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

Fire Emblem: Fates: Shadows of Valentia

Nintendo 3DS

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

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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.

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Act Four: Land of Sorrow

Act Four opens on Alm and Clive. Clive tells Alm that his petition to the Empire (a treaty) has gone unanswered, and that the silence likely IS the answer: Emperor Rudolf has no intention of treating for peace. He wants war.

Furthermore, Clive says, “Our men are approaching their limit. And Rigel’s climate is far colder than what they knew in Zofia. Further delaying here will only sap their strength and morale.”

“All right, Clive. I trust your judgement. Let’s get ready to march.”

“Understood. I’ll pass word to the others and prepare them to cross into the empire.”

“…What’s all of this leading to?”

At this, Gray appears. “Hey, Alm! I heard the news – guess the time’s finally come, eh?”

“Yeah. We’re headed into Rigel. We’ll need to be more careful than ever past this point.”

“Hey, careful is my middle name! …No, really, I had it legally changed.”

Tobin continues to use his humor to cheer up Alm. He then comments on the freezing cold, and he is surprised to learn that Alm is unaffected by it.

“It’s not that it doesn’t feel cold. It’s more like…I know this feeling. Like the air here’s familiar.”


Act Four – Scene One: Preparing to March

You are given control of Alm, inside the Sluice Gate Interior.

Select Move:

Exit
Entrance
Control Room

Head to the Entrance. Here you will be met with three people:

(Ally Unit)
Sluice Keeper
(Ally Unit)

Talk to the Sluice Keeper. He will tell you that he would like to fix up the rusted Sluice Gate, but he ran out of the Bonewalker Oil he needs to do so. Hear him out, and he will ask you to get him some. You should have some, so give it to him. As thanks, he will give you ten Silver Marks.

After this, he will tell you to drop by whenever you acquire more Bonewalker Oil. So, feel free to give him all the oil you have. From here on, he will give you various rewards, such as Fruit of Life (Increases HP).

Once you have finished your business, leave to the world map.


Act Four – Scene Two: Border Battle

Back on the world map, you will find that it has expanded north into Rigel. The map is now 42×32, with several new locations:

New locations for Alm:

Border
Rigel Forest
Fear Mountain
Fear Mountain Shrine
Nuibaba’s Abode
Nuibaba’s Abode Interior
Rigel Plains
Rigelian Village
Rigel Valley
The Dragon’s Maw
Rigel Falls
The Last Bastion
Rigel Castle
Rigel Castle Interior

New locations for Celica:

Dead Man’s Mire
Mire Boneyard
Dolth Keep
Dolth Keep Interior
Sage’s Hamlet
Duma Gate
The Swamps of Duma
Duma Tower

There are currently nine enemies before Alm, and five enemies before Celica.

Take control of Alm, and move to the Border. Berkut awaits, so be prepared for battle.

Border Battle

Lukas notifies Alm that they are ready to march, and that their spies tell them that Rigelian forces await in the forest ahead, led by General Berkut.

Berkut talks to Alm and the Deliverance, saying “Still, it seems you’ve all let a few meager successes go to your heads. Who are you to dare threaten Rigel’s borders? Lowborn fool. Do you truly fancy yourself the next king of Zofia? You must learn your place!”

At this, Clive speaks up, saying “You’ve got it all wrong, Berkut. I’ve been at Alm’s side from the outset, watching all that he has done. He’s a brave warrior, and a good man worthy of the crown. He’s made such clear to me time and again…the right of kings is not decided by blood or station. It lies in what a man believes. What keeps him up at night. It lies in a man’s actions!”

Fernand is shocked to hear Clive say this, and a cutscene begins, showing Alm rallying his troops and charging the enemy.

We are then given control in battle view.

The grid is 28×30, and the terrain is familiar:

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 twenty enemy units, including:

  • Five 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
  • Five Rigelian Army Arcanists, four of whom use 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 fifth Arcanist uses the black and white magic Spells Mire and Fortify:

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
  • Six Rigelian Army Knights, each armed with a Lance and the Armored Attribute:
Armored A unit with high defense
  • Two 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
  • Fernand, a Paladin. He carries an Iron Lance (Mt: 2, Hit 90, Range: 1, Weight: 0) and the Mounted Attribute
  • Berkut, a Gold Knight. He carries a Lance and a Coral Ring (Resistance +4), as well as the Mounted Attribute and the Recovery Skill:
Recovery Restores 5 HP each turn

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

There aren’t any Cantors to summon Terrors, so I would bring your army together into a group, and let the enemy come to you. Be careful of the Paladins, however. They can ride up pretty fast, and may attack (and take out) an unit before you know it. So, be on the offensive, and don’t forget to heal and retreat when necessary. Also, use Mila’s Turnwheel if you mess up!

Additionally, be careful with the Snipers. They’ll likely target your weaker magic-users, so keep them protected.

It is likely that Berkut, Fernand, and the three Paladins nearest to them will not move until either attacked or until everyone else in their army is defeated. So, if you let the Snipers, Arcanists, Knights, and the other two Paladins come to you, you can defeat them and then allow the final five enemies come to you. They may take a turn or two to come to you, allowing you time to heal your units that have been wounded the worst.

Alm and Lukas are likely to be your best, strongest fighters. Use them as much as possible! If you can’t stay alive, just move your other units around (far away) and let these two do the main fighting.

For those in Casual Mode, this fight should be pretty easy. For those in Classic Mode, it may be a bit tough, and you may have to use Mila’s Turnwheel several times. Good luck!

Once you have won, Alm will prepare to end Berkut, but Berkut breaks the mirror he was given earlier, unleashing Duma’s power.

Countless hands sprout forth from the earth, grabbing the Deliverance soldiers. Berkut is disgusted at the sight, and quickly leaves them to die.

As he leaves, Alm yells after him. “Berkut, wait! WAIT! …Rragh! I won’t let it end here. Not before I see you again. Celica!”

Upon calling her name, Celica’s charm (which she gave to Alm before she left Ram Village all those years ago) lights up. Alm realizes that she may be able to hear them: “Celica, can you hear me? Please, I’m begging you, help me! Help us all!”

Duma’s spell breaks, and Berkut is shocked. “How did you do this?!”

“I don’t know. I just said a prayer to someone I love.”

Angry at his defeat, Berkut and Fernand flee. Tobin asks Alm what happened, and he tells him that he doesn’t know, but he figures it must have somehow been Celica.

At this, you are asked to save, concluding the scene.


Act Four – Scene Three: Dead Man’s Mire Battle

Back at Rigel Castle, we are shown Berkut as he throws a tantrum. Rinea tries to calm him, to no avail.

“From childhood, all that’s ever been asked of me is strength. It is my duty as one born to stand above others. To rule. I’ve been taught that all my life. By my father, my mother…How am I to remain calm in the face of defeat at the hands of peasants?! I even debased myself by making use of that deviant’s powers…And it’s still not enough?!”

Suddenly, Berkut hears a voice, “Call to me…You who thirst for power…Call to me…”

Berkut is confused at the voice, especially since Rinea hears nothing.

You are then given control again, on the world map.

Take control of Celica at the Temple of Mila Interior. Move her north to Dead Man’s Mire.

Dead Man’s Mire Battle

Saber and Celica talk about the Dead Man’s Mire, and while they do, Celica hears someone call her name. They don’t see anyone, so they continue to the battle.

The grid here is 20×22, with new terrain:

Plain Provides 0 cover
Swap Provides 0 cover. -5 HP at start of turn. Fliers are unaffected by this
Forest Provides 40 cover

Your army of fourteen faces an enemy army of ten, including:

  • Two Duma Faithful Snipers, each wielding a Bow (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) and the Bowrange +2 Skill:
Bowrange +2 Increases bow range by 2
  • Four Duma Faithful Arcanists, three of whom 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 fourth Arcanist uses 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
  • Two Duma Faithful Cantors, each capable of using the black and white magic Spells Miasma and Conjure:
Conjure HP Cost: 2 Summons evil beings from the darkness

Additionally, both Cantors have the Incarnation Skill:

Incarnation Restores 5 HP each turn
  • One Duma Faithful Dread Fighter, wielding a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Resistance +5 and Apotrope Skills:
Resistance +5 Increases Resistance by 5
Apotrope Halves damage from magic
  • Garcia, a Cantor. He uses the black and white magic Spells Mire and Conjure, and he also has the Incarnation Skill, as well as a Gold Mark.

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

This battle will be tough. For those fighting in Classic Mode, it will be almost impossible not to lose anyone (but try anyway!) Use Mila’s Turnwheel if you need it, and don’t give up!

Your enemies are across the Swamp, which will hurt you to cross (if you stay on the squares at the end of your turn, unless you have the Recover Skill or an item that will heal you). You are fighting three Cantors, but you are also fighting seven other enemy units. Unfortunately, none of these units (except for the Terrors) will likely bother to come to you; you’ll need to bring the fight to them! So, carefully work your way across the Swamp. Heal as often as possible using Genny and her Physic Spell. Also, remember that your three fliers (Pegasus Knight(s) and Falcon Knight(s)) are not affected by the poisonous Swamp. Use this to your advantage!

The Terrors you will face are:

  • Duma Faithful Gargoyles, wielding Scythes (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
  • Duma Faithful Bonewalkers, wielding Bone Swords (Mt: 0 Hit: 90, Range: 1, Weight: 0) and the Terror Attribute.
  • Duma Faithful Revenants, wielding Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Terror Attribute.

Your Javelins (Mt: 3, Hit: 70, Range: 1-2, Weight: 2) will work very well against the Terrors (both Gargoyles and Bonewalkers!). These will be best in the hands of Palla and Catria. Unfortunately, your fliers are still fairly weak against the Bonewalkers, and could easily be taken out. So, I would recommend keeping the three sisters on the Swamp, where they can attack from a distance. Just remember to keep them well away from the Dread Fighter!

I would send your units across the Swamp one or two at a time and heal them with Genny when they reach the far side (unless they are attacked and need it sooner). If you have units that will be healed automatically due to a Skill or item, feel free to send them all across at the start.

Also, begin sending your units across IMMEDIATELY. If you wait, then you will be attacked by the Arcanists, Snipers, and Terrors, all at once (try to take out an Arcanist or two with your fliers, before you make it to the other side. This will make it less likely for your unit to be greeted by death when they cross).

Once you have crossed, the enemy units will likely rush to the edge of the Swamp, and begin to work their way closer to you.

You should also send all three fliers north, toward the Cantors. If you can take them down early, then you’ll have much less to worry about and deal with.

Again, this battle will be tough, but worst for those in Classic Mode. Try your best, and use Mila’s Turnwheel if you need it. And as always, don’t forget to heal!

Once you have won, Celica and Saber will talk again, but will be interrupted again by the voice calling to Celica. “Anthiese…This way…Come to me…if you wish to save Mila…and the boy…”

Celica runs toward the voice, and we find Jedah waiting. He introduces himself, and proposes a bargain: Mila for Celica. He makes his argument, and then tells her, “I will await your reply atop Duma Tower.”

With that, you are asked to save, concluding the scene.


Act Four – Scene Four: Rigel Forest Battle

Back on the world map, take control of Alm and head north to Rigel Forest. A battle awaits, so be prepared.

Rigel Forest Battle

Alm and Clive talk about Fear Mountain, which Clive advises him to avoid. Lukas speaks up and suggests that they instead DO go to Fear Mountain, and take down the Arcanist Nuibaba. This way, they will rid Rigel of her tyranny, gaining support among the Rigelians who suffer under her.

With that, you will be given control in battle view.

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
Tile Provides 20 cover
Supplies Provides 40 cover. Gain 5 HP at the start of your turn
Stairs Provides 0 cover

Your army of fourteen faces ten enemy units, including:

  • Three Rigelian Army Myrmidons, each armed with a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0)
  • Six Rigelian Army Witches, capable of using black magic. Four of them use the Fire Spell:
Fire HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Standard fire magic

The other two use the Thunder Spell:

Thunder HP Cost: 2, Mt: 4, Weight: 5, Range: 1-3, Hit: 70 Thunder magic that hits from a long distance

Additionally, all six Witches have the Teleportation Skill:

Teleportation Allows a unit to warp next to a target and move again
  • Xaizor, a Dread Fighter. He carries a Sword, as well as a Pegasus Cheese (Increases Speed) and the Resistance +5 and Apotrope Skills:
Resistance +5 Increases Resistance by 5
Apotrope Halves damage from magic

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

This battle really won’t be too hard. Those in Casual Mode should win easily, and those in Classic Mode should be able to win without losing any units (if you do, just use Mila’s Turnwheeland try something different!)

