Walkthrough of Fire Emblem Echoes: Shadows of Valentia (Nintendo 3DS) – Act Three

Fire Emblem: Fates: Shadows of Valentia

Nintendo 3DS

 
Version 2.4
 
Last updated April 30, 2018
 
Copyright Ammon Hansen 2018
 

This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.


This FAQ is designed to be an in-depth walkthrough, used as a companion to the game.

In addition to working as a guide, it provides information on all characters, enemies, weapons, shields, spells, locations, etc.

It also provides a summary of the story, to give additional reference and clarification.

If you read this walkthrough as you play, no items will be missed, and the game can be enjoyed to the fullest extent.

I have written this walkthrough so that each page will provide you with all the information you will need for each scene, but also so that the same information (weapons, items, spells, etc.) will be found listed on their own pages.


If you like this FAQ, please let us know!

I would greatly appreciate your feedback and ratings of my hard work. I’ve spent many hours creating this FAQ, so please let me know what you appreciated, what you liked or disliked, and if there is anything you wish I had included.

Additionally, feel free to contact me at any time with any questions or comments you may have. I will do my best to answer quickly!

If you are feeling generous, donations would be much appreciated. Your donation will allow me to continue my hard work, and to keep writing more FAQs, walkthroughs, reviews, and games. If you want to make a donation, feel free to contact me or send directly to my PayPal (you can use the button at the bottom of the page).

Thank you for your support!


Also, if you find that I have missed anything in my walkthrough, please contact me and let me know!

I’ve worked hard to cover everything, and I will be submitting updates to further clarify what I have already published.


Act Three: War of Deliverance

Act Three opens with a conversation between Tobin, Alm, and Gray. Tobin is trying to convince Alm to apologize to Celica, to go after her in case he never sees her again. Alm thanks him for his desire to help, but he tells him that it is something he needs to work out on his own, and that he can’t keep the Deliverance waiting on his private business.

We are then shown outside the castle, where Celica, Mae, and Boey are talking. Celica is determined to find a way to resolve her nation’s problems without violence, and Boey points out to Mae that if Alm does succeed in defeating the Rigelian Empire, it will leave Zofia in need of a leader. The way things are going, Alm would be the best candidate, but Celica is the rightful heir. Unfortunately, if Celica were to reveal her identity, she would be made leader of the Deliverance, which would mean she would be behind of any future bloodshed.

Later, as Celica is planning her course, the Masked Knight returns. He warns her to proceed no further, as it is too dangerous and unpredictable. He tells her that if she must reach the Temple of Mila, she will need to head west, through the mountains. Celica realizes that if she were to head west, she would be crossing paths with Alm, who will be heading that direction for his own reasons.

With his warning given, the Masked Knight leaves. The party considers what he has told them, and Celica decides that their mission cannot be delayed; they will continue as planned.

We are then shown another Arcanist, waiting on the path Celica and her party are taking. He uses his power to cause an earthquake, causing the ground beneath them to fall away. Celica falls, but is caught below by the Masked Knight, who has once again returned. The Masked Knight warns her to “stop allowing petty emotion to cloud your judgement.”

He then tells her that although the path they have taken is unsafe, she is now almost through, so she may as well continue to the Zofian Coast. He explains that the path ahead will be free of such danger. He leaves once again, and Celica realizes that with the path behind them blocked, they now cannot go to aid Alm in his quest, even if they wanted to.

We are now shown a conversation between Clive and Alm, who can hear the earthquake nearby. A Zofian Soldier comes to tell them that the path to the Eastern Ridge and the Zofian Coast is now blocked, and Alm realizes that that was the way Celica was heading.

The game finishes the cut-scenes and conversations, and we are given control of Alm once again.


Act Three – Scene One: Side Quests

You are in control of Alm in exploration view, at Zofia Castle. Two of your friends stand in front of you:

(Ally Unit)
(Ally Unit)

Neither of them have anything vital to say, so select Move. Your map will have four locations:

Leave Castle
Treasure Vault
Entrance
To Central Hall

Head to the Treasure Vault. The is nothing to Examine, so select Talk. There is only one person in the room:

Scholarly Man

He asks you to go to the catacombs beneath the Deliverance Hideout, and retrieve the Lima Armlet for him.

Once you have talked to him, select Move and travel to Central Hall. Again, there is nothing to Examine in here, so select Talk:

Cheese Lover
Lord Rion

Start by talking to the Cheese Lover. He will tell you again how he wants cheeses from all over the world. If you still have the Blue Cheese (Health: 40, Fatigue: M), you will be able to give it to him. As thanks, he will give you Medicinal Syrup (Health: 40, Fatigue: L).

Next, talk to Lord Rion. You will be given the option to ‘listen to his woes’, select ‘Yes’. He will tell you that Desaix took a family heirloom of his, the Rion Shield. He asks that if you find it, you bring it back to him.

Select Move again. Your map will now read:

To Entrance
Central Hall
Throne Room
Staircase
To Balcony

There is nothing and nobody in the Throne Room or at the Staircase, so head to the Balcony.

There is nobody to talk to here, but to the right of the room you will find a Memory Prism. Select Examine and collect it.

Once you have that, select Move once again. Your map will now read:

Balcony
To Ground Floor

Head to the Ground Floor, and from there, work your way out of the castle.

Once you are outside, a small pop-up will appear, telling you that you are now in control of both Alm’s army and Celica’s army.

The world map has expanded to a 28×32 grid, and there are a number of new locations to visit for both parties. Alm can either go back to Ram Village, or he can proceed. These are the new locations open for Alm:

North Gate
Northern Zofia
Zofia Forest 1
Forest Crossroads
Forest Village
Desaix’s Fortress
Desaix’s Fortress Interior
Zofia Fortress 2
Sylvan Shrine
Forest Northside
Sluice Gate
Sluice Gate Interior

Meanwhile, Celica can only proceed forward. These are the new locations open for Celica:

Mountain Highway
Zofian Coast
Mountain Graveyard
Mountain Village
Desert Stronghold
Desert Stronghold Interior
Southern Desert
Northern Desert
Grieth’s Citadel
Grieth’s Citadel Interior
Valley Approach
Dragon Shrine
Temple of Mila
Temple of Mila Interior

First, let’s start with the Lima Armlet Side Quest. Head southwest to the Deliverance Hideout. Feel free to work your way through the familiar corridors and rooms, collecting Silver Marks, Leftover Bread (Health: 10, Fatigue: S), Drinking Water (Health: 10, Fatigue: S), Hard Bread (Health: 10, Fatigue: S), Garlic (Health: 10, Fatigue: M), Holey Cheese (Health: 10, Fatigue: S), and Wine. Also, feel free to track down all of the Terrors inside this dungeon, to get some quick grinding done.

Deliverance Hideout Dungeon Battles

These grids will be 12×12, and will have varying numbers of enemy units.

The terrain will be simple:

Ground Provides 0 cover

Your party of ten faces varying numbers of enemies, consisting of:

  • Terror Revenants, armed with Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0), and holding the Terror Attribute:
Terror An accursed monster with high HP
  • Terror Bonewalkers, armed with Bone Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Terror Attribute.
  • Terror Entombed, armed with Claws and the Terror Attribute.
  • Terror Titan, wielding an Axe (Mt:0, Hit: 90, Range: 1, Weight: 0), and the Terror Attribute. He will also (usually) be carrying the Silver Purse, which contains a number of SilverMarks.

The Terror Titan is pretty tough. I would recommend keeping your distance and using magic or arrows to weaken him. Then your best shot is to gang up on him with all of your strongest units. If he is allowed to attack, he is likely to take down an ally unit. This is a small annoyance for those playing in Casual Mode, but for those in Classic Mode, this is a pretty big blow to your team. So, be very careful with this enemy.Every now and then, you may turn a corner and come face-to-face with an entirely new monster: the Terror Titan.

Occasionally, a Terror may be holding a Rusted Shield (Defense: 0, Avo: 0, Resistance: 0, Weight: 3), which you can steal once you have defeated them.

During these battles, Silque and any other Clerics you have may learn a new white magic spell:

Warp Warps and adjacent ally to a new space. (Rng: Atk/2) HP Cost: 8, Range: 1

Once you have finished your exploring, head to the intersection and go west. Take the south doorway (you will have to knock down a fake wall) and prepare yourself for battle.

Lima Armlet Boss Battle

As usual for dungeon battles, the grid will be 12×12. The floor will again consist of a single terrain:

Ground Provides 0 cover

Your party of ten will likely be faced with four Terrors:

  • Three Terror Revenants, armed with Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Terror Attribute.
  • One Terror Entombed, armed with Claws and the Terror Attribute. He also holds the Lima Armlet.

Keep your distance and make sure you have magic users, Archers, and that someone has the Lightning Sword (Mt: 15, Hit: 80, Crit: -10, Range: 1-2, Weight: 3) equipped. This way, you can cast spells from a distance, and hopefully either kill the Terror Entombed or weaken it enough that one of your units can swoop in and end it with a physical attack.

Additionally, Lukas (as a Knight) will be able to deal some serious damage against the Entombed, but he will likely take a great deal of damage himself (which he will should be able to survive, but this depends on his HP level). So, if you are to use him during this battle, save him for the end, so the Terrors don’t have a chance to attack him and take him out.

I would recommend taking out the Terror Entombed first, and then working on the other three enemy units. Keep your weak units far back, as the Entombed will be able to take them out in one turn.

This battle can be very tough, due to the strength of the Entombed and the high HP of the other three Terrors. For those in Casual Mode, you should be able to work your way through this, but you may lose a unit (or more). For those in Classic Mode, this battle may take several attempts before you manage to win without losing any allies.

During this battle, don’t forget that if you do make a mistake, you can always turn back time with Mila’s Turnwheel.

Once you have done this, you will recover the Lima Armlet, and you can leave the dungeon.

Head to Zofia Castle, and enter the Treasure Vault. Talk to the Scholarly Man, and give him the Lima Armlet. He will thank you with thirty Silver Marks, and your renown will increase.

After talking to him, head to the Central Hall. This time, there are three people here:

Cheese Lover
Lord Rion
Restless Man

Talk to the Restless Man, and he will tell you that there is a “strange old man I’ve not seen before hanging about the Throne Room.” He says that there’s something not right about him, and he is done speaking.

So, head to the Throne Room. Here you will find a new character:

Eerie Hermit

Talk to him, and he will give you a new Side Quest: to “destroy the beast that has made its home in the royal grave.”

This means we need to head back to the Deliverance Hideout, to the same room where we found the Terror Entombed. I ONLY RECOMMEND DOING THIS IF YOU ARE PLAYING IN CASUAL MODE. This battle is extremely challenging, and in order to win, you are likely to lose more than half of your units, no matter how well you fight. So, if you are playing in Casual Mode, go ahead and try; you’ll probably win on your first try if you fight smart. But if you are playing in Classic Mode, it would be nearly impossible to win this battle (at this time) without losing a unit. For those playing in Classic Mode, I recommend waiting until your party is MUCH stronger, and thus able to hold their own in this battle.

During this battle, don’t forget that if you do make a mistake, you can always turn back time with Mila’s Turnwheel.

Go ahead and leave the castle, and work your way back to the catacombs. Again, feel free to smash everything for the Silver Marks and the items; and to fight a few Terrors for the extra experience.

This time when you smash your way through the door to the southwest room, you will see another new enemy. This is an entirely new creature: a Specter.

Specter Boss Battle

Again, this grid will be 12×12, with only one terrain:

Ground Provides 0 cover

Your party of ten (for ‘smaller’ dungeon battles you may have noticed that your eleventh unit does not appear) should be facing ten enemy units:

  • Five Terror Revenants, armed simply with their Claws and Terror Attributes.
  • One Specter Sniper, armed with a Bow (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and with the Bowrange +2 Art.
Bowrange +2 Increases bow range by 2
  • One Specter Paladin, armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Mounted Attribute:
Mounted A unit with high movement. Traverses the field quickly
  • One Specter Sage, capable of wielding black and white magic:
Fire Standard fire magic HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80
Sagittae Arrows of light that hit from a long distance HP Cost: 8, Mt: 16, Weight: 11, Range: 1-3, Ht: 70
Recover Restores HP to an adjacent ally HP Cost: 1, Rcv: 8, Range: 1

In addition to these three spells, the Specter Sage holds the Discipline Attribute:

Discipline Increases black magic hit rate by 10%
  • One Specter Myrmidon, armed with a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0).
  • One Specter Guardian, armed with a Lance, and holding two Attributes:
Armored A unit with high defense
Great Terror An evolved Terror that Expel cannot banish

The Specter Guardian also holds the Royal Shield (Defense: 3, Avo: 0, Resistance: 3, Weight: 2). You can take this from him once he is defeated.

To fight the Guardian, I would recommend keeping your distance.

Go ahead and fight, and do your best! It will be challenging, as all of the Specters are very strong and do not die easily. Don’t spread yourself too thin, work by ganging up on your enemies. Use magic and arrows as often as possible, and use your weaker units to take out the Terrors. Good luck!

Once you have managed to win this battle, head back to Zofia Castle, and work your way back to the Throne Room.

Talk to the Eerie Hermit, who will give you a very cryptic message, telling you to carry the Royal Shield, because it marks and proves you worthy to inherit the kingdom. He calls Alm ‘child of fate’, and says that he and his master will be watching over you. After this, a pop-up will appear, telling you that “Your renown shakes the kingdom!”

Save the game, and leave the castle.


Act Three – Scene Two: Battle of the Zofian Coast

Back on the world map, use Celica to head east to the Zofian Coast. A battle awaits, so be prepared.

Zofian Coast Battle

Here you will meet a man named Garth. Celica originally wants to avoid him and his men, but Mae notices that they are trying to capture the two sisters you met before, Palla and Catria. So, they decide to stay and help.

The grid is 20×22, and there are several new terrain:

Mountain Provides 30 cover. Only fliers can maneuver this terrain
Plain Provides 0 cover
River Provides 0 cover. Only fliers can maneuver this terrain
Bridge Provides 0 cover
Falls Provides 0 cover. Only fliers can maneuver this terrain
Cliff Provides 30 cover
Sea Provides 0 cover. Only fliers can maneuver this terrain
Railing Provides 0 cover. Only fliers can maneuver this terrain
Desert Provides 0 cover
Partition Provides 0 cover. Only fliers can maneuver this terrain
Tile Provides 20 cover
Supplies Provides 40 cover. Gain +5 HP at start of new turn

Against your eight units are eighteen enemy units. Even with your two allies, you are outnumbered by eight units.

Your two allies (Palla and Catria) are both Pegasus Knights, each with the Flier Attribute:

Flier A unit that moves and fights unaffected by terrain
  • Catria is armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Triangle Attack Combat Art:
Triangle Attack A flurry of attack the sisters perform in tandem HP Cost: 10, Mt: +8, Crit: +40, Range: +0, Hit: +30

She also holds the Recovery Attribute:

Recovery Restores 5 HP each turn

and she is equipped with the Angel Ring (+20 Luck).

  • Palla is armed with a Javelin (Mt: 3, Hit: 70, Range: 1-2, Weight: 2) and the Triangle Attack Combat Art.

