or lower. The spiders can be charmed. Use them for damage or decoys if needed. On 3EP, a spider arrives W between the two houses and an Orcus Magi arrives SE. On 4EP another Orcus arrives NE between the 3 houses (this Orcus has no spells). They all get to act on enemy phase. The boss will usually start moving south on 2EP. Sometimes the boss doesn't move on 2EP but I'm not sure why. If you cast Forget on the boss it won't use its Spider Net. Lure the boss with a charmed spider or tank, then cast Kleito's Fish on turn 5. Fish has a max range of 5. Afterward tank it with Tarte, Noa, Hamil, etc. while wearing down its HP. You can prevent the boss from doing anything if you get a villager or other enemy to block its path. This is a tricky stage overall with the villagers ZoC/attacks, enemy turn reinforcements, and the boss. Stage 12 - 09 turns (S) + 2x bonus. S limit is 8+2. Stage Starting Levels: Hamil 17, Tarte 17, Dion 12, Enneads 16, Mono 6, Charis 12, Kleito 16, Artio 13, Chalcus 11, Noa 14 I'm giving most of the XP to Hamil, Tarte, Enneads, Kleito, and Noa to help defeat Izebel. Maximizing XP per turn is important since it's a limited resource. Notable new store items: Tanit's Greatsword +1 (craftable), Damascus Spear (rare), Damascus Sword (rare), Damascus Bow (rare), Drill Punch (rare), Vision Staff (rare), Emerald Ring, Aventurine Ring, Man Eater book, Last Stand book, Lore/Fisher EX book, Spirit's Rage book I bought a Damascus Sword, Defender +1, 2x Vision Staff, and 2x Wizard's Hat to help. Izebel has ~115 def and ~80 res (randomized). It's better if she has a low RES and turns 7-8 aren't fire element. Lower her RES and deal as much damage as possible with Tanit, Melqart, Enneads, and Kleito who should be lv 17-18 at this point. Screenshot: http://i.imgur.com/ykp57OD.jpg Izebel will probably cast Hellfire on 7EP. I tried tanking an Infernal Spear with Noa on 6EP but that didn't seem to stop her from casting Hellfire. Use as much +res as possible to survive. The rest of the stage is fairly easy. Some generic solders, two squids, and Laelius who only has ~45 def/res. You have to kill them all quickly to reach Izebel in time, though. The downside of focusing XP on Tart, Hamil, Enneads, Kleito, and Noa is that Charis, Dion, Artio, and Chalcus are somewhat underleveled (lv 11-14). Mono is still level 6 so I'll have to bench him for the remainder of the run. Stage 13 - 09 turns (S) + 2x bonus. S limit is 7+2. Stage Starting Levels: Hamil 19, Tarte 18, Dion 13, Enneads 17, Mono 6, Charis 13, Kleito 18, Artio 14, Chalcus 11, Noa 17 Notable new store items: Quadriga upgrade Kleito can reduce the boss to 1HP by Poisoning it early on, but you get more XP for killing it normally. Kleito and other flying units can float over the quicksand. Once anyone else steps into quicksand, they can't move and are pulled towards the boss. Dion is already stuck in the quicksand. Move Kleito or a charmed Griffin north of Dion to stop him from being pulled to the boss. While Kleito is standing next to Dion she can attack nearby enemies or cast Forget on the boss. Split the rest of your party up to kill all enemies and open chests. I'm not sure if something triggers this, but on 3EP all of the scorpions and lizards start moving at once. Clear the sides and open the chests by turn 7, and kill the boss on turn 8 or 9. The boss doesn't move, attack it at range as much as possible. Cast Forget if it still has MP left. Enneads and Kleito deal the most damage as usual. I'm still feeding most kills to the core team of Tart, Hamil, Enneads, Kleito, and Noa. Charis and Dion seem mostly useful as buff/debuff supports, and Chalcus, Mono, and Artio don't seem like must-have combat characters. On gaining more XP per turn: If someone ends their turn without doing something to gain XP, it's a waste. Healing spells build XP even if the target is max HP. Anyone with a heal spell should heal themselves or someone higher LVL than them if nothing else needs doing. Items also build XP but watch out for the S rank item usage limit. Charge/Recover skills build XP, although the character must be below max MP/HP to use it. Doing any amount of damage to an enemy is worth XP. Debuffs that deal no damage (Fish, Decline of X, etc.) also give XP. Get as much XP as possible from enemies before killing them, but don't forget the S turn limit. It's harder to get Hamil XP because he has low MP and only 14MP Wind Cutter, and no Recharge or Recover. Give him +MP gear so he can cast Wind Cutter more often and avoid turns where he can't do anything. This also helps build his Awaken meter more quickly. Do the same for anyone with a similar XP gaining problem. Use Enneads leader bonus and +XP skills. I usually start with Enneads as leader then switch to Chalcus near the end, unless I really need Hamil's bonus. Joint attacks earn all participants XP. Kill a boss or high lvl enemy with a joint attack for double the XP. Stage 14 - 06 turns (S) + bonus. S limit is 6+1. Notable in shop: Black Clothes, Swordsman's Coat, Defender +1 and +2 (craftable), Platinum Sword (rare), Platinum Greatsword (rare), Cutlasses (rare), Tome of Ocheri (rare), other rare shop weapons Nothing worth buying if you already have Damascus level weapons. Stage Starting Levels: Hamil 20, Tarte 20, Dion 14, Enneads 20, Mono 7, Charis 15, Kleito 20, Artio 15, Chalcus 12, Noa 19 Hamil, Enneads, Kleito, Tarte, Mono, and Dion only. Daphnis and Elissa join at lv 17-18. Elissa is a high HP/DEF tank (similar to Tarte) with healing, recovery, and water spells. She seems like a strong character and worth using. Daphnis is a bow user with status effect arrows instead of buffs/debuffs. Dion's buffs/debuffs seem more useful. Stage 14 is an easy fight against bandits in a ship hold. It's mostly a training stage to try out Daphnis and Elissa. You can wipe out the bandits by turn 4-5 but might miss the chest in the back. Stage 15 - 06 turns (S) + bonus. S limit is 6+1. Stage Starting Levels: Hamil 21, Tarte 21, Dion 16, Enneads 21, Mono 8, Charis 15, Kleito 21, Artio 15, Elissa 20, Daphnis 17, Chalcus 12, Noa 19 The bonus "open all treasure chests" only counts if allies open them, not enemies or exploding barrels. You start out in cramped quarters against a bit tougher foes (Orcus and Orcus Magi). After killing those two it's a regular bandit beatdown. Stun/sleep or surround the boss while going for the far chest. On stage 16, the highest enemy level is 23. I have to slow down the leveling of Hamil, Tarte, etc. and offload some XP to Dion, Chalcus, Elissa, and Noa. Stage 16 - 07 turns (S) + 2x bonus. S limit is 6+2. Stage Starting Levels: Hamil 22, Tarte 22, Dion 18, Enneads 22, Mono 8, Charis 16, Kleito 22, Artio 15, Elissa 21, Daphnis 17, Chalcus 14, Noa 22 Notable in shop: Some new books (rare), Chalcus upgrade Fight against a lot of lizards, scorpions, griffins, orcus magi, and Aemilia. Spread out to prevent the villagers from being hurt, then push north. You have 8 turns if you get both bonus conditions, and 14 enemies to kill. The griffins and magi are most dangerous for getting the "villagers unharmed" bonus condition. You need some decent DPS and distractions to fend them off. Charm monsters if needed. The less enemies with Wind Cutter the better. After clearing the initial critters, start pulling the magis on turn 4. Kill all but the boss by turn 7 and head for the chests. Use March of Thieves to reach the far north chest in time. The boss is only lv 20 for some reason. Stage 17 - 11 turns (S) + 2x bonus, all 3 chests opened. S limit is 9+2. Stage Starting Levels: Hamil 23, Tarte 23, Dion 19, Enneads 23, Charis 17, Kleito 23, Elissa 22, Daphnis 17, Aemilia 20, Chalcus 15, Noa 23 Notable in store: Chariot upgrade, Platinum Bow, Fancy Katyusha, Melqart's Sword +1, Hunting Blades (rare), Platinum Hammer (rare), Platinum Armor (rare), Platinum Chainmail (rare) Equip the Red Shoes on Daphnis. Place ranged units up top (I used Aemilia and Kleito) and everyone else below. After killing the nearby Templar Knight and Orcus, split Elissa and Daphnis west towards Laelius. Split Kleito and Aemilia east to the Orcus Magi. After killing Laelius, continue moving Elissa and Daphnis west to kill the Sea Gang, then move Elissa south and Daphnis east to the east chests. Open the eastmost chest using Arrow of Soul from above. Split the lower team up east and west. Send Enneads, Hamil, Dion, Noa, and Chalcus west to kill Laelius and open the west chest. Once Laelius is down use March of Thieves and turn back to engage Izebel. Send Tarte and Charis east to kill the Hermit Crab, Imperial Archer, and Orcus. Izebel starts moving once the archer near her is dead. Once the Orcus is dead, move Tarte/Charis west to regroup with Hamil and engage Izebel. Izebel is a bit easier than before with higher levels/gear, but still not a pushover. Use the same strategy as last time. Distract or Fish the Bishop near Izebel if it isn't dead yet. Stage 18 - 18 turns (S) + bonus. S limit is 18+1. Stage Starting Levels: Hamil 24, Tarte 25, Dion 20, Enneads 25, Charis 20, Kleito 25, Elissa 24, Daphnis 17, Aemilia 21, Chalcus 16, Noa 25 Notable in store: Some rare books like Heavy Armor and Heavy Firepower. Send Dion, Enneads w/ Red Shoes, and one other south to the corner chest. On 4EP an Orcus Magi arrives in the far lower corner near the chest. Once the Griffon is dead, use March of Thieves and send Enneads north to catch up. Enneads w/ Red Shoes + March of Thieves has 8 MOV. Send Dion and/or the other helper to open the chest and kill the Orcus Magi. The rest of the stage is fairly easy. Plow through a