For your first turn, create a tight pack with your units, and hold your ground. The Witches can teleport, so let them come to you. Fight them off (this should be easy) and then take care of the Myrmidons (who should also head your way, but they will take longer).

Xaizor will also come to you. By the time he arrives, most of his army will be gone, and you can focus on taking him down. Magic and projectiles aren’t very effective on him, so send your Baron(s) and Knight(s) in to kill him (if you don’t have any, just send your strongest units, like Alm).

Once you have won, Clive and Alm will start talking again. Suddenly, Alm will hear Celica’s voice, calling his name. “Alm…Alm…I need you…Alm…”

Alm runs toward the voice, leaving Clive behind. In the forest, he sees an illusory Celica, who says, “Alm, I’m being held prisoner in Nuibaba’s Abode. Help me, Alm…I have faith…I know you’ll come…I’m waiting for you…I’ve always been waiting…”

With that, the illusion dissipates.

We are then shown Nuibaba inside her Abode, watching Alm. She talks to herself, swearing that this time, Alm won’t escape her trap, and she will take his soul to become immortal (apparently his soul is important, as he bears the Brand).

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


Act Four – Scene Five: Skirmish of the Mire Boneyard

Back on the world map, take control of Celica and move her north to the Mire Boneyard. A battle awaits, so be prepared.

Skirmish of the Mire Boneyard

The grid is 28×30, with familiar terrain:

Swamp Provides 0 cover. Lose 5 HP each turn. Fliers are unaffected by this terrain
Plain Provides 0 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Forest Provides 40 cover
Supplies Provides 40 cover. Gain 5 HP each turn
Stairs Provides 0 cover
Grave Provides 60 cover

Your army of fourteen faces three Terror Necrodragons, each armed with Fangs (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Flier and Terror Attributes:

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

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

This battle will be easy.

Form a tight-ish pack with your units (three separate groups), with your weaker allies at the center. Then. stand your ground and let the Necrodragons come to you. Luckily there are plenty of Graves around to give your physical units cover while they attack, and you can throw Spells and projectiles to your hearts content.

I would recommend using Celica’s Seraphim Spell and the Mage’s Aura Spell as much as possible. These will be highly effective against the Terrors, as they use holy magic and light.

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


Act Four – Scene Six: Battle of Fear Mountain

Back on the world map, you will be notified that an enemy Witch has appeared at Nuibaba’s Abode.

Take control of Alm and head east to Fear Mountain. An enemy unit awaits you, so be prepared for battle!

Battle of Fear Mountain

The grid is 28×30, with familiar terrain:

Mountain Provides 30 cover. Only fliers can maneuver this terrain
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Plain Provides 0 cover
Tile Provides 20 cover
Supplies Provides 40 cover. Gain 5 HP each turn
Peak Provides 0 cover. Only fliers can maneuver this terrain
Forest Provides 40 cover

Your army of fourteen faces fifteen enemy units, including:

  • Six Duma Faithful Knights, each armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Armored Attribute:
Armored A unit with high defense
  • Four 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
  • Two Duma Faithful Paladins, each armed with a Lance and the Mounted Attribute:
Mounted A unit with high movement. Traverses the field quickly
  • Two Duma Faithful Barons, each armed with a Lance and the Armored Attribute, as well as the Heavy Armor Skill:
Heavy Armor Halves damage from bows
  • Marla, a Witch. She holds a Soma (Increases Attack) and can use the black and white magic Spells Aura and Conjure:
Aura HP Cost: 6, Mt: 12, Weight: 8, Range: 1-2, Hit: 80 Powerful magic that smothers enemies in light
Conjure HP Cost: 0 Summons evil beings from the darkness

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

This battle isn’t really that hard, but it may take a bit of strategy.

Create a tight pack with your army, and move north toward Marla. You’ll be facing enemies at the front and back, but this way Marla won’t be conjuring as many Witches to attack you.

Marla doesn’t Conjure Terrors, she Conjures Duma Faithful Witches. They are all 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 Witches also have the Teleportation Skill:

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

Knights and Barons are strong against the Snipers, so send them to take them out.

Barons are also very strong against Knights, so use this to your advantage too.

To take down the enemy Barons, I would recommend using magic. The black magic Spell Excalibur should work well.

Fliers and Mounted units are very effective against Witches (including Marla).

Just do your best, and don’t forget to heal! As always, healing is highly important.

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


Act Four – Scene Seven: Attack on Dolth Keep

Back on the world map, take control of Celica and move her to Dolth Keep. A battle awaits, so be prepared!

Attack on Dolth Keep

The grid is 28×14, with familiar terrain:

Ground Provides 0 cover
Plain Provides 0 cover
Swamp Provides 0 cover. Lose 5 HP each turn
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Tower You cannot move to these squares
Stairs Provides 0 cover
Tile Provides 20 cover
Supplies Provides 40 cover. Gain 5 HP each turn
Wall You cannot move to these squares

Your army of fourteen faces ten enemy units, including:

  • Four Duma Faithful Arcanists, three of whom use 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 fourth Arcanist uses the black and white magic Spells Mire and Fortify:

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 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
  • Two Duma Faithful Myrmidon, each armed with a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0). One of them also holds a bottle of Ram Wine.
  • Dolth, a Cantor. He wields the black and white magic spells Death and Conjure:
Death HP Cost: 5, Mt: 14, Weight: 9, Range: 1-3, Hit: 70 Deadly magic
Conjure HP Cost: 6 Summons evil beings from the darkness

Dolth also holds a Dragon Scale and has the Incarnation Skill:

Incarnation Restores 5 HP each turn

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

During your first turn, move everyone south toward Dolth. There should also be an Arcanist within reach of your fliers, so head over and kill him.

Unfortunately, Dolth can use Conjure to summon Necrodragons.

  • Duma Faithful Necrodragons, each armed with Fangs (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

This battle is tough because of the Necrodragons. Use Seraphim and Aura whenever possible, and remember that Genny has the ” Spell, which can get rid of Terrors. So, if she is close enough, you can just make several Necrodragons disappear! This is very useful, especially if you’re trying to get close enough to kill Dolth.

One Dolth is in range, use Seraphim a couple times, and he should die pretty quickly.

As far as getting to Dolth…this can be tough. The Arcanists and Snipers will throw spells and arrows at you, and you won’t be able to do much about it until you’re close. Your fliers will be chased (and taken down, if you aren’t careful) by Necrodragons, and the Myrmidon will likely come out of the Keep to attack you (which is actually a good thing).

So, create a strong group, and get them into the Keep as quickly as possible. The sooner you can get to Dolth, the better.

If you need to retry anything, don’t forget you have Mila’s Turnwheel. Also, don’t forget to heal!

Do your best, and you should be able to get through without too much trouble. Casual Mode will be quick and easy, and Classic Mode will take some skill.

After you have won, Dolth will tell Celica, “Even if you leave this place alive, the Faithful will hunt you down. How long will you place the lives of your friends at risk, Your Highness? You’re more clever than that. Come with me now, and all the fighting ends. Come to Duma’s side!”

Celica considers it for a moment, and Dolth tries to take her with him. Her friends try to stop her, but she then decides to go.

At that moment, the Masked Knight rides up and kills Dolth. He then turns to Celica and asks, “Would you so easily cast your life aside?”

“I…That’s not–My choices are not your matter, sir.”

“Not my matter?”

“You have aided me more than once, and I am grateful for it. But who are you to presume to know better how I might spend my life?! What could you possibly know about me?! None of you can possibly know what I’m feeling.”

“That’s not true, Celica. I know…As only a brother can.”

He then reveals himself to be Prince Conrad, Celica’s older brother. He tells her that the knight Slayde burned down the villa, he escaped and fled to his mothers home in Rigel.

They continue to talk, and he then decides to join her army, on the condition that she never attempt to throw her life away again. She agrees, and you are asked to save, concluding the scene.


Act Four – Scene Eight: Fear Mountain Shrine

Back on the world map, take control of Alm and head east to the Fear Mountain Shrine.

Once you have moved, you will be shown the enemy Witch unit as she moves to take your place at Fear Mountain.

Enter the Shrine. Once you have prepared, select Explore.

You will find a long stairway, leading down to a small cavern. In this room you will find plenty of grasses, weeds, and flowers to cut, for the chance at some Silver Marks, Ram Wine, Raw Meat (Health: 20, Fatigue: M), Drinking Water (Health: 10, Fatigue: S), Carrots (Health: 10, Fatigue: S), Yogurt (Health: 20, Fatigue: S), Mana Herbs (Health: 20, Fatigue: S), Flour(Health: 10, Fatigue: S), Dried Meat (Health: 20, Fatigue: S), Butter (Health: 20, Fatigue: S), Dried Shieldfish (Health: 30, Fatigue: M), and Holey Cheese (Health: 10, Fatigue: S).

You will also likely run into some enemies:

Fear Mountain Shrine Dungeon Battles

The grid is 12×12, with new and familiar terrain:

Ground Provides 0 cover
Stairs Provides 0 cover
Tile Provides 20 cover
Thicket Provides 30 cover
Rock You cannot move to these squares
Wall You cannot move to these squares

You will face various numbers of Duma Faithful, including the following:

  • Duma Faithful Cantors, capable of using the black and white magic Spells Mire and Conjure:
Mire HP Cost: 2, Mt: 10, Weight: 6, Range: 1-3, Hit: 70 Magic that beckons forth an accursed lifeform
Conjure HP Cost: 4 Summons evil beings from the darkness

Additionally, the Cantors will likely have the Incarnation Skill:

Incarnation Restores 5 HP each turn
  • Duma Faithful Arcanists, capable of using the black and white magic Spells Mire or 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

These battles won’t be too hard, and unless you are surprised, you should be able to take down the Cantors before they can ever summon anything.

The initial cavern will open up into a larger room, with several barrels along the edges, and a large statue in the center.

Before examining the statue, you will find a blocked doorway (the statue is facing it) with a short passageway behind it. Inside you will find several crates and pots to smash, as well as a golden chest containing a sack of Silver Marks.

After collecting these, head back out and examine the statue. It is a statue of Duma, and will challenge you to a battle. If you are prepared, accept the challenge.

Duma’s Apostle Boss Battle

The grid is 12×12 with the same terrain as listed above.

Your army of ten faces five enemies, including the following:

  • Two Specter Knights, each armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Armored Attribute:
Armored A unit with high defense
  • One Specter Sage, capable of using the black and white magic Spells Fire, Sagittae, and Recover:
Fire HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Standard fire magic
Sagittae HP Cost: 8, Mt: 16, Weight: 11, Range: 1-3, Hit: 70 Arrows of light that hit from a long distance

Additionally, the Sage has the Discipline Skill:

Discipline Increases black magic hit rate by 10%
  • One Specter Sniper, 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
  • One Specter Duma’s Apostle, wielding Fangs (Mt: 0, Hit: 90, Range: 1, Weight: 0) and holding a Gossamer Hair. He also has the Nullify Ailments Skill:
Nullify Ailments Prevents ailments like poison and stun

Duma’s Apostle also has the Flier Attribute:

Flier A unit that moves and fights unaffected by terrain

Only send your strongest units ahead to fight these enemies. This includes Alm, and any Barons or Knights you have. Move everyone else to the back of the room.

For those in Classic Mode, if anyone falls in the enemies first attack, use Mila’s Turnwheel and move them to the back as well.

For your second turn, Alm should be able to take down Duma’s Apostle pretty easily.

You will then receive the Gossamer Hair, which will help you in TWO of your current side quests!

You should also take out the Mage in your second turn. This will leave you with both Knights and the Sniper. In the same turn, feel free to send your Pegasus Knights and Paladins in to take care of the Knights. They should both fall due to their combined efforts.

This leaves you with just the Sniper.

From here on, it should be a pretty easy fight. Just don’t forget to heal!