Of your eighteen enemies, you have:

  • Fourteen Brigands, each wielding an Axe.
  • One Brigand Archer, wielding a Bow (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and the Bowrange +1 Attribute:
Bowrange +1 Increases bow range by 1
  • Two Brigand Mercenaries, each wielding Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0). One of them also holds a bottle of Leftover Ale.
  • Garth, a Brigand. He wields an Axe (Mt: 0, Hit: 90, Range: 1, Weight: 0) and carries some Dried Meat (Health: 20, Fatigue: S).

When you are prepared, select Fight! and begin the battle.

For your first turn, there isn’t much you can do to attack, BUT if you use Leon and Mae, you can actually take down Garth in your first turn (unless you miss). From here, the rest of the battle will be pretty easy. There are a lot of enemies, but none of them are too tough. Just take your time, and don’t forget to heal!

During the battle, Mae may learn a new spell:

Aura Powerful magic that smothers enemies in light HP Cost: 6, Mt: 12, Weight: 8, Range: 1-2, Hit: 80

Once you have won, Celica and her party will leave quickly, eager to continue to the Temple of Mila. Because of this, they leave before Palla and Catria can even thank them.

You will be asked to save, and the scene will conclude.


Act Three – Scene Three: Northern Zofia Battle

Back on the world map, use Alm to head north to Northern Zofia (a battle awaits, so be prepared).

Here, Fernand will meet you, fighting for the Rigelian Empire. Both Alm and Clive are shocked, and he fights Clive in a cut-scene. During the fight, Fernand tells Clive that Alm is not Mycen’s grandson, and he mocks him by telling him that, “Now you take for your future king a boy you don’t know from a gutter rat!”

Northern Zofia Battle

You are then given control of Alm and his party in the battle view. The grid is 28×30, with familiar terrain:

Plain Provides 0 cover
River Provides 0 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Supplies Provides 40 cover. Gain +5 HP at start of new turn
Stairs Provides 0 cover
Forest Provides 40 cover
Bridge Provides 0 cover

Against your eleven units, you will find fifteen enemy units, scattered across the map. Four of these are of the Rigelian Army, the other eleven are from the Zofian Army.

Of the Zofian Army, you will be facing:

  • Three Zofian Army Cavaliers, armed with Lances (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Mounted Attribute:
Mounted A unit with high movement. Traverses the field quickly
  • Three Zofian Army Solders, armed with Lances.
  • Two Zofian Army Archers, armed with Bows (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and the Bowrange +1 Attribute:
Bowrange +1 Increases bow range by 1
  • Two Zofian Army Knights, armed with Lances and the Armored Attribute:
Armored A unit with high defense
  • Fernand, a Cavalier. He is armed with a Lance and the Mounted Attribute. He also holds some Bread (Health: 10, Fatigue: S), which you can take when you defeat him.

Of the Rigelian Army, you will be facing:

  • One Rigelian Army Arcanist, capable of using black and white magic:
Miasma Poison magic HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80
Recover Restores HP to an adjacent ally HP Cost: 1, Rcv: 8, Range: 1
  • Zakson, a Knight armed with a Lance and the Armored Attribute.
  • Two Rigelian Army Witches, capable of using black magic:
Fire Standard fire magic HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80

Additionally, one of the Witches has the Teleportation Attribute:

Teleportation Allows a unit to warp next to a target and move again

When you have prepared, select Fight! and begin the battle.

Once you do, Alm will ask Lukas who ‘those women’ are. Lukas will tell him that they are Witches; women who have offered their wills and souls to Rigel’s patron god, Duma.

This battle won’t actually be too hard. Just stand your ground and let the enemy come to you; don’t bother trying to bring the fight to them.

Try to take down the Knights and the Witch (the one who can Teleport) first, and then work on the Soldiers and Archers. The Witch should teleport to you, so don’t worry about working your way north to her. Also, your Pegasus Knights are very strong against the Witches, so use this to your advantage. This way, your weaker units won’t be taken out during the enemy’s turn.

Next, take out Fernand, the Cavaliers, and the Arcanist. The other Witch and Zakson will work their way down from the north, and the bridge will bottleneck them, allowing you to hold them off and take them out one at a time.

In the end, it is likely that Zakson will be the last one standing. Keep your Pegasus Knight(s) away from him, and go after him with your stronger units, and your magic-wielding units (as always, keep them at a distance).

Once you have emerged victorious, Clive and Alm will have a conversation, but Clive seems distracted (obviously thinking about what Fernand told him regarding Alm). With that, you will be asked to save, and the scene will conclude.


Act Three – Scene Four: First Skirmish at the Mountain Graveyard

In control of Celica, head south to Zofia Harbor.

Enter Zofia Harbor. Here you will again be in exploration view, and there are four people to talk to:

Catria
Palla
Woman
Royal Chef

Talk to Catria. She will thank you for your help previously, and ask you if you plan on going north to Grieth’s Citadel (this is where her sister is being held). Celica tells her that she is planning on going that way, and she will offer to join you and help. Recruit her, and then talk to Palla to recruit her as well.

Talking to the Woman won’t yield any important information, so talk to the Royal Chef. He will tell you that the head of the royal house he works for has threatened to kill him unless he prepares the ‘world’s finest fish’. This is because he made the mistake of using salt instead of sugar, and now he must redeem himself. He asks for your help in tracking down a Dagon Fillet. You will be given the option to search for it, select ‘Yes’ to begin the side quest.

One you have chosen to help him, he will give you a hint on where to go, telling you that a master angler is here in Zofia Harbor, and that you are likely to find him at the Tavern.

Select Move:

Leave Harbor
Entrance
Wharf
Tavern

Head to the Tavern. Here you will find two more people to talk to:

Skilled Angler
Lord Fugue

Talk to the Skilled Angler, and you may recognize him as the man you saved at the Seabound Shrine back in Act Two, Scene Ten. He owes you a favor for that, and offers to help in any way he can. Celica tells him about the Dagon Fillet, and he tells you that Dagon have very good vision, and will see his line. In order to catch one, he’ll need a line that is ‘as strong as steel, but clear as glass’.

Since you don’t yet have what he is asking for, talk to Lord Fugue. When asked to ‘Hear him out’, select ‘Yes’.

Lord Fugue will tell you that recently, a thief broke into his home and stole a family heirloom, a shield. He explains that the man who took it works for Grieth, and that it is likely the Fugue Shield is now in his vault. He enlists your help, promising a generous reward.

Next, move to the Wharf. There is only one person to talk to:

Alessio

You’ll remember Alessio from before. By now, you should have one more Coral Fragment to sell, so sell it for ten silver marks.

Now, leave the Harbor. Back on the world map, move north to the Zofian Coast. You will now be notified that an enemy Paladin has appeared at Desaix’s Fortress. From here on, every move you make counts; so move carefully (and exactly as outlined in this guide). Whenever you move to a new location, an enemy will either appear, or move to a new location. It will be uncommon for nothing to happen.

Move north again to the Mountain Graveyard. There is a battle awaiting here, so be prepared.

First Skirmish at the Mountain Graveyard

The grid will be 13×22, with familiar terrain:

Plain Provides 0 cover
Forest Provides 40 cover
Grave Provides 60 cover

Your party of ten will be met with a party of seven Terrors. All seven will be Terror Revenants, armed with Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Terror Attribute:

Terror An accursed monster with high HP

Once you have prepared yourself, select Fight! and begin the battle.

The fight won’t be very hard, you’ve fought Terror Revenants before. To keep your units safe, stick to magic and arrows whenever possible. Do this, and you should win the battle before too long.

You will be asked to save, and the scene will conclude.


Act Three – Scene Five: First Battle of Zofia Forest

Taking control of Alm, head west to Zofia Forest 1. A battle awaits, so be prepared.

First Battle of Zofia Forest

The grid is 20×22, with familiar terrain:

Plain Provides 0 cover
Forest Provides 40 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Supplies Provides 40 cover. Gain +5 HP at start of new turn
Stairs Provides 0 cover

Your party of eleven will be facing seven enemy units. All seven of these will be Rigelian Army Arcanists, able to use both black and white magic:

Miasma Poison magic HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80
Recover Restores HP to an adjacent ally HP Cost: 1, Rcv: 8, Range: 1

Once you are prepared, select Fight! and begin the battle.

Remember to use magic and arrows whenever possible. The enemy will throw Miasma spells back at you, so don’t forget to heal whenever possible.

Also, keep in mind that the Forest squares do not provide protection against magic, but WILL provide the enemy protection from your physical attacks. So, just remember to keep your physical-attack units back (for the most part). Do this, and you should defeat the enemy quickly, with no casualties.

You will be asked to save, and the scene will conclude.


Act Three – Scene Six: Mountain Village

Back on the world map, you will see that an enemy Brigand has appeared at Grieth’s Citadel.

Head west to the Mountain Village. Once you have moved, another Terror unit will appear at Mountain Graveyard.

Enter the Mountain Village. You will find three people to talk to:

(Ally Unit)
Young Man
Man

None of them have anything important to say, just some information you may find interesting.

Once you are done with them, Select Move:

Exit
Entrance
Smithy
House
Square

Head to the Smithy. Once there, select Examine. You will find a skin of Drinking Water (Health: 10, Fatigue: S) tucked away on the right side of the room.

Once you have collected this, select Talk. There is only one person in the room:

Blacksmith

This will open the first ‘store’ in the game. A small menu will appear:

Forge Improve a weapon’s capabilities
Inscribe Etch a name on the finished weapon
Erase Remove a weapon’s inscription
Trade In Trade in items for silver and gold marks
Convert Convert between silver and gold marks

If you select Forge, you will see the seven weapons/shields you own:

Iron Sword Mt: 2, Hit: 90, Range: 1, Weight: 0
Steel Sword Mt: 4, Hit: 80, Range: 1, Weight: 1
BlessedSword Mt: 3, Hit: 100, Crit: 10, Range: 1, Weight: 0
Golden Dagger Mt: 1, Hit: 90, Range: 1, Weight: 0
Javelin Mt: 3, Hit: 70, Range: 1-2, Weight: 2
Iron Bow Mt: 2, Hit: 75, Range: 1-3, Weight: 2
Rusted Shield Defense: 0, Avo: 0, Resistance: 0, Weight: 3

At this point, none of these seven items will have any improvements. Improvements cost money to make, and you don’t have a lot, so spend wisely!

Iron Sword (1 Star) Mt: 3, Hit: 90, Crit: 0, Weight: 0 10 silver
Iron Sword (2 Stars) Mt: 4, Hit: 95, Crit: 0, Weight: 0 25 silver
Iron Sword (3 Stars) Mt: 5, Hit: 95, Crit: 0, Weight: 0 50 silver
Iron Sword (4 Stars) Mt: 6, Hit: 100, Crit: 0, Weight: 0 100 silver
Iron Sword (5 Stars) Mt: 8, Hit: 110, Crit: 0, Weight: 0 200 silver
Steel Sword (1 Star) Mt: 5, Hit: 80, Crit: 0, Weight: 1 15 silver
Steel Sword (2 Stars) Mt: 6, Hit: 85, Crit: 0, Weight: 1 35 silver
Steel Sword (3 Stars) Mt: 8, Hit: 85, Crit: 0, Weight: 1 75 silver
Steel Sword (4 Stars) Ht: 9, Hit: 85, Crit: 5, Weight: 1 150 silver
Steel Sword (5 Stars) Mt: 11, Hit: 90, Crit: 10, Weight: 1 300 silver
Blessed Sword (1 Star) Mt: 3, Hit: 105, Crit: 15, Weight: 0 30 silver
Blessed Sword (2 Stars) Mt: 4, Hit: 105, Crit: 15, Weight: 0 30 silver, 1 gold
Blessed Sword (3 Stars) Mt: 5, Hit: 105, Crit: 15, Weight: 0 30 silver, 2 gold
Golden Dagger (1 Star) Mt: 2, Hit: 95, Crit: 0, Weight: 0 5 silver
Golden Dagger (2 Stars) Mt: 3, Hit: 95, Crit: 5, Weight: 0 10 silver
Golden Dagger (3 Stars) Mt: 4, Hit: 100, Crit: 10, Weight: 0 20 silver
Javelin (1 Star) Mt: 4, Hit: 75, Crit: 0, Weight: 2 40 silver
Javelin (2 Stars) Mt: 6, Hit: 80, Crit: 0, Weight: 2 140 silver
Javelin (3 Stars) Mt: 8, Hit: 85, Crit: 5, Weight: 1 190 silver, 1 gold
Iron Bow (1 Star) Mt: 3, Hit: 75, Crit: 0, Weight: 2 10 silver
Iron Bow (2 Stars) Mt: 4, Hit: 80, Crit: 0, Weight: 2 25 silver
Iron Bow (3 Stars) Mt: 5, Hit: 85, Crit: 0, Weight: 2 50 silver
Iron Bow (4 Stars) Mt: 6, Hit: 85, Crit: 0, Weight: 2 100 silver
Iron Bow (5 Stars) Mt: 7, Hit: 95, Crit: 0, Weight: 2 200 silver
Rusted Shield (???) Mt: ??, Hit: ??, Crit: ??, Weight: ?? 10 silver

The choice is yours, but I would recommend upgrading (or ‘evolving’ as the game puts it) the Rusted Shield. It should become an Iron Shield (Defense: 4, Avo: 0, Resistance: 0, Weight: 1), which is much more useful.

I would also advise you to wait to upgrade any of your other weapons until you can FULLY upgrade them. Otherwise, you’ll spend much more money (For example: upgrading the Iron Sword to 1 Star will cost 10 silver, and upgrading it to 2 Stars will cost 25 silver. If you upgraded it to 1 Star right now, you’d still have to pay 25 silver to upgrade it to 2 Stars, costing you 35 silver in total).

If you upgrade a weapon or shield, when you look back at the list of upgrade options for the same weapon or shield, you may notice a new option, to forge it into something entirely new. Unfortunately, you likely won’t have the money for this yet.

For a full list of weapons and shields, and their upgrades, refer to the ‘Weapons’ and ‘Shields’ pages of this walkthrough. These lists will also provide you with the information on these mystery upgrades.

If you do upgrade a weapon or shield, you will be given the option to Inscribe it. This simply changes the name of the weapon or shield, and you can always change it again (Erase) later.

Back on the menu, Inscribe and Erase are the second and third options, respectively. Now that you have upgraded a weapon or shield, these options are available, as explained in the previous paragraph.

The fourth option, Trade In, allows you to trade any of your items in for silver or gold (I will create a list of all vital items soon, and a list of items you can feel free to sell).

The fifth and final option, Convert, is currently unavailable.

Once you are done, select Move and head to the House.

Once there, select Examine, and collect the Orange (Health: 10, Fatigue: S) from the base of the tree on the right.

Next, select Talk. There are three people to talk to here:

Atlas
Tired Lady
Lumberjack

Talk to the Tired Lady, and she will ask you to find her son. Hear her out, and she will tell you that he has left for the Dragon Shrine to the west.

Next, talk to the Lumberjack. He will tell you that Grieth’s men stole his axe, and as the lumberjack of the village, he cannot do any work, nor does he have the money to buy a new one. You’ll need to give him the Splitting Axe; unfortunately, Alm has it, not Celica. (Celica’s party will actually find a Splitting Axe later on)

Finally, talk to Atlas. He has a personal vendetta against Grieth, and will ask to join you. Recruit him when given the option.

Atlas is a Villager, armed with a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0).

Once you have recruited Atlas, select Move and head to the Square.

Select Examine. There are three things to collect here: a sack of Flour (Health: 10, Fatigue: S) to the left-middle of the screen (in front of the second house to the left); a skin of Drinking Water next to the well at the right-middle of the screen; and an Orange in front of the stack of lumber to the right of the screen.

Next, select Talk. There are four people to talk to here:

Young Woman
Fish-crazy Man
Peddler
Old Timer

The Young Woman will warn you that Necrodragons guard the Dragon Shine. This is unimportant, so talk to the Fish-crazy Man.

He will tell you he is craving Dried Shieldfish (Health: 30, Fatigue: M), of which you have two. Give him one, and he will thank you by giving you Pegasus Cheese (Health: 0, Fatigue: L), which increases speed. Your renown will increase, and the Fish-crazy Man will leave.

The Old Timer will tell you that the Temple of Mila defends the Sluice Gate at the kingdom’s border, and it will only open to a member of the Zofian royal family. This is interesting information because Alm is headed to the Sluice Gate, and Celica is currently the only known living member of the Zofian royal family.

Finally, the Peddler will offer to deliver an item for you. This is important, because he can deliver items between Alm and Celica. Feel free to send your Pegasus Cheese, so that Alm can give it to the Cheese Lover in Zofia Castle. Once you have selected it, you will be notified that ‘the item has been delivered to Alm’s convoy’. With that, the Peddler will disappear.

Once you are done, leave the village.

Back on the world map, you may receive another Award: Craftmanship.

Craftmanship Awarded for improving a weapon’s power through forging.

With that, the scene will conclude.


Act Three – Scene Seven: First Battle at Forest Crossroads

Back on the world map, you will be notified that an enemy Arcanist has appeared at the Sluice Gate.

Take control of Alm. Head west to the Forest Crossroads, where a battle awaits.

Lukas gives Alm a report, advising him to deal with Desaix before proceeding north to fight the Rigelians. Clive agrees, telling him to focus his energy on the battles ahead.

The army then attempts to move forward, but is stopped by Fernand and Lord Berkut, who introduces himself as nephew to Emperor Rudolf. Fernand tells you “Lord Berkut longs for sport and wishes to test your might.”

In a short cut-scene, Berkut charges Alm, and with a swipe of his sword he knocks Alm’s weapon out of his hand, taking his left-hand glove off as well. This reveals the marking on his hand, which Berkut is shocked to see. He says, “No…It cannot be the Brand. Not on one as unremarkable as you. It must be false. Just like its bearer!” With that, the battle begins.

Forest Crossroads Battle

The grid will be 20×14, with familiar terrain:

Forest Provides 40 cover
Plain Provides 0 cover

Your army of eleven faces a mere three enemies:

  • Fernand, a Cavalier armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Mounted Attribute:
Mounted A unit with high movement. Traverses the field quickly.

Additionally, Fernand carries Honey (Health: 30, Fatigue: M).

  • Berkut, a Paladin armed with a Lance, with the Recovery and Mounted Attributes:
Recovery Restores 5 HP each turn

Berkut also holds a Blessed Ring:

Blessed Ring A ring with healing properties
  • One Rigelian Army Paladin, armed with a Lance and the Mounted Attribute.

Once you have prepared yourself, select Fight! and start the battle.

You will find that your army has surrounded your enemies on the north, east, and south sides. The only units capable of reaching the enemy on the first turn are Pegasus Knights. Move toward the enemy strategically, using the Forest as cover wherever possible.

The battle really won’t be very hard. Use your magic users whenever possible, and use several units at a time to gang up on them. It won’t take much work or much time before all three units are defeated. Just be careful not to attack if it means losing a great amount of HP! If you are low, the unit will likely be taken out during the enemy’s turn. Retreat and heal whenever possible.

Clive notes that the Rigelian Empire is stronger than he expected, but then turns his attention to planning their siege of Desaix’s Fortress. He mentions that one of their own is imprisoned there, talking about Mathilda (his love). Alm promises to do everything in his power to save her.

You are asked to save, and the scene concludes.


Act Three – Scene Eight: Second Skirmish at the Mountain Graveyard

Back on the main map, take control of Celica. Head back to the Mountain Graveyard, where a new Terror unit awaits you.

Second Skirmish at the Mountain Graveyard

The grid is 13×22, with familiar terrain:

Plain Provides 0 cover
Forest Provides 40 cover
Grave Provides 60 cover

Your army of eleven is facing ten enemy units. All ten are Terror Bonewalkers, carrying Bone Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0) and holding the Terror Attribute:

Terror An accursed monster with high HP

Once you have prepared, select Fight! and begin the battle.

The battle will be hard, and it will take time. Use your magic, arrows, and Pegasus Knights strategically, and you should win with no casualties. Additionally, don’t spread yourself too thin, and don’t forget to heal!

You will be asked to save, and the scene will conclude.


Act Three – Scene Nine: Forest Village

Take control of Alm, and move him north to the Forest Village.

Before you enter, enemy Paladin from Desaix’s Fortress will move east to the Forest Crossroads, taking your place and blocking your route.

Enter the Forest Village.

Select Examine and collect the Orange (Health: 10, Fatigue: S) from near the base of a tree to the left.

Next, select Talk. There are two (sometimes three, with your allies) people to talk to:

(Ally Unit)
Woman

Neither of them have anything important to say, but talk to them if you like. When you have finished, select Move:

Exit
Entrance
Square
House 1
Smithy
House 2

Head to the Square. There are two items to collect here, so select Examine and take the skin of Drinking Water (Health: 10, Fatigue: S) from the base of the well to the right, and then take the bag of Flour (Health: 10, Fatigue: S) from the base of the tree at the far right.

Next, select Talk. There are three people here:

Luthier
Old Timer
Peddler

The Old Timer has some interesting information, but nothing you won’t learn later. So, talk to the Peddler. He will offer to send an item to Celica’s party, so feel free to send the Splitting Axe (Mt: 1, Hit: 80, Range: 1, Weight: 1). With that, the Peddler will leave.

Now talk to Luthier. He will tell you that his younger sister, Delthea, has been kidnapped by one of Rigel’s arcanists, Tatarrah. Tatarrah is using his powers to control Delthea, making her guard the northern sluice. Their plan is to block the sluice until is collapses, flooding Zofia.

Recruit Luthier.

He is a Mage, capable of using black magic:

Fire HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Standard fire magic
Excalibur HP Cost: 3, Mt: 5, Crit: 20, Range: 1-2, Hit: 95, Weight: 1 Wind magic that yields frequent critical hits

Additionally, Luthier comes holding Mana Herbs (Health: 20, Fatigue: S).

Select Move and head to House 1. Select Examine and grab the Orange from the base of the tree to the far right, and then select Talk.

There are two people to talk to here:

Young Man
Young Woman

Neither of them have vital information, but the Young Man will tell you that Desaix is planning to execute Mathilda soon.

When you are done, head to the Smithy. Select Examine and you will find another skin of Drinking Water tucked away to the right side of the room.

Select Talk. There is only one person in the room:

Blacksmith

Once again, you will find a menu:

Forge Improve a weapon’s capabilities
Inscribe Etch a name on the finished weapon
Erase Remove a weapon’s inscription
Trade In Trade in items for silver and gold marks
Convert Convert between silver and gold marks

By this time, you should be familiar with the menu.

If you select Forge, you will see all eleven (or more, depending on your Rusted Shields) of your weapons and shields:

Iron Sword Mt: 2, Hit: 90, Range: 1, Weight: 0
Lightning Sword Mt: 15, Hit: 80, Crit: -10, Range: 1-2, Weight: 3
Rusted Sword Mt: 0, Hit: 80, Range: 1, Weight: 3
Iron Lance Mt: 2, Hit: 90, Range: 1, Weight: 0
Steel Lance Mt: 4, Hit: 80, Range: 1, Weight: 1
Steel Lance Mt: 4, Hit: 80, Range: 1, Weight: 1
Ridersbane Mt: 4, Hit: 80, Range: 1, Weight: 2
Iron Bow Mt: 2, Hit: 75, Range: 1-3, Weight: 2
Steel Bow Mt: 3, Hit: 65, Range: 1-3, Weight: 3
Rusted Shield Defense: 0, Avo: 0, Resistance: 0, Weight: 3
Rusted Shield Defense: 0, Avo: 0, Resistance: 0, Weight: 3

At this point, none of these twelve items will have any improvements. Remember, improvements cost money to make, and you don’t have a lot, so spend wisely!

Iron Sword (1 Star) Mt: 3, Hit: 90, Crit: 0, Weight: 0 10 silver
Iron Sword (2 Stars) Mt: 4, Hit: 95, Crit: 0, Weight: 0 25 silver
Iron Sword (3 Stars) Mt: 5, Hit: 95, Crit: 0, Weight: 0 50 silver
Iron Sword (4 Stars) Mt: 6, Hit: 100, Crit: 0, Weight: 0 100 silver
Iron Sword (5 Stars) Mt: 8, Hit: 110, Crit: 0, Weight: 0 200 silver
Lightning Sword (1 Star) Mt: 16, Hit: 80, Crit: -10, Weight: 3 1 gold
Lightning Sword (2 Stars) Mt: 17, Hit: 85, Crit: -10, Weight: 2 30 silver, 2 gold
Lightning Sword (3 Stars) Mt: 19, Hit: 90, Crit: -10, Weight: 2 80 silver, 3 gold
Rusted Sword (???) Mt: ??, Hit: ??, Crit: ??, Weight: ?? 10 silver
Iron Lance (1 Star) Mt: 3, Hit: 90, Crit: 0, Weight: 0 10 silver
Iron Lance (2 Stars) Mt: 4, Hit: 95, Crit: 0, Weight: 0 25 silver
Iron Lance (3 Stars) Mt: 5, Hit: 95, Crit: 0, Weight: 0 50 silver
Iron Lance (4 Stars) Mt: 6, Hit: 100, Crit: 0, Weight: 0 100 silver
Iron Lance (5 Stars) Mt: 8, Hit: 110, Crit: 0, Weight: 0 200 silver
Steel Lance (1 Star) Mt: 5, Hit: 80, Crit: 0, Weight: 1 15 silver
Steel Lance (2 Stars) Mt: 6, Hit: 85, Crit: 0, Weight: 1 35 silver
Steel Lance (3 Stars) Mt: 8, Hit: 85, Crit: 0, Weight: 1 75 silver
Steel Lance (4 Stars) Mt: 9, Hit: 85, Crit: 5, Weight: 1 150 silver
Steel Lance (5 Stars) Mt: 11, Hit: 90, Crit: 10, Weight: 1 300 silver
Ridersbane (1 Star) Mt: 5, Hit: 85, Crit: 0, Weight: 2 50 silver
Ridersbane (2 Stars) Mt: 7, Hit: 85, Crit: 5, Weight: 2 50 silver, 1 gold
Ridersbane (3 Stars) Mt: 9, Hit: 85, Crit: 10, Weight: 1 130 silver, 2 gold
Iron Bow (1 Star) Mt: 3, Hit: 75, Crit: 0, Weight: 2 10 silver
Iron Bow (2 Stars) Mt: 4, Hit: 80, Crit: 0, Weight: 2 25 silver
Iron Bow (3 Stars) Mt: 5, Hit: 85, Crit: 0, Weight: 2 50 silver
Iron Bow (4 Stars) Mt: 6, Hit: 85, Crit: 0, Weight: 2 100 silver
Iron Bow (5 Stars) Mt: 7, Hit: 95, Crit: 0, Weight: 2 200 silver
Steel Bow (1 Star) Mt: 4, Hit: 70, Crit: 0, Weight: 3 15 silver
Steel Bow (2 Stars) Mt: 5, Hit: 70, Crit: 0, Weight: 3 35 silver
Steel Bow (3 Stars) Mt: 6, Hit: 70, Crit: 5, Weight: 3 75 silver
Steel Bow (4 Stars) Mt: 7, Hit: 70, Crit: 5, Weight: 3 150 silver
Steel Bow (5 Stars) Mt: 8, Hit: 75, Crit: 10, Weight: 3 300 silver
Rusted Shield (???) Mt: ??, Hit: ??, Crit: ??, Weight: ?? 10 silver

Again, the choice is yours, but I would highly recommend upgrading your Rusted Sword and Rusted Shields. The Rusted Sword becomes a Steel Sword (Mt: 4, Hit: 80, Range: 1, Weight: 1), and can be upgraded:

Steel Sword (1 Star) Mt: 5, Hit: 80, Crit: 0, Weight: 1 15 silver
Steel Sword (2 Stars) Mt: 6, Hit: 85, Crit: 0, Weight: 1 35 silver
Steel Sword (3 Stars) Mt: 8, Hit: 85, Crit: 0, Weight: 1 75 silver
Steel Sword (4 Stars) Ht: 9, Hit: 85, Crit: 5, Weight: 1 150 silver
Steel Sword (5 Stars) Mt: 11, Hit: 90, Crit: 10, Weight: 1 300 silver

And from the two Rusted Shields you will get two Steel Shields (Defense: 5, Avo: 0, Resistance: 0, Weight: 2), which cannot be further upgraded.

Furthermore, I would once again advise you to wait to upgrade any of your other weapons until you can FULLY upgrade them. Otherwise, you’ll spend much more money (For example: upgrading the Iron Sword to 1 Star will cost 10 silver, and upgrading it to 2 Stars will cost 25 silver. If you upgraded it to 1 Star right now, you’d still have to pay 25 silver to upgrade it to 2 Stars, costing you 35 silver in total).

For further reference, see the ‘Weapons’ and ‘Shields’ pages of this walkthrough.

Once you have finished up at the Smithy, head over to House 2.

Select Examine and collect the Memory Prism from between the two houses.

Next, select Talk. There is only one person to talk to here:

Man

The Man has a side quest for you. Gargoyles have kidnapped his daughter, bringing her to the Sylvan Shrine. He asks you to rescue her, offering his treasure in return for her safety.

Once you are done, head to the Exit.

Here Clive will stop Alm, asking him, “About that young man Luthier’s sister. Is it truly wise for us to get involved?” He is concerned that they will not be able to protect her from the army of arcanists that awaits them. He then asks for Alm to be more dispassionate.

In response, Alm asks, “Suppose it wasn’t a village maiden. Suppose it was a princess or some noble daughter. Then would you go save her?”

Clive responds, “Well…That’s hardly the same thing.”

“It’s exactly the same thing.”

With that, the scene concludes. Don’t forget to save!


Act Three – Scene Ten: Attack on the Desert Stronghold

Back on the world map, you will be shown that the enemy Paladin has moved from Desaix’s Fortress to the Forest Crossroads.

Take control of Celica and head to the Desert Stronghold. A battle awaits you, so be prepared.

Attack on the Desert Stronghold

The grid is 20×22, with familiar terrain:

Desert Provides 0 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Tile Provides 20 cover
Supplies Provides 40 cover. Gain +5 HP at start of new turn
Stairs Provides 0 cover
Plain Provides 0 cover
Forest Provides 40 cover

Your army of eleven is facing an army of sixteen. The enemy consists of the following:

  • Two Grieth’s Army Arcanists, capable of using black and white magic:
Miasma HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Poison magic
Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally
  • Four Grieth’s Army Mercenaries, wielding Swords (Mt:0, Hit: 90, Range: 1, Weight: 0). One of them holds the Cell Key, and another holds a skin of Drinking Water (Health: 10, Fatigue: S).
  • Nine Grieth’s Army Archers, wielding Bows (Mt: 0, Hit: 70, Range: 1-2, Weight: 0), with the Bowrange +1 Attribute:
Bowrange +1 Increases bow range by 1
  • Wolff, a Sniper armed with a Steel Bow (Mt: 3, Hit: 65, Range: 1-3, Weight: 3), with the Bowrange +2 and Anti-Fliers Attributes:
Bowrange +2 Increases bow range by 2
Anti-Fliers Effective against flying units

Once you are prepared, select Fight! and start the battle.

This battle is tough, and I would advise you to formulate your own strategy. Use my comments and tips below only as references, as circumstance is everything in this fight. You’ll have to be extremely careful, otherwise you may lose several units.

I would recommend using your new Pegasus Knights (Palla and Catria) to start by taking out the Grieth’s Army Archers, since they are very strong fighters and the Archers are more than likely to miss when attacking them. Just don’t forget to retreat and heal often.

The Desert terrain makes it very hard for the rest of your team to maneuver their way to the enemy, so your Pegasus Knights will be your main force for several turns. Just remember to withdraw and heal them every other turn or so.

Also, let your physical-attack units (Knights, Mercenaries, etc.) stay back for this fight. Once the Grieth’s Army Mercenaries and Arcanists are gone, the Archers will pick them off quickly. You’ll need to distance them from the range of their bows, so you don’t lose them.

When your magic-wielding units and Archer get closer, feel free to use them whenever you can. Just don’t forget to heal!

Also, don’t forget that Genny can summon illusory soldiers. I would recommend giving her the Blessed Ring and allowing her to storm the Stronghold with them. This will mean less experience for your units, but at least you’ll have a better chance at surviving.

Do this, and you should emerge victorious before too long.

One you have won, you will be asked to save, and the scene will conclude.


Act Three – Scene Eleven: Second Battle at the Forest Crossroads

Back on the world map, you will be shown a conversation at Grieth’s Citadel, between a Brigand and Grieth himself. The Brigand will notify him that the Desert Stronghold has been taken, by a girl priestess, a couple of young mages, and a mercenary. He also mentions that Celica has a mark on her right hand, which interests Grieth, realizing that she is the girl Desaix has been looking for. “That mark is proof a member of the Zofian royal family is still alive!”

He calls in a two people, Deen and Sonya. He tells Deen to head to the Northern Desert, and he orders Sonya to the Southern Desert. They will move to their respective locations, and you will then be in control once more.

Take control of Alm, and head south back to the Forest Crossroads. An enemy unit awaits you, so be prepared for battle.

Second Battle at the Forest Crossroads

The grid will be 20×14, with familiar terrain:

Forest Provides 40 cover
Plain Provides 0 cover

Your army of twelve now faces an army of ten, including:

  • One Rigelian Army Arcanist, capable of using black and white magic:
Miasma HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Poison magic
Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally
  • Two Zofian Army Archers, wielding Bows (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and the Bowrange +1 Attribute:
Bowrange +1 Increases bow range by 1
  • Six Zofian Army Cavaliers, wielding Lances (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Mounted Attribute:
Mounted A unit with high movement. Traverses the field quickly
  • One Zofian Army Paladin, armed with a Lance and the Mounted Attribute. He also holds a Silver Purse.

Once you are prepared, select Fight! and start the battle.

The Cavaliers are pretty ruthless, and will usually attack your weakest units. Be sure to heal them, and if you need to run away or cast Warp (using Silque), do it.

Other than that, just be sure to use magic and arrows whenever possible, and you should win the battle pretty quickly.

Once the battle has ended, you will be asked to save, and the scene will conclude.


Act Three – Scene Twelve: Third Battle at the Forest Crossroads

Back on the world map, take control of Celica and move east to the Desert Stronghold Interior. The enemy Paladin unit will now move to attack Alm, initiating yet another battle at the Forest Crossroads.

Third Battle at the Forest Crossroads

Once again, the grid is 20×14, with familiar terrain:

Forest Provides 40 cover
Plain Provides 0 cover

Your army of twelve now faces an army of ten, including:

  • One Rigelian Army Arcanist, capable of using black and white magic:
Miasma HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Poison magic
Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally
  • Two Zofian Army Archers, wielding Bows (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and the Bowrange +1 Attribute:
Bowrange +1 Increases bow range by 1
  • Six Zofian Army Cavaliers, each armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Mounted Attribute:
Mounted A unit with high movement. Traverses the field quickly
  • One Zofian Army Paladin, armed with a Lance and the Mounted Attribute. He also holds a Silver Purse.

As the enemy has attacked you, they will take the first turn. Since they have the drop on you, they will likely wound several of your units. So, for your weaker units and those with lower health, retreat and heal.

This battle will actually be pretty simple and easy. As long as you use the Forest to your advantage, you should be fine, winning the battle quickly.

Once you have won, you will be asked to save, concluding the scene.


Act Three – Scene Thirteen: Desert Stronghold Interior

Back on the world map, take control of Celica once again, and enter the Desert Stronghold Interior. You will be able to enter without your enemies moving at all.

Inside, you will be in the exploration view. Select Examine and grab the Steel Lance (Mt: 4, Hit: 80, Range: 1, Weight: 1) from the right side of the room, leaning against a pot. Next, you will find two skins of Drinking Water (Health: 10, Fatigue: S) leaning against a different pot, not far to the right.

Next, feel free to select Talk. There are three people to talk to:

Young Woman
(Ally Unit)
(Ally Unit)

None of them have anything important to say, so when you are done, select Move:

Exit
Entrance
War Room
Dungeon

Head to the War Room and select Examine. There are six items to collect here: a Splitting Axe (Mt: 1, Hit: 80, Range: 1, Weight: 1) on the left side of the room, leaning against a crate; the Rion Shield (Defense: 2, Avo: 0, Resistance: 2, Weight: 3) on the floor to the right of that; some Yogurt (Health: 20, Fatigue: S) on the table in the middle of the room, next to some Dried Meat (Health: 20, Fatigue: S); a Steel Bow (Mt: 3, Hit: 65, Range: 1-3, Weight: 3) to the right of the table, leaning against a barrel; and a bag of Flour (Health: 10, Fatigue: S) on the floor to the far right.

When you are done, feel free to talk to the one person in the room:

Man

The Man doesn’t really have anything important to say, so when you have finished, head to the Dungeon.

Once there, select Examine and collect the Hard Bread (Health: 10, Fatigue: S) and Dried Meat from the table to the right.

Next, select Talk. There is only one person here, locked in the cell:

Mercenary

Talk to him, and open the door. He will talk to you, his name changing from Mercenary to Jesse. He offers to join your group, recruit him now.

Obviously, Jesse is a Mercenary. He has no items, and is armed with a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0).

Once he has joined you, he will tell you about Deen and Sonya, the two enemy units that guard the Northern and Southern Deserts. He tells you that they work for Grieth for the money, not out of loyalty, and that you only need to defeat one to break through to Grieth’s Citadel; the other won’t feel obligated to go out of their way to fight you. Probably.

With that, head to the Exit, concluding the scene. Don’t forget to save!


Act Three – Scene Fourteen: Siege of Desaix’s Fortress

Take control of Alm and head southwest, to Desaix’s Fortress. A battle awaits, so be prepared (and make sure you have saved).

Siege of Desaix’s Fortress

You will be shown a short conversation between Fernand and Mathilda, where he confesses that he now fights for the Rigelian Empire. He then tells her that Desaix intends to put her to death, and says a quick good-bye before departing.

You are now given control of Alm and his army, in the battle view. The grid is 20×30, with various but familiar terrain, with a one exception:

Forest Provides 40 cover
Peak Provides 0 cover. Only fliers can maneuver this terrain
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Tile Provides 20 cover
Supplies Provides 40 cover. Gain +5 HP at start of new turn
Stairs Provides 0 cover
Plain Provides 0 cover

Your army of twelve faces an army of ten, including:

  • Four Zofian Army Knights, armed with Lances (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Armored Attribute:
Armored A unit with high defense
  • Three Zofian Army Archers, armed with Bows (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and the Bowrange +1 Attribute:
Bowrange +1 Increases bow range by 1
  • One Rigelian Army Cantor, capable of using black and white magic:
Miasma HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Poison magic
Conjure HP Cost: 1 Summons evil beings

The Cantor also holds the Incarnation Attribute:

Incarnation Restores 5 HP each turn
  • One Rigelian Army Witch, wielding black magic:
Thunder HP Cost: 2, Mt: 4, Weight: 5, Range: 1-3, Hit: 70 Thunder magic that hits from a long distance

The Witch also has the Teleportation Attribute:

Teleportation Allows a unit to warp next to a target and move again
  • Desaix, the Baron. He wields a Lance and has the Armored Attribute as well as the Heavy Armor Attribute:
Heavy Armor Halves damage from bows

Once you have prepared yourself, select Fight! and begin the battle.

Once you start, Desaix will order his army to fire upon Mathilda, who is boxed in at the far north (and only reachable by air or by arrows). He tells them to kill her slowly, meaning you will have some time to save her, but not much.

Mathilda is a Paladin, with a Lance and the Mounted Attribute:

Mounted A unit with high movement. Traverses the field quickly

For your first turn, you are unable to reach any of the enemy units. Move strategically, and end your turn.

Unfortunately, the Cantor is likely to now summon about three Rigelian Army Revenants, wielding Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0), and holding the Terror Attribute:

Terror An accursed monster with high HP

Be wary of the Witch; it can be very difficult to get near her with the Thunder spell in her arsenal. If possible, I would save her for last (because she has the terrain advantage)

Also, be careful of the Knights. They can easily make trouble for your weaker units.

Keep in mind that once you defeat the Cantor, any Terrors he has summoned will disappear with him.

Depending on your strategy, the battle may be somewhat difficult, but not too bad. If you are in Classic Mode and someone dies, try again. If you are in Casual Mode, you should be fine.

Just use magic and arrows whenever possible! And as always, don’t forget to heal. You should also take advantage of Silque’s Warp spell, which can teleport you closer to enemies.

You can also use your Pegasus Knight(s) to fly over the Rampart and aid Mathilda in her fight.

After you have won the battle, Tobin and Alm will have a conversation about what Desaix said before he died. As Alm put it, “Desaix’s dying words have been troubling me. Something about my grandfather and Emperor Rudolf.”

Tobin questions what the two men would have to do with each other, and Alm shares his concerns over leaving Zofia.

The scene then shows us Tatarrah, up at the Sluice Gate to the north. He recognizes that Desaix has fallen, and tells Delthea that it is almost her moment to ‘shine’; the Deliverance will reach the Gate soon.

You are asked to save, and the scene concludes.


Act Three – Scene Fifteen: Northern/Southern Desert Battle

Back on the world map, you will be shown that yet another Terror unit has appeared at the Mountain Graveyard.

Take control of Celica, and you will have two options. You can head to the Northern Desert or the Southern Desert. To the north, Deen and his army await; to the south, Sonya. Either way, be prepared for battle.

Fighting Deen will give you the Brave Sword (Mt: 5, Hit: 90, Crit: 30, Range: 1, Weight: 0).

Fighting Sonya will give you the Steel Shield (Defense: 5, Avo: 0, Resistance: 0, Weight: 2).

Whichever one you choose, the other will later join your party, so don’t base your decision on their weapon/shield, base it on who you would rather fight and who you want to join your party.

Northern Desert Battle

The grid is 20×14, with familiar terrain:

Desert Provides 0 cover
Plain Provides 0 cover
Forest Provides 40 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Tile Provides 20 cover
Supplies Provides 40 cover. Gain 5 HP at start of new turn

Your party of twelve will face an army of ten, including:

  • Nine Grieth’s Army Mercenaries, wielding Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0).
  • Deen, a Myrmidon (a swordfighting expert) wielding the Brave Sword.

Once you have prepared, select Fight! and begin the battle.

Moving across Desert terrain is slow going, so your Pegasus Knights will be valuable here. Try to keep them safe, and don’t forget to pull them back and heal them now and then.

Keep your units away from Deen until you can ambush him with all of your magic users, arrows, and the Javelin (Mt: 4, Hit: 75, Range: 1-2, Weight: 2). Otherwise, he may (and more than likely will) take down a unit in a single turn. He’ll be a very tough enemy, but once your magic-users reach him, he’ll go down surprisingly quickly and easily.

You’ll also have to find a balance here, because the Mercenaries are strong against your magic-users. So, take out as many Mercenaries as you can with physical attacks and distanced magic, and carefully and strategically take down Deen.

Don’t forget to heal! As long as you are careful, you should be fine. Those in Classic Mode may lose a unit; just try again if this happens. It is entirely possible to win this battle with zero casualties.

Once you have won the battle, you will be asked to save, concluding the scene.

Southern Desert Battle

The grid is 20×14, with familiar terrain:

Desert Provides 0 cover
Plain Provides 0 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Tile Provides 20 cover
Supplies Provides 40 cover. Gain 5 HP at start of turn

Your party of twelve faces an enemy party of ten, including:

  • Nine Grieth’s Army Witches, each one wielding the black magic spell Fire:
Fire HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Standard fire magic

Each Witch also has the Teleportation Attribute:

Teleportation Allows a unit to warp next to a target and move again
  • Sonya, a Mage. She carries a Steel Shield, and can use the black magic spell Excalibur:
Excalibur HP Cost: 3, Mt: 5, Crit: 20, Range: 1-2, Hit: 95, Weight: 1 Wind magic that yields frequent critical hits

Once you have prepared, select Fight! and start the battle.

Here, Celica will ask who the Witches are, and Saber will explain it to her.

While fighting this battle, remember that your enemies can teleport. Also, they all use magic, rendering all Terrain useless. Be prepared to be attacked from any angle, so don’t spread yourself thin. Keep a tight unit and use magic, your Javelin, and arrows whenever possible (Leon can shoot arrows from out of range of the enemy, meaning he can attack without worrying about a counterattack.

Hold your ground, and allow the enemy to come to you. All you really need to do is create a tight group, and fight.

Celica’s Seraphim spell will be able to take the HP of the Witches down to 1, allowing another unit to swoop in and land a killing blow.

Additionally, it may be wise to use Genny to summon her illusory soldiers, just to provide the Witches with extra targets (meaning, they won’t attack you!).

Heal whenever possible! During this battle (if she hasn’t already), Genny should learn a new spell, Physic. This will be especially useful when healing your allies, allowing you to keep Genny away from the action (and eliminating the need to return to Genny every time a unit needs to be healed).

Sonya should be the last enemy to attack you, and if you have played your cards right, she will also be the last enemy left. Unfortunately, she is very strong, so be sure to move your weak/low HP units FAR away from her.

The good news is that if you use Celica’s Seraphim spell and another attack (pretty much anything, as long as it is magical), she should fall within a single turn.

Once you have won, you will be asked to save, concluding the scene.


Act Three – Scene Sixteen: Second Northern/Southern Desert Battle

Back on the world map, move Alm to Desaix’s Fortress Interior. This will cause the enemy Brigand unit at Grieth’s Citadel to move and attack Celica.

Once again, the below sections are based on your previous decision.

Second Northern Desert Battle

Once again, the grid is 20×14, with the same terrain:

Desert Provides 0 cover
Plain Provides 0 cover
Forest Provides 40 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Tile Provides 20 cover
Supplies Provides 40 cover. Gain 5 HP at start of new turn

Your party of twelve faces an army of ten, including:

  • Seven Grieth’s Army Brigands, armed with Axes (Mt: 0, Hit: 90, Range: 1, Weight: 0). One of them also holds a Silver Purse.
  • One Grieth’s Army Mercenary, armed with a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0).
  • One Grieth’s Army Archer, armed with a Bow (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and the Bowrange +1 Attribute:
Bowrange +1 Increases the bow range by 1
  • One Grieth’s Army Arcanist, capable of using black and white magic:
Miasma HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Poison magic
Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally

The battle will start without you, with your enemies making the first move. You can have the upper hand by holding the Rampart and Supplies squares, and letting them come to you.

You can use Palla to take down the Arcanist within the first turn or two, which will help to weaken the enemy. Next, I would recommend using Catria to attack the Archer. She likely won’t take him out in the first attack, but when the enemy attacks during their next turn, she is likely to wipe out several Brigands, and possibly injure the Mercenary. Once she has done this, retreat with her to heal.

From there, fight strategically, and you will likely win very quickly, with zero casualties.

Once you have won, you will be asked to save, concluding the scene.

Second Southern Desert Battle

The grid is 20×14, with familiar terrain:

Desert Provides 0 cover
Plain Provides 0 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Tile Provides 20 cover
Supplies Provides 40 cover. Gain 5 HP at start of turn

Your party of twelve faces an enemy party of ten, including:

  • Seven Grieth’s Army Brigands, armed with Axes (Mt: 0, Hit: 90, Range: 1, Weight: 0). One of them also holds a Silver Purse.
  • One Grieth’s Army Mercenary, armed with a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0).
  • One Grieth’s Army Archer, armed with a Bow (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and the Bowrange +1 Attribute:
Bowrange +1 Increases the bow range by 1
  • One Grieth’s Army Arcanist, capable of using black and white magic:
Miasma HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Poison magic
Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally

The battle will start without you, but none of the Brigands will be able to reach you. This is nice, because you won’t have to worry about injured or lost units.

You should know that this battle will be quite easy (especially if you follow the below outline).

I would recommend forming a tight unit, and allowing the enemy to come to you. This way, you can have your physical-attack units in front, to take any attacks; and you can also throw spells from a safe distance. This also ensures that you won’t be singled out and attacked by several enemies at once (which is dangerous, and can lead to the loss of a unit if they gang up on you like that).

You should have plenty of time to get into position, because the Desert terrain makes movement very slow.

During this battle, remember that Leon can shoot further with his arrows than most of your magical units. Additionally, the enemy Brigands have an Archer of their own, so watch out. Leon should be able to hit him as well, once he gets close enough. It may take two hits to take him down (which may make him retreat), and then you only need to worry about the Arcanist throwing spells at you (the Mercenary and Brigands shouldn’t cause you too much trouble).

Don’t forget to heal! Genny should have use of the Physic spell now, allowing you to heal your units at a great distance.

Once you’ve taken out the Brigands and Arcanist, it is likely that the Archer (and possibly the Mercenary) will still be hanging out just out of range. At this point, they aren’t much of a threat, so feel free to break formation and chase them down.

You will be asked to save, and the scene will conclude.


Act Three – Scene Seventeen: Desaix’s Fortress Interior

Back on the world map, take control of Alm, and enter Desaix’s Fortress Interior.

Once inside, select Examine. To the left, you will find a Steel Lance (Mt: 4, Hit: 80, Range: 1, Weight: 1) on the floor in a pile of weapons. On the right side of the room you will find some Honey (Health: 30, Fatigue: M), in front of some pots.

When you have collected these two items, feel free to select Talk:

(Ally Unit)
(Ally Unit)
Soldier

None of them have anything important to say, however. Once you are done, select Move:

Exit
Entrance
War Room
Dungeon

Head to the War Room. There is only one person to talk to here, so select Examine. You will find six items here: to the left, on top of a crate, is a container of Exotic Spice (Health: 10, Fatigue: L). To the right of that, on the floor, is an Elaborate Chest. Inside, Tobin and Alm find the Royal Sword of Zofia (Mt: 6, Hit: 90, Crit: 10, Range: 1, Weight: 1).

Tobin tries to pick it up, but is unable to do so. Lukas steps in and tell him that only one of royal blood can lift it, and Alm decides to try. He picks it up easily, shocking Lukas and Tobin.

Back to Examining the room, you will now find Ram Wine and Pegasus Cheese (Health: 0, Fatigue: L) on the table in the middle of the room.

Next, to the right of the room, on top of another crate, you will find a Silver Purse++. On the floor to the right of that, you will find a Cog.

Once you have collected these items, select Talk:

Alessio

Listen to his woes, and he will tell you that Desaix tasked him with crafting a Coral Ring (Resistance +4), which he did, but then the Deliverance killed him (and thus, his buyer). So now he is stuck with a Coral Ring, and if he doesn’t sell it, he’ll be ruined. He will offer to sell it to you for 30 Silver Marks. Buy it from him, and he will thank you and disappear, increasing your renown.

Move again and head to the Dungeon.

Before freeing Mathilda, select Examine and retrieve the bottle of Wine from the table to the far right. Once you have this, Examine the door to open it.

Mathilda and Clive will be happy to be together again, and Mathilda will ask to join you. Recruit her when given the choice, and the group will have a short discussion regarding Alm’s leadership.

With that, head to the Exit, ending the scene. Don’t forget to save!


Act Three – Scene Eighteen: Attack on Grieth’s Citadel

Back on the world map, take control of Celica once more. Head east to Grieth’s Citadel, where you will be met with battle (so be prepared).

Attack on Grieth’s Citadel

You will be shown a conversation between Grieth and a Brigand, who reports that Celica and her army has arrived, and that none of Grieth’s men are moving to fight her. Angry with the betrayal, Grieth decides to fight her himself.

You will be switched to battle view. The grid is 28×30, with some new terrain:

Forest Provides 40 cover
Sky Provides 0 cover. Only fliers can maneuver this terrain
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Plain Provides 0 cover
Cliff Provides 30 cover
Tile Provides 20 cover
Supplies Provides 40 cover. Gain 5 HP at start of new turn
Stairs Provides 0 cover
Desert Provides 0 cover

Your party of twelve will be facing an army of twenty, including:

  • Four Grieth’s Army Mercenaries, wielding Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0)
  • Four Grieth’s Army Arcanists, capable of using black and white magic. Three of the Arcanists use these spells:
Miasma HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Poison magic
Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally

The fourth Arcanist uses these spells:

Mire HP Cost: 2, Mt: 10, Weight: 6, Range: 1-3, Hit: 70 Magic that beckons forth an accursed lifeform
Fortify HP Cost: 12, Rcv: 6, Range: 1-Atk/2 Restores HP to allies within range
  • Three Grieth’s Army Snipers, wielding Bows (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and the Bowrange +2 Attribute:
Bowrange +2 Increases bow range by 2
  • Three Grieth’s Army Witches, each wielding the Fire spell:
Fire HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Standard fire magic

The Witches also hold the Teleportation Attribute:

Teleportation Allows a unit to warp next to a target and move again
  • Two Grieth’s Army Brigands, wielding Axes (Mt: 0, Hit: 90, Range: 1, Weight: 0).
  • Two Grieth’s Army Myrmidon, wielding Swords.
  • One Grieth’s Army Cantor, capable of using the black magic spell Miasma, and the white magic spell Conjure:
Conjure HP Cost: 2 Summons evil beings from the darkness

The Cantor also holds the Incarnation Attribute:

Incarnation Restores 5 HP each turn
  • Grieth, a Dread Fighter. He wields a Sword and holds two new Attributes:
Resistance +5 Increases Resistance by 5
Apotrope Halves damage from magic

Additionally, Grieth also holds a Gold Mark.

Once you have prepared, select Fight! and begin the battle.

It is likely that the Cantor will begin to summon Terrors. These will most likely be Terror Bonewalkers, armed with Bone Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Terror Attribute:

Terror An accursed monster with high HP

Also, remember that if you kill the Cantor, all the Terrors he has summoned will disappear as well.

Watch out for the Witches; they will Teleport pretty quickly, and they can deal a great amount of damage.

Be sure not to venture too far into the citadel alone, otherwise the enemy will just gang up on you and kill you.

These enemies by themselves are not too hard to fight, but altogether, this battle is extremely tough. You’ll need a flawless strategy to win. Because of the Cantor and his Terrors, it will be nearly impossible to reach the Cantor to kill him. Additionally, due to Grieth’s strength, it will be hard to take him down as well.

I would advise you to create a tight unit at the start, and hold your ground. Let the Witches, Myrmidons, Brigands, and Mercenaries all come to you, where you can take them out as they work their way across the Desert. This will level the playing field, and you will only have to worry about the Snipers, Arcanists, Grieth, and the Cantor (and his Terrors).

Once these enemies have been eliminated, head up one of the two paths into the Citadel. If you want, you can split up for this.

Keep Genny at the base of the Citadel, still in the Desert. This way she is out of harms way, and can heal your units from afar, using Physic. It would also be wise to summon some illusory soldiers (they can help take out the Terrors).

Kill the Snipers next, using your arrows, Javelin (Mt: 3, Hit: 70, Range: 1-2, Weight: 2), and spells.

Take out the Arcanists and Grieth next. For Grieth, I would definitely recommend using magic to take him out quickly, and if necessary use your physical units. However, only use your physical units if you are sure you will take him out in the same round, otherwise he will likely take one of them out during his turn. Also, keep your weak/injured units FAR away from him. He can move pretty far in a single turn, and because of this, you’ll need to keep your distance.

Once they are taken care of, you will be left with the Cantor and his army of Terrors. At this point, move Genny north into the Citadel, so she can reach further with her Physic spell.

Work your way up to the Cantor, and lay into him with everything you have. Try to get it done in a single turn, because for every turn you waste, the more he or his Terrors can hurt you. Use your Pegasus Knights, magic, arrows, and your toughest units, and you can definitely take him out before he has a chance to stop you.

If you follow the above instructions, you’ll actually have a pretty good chance at winning without losing a single unit.

Just do your best, and if you are playing in Casual Mode, you’ll probably succeed before long, and any fallen units will return (if any). For those in Classic Mode, good luck! If you are careful, you should be able to make it through unscathed, but if not you should know that you will soon reach a Sacred Spring that can revive the dead (or ‘retired’).

Once you have won, you will be asked to save, concluding the scene.


Act Three – Scene Nineteen: Second Battle of Zofia Forest

Back on the world map, take control of Alm and head to Desaix’s Fortress.

Once there, you will be shown an enemy Arcanist move from the Sluice Gate to the Forest Northside.

Head north to Zofia Forest 2. A battle awaits, so be prepared.

Second Battle of Zofia Forest

The grid is 28×30, with familiar terrain:

Plain Provides 0 cover
Forest Provides 40 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Supplies Provides 40 cover. Gain 5 HP at start of new turn
Stairs Provides 0 cover

Your party of thirteen is facing an enemy army of twenty, consisting of the following:

  • Eighteen Rigelian Army Cavaliers, each armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Mounted Attribute:
Mounted A unit with high movement. Traverses the field quickly
  • One Rigelian Army Paladin, armed with a Lance and the Mounted Attribute.
  • Lawson, a Paladin armed with a Lance and the Mounted Attribute.

Once you have prepared, select Fight! to begin the battle.

The battle can be either fairly easy or really hard. If the Cavaliers gang up on you, they may ride up to take out an entire unit in a single turn. So, use the Forest terrain whenever possible, and make sure to keep your Pegasus Knight(s) and Silque safe.

For those in Casual Mode, this battle should be easy to win, but you may lose several units. For those in Classic Mode, you will need to be very careful, or else you may lose most of your army! Fight smart, and use Mila’s Turnwheel if you need it. Also, don’t forget to heal!

Alm should be able to take out a Cavalier (in full health) all by himself, in a single turn. This is extremely useful during this battle.

Also, be careful of Lawson. When fighting him, I would recommend just using Clive to attack, he’ll have the best chances of defeating him quickly.

Also, don’t bother heading to the Supplies and Rampart in the center of the map; the enemy will most likely never go in that direction for long (unless you are gathering all of your units there, to make the enemy come to you. This strategy will work as well).

Once you have won, you will be asked to save, concluding the scene.


Act Three – Scene Twenty: Third Battle of Zofia Forest

Back on the world map, take control of Celica and move her to Grieth’s Citadel Interior.

This will cause the Arcanist to the north will come down to attack Alm, so be prepared for battle.

Third Battle of Zofia Forest

Once again, the grid is 28×30, with familiar terrain:

Plain Provides 0 cover
Forest Provides 40 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Supplies Provides 40 cover. Gain 5 HP at start of new turn
Stairs Provides 0 cover

Your party of thirteen faces seven enemy units, all of them Rigelian Army Arcanists.

Six of the Arcanists wield the black and white magic spells Miasma and Recover:

Miasma HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Poison magic
Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally

The seventh Arcanist holds a Silver Purse, and wields the black and white magic spells Mire and Recover:

Mire HP Cost: 2, Mt: 10, Weight: 6, Range: 1-3, Hit: 70 Magic that beckons forth an accursed lifeform

This battle will be very easy and quick. Your units have become strong enough that you can take down the Arcanists before they have the chance to do much damage. Just don’t rush in ahead without backup! And as always, don’t forget to heal (if necessary…this battle might be over before you ever need to heal)!

Once you have won, you will be asked to save, concluding the scene.


Act Three – Scene Twenty-One: Grieth’s Citadel Interior

Back on the world map, take control of Celica and enter Grieth’s Citadel Interior.

Once inside, Celica will ask Atlas if he has found his brothers. He tells her, “Yeah, they’re safe. Everyone’s safe.”

As thanks, he then dedicates himself to her cause, promising to follow her every command.

After talking to Atlas, you are given control in exploration view. Select Examine:

You will find a Silver Purse++ on the left side of the room. Next, to the right of the main archway, you will find the Devil Axe (Mt: 15, Hit: 70, Crit: 5, Range: 1, Weight: 5) hidden in a rack of weapons, with a skin of Drinking Water (Health: 10, Fatigue: S) nearby. Finally, you will find a Memory Prism to the far right of the room.

Next, feel free to select Talk:

(Ally Unit)
(Ally Unit)

Neither of them will have anything important to say, so select Move when you are done:

Exit
Entrance
War Room
Dungeon 2
Dungeon 1

Head to the War Room.

Select Examine. There are seven items in this room, all of them on the floor and the table, in plain sight. From left to right: Yogurt (Health: 20, Fatigue: S), Fugue Shield (Defense: 2, Avo: 0, Resistance: 2, Weight: 1), Ale, Ham (Health: 30, Fatigue: M), Ram Wine, Pegasus Cheese (Health: 0, Fatigue: L), and Ale.

Next, select Talk. You will find two people in this room:

Deen/Sonya
Alessio

Depending on your previous choice, you will find Deen or Sonya here. Talking to him/her, he/she will introduce himself/herself to Celica. Celica will thank them for not pursuing them, which allowed them to defeat Grieth. They will tell her that it was simply a gamble that paid off, and with that, he/she will ask to join you.

Once you have recruited Deen/Sonya, you will see once again that:

Deen is a Myrmidon, armed with the Brave Sword (Mt: 5, Hit: 90, Crit: 30, Range: 1, Weight: 0).

Sonya is Mage, carrying the Steel Shield (Defense: 5, Avo: 0, Resistance: 0, Weight: 2), and can use the black magic spell Excalibur:

Excalibur HP Cost: 3, Mt: 5, Crit: 20, Range: 1-2, Hit: 95, Weight: 1 Wind magic that yields frequent critical hits

Whichever one you defeated, you will have already stolen their weapon or shield. Don’t forget to equip/optimize these!

After you have recruited them, talk to Alessio.

He will thank you again for your help with the Coral Fragments, and then tell you that another deal of his has fallen through. He needs to procure five Steel Lances (Mt: 4, Hit: 80, Range: 1, Weight: 1). You should have one, so sell it to him and then head to the Dungeon 2.

Select Examine and collect the Drinking Water from the table to the right.

Next, open the door. Here you will find Irma. She used to serve at the Temple of Mila, and she is surprised to see Celica, telling her that she “bears a striking resemblance to Lady Liprica. Celica tells her that Liprica is her mothers name, and Irma is excited, saying “Then it’s true! You’re her! Your’re Princess Anthiese!”

Celica asks about her mother, who she has never met. Irma tells her that Lady Liprica was a sister in the service of Mother Mila, until King Lima visited the Temple. Her beauty caught his eye, and he took her to his castle, forcing her to join his ‘seraglio of countless brides’.

“She soon took ill, and left this world shortly after bearing Your Highness.”

Irma then tells Celica that her mother left her something, a circlet that proves her royal standing. She asked that it be given to her once she is of age, and that it is stored in the Temple vault.

Celica is shocked that her mother would leave the royal crown for her, thinking that her mother would have hated the monarchy. Irma tells her that she does not know her reasons, but that she knows that Celica eventually will.

Irma then leaves for the Temple to tell the others that Princess Anthiese lives and that she is coming.

Once she has left, head for the Dungeon 1.

Select Examine and collect the Javelin (Mt: 3, Hit: 70, Range: 1-2, Weight: 2) to the left of the cell door.

Next, open the door to release Est. She is Palla and Catria’s sister, and after their reunion, she will tell Celica that she was kidnapped by Pirates in Archanea, and brought here. She says that although she would like to return home, she also would like to thank you for your help by fighting with you.

Once you have recruited her, you will see that Est is also a Pegasus Knight, armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Combat Art Triangle Attack:

Triangle Attack HP Cost: 10, Mt: +8, Crit: +40, Range: +0, Hit: +30 A flurry of attacks the sisters perform in tandem

Once you have finished, leave the Citadel. Don’t forget to save!


Act Three – Scene Twenty-Two: Sylvan Shrine

Back on the world map, you will be shown an enemy Paladin at the Temple of Mila move to the Valley Approach.

Take control of Alm. Head west to the Sylvan Shrine.

This will cause an enemy Bow Knight to appear at the Sluice Gate.

Enter the Sylvan Shrine. Once you’ve prepared, select ‘Explore’.

There are plenty of barrels, crates, and pots for you to destroy here, hiding Silver Marks, Flour (Health: 10, Fatigue: S), Raw Meat (Health: 20, Fatigue: M), Mana Herbs (Health: 20, Fatigue: S), Garlic (Health: 10, Fatigue: M), and Dried Meat (Health: 20, Fatigue: S).

You will also find plenty of battles here, so be alert.

Sylvan Shrine Dungeon Battles

The grids will all be 12×12, with familiar terrain:

Wall You cannot move to these squares
Ground Provides 0 cover
Tile Provides 20 cover

You will meet various numbers of enemy units, consisting of the following:

  • Terror Bonewalkers, each armed with a Bone Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Terror Attribute:
Terror An accursed monster with high HP

On occasion the Bonewalkers will drop Bonewalker Oil for you to collect.

  • Terror Gargoyles, each armed with a Scythe (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Flier and Terror Attributes:
Flier A unit that moves and fights unaffected by terrain

When fighting the Terrors, if there are Gargoyles, take them out first. They are fairly easy to defeat, but if allowed to attack they will gang up on your weaker units, likely taking them out of the fight.

Make your way down the stairs. Once you reach the barred door at the bottom, you’ll enter a large room with four smaller rooms branching off.

The first door to the left houses a ‘secret wall’ with a room inside, where you will find the Waters of Resistance. This is not connected to another Spring, so feel free to drink without choosing between two Springs. You will only have two drinks from these Waters, so choose wisely.

The second door to the right houses another secret wall, with a tunnel behind it. If you head down this tunnel, you will reach another staircase, heading downward. We’ll call this place the ‘secret dungeon’.

In the secret dungeon, you will enter a small room with a stone in the middle. On these stone is an inscription: “Seekers of treasure: come no further unless you possess power.”

You possess enough strength and power, so proceed. You will enter a large room with six cells, three on each side. Inside each cell is a Gargoyle unit (two Gargoyles). The doors are all locked, but you are able to open them if you wish.

At the opposite end of the room is a golden chest, containing a Gold Mark. If you open the chest, all of the cell doors will open, unleashing the Gargoyles on you. If you do this without taking them down one by one first, you will be forced to fight the closest four Gargoyle units, resulting in a battle against eight Gargoyles. The other two units are too far away to come after you, and you will be able to either fight them or run past them once you have defeated the rest.

So, I would recommend taking down each unit one at a time, and opening the golden chest last. This will save you the risk of being attacked by a large number of Terrors.

Once you have finished in the secret dungeon, head back up the stairs and proceed normally, heading north. Here you will find another, large cell. To the right is a dead end, so don’t bother going that direction.

To the left is another staircase, so run down it to enter the shrine.

Here you will once more be in exploration view. As always, select Examine and grab the Mana Herbs to the left.

Next, feel free to select Talk. There are three people here:

(Ally Unit)
Girl
(Ally Unit)

Your allies don’t really have anything important to say, and talking to the girl will make her run away. You may remember your side quest, given to you by a Man at the Mountain Village, who asked you to rescue his daughter; this is her.

Once you are done, make an offering to the Mila Idol, to cure your fatigue.

You can also change your classes:

Cavaliers will change to Paladins:

Paladin Attribute: Mounted – A unit with high movement. Traverses the field quickly

Soldiers will change to Knights:

Knight Attribute: Armored – A unit with high defense

Mercenaries will change to Myrmidons:

Myrmidon Stat changes only

Knights will change to Barons:

Baron A unit with overwhelming strength and defense
  Skill – Heavy Armor: Halves damage from bows

Once you have changed classes, feel free to use Mila’s Turnwheel to view your Memory Prisims:

2. “Leaving the Past Behind”

This shows Forsyth and Python as they set out to join the Deliverance.

3. “Eventide Intrigue”

This shows Slayde and Desaix, several years in the past. They talk about Princess Anthiese and Prince Conrad, and Desaix tells Slayde to kill them. They continue to talk about Desaix’s plans of intrigue and treason, and his plans to kill King Lima. This causes Slayde to ask, “Er, but doesn’t the king’s bloodline descend from Mila herself? Incompetent though Lima may be, the Mother won’t take kindly to his death.”

4. “The Flirt and the Faithful”

This shows Silque as she runs from a Brigand, who is defeated by Jesse. Silque is on her way to Ram Village, and is lost, so Jesse offers to help her go as far as Zofia Harbor.

Once you have done this, select Move:

Return
Mila Idol
Proceed

Select Proceed.

Here you will find another Sacred Spring. To the left are the Waters of HP, and to the right are the Waters of Experience. You have three drinks between the two before the Spring runs dry.

Once you have finished, leave the dungeon.

You will be asked to save, concluding the scene.


Act Three – Scene Twenty-Three: Second Battle at the Desert Stronghold

Back on the world map, you will be notified that an enemy Cantor has appeared at the Temple of Mila.

Take control of Celica and move to Grieth’s Citadel. This will cause the Bow Knight at the Sluice Gate to move to the Forest Northside.

Next, move Celica to the Northern/Southern Desert. This will cause the Paladin at the Valley Approach to move down to the Mountain Graveyard.

Finally, move Celica to the Desert Stronghold. Here the Paladin will come to attack you, so be prepared for battle!

Second Battle at the Desert Stronghold

Once again, the grid is 20×22, with familiar terrain:

Desert Provides 0 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Tile Provides 20 cover
Supplies Provides 40 cover. Gain +5 HP at start of new turn
Stairs Provides 0 cover
Plain Provides 0 cover
Forest Provides 40 cover

Your army of fourteen faces a mere three enemies, consisting entirely of Rigelian Army Paladins, each armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0), and the Mounted Attribute:

Mounted A unit with high movement. Traverses the field quickly

Additionally, one of them holds a Silver Purse.

Feel free to hold your ground at the Stronghold, and let the enemy make their way to you. This will be slow going, however, so move Leon to the west side, so he can pick them off with his arrows as they get closer. You can also use your Pegasus Knights to fight.

The battle will be easy, and you should be able to finish it quickly.

Once you have won, you will be asked to save, concluding the scene.


Act Three – Scene Twenty-Four: Fourth Battle of Zofia Forest

Back on the world map, take control of Alm and move him east to Zofia Forest 2. This will make the Bow Knight at the Forest Northside come down to attack him, so be prepared for a fight!

Fourth Battle of Zofia Forest

Once again, the grid is 28×30, with familiar terrain:

Plain Provides 0 cover
Forest Provides 40 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Supplies Provides 40 cover. Gain 5 HP at start of new turn
Stairs Provides 0 cover

Your party of thirteen faces an enemy party of three, consisting of the following:

  • Two Rigelian Army Paladins, each armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Mounted Attribute:
Mounted A unit with high mobility. Traverses the field quickly
  • One Rigelian Army Bow Knight, armed with a Bow (Mt: 0, Hit: 70, Range: 1-2, Weight: 0), the Mounted Attribute, and the Bowrange +2 Skill:
Bowrange +2 Increases bow range by 2

Additionally, the Bow Knight holds a Silver Purse.

This battle is really easy. Just let the enemy come to you, and then you should be able to take them out in a single turn.

Once you have won, you will be asked to save, concluding the scene.


Act Three – Scene Twenty-Five: Third Skirmish at the Mountain Graveyard

Back on the world map, move Celica west to the Mountain Graveyard. A Terror unit awaits, so be prepared for battle!

Third Skirmish at the Mountain Graveyard

The grid is 13×22, with familiar terrain:

Plain Provides 0 cover
Forest Provides 40 cover
Grave Provides 60 cover

Your army of fourteen is facing seven enemy units. All seven are Terror Revenants, carrying Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) and holding the Terror Attribute:

Terror An accursed monster with high HP

Once you have prepared, select Fight! and begin the battle.

The battle will be easy, and it shouldn’t take too much time. Use your magic, arrows, and Pegasus Knights strategically, and you should win with no casualties. Additionally, don’t spread yourself too thin, and don’t forget to heal!

Once you have won, you will be asked to save, and the scene will conclude.


Act Three – Scene Twenty-Six: Forest Northside Battle

Back on the world map, you will be shown the enemy Cantor as he moves from the Temple of Mila to the Valley Approach.

Take control of Alm, and move north to the Forest Northside. An enemy unit awaits, so be prepared for battle!

Forest Northside Battle

The grid is 28×30, with familiar Terrain:

Plain Provides 0 cover
River Provides 0 cover. Only fliers can maneuver this Terrain
Rampart Provides 0 cover. Only fliers can maneuver this Terrain
Supplies Provides 40 cover. Gain 5 HP at start of turn
Stairs Provides 0 cover
Forest Provides 40 cover
Bridge Provides 0 cover

Your party of thirteen faces an enemy party of ten, including:

  • Three Rigelian Army Snipers, each armed with a Bow (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and the Bowrange +2 Skill:
Bowrange +2 Increases bow range by 2
  • Two Rigelian Army Witches, each wielding the black magic Spell Fire:
Fire HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Standard fire magic

The Witches also have the Teleportation Skill:

Teleportation Allows a unit to warp next to a target and attack again
  • Four Rigelian Army Archers, each armed with a Bow and the Bowrange +1 Skill:
Bowrange +1 Increases bow range by 1
  • Gazelle, a Bow Knight armed with a Bow, with the Bowrange +2 Skill and the Mounted Attribute:
Mounted A unit with high mobility. Traverses the field quickly

Additionally, Gazelle holds a Silver Purse+.

Once you have prepared, select Fight! and begin the battle.

I would recommend holding your ground and letting the enemy come to you. The Witches, Archers, and Snipers will each come down to attack, allowing you to use your full army to attack them, taking them out in a single turn.

I would also suggest using your physical units as much as possible in this fight, as their arrows have less of an effect against them.

This battle should be quite easy. The hardest part would be if an enemy tries to retreat, and you are forced to chase them down across the River. Just don’t forget to heal!

Once you have won, you will be shown the world map once more. In Rigel, you will be shown Emperor Rudolf talking to Berkut.

“Are the tales true? You challenged the Deliverance for sport and lost?”

“…Forgive me, Uncle.”

At this, Jedah mocks Berkut, angering him. Jedah then tells Rudolf that Tatarrah, who guards the Sluice Gate, “has come across a most interesting toy.” He is talking about Luthier’s sister, a powerful Mage.

He assures Rudolf that Tatarrah is strong enough to defeat the Deliverance, but Berkut steps in, disagreeing. He asks instead to be allowed to take his own men to the border to fight them. “If the Deliverance does break past the sluice, they must reckon with me!”

Rudolf agrees, and the cut-scene switches a conversation between Rinea and Berkut. He curses Alm’s name, promising to make him pay. A woman named Nuibaba then appears, offering Berkut her strength. Berkut pridefully declines, but she still gives Berkut a mirror, filled with her sorcery.

She tells him that if he ever needs it, he need only shatter the mirror, and it shall answer his call.

After this, you will be asked to save, concluding the scene.


Act Three – Scene Twenty-Seven: The Storming of the Valley Approach

Back on the world map, you are shown another enemy Paladin appearing at the Temple of Mila.

Take control of Celica. Although there are two enemy units to the north at the Valley Approach, they total only six enemies. So, head there (and be prepared for battle!).

The Storming of the Valley Approach

Here you will meet Blake, and his small army. Celica is surprised to see Rigelian Forces this close to the Temple of Mila, which worries her.

The grid is 20×22, with familiar Terrain:

Mountain Provides 30 cover. Only fliers can maneuver this Terrain
Plain Provides 0 cover
Forest Provides 40 cover
Rampart Provides 0 cover. Only fliers can maneuver this Terrain
Supplies Provides 40 cover. Gain 5 HP at start of turn
Stairs Provides 0 cover

Your army of fourteen faces six enemy units, consisting of the following:

  • Three Rigelian Army Mercenaries, each armed with a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0)
  • One Rigelian Army Witch, capable of using the black magic Spell Fire:
Fire HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Standard fire magic

The Witch also has the Teleportation Skill:

Teleportation Allows a unit to warp next to a target and move again
  • One Rigelian Army Cantor, capable of using both black and white magic:
Miasma HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Poison magic
Conjure HP Cost: 1 Summons evil beings from the darkness

The Cantor also holds a Silver Purse, and the Incarnation Skill:

Incarnation Restores 5 HP each turn
  • Blake, a Myrmidon armed with the Shadow Sword (Mt: 13, Hit: 65, Range: 1, Weight: 5). He also has the Lifetaker and Hex Skills:
Lifetaker Absorbs HP if the opponent is defeated
Hex Has a set chance of cursing the user

Once you have prepared, select Fight! to begin the battle.

This battle is actually pretty easy, especially if you follow the guidelines below:

For your first turn, you won’t be able to get to any enemies. So, just move strategically and create a tight unit. Feel free to summon Genny’s illusory soldiers, and to send your Pegasus Knights up the Mountain toward Blake.

The Cantor will likely start by summoning his Terrors:

  • Terror Revenants, armed with Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Terror Attribute:
Terror An accursed monster with high HP

For your second turn, I would recommend using your Pegasus Knights to attack Blake from a distance. You may only need two of them to take him down, but your third can always be your backup. This will take Blake out early, leaving you with much less to worry about.

Next, I would take out the Witch. This may take two turns, using arrows and magic as she comes closer.

After the Witch, I would send the Pegasus Knights to take down the Cantor. Don’t bother with the Terrors, as once the Cantor is dead they will disappear. Taking him out should be very easy and quick, and you’ll probably do it without needing all three sisters.

This will leave you with the three Mercenaries, several of whom can be taken out in the same turn as the Cantor. Just keep your distance and throw some spells, and then send in some physical units to attack while their HP is low. This may take two turns, so be sure to heal!

Once you have won, Celica and Mae will talk about what Blake was saying right before he died: “Shame you’re too late…Mila is…already…”

They decide to hurry to the Temple of Mila to find out.

You are asked to save, concluding the scene.


Act Three – Scene Twenty-Eight: Retaking of the Sluice Gate

Back on the world map, take control of Alm and head to the Sluice Gate. A battle awaits, so be prepared!

Retaking of the Sluice Gate

Once there, Lukas and Alm will have a quick discussion about the Sluice Gate, and Alm recognizes that they need to open it before it breaks, flooding Zofia.

Inside, you will meet Tatarrah. He and Alm will talk, and he will introduce his new ‘servant’, Delthea (Luthier’s sister).

Alm gives the order to stay clear of Delthea’s magic, and to make sure they don’t kill her. They need to break Tatarrah’s spell on her, which can only be done by killing him.

The grid is 28×22, with familiar Terrain:

Sea Provides 0 cover. Only fliers can maneuver this terrain
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Tile Provides 20 cover
Supplies Provides 40 cover. Gain 5 HP at start of turn
Cliff Provides 30 cover. Only fliers can maneuver this terrain
Plain Provides 0 cover
Stairs Provides 0 cover
Bridge Provides 0 cover

Your army of thirteen faces ten enemy units, including:

  • Eight Rigelian Army Arcanists, each capable of using black and white magic. Six of them have use of the Miasma and Recover Spells:
Miasma HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Poison magic
Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally

The other two Arcanists have use of the Mire and Recover Spells:

Mire HP Cost: 2, Mt: 10, Weight: 6, Range: 1-2, Hit: 70 Magic that beckons forth an accursed lifeform
  • Delthea, a Mage. She has use of the black magic Spell Aura:
Aura HP Cost: 6, Mt: 12, Weight: 8, Range: 1-2, Hit: 80 Powerful magic that smothers enemies in light

Delthea also has the Teleportation Skill:

Teleportation Allows a unit to warp next to a target and move again
  • Tatarrah, an Arcanist. He holds a Silver Purse++ and has use of black and white magic:
Death HP Cost: 5, Mt: 14, Weight: 9, Range: 1-3, Hit: 70 Deadly magic
Fortify HP Cost: 12, Rcv: 6, Range: 1-Atk/2 Restores HP to allies within range

Once you have prepared, select Fight! and begin the battle.

This battle is very complicated, for the sole reason of keeping Delthea alive. Without her, it would be easy. So, I recommend following my suggestions, and just try your best!

For your first turn, make your way across the Bridge. You’ll want to keep a tight unit the entire way.

For your second turn, you should be able to take out two Arcanists, one on each side of the Bridge.

For your third turn, you should be able to take down the next three Arcanists on this island. It may take some work, so be sure to use your Pegasus Knights, arrows, and magic.

For your fourth turn, you can take out the Arcanist on the Bridge ahead of you. Be sure to heal, and make sure your STRONGEST units are in front. The enemy will likely send Delthea your way next, and she is quite strong. With her power and another Arcanist, it may be enough to take down your toughest allies.

For your fifth turn, send Alm ahead, past Delthea. Use him to fight the remaining Arcanist, and with the rest of your army, RETREAT. Get as far away from Delthea as possible, so you don’t accidentally kill her. Use Mila’s Turnwheel if you have to!

For your next turns, move closer to Tatarrah with Alm, and feed him along the way to keep his health at maximum (or as close as possible). Keep retreating with your army while you do so. With luck Delthea won’t follow.

Eventually, you’ll make your way to Tatarrah. Alm will be able to finish him in a single turn, but if his health is down, use a turn to bring it up again before you attack. This way, you won’t be taking any chances of losing Alm during this final showdown.

Once you have defeated Tatarrah, Delthea will become an ally, free from his magic.

You will be asked to save, and the scene will conclude.


Act Three – Scene Twenty-Nine: Dragon Shrine

Back on the world map, take control of Celica and move west to the Dragon Shrine.

This will cause the enemy Paladin to move to the Valley Approach.

Enter the Dragon Shrine. Once you have prepared, select Explore (this dungeon can be confusing to explain. So, for extra help refer to the ‘Maps’ section of this walkthrough.

You will be in dungeon view, with a long tunnel before you. Head down it, and you will find several pots, barrels, crates, grasses, flowers, and plants to destroy/smash/cut along the way, providing you with Silver Marks and Holey Cheese (Health: 10, Fatigue: S).

You will enter a small room with three tunnels branching off from it. The middle will take you further, but start by heading right. You will find a small room full of things to destroy.

Now, return to the last room and head left. Along the way, you may encounter Terrors, so be prepared for battle.

Dragon Shine Dungeon Battles

The grid will be 12×12, with familiar and new Terrain:

Ground Provides 0 cover
Rock You cannot move here
Shoal Provides 0 cover. Only fliers can maneuver this terrain
Wall You cannot move here

Your army of ten will face various numbers of Terrors, including:

  • Terror Bonewalkers, carrying Bone Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Terror Attribute:
Terror An accursed monster with high HP
  • Terror Revenants, carrying Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Terror Attribute.
  • Terror Entombed, carrying Claws and the Terror Attribute.

Sometimes the Entombed will run away when they see you. If you want to fight them, run after them!

These battles will be fairly simple and quick. Just do your best and don’t forget to heal (when necessary).

Once you have entered the left tunnel, you will find yourself in a large room with a lake, with a tunnel leading off to the right. Start by heading up this tunnel, where you will find a dead-end, with a golden chest. Open the chest to retrieve an Iron Lance (Mt: 2, Hit: 90, Range: 1, Weight: 0).

Now, head back to the room with the lake. On the left side of the lake, next to a small boat, you will find several crates to destroy. To the right, you will find that the room curves along with the lake, with another tunnel branching off to the right. Ignore this tunnel for now, and follow the lake to the end, where you will find another golden chest. Before opening it, look to the left, near the boat, and you will find A Son’s Journal. A pop-up will appear, saying:

“On the last page of the tattered journal, the boy laments his foolish undertaking and tries to reassure his mother, but his frantic scrawl ends abruptly mid-sentence…”

You may remember one of your side-quests, which was given to you by a mother who asked you to find her son, who traveled to the Dragon Shrine. Sadly, may have just found all that remains of him.

Now, open the golden chest to receive the Nethergranate (Health: 0, Fatigue: L). Eating the Nethergranate will increase your skill.

Once you have collected the Nethergranate, head down the tunnel from earlier. Follow it for a ways, and you will eventually reach a roundish room with a dark hallway ahead, with a Necrodragon guarding it.

Dragon Shrine Necrodragon Battle

This grid and terrain is the same as the other dungeon battles.

You will be fighting three Terror Necrodragons, each armed with Fangs (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Terror and Flier Attributes:

Flier A unit that moves and fights unaffected by terrain

Use Celica’s Seraphim Spell as much as possible, and do your best! They won’t actually be too hard to defeat, just use your entire army to gang up on them, and you will likely take all three out on your second turn.

Once you have defeated them, head down the dark tunnel. Inside you will enter a Sacred Spring.

There will only be one Spring here, the Waters of Revival. If you have any fallen members in your party (this is for those in Classic Mode), you can revive them now (I’m am currently unsure of how many uses you have).

The Waters of Revival is centered in the back of the room, with a golden chest on either side of it. The chest on the left contains a Coral Ring (Resistance: +4), and the chest on the right contains a Cog.

Once you have collected these items and used the Spring, leave and head back to the first room (the one with three tunnels branching out of it). This time, head down the center tunnel.

You will enter a shrine to Mila, with a Mila’s Idol.

Feel free to talk to your allies:

(Ally Unit)
(Ally Unit)

Next, select Examine and collect the Mana Herbs (Health: 20, Fatigue: S) from the left side of the room.

After that, select Mila. Give her an offering (I recommend Wine or Ale, as they are useless to you), and then change your classes.

Mercenaries will change to Myrmidons:

Myrmidon Stat changes only

Archers will change to Snipers:

Sniper Bowrange +2 Skill: Increases bow range by 2

Pegasus Knights will change to Falcon Knights:

Falcon Knight Banish Skill: +10 Attack when fighting Terrors

Once you have finished with Mila, select Move:

Mila Idol
Return

There is only one way to go, so leave and work your way out of the dungeon.

You will be asked to save, concluding the scene.


Act Three – Scene Thirty: Second Battle of the Valley Approach

Back on the world map, use Celica to move to the Valley Approach. A battle awaits, so be prepared.

Second Battle of the Valley Approach

Once again, the grid is 20×22, with familiar Terrain:

Mountain Provides 30 cover. Only fliers can maneuver this Terrain
Plain Provides 0 cover
Forest Provides 40 cover
Rampart Provides 0 cover. Only fliers can maneuver this Terrain
Supplies Provides 40 cover. Gain 5 HP at start of turn
Stairs Provides 0 cover

Your army of fourteen faces a mere three enemies.

All three are Rigelian Army Paladins, each armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Mounted Attribute:

Mounted A unit with high movement. Traverses the field quickly

Additionally, one of the three holds a Silver Purse.

Once you have prepared, select Fight! and begin the battle.

This fight really isn’t hard. Just create a tight group with your unit, and let the enemy come to you. This won’t take long, and you can use several units to isolate each enemy and kill them quickly.

Once you have won, you will be asked to save, concluding the scene.


Act Three – Scene Thirty-One: Liberation of the Temple of Mila

Back on the world map, you will be notified that an enemy Terror unit has appeared at the Mountain Graveyard.

Ignore this, and use Celica to move to the Temple of Mila. A battle awaits, so be prepared.

Liberation of the Temple of Mila

Once there, Celica will be shocked to see the Rigelian army. She realizes that the Mother may be in danger, and she gives the order to infiltrate the Temple, to confirm her safety immediately.

Celica then meets a Duma Faithful Cantor named Mikhail. He tells her, “I have come to teach Duma’s greatness to the fools who cling to Mila’s lies. Now, rue your ignorance from inside the bellies of my gargoyles!”

The grid is 28×22, with both familiar and new Terrain:

Tile Provides 20 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Plain Provides 0 cover
Forest Provides 40 cover
Bulwark Provides 30 cover
Supplies Provides 40 cover. Gain 5 HP at start of turn
Stairs Provides 0 cover
Door You must open this to pass
Peak Provides 0 cover. Only fliers can maneuver this terrain
Desert Provides 0 cover

Your army of fourteen faces an enemy army of ten, consisting of the following:

  • Two Duma Faithful Snipers, each armed with a Bow (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and the Bowrange +2 Skill:
Bowrange +2 Increases bow range by 2
  • Seven Duma Faithful Arcanists, capable of using black and white magic. Five of them use Miasma and Recover:
Miasma HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Poison magic
Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally

The other two Arcanists use Mire and Recover:

Mire HP Cost: 2, Mt: 10, Weight: 6, Range: 1-3, Hit: 70 Magic that beckons forth an accursed lifeform
  • Mikhail, a Cantor. He uses the black and white magic Spells Mire and Conjure:
Conjure HP Cost: 1 Summons evil beings from the darkness

Additionally, Mikhail holds a Gold Mark, and has the Incarnation Skill:

Incarnation Restores 5 HP each turn

Once you have prepared, select Fight! and begin the battle.

I would begin by forming a tight group with your units, to slowly work your way up to the Temple. This will ensure that you aren’t spread apart too thin. Unfortunately for this battle, you cannot wait for the enemy to attack you, they will stand their ground and Terrors will be sent after you.

Mikhail will summon Duma Faithful Gargoyles. They will each wield a Scythe (Mt: 0, Hit: 90, Range: 1, Weight: 0), as well as the Flier and Terror Attributes:

Flier A unit that moves and fights unaffected by terrain
Terror An accursed monster with high HP

Your Pegasus Knights will work very well against the Gargoyles. Keep this in mind.

Once you have made it to the top of the stairs, send your Pegasus Knights in to open the door and kill the Sniper. Then, send your forces in. I would recommend attacking Mikhail with Leon’s arrows, and sending your stronger physical units in to finish the job. If you mess up, always remember that you can rewind the battle with Mila’s Turnwheel!

You’ll need to be careful during this battle, as you are facing magic users that can do a lot of damage. Heal whenever possible, and retreat if you must.

Again, keep your units in a tight formation; don’t wander off alone! Otherwise the enemy will gang up on you, defeating your unit.

Once Mikhail has been defeated, half the battle will be won. Now all you need to worry about is the Arcanists. They will be hard to defeat, and will attack your weak units, so be careful who you leave in their range.

Once the Arcanists are cleared out, it is likely that you will still have a Sniper left to fight. You can take him out in a single turn, just send in a bunch of units and wipe him out.

Once you have won, Celica and Mae will talk about the ruined state of the Temple. Celica tells her, “Let’s go see for ourselves. We must discover exactly what came to pass in this place.”

You will now receive the Temple Liberator Award.

With that, you will be asked to save, concluding the scene.


Act Three – Scene Thirty-Two: Fourth Skirmish at the Mountain Graveyard

Back on the world map, take control of Celica and move south to the Mountain Graveyard. A battle awaits, so be prepared.

Because you have defeated all your enemies (except for the Terrors), no new enemies will appear. This allows you to move freely, enabling you to complete your side quests.

Fourth Skirmish at the Mountain Graveyard

Once again, the grid is 13×22, with familiar terrain:

Plain Provides 0 cover
Forest Provides 40 cover
Grave Provides 60 cover

Your army of fourteen is (likely) facing ten enemy units, including:

  • Three Terror Revenants, carrying Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) and holding the Terror Attribute:
Terror An accursed monster with high HP
  • Five Terror Bonewalkers, each armed with a Bone Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0) and holding the Terror Attribute.
  • Two Terror Gargoyles, each armed with a Scythe (Mt: 0, Hit: 90, Range: 1, Weight: 0) and holding the Flier and Terror Attributes:
Flier A unit that moves and fights unaffected by terrain

Once you have prepared, select Fight! and begin the battle.

You’ve fought Terrors before, so you should have the hang of this by now. The battle won’t take very long, just be sure to heal (if necessary).

Use the Forest and Grave squares to your advantage, as well as your magic, arrows, and Javelins (Mt: 3, Hit: 70, Range:1-2, Weight: 2).

Once you have won, you will be asked to save, concluding the scene.


Act Three – Scene Thirty-Three: Side Quests (Celica)

Back on the world map, take control of Celica and move west into the Mountain Village.

Because you have defeated all your enemies, no new enemies will appear (except for the occasional Terror). This allows you to move freely, enabling you to complete your side quests.

Once inside, select Move:

Exit
Entrance
Smithy
House
Square

Feel free to head to the Smithy, to upgrade your weapons. For a full list of upgrades, see the ‘Weapons’ and ‘Shields’ pages of this walkthrough.

Once you are done, head to the House. Here you will find two people:

Lumberjack
Tired Lady

Start by talking to the Lumberjack. Give him the Splitting Axe (Mt: 1, Hit: 80, Range: 1, Weight: 1), and he will give you a Bear Carving as thanks. You’ll need this later on, so hang onto it.

Next, talk to the Tired Lady. She had asked you to rescue her son from the Dragon Shrine, and you found A Son’s Journal while you were there. It’s time to tell her that her son is dead. Talk to her and give her the journal, and she will leave, saddened.

After that, select Move again and head to the Square. Here you will find three more people:

Young Woman
Old Timer
Peddler

Talk to the Peddler, and give him the Rion Shield (Defense: 2, Avo: 0, Resistance: 2, Weight: 3), to send to Alm. From there, he can deliver it to Lord Rion at Zofia Castle.

With that, the Peddler will depart. You’ve done everything you can here too, so you can leave the Mountain Village now too.

Once you are back on the world map, use Celica to head south to the Zofian Harbor. While you move, a Terror unit will likely reappear at the Mountain Graveyard.

Select Move:

Exit
Entrance
Tavern
Wharf

Once you are done, head to the Tavern.

Here you will find two people:

Lord Fugue
Skilled Angler

Talk to Lord Fugue, and give him the Fugue Shield (Defense: 2, Avo: 0, Resistance: 2, Weight: 1). He will give you a Golden Apple (Grants EXP) in return. Additionally, your renown will ‘greatly increase’.


Act Three – Scene Thirty-Four: Side Quests (Alm)

Back on the world map, take control of Alm and head to the Forest Village. Because you have defeated all your enemies (except for the Terrors), no new enemies will appear. This allows you to move freely, enabling you to complete your side quests.

Once inside the Forest Village, select Move:

Exit
Entrance
Square
House 1
Smithy
House 2

Feel free to head to the Smithy to upgrade your weapons. For further information on upgrades, see the ‘Weapons’ and ‘Shields’ pages of this walkthrough.

Once you have finished, head to House 2. Here you will find two people:

Man
Girl

Talk to the Man. He had previously given you the side quest of rescuing his daughter (the Girl now next to him) from the Gargoyles at the Sylvan Shrine, and now that she has been returned, he will thank you with a Blessed Lance (Mt: 3, Hit: 90, Crit: 10, Range: 1, Weight: 0). Additionally, you will be notified that “Your rise in renown shakes Valentia!”

Now, head to the Square:

Peddler
Old Timer

Talk to the Old Timer, and give him a Medicinal Syrup (Health: 40, Fatigue: L) to send to Celica. She’ll need this in the near future for a side quest.

Once you have finished here, leave the Forest Village and head south to Zofia Castle.

Enter, and select Move:

Leave Castle
Entrance
Treasure Vault
To Central Hall

Move to Central Hall. Here you will find two people:

Cheese Lover
Lord Rion

Talk to the Cheese Lover, and give him your Pegasus Cheese (Increases Speed). As thanks, he will give you Exotic Spice (Health: 10, Fatigue: L). Your renown will also increase, and the Cheese Lover will depart, the side quest complete.

Next, talk to Lord Rion, and give him the Rion Shield (Defense: 2, Avo: 0, Resistance: 2, Weight: 3). As thanks, he will give you Pegasus Cheese, and your renown will increase once more. Lord Rion will then depart, leaving you alone in the room.

With that taken care of, select Move:

To Entrance
Central Hall
Throne Room
Staircase
To Balcony

Head back to the Entrance, and leave the Castle.

Once you are back on the world map, save your game.


Act Three – Scene Thirty-Five: Fifth Skirmish at the Mountain Graveyard

Now that you have saved, and completed your side quests, take control of Celica and move her to the Mountain Graveyard. Once again, Terrors will have sprouted forth, so prepare for battle.

Fifth Skirmish at the Mountain Graveyard

Once again, the grid is 13×22, with familiar terrain:

Plain Provides 0 cover
Forest Provides 40 cover
Grave Provides 60 cover

Your army of fourteen is facing a varying number of Terrors, which may consist of any combination of the following:

  • Terror Revenants, armed with Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) and holding the Terror Attribute:
Terror An accursed monster with high HP
  • Terror Bonewalkers, armed with Bone Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0) and holding the Terror Attribute.
  • Terror Entombed, armed with Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) and holding the Terror Attribute.
  • Terror Gargoyles, armed with Scythes (Mt: 0, Hit: 90, Range: 1, Weight: 0) and holding the Terror and Flier Attributes:
Flier A unit that moves and fights unaffected by terrain

Once you have prepared yourself, select Fight! and begin the battle.

This battle won’t be very hard. Just bring your units together, and do your best to protect your weaker units. If you mess up, use Mila’s Turnwheel to try again. You’ll have to form your own strategy on this, but by now you should have enough experience with Terrors that this shouldn’t be a problem.

Use the Forest and Grave squares to your advantage, and use magic and projectiles as much as possible. And as always, don’t forget to heal! Do these things, and you should have the fight in the bag. Good luck!

Once you have won, you will be asked to save, concluding the scene.


Act Three – Scene Thirty-Six: Carving Retrieval at the Mountain Graveyard

Back on the world map, take control of Celica again. This time, head back to the Mountain Village.

Select Move:

Exit
Entrance
Smithy
House
Square

Head to the House. Here you will find two people:

Lumberjack
Tired Lady

Talk to the Tired Lady again. She will apologize for leaving earlier, when you told her about her late son. She will thank you with fifty Silver Marks, and then she will disappear again, the side quest complete.

Now, talk to the Lumberjack. He will tell you that with the Splitting Axe (Mt: 1, Hit: 80, Range: 1, Weight: 1) you gave him earlier, he made a carving of Duma (who he worships). Unfortunately, Terrors raided the village, coming straight to his door. They stole his carving, and then left the village.

So now you have a new side quest: retrieve his Duma Carving!

With that taken care of, leave the Village. You may have some trouble getting the Terrors to respawn, but be patient and run around the map with Celica until they do. When they return, attack them! This may actually take several fights (the reason I am having you do this now, instead of during Act Three: Scene Thirty-Three, is because this way you won’t have to fight the Terrors again, once you have the carving. If you had done this earlier, they would likely have respawned while you traveled to the Zofian Coast. This way, it is less likely for them to respawn).

Carving Retrieval at the Mountain Graveyard

Once again, the grid is 13×22, with familiar terrain:

Plain Provides 0 cover
Forest Provides 40 cover
Grave Provides 60 cover

Your army of fourteen is facing a varying number of Terrors, which may consist of any combination of the following:

  • Terror Revenants, armed with Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) and holding the Terror Attribute:
Terror An accursed monster with high HP
  • Terror Bonewalkers, armed with Bone Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0) and holding the Terror Attribute.
  • Terror Entombed, armed with Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) and holding the Terror Attribute.
  • Terror Gargoyles, armed with Scythes (Mt: 0, Hit: 90, Range: 1, Weight: 0) and holding the Terror and Flier Attributes:
Flier A unit that moves and fights unaffected by terrain

Once you have prepared yourself, select Fight! and begin the battle.

Once again, these battles shouldn’t be too hard. Do your best and don’t forget to heal!

Eventually, a Terror Revenant will be holding the Duma Carving, and you will be able to take it back once it has been defeated.

Once you have retrieved the Duma Carving, return to the Mountain Village and present it to the Lumberjack. He will tell you to get rid of it, meaning that it is now yours. Hang onto it for later.

With that taken care of, return to the world map. Don’t forget to save!


Act Three – Scene Thirty-Seven: Temple of Mila Interior

Back on the world map, move Celica to the Temple of Mila Interior (it is possible that you will need to fight a Terror army along the way).

Once you have entered the Temple of Mila, you will be in exploration view. Two of your friends stand before you:

(Ally Unit)
(Ally Unit)

Feel free to talk to them, but they have nothing important to say.

Select Examine. You will find a Cog on the far left of the room, on the floor. To the far right side of the room is a jar of Honey (Health: 30, Fatigue: M).

After collecting these two items, select Move:

Exit
Entrance
Mila Idol
Great Hall
To Mila’s Chamber
To Basement

Head to Mila Idol. In this room, you will find another jar of Honey, to the right of the Idol.

Collect this and select Mila. Make an offering (I recommend Ale or Wine, as these are useless to you), and change your classes:

Clerics become Saints:

Saint Seraphim Spell HP Cost: 4, Mt: 7, Weight: 4, Range: 1-2, Hit: 90 Holy magic effective against Terrors
  Soothing Light Skill Restores 5 HP to adjacent units each turn  
  Absolve Skill Nullifies damage from terrain  

Villagers become either Cavaliers, Soldiers, Mercenaries, Archers, or Mages:

Cavalier Lance Mt: 0, Hit: 90, Range: 1, Weight: 0  
  Mounted Attribute A unit with high mobility. Traverses the field quickly  
Solider Lance Mt: 0, Hit: 90, Range: 1, Weight: 0  
Mercenary Sword Mt: 0, Hit: 90, Range: 1, Weight: 0  
Archer Bow Mt: 0, Hit: 70, Range: 1-2, Weight: 0  
  Bowrange +1 Skill Increases bow range by 1  
Mage Fire HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Standard fire magic

Once you have made your offering and changed your classes, select Move and head to the Great Hall.

There is nothing to examine, so select Talk:

Cleric
Distraught Lady

Start by talking to the Distraught Lady. She will tell you she came for a Medicinal Syrup (Health: 40, Fatigue: L), to heal her ill daughter. Unfortunately, with the Temple in this state, she hasn’t been able to get an audience with Mila.

Earlier, Alm will have sent you a Medicinal Syrup, so give this to her now. She will repay you with fifty Silver Marks, and then she will leave.

Next, feel free to talk to the Cleric. She will tell you about Dolth, an Archcantor of the Duma Faithful.

Once you are done, head to Mila’s Chamber.

When you enter, no one is there. Then Irma runs up, telling Celica that the Rigelians (led by Rudolf) took Mila and Celica’s circlet (left by her mother to prove her royal blood).

Upon hearing what happened, Celica decides that the only thing to do is to invade Rigel and rescue Mila. As she tries to convince her friends to follow her, the Masked Knight appears, telling her “Mila cannot save this world. But you can…Princess Anthiese.”

Celica is surprised, but before she can say anything, he gives her the missing Royal Circlet. He tells her that if she accepts it, she will ascent to the throne, ruling Zofia. He then asks if she is ready for that.

She responds, “I’m afraid I know little of kingdoms or the scope of rule. But I have people I wish to protect. Both here and elsewhere. I wish for this by my will alone. For my own happiness. Is that resolve enough?”

“It is indeed. Princess Anthiese, this crown is now yours to bear.”

With that, Celica’s class with change to Princess.

The Masked Knight will now tell Celica that Mila was taken by Jedah, priest of the Duma Faithful, and that they hold her in Duma Tower, at the seat of their occult. He also tells her that once she is in Rigel, she must find a man named Halcyon, in Sage’s Hamlet. With that, he leaves.

You are now left back in exploration view. Select Examine and collect the Dragon Scale from the floor on the right.

Next, feel free to select Talk. Two people stand before you:

Priestess
Saint

They both have interesting things to say, but nothing vital at this time.

Once you have finished with them, select Move:

Mila’s Chamber
To Great Hall

Head to the Great Hall, and then head to the Basement.

Select Examine and collect the Cog from the right side of the room.

Then, select Talk:

Old Timer

Talking to him, he will open the Sluice Gate. Now, it is up to Alm to open the western Sluice Gate.

Select Move again:

To Ground Floor
Control Room
To Second Basement

Head to the Second Basement, where you will find a dungeon. This dungeon holds a Sacred Spring. The first one you will come to will be the Waters of Experience, and the second is across a roomful of water. You’ll need to have Alm open his Sluice Gate before you can cross this and continue. So, exit the Temple. Don’t forget to save!


Act Three – Scene Thirty-Eight: Sluice Gate Interior

Back on the world map, take control of Alm once more, and work your way up to the Sluice Gate Interior. Enter when you arrive.

In exploration view, you will see a girl standing before you. Select Talk:

Delthea

Delthea will ask to join you. Once again, she is a Mage, capable of using the Fire and Aura Spells:

Fire HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Standard fire magic
Aura HP Cost: 6, Mt: 12, Weight: 8, Range: 1-2, Hit: 80 Powerful magic that smothers enemies in light

Delthea also carries a Prayer Ring (Chance to prevent death), and has the Recovery and Miracle Skills:

Recovery Restores 5 HP each turn
Miracle Grants a Luck x2 chance of surviving a mortal attack

Once you’ve recruited her, select Examine. You’ll find some Mana Herbs (Health: 20, Fatigue: S) at the far left of the room.

Now, select Move:

Exit
Entrance
Control Room

Head to the Control Room. Once inside, select Examine. There are two items to collect here, both are on the table on the left side of the room: Bread (Health: 10, Fatigue: S) and Drinking Water (Health: 10, Fatigue: S).

After you have collected these, select Talk:

Man

Talk to the Man. He will tell you, “Now that the Temple Sluice is open, we can open the gate here as well.” As he opens the gate, he proceeds to tell Alm that only members of the Zofian royal family can open the Temple Sluice Gate, which shocks Alm. He then suddenly realizes that this must be Celica, and that she is actually the lost Princess Anthiese.

We are then shown Jedah, in Rigel. He recognizes that they have opened the Sluice Gate, and this makes him very happy to know that Celica will soon be coming to him, in an attempt to save Mila.

After this, you will be asked to save, and Act Three will conclude.


The cover image is taken from:

https://fireemblemechoes.nintendo.com/

Advertisements

Leave a Reply