bunch of monsters, orcus, and elementals. The golem's AOE attack is pretty powerful, try to kill it quickly. Sleep/stun a remaining enemy while you open the other two chests. Tarte made it to lv 27 by the end of this stage (oops), but I still got an S by getting the bonus and clearing on turn 18. Elissa is an excellent party member, basically another Tarte. High DEF, high ATK, and healing. Aemilia is average, probably going to leave her behind. Laelius has low-ish ATK which is a bit disappointing, I might use Saul more instead. It seems like once Dion is an appropriate skill level, you don't need to use him anymore except to give buffs. His ATK is low which makes him hard to be useful in combat. Once Chalcus hits skill lv 25 there's not much use for him other than making him leader for the end of stage 1.8x bonus. It's probably not worth bringing him to skill lv 50 to boost the bonus to 2.2x. Stage 19 - 13 turns + 2x bonus. S limit is 13+2. Highest enemy lv 28 Stage Starting Levels: Hamil 26, Tarte 27, Dion 21, Enneads 26, Charis 22, Kleito 26, Elissa 26, Aemilia 23, Laelius 25, Chalcus 18, Noa 25 Equip the Red Shoes on Dion. Split up and kill the initial enemies. You have plenty of time, up to 15 turns with both bonuses. Engage Izebel from the right ramp while Dion runs up the left ramp to open the chest. Izebel isn't threatening anymore esp. at equal levels and decent gear. Stage 20 - 07 turns + bonus. S limit is 7+1. Stage Starting Levels: Hamil 27, Tarte 28, Dion 24, Enneads 28, Charis 25, Kleito 27, Elissa 28, Aemilia 24, Laelius 25, Chalcus 20, Noa 27 The bonus is pretty much mandatory since they all get in your way to Izebel. Kill them quickly with AOE magic. Tank her Hellfires until she runs out of MP, then go for the kill. Stage 21 - 08 turns + 2x bonus. S limit is 6+2. Stage Starting Levels: Hamil 28, Tarte 29, Dion 24, Enneads 29, Charis 26, Kleito 28, Elissa 28, Saul 26, Chalcus 20, Noa 28 Notable in weapon shop: War Hammer, Elfin Bow, Elfin Staff, Tome of Giants, Elfin Helmet, Elfin Robe, Elfin Gauntlet, Red Shoes, Segmentata (rare), Torc set (rare) Crafting: Elfin Sword +1/+2, Greatsword +1/+2, Tribal Blades +1/+2, Elfin Spear +1/+2, Strong Teeth +1, Elfin Wand +1/+2, various materials, Quadriga upgrade Most stages from now on have a deployment limit of 8. There are a few stages with 10 deploys but I can probably wing it. I think my 8 man team from now on is Tarte, Hamil, Saul, Elissa, Enneads, Kleito, Charis, and Dion. Tarte, Elissa, Enneads, and Charis all have ezmode leveling by healing each other during downtimes. Hamil has a ton of +MP gear to spam Wind Cutter. Kleito can charge or cast whatever. Dion can pick at range or use buff songs for XP. Saul is a great melee character, his only drawback is a lack of ranged attacks. That makes him somewhat difficult to level, but I could probably use another high HP/DEF unit. Alternatives to Saul are Laelius or Daphnis. This stage has 13 enemies (5 of them mounted units) and 8 turns w/ both bonuses. Give Enneads and Kleito Hunting Lore EX to kill the elephants and griffons faster. Sleep/stun/charm enemies if needed. Boss has very high ATK, only your highest HP/DEF can survive (Noa, Tarte, Elissa, Saul). Use -ATK debuffs and +DEF buffs if possible. Stage 22 - 08 turns + bonus. S Limit is 8+1. Highest enemy lv 33 Stage Starting Levels: Hamil 29, Tarte 30, Dion 26, Enneads 30, Charis 27, Kleito 29, Elissa 30, Saul 28, Chalcus 21, Noa 30 The highest enemy level is 33 for 3 stages in a row. Be careful not to overlevel anyone especially Tarte. Give your best damage dealer Reaper's Love EX. Start with March of Thieves, then split up to kill quickly. Don't heal anyone that isn't in danger of getting hit (Charis, Enneads, Kleito, etc.), miasma won't kill them. Most enemies have high RES and MAG, ATK/RES is very useful. Boss has 777 HP and 200+ atk/mag. The boss leader ability heals all undead on the map every EP including himself, so you probably want to kill it in one turn. The boss starts moving on turn 7 EP along with the skeleton in the back. If your damage is high enough you can kill both in one turn. Elfin Helm and Strong Fang in chests. Stage 23 - S Limit is 12+1. Highest enemy lv 33 Stage Starting Levels: Hamil 30, Tarte 31, Dion 27, Enneads 31, Charis 28, Kleito 30, Elissa 31, Saul 30, Chalcus 21, Noa 30 Damage increasing books in shop: Race specific books (Man Eater, etc.), Assassin's Skill, By Withstanding (more CS = more damage), Last Stand, Heavy Firepower, Saving Joy, Heartthrob Text, Ready for Battle/Call to Magic Lots of enemies with high ATK/DEF. Split up to kill faster. The mushrooms explode in poison with a range of 2. Treasure chests have Elfin Sword, Elfin Gauntlet, and Elfin Armor The boss has 1000 HP, 300+ atk, and high def/rst. If you group up behind the boss, it will likely use magic instead of stomping, which is a lot easier to survive. It can still stomp counterattack, which does a ton of damage. Use magic, awakened Tanit and no-counter techniques to avoid counters. Melqart can do most of the damage (600+) with double action + magic. Stage 24 - 05 turns + bonus. S Limit is 6+1. Stage Starting Levels: Hamil 32, Tarte 33, Dion 29, Enneads 32, Charis 30, Kleito 31, Elissa 33, Saul 32, Chalcus 21, Noa 33 The bonus is to defeat the boss within 5 turns. "6 turns" in the English version is a typo. Every wind element turn your party is randomly affected by poison, stun, and confuse. Confuse is very dangerous so consider some anti-confuse skills. The halve confuse skill only costs 900. Use Hunting Lore EX if you have it. Boss starts moving on 3EP, whenever a target is in range, or when you open the chest. Try to open the chest on turn 1 so most enemies charge you. On turn 2, the boss, both apes, spider, and dryad should have moved forward. Use Kleito's Ashling to sleep the 3 in front of the boss. Give Kleito +MAG and Curse Know-How to increase the % chance. On turn 3 the hornet should advance, cast Ashling on the hornet and west ape. The boss has higher RST than DEF, debuff its RST as usual. Enneads and Kleito can deal most of the damage with earth spells. Tarte, Hamil, Elissa, and Saul can assist with 2+ range attacks. You have 4 turns from 2-5 to kill it for the bonus. Stage 25 - S limit is 9+1. Highest enemy lv 35 Stage Starting Levels: Hamil 33, Tarte 33, Dion 29, Enneads 33, Charis 31, Kleito 32, Elissa 33, Saul 33, Chalcus 21, Noa 33 Miasma is back and most enemies have strong AOE magic. Use Hamil's leader bonus, Soothing Wind, and powered Small Healing for survival. On 3EP a rat and Lemures (caster) arrives south. On 7EP a Lemures arrives west and rat arrives east. Start out killing the 1st Dark Element, rats, and 3EP reinforcements. Kill them all by turn 4. Pull the 2nd Dark Element by turn 4, and then lure it backward on turn 5 without killing. Kill the 2nd Element and two nearby rats on turn 6. The boss starts moving once the 2nd Dark Element is dead. Use March of Thieves on turn 7. Kill the Dullahan and Skeleton Knight on turn 7. Kill the two Lemures on turn 8, March of Thieves will help your melee reach the Lemures in the west corner. Afterward, the boss and one rat should remain. Finish the boss, remaining rat, and open the two chests on turns 9-10 if possible. Left chest has Thieves' Shoes and right chest has a Moonlight Crystal. Neither of them are very useful so it's not a big deal to skip. Especially when the boss is a pain. Debuff the boss' MAG and RST. The boss's leader ability is BS, try to avoid any other enemies getting affected by it. Not much you can do but try different attacks at different ATK/MAG/RES/DEF levels and hope some of them go through. Or if you have the damage formulas you can manually calculate the damage of each attack before you try. Stage 26 - 12 turns + 2x bonus. S limit is 10+2. Highest enemy lv 38 Stage Starting Levels: Hamil 34, Tarte 34, Dion 31, Enneads 34, Charis 32, Kleito 24, Elissa 34, Saul 34, Chalcus 21, Noa 34 XP levels are getting too high. Stage 27 highest enemy lv is 35, then the stage 28 highest is lv 36. Stage 28 looks exceedingly long with 28 enemies. I'm going to use Dion, Charis, Daphnis, Aemilia to absorb XP. Hamil's leader bonus + Dion and Charis buffs can make up for low-ish levels. Most enemies near the boss won't move unless you pull them. By turn 5 kill everything except the boss and ramparts. On 7EP a Cyclops arrives from the right tower gate. On 8EP an Orcus arrives from the left tower gate. The Orcus has spells but you can block it from moving by standing in front of the gate. The boss will move to attack. It boss regains MP on taking damage. Deal some damage to it, debuff its MAG, drain its MP with Kleito and Hamil, then wait to clear the ramparts before finishing it off. It can still cast spells for free on Holy element turns, but that's better than nothing. The boss regains MP even on MP damage, so start with strong MP drains and then finish with a weak MP drain so it recovers less than 12 MP. The Lemures on the ramparts will teleport down to attack if you lure them, or sometimes move on their own. On turns 6-8 MP drain the boss, kill the reinforcements, and deal with any incoming Lemures. Spend turns 9-11 opening the chest and clearing the ramparts. Defeat enemies on the ramparts using ranged attacks or Kleito's Teleport spell. Once finished, gang up on the boss. Stage 27 - 10 turns. S limit is 10+1. Highest enemy lv 35 Stage Starting Levels: Hamil 35, Tarte 35, Dion 34, Enneads 35, Charis 33, Kleito 35, Elissa 35, Daphnis 20, Aemilia 25, Saul 35, Noa 34 Notable in store: Silver Greatsword, Sturdy Fang, Pterodactyl Bow (rare), Staff of Giants, Tome of Tohomach, Tiara, Robe of Stars, Silver Armor, Titan Gauntlet, Bracelet set (rare), Ring set (rare) Still giving kills to Dion, Daphnis, Laelius, or Aemilia to offload XP. Relatively easy stage against generic enemies. Most enemies have high DEF. Not much to worry about except overleveling! Outpace the reckless NPC allies or they'll get in trouble. Stage 28 - 23 turns + 2x bonus. S limit is 30+2. Highest enemy lv 36 Stage Starting Levels: Hamil 35, Tarte 35, Dion 35, Enneads 35, Charis 35, Kleito 35, Elissa 36, Daphnis 28, Aemilia 29, Saul 35, Noa 35 Very long stage with 28 enemies and the highest enemy lv is 36. They're really trying to punish overleveling. However, both bonus conditions are +20 to score, and overleveled units are -6, so you can have up to 3 overleveled units (120-18) assuming no other penalties. On this stage you have to clear 4 parts of the map. Destroy the flag to continue to the next part. On the 3rd part there's a chest on the middle of the map. Use Kleito's teleport to warp a strong unit over. Kleito can also float over the gap. Use March of Thieves to get the chest more quickly. The bonus time limit is 24 turns which isn't very stressful. Parts 1-3 should be cleared by turn 15. Part 4 has some high DEF and elephant mounted enemies. Daphnis is up to lv 35 already. The XP keeps coming! Stage 29 - 10 turns + 2x bonus. S limit is 9+2. Highest enemy lv 38 Stage Starting Levels: Hamil 36, Tarte 36, Dion 36, Enneads 36, Charis 36, Kleito 36, Elissa 36, Daphnis 35, Aemilia 31, Laelius 25, Saul 36, Chalcus 24, Noa 36 Charis is now skill level 54. Saul is Slvl 44 and gets about 50 SP when using an item on Charis. He needs about 12 more item uses to hit Slvl 50, which seems doable by Stage 36. Everyone else can get similar SP from Charis by casting heals/recovery/buffs on her. I'm pretty sure I can hit Slvl 50 for the most important party members by Stage 36. After this stage Tarte isn't available until S33, so it's ok to level her a bit. Hamil/Noa/Chalcus are force deployed on S30, then Hamil is unavailable until S33. S32 highest enemy level is 38 and overleveling is still a concern. The trick is reaching Slevel 50 while offloading XP to Dion, Daphnis, Aemilia, Laelius, and Chalcus to avoid overleveling. It's a balancing act in between the S ranks and bonuses. You have 10 turns to kill all enemies and open all chests. Once again lots of high HP/DEF enemies. Use March of Thieves on turn 1 and split up to kill faster. Everyone needs high ATK/MAG to kill quickly. I sent Tarte, Elissa, Noa, Dion, and Charis north, and Hamil, Kleito, Enneads, and Daphnis east. Quickly wipe out the south/southeast enemies and then backtrack to assist Tarte. Kleito and Enneads should be walking armies of magic at this point. With Charis + Hamil leader buffs Kleito had 304 MAG and almost one shot the 500 HP Grendel. Regroup and push northeast to clear the final group. For some reason the west Grendel is lv 35 and skill lv 50. You can earn some above average skill points from it. By turns 4-5 only the NE group should remain. Use March of Thieves to rush and kill them within 10 turns. Stage 30 - 7 turns + bonus. S limit is 10+1. Highest enemy lv 37 Stage Starting Levels: Hamil 37, Tarte 38, Dion 37, Enneads 37, Charis 37, Kleito 36, Elissa 37, Daphnis 37, Aemilia 34, Laelius 26, Saul 37, Chalcus 27, Noa 37 No shopping in between 29 and 30, but you can change gear or skills. After this stage Hamil and Tarte leave the party until S33. You can't remove their gear until they rejoin, so unequip anything important. The stage is Hamil, Noa w/o Quadriga, and Chalcus vs 3 fake Tartes. The fake Tartes have low DEF/RES and pose little threat. Stage 31 - 13 turns. S limit is 12+2. Highest enemy lv 40 Stage Starting Levels: Hamil 38, Tarte 38, Dion 37, Enneads 37, Charis 37, Kleito 36, Elissa 37, Daphnis 37, Aemilia 34, Laelius 26, Saul 37, Chalcus 28, Noa 37 Notable in store: Golden Sword (rare), Golden Greatsword (rare), Heavy Hammer (rare), Mammoth's Tusks (rare), Kaiser Knuckle (rare), Dragonfang Staff (rare), Sage's Staff (rare), Mercenary Knife, Golden Helmet (rare), Golden Armor (rare), Dragon Gauntlet (rare), Godspeed Boots, Quadriga Upgrade Hamil and Tarte can't be deployed on 31-32. You get a free Fisher's Spirit EX and Protection of Sea EX from the last stage. Give Kleito Fisher's Spirit EX, Protection of Sea EX and +RES gear. The bonus conditions are to defeat the boss and open all chests. Opening the Repair Tools chest (SE of the boss) or killing the boss ends the stage. You don't have to open the Repairs Tool chest to get the chest bonus, just open the other ones. Equip the Red Shoes to Daphnis. Start with March of Thieves and send Enneads and Daphnis to grab the southeast chest. Kill the two south enemies quickly and open the SE chest with Daphnis on turn 2, then hurry back to regroup. If Enneads can't kill the remaining south enemy on his own on turn 2, send someone to help. Send everyone else north. Split up to handle the incoming two middle enemies while continuing to push north. Send someone unimportant (doesn't have to be Daphnis) to the mid-east chest in the corner, they won't make it back in time. The north group should kill the NW Deep One and open the NW chest by turn 7. Enneads and the others should catch up and regroup around turn 8 to start killing the rest of the trash. Use March of Thieves again to speed things up. The boss has a magic range of 5+2 with Ice Age Returns and a Gigantic Tentacles range of 4. Cast MAG debuff, and use Kleito to drain its MP starting around turn 8-9. Anyone that can survive its Ice Age Returns can start attacking at 4+ range. By turn 10-11 it should have 0 MP. Spend turns 12-13 killing it. Enneads/Kleito/Charis can cast 4+ range spells, and Chalcus/Aemilia/Dion/Daphnis can attack at range with +1-2 range weapons. The Kraken won't counterattack if attacked from the north (near the NE chest). Elissa can attack from the north while tanking its enemy phase attacks. If Saul has Forbid Counters he can attack from anywhere. Stage 32 - 8 turns + 2x bonus. S limit is 10+2. Highest enemy lv 38 Stage Starting Levels: Hamil 38, Tarte 38, Dion 37, Enneads 38, Charis 37, Kleito 37, Elissa 37, Daphnis 37, Aemilia 34, Laelius 27, Saul 37, Chalcus 35, Noa 37, Artio 15 Fairly easy stage against more sea creatures. Start turn 1 with March of Thieves and start killing. Send Enneads + Chalcus west then north along the west side, while everyone else moves north along the east side. Start pulling the Krakens around turn 5-6. The 3 Krakens are large sized but 700-760 HP is easy to tear through at this point, and they waste most of their magic on buffs. I'm not sure if "no friendly casualties" includes the NPC soldier allies, but it probably does. Kill quickly to stay ahead of them. Man Eater EX and Ancestral Power EX in chests. Stage 33-35 ramps up the enemy level from 40-44, but there's a lv 45 chokepoint on stage 38. Aemilia, Chalcus, and Laelius are still decent XP sponges. If I get desperate I'll use "I'll go easy on you" 1HP tech and give kills to Artio or Mono, they both have One Careful Strike. Stage 33 - 17 turns. S limit is 16+1. Highest enemy lv 40 Stage Starting Levels: Hamil 38, Tarte 38, Dion 38, Enneads 38, Charis 38, Kleito 38, Elissa 38, Daphnis 37, Aemilia 37, Laelius 30, Saul 38, Chalcus 37, Noa 38 Notable in store: Melqart's Sword +2 (craftable), Chalcus Upgrade (craftable) 16-17 turns isn't a lot to reach the bottom chest. Use March of Thieves repeatedly and kill swiftly. The most annoying part of this stage is the enemy AI constantly buffing itself. By the time you reach the boss around turn 15, it should be almost out of MP and unable to cast its most powerful spells. Stun/sleep/tank one enemy while an archer opens the bottom chest. Stage 34 - 14 turns. S limit is 18+1. Highest enemy lv 42 Stage Starting Levels: Hamil 39, Tarte 39, Dion 38, Enneads 39, Charis 38, Kleito 38, Elissa 39, Daphnis 38, Aemilia 38, Laelius 31, Saul 38, Chalcus 39, Noa 39 Notable in store: Golden Hammer, Golden Bow (rare), Tome of Dea (rare), Elfin Knife, Sage and Dragonfang Staff +1 (craftable), Silk Dress (rare), Perseus Ring (rare), Jagdlegg (rare) A look at damage skill books again: Race-specific damage books, Bee Sting, Assassin's Skill, Secret Documents (increase damage of Techniques by ~8.5%), By Withstanding, Last Stand, Heavy Firepower, Saving Joy, Ready for Battle Another long and winding trail. Range attacks are very important with so many airborne enemies and air tiles. Save up CS and MP for the incoming boss. On 6EP a large flying boss appears from the NE corner and aggroes. It has 2000 HP, 200 DEF/RST, and wind spells. Wait for the boss to move onto solid ground, buff/debuff, then kill it on turn 10. If you saved enough CS, ganging up with strong attacks should easily kill it in one turn. Saul buffed to 400 ATK and boss debuffed to 175 DEF does 1300+ damage with Festival of Flesh, Tarte Tatin can do 1000+, etc. Afterward, kill the remaining 5 enemies and open the last chest on turns 11-14. S limit is a very generous 19 turns. Stage 35 - 16 turns. S limit is 20+1. Highest enemy lv 44. Stage Starting Levels: Hamil 41, Tarte 41, Dion 39, Enneads 40, Charis 40, Kleito 40, Elissa 41, Daphnis 40, Aemilia 39, Laelius 31, Saul 41, Chalcus 39, Noa 40 Skill damage tests! Race specific book: Increases damage by ~8.5% (not 10%) Race specific book EX: Increases damage by ~17.5% (not 30%) Stacks with non-EX book. Saving Joy: Increase damage per CS by 5%. Works on attacks that consume CS. Secret Documents: Increases Technique damage