After winning the battle, you will receive Duma’s Lance (Mt: 6, Hit: 80, Crit: 10, Range: 1, Weight: 3). The statue will then tell you to “Open the gate ahead and seek more power beyond.”

With that, head down the tunnel to the north. You will find a small room with a number of grasses, weeds, flowers, barrels, crates, and pots for you to destroy, with another blocked doorway at the end. Destroy these and make your way through the doorway.

You will enter a room with a Mila Idol (interesting that they would have a Mila Shrine in Rigel, right?). Select Examine and collect the Mana Herbs from the usual spot at the left side of the room, and then make an offering of Ale or Wine to the Idol to cure your fatigue.

Next, feel free to change classes:

Pegasus Knights become Falcon Knights:

Falcon Knight Skill: Banish Increases Attack by 10 when attacking Terrors

Knights become Barons:

Baron Skill: Heavy Armor Halves damage from bows

Mages become Sages:

Sage Spell: Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally
  Skill: Discipline   Increases black magic hit rate by 10%

Clerics become Saints:

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

Paladins become Gold Knights:

Gold Knight Stat changes only

Next, select Move:

Return
Mila Idol
Proceed (Left)
Proceed (Right)

Start by selecting Proceed (Left). Inside is the familiar Sacred Springs room, with the Water of Speed on the left and the Water of Luck on the right. As usual, you have three drinks between the two. Use them wisely!

Once you are done, return to the Mila Idol and select Proceed (Right).

You will enter another dungeon, with a short corridor entering a half-circle shaped room. In the center of the room is a tablet that reads, “Show the idol your power to open the gates to hell.”

Proceed through the open doorway into the following hall. This hall opens up into a rectangular room with another tablet, reading, “Left: Gate of the Dead. Right: Gate of the Living.”

If you head to the Gate of the Dead, you will find yourself in yet another tunnel.

The tunnel forks, but both meet up again. Start by taking the left branch. You will enter a large room filled with grasses, weeds, flowers, pots, and barrels.

Gate of the Dead Dungeon Battles

These grids will also be 12×12, with the same terrain as above.

Your army of ten will face various numbers of Specters, including the following:

  • Duma Faithful Arcanists, wielding the black and white magic Spells Miasma, Mire, Recover, and Fortify:
Fortify HP Cost: 12, Rcv: 6, Range: 1-Atk/2 Restores HP to allies within range
  • Duma Faithful Witches, wielding the black magic Spells Thunder and Fire:
Thunder HP Cost: 2, Mt: 4, Weight: 5, Range: 1-3, Hit: 70 Thunder magic that hits from a long distance

Additionally, the Witches have the Teleportation Skill:

Teleportation Allows a unit to warp next to a target and move again
  • Specter Brigands, armed with Axes (Mt: 0, Hit: 90, Range: 1, Weight: 0).
  • Specter Myrmidons, armed with Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0).
  • Specter Mercenaries, armed with Swords.
  • Specter Knights, armed with Lances and the Armored Attribute.
  • Specter Snipers, armed with Bows and the Bowrange +2 Skill.
  • Specter Cavaliers, armed with Lances and the Mounted Attribute:
Mounted A unit with high movement. Traverses the field quickly

These battles should be pretty easy. Just do your best and don’t forget to heal when needed!

At the far side of this room, you will find an opening leading into another large room filled with things to destroy and cut. This room has a tunnel leading east that connects to the right fork. Before proceeding, head down the right fork. You will find a single room filled with things to destroy and cut, as well as a blocked wall. Knock this down and proceed, where you will find a dead-end full of even more things to destroy and cut.

Once you have finished in here, head north to where the two forks meet up, and head down the final tunnel.

This will open up into another room, just like the one in the Dragon Shrine. A Sacred Spring sits in the rear-middle of the room, with a golden chest on either side of the stairs leading to it. These are the Waters of Life, which will bring back any dead/retired members of your army (useless for those in Casual Mode).

The golden chest on the left contains a Shadow Sword (Mt: 13, Hit: 65, Range: 1, Weight: 5). This is a cursed item, and I would recommend forging it into something else later on.

The golden chest on the right contains a Cog.

Once you are done, head all the way back to the room with the doorways to the Gate of the Dead and the Gate of the Living. This time, head right, to the Gate of the Living.

This will take you to a dark tunnel with stalagmites everywhere. Following the tunnel, you will again reach a fork. Once again, head left. Here you will enter a large, dead-end room with things to smash. You will likely run into some enemies here as well.

Gate of the Living Dungeon Battles

This grid is also 12×12, but with different terrain from before:

Ground Provides 0 cover
Rock You cannot move to these squares

In these caves you will find Terrors:

  • Terror Revenants, armed with either Venin Claws (Mt: 5, Hit: 80, Range: 1, Weight: 0) or Numbing Claws (Mt: 7, Hit: 70, Range: 1, Weight: 0). These are either poisonous or paralyzing, so watch out! They also are marked with the Terror Attribute:
Terror An accursed monster with high HP
  • Terror Entombed, armed with either Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) or Venin Claws. They also are marked with the Terror Attribute.
  • Terror Bonewalkers, armed with Bone Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Terror Attribute. Additionally, one of them may be holding either a Steel Shield (Defense: 5, Avo: 0, Resistance: 0, Weight: 2) or a Shadow Sword. They may also have the Lifetaker and Hex Skills (they will only have these two Skills if they hold the Shadow Sword):
Lifetaker Absorbs HP if the opponent is defeated
Hex Has a set chance of cursing the user

Due to the poison, high HP, and sheer strength of these Terrors (they are stronger than any you have ever faced before), these battles can be a bit tough. You may want to let the enemy come to you, where you can ambush them. Just don’t forget to heal!

Once you have cleared the room, turn around and take the right fork. This will lead to another large room, with a tunnel splitting off from it, and a second, shorter tunnel, which is blocked. Knock this down before proceeding, and you will find another dead-end room, where you may find a Rusted Sword (Mt: 0, Hit: 80, Range: 1, Weight: 3) hidden inside of a crate.

Return to the last room, and head north. You will find yet another room with two routes. Once again, take the left one. This will lead you to another dead-end room.

Once you are done fighting and smashing, return to the last room and head down the path on the right. This will lead to a darkened corridor. Enter it.

You will enter a short hallway with a room on either end (east and west). You are likely to face a battle or two in here:

Fear Mountain Shrine Final Dungeon Battles

These grids are also 12×12, but with new and familiar terrain:

Floor Provides 0 cover
Pillar Provides 30 cover
Cavern Provides 0 cover. Only fliers can maneuver this terrain
Stairs Provides 0 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain

Your enemies will consist of the following:

  • Terror Gargoyles, armed with Scythes (Mt: 0, Hit: 90, Range: 1, Weight: 0). They are also marked with the Terror and Flier Attributes.

These battles will be pretty easy. Just keep your weaker units far back, and throw everything you’ve got at them! You should take them out in no time.

The room on the right has a golden chest containing a Speed Ring. It also has a glowing red circle known as a ‘magical transporter’. DO NOT use this yet. It will take you all the way back to the Duma statue that challenged you earlier (where you will be ambushed by Cantors).

After collecting the Speed Ring, head to the left side. You will find a long set of stairs, which open into a square room with another magical transporter. DO NOT use this one either. It will take you to the same place as the other.

So, head north, down another flight of stairs. At the very end you will find a small room with a golden chest in it, and a Cantor with a small army.

Fear Mountain Cantor Boss Battle

The grid is the same as the others in the Gate of the Living.

Your army of ten faces nine enemies, including the following:

  • Two Specter Mercenaries, wielding Swords.
  • One Specter Myrmidon, wielding a Sword.
  • One Specter Knight, wielding a Lance and the Armored Attribute.
  • Two Duma Faithful Witches, each wielding the Fire Spell and the Teleportation Skill.
  • Two Duma Faithful Arcanists, one of whom uses the Spells Mire and Fortify, the other using Miasma and Recover.
  • One Duma Faithful Cantor, wielding the Spells Mire and Conjure, as well as the Incarnation Skill.

This battle is a pain. For those in Casual Mode, you’ll need to be more careful than usual with your units, or you may ALL die. The Cantor will summon Terror Gargoyles, who will surround you and kill you.

For those in Classic Mode, you’ll also need to be careful. Don’t be reckless. Use Mila’s Turnwheel if you need it, and don’t forget to heal!

Once you have managed to win the battle, open the golden chest to claim the Hexlock Shield (Defense: 0, Avo: 0, Resistance: 7, Weight: 3). This shield halves magical damage, so be sure to optimize your units to equip it!

After collecting the Hexlock Shield, head back up the stairs and at the magical transporter, head east. You will find yourself on a bridge. Head to the top of the stairs here to find a golden chest, containing the Blessed Bow (Mt: 3, Hit: 80, Crit: 10, Range: 1-3, Weight: 2).

Next, continue east across the bridge. You will enter a small, square room, with the south exit blocked permanently. So, head north. Here you will find a room with another stone tablet in the middle, with a golden chest on either side.

The stone tablet reads, “Left: Silver Shield. Right: Blessed Shield. Which do you desire?”

You can only take one, so choose wisely. Either has its benefits. The Blessed Shield (Defense: 0, Avo: 0, Resistance: 0, Weight: 0) works well against Terrors, but is weak against pretty much everything else. The Silver Shield is a shield good against most everything. So, it depends on what you want to use it for.

Personally, I would go with the Silver Shield. It just seems like a better choice to have something that is effective against more than one type of enemy.

Once you are done here, feel free to either head all the way back through to the entrance, or just use a magical transporter to take you back. It’s your choice, and it really just depends on how much grinding (and item/money collecting) you want to do.

If you stop back in at the Mila Idol, you can cure your fatigue and change the classes of anyone else who has earned their right to a new class.

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


Act Four – Scene Nine: Dolth Keep Interior

Back on the world map, you will be notified that another enemy Witch has appeared at Nuibaba’s Abode.

Take control of Celica and enter Dolth Keep Interior.

Inside, you will find two of your comrades to talk to:

(Ally Unit)
(Ally Unit)

Neither of them have anything important to say, and there are no items to collect here, so select Move:

Exit
Entrance
To Basement

Head to the basement. This is a dungeon, and you will find the familiar menu allowing you to prepare. Once you are ready, select Explore.

Inside these halls, you will find several grasses, weeds, flowers, crates, barrels, and pots to smash/cut, for the chance to find Silver Marks, Dried Meat (Health: 20, Fatigue: S), Flour(Health: 10, Fatigue: S), and Cold Soup (Health: 10, Fatigue: S).

You won’t find any enemies here, so feel free to take your time.

Eventually you will reach the end of the tunnel and enter the Lost Treescape.


Act Four – Scene Ten: The Lost Treescape

After the tunnel in Doth Keep, Celica will enter the Lost Treescape. She talks to her brother, who has been through this magical forest before, which way to go, but Conrad admits that he actually doesn’t know the way.

You are then given control to explore the forest in dungeon view.

If you continue north under an archway, you will find a clearing with several stacks of rocks. You will also find a stone tablet, reading, “Follow the people to reach the hamlet.”

Some of these piles of rocks look somewhat like people, so this tablet is telling you to follow where they lead you. Currently, there is only one way to go, so continue northeast.

Here you will find another stone tablet, “Follow the towers to reach the treasure.”

Obviously, this means we’re going to need to follow the ‘towers’ first. Once we have found the treasure, we’ll follow the ‘people’ to the Sage’s Hamlet (our destination).

Along the way, you may run into some enemies.

Lost Treescape Battles

These grids are 12×12, with some new terrain:

Forest Provides 40 cover
Plain Provides 0 cover
Stones You cannot move to these squares

Your enemies will vary in number, and will consist of the following:

  • Terror Entombed, wielding Claws (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Terror Attribute:
Terror An accursed monster with high HP
  • Duma Faithful Arcanists, some wielding the black and white magic Spells Mire and Recover, others using Miasma and Recover:
Mire HP Cost: 2, Mt: 10, Weight: 6, Range: 1-3, Hit: 70 Magic that beckons forth an accursed lifeform
Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally
Miasma HP Cost: 1, Mt: 3, Weight: 3, Range: 1-3, Hit: 80 Poison magic

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

These battles should be fairly easy. If you make a mistake, it will be easy to use Mila’s Turnwheel to undo it. You are likely to win before you ever have the need to heal (unless you are facing the Terror Entombed, they attack your weakest units. If allowed to make a move, they will likely take down one of your units. If this happens, and you are in Classic Mode, I would recommend using Mila’s Turnwheel to return to the beginning of the fight, and then using Genny’s Expel Spell, to kill off several Terrors. This will lower the number to something much more manageable).

Now, from this point, the Lost Treescape becomes such a maze that I cannot effectively write out your directions (without it getting confusing). So, consult the Lost Treescape Map in the ‘Maps’ page of this walkthrough. You’ll see that I have labeled any golden chests, Sacred Springs, and exits. Gather all of the treasure before continuing to the Sage’s Hamlet!

Along the way, you will find two golden chests, one containing a Silver Bow (Mt: 5, Hit: 70, Range: 1-3, Weight: 4) and the other containing a Silver Sword (Mt: 8, Hit: 90, Range: 1, Weight: 2).

You will also find a Sacred Spring, containing the Waters of Defense. You will get three drinks from this.

There are six exits to the Lost Treescape. One of them leads back to Dolth Keep Interior, one of them leads to Sage’s Hamlet, and the other four lead to a Mila Idol.

After collecting the treasure, I would recommend stopping by at Mila’s Idol. Make an offering to cure your fatigue, and change your classes:

Mae will become a Priestess:

Priestess New weapon: Sword Mt: 0, Hit: 90, Range: 1, Weight: 0  
  New white magic Spell: Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally

You will also find Mana Herbs (Health: 20, Fatigue: S) in the regular place to the left.

Once you are done, select Move:

Mila Idol
Enter Treescape (North)
Enter Treescape (East)
Enter Treescape (South)
Enter Treescape (West)

If you’re done with the Lost Treescape (having collected all items) take the South exit. This will bring you closest to the entrance to Sage’s Hamlet.


Act Four – Scene Eleven: Sage’s Hamlet

You will find yourself at the Entrance to Sage’s Hamlet. There are no items to collect here, but you will find two or three people to talk to:

(Ally Unit)
Cleric
(Ally Unit)

The Cleric will tell you the Halcyon is at his home, and to head there to speak to him.

Select Move:

Enter Treescape
Entrance
Meeting Hall
Smithy
Clearing
Sage’s House

Start by heading to the Meeting Hall. Here you will find two people:

Man
Woman

Talking to the Man, he will tell you to reconsider fighting Jedah. He will then say, “If you must fight him, there’s only one way. Four…Eight…Twelve…Nraagh! I-it hurts…! J-Jedah’s…curse…!” After this, he will leave.

The Woman will just gossip about Conrad’s (and Celica’s) mother, so feel free to ignore her and move on. Head to the Smithy.

Here you will find a Drinking Water (Health: 10, Fatigue: S) in its regular place to the right.

You will have several weapons to forge here. As you have already visited a Smithy before, and have likely forged your current weapons, I will direct you to the ‘Weapons’ and ‘Shields’ pages of this walkthrough. These pages contain full lists of weapons and their upgrades (including ‘secret’ upgrades).

Once you have finished at the Smithy, head to the Clearing. Here you will find five people:

Young Man
Peddler
Peddler
Peddler
Young Woman

There are no items to collect, so feel free to talk to the people.

Using the Peddlers, take this time to send Alm the Bear Carving and your two Dragon Scales. He will need these for two separate Side Quests.

Once you are done, head to the Sage’s House.

Before talking to Halcyon, select Examine. You will find a Memory Prism (#5) to the left. To the right, you will find a table with Ambrosia (Increases Defense) and Soma (Increases Attack).

After collecting these three items, select Talk:

Halcyon

Talk to Halcyon.

Celica will ask him for guidance, and he will tell her that he cannot see her fate. He does give her some sagely advice, however. He tells her, “Two things exist to guide you. One is the Brand you bear. The other is your soul’s pair with the selfsame mark.”

“The selfsame…Do you mean Alm?”

“Indeed. Why were you born with the Brand? And why are there two of you? These are the questions you must consider. And always remember that you are not alone.”

She thanks him, and he then offers to do anything he can to help. She tells, “I…I wish nothing for myself. But I am worried for Alm. Please, if such a thing is possible, use your powers to help him.”

“The other child of fate? Yours is a generous heart. Very well…”

“Ah! What just happened?”

“I sent my powers on to Alm. With them, he will be able to draw on new strength beyond himself. He need only will for it.”

At this, you will be notified that Alm can now change to the Hero class.

Halcyon then offers to send a projection of Celica to Alm, so she can speak to him. She agrees, and we are shown her talking to Alm.

She apologizes to Alm for being selfish and rude to him back at the castle, and then proceeds to tell him everything, that Mila was kidnapped by Rudolf and that she (Celica) is heading to Duma to rescue her.

Alm then asks her is she is really Princess Anthiese, and she confirms his suspicions. He then apologizes for what he said to her earlier as well. He then says, “But don’t worry–I promise I’ll get your kingdom back. So please promise me in turn that you won’t–“

“It’s kind of you, Alm. But I have to. Just winning this war isn’t enough.”

“What? I don’t understand.”

“It’ll be clear to you soon. I’ll do everything I can here. Please just…be safe.”

At this, she leaves.

Your map now changes:

Enter Treescape
Entrance
Meeting Hall
Smithy
Clearing
Sage’s House
Leave Hamlet

Select ‘Leave Hamlet’. You will be asked to save, concluding the scene.


Act Four – Scene Twelve: Second Battle of Fear Mountain

Back on the world map, you will be notified that the enemy Witch has moved to Fear Mountain.

Take control of Alm and move to Fear Mountain. A battle awaits you, so be prepared!

Second Battle of Fear Mountain

The grid is 28×30, with familiar terrain:

Mountain Provides 30 cover. Only fliers can maneuver this terrain
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Plain Provides 0 cover
Tile Provides 20 cover
Supplies Provides 40 cover. Gain 5 HP each turn
Peak Provides 0 cover. Only fliers can maneuver this terrain
Forest Provides 40 cover

Your army of fourteen faces twenty enemy units, including:

  • Eight Duma Faithful Witches, two of whom use the Thunder Spell, and six of whom use the Fire Spell:
Thunder HP Cost: 2, Mt: 4, Weight: 5, Range: 1-3, Hit: 70 Thunder magic that hits from a long distance
Fire HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Standard fire magic

Additionally, two of the Witches hold a Silver Purse, and all eight have the Teleportation Skill:

Teleportation Allows a unit to warp next to a target and move again
  • Three Duma Faithful Myrmidon, each wielding a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0).
  • Three Duma Faithful Mercenaries, each wielding a Sword.
  • Six Duma Faithful Arcanists, each capable of using 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

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

Although the odds are not in your favor, this battle is actually pretty easy. Several Witches will Teleport to you, enabling you to kill them. All you really need to do is to form your units into a tight pack at the bottom of the mountain (where they already are), and let your enemies come to you!

Be sure to keep your fliers back, however. These enemies are strong enough that if they gang up on your fliers, they may take them down. So, keep them back until only one or two enemies remain.

Once your army is in a pack, use your physical-attack units to kill the magical enemies, and your magical units to kill your physical-attack enemies. Do this, and you should win quickly and without casualties (if you do make a mistake, don’t forget that you can use Mila’s Turnwheel to undo it).

As always, don’t forget to heal!

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


Act Four – Scene Thirteen: The Storming of Duma Gate

Back on the world map, you will be shown as some Terrors appear at the Mire Boneyard.

Take control of Celica and head west to Duma Gate. A battle awaits you, so be prepared.

The Storming of Duma Gate

The grid is 28×30, with familiar terrain:

Sea Provides 0 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
Tile Provides 20 cover
Supplies Provides 40 cover. Gain 5 HP each turn
Door This must be opened from the inside
Cliff Provides 30 cover. Only fliers can maneuver this terrain

Your army of fifteen faces twenty enemy units, including:

  • Nine Duma Faithful Witches, each capable of using the Thunder Spell:
Thunder HP Cost: 2, Mt: 4, Weight: 5, Range: 1-3, Hit: 70 Thunder magic that hits from a long distance

Additionally, the Witches have use of the Teleportation Skill:

Teleportation Allows a unit to warp next to a target and move again
  • Five Duma Faithful Dread Fighters, each wielding a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0), and having use of the Resistance +5 and Apotrope Skills:
Resistance +5 Increases Resistance by 5
Apotrope Halves damage from magic
  • One Duma Faithful Cantor, capable of using the Spells Mire and Conjure:
Mire HP Cost: 2, Mt: 10, Weight: 6, Range: 1-3, Hit: 70 Magic that beckons forth an accursed lifeform
Conjure HP Cost: 4 Summons evil beings from the darkness

Additionally, the Cantor has the Incarnation Skill:

Incarnation Restores 5 HP each turn
  • Two Duma Faithful Fiends, each wielding a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0), with the Heavy Armor Skill:
Heavy Armor Halves damage from bows

As well as the Armored and Great Terror Attributes:

Armored A unit with high defense
Great Terror An evolved Terror that Expel cannot banish
  • Two Duma Faithful Arcanists, each wielding the Death and Fortify Spells:
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
  • Jamil, an Arcanist. He has use of the Death and Fortify Spells, as well as the Upheaval Skill:
Upheaval Mt: 8-18, Range: Any Earth magic that deals damage to all opponents

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

This battle is extremely tough. For those in Classic Mode, this is going to take a lot of work and skill to clear without losing anyone. I would recommend forming a tight unit outside of the gate, allowing the Witches and Dread Fighters to come to you. Additionally, you’ll have to deal with the Gargoyles that the Cantor will summon, but it’s worth it as the Dread Fighters are almost impossible to kill due to the cover provided by the Tile terrain.

Jamil 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

Once these enemies have been taken care of, head inside and kill the Cantor. This will stop the endless flow of Terrors, allowing you to actually fight.

Next, take down the Arcanists. They’ll be throwing their magic at you, so taking them down will allow you the chance to breathe a bit more.

This leaves you with Jamil and the Fiends. Jamil can use magic as well, so he should become your next target. If you can get Celica close to him, take him down (if your attack won’t kill him, use someone else to hit him so you don’t get a ‘game over’.

Also, be sure to heal constantly. Mae, Genny, and Celica should all be able to heal others, so use this to your advantage. Because of Jamil’s Upheaval Skill, he can and will create earthquakes that will hurt everyone (badly). Anyone with low HP will fall to these attacks.

Once Jamil is out of the way, you just need to kill the Fiends, which isn’t very hard. Just throw a few Spells over the Rampart, and you should win before long.

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


Act Four – Scene Fourteen: Siege of Nuibaba’s Abode

Back on the world map, you will be notified that another enemy Witch has appeared at Nuibaba’s Abode.

Take control of Alm and head north to Nuibaba’s Abode. Another large battle awaits, so be prepared!

Siege of Nuibaba’s Abode

After a short cut-scene and conversation, the battle will begin.

The grid is 28×30, with familiar terrain:

Plain Provides 0 cover
Peak Provides 0 cover. Only fliers can maneuver this terrain
Mountain Provides 30 cover. Only fliers can maneuver this terrain
Stairs Provides 0 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Tile Provides 20 cover
Supplies Provides 40 cover. Gain 5 HP each turn
Forest Provides 40 cover

Your army of fifteen faces twenty enemy units, including:

  • Seven Duma Faithful Arcanists. Three can use the Spells Miasma and Recover, two can use Death and Fortify, and two can use Mire 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
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
Mire HP Cost: 2, Mt: 10, Weight: 6, Range: 1-3, Hit: 70 Magic that beckons forth an accursed lifeform
  • Four Duma Faithful Witches, three of whom can use the Fire Spell, and one using the Thunder Spell:
Fire HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Standard fire magic
Thunder HP Cost: 2, Mt: 4, Weight: 5, Range: 1-3, Hit: 70 Thunder magic that hits from a long distance

Additionally, the Witch using Thunder holds a Silver Purse. All four Witches can use the Teleportation Skill:

Teleportation Allows a unit to warp next to a target and move again
  • One Duma Faithful Myrmidon, wielding a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0).
  • Two Duma Faithful Mercenaries, each wielding a Sword.
  • Three Duma Faithful Dread Fighters, each wielding a Sword and equipped with the Resistance +5 and Apotrope Skills:
Resistance +5 Increases Resistance by 5
Apotrope Halves damage from magic
  • One Duma Faithful Bow Knight, wielding a Bow (Mt: 0, Hit: 70, Range: 1-2, Weight: 0), as well as the Bowrange +2 Skill:
Bowrange +2 Increases bow Range by 2

Additionally, the Bow Knight is marked with the Mounted Attribute:

Mounted A unit with high movement. Traverses the field quickly
  • One Duma Faithful Cantor, able to use the Mire and Conjure Spells:
Conjure HP Cost: 4 Summons evil beings from the darkness

Additionally, the Cantor holds a Gold Mark, and the Incarnation Skill:

Incarnation Restores 5 HP each turn
  • Nuibaba, a Witch. She can use the Medusa and Fortify Spells:
Medusa HP Cost: 7, Mt: 0, Weight: 11, Range: 1-5, Hit: 70 Reduces HP to 1, or defeats foes with 1 HP

Additionally, she holds a Mage Ring (raises magical power and range). She also has the Recovery and Sophisticate Skills:

Recovery Restores 5 HP each turn
Sophisticate Increases black magic range by 2

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

At the start, I would stay where you are, at the bottom of the stairs. Create a tight unit and let your enemies move to you. This will allow you to take out the first ten units, including Witches, Arcanists, Mercenaries, and the Myrmidon.

Once you have taken care of them, head north and work your way to the rest of your enemies.

The Cantor will summon Gargoyles, wielding Scythes (Mt: 0, Hit: 90, Range: 1, Weight: 0) and marked with the Flier and Terror Attributes:

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

This battle isn’t actually too bad. I would recommend keeping your army in either one or two groups. The Bow Knight and Dread Fighters should work their way down to you, allowing you to defeat them (Falcon/Pegasus Knights are best for the Dread Fighters). Once they are taken care of, send Alm up into the enemy base, and let him kill any Arcanists that remain. If he is at full health, have him take out the Cantor as soon as possible. Next, send him away for a bit so Nuibaba doesn’t kill him.

At this point, ready all of your strong long-distance fighters, and send them in all at one to surround and kill Nuibaba.

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


Act Four – Scene Fifteen: The Swamps of Duma Battle

Back on the world map, take control of Celica and head west to the Swamps of Duma. Be prepared for battle!

The Swamps of Duma Battle

The grid here is 20×22, with familiar terrain:

Plain Provides 0 cover
Swap Provides 0 cover. -5 HP at start of turn. Fliers are unaffected by this
Forest Provides 40 cover

Your army of fifteen faces five enemy units, consisting of:

  • One Terror Mogall, armed with Tackle (Mt: 0, Hit: 90, Range: 1, Weight: 0). It also has the Divide Skill:
Divide Has a chance of causing one to divide and multiply

Mogall also is marked with the Flier and Great Terror Attributes:

Flier A unit that moves and fights unaffected by terrain
Great Terror An evolved Terror that Expel cannot banish
  • Three Terror Fiends, each armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0). It also has the Heavy Armor Skill:
Heavy Armor Halves damage from bows

The Fiends are also marked with the Armored and Great Terror Attributes:

Armored A unit with high defense
  • Jedah, a Cantor. He holds the Dracoshield (Defense: 13, Avo: 0, Resistance: 13, Weight: 10), and has use of the Death and Conjure Spells:
Death HP Cost: 5, Mt: 14, Weight: 9, Range: 1-3, Hit: 70 Deadly magic
Conjure HP Cost: 0 Summons evil beings from the darkness

Additionally, Jedah has the Recovery, Incarnation, Duma’s Gift, Nullify Ailments, and Pact Skills:

Recovery Restores 5 HP each turn
Incarnation Restores 5 HP each turn
Duma’s Gift Nullifies opponent’s attacks with Duma’s divine power
Nullify Ailments Prevents ailments like poison and stun
Pact Prevents the depletion of HP when using magic

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

This battle is more annoying than tough. From the start, you should know that you are not meant to kill/defeat Jedah here. Once all of your enemies (including his illusory Mogall) are defeated, he will retreat.

For the Mogall (both the one you start with and the ones Jedah will summon), your Falcon/Pegasus Knights are best for these, using their Javelins (Mt: 3, Hit: 70, Range: 1-2, Weight: 2).

For the Fiends, I would use someone with the Armorcrush Skill, like Valbar. This attack will be very useful, but it won’t kill them immediately. So, you’ll need to be sure to heal your units so they can survive their attacks!

Once you have won, Saber demands to know what Celica was trying to do. He is mad that she never trusted him enough to tell him, and she asks him to trust her for just a little longer, and promises to tell him everything once they rescue Mila. He reluctantly agrees, and you are asked to save, concluding the scene.


Act Four – Scene Sixteen: Nuibaba’s Abode Interior

Back on the world map, take control of Alm and move him east into Nuibaba’s Abode Interior.

You will find yourself in exploration view, in the Entrance.

Select Examine. To the left, you will find a Medicinal Syrup (Health: 40, Fatigue: L) and a Nethergranate (Increases Skill).

Next, feel free to select Talk:

(Ally Unit)
Young Woman
Cleric

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

Exit
Entrance
Dungeon 2
Dungeon 1

Head over to Dungeon 2. Inside this room, if you select Examine you will find a Dubious Mask to the left, on top of a table. Next, open the cell door. This will release the three Peddlers from inside.

Use this time to send Celica your Steel Lances, to give to Alessio (he should still be at Grieth’s Citadel Interior). Remember he wants five of them total, and Celica should already have sold him at least one.

Next, head to Dungeon 1. Here you will find a Drinking Water (Health: 10, Fatigue: S) near the base of the stairs to the right, and to the far right of the screen you will find a table with a Blue Cheese (Health: 40, Fatigue: M) on top of it.

Once you have collected these items, open the cell door.

Here you will find a Woman, whose name will change to Tatiana. She will tell you that she is looking for her love, Zeke. She’ll tell you that if you meet Zeke in battle in the Rigel Plains, he won’t fight you, but will join you for saving her.

She then asks to join you, to help convince Zeke. Recruit her, and then leave the Abode. Don’t forget to save!


Act Four – Scene Seventeen: Side Quests (Celica)

Now that you have cleared everything up to this point, you should backtrack a bit to finish some Side Quests. Most of these are for Alm’s benefit, but there are a few things for you to do with Celica as well.

First, head south to the Temple of Mila. Enter it, and head to Mila’s Idol to make an offering and change your classes. For a full list of class changes, Skills, new weapons, and Attributes, see the ‘Weapons’ and ‘Shields’ pages of this guide.

Next, if you have three Mana Herbs (Health: 20, Fatigue: S), feel free to head all the way down to Novis Greatport, to have the Tavernkeep concoct a Medicinal Syrup (Health: 40, Fatigue: L) from them.

Finally, the last thing you can really do here right now is to sell Alessio the Steel Lances that Alm sent you earlier. You still won’t have enough to complete this Side Quest, but at least you can get several Silver Marks!

Once you have done all of this, return Celica to stand at Duma Tower. Save, and move on to the next scene.


Act Four – Scene Eighteen: Side Quests (Alm)

Before heading into battle to fight Zeke, you should backtrack and complete a few side quests.

Now it is time to take control of Alm. Head over to the Forest Village:

Exit
Entrance
House 2
Smithy
House 1
Square

Move to House 1. Here you will find:

Girl

This is the same girl you rescued from the Sylvan Shrine earlier. Talk to her, and she will ask you for something cute. This would be the Bear Carving Celica sent you. Give it to her, and she will give you something (see the ‘Side Quests’ page of this guide for a full list of your rewards).

Next, feel free to head to the Smithy and upgrade your weapons. For full lists of weapons and their upgrades, see the ‘Weapons’ and ‘Shields’ pages of this guide.

Finally, head to House 2. Here you will find:

Merchant’s Wife

She will tell you that her husband is missing, and will ask you to check the Sylvan Shrine for him, in case he was kidnapped as well (like the girl you were just talking to).

So, it’s time to head back to the Sylvan Shrine!

Once there, 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 open door at the bottom, you’ll enter a large room with four smaller rooms branching off.

You should remember that 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 (if you have not already). 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 call this place the ‘secret dungeon’. If you’ve followed my walkthrough, you’ll have already retrieved your prize from this dungeon, and there is no further reason to go this way.

The second door to the left houses several crates. Head inside and destroy them, and you may find the Handmade Doll. This is another ‘cute’ thing for the Girl you saved earlier.

Also in this room, you will notice some writing on the wall. Examine it: “I wanted to buy a doll for my daughter before she was born, but while hurrying home to my village in the forest, I was taken captive by the arcanist Tatarrah. They say his prisoners are carted off to the abode of that unspeakable creature of the dark, Nuibaba. Forgive me, my dearest wife! I fear I may never see you again.”

Now that you’ve read that, leave the Sylvan Shrine and head to Nuibaba’s Abode Interior. Inside of Dungeon 2, you will find:

Village Merchant

Talk to him, and he will thank you for rescuing him from Nuibaba.

Once he has left, return to the Forest Village. Give the Girl at House 2 the Handmade Doll, and any other ‘cute’ items you have (see the ‘Side Quests’ page of this guide for a full list of the required items). Then head over to House 1 to talk to the Merchant’s Wife. She will give you a Mila Carving, and your renown will increase.

Next, head over to the Sluice Gate Interior. Inside, you will find:

Sluice Keeper

Sell him any Bonewalker Oil you have. He will give you various items (again, see the ‘Side Quests’ page of this guide for a full list of your rewards).


Act Four – Scene Nineteen: Rigel Plains Battle

Back on the world map, take control of Alm and work your way west to the Rigel Plains. Two enemy units await, so be prepared for battle!

Rigel Plains Battle

Before the battle, you will be shown a conversation between Zeke and Jerome. Jerome threatens to hurt Tatiana if Zeke makes an attempt to betray him, and the cut-scene ends.

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 each turn
Stairs Provides 0 cover
Forest Provides 40 cover
Bridge Provides 0 cover

Your army of fifteen faces twenty enemy units, including:

  • Two Rigelian Army Arcanists, each using the Spells Mire and Fortify:
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
  • Nine Rigelian Army Paladins, each carrying a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0) and marked with the Mounted Attribute:
Mounted A unit with high movement. Traverses the field quickly
  • Two Gold Knights, each armed with a Lance and the Mounted Attribute.
  • Five Bow Knights, each armed with a Bow (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) as well as the Mounted Attribute and the Bowrange +2 Skill:
Bowrange +2 Increases bow Range by 2
  • Zeke, a Gold Knight armed with a Lance and the Mounted Attribute.
  • Jerome, a Gold Knight armed with a Lance and the Mounted Attribute. He also holds a Gold Mark.

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

Immediately, Tatiana will call out to Zeke, telling him that she was rescued by the Deliverance, and that he no longer needs to follow Jerome’s orders. Zeke is relieved, and calls his men to fight Jerome and his men instead. This turns the battle in your favor, making the odds twenty vs ten.

This battle should be pretty easy, especially compared to the last few fights.

Start by moving your army north, as close to the Bridge as possible. Allow the enemy to make their move, and then send Alm forward to hold the bridge. Keep everyone else back, out of range of the Bow Knights.

For your next turn, all you really need to do is charge the enemy, and let the battle run its course. Your allies will do most of the work, but feel free to step in and gain some EXP now and then.

Once you have won, you will be shown as Alm and Zeke talk. Alm asks Zeke to join them, and Zeke tells him to come talk to him in the nearby village, that he will give his answer there.

You are then asked to save, concluding the scene.


Act Four – Scene Twenty: Rigelian Village

Take control of Alm and head to the Rigelian Village.

Here you will find three characters:

(Ally Unit)
Man
(Ally Unit)

Feel free to talk to the Man, but he doesn’t really have anything important to say. So, select Examine. You will find a bag of Flour (Health: 10, Fatigue: S) at the base of the cart to the right of the screen.

Once you have collected this, select Move:

Leave Village
Entrance
House 1
Smithy
House 2
Square

Head to House 1. Here you will find Zeke, who will talk to Alm about his recruitment.

“Now that I have turned my lance on Jerome, Rigel will not have me. But neither can I offer that lance to you. I still have no recollection of who I am or from whence I came.”

“You’ve lost your memory?”

“I have. All I know is that I washed up on the shores of Rigel grievously wounded. I was thrown in prison and accused of being a spy or worse. But Emperor Rudolf saved me. He gave me a name and took me in. He raised me as a father would his own son. And yes, I may have betrayed him…but never would I help you do him harm.”

“I didn’t know. I’m sorry. Forgive me for asking so much of you.”

“You are not in the wrong.” At this, Zeke notices the mark on Alm’s left hand, and he gasps. “Alm! By the gods!”

“Wh-what’s wrong?”

“Where did you get that mark on your left hand?”

“What, this? I don’t know, actually. I’ve just always had it.”

“Is that so? Some time ago, Emperor Rudolf gave me what I thought was odd advice. He said that if I met a man with a mark on his left hand, I was to follow him. ‘For that man is chosen,’ he said. ‘He shall save all of Rigel. And with it, all of Valentia.'”

You are then given the option to recruit Zeke. Once you have done so, select Examine. You will find two bottles of Wine next to the door of the building to your right. Next, to the far right of the same building, you will find some Garlic (Health: 10, Fatigue: M) on top of a barrel.

Once you have collected these three items, head to the Smithy. You will find a Drinking Water (Health: 10, Fatigue: S) in the usual place to the right.

Select Talk:

Blacksmith
Blacksmith

The male Blacksmith (the one on the left) will tell you that if you bring him four Dragon Scales, he will make you a Dracoshield. Unfortunately, you don’t have four at this time, so you’ll have to wait.

The female Blacksmith (the one on the right) will allow you access to the normal Smithy menu, giving you the option to forge and improve your weapons. For a full map of weapons and their upgrades, see the ‘Weapons’ and ‘Shields’ pages of this guide.

Once you are done with the Smithy, head to House 2. Select Examine and collect the Drinking Water from the top of the barrel between the two buildings on the right, and then feel free to select Talk:

Young Woman
Old Timer

Neither of them have anything vital to say, but the Old Timer will warn you that the path ahead is often buried in stone due to eruptions.

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

Young Man
Scholarly Man

The Scholarly Man has a side quest for you. He wants to make you some Ambrosia, but he needs you to bring him Yogurt (Health: 20, Fatigue: S), Duma Moss, and an Orange (Health: 10, Fatigue: S).

Once you are done, leave the village. Before departing, Gray and Alm will talk about what Zeke said about the mark on Alm’s hand. Grey jokes that it must be fate that Celica has one as well, and that they are both trying to save the world.

When you leave the village, don’t forget to save before proceeding.


Act Four – Scene Twenty-One: Battle at the Dragon’s Maw

Back on the world map, take control of Alm and head north. Once you have reached the Dragon’s Maw, you will be attacked by a small group of Necrodragons, so be prepared for battle!

Battle at the Dragon’s Maw

The grid here is 20×30, with some new terrain:

Peak Provides 0 cover. Only fliers can maneuver this terrain
Lava Provides 0 cover. Lose 5 HP each turn
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Plain Provides 0 cover
Tile Provides 20 cover
Supplies Provides 40 cover. Gain 5 HP each turn
Stairs Provides 0 cover

Your army of sixteen faces five Terror Necrodragons, each armed with Fangs (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 fliers will do especially well against the Necrodragons. Additionally, Alm and the Spell Aura (Delthea can use this) will be highly effective.

Be sure to move your weaker units as far away from the action as possible. For those in Casual Mode, this battle will be over quickly, but for those in Classic Mode, you may need to use Mila’s Turnwheel a couple of times to rethink your strategies. Either way, this battle won’t be very complex.

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


Act Four – Scene Twenty-Two: Second Skirmish at the Mire Boneyard

Back on the world map, you will see that another earthquake has blocked Alm’s path to Rigel Castle.

Start by moving Alm south to Rigel Valley. Another Necrodragon army may appear, but ignore them for now.

Next, take control of Celica, and move her from wherever you left her (during your Side Quest excursion), bringing her back north toward Duma Tower. Along the way you will run into the Terror army at the Mire Boneyard.

Second Skirmish at the Mire Boneyard

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

Swamp Provides 0 cover. Lose 5 HP each turn. Fliers are unaffected by this terrain
Plain Provides 0 cover
Rampart Provides 0 cover. Only fliers can maneuver this terrain
Forest Provides 40 cover
Supplies Provides 40 cover. Gain 5 HP each turn
Stairs Provides 0 cover
Grave Provides 60 cover

Your army of sixteen faces a various number of Terrors, including:

  • Terror Entombed, each 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, select Fight! to begin the battle.

Honestly, the easiest course of action for this battle is to stand your ground and let the Terrors come closer. Start your first turn by using Genny’s Expel Spell, to get rid of the Terrors closest to you. In the same turn, heal her using Celica or Mae.

For your next turns, continue to use Expel as the Terror move closer, until they have all been exterminated.

Of course, you can feel free to take some creative freedom and play this battle however you want; you’ve fought Terrors before and I’m sure you can win the battle without losing anyone. It really shouldn’t be too bad. But, if you want the fight to be over quickly and easily without getting your hands dirty, Expel is the way to go.

Keep in mind that any units at the bottom of the map may be attacked, and will be out of range of Expel (unless you quickly move Genny south). Fortunately, there will only be a small number of Terrors that will bother you here, and you should have the strength to easily and quickly take them out.

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


Act Four – Scene Twenty-Three: Duma Tower

Back on the world map, take control of Celica again and move her north to Duma Tower. Enter it, and once you have prepared, select ‘Explore’.

Inside, you will find several pots, barrels, and crates to smash, for the chance to earn Silver Marks, Mana Herbs (Health: 20, Fatigue: S), Dried Meat (Health: 20, Fatigue: S), Bread(Health: 10, Fatigue: S), Wine, Raw Meat (Health: 20, Fatigue: M), Ham (Health: 30, Fatigue: M), Dried Shieldfish (Health: 30, Fatigue: M), Sausage (Health: 30, Fatigue: M), Drinking Water (Health: 10, Fatigue: S), Yogurt (Health: 20, Fatigue: S), and Flour (Health: 10, Fatigue: S).

You will also find a Rusted Lance (Mt: 0, Hit: 80, Range: 1, Weight: 3).

You will find a LARGE number of items in this dungeon, and although your enemies will be holding even more weapons and shields, they will not ever drop them. You will only be allowed to take any Silver Marks that they drop.

First Floor Duma Tower Dungeon Battles

Along the way, you are likely to run into several enemies, including the following:

  • Duma Faithful Arcanists, capable of using either the Mire and Fortify Spells, or Miasma and Recover:
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
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
  • Duma Faithful Witches, capable of using the Thunder Spell:
Thunder HP Cost: 2, Mt: 4, Weight: 5, Range: 1-3, Hit: 70 Thunder magic that hits from a long distance

The Witches also have the Teleportation Skill:

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

These grids will be 16×15, with familiar terrain:

Rampart Provides 0 cover. Only fliers can maneuver this terrain
Stairs Provides 0 cover
Tile Provides 20 cover
Supplies Provides 40 cover. Gain 5 HP each turn
Pillar Provides 30 cover

Using an assortment of physical attacks, magic, arrows, and other projectiles, you should be able to take out most or all of your enemies in a single turn. You’ve fought enough throughout this game that you should have the hang of it by now. Formulate your own strategy, and if it doesn’t work, use Mila’s Turnwheel to try again.

This dungeon is a bit complex to explain using only words, so refer to the ‘Duma Tower Map’ on the ‘Maps’ page of this guide. This will show you the locations of golden chests, where you will find the Ladyblade (Mt: 6, Hit: 85, Crit: 5, Range: 1, Weight: 1), which doubles in power when wielded by a female.

You will also find the Waters of Luck and Speed. You will have two drinks from each Spring before it runs dry.

Also in this dungeon is a Mila Idol, where you can change any classes (if any have earned the right since your Side Quest journey), cure your fatigue, and collect the Mana Herbs and Duma Moss (Health: 30, Fatigue: None) from the room (left side and right side of the room, respectively).

Hold onto the Duma Moss for now, as you will need it for the Side Quest ‘The Dram of the Gods’. See the ‘Side Quests’ page of this guide for more information (or continue to follow this guide to complete the quest).

First Floor Duma Tower Boss Battle

At the exit to this level of the dungeon, you will find a enemy group of eight. This will consist of the following:

  • Three Duma Faithful Arcanists, each wielding Mire and Recover.
  • Four Specter Dread Fighters, each wielding a Sword (Mt: 0, Hit: 90, Range: 1, Weight: 0), as well as the Resistance +5 and Apotrope Skills:
Resistance +5 Increases Resistance by 5
Apotrope Halves damage from magic
  • One Terror Fiend, wielding a Lance (Mt: 0, Hit; 90, Range: 1, Weight: 0) as well as the Heavy Armor Skill:
Heavy Armor Halves damage from bows

The Fiend is also marked with the Armored and Great Terror Attributes:

Armored A unit with high defense
Great Terror An evolved Terror that Expel cannot banish

The best strategy here is to create a tight group with your units, and to send Celica forward by herself. Use a Spell to take down any enemies within reach, and then use Genny’s Physic Spell to heal her (Celica).

For the next turn, most of your enemies will attack Celica. Respond by taking down the Fiend in your second turn, again by using Celica. Heal her again before ending your turn.

By this time, the Dread Fighters will probably reach you. With your stronger units closest, they should be able to withstand these attacks.

Keep using Celica on the Dread Fighters. Continue to heal her and your units as they are injured. Once it is safe, send your fliers out to take down the remaining Arcanists.

If you follow this outline, this battle shouldn’t be too hard. If you mess up, just try again using Mila’s Turnwheel.

Once you have won the battle, you will be returned to the base of a staircase. If you are done with the rest of the dungeon, head up.

This will take you to the second level of the tower.

Second Floor Duma Tower Dungeon Battles

Here you will run into some different (but still familiar) enemies:

  • Terror Bonewalkers, wielding Shadow Swords (Mt: 13, Hit: 65, Range: 1, Weight: 5) and Bone Swords (Mt: 0, Hit: 90, Range: 1, Weight: 0). They also have the Lifetaker and Hex Skills:
Lifetaker Absorbs HP if the opponent is defeated
Hex Has a set chance of cursing the user

The Bonewalkers are also marked with the Terror Attribute:

Terror An accursed monster with high HP
  • Terror Gargoyles, armed with Scythes (Mt: 0, Hit: 90, Range: 1, Weight: 0). They are also marked with the Flier and Terror Attributes:
Flier A unit that moves and fights unaffected by terrain

For these battles, just use Expel to get rid of as many Terrors as you can, from the start. Then move Celica forward to take down the rest (if she can’t reach them, let them come to her). This will end these battles quickly.

Back to the dungeon, you will find another two Sacred Springs on this floor. These will be the Waters of Skill and the Waters of Fatigue. Drinking from this limitless supply will cure your party of fatigue, so make use of this. You will only have two drinks from the Waters of Skill.

You will also find a golden chest containing a Cog. Don’t forget to collect this before leaving!

Second Floor Duma Tower Boss Battle

At the exit to this level you will find another small army waiting for you:

  • Three Terror Necrodragons, wielding Fangs (Mt: 0, Hit: 90, Range: 1, Weight: 0) and the Flier and Terror Attributes.
  • Four Terror Gargoyles, wielding Scythes and the Flier and Terror Attributes.
  • One Specter Bow Knight, armed with a Bow (Mt: 0, Hit: 70, Range: 1-2, Weight: 0) as well as the Bowrange +2 Skill:
Bowrange +2 Increases bow range by 2

Additionally, the Bow Knight is marked with the Mounted Attribute:

Mounted A unit with high movement. Traverses the field quickly

While keeping her back, use Genny to cast Expel once more. This probably won’t do much, but it is worth it if it does anything. Once you have done this move Celica forward to draw the fire.

The enemy will now attack and most of them should fall to your army. Anyone left will be easy to kill, using Celica and your fliers.

Once you have won, you will be returned to the base of the staircase leading to the third level. Head up.

On this floor you will once again be faced with new enemies:

Third Floor Duma Tower Dungeon Battles

Your enemies will consist of the following:

  • Specter Snipers, armed with Iron Bows (Mt: 2, Hit: 75, Range: 1-3, Weight: 2) as well as the Bowrange +2 and Anti-Fliers Skills:
Anti-Fliers Effective against flying units
  • Specter Dread Fighters, armed with Iron Swords (Mt: 2, Hit: 90, Range: 1, Weight: 0), as well as the Resistance +5 and Apotrope Skills.
  • Specter Gold Knights, armed with Iron Lances (Mt: 2, Hit: 90, Range: 1, Weight: 0), as well as the Mounted Attribute.
  • Specter Barons, armed with Javelins (Mt: 3, Hit: 70, Range: 1-2, Weight: 2), as well as the Armored Attribute.
  • Terror Gargoyles, armed with Scythes, and the Flier and Terror Attributes.

Start by sending Celica and Saber to attack the Dread Fighters. Feel free to send your other units to attack as you wish (but keep in mind that projectiles won’t work very well against the Specters, but magic and physical attacks will).

For your second turn, use Celica to take down any Snipers, and use Saber to finish off the Dread Fighter you were attacking earlier (if he hasn’t fallen already). Continue to use the rest of your units to your best judgement.

After that, try to keep your weaker units safe, and chase down the rest of your enemies with your stronger fighters (like Celica, Saber, Kamui, Mae, Valbar, and Deen, if you have him). Keep everyone else away for the rest of the fight.

The battle should be over quickly, but if you make a mistake, don’t forget that you can always reverse time to try again. Again, the enemies you face will vary in number and type, so be ready to think on your feet!

Back to the dungeon, you will find the Waters of HP. Use your two drinks wisely.

There aren’t any other treasures or Sacred Springs on this level, so head to the end to face the third boss:

Third Level Duma Tower Boss Battle

Here you will face eleven enemies:

  • Five Terror Bonewalkers, each wielding a Bone Sword and marked with the Terror Attribute. Two of the five also hold Steel Swords (Mt: 4, Hit: 80, Range: 1, Weight: 1), and one of the five holds a Steel Shield (Defense: 5, Avo: 0, Resistance: 0, Weight: 2).
  • Two Terror Necrodragons, both wielding Fangs and marked with the Flier and Terror Attributes.
  • Three Specter Bow Knights, each wielding a Bow, as well as the Bowrange +2 Skill and the Mounted Attribute. Additionally, one of the three holds an Iron Bow.

Once again, start by sending Genny in to cast Expel. Hopefully this will take out most of the Terrors. You should then surround her with your strongest units, to protect her. Send everyone else to the back, they’ll need to be sidelined for them to be safe.

For your next turn, it’s basically a free for all, to your best judgement. You’ll find that Mae is surprisingly effective against the Bow Knights, so utilize this to your advantage.

The battle should be over pretty fast. Once you have won, head up the staircase to the fourth level.

On this level you will find another variety of enemies to fight:

Fourth Level Duma Tower Dungeon Battles

  • Duma Faithful Cantors, wielding the Miasma and Conjure Spells:
Conjure HP Cost: 1 Summons evil beings from the darkness

The Cantors also have the Incarnation Skill:

Incarnation Restores 5 HP each turn
  • Specter Gold Knights, wielding Javelins and marked with the Mounted Attribute.
  • Specter Sages, wielding the Fire, Sagittae, and Recover Spells:
Fire HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Standard fire magic
Sagittae HP Cost: 8, Mt: 16, Weight: 11, Range: 1-3, Hit: 70 Arrows of light that hit from a long distance

Additionally, the Sages have the Discipline Skill:

Discipline Increases black magic hit rate by 10%
  • Terror Fiends, wielding Steel Lances, and the Heavy Armor Skill. They are also marked with the Armored and Great Terror Attributes.
  • Duma Faithful Witches, wielding the Thunder Spell and the Teleportation Skill.
  • Duma Faithful Arcanists, wielding the Miasma and Recover Spells. They also hold a Silver Purse+.

For these battles, be sure to take out the Cantor early on. If you have the advantage and are close enough (by running and attacking the figure in the hallway before the battle starts), send Celica to take him out. If she doesn’t finish him off, use a variety of projectiles and magic to end him. Then get to work on your other enemies. Ideally, you should win on your first or second turn.

If facing the Fiends, work to take them out first instead. Remember that the Spell Seraphim works very well against them (Mae and Celica should both have access to this Spell).

On the fourth level, you will also find two more Sacred Springs: the Waters of Defense and the Waters of Attack. You will have two drinks from each of these.

Once you are done, head to the stairway to face the fourth boss.

Fourth Level Duma Tower Boss Battle

Here you will face the following:

  • Two Duma Faithful Witches, each wielding the Thunder Spell and the Teleportation Skill.
  • Two Terror Bonewalkers, both wielding Bone Swords. One of them holds a Brave Sword (Mt: 5, Hit: 90, Crit: 30, Range: 1, Weight: 0), and the other holds a Shadow Sword, and thus has the Lifetaker and Hex Skills. Both are also marked with the Terror Attribute.
  • Three Terror Mogall, each wielding Tackle (Mt: 0, Hit: 90, Range: 1, Weight: 0). They are marked with the Flier and Great Terror Attributes, and also hold the Divide Skill:
Divide Has a chance of causing one to divide and multiply
  • Two Terror Gargoyles, each wielding Scythes and marked with the Flier and Terror Attributes. They also have the Eerie Screech Skill:
Eerie Screech Inflicts spellbind on a target if the attack hits
  • One Specter Gold Knight, armed with an Iron Lance and the Mounted Attribute.
  • One Specter Dread Fighter, armed with a Sword and the Resistance +5 and Apotrope Skills.
  • One Specter Sniper, armed with a Steel Bow (Mt: 3, Hit: 65, Range: 1-3, Weight: 3) as well as the Bowrange +2 and Anti-Fliers Skills.
  • One Duma Faithful Arcanist, wielding the Death and Fortify Spells:
Death HP Cost: 5, Mt: 14, Weight: 9, Range: 1-3, Hit: 70 Deadly magic
  • Two Terror Fiends, each wielding a Javelin and the Heavy Armor Skill. They are both marked with the Armored and Great Terror Attributes.

Obviously, this battle has a large variety of enemies. For those in Classic Mode, it will be pretty tough to keep everyone alive, but keep trying! There is always a way through. Just keep using Mila’s Turnwheel.

Start the battle by moving Genny forward, to put her Expel Spell within range of the Gargoyles and Bonewalkers. Cast it and hopefully most of them will disappear.

Next, move Celica forward to heal her. Put Celica in front of Genny, to protect her from immediate danger. Try to protect your weakest units. Don’t forget to heal!

Celica is going to be your number one fighter here. Unfortunately, everyone else is going to be mostly weak against these monsters, as they have unusually high HP. Just keep defending and attacking.

The most annoying part of this battle will be the Mogall. They’ll just keep multiplying and multiplying, and they’re likely to be the last to fall. Use Celica, Mae, and Saber to chase them down and kill them. It may take a bit of time, but you should have them all exterminated before long.

Once the battle is won, continue up the stairs to the fifth floor.

On the fifth floor, you will find yourself in exploration view. There are no items to collect, so select Talk:

Jedah

Talking to Jedah, Celica will demand to know where Mila is. He will inform her, “Mila isn’t here. She’s underground–on Lord Duma’s altar.”

He then shows them Mila, turned to stone as a dragon. A sword pierces her head, which Conrad recognizes as the divine blade Falchion. Jedah tells him that she sealed away the blade herself, effectively forsaking her people.

Jedah tells them that the only way to release her is if Celica offers up her soul to Duma, becoming a Witch. Celica recognizes that the only way to save the soul of a divine dragon (such as Mila and Duma) is to offer up the soul of a Brand-Bearer (such as Celica and Alm).

Celica agrees, and Jedah teleports everyone else back to the base of the tower. He then tells her, “You can while away your hours here watching the boy suffer.”

He shows her Alm, and you are asked to save, concluding the scene.


Act Four – Scene Twenty-Four: Second Battle at the Dragon’s Maw

Back on the world map, take control of Alm and head north to the Dragon’s Maw. Once there, another rockslide will clear away the blocked pathway.

You will then enter another battle with the Terror Necrodragons.

Second Battle at the Dragon’s Maw

You will be faced with a various number of Necrodragons. Each of them are armed with Fangs (Mt: 0, Hit: 90, Range: 1, Weight: 0) and are marked with the Flier and Terror Attributes:

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

This battle may be tough for those in Classic Mode.

Alm will be your best fighter here, so use him to your advantage. Unfortunately, he cannot be everywhere at one. You’ll be forced to use everyone else to defend your weaker units.

You’ll find that your fliers are strong, and although people like Forsyth (i.e. Knights and Barons) won’t be able to do much damage, they will be able to defend themselves for quite some time.

For people in Casual Mode, this battle will be easy and over fairly quickly. For those in Classic Mode, it may take a few turns of Mila’s Turnwheel before you win without losing anyone.

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


Act Four – Scene Twenty-Five: Rigel Falls Battle

Back on the world map, take control of Alm and head east to Rigel Falls. A battle awaits, so be prepared.

Rigel Falls Battle

The grid is 28×30, with familiar terrain:

Rampart Provides 0 cover. Only fliers can maneuver this terrain
Plain Provides 0 cover
Tile Provides 20 cover
Supplies Provides 40 cover. Gain 5 HP each turn
Forest Provides 40 cover
River Provides 0 cover. Only fliers can maneuver this terrain
Bridge Provides 0 cover
Bridge Provides 20 cover
Peak Provides 0 cover. Only fliers can maneuver this terrain
Stairs Provides 0 cover
Falls Provides 0 cover. Only fliers can maneuver this terrain

Your army of sixteen faces twenty enemies:

  • Six Rigelian Army Bow Knights, 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

Additionally, the Bow Knights are marked with the Mounted Attribute:

Mounted A unit with high movement. Traverses the field quickly
  • Five Duma Faithful Arcanists. Two of them wield the Death and Recover Spells:
Death HP Cost: 5, Mt: 14, Weight: 9, Range: 1-3, Hit: 70 Deadly magic
Recover HP Cost: 1, Rcv: 8, Range: 1 Restores HP to an adjacent ally

These two also hold Mana Herbs (Health: 20, Fatigue: S). The other three Arcanists wield the Spells Death and Fortify:

Fortify HP Cost: 12, Rcv: 6, Range: 1-Atk/2 Restores HP to allies within range

Of these three Arcanists, one of them holds a Steel Shield (Defense: 5, Avo: 0, Resistance: 0, Weight: 2).

  • Four Rigelian Army Gold Knights, each armed with a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0). Each Gold Knight is also marked with the Mounted Attribute.
  • Two Rigelian Army Barons, each wielding a Javelin (Mt: 3, Hit: 70, Range: 1-2, Weight: 2). Additionally, each Baron has the Heavy Armor Skill:
Heavy Armor Halves damage from bows

Both Barons are also marked with the Armored Attribute:

Armored A unit with high defense
  • One Duma Faithful Cantor, wielding the Spells Mire and Conjure:
Mire HP Cost: 2, Mt: 10, Weight: 6, Range: 1-3, Hit: 70 Magic that beckons forth an accursed lifeform
Conjure HP Cost: 4 Summons evil beings from the darkness

The Cantor also has the Incarnation Skill:

Incarnation Restores 5 HP each turn
  • Hestia, a Witch. She wields the Spells Aura and Conjure:
Aura HP Cost: 6, Mt: 12, Weight: 8, Range: 1-2, Hit: 80 Powerful magic that smothers enemies in light
  • Magnus, a Baron. He is armed with a Lance, as well as the Heavy Armor Skill. He is marked with the Armored Attribute and holds a Silver Purse++.

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

As usual, Alm will be your best fighter here. Use him as much as possible! Your other strong fighters will be important here too, due to the number of enemies you are facing.

Hestia will summon Duma Faithful Witches, capable of using the Fire Spell:

Fire HP Cost: 1, Mt: 3, Weight: 3, Range: 1-2, Hit: 80 Standard fire magic

These Witches will also have use of the Teleportation Skill:

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

Meanwhile, the Cantor will summon Duma Faithful Gargoyles, wielding Scythes (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

Due to the annoying number of conjured Witches and Gargoyles, this battle is going to be a bit tough. Alone, neither of them will really be too much of a problem, but in large numbers they can be trouble.

Use Alm and your Barons to take down the enemies to the bottom right first. Move everyone else up the stairs and create a tight unit. For your allies at the top right, try to keep them far away from everything for now, as the Gargoyles are bound to attack them first.

Once these enemies are taken care of, move Alm to the top of the stairs, where the rest of your group is gathered.

Even for those in Casual Mode, this battle may be a bit of a struggle. Luckily, Alm should be strong enough that if you Warp him across the Bridge, he should be able to survive (although he may need to eat something along the way). He can single-handedly infiltrate the enemy base to take down the Cantor, Hestia, and Magnus. This will make things a bit easier for the rest of your units, but you’ll still need to be careful.

Never forget to heal! That is very important here, especially for Alm.

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


Act Four – Scene Twenty-Six: Attack on the Last Bastion

Back on the world map, take control of Alm again and head north to the Last Bastion. Another large battle awaits, so be prepared!

Attack on the Last Bastion

Before the battle begins, Slayde will ride out to meet you. He tells Alm that he has defected to the Rigelian Empire, and is now captain of the fortress you are about to attack.

The grid is 26×30, with some new terrain:

Snow Provides 0 cover
Rampart Provides 0 cover. Only fliers can move to these squares
Tile Provides 20 cover
Stairs Provides 0 cover
Cliff Provides 30 cover. Only fliers can move to these squares
Sea Provides 0 cover. Only fliers can move to these squares
Peak Provides 0 cover. Only fliers can move to these squares
Supplies Provides 40 cover. Gain 5 HP each turn

Your army of sixteen faces twenty enemies, including:

  • Five Rigelian Army Arcanists, each capable of using the Mire and Fortify 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
  • Nine Rigelian Army Bow Knights, each wielding an Iron Bow (Mt: 2, Hit: 75, Range: 1-3, Weight: 2). Each one also has the Bowrange +2 and Anti-Fliers Skills:
Bowrange +2 Increases bow range by 2
Anti-Fliers Effective against flying units

Each Bow Knight is also marked with the Mounted Attribute:

Mounted A unit with high movement. Traverses the field quickly
  • Four Rigelian Army Barons, each carrying a Lance (Mt: 0, Hit: 90, Range: 1, Weight: 0). Additionally, they each have the Heavy Armor Skill:
Heavy Armor Halves damage from bows

Each Baron is also marked with the Armored Attribute:

Armored A unit with high defense
  • Mueller, a Bow Knight. He carries a Silver Bow (Mt: 5, Hit: 70, Range: 1-3, Weight: 4). Just like the other Bow Knights, he has the Bowrange +2 and Anti-Fliers Skills, and the Mounted Attribute.
  • Slayde, a Gold Knight. He carries an Iron Lance (Mt: 2, Hit: 90, Range: 1, Weight: 0) and is marked with the Mounted Attribute.

Once you have prepared, select Fight! and begin the battle. Slayde will run away, leaving you with only nineteen enemies to deal with.

Move forward, but keep most everyone out of the line of enemy fire. The Arcanist and Bow Knight closest to your party will move forward and attack fairly quickly, so be sure that your weaker units are in the back of your pack.

For your second turn, use Silque to Warp either Alm or Lukas over the Rampart, and take down the Arcanist. If you need any help, throw a Spell or a few arrows up and over. On your third turn, you should send up whoever you didn’t send before (Alm or Lukas).

For your next turns, use Alm and Lukas to infiltrate the enemy compound, and feel free to send your stronger, physical attack units over the Rampart to fight too (although it may be best to send them over a different one than where you sent Alm and Lukas, as they have already taken out these enemies. Send all future units over a different one (or several, if you have faith in their strength).

Be sure to keep your fliers back, as they will be killed quickly by the Bow Knights.

Your units may be strong, but you should have them head back to Alm now and then to eat some of your provisions. This battle really shouldn’t be too hard, and if you make a mistake you can always try again.

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


Act Four – Scene Twenty-Seven: Attack on Rigel Castle

Back on the world map, take control of Alm once more and move to Rigel Castle. Be prepared for a battle!

Attack on Rigel Castle

Remember the dream Celica had at the beginning of Act Two? Something to remember while fighting here…

The grid is 24×22, with familiar terrain:

Tile Provides 20 cover
Rampart Provides 0 cover. Only fliers can move to these squares
Stairs Provides 0 cover
Snow Provides 0 cover
Forest Provides 40 cover
River Provides 0 cover
Bridge Provides 0 cover
Tower You cannot move to these squares

Once again, your army of sixteen faces twenty enemy units:

  • Seven Rigelian Army Bow Knights, five of whom are armed with Steel Bows (Mt: 3, Hit: 65, Range: 1-3, Weight: 3). The other two are armed with Silver Bows (Mt: 5, Hit: 70, Range: 1-3, Weight: 4). All seven are equipped with the Bowrange +2 and Anti-Fliers Skills:
Bowrange +2 Increases bow range by 2
Anti-Fliers Effective against flying units

Additionally, each are marked with the Mounted Attribute:

Mounted A unit with high movement. Traverses the field quickly
  • Five Rigelian Army Gold Knights. Two of these are armed with a Ridersbane (Mt: 4, Hit: 80, Range: 1, Weight: 2), and the Anti-Calvary Skill:
Anti-Calvary Effective against mounted units

Two more Gold Knights are equipped with Steel Shields (Defense: 5, Avo: 0, Resistance: 0, Weight: 2) and Lances (Mt: 0, Hit: 90, Range: 1, Weight: 0).

The last Gold Knight holds a Javelin (Mt: 3, Hit: 70, Range: 1-2, Weight: 2). All five Gold Knights are also marked with the Mounted Attribute.

  • Five Rigelian Army Barons, three of whom hold Javelins. The other two are armed with Silver Lances (Mt: 8, Hit: 90, Range: 1, Weight: 2). All five have the Heavy Armor Skill:
Heavy Armor Halves damage from bows

Additionally, all five Barons are marked with the Armored Attribute:

Armored A unit with high defense
  • Two Rigelian Army Arcanists, each holding Mana Herbs (Health: 20, Fatigue: S) and wielding the Death and Fortify Spells:
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
  • Rudolf, a Gold Knight. He holds an Angel Ring (A blessed ring that raises luck by 20) as well as a Lance. He is marked with the Mounted Attribute and he has the Recovery Skill:
Recovery Restores 5 HP each turn

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

Before starting, Rudolf will order that his men stand down and surrender if he (Rudolf) is to fall in battle.

This is very important, as all you now need to do is defeat Rudolf.

So, use Silque to Warp Alm up the Rampart closest to Rudolf. If there is an enemy in range, attack them.

For Rudolf’s turn, he will move to fight Alm. Alm should be more than strong enough to take him down (over the course of several turns, likely 3-4). using his Skills. Just don’t use one that will sacrifice TOO much life, unless it will defeat Rudolf. If Alm gets too low, you can always use Mila’s Turnwheel to choose a different attack.

You honestly don’t need to move anyone else. Once Alm defeats Rudolf, the battle will end.

You will be shown a cutscene, where Rudolf tells Alm, “You’ve…done well…I’m proud of you…my son.”

It is revealed that Mycen and Rudolf were close friends, and that Rudolf entrusted his only son, Albein Alm Rudolf, to him.

Alm is incredulous, and doesn’t believe him at first. Rudolf ignores his questions, telling him, “Be still, Alm. I haven’t time left…to explain. But I beg you to grant me one…final favor.”

“You want a favor from ME?”

“Take the Divine Falchion that…sealed Mila’s strength…Duma has become a thing of mindless evil. Use the blade…Destroy him…Please, my son…You must…”

“No, wait! Emperor Rudolf! Were you truly my father? Then I’ve just…Oh, gods…What have I done?”

We are then shown Celica and Jedah once more.

“Stop…Please, no more! Alm…How has it come to this?”

“The boy will come to slay Lord Duma erelong. A fool’s errand, I fear, without Falchion.”

“Alm is coming here? Please! You mustn’t hurt him! My soul alone is all you need, yes?”

“Oh? Then you will offer up your soul to Lord Duma willingly?”

“…I will. If it saves Alm, I will surrender my soul gladly.”

“Keh heh heh…As you wish, Your Highness. Now come with me.”

With that, you will receive the Armistice Award: Awarded for bringing the war with the Rigelian Empire to an end.

You will then be asked to save, concluding the scene.


Act Four – Scene Twenty-Eight: Rigel Castle Interior

Back on the world map, it is time to finally head to the final location of Act Four: Rigel Castle Interior.

Inside the castle, you will be met with three people:

(Ally Unit)
Rigelian Soldier
Rigelian Soldier

There are no items to collect, so feel free to talk to the Rigelian Soldiers. They will greet Alm as “Prince Albein” and ”His Excellency Rudolf II”.

Once you are done here, select Move:

Leave Castle
Entrance
Central Hall

Move to the Central Hall. Here you will meet Massena, captain of Rudolf’s imperial guard. He will tell Alm that Rudolf told him everything before the battle, which angers Alm, as he realizes that Rudolf expected Alm to kill him. Massena tells Alm, “I am afraid I cannot speak to His Excellency’s intentions. I humbly ask that you visit the throne and listen to what Sir Mycen has to say.”

With that, a new location appears on your map:

Leave Castle
Entrance
Central Hall
To Throne Room

Before leaving the Central Hall, feel free to select Talk:

Rigelian Soldier
Massena

Once you have finished, select Examine. You will find a Steel Bow (Mt: 3, Hit: 65, Range: 1-3, Weight: 3) to the left of the room, and a Steel Lance (Mt: 4, Hit: 80, Range: 1, Weight: 1) not too far to the right of it. On the right side of the room, next to the stairs, you will find a Steel Sword (Mt: 4, Hit: 80, Range: 1, Weight: 1).

Once you have collected these three items, head to the Throne Room.

Here you will find one man:

Mycen

There are no items here, so go ahead and talk to Mycen.

Mycen confirms that Alm is Rudolf’s son, and he explains everything.

“As you well know, Valentia has always been divided north from south–split between the two gods, Mila and Duma. But their involvement with mankind eventually grew too deep. When madness takes a god, man is lost. And where gods meet ruin, men die too. That is the plight Valentia now faces.”

“You’re saying the gods are…dying?”

“I fear so. Rudolf was among the first to understand the signs. He saw Duma’s growing madness and knew it for a harbinger of ruin. But then you were born, Alm.”

“What does that have to do with any of this?”

“You bore the Brand–sign of the hero who would rise to save Valentia. Hearing that prophecy, Rudolf knew you must be kept hidden from the Faithful. He concealed the news of your birth, and entrusted you to me in Zofia. I will never forget the pain on his face when he placed you in my arms…

“That day marked a change in him. He donned the mantle of one who would destroy the old world order–one who’d free men to live by their own power, even if they hated him for it. He knew such heresy would bring forth those who wished for him death. So for that death to come at the hand of his beloved son was…a mercy. He told me himself that he could imagine no more peaceful end.”

“And what of my peace?!”

“This is not the time for mourning or self-pity, boy. Rudolf’s purpose now falls to you. The true foe you must defeat is Duma. As well as the zealots tainted by his madness who seek control of Valentia: Jedah and his Duma Faithful. If you do not hurry, Celica’s life will also be in peril.”

“Oh, gods. Celica! She set out in search of Duma in order to save Mila.”

“A passage beneath this castle leads to the Temple of Duma. Go, Alm. Go and finish this. Return the mad god Duma to the darkness from whence he came.”

With that, Mycen will join your party as your seventeenth member.

You will be asked to save, and Act Four will conclude.


The cover image is taken from:

https://fireemblemechoes.nintendo.com/

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