Act 3: Escape to Tomorrow

Table of Contents
  1. Act Overview
    1. Story Context
    2. New Characters This Act
    3. Critical Items This Act
  2. Battle 3.0: Plain of Sorrow
    1. Enemy Composition
    2. Battle Strategy
    3. Party Recommendations
    4. Treasure & Items
    5. Post-Battle
  3. Battle 3.1: Plain of Sorrow II - Tower Defense
    1. Objectives to Protect
    2. Enemy Composition
    3. Battle Strategy
      1. Strategy 1: Defend All Towers (Difficult, High Reward)
      2. Strategy 2: Defend One Tower (Easy, Conservative)
      3. Hybrid Strategy (Recommended for Experienced Players)
    4. Turn-by-Turn Tactical Guide
    5. Spell Usage Recommendations
    6. Gold & Experience Optimization
    7. Common Mistakes to Avoid
    8. Treasure & Items
    9. Post-Battle
  4. Battle 3.2: Terasu Village - Reunion
    1. Enemy Composition
    2. Party Available
    3. New Enemy Types
    4. Treasure & Items
    5. Battle Strategy
    6. Phase-by-Phase Strategy
      1. Phase 1: Defensive Opening (Turns 1-2)
      2. Phase 2: Boulder Push & Bridge Assault (Turns 3-4)
      3. Phase 3: Treasure Collection & Enemy Management (Turns 5-7)
      4. Phase 4: Zoot Boss Fight
    7. Alternative Speed Strategy (Shotgunnova)
    8. Recommended Party Composition
    9. Post-Battle
  5. Battle 3.3: Basil Gate
    1. Enemy Composition
    2. Treasure & Items
    3. Special Map Features
    4. Battle Strategy
      1. Recommended Strategy: Tight Phalanx Formation
      2. Alternative Strategy: Aggressive Opening (Shotgunnova)
      3. Treasure Collection Strategy
    5. Spell Usage
    6. Post-Battle
  6. Battle 3.4: Reed Highway - Prevent Escape
    1. Enemy Composition
    2. Treasure & Items
    3. Special Battle Mechanics
    4. Battle Strategy
      1. Turn-by-Turn Strategy
    5. Alternative Speed Strategy
    6. Map Positioning
    7. Treasure Collection
    8. Common Mistakes
    9. Post-Battle
  7. Battle 3.5: Prison Fortress - Juggernaut Maze
    1. Party Available
    2. Enemy Composition
    3. Juggernaut Combat Mechanics
    4. Treasure & Items
    5. Special Map Features
    6. Battle Strategy
      1. Recommended Strategy: Corridor Trap Method
      2. Alternative Strategy: Split & Conquer (Wolverine)
      3. Mimic Management
      4. Treasure Collection Strategy
    7. Combat Tactics
    8. Resource Management
    9. Common Mistakes
    10. Post-Battle
  8. Battle 3.6: Prison Fortress II - Dumas Boss Battle
    1. Party Available
    2. Enemy Composition
    3. Boss: Dumas Jailmaster
    4. Treasure & Items
    5. Battle Strategy
      1. Phase 1: Desperate Defense (Round 1)
      2. Phase 2: Reinforcements Arrive (Round 2)
      3. Phase 3: Two-Front Battle (Rounds 3-5)
      4. Phase 4: Dumas Boss Fight (Rounds 5+)
    6. Turn-by-Turn Tactical Guide
    7. Spell Usage
    8. Common Mistakes
    9. Post-Battle
  9. Optional: Trial of Mana (Trial #3)
    1. Quick Overview
  10. Act 3 Complete Summary
    1. Battles Completed
    2. Characters Acquired
    3. Critical Items Obtained
    4. Story Progression
    5. Unique Battle Mechanics Introduced
    6. Shopping & Equipment Guide
    7. Experience & Leveling
    8. Trial Progress
    9. Tips for Perfect Clear
    10. Common Pitfalls
    11. Difficulty Assessment by Battle
    12. Next Steps

Act Overview

Standard Level Range: 14-17 Total Battles: 7 (6 story + optional Mana Trial) Recommended Party Size: 3-12 (starts reduced, gradually reunites) Total Gold Available: ~36,980 G (excluding variable Tower Defense)

Major Story Event: You’ve traveled 3 years into the future! The world has changed dramatically during your absence.