by ~8.5% By Withstanding: Increases CS gain by ~15% when being attacked. Bee Sting, Assassin's Skill, Last Stand: Didn't test. Equip your main damage dealers with Spirit's Rage and Spirit's Rage EX. Pull each dragon and kill them in 1 turn using 2-4CS attacks or spells. Send one person to get the NE chest, they won't be able to make it back. You have way more than enough turns to S rank. Stage 36 - 5 turns + bonus. S limit is 4+1. Highest enemy lv 50 Stage Starting Levels: Hamil 42, Tarte 42, Dion 40, Enneads 42, Charis 42, Kleito 40, Elissa 42, Daphnis 42, Aemilia 40, Laelius 31, Saul 42, Chalcus 40, Noa 41 Tarte, Saul, Elissa, and Hamil should be lv 42-43 with high ATK and damage skills. Equip damage dealers with Spirit's Rage, Spirit's Rage EX, Saving Joy, Bee Sting/Heartthrob Text, etc. Saul or Tarte needs to tank one Gold Dragon breath, equip one of them with high HP/DEF gear and New Race EX. All four should equip to survive at least one Hellfire cast. It's easiest if stage 36's turn 1 element is Dark. This means turns 3 and 4 aren't Astral (the Gold Dragon's element). It's better for damage if Turn 4 is Fire or Wind (Saul or Hamil's element). It's better if the Gold Dragon has a lower DEF roll, similar to Izebel's RES on stage 12. Set Hamil to leader. On turn 1 start out with March of Thieves. Kill the dark and holy elements with Hamil/Tarte/Saul to build CS. Use anyone else to kill the astral element, preferably units that can build up CS to help kill the Red Dragon on turn 5. Move Elissa up to the Red Dragon to keep it from moving right. Maximize CS gain as much as possible while moving towards the Gold Dragon. Use items (Saul only), cast heal/recovery, or normal attack. Techniques don't normally build CS so avoid using them if possible. Place Saul and others in the Red Dragon's Hellfire range to build CS faster. Saul, Hamil, and Tarte must have 4CS by turn 4. Move Dion into the Quadriga on turn 2. After retreating Dion, you can deploy another unit to build CS on turn 2. On turn 3 redeploy Dion for another March of Thieves for Hamil/Tarte/Saul, then turn 4 have Dion use Ballad of Warriors. Keep the Red Dragon casting Hellfires on EP3-4 by placing Noa + Elissa in range. Debuff the Red Dragon's DEF and buff Elissa's ATK on turn 2-3 if possible. Pull the Gold Dragon on turn 3 with Tarte or Saul. Double buff ATK with Dion and Charis, debuff DEF, then use Saul, Hamil, and Tarte's 4CS normal attacks. Enemies can't counterattack after a 4CS normal attack chain. Hamil should attack the dragon front and center, Tarte should attack next to Hamil (Heartthrob Text crit bonus), and Saul should attack from the side. The Gold Dragon must die on turn 4. If you come up short, try raising levels for higher ATK, reloading the stage for better elements or lower Dragon DEF, or equipping higher damage gear/skills. In order to deal enough damage, Hamil/Tarte/Saul should have 245-270 ATK before buffs, and Dragon should have 255-260 DEF before debuffs. If you have other units that can spare to attack the Gold Dragon instead of the Red Dragon, use them. On turn 5 refocus attacks on the Red Dragon. Use Elissa's 4CS normal plus anything else you can throw at it. The Red Dragon should already be DEF debuffed. Tarte/Hamil/Saul will be too far to help unless you lured it east. Try moving Tarte or Hamil into the Quadriga to deploy someone else, at least. Elissa can do 1800+ damage with her 4CS if double ATK buffed + DEF debuffed. Everyone else can chip in with 2CS attacks or water spells. I used Elissa 4CS, Daphnis 2CS, Noa's Flip, Enneads Silver World, and Chalcus 2CS to finish. I got pretty close to killing the Red Dragon on turn 4, it's definitely possible. Stage 37 - 14 turns + bonus. S limit is 16+1. Highest enemy lv 46. 4 item limit Stage Starting Levels: Hamil 43, Tarte 43, Dion 40, Enneads 43, Charis 43, Kleito 41, Elissa 43, Daphnis 43, Aemilia 39, Laelius 31, Saul 44, Chalcus 41, Noa 41 More undead on this stage, but thankfully no Miasma. Split up to kill everything in time for the S rank. Kleito can float around freely if needed. Range attacks are important, especially Daphnis' Snipe. If Dion's ATK wasn't so low he might be more useful here. Magic is also useful although most enemies have high RES. The boss's Pain Reflector skill can be tricky. Give your main damage dealers high HP rather than high ATK. Low HP damage dealers like Daphnis and Kleito aren't much use, although they can chip in. Drain the boss's MP then wear its health down while using powerful heals. Use 2+ range or uncounterable attacks. Chests: Beryl (SE), Mammoth Tusk (NE), Secret Document (NW) Stage 38 - 7 turns + 2x bonus. S limit is 8+2. Highest enemy lv 45. 4 item limit Stage Starting Levels: Hamil 45, Tarte 45, Dion 42, Enneads 44, Charis 44, Kleito 42, Elissa 44, Daphnis 44, Aemilia 40, Laelius 31, Saul 44, Chalcus 43, Noa 42 Skill levels: Charis 74, Enneads 64, Hamil 64, Elissa 63, Tarte 63, Dion 59, Noa 58, Kleito 57, Saul 52, Daphnis 51, Chalcus 50, Aemilia 42, Laelius 32 Notable in shop: Tanit Greatsword +3, Quadriga upgrade, Claidheamh Mor (rare), Cyclone Hammer (rare), Flying Fan (rare), Crown of Thorns (rare), Gown of Rule, Asteria Ring (rare), Adamas Ring (rare), Elementproof EX (rare), Element Aegis (rare), Element Plus (rare), Solid Protection (rare) Lots of new gear in the shop. Get into the rare shop and buy some Asteria and Adamas rings. You need very high ATK/MAG to kill enemies quickly and avoid Gladiator casualties. Equip main damage dealers with Hunting Lore + EX, Joy of War/Meddling with Magic, and other +damage skills. Equip Enneads and Kleito with Man Eater + EX to better deal with the heavily armored knights. Most enemies have spells and MAG buffs, stay out of spell range or use +RES/-MAG. The Gladiators stay put on turn 1, but start moving on turn 3. Enemies mostly buff each other until about turn 3. Stun/sleep/charm/confuse/petrify some enemies to keep the pressure off. Sleeping an enemy also temporarily reduces their DEF. Dion's status spells are pretty effective at high MAG. Use Snipe to kill the Bishops quickly and safely. Try to get Elissa, Saul, and Tarte hit to build CS faster. Powerful 4CS from Elissa, Saul, and Tarte should kill a mounted elephant in one attack. 2CS from Tarte/Saul/Elissa can probably kill a mounted griffin in one attack. Group attacks deal a ton of AOE damage if needed. Keep up the crowd control, 2/4CS attacks, healing/buffs/debuffs, and staying out of unnecessary spell range. Only 4-5 enemies should remain by turn 4, the rest is clean up. Sleep one enemy and open the chests, then finish before the Gladiators do something stupid. Stage 39 - 17 turns + 2x bonus. S limit is 16+2. Highest enemy lv 49. 5 item limit. Stage Starting Levels: Hamil 45, Tarte 45, Dion 43, Enneads 45, Charis 45, Kleito 44, Elissa 45, Daphnis 45, Aemilia 41, Laelius 31, Saul 45, Golyat 40, Chalcus 44, Noa 43 Golyat joins the party. He's a low MOV/HIT, high HP/ATK/DEF unit like Elissa, except he has status effect attacks instead of heals and water magic. He joins at lv 40 which is kind of low at this point, but better than Laelius, Artio, Mono, or Aemilia. Past this stage there aren't any big overlevel bottlenecks. Stage 40 is lv 48 which isn't a big deal, and the last 4 stages ramp from enemy lv 52 to 60. With that in mind I'll try to max XP gain so my stats are high enough for the last few stages. Equip God Slayer for more damage against the golems and talos. Equip Elissa and Saul with God Slayer EX for their 2-4CS against the leader E-Golem. Most enemies aren't much of a threat, but there's a lot of ground to cover. Keep casting March of Thieves and head for the obelisk. The E-Golems move towards the Obelisk. The E-Golem leader has a very powerful defensive skill, save up your 2 or 4CS to kill it. It's more effective to spam 2CS rather than 4CS normals IMO. The normal attacks in the 4CS normal chain tend to deal 1 damage anyway. Golyat's Dash of a Lion also works well. Have Golyat use items on Charis to build his Slvl quickly. The NE chest can be opened from across the water with snipe, spells, etc. You don't have to kill everything to get both bonuses. Kleito can teleport units to the right of the start point if needed. All absorbing crystals must be destroyed before the Obelisk can be damaged. Stage 40 - 14 turns. S limit is 18+2. Highest enemy lv 48. 4 item limit. Stage Starting Levels: Hamil 47, Tarte 48, Dion 44, Enneads 47, Charis 47, Kleito 46, Elissa 48, Daphnis 45, Aemilia 41, Laelius 31, Saul 45, Golyat 45, Chalcus 44, Noa 44 Correction to Stage 39 count, it was completed in 17 turns not 15. Lots of undead and monsters on this stage. The undead tend to have have higher RST, monsters have higher DEF. The obelisks debuff most of your party aside from Noa and Chalcus. Even at lower levels Noa and Chalcus might have higher stats. Use Hamil's leader bonus and spam Charis+Dion buffs to overcome the debuffs.
Don't bother with the pillars unless you have nothing else to hit. Attack the pillars with your CS builders (Tarte, Saul, Elissa, Golyat, etc.) to reach 2-4CS and dump on the next set of enemies. Move clockwise clearing each quadrant. Watch out for buffed MAG enemies. Snipe the bishops/archers. You have 20 turns which is way more than enough. 2CS-4CS can easily one shot the mounted gryphons, and Grendels die to MAG quickly as usual. Keep one Grendel slept/stunned while clearing the last pillars. Pretty easy stage overall. Stage 41 - 8 turns. S limit is 15+1. Highest enemy lv 52. Item limit 4. Stage Starting Levels: Hamil 48, Tarte 48, Dion 45, Enneads 48, Charis 48, Kleito 47, Elissa 48, Daphnis 46, Aemilia 41, Laelius 31, Saul 47, Golyat 47, Chalcus 45, Noa 45 More undead on this stage, but thankfully no Miasma. Reaper's Love + EX is a good idea. The Undead Dragon is an Undead type not Dragon. It's best if the stage starting element is Holy so turns 4 and 5 aren't Dark (the Undead Dragon's element). On 1EP a Golmes arrives SW. On 2EP an Undead Archer (with anti-ZoC skill) arrives SE. On 3EP a caster Lemures arrives SW and Dullahan arrives SE. On 4EP the Undead Dragon arrives directly behind the start point. It will move to attack. On 9EP an Undead Bishop and Dark Elemental arrives north behind the boss. As usual all enemy reinforcements get to act immediately. Start with March of Thieves as usual, and clear out the nearby enemies. Head to the center of the map and kill reinforcements while building CS. Kill all enemies on the turn you start attacking them to avoid the boss leader heal. On turn 4 pick off the caster Lemures and Dullahan with range attacks while staying out of incoming dragon breath range. The dragon has 4 MOV, poison breath and Nigredo. Its Nigredo is weak to anyone with decent HP/RES. Place someone in left or right Nigredo range to make it turn left/right so you can make side attacks more easily. Once the dragon arrives, buff/debuff and kill it on turn 5. Three 2CS attacks from your heavy hitters (Tarte, Saul, Elissa, Golyat, Hamil, Daphnis, etc.) should be enough. This dragon is much easier to kill than the Gold Dragon. You don't have to kill all enemies or open chests for S rank + bonus, just kill the dragon and boss. The boss has an instant kill effect, but it has a low proc rate. Use Noa or a high HP/DEF leader to pull, or wait for it to move on its own. Kill it in one turn using 2-4 CS. Stage 42 - 14 turns + 2x bonus. S limit is 15+2. Highest enemy lv 56. Item limit 4. Stage Starting Levels: Hamil 48, Tarte 49, Dion 46, Enneads 49, Charis 49, Kleito 47, Elissa 49, Daphnis 48, Saul 49, Golyat 48, Chalcus 45, Noa 46 Notable in shop: Melqart's Sword +3, Dragonsbane Sword (rare), Guardian Hammer, Blue Sky Bow (rare), Prophet Staff, Tome of Ephetra, Amber Gold Helm, Maid's Apron (rare), Amber Gold Armor, Amber Gold Gauntlet, Quadriga Upgrade, Soaring Feet (rare) Kill your way up to the boss. By about turn 10-11 all should be dead except the NW wyvern and boss. The boss starts moving on turn 10 EP. It has powerful spells, high MAG, and Spirit's Rage EX so keep Tarte and Kleito away. Boss has very high RES making it difficult to MP drain. Send Daphnis to the NW chest while your party tanks the boss's magic. Use -MAG/+RES and Ancestral Power EX to survive. Daphnis can solo the west wyvern with a 2-4CS, or send someone with her to help. Once the NW chest is opened, drop 2-4CS on the boss to finish. Stage 43 - 18 turns + 2x bonus. S limit is 22+2. Highest enemy lv 56. Item limit 4. Stage Starting Levels: Hamil 50, Tarte 50, Dion 47, Enneads 50, Charis 51, Kleito 49, Elissa 50, Daphnis 50, Saul 51, Golyat 51, Chalcus 45, Noa 47 Long stage with quicksand and 3 bosses. I suggest using Kleito as leader because her MP recovery makes it easier to spam 2CS techs, March of Thieves, and heals/buffs. Give Dion a lot of MP and he can keep up March of Thieves the entire stage w/ Kleito's regen. If you need Hamil's leader buff, swap them in the Quadriga. Your units can walk over quicksand as long as they don't stop in it. Kleito can teleport people over or out of quicksand if needed. Starting out, the left side is hindered by quicksand. It's easiest to take the right side and turn left to get the Orchid, Golem, Talos, and SW chest, but splitting up is probably faster. Zaqqum has Spirit's Rage EX (Tarte and Kleito), water magic, and stomps. Pull with a high RES unit on the left side so it faces left. It's not as threatening as the other two bosses, but best if killed in 1 turn. The Orchid has Man Eater EX and 550+ ATK. It starts moving on 8EP, at least on my run. Pull with Noa so it faces to the side. Kill it in 1 turn with 2-4 CS before bad things happen. After killing the Orchid, split off a small force SW to kill the golem and open the SW chest. Everyone else should head north. Vanitas has Man Eater EX, 450+ ATK, low level dark magic, and a powerful technique. He started moving on 17EP on my run. He's easy to pull with his weak dark magic. His RES is low enough to MP drain if needed. Either MP drain or kill him in 1 turn before he uses his tech. Stage 44 - 13 turns. S limit is 14+1. Highest enemy lv 60. Item limit 5. Stage Starting Levels: Hamil 52, Tarte 53, Dion 49, Enneads 52, Charis 53, Kleito 52, Elissa 52, Daphnis 53, Saul 53, Golyat 53, Chalcus 46, Noa 49 Notable in shop: Tanit's Greatsword +3 Mostly undead and magical enemies. On 3EP a Silver and Gold Golmes arrives SW and SE near your start point. On 6EP an E-Golem arrives directly south of the start point. As usual they get to act immediately. The E-Golem has 2 MOV and the 4 range E-Golem Laser. Stay out of its attack range on 6EP then kill it on turn 7 before it does anything else. By turn 7 only Abraxas and two Golmes should remain. The two Golmes move on 9EP, Abraxas moves on ~11EP (depends how close you get). The Silver Golmes is easy to pull with its dark spells, the Gold Golmes is harder to pull. Either lure both Abraxas and Gold Golmes and kill them on the same turn, or try to flank around the side and kill Gold Golmes while staying out of Abraxas Gravitas range. Abraxas has a 2 range aura that reduces all stats by 50%. Only attack at 3+ range. Pull him with his Rapusta and kill him in 1 turn before he can cast Gravitas. Even though Abraxas is lv 60, his DEF is only ~285 so he dies fast to buff+debuff+2CS spam. Stage 45 - 5 turns + bonus. S limit is 16+1. Highest enemy lv 65. Item limit 10. Stage Starting Levels: Hamil 55, Tarte 55, Dion 51, Enneads 54, Charis 54, Kleito 54, Elissa 55, Daphnis 54, Saul 55, Golyat 55, Chalcus 46, Noa 52 Equip all damage dealers with with God Slayer and other +damage skills. Equip anyone with low HP/RES with Holy Aegis and Rebellious Will. Tarte and Kleito especially need damage resistance. Boss first form has 6200 HP, 2nd form has 12000 HP. Zaphkiels spawn every odd enemy turn in random locations, up to a max of 3. On the first 1-2 turns hang back and build up 4CS while buffing and killing incoming Zaphkiels. Saul and Golyat might need to take damage to build CS. Next, move up to the 1st form boss and debuff its MAG, then DEF. Use non-2CS techs to wear its HP down. The 2nd form boss will likely use its big spinning attack which does moderate damage and poisons everyone. It's possible to survive the 2nd form's big spinning attack, as long as none of the Zaphkiels follow up with more attacks. You can block incoming Zaphkiels with Noa since he can't do much to the boss anyway. Kill the 2nd form boss asap using 4CS normal chains. It's possible to rush and kill the boss in ~3 turns if you can build 4CS fast enough. Bonus Dungeon: There's no ranking for the bonus dungeons, but I'll try to play them similar to the campaign S ranks. 1. low turn counts, still no free battles 2. avoid allied deaths including quadriga 3. open all chests 4. don't spam items too much B01 - 3 turns, 0 deaths, all chests open Stage Starting Levels: Hamil 55, Tarte 56, Dion 51, Enneads 55, Charis 55, Kleito 55, Elissa 56, Daphnis 56, Saul 55, Golyat 56, Chalcus 46, Noa 52 Most enemies have low RES, so drop AOEs to kill multiples at once. Enneads, Kleito, and Hamil can kill 4-6 enemies on turn 1. Snipe the Wind Element, kill the Griffin, and stay out of unnecessary damage. Turns 2-3 are cleanup. B02 - 4 turns, 0 deaths, all chests open Magic amp crystals in the corner. Most enemies don't have spells. Destroy the stone pillars w/ AOE magic and Snipe the Holy Element on turn 1. Take out the rest of the trash on the next few turns. B03 - 4 turns, 0 deaths, all chests open Generic stage vs low level humans/monsters. Notable in shop: Cursed Fang, Druidic Staff, Chameleon Robe, Valiant, Brave Mail, Glacier Gauntlet, Comet Bracelet, Spiked Shoes B04 - 3 turns, 0 deaths, all chests open Kill the archers and bishops to the left and right, then ZoC and kill the knights. Snipe the north bishops then dismantle the remaining knights. Stay out of bishop magic range. The absorbing crystals are mostly ignorable. B05 - 5 turns, 0 deaths, all chests open Mostly monsters and a few undead. There are random lightning strikes on your party every EP for low damage, and spark traps on the floor. The barrels are placed to destroy the 3 chests if exploded. The giant spider is back but isn't much of a threat. Open the chests asap before they get destroyed. NW chest only has Mead in it. lol B06 - 5 turns, 0 deaths, all chests open Non-undead enemies are debuffed just as much as your party. Ignore the pillars (unless you have nothing else to do) and avoid magic range. Pretty simple otherwise. Mead and Leopard Skin in NW/NE chests. B07 - 3 turns, 0 deaths, all chests open Surrounded by seafood and a few elements. Start w/ March of Thieves and push NW killing the nearby enemies and NW Kraken. Try not to pull the 2nd Kraken on 1EP, although it's not a disaster if it happens. Afterward kill any incoming enemies and finish the 2nd Kraken. B08 - 3 turns, 0 deaths, all chests open Sparks are back. Kill everything nearby, then pull the far enemies and kill some more. B09 - 3 turns, 0 deaths, all chests open Everyone's favorite Miasma returns. Lots of Undead and Monsters. Drop lots of 2CS to clear out the mounted units and push north. B10 - 4 turns, 0 deaths, all chests open Stage Starting Levels: Hamil 59, Tarte 59, Dion 57, Enneads 59, Charis 58, Kleito 58, Elissa 59, Daphnis 59, Saul 58, Golyat 59, Chalcus 52, Noa 59 All monsters on this map. It's a fog of war map! Fog of war rules: Your units have a 3 square range to spot enemies. You can run past hidden enemies' ZoC. If you run into an enemy you forefit that unit's turn. Enemies can always see you. On turn 1 kill nearby enemies and send Kleito and Enneads to destroy the pillars. Make your way to the boss and kill it with 2-4CS. The boss is a fairly weak hydra. Don't miss the chests on this map! B11 - 10 turns, 0 deaths, all chests open Notable in shop: Melqart's Sword +4, Tanit's Greatsword +5, Quadriga Upgrade, ? Armlet, ? Robe Long winding stage. You can destroy the white pillars quickly, the red ones are harder to reach. Teleport Daphnis over the water on the west side and send her to open the SE chest. Watch out for enemies firing over walls or teleporting through them. Use Snipe and ranged magic liberally to fire over walls. SE chest has a Touchstone (Special), NE chest has a Papyrus Page C. Not really worth getting. B12 - 4 turns, 0 deaths, all chests open Kill the 4 hares and 2 mounted units to the sides w/ 2CS. Move Noa so Dion can position March of Thieves better. The two north mounted units will probably aggro on 1EP, kill them on turn 2. Clean up the rest on turns 3-4 while opening chests. B13 - 5 turns, 0 deaths, all chests open Spores on this map, meaning random stuns, confuse, and poison on your party every few turns. Anti-confuse is a must, or Solid Protection if you have the funds. Equip +1 MOV on Daphnis. Stick to ranged attacks to avoid pulling the boss. Its attack range is very close to your start point. Once the initial enemies are gone, send Daphnis N/NE around the edge of the map towards the chests, and everyone else SE to pull the boss and boar next to the chests. Clear out all enemies besides the boss, then tank the boss' magic while Daphnis opens the chests. Open both chests at once with Daphnis' Rain of Arrows. The northmost chest contains a Standard Ring, the other chest has a Dark Aegis EX book. The boss dies easily to 2-4CS spam. B14 - 8 turns, 0 deaths, all chests open Deploy Daphnis or Enneads on the lone east spot to open the chests. Destroy the cursed pillars on turn 1. The NE Obelisk takes a little longer to destroy. Boss has high MAG and DEF, but most of your party should have 4CS by the time you reach it. Atlas Fist and Robe of Life in E chests. B15 - 5 turns, 0 deaths, all chests open Stage Starting Levels: Hamil 62, Tarte 63, Dion 61, Enneads 62, Charis 60, Kleito 62, Elissa 63, Daphnis 63, Aemilia 41, Saul 62, Golyat 62, Chalcus 53, Noa 64 Most enemies will come to you, so Heavy Firepower is an option. On turn 1 kill the nearby 2 archers, 2 bees, water element, pterosaur, and golem. The large birds are blocked by explosive barrels and can't easily reach the party. Blow up the barrels if you want them to reach your party faster. They have Hunting Lore EX so be careful with Noa. Move into attack range of as many enemies as you can handle. On turn 2 deal with any incoming enemies and pull more of them. By turn 3 all should be dead but the boss, bishops, and maybe a griffin. On turns 4-5 snipe the bishops and pull and kill the boss. It drops a Muse's Crown (might be random). Use Snipe to get the N and S chests, or send Kleito over the water, or deploy Torte w/ +1 MOV. Divine Clay in N chest, Obsidian in S chest, consumables in the W/E chests. B16 - 5 turns, 0 deaths, all chests open Deploy mainly based on elements and DEF/RES. Leave 1-2 undeployed and deploy units from the Quadriga. Destroy the cursed pillars on turn 1. Use 2-4CS to kill the mounted units. You only need to kill the leader, so pushing the side lanes isn't necessary if you can break through the middle. I killed all but two NE enemies before killing the boss. Could have killed them all with more turns taken. B17 - 7 turns, 0 deaths, all chests open Use snipe, magic, teleport, or flying to get over the water. Send Kleito for the SE chest and Dion/Daphnis for the NW chest. Use snipe to kill the elementals if possible. Use mainly magic and ranged attacks to clear the trash. Several ways to safely get the NE chest (Master's Bracelet). The easiest method is to pull the boss, then move Noa forward and deploy Torte to hit the chest with wind magic. You may need to combine this with March of Thieves or +1 MOV boots. The 2nd method is to pull the boss so it doesn't block the walkway. Then move Noa forward and deploy Daphnis or Dion, run past the boss, and snipe the chest. You may need the Brave Heart skill to run past. The 3nd method is teleporting Daphnis/Dion over the water or through the boss to snipe the chest. Boss starts moving on 6EP or when pulled. Use Golyat or Noa to pull or wait for it to move. Use 2-4CS to kill as usual. Try exploding the barrels next to it for fun and damage. B18 - 6 turns, 0 deaths, all chests open Lots of undead and magical creatures, but the magical ones have higher DEF/RES. On turn 1 kill nearby enemies and move Noa NE. Turn 2 move the party NE again, deploy Daphnis and snipe the cursed pillar. Turn 3 send Daphnis for the NE chest and position for the N chest, move the rest of the party towards the NW chest, and don't kill the northmost golmes/talos. By turn 4 kill all non-boss enemies and open the NW and NE chests. On turn 5 open the N chest with Daphnis snipe, and kill the boss if possible. If not back off until turn 6 to kill it. The boss has 5 MOV and high ATK. It's somewhat restrained by barrels but can still easily hit your party. Boss starts moving on ?EP or when you kill the north Talos/Golmes. Pull with a high DEF unit or wait for it to move. Boss has -300 dmg leader skill and its RES is lower than DEF. 2CS or spells are best against it. Kleito's 4CS Lion King is useful with the 2x magic buff and lower boss RES. Lion King can do ~4500 dmg + barrel explosion for ~790, leaving the boss at ~2.5k HP. B19 - 11 turns, 0 deaths, all chests open Noa w/ Battlefield Lessons + anyone with Asetic Ring equipped can heal/buff/item and get a lot of XP. Monsters are the big threat on this map, although you might want to give Daphnis, Dion, Enneads, and Kleito anti-undead/human. Kill any nearby threats, pull the 1st Orchid, and teleport Daphis to the upper level. Have Daphnis kill the nearest archer, open the middle chest, then move SW to kill the Ankou and Dryad, then open the SW chest. The Orchid Queen dropped a Hand-Knitted Scarf. Dion/Daphnis normal attacks and most techs and magic can pass through walls or height. Otherwise, it's a standard trek to the boss with some trash in the way. You don't have to kill all enemies, just the leader. Boss starts moving on ?EP or when you kill the Ankou next to it. Orchid Queen has high RES, Orchid (boss) has high DEF. The Orchid dropped a Demonic Bracelet. B20 - 5 turns, 0 deaths, all chests open Stage Starting Levels: Hamil 68, Tarte 66, Dion 67, Enneads 67, Charis 60, Kleito 67, Elissa 66, Daphnis 67, Aemilia 41, Saul 67, Golyat 67, Chalcus 62, Noa 69 Lots of monsters on this map, and a new Boar God boss. Kill the giant tree and nearby enemies on turn 1. The undead knights have weak MAG, mostly ignorable. Sleep the basilisk if you can't kill it. By turn 2 all nearby enemies should be dead. Make your way to the God of Boar. Pray it's not Astral on the turn you have to kill him. Pull the boss with its Pinching and kill it before it can use its OP technique. Boss starts moving on ?EP or when nearby enemies are dead. Use snipe/wind magic to reach the far chests. I'm liking the bonus dungeon so far. It's fun and my party is able to keep up with enemy levels/stats without grinding/free battles. B21 - 5 turns, 0 deaths, all chests open Notable in shop: Splended Fang +1, Atlas Fist +1 Give everyone you plan to deploy Solid Protection to avoid Spore effects. Can't afford to be stunned/confused. Deploy 5/6 and deploy the last unit from the Quadriga. Bow/magic/2CS is useful for ignoring elevation and passing through walls. Try to one shot enemies as much as possible while avoiding damage. B22 - 5 turns, 0 deaths, all chests open Mostly monsters and seafood on this smokescreen stage. Split up and start clearing the trash. If you know where every enemy is you can clear the map more quickly. Teleport is useful for moving someone ahead as a spotter without wasting their turn. Enemies can always see your party, watch out for ambushes especially enemy magic. B23 - 4 turns, 0 deaths, all chests open Deal with nearby enemies. Split up around the sides and snipe the pillars and chests. You might want to leave the obelisk up since it debuffs the dragon, at the expense of Tarte and Kleito's stats. Earth Dragon starts moving on ?EP or when one of the Bishops dies. Don't kill them until ready. B24 - 5 turns, 0 deaths, all chests open Trash in front of the boss is easy, and nearby chests are easy to reach. The boss is well cordoned off by barrels and doesn't seem to be in a hurry to move. I had to pull it with Noa on 4EP. Just like Abraxas, you must attack from 3+ spaces away to avoid the leader debuff. Or if your stats are high enough, you can attack in melee despite the debuff. Don't let the boss use its OP tech, kill it in 1 turn. Echidna drops a One-Ton Hammer. Open the far chest using snipe as usual. B25 - 9 turns, 0 deaths, all chests open Stage Starting Levels: Hamil 70, Tarte 71, Dion 69, Enneads 71, Charis 61, Kleito 71, Elissa 70, Daphnis 71, Aemilia 41, Saul 70, Golyat 71, Chalcus 66, Noa 72 Suddenly 16 turn limit! That's ok. Kill the nearby large bird, astral element, and pillars. Send Kleito and Daphnis NE and everyone else NW. Kill everything leading up to the boss. Unlike last time, the boss can move, and its 0 MOV debuff is even larger. Use Daphnis/Kleito to lure it east and give your other party some breathing room to move NW into position, instead of being bottlenecked on the bridge. You prob. have to tank one of its attacks as it moves west. As it moves towards the party make sure nobody who needs to use 4CS melee is caught in its debuff. Kill it in one turn as usual. Open the NE chest before finishing. B26 - 3 turns, 0 deaths, all chests open Notable in shop: Kaledvoulc'h +1, One-Ton Hammer +1, Togal Testament, ? Boots Both dragons aggro on 6EP or when you pull/damage them. It's easy to take 1/2 of their HP with exploding barrels, then finish with 2-4CS or amped magic. You can pull and kill them much faster than the 13 turn limit. Use snipe or magic from the other side to reach the chests behind the dragons. B27 - 4 turns, 0 deaths, all chests open Shock stage with some easy trash and a Wind dragon. The dragon has decent MAG and Emperor of Thunder. Turn 1 kill nearby enemies and place Noa in position to tank an Emperor of Thunder. Turn 2 buff Kleito's MAG, debuff dragon's RES, and cast Rubedo. With Kleito at 750+ MAG and dragon debuffed to 380 RES, she can drain 500+ MP in a single Rubedo. With its MP gone you can finish the stage as usual. Wind Dragon drops Tempestlord Bow. This is a +43 ATK upgrade from the +0 Sky Bow, but 1 less range. One of the chests has a crafting mat for the Bow of Aengus. B28 - 4 turns, 0 deaths, all chests open Notable in shop: Bow of Aengus (craftable) Bow of Aengus is very powerful compared to the Sky or Tempestlord Bow. Your party is surrounded by monsters and seafood. Stun/sleep one of the trash then defeat the Orchid to reach the far chest. Or try to teleport/Brave Heart past the Orchid Queen to reach the far chest. Otherwise a pretty easy stage. B29 - 5 turns, 0 deaths, all chests open Miasma and traps on this stage. Boss and Golem have mid-high ATK. Use Noa or Kleito to step on the traps, use Disarm Traps skill, or destroy the barricades. Destroy both sets of pillars on turn 1 and weather any incoming enemies. Turn 2 kill any nearby enemies. Turn 3 pull the Golem and two Golmes. Turn 4 pull the boss and as much trash as you can handle. Turn 5 use March of Thieves + snipe to reach the far chest as usual, then kill the boss. The chest behind the boss has a crafting mat for the Dark Arondight sword. B30 - 7 turns, 0 deaths, all chests open Stage Starting Levels: Hamil 75, Tarte 74, Dion 73, Enneads 75, Charis 64, Kleito 75, Elissa 74, Daphnis 75, Aemilia 42, Saul 75, Golyat 74, Chalcus 74, Noa 76 Notable in shop: Dark Arondight (craftable), Laelius only sword Use team attacks to kill the initial enemies for better XP. Pull the bosses on turns 1-2. The mandrake and antares die easily to 2-4CS spam. After that it's a regular stage. Teleport units over the walls to clear more quickly. So I crafted the Bow of Aengus from a Sky Bow equipped on Daphnis. But when I unequip the bow from Daphnis, she can't re-equip it. It seems like it's a Dion only weapon and you can bypass that requirement if you craft the bow from a Sky Bow equipped on someone else. Safe to say I'm going to keep it equipped on Daphnis for now. This seems to work for other craftable weapons like the Dark Arondight, if Hamil has an Ascalon equipped. Hamil is currently using the Dark Arondight (sorry Laelius). My Laelius is still lv 31 so he's not missing out. The SW chest has a crafting mat to make a 200k Charis book. B31 - 3 turns, 0 deaths, all chests open Notable in shop (all crafting): Answerer, One-Ton Hammer +2, 90k fangs, Cernunnos Bow, 200k Charis book, Staff of Wisdom, 75k gloves, 30k ring, Spirit Helmet Short map, easy if you know where everything is. B32 - 11 turns, 0 deaths, all chests open Ignore the east side completely and deploy everyone west from the Quadriga instead. The east trash will run around past the Silver dragon to meet your party. Move your party west and north to reach the dragons. Teleport Daphnis to the upper level to kill trash and open chests. The dragons are holed off by wooden boxes, don't destroy them until ready. The Fire Dragon is optional, you only need to kill the Silver, but it's more fun to kill both. First, destroy the box to the left of the Red Dragon to lure it west around turn 7 (depending on element cycle). Teleport Elissa to the upper level to help. Elissa's 4CS w/ 1000+ ATK and Dragon debuffed to ~425 DEF can bring it under 1k HP. Finish it off with water techs/spells. Second, deal with some of the incoming trash from the east side. It's very easy to wipe out with magic and ranged attacks. Third, use March of Thieves and +MAG Melqart and Kleito to drain the Silver dragon's MP in one turn before it can cast anything. Afterward, only the 0 MP boss and a few trash should remain. Throw 2-4CS at it to finish. Silver Dragon drops Emperor's Wrath or Samiel Doublet. B33 - 4 turns, 0 deaths, all chests open Notable in store: 200k spear Spores on this map. Anyone you plan to deploy needs Solid Protection. Trash is fairly weak, all enemies are undead including the "dragon". Easy stage. Undead Dragon drops Lulbasis or Umbral Crystal. B34 - 14 turns, 0 deaths, all chests open Long corridor stage. Typhon drops a Bloodstained Dress. Use Kleito and/or Melqart to drain the Wind Dragon's MP in a single turn. Kill the Gogmagog on the same turn. Draining the Dragon's MP (or attacking it) will aggro the dragon and most enemies. Use magic/snipe to kill the pterodon in the NE area, then teleport Torte over to open the chests using wind magic. Torte needs Emperor of Thunder (slvl 50) to reach all the chests without getting hit by the golem. The Dragon should also be MP drained to avoid being hit by wind magic. Clear out the incoming trash, open chests, then kill the wind dragon. B35 - 6 turns, 0 deaths, all chests open Stage Starting Levels: Hamil 82, Tarte 80, Dion 80, Enneads 80, Charis 71, Kleito 80, Elissa 80, Daphnis 80, Aemilia 43, Saul 80, Golyat 80, Chalcus 78, Noa 82 Notable in shop: Great Crusher My party is still able to keep up with enemy levels and stats without doing any free battles + low turn count. The bosses on this stage are lv 83. Opening the northmost chest aggroes the Water Dragon and probably Kukulkan. Water Dragon drops Fine Boots. Kukulkan drops Muse's Crown. B36 - 4 turns, 0 deaths, all chests open Notable in shop: Spiritstaff Tulsa The E-Golem has 11k HP. Its E-Laser costs 50 MP so you can MP drain if needed. E-Golem aggroes when either of the Gold Golmes are killed. The Gold Golmes are annoying but not quite as threatening as the E-Golem. Consider debuffing or MP draining them until ready. Ways to stall the E-Golem: Keep the Gold Golmes alive, drain E-Golem's MP, sleep one of the Lizards to block its path, or use Noa to tank. Start opening the chests ASAP. You can open the nearest two chests on turn 1. I went with the Noa tank strat. Place Noa on the Healing Seal and tank while others open the chests, buff, and deal ranged damage. The E-Golem will target Noa as long as nobody else is grouped together for its laser. Kleito, Enneads, and Chalcus can all weaken it before your melee finish it. B37 - 7 turns, 0 deaths, all chests open Notable in shop: 200k sword, 200k spear Bring 6 of your best units to clear out the rows of trash. Noa can't be deployed! I deployed Hamil and Daphnis mid, Kleito and Elissa south, and Enneads and Tarte north. Change things around depending on the enemy elements. B38 - 3 turns, 0 deaths, all chests open Notable in shop: Judgment The Astral Elements next to the pillars are dangerous. Destroy the south pillars with Chalcus, then rescue it into the Quadriga. Reverse Noa's position, then do the same on turn 2 to the north pillars. Or ignore the pillars and open the chests on the last turn, or teleport units into the pillar rooms to kill the elements. Head for the NE and SW chests asap. You only need to kill the Antares (leader) to finish the stage. Try to pull the Antares NE so Daphnis can run underneath him to snipe the SW chest, or use Brave Heart to run past, or teleport Daphnis into the south pillar room and she can snipe the chest from there. B39 - 7 turns, 0 deaths, all chests open Turn 1 use March of Thieves and kill the aqua, golem, and kukulkan. Magic amp OP. Spend the next few turns clearing out the enemies and chests around the mandrake. Send Kleito over the water to kill trash on the other side while your party gangs up on mandrake. Once the area is clear, kill the mandrake with 2-4 CS around turn 5. The "leader" is a weak Silver Golmes. Clear out the rest of the trash to finish. B40 - 10 turns, 0 deaths, all chests open Stage Starting Levels: Hamil 86, Tarte 84, Dion 82, Enneads 85, Charis 73, Kleito 84, Elissa 84, Daphnis 85, Aemilia 43, Saul 84, Golyat 84, Chalcus 82, Noa 85 Notable in shop: Tanit's Greatsword +6, God-Beast Fang Give Daphnis +1 MOV. Everyone's favorite effect Miasma is back. You only need to kill the leader to finish, no need to split up and kill everything. Clear out nearby enemies on turns 1-2. Teleport Daphnis to the upper level as usual to snipe and open chests. Opening the middle chest aggroes all enemies on the map. Move the rest of your party east towards the boss. Pull and kill the Krakens with ranged magic to clear the way for Daphnis to snipe the NW chest. Sleep/stun the boss if you need more turns to reach the NW chest before ending. I could have cleared this faster, but didn't feel like restarting the stage. B41 - 4 turns, 0 deaths, all chests open Notable in shop: Holy Arondight, Real Judgment, Astral Al-Nasr, Songbow of Aengus, Shroud of Light Goal is to kill all enemies. The dragons are pretty much the same as usual. The only tricky bit is the chest on the far end and Noa stuck in the middle. You can leave one spot undeployed and deploy ranged units (Enneads, Daphnis, etc.) from the Quadriga if needed. Enneads deployed from the Quadriga can debuff/cast on both dragons, or you could debuff using Hamil+Tarte's team attack. The area around Noa is trapped, use the Safety Shoes. I didn't bother deploying anyone from the Quadriga, though. To open the far chest: Deploy someone from the Quadriga, teleport someone behind one of the dragons, kill one of the dragons then open the chest before pulling the second dragon, or sleep/stun a trash enemy and open it before finishing. You have 16 turns which is far more than enough time. End of stage rewards: 10% for Love Craft, 20% for Age of Knights. I got nothing! You can't get the best version of endgame weapons unless you get lucky. B42 - 12 turns, 0 deaths, all chests open Notable in shop: Melqart's Sword +6, 200k knife Orchid (wind) on the left, Hydra (fire) on the right. The turn limit is high to account for the smokescreen, map size, bosses, difficult chest placement, etc. You can either wait for the bosses to approach and kill them at range (takes many turns), or teleport units outside to the left or right. If you teleport a unit out they can't be teleported back. Enemies will approach from all sides to cast magic. Keep RES up and be careful. Teleporting units out is a good way to spot and kill trash casting magic at range. Two ways to open the north chests safely: Teleport someone between the barrels, or snipe from the outside. If you teleport Chalcus between the barrels he can double action cast to open both chests and destroy all north pillars in one turn. You probably have to kill the north tree on the same turn unless you also killed the NW lizard and NE yeti, otherwise damage may be too much. March of thieves to spot and kill the tree on the same turn works. The bosses are the same as usual. Pull and kill with 2-4CS, with Enneads/Kleito casting from the middle if needed. The Orchid has high DEF, low RES, Hydra has low DEF and RES. Saul and Elissa can destroy them with 4CS. End of stage rewards: 10% for Makeup Kit, 20% for Scale of Justice. I got nothing. B43 - 3 turns, 0 deaths, all chests open Notable in shop: Lia Fail, 200k knuckles Use Chalcus double action to blow up barrels and Golyat's 4CS to kill Wicker Man by turn 2. Use Hamil w/ +RES and regret of death/dark aegis skills to pull the undead dragon. Kill with Tarte+Hamil combo and other attacks if needed. Teleport units to ground level to kill the Golems. End of stage rewards: 10% for Merchant's Path, 20% chance for Dragon Heart. I got nothing. B44 - 6 turns, 0 deaths, all chests open Notable in shop: Sephirot Staff The Gold Dragon is back with the 50% stat debuff skill. The dragon is lv 93 and my party is lv 88-90. Gold Dragon moves on 5EP or (probably) when the NW/NE chests are opened. Turn 1 destroy the obelisks and buff Kleito's MAG w/ Dion and Charis. Move Kleito SW and kill the giant w/ powered Sea of Fire. Kill other nearby enemies. Position someone to pull the SE Talos. Turn 2 destroy the cursed pillars and more nearby enemies. Pull the NW Talos and NE giant. Deploy Torte to open the SE chest. Open the SW chest with Kleito. Turns 3-5 continue moving Kleito and Torte in position to open the NW/NE chests. Regroup and buff your main force to kill the Gold Dragon. Turn 5EP the dragon will start moving. Open the NW/NE chests and then kill it on turn 6. As usual with the 50% debuff, attack with 2CS from 3 spaces away or buff your melee units ATK high enough that 4CS is worth the debuff. Or use 4CS magic/Daphnis. You can probably kill it before it moves w/ March of Thieves and enough 2-4CS spam. I would have tried on turn 5 but turn 5 was astral element. End of stage rewards: 10% for Wisdom's Light, 20% for Aged Tribal Wine. I got nothing. B45 - 6 turns, 0 deaths, all chests open Stage Starting Levels: Hamil 91, Tarte 89, Dion 86, Enneads 90, Charis 76, Kleito 89, Elissa 91, Daphnis 88, Saul 89, Golyat 89, Chalcus 89, Noa 90 Notable in shop: Ayamur This stage is seafood's last stand. Equip someone with high RES to pull trash quickly. King Kraken drops an Element Ring. End of stage rewards: Stage 45 - 20% for Dragon Goblet. B46 - 6 turns, 0 deaths, all chests open Notable in shop: Dragongod Staff, Vitruvius Turn 1 kill nearby enemies to lessen spell damage. Pull as much as you can handle on turn 2. Turn 2-3 kill the orchid, large bird, and all other south enemies. Send Daphnis NE to open the chest and destroy the obelisk, send everyone else NW. B47 - 5 turns, 0 deaths, all chests open Pull and kill quickly. Bring someone with strong DEF/RES to tank the golem and/or dragon. Kill the golem at range without getting into dragon range if possible. The dragon moves as soon as 3EP, but takes a while to get anywhere due to shrooms and enemies in its way. B48 - 13 turns, 0 deaths, all chests open My main party is lv 92-93, and the final boss(es) are lv 99. I'm not sure what the final boss HP/DEF/RES is but probably very high. Two well guarded chests on this stage. The goal is kill the leader. Silv Dragon has 11k HP, E-Golem has 12k HP, Hydra has 9k HP. Equip Noa for tanking Silver Dragon's Gravitas. Have Noa tank the Silver Dragon's Gravitas until Kleito can safely drain the rest of its MP. You don't have to MP drain but it's faster than only tanking. With the dragon's MP drained, you can open the chests and kill the hydra/e-golem more easily. Turns 1-3 clear out the nearby trash including the Lich Fencers. Teleport units below to kill the E-Golem and Hydra. I suggest killing the E-Golem first. Teleport Enneads west to armor debuff the E-Golem, open chests, and help clear trash. Use Charis and Dion to hand out buffs from above. I teleported Saul, Elissa, and Enneads west, and Tarte, Daphnis, and Golyat east. Teleport success rate is based on the distance the unit is being teleported. Teleport one square away for highest success rate. The Elite Brawler can use its tech through the walls, watch out. Afterward, gang up on the boss. Exploding the barrels reduces its HP to 1/2 (5.5k) or 10% per barrel. Teleport units back up if needed. Tarte+Hamil's team attack can deal about 10k alone, which is easily enough combined with some barrel damage or another 2CS. B49 - 4 turns, 0 deaths, all chests open Boss has 22.5k HP and 75% magic damage reduction. Leave the obelisks up to keep it debuffed. Equip Daphnis with Brave Heart to open the rear chest after the boss moves. Enneads can debuff DEF from outside boss attack range. Buff/debuff and 2-4CS/team attacks can kill in 1 turn as usual. B50 - 7 turns, 0 deaths, all chests open Stage Starting Levels: Hamil 95, Tarte 96, Dion 90, Enneads 96, Charis 79, Kleito 94, Elissa 95, Daphnis 94, Saul 95, Golyat 95, Chalcus 91, Noa 95. All skill lv 99. Unused character levels: Aemilia 43, Torte 37, Laelius 31, Artio 15, Mono 8 (lol) Clear out the initial trash and pillars/obelisks, then start buffing. You can attack Pollux from 4+ range while staying out of boss attack range. Pollux moves on 5EP which makes it easy to kill on turn 6 without wasting CS. You can kill Pollux before it moves but you prob. have to spend CS. Boss has 25k HP. It moves on turn 7 or whenever Pollux is aggroed/killed. It has Pinching but it's not very dangerous. Enneads can debuff DEF from outside boss attack range. Buff/debuff and 2-4CS/team attacks can kill in 1 turn as usual. Exploding any barrel near the boss does 2500 dmg to it. Use Chalcus 3CS Gravitas to open both chests after the boss moves. My party still isn't lv 99 by the end of this stage. I guess I'll try the second run of 49 and 50 and that's it for this game. B49 (2nd run) - 3 turns, 0 deaths, all chests open A lv 99 Gold Dragon replaces the previous boss. Line up outside its attack range then kill in 1 turn with 2CS spam. B50 (2nd run) - 8 turns, 0 deaths, all chests open Stage Starting Levels: Hamil 99, Tarte 98, Dion 93, Enneads 98, Charis 82, Kleito 97, Elissa 98, Daphnis 97, Saul 98, Golyat 98, Chalcus 95, Noa 98. Kill nearby enemies/pillars and start buffing. Pollux is now a crab with ice magic. Its aggro range is longer with Silver World. Pull it back for a turn or two before killing it with techs, without wasting CS. As soon as it's dead the boss will aggro. Have Dion/Charis buffs up and ready. Boss has 38k HP, higher DEF/RES, dark spells, and a new tech. Its Nigredo does more dmg than Pinching, but typically isn't lethal, so you can kite it around for a turn or two. Buff/debuff and open with Tarte/Hamil team attack to deal 13-15k dmg. Finish with Elissa, Golyat, Saul, and Daphnis 4CS. Tarte, Elissa, Golyat, and Saul should all have Joy of War, Saving Joy, Miraculous Power, Heartthrob Text, and God Slayer + EX. Heavy Firepower isn't necessary but it helps at the expense of mobility. Explode barrels around the boss to do 3800 dmg each if needed. Unbuffed ATK starting the stage: Golyat 1088 (Heavy Firepower + Sandals of Light) Elissa 1055 Tarte 1041 (Heavy Firepower + Miraculous Armor) Saul 901 Daphnis 858 (Heavy Firepower) Hamil 816 (ATK doesn't matter afaik, since Tarte starts the team attack) Hamil, Tarte, Saul, Golyat, Elissa, Noa, and Enneads ended the stage at lv 99. That's all for this game, thanks for reading. I liked it overall although it got a bit repetitive during the bonus dungeon.