Story Context

After the space-time rift incident at the end of Act 2, Ash and a few companions find themselves in a strange land. They soon discover that they’ve been transported 3 years into the future. In their absence:

  • Emperor Hel Spites has seized total control of Ishtaria
  • Papers claim Ash assassinated Magnus (framed!)
  • The Council has been disbanded
  • Ronaldo Castille (the good ruler) was thrown out of power
  • Imperial Government established with Hel as dictator
  • Your party was separated by the time warp

This Act focuses on:

  1. Reuniting the scattered party across the changed timeline
  2. Rescuing imprisoned allies (Clint, Eleni, Amon)
  3. Finding the truth about what happened in 3 years
  4. Obtaining critical items: TAROT (Chaos Key component) and MANA KEY (Trial #3)

New Characters This Act

Character Class Join Battle Level
Zohar Abu Sa’id Mage 3.1 14
Darius Archer After 3.4 14

Zohar is an ancient mage who helps navigate the changed world. Darius is rescued from prison alongside Clint.

Critical Items This Act

Item Battle Purpose
TAROT 3.3 (Basil Gate) Collector’s Treasure #2 for Chaos Key
MANA KEY 3.6 (Prison Fortress II) Direct key for Trial #3 (Mana)
Zen Robe 3.6 (Boss Drop) Unique armor from Dumas

Missable Items: Both TAROT and MANA KEY are only available once in their respective battles. Do not finish these battles without collecting them!


Battle 3.0: Plain of Sorrow

Recommended Level: 14 Map Size: 16×17 grid Victory Condition: Destruction of all enemies Defeat Condition: Death of Ash

Reduced Party: Only 3 characters available - Ash, Grog, and Sara! Everyone else was lost in the time warp.

Enemy Composition

Enemy Type Count Level HP AT DF AGL Spells
Sparkie (Ai) 5 8 67 46 36 35 None

Total Gold: 1,850 G

Battle Strategy

Difficulty Assessment: Very Easy - Introductory battle

This is the easiest battle in Act 3, serving mainly as story setup. Despite having only 3 characters, the enemies are significantly weaker than your party.

Enemy Analysis:

  • Sparkies are flying disembodied head enemies
  • Extremely weak at any level
  • Often one-shot killed by strong characters
  • Flying movement but poor stats

Recommended Approach:

Turn 1 - Defensive Positioning:

  1. Hold your ground - don’t advance
  2. Stay in tight formation against starting wall
  3. Let Sparkies approach you
  4. Conserve MP and items for upcoming battles

Turns 2+ - Counterattack:

  1. Sparkies will approach and attack
  2. Counterattack them to death as they engage
  3. Clean up any stragglers
  4. Battle ends quickly with minimal effort

This is one of the rare battles where doing nothing initially is the optimal strategy. The Sparkies are so weak that counterattacks alone can handle most of them.

Party Recommendations

Ash (Hero/Champion):

  • Main damage dealer
  • Position centrally to attract multiple attackers
  • Save any Hero spells for harder battles ahead

Grog (Knight):

  • Frontline fighter
  • High HP makes him ideal for absorbing attacks
  • Physical attacks sufficient for these weak enemies

Sara (Priest/Bishop):

  • Support and backup
  • Conserve MP - no healing likely needed
  • Can contribute physical attacks safely

Treasure & Items

Chests: None

Hidden Items: None

Notable Drops: None

Post-Battle

Story Events:

  • Magnus dies, telling Ash to pursue Hel and the Magic Stone
  • Meet Zohar Abu Sa’id, an enigmatic figure
  • Visit Remote City for shops and information
  • Visit tavern to learn about the changed world
  • Visit Zohar’s house for backstory
  • Zohar joins the party as a Mage

Town Services Available:

  • Shop: Standard equipment and items
  • Dojo: Class advancement (if characters are Level 10+)
  • Tavern: Information about world events

Advance Zohar’s Class! If Zohar is Level 10 or higher when he joins, visit the Dojo immediately to advance him to Sorceror. This gives him access to Phase Shift, one of the most powerful spells in the game - critical for the next battle!

Shopping Recommendations:

  • Buy at least one Herb for Zohar
  • His default equipment is already optimal
  • Stock up on healing items if low
  • Save gold for post-reunion shopping

Before Leaving Town:

  • Check all characters’ equipment
  • Ensure Zohar has Herb/Megaherb
  • When ready, return to the Plain of Sorrow (where you arrived)
  • Next battle begins immediately upon arrival - no time to prepare!

Battle 3.1: Plain of Sorrow II - Tower Defense

Recommended Level: 15 Map Size: 16×17 grid (same as 3.0) Victory Condition: Survive 5 turns with at least one tower intact Defeat Condition: All 4 Mage Towers destroyed OR Death of Ash

Special Battle Type: Tower Defense! You must protect magical towers from infinite enemy spawns for 5 turns.

Only 4 Characters Available: Ash, Grog, Sara, Zohar. This battle forces Ash participation - problematic if you’re keeping him low-level for Trials!

Objectives to Protect

Structure Count HP DF AGL Notes
Mage Tower 4 14 5 0 Must protect at least ONE!

Victory Condition: At least 1 tower must survive until Turn 6. You don’t need to save all four - just one!

Enemy Composition

Enemy Type # Level HP AT DF AGL Notes
Sparkie (Initial) 6 8 67 46 36 35 Starting wave
Sparkie (Spawns) 10 82 55 43 42 Replacements

Spawn Mechanics:

  • Infinite spawning - Sparkies appear endlessly
  • Maximum 6 on field at once
  • Up to +4 can spawn per turn
  • Spawn from corner positions
  • Replace fallen Sparkies continuously

Total Gold: 410 G per Sparkie killed, -100 G per Tower destroyed

Players typically kill 11-21 Sparkies depending on strategy. Can farm gold/EXP by killing many, or play defensively and kill fewer.

Battle Strategy

Difficulty Assessment: Medium - “Kinda hard, and kinda easy”

This unique battle requires a different mindset than standard combat. You’re not trying to eliminate all enemies (impossible - they’re infinite!). You’re trying to survive 5 turns with minimal casualties.

Strategic Decision: Two Main Approaches

The battle offers two distinct strategies with different risk/reward profiles:

Strategy 1: Defend All Towers (Difficult, High Reward)

Setup:

  • Assign one character per tower (4 towers, 4 characters)
  • Each character guards their tower solo
  • Maximum exposure to damage

Advantages:

  • All towers survive = no gold penalty
  • +1,600 G bonus (4 towers × 400 G)
  • More kills = more EXP and gold
  • Typical kills: 15-21 Sparkies = 6,150-8,610 G

Disadvantages:

  • Spread thin - characters isolated
  • Heavy damage taken
  • Risk of character death
  • Requires good equipment and levels
  • Healing item consumption high

Execution:

  1. Position one character adjacent to each tower
  2. Absorb attacks meant for tower
  3. Kill Sparkies as they spawn near your tower
  4. Heal frequently (Megaherbs recommended)
  5. Hold position until Turn 6

This strategy requires characters to tank significant damage. Not recommended if undergeared or low on healing items!

Strategy 2: Defend One Tower (Easy, Conservative)

Setup:

  • Pick ONE tower to defend (corner tower recommended)
  • Surround it with all 4 characters in tight formation
  • Abandon other 3 towers

Advantages:

  • Much easier to survive
  • Concentrated healing
  • Mutual support and protection
  • Guaranteed victory (4 characters protecting 1 tower)
  • Lower healing item consumption

Disadvantages:

  • Lose 3 towers = -300 G penalty
  • -1,200 G missed tower bonus
  • Fewer Sparkies killed = less total gold/EXP
  • Typical kills: 6-11 Sparkies = ~2,460-4,510 G

Execution:

  1. Choose your tower (corner tower often easiest)
  2. Move all 4 characters to surround the chosen tower
  3. Form tight defensive square
  4. Kill any Sparkie that approaches
  5. Heal your tower if damaged (Sara’s healing spells work on towers!)
  6. Hold until Turn 6

Author Recommendation: Most FAQ authors recommend this approach for first-time players. “Don’t thin your forces and lose” - focus on guaranteed success over maximum rewards.

Setup:

  • Defend 2 adjacent towers with pairs of characters
  • More balanced risk/reward

Advantages:

  • 2 towers survive = -200 G penalty vs -300 G
  • +800 G bonus for 2 towers
  • More kills than 1-tower strategy
  • More manageable than 4-tower spread
  • Typical kills: 11-15 Sparkies = ~4,510-6,150 G

Execution:

  1. Choose 2 adjacent towers (easier mutual support)
  2. Assign 2 characters per tower
  3. Characters can assist each other
  4. More sustainable than full spread

Turn-by-Turn Tactical Guide

Pre-Battle:

  • Ensure all characters have healing items (Herb/Megaherb)
  • Check MP levels (Sara should be near full)
  • Zohar should have Phase Shift if Sorceror

Turn 1 - Initial Positioning:

  1. Move to chosen tower(s) immediately
  2. If defending all 4: spread characters (1 per tower)
  3. If defending 1: cluster all 4 around chosen tower
  4. Don’t attack yet - let them come to you

Turn 2 - First Contact:

  1. Sparkies begin approaching towers
  2. Zohar: Use Phase Shift to hit multiple Sparkies (if available)
    • Range 3-7, Field 1
    • Can hit 2-3 Sparkies at once
    • ~50+ damage to each = OHKO on Level 8, heavy damage to Level 10
  3. Other characters: Physical attacks on nearest threats
  4. Priority: Sparkies actively attacking towers > Sparkies approaching

Turn 3 - Spawn Management:

  1. More Sparkies spawn (up to 6 total on field)
  2. Kill Sparkies threatening your defended tower(s) first
  3. Ignore Sparkies heading to abandoned towers (if using 1-tower strategy)
  4. Sara: Heal tower if damaged (Healing spell works on towers!)
  5. Conserve character HP for later turns

Turn 4 - Attrition Phase:

  1. Sparkies continue spawning
  2. Damage accumulates on characters
  3. Sara: Begin healing characters (not just towers)
  4. Grog/Ash: Continue killing nearest threats
  5. Zohar: Phase Shift when 2+ targets available, else conserve MP

Turn 5 - Final Defense:

  1. Last turn before victory
  2. Healing priority: Keep tower(s) alive!
    • Tower HP: 14 total
    • Sparkies deal ~15-25 damage
    • If tower below 25 HP, heal it!
  3. Kill any Sparkies in attack range of defended tower(s)
  4. Don’t overextend - victory arrives next turn

Turn 6 - Victory:

  • Warp activates automatically
  • Battle ends regardless of enemy count
  • Rewards calculated (kills + tower bonuses - tower penalties)

Spell Usage Recommendations

Zohar (Mage/Sorceror):

  • Phase Shift (if Sorceror): Your MVP spell
    • Range 3-7, Field 1 = hits area
    • ~50+ damage to multiple targets
    • Can kill 2-3 Sparkies per cast
    • Use when 2+ Sparkies are grouped
    • Author quote: “Phase Shift is king here… large-scale genocide”
  • Roman Fire (if Sorceror): Backup AOE
    • Shorter range than Phase Shift
    • Equal damage but less coverage
    • Use if Phase Shift out of range
  • Piercing Light (if Mage): Single-target damage
    • Save MP for Phase Shift advancement

Sara (Priest/Bishop):

  • Healing: Can target towers AND characters!
    • Range 1-5 = can reach towers from distance
    • ~20-30 HP restored
    • Critical for keeping tower(s) alive
  • Supreme Healing (if Archbishop): Massive healing
    • Infinite range, heals party
    • Overkill for this battle (conserve MP for later)
  • Physical Attacks: Contribute to Sparkie kills when healing not needed

Gold & Experience Optimization

Maximum Gold Strategy:

  • Defend all 4 towers successfully
  • Kill as many Sparkies as possible
  • Best case: 21 Sparkies + 4 towers = ~10,210 G
  • Requires: Strong party, good equipment, Megaherbs

Balanced Strategy:

  • Defend 2 towers
  • Kill 11-15 Sparkies
  • Realistic: ~4,510-6,150 G
  • Good balance of safety and rewards

Safe Strategy:

  • Defend 1 tower
  • Kill 6-11 Sparkies
  • Minimum: ~2,160 G (after penalties)
  • Guaranteed success, lowest stress

Experience Farming:

  • Each Sparkie defeated = 150-200 EXP per character
  • 15-21 Sparkies = ~2,250-3,150 EXP per character
  • Great opportunity to advance classes before next shop!
  • Good for getting Zohar to Sorceror if still Mage

Ash Leveling Warning: If keeping Ash low-level for Trials, this battle is problematic. Only 4 characters available = Ash must participate. Expect him to reach Level 15+ even with minimal actions.

Common Mistakes to Avoid

❌ Spreading Too Thin:

  • “Don’t split forces” - trying to defend all towers without preparation
  • Results in isolated characters being overwhelmed
  • Character death = game over

❌ Aggressive Sparkie Hunting:

  • Chasing kills instead of defending
  • Leaving towers exposed
  • Missing priority targets

❌ Poor MP Management:

  • Wasting Phase Shift on single targets
  • Running Zohar out of MP early
  • Sara using healing spells when not needed

❌ Forgetting Towers Can Be Healed:

  • Many players don’t realize Sara can heal towers!
  • Healing spell works on towers just like characters
  • Can save a tower from destruction

✓ Correct Approach:

  • Pick defense strategy and stick to it
  • Prioritize tower survival over kills
  • Use AOE magic efficiently
  • Heal towers when needed
  • Survive to Turn 6 = victory

Treasure & Items

Chests: None

Hidden Items: None

Notable Drops: None

Post-Battle

Story Events:

  • Party enters the warp portal
  • Return to present time (end of time displacement)
  • Scene changes - can now see a town
  • Major revelation: The “present time” is actually 3 years in the future!
  • Old companions appear: Diego, Dolan, Amon, Sara (wait, Sara was with you? This is their future selves)
  • First partial reunion - learning about 3-year gap

Immediate Next Battle: The reunion battle at Terasu Village begins right after this scene. No shopping or preparation time!

Party Status:

  • Keep current party (Ash, Grog, Sara, Zohar)
  • Next battle will have MORE characters (reunion!)
  • Check HP/MP levels
  • Consume items if needed before automatic transition

Battle 3.2: Terasu Village - Reunion

Recommended Level: 15 Map Size: 24×18 grid (large map!) Victory Condition: Destruction of all enemies Defeat Condition: Death of Ash

Party Reunion! Many separated allies rejoin the party for this battle, though some are still missing (Clint, Eleni, Amon).

Enemy Composition

Enemy Type Count Level HP AT DF AGL Spells
Zoot Thief Lord (Boss) 1 17 126 72 63 63 SELF HEALING R2
Centurion (Kn) 5 12 91 53 46 46 None
Grenadier (Bo) 3 11 75 43 34 41 None
Blood Bat (Ai) 3 12 97 65 51 49 None
Warlock (Ma) 1 14 82 34 29 64 RAINBOW STROKE R5
Deacon (Pr) 1 14 75 40 32 65 HEALING R3

Total Gold: 6,750 G

Boss Return: Zoot Gach is back from Act 1 Battle 1.1! He’s been promoted to Thief Lord and is much more dangerous.

Party Available

Player-Controlled:

  • Ash, Grog, Sara, Zohar (time-warped group)
  • Diego, Huxley, Dolan (rejoining allies)
  • 7 characters total under your control

NPC Ally:

  • Clive (Level 15, CPU-controlled)
  • Fights alongside you but AI-controlled
  • Cannot command directly
  • Will interfere with treasure collection if not managed!

Clive Alert: Clive is aggressive and will kill enemies without regard for your treasure collecting plans. Don’t let him kill the last enemy before securing all chests/secrets!

New Enemy Types

This battle introduces several enemy types that will recur throughout Acts 3-6:

Centurion (Knight class):

  • Upgraded Swordsman
  • Decent AT/DF, moderate HP
  • Basic physical attackers
  • Threat Level: Medium

Blood Bat (Flying Airman class):

  • Inflicts Paralysis with physical attacks!
  • High agility and evasion
  • Flying movement
  • Priority target due to status effect
  • Threat Level: High

Grenadier (Archer class):

  • Upgraded Bowman
  • Ranged attacks, moderate damage
  • Typical archer stats
  • Threat Level: Low-Medium

Deacon (Priest class):

  • Enemy healer
  • HEALING spell R3 (~30 HP restored)
  • Low HP but high agility
  • Kill early to prevent enemy healing
  • Threat Level: Medium (support)

Warlock (Mage class):

  • Enemy mage
  • RAINBOW STROKE R5 (~50+ damage)
  • Can hit multiple characters with AOE
  • Low HP but dangerous damage
  • Priority target
  • Threat Level: High

Blood Bats inflict paralysis (character loses turn) - extremely annoying! Focus archers and ranged magic on them to eliminate quickly.

Treasure & Items

Chests (2):

Location Coordinates Item Value/Use
SW area (6,1) ELIXIR Restores all HP/MP
NE area (22,17) MEGAHERB Restores ~100 HP

Hidden Items (2):

Coordinates Item Location Description Value
(0,7) UNICORN W edge, crater marking ~1,500 G (sell)
(13,16) GOLDCOIN N edge, dirt hole 1,000 G (sell)

Total Treasure Value: 1 Elixir + 1 Megaherb + ~2,500 G in sellables

UNICORN Secret: Located in crater south of Ash’s starting position. Have Zohar grab it Turn 1 by moving 1 space south.

Battle Strategy

Difficulty Assessment: Hard - “Much harder than it looks”

Multiple FAQ authors warn this battle is deceptively difficult. The enemies use gang-up tactics and can isolate/kill characters if you’re not careful.

Battlefield Layout:

  • Large village map with houses and obstacles
  • Bridge divides Ash’s party from Diego’s party
  • Boulder can be pushed for damage
  • Two fronts of combat initially

Starting Positions:

  • Ash’s Party (West): Ash, Grog, Sara, Zohar near bridge
  • Diego’s Party (East): Diego, Huxley, Dolan near upper houses
  • Clive (NPC): Near Diego’s party, CPU-controlled
  • Enemies: Spread throughout village, Zoot on high ground in NE

Phase-by-Phase Strategy

Phase 1: Defensive Opening (Turns 1-2)

Critical Warning: “DO NOT move Ash’s party immediately!” - Multiple FAQ authors emphasize this.

Ash’s Party (West Bridge):

Turn 1 Actions:

  1. Zohar: Move 1 space south to grab UNICORN secret at (0,7)
  2. Ash: HOLD POSITION against wall (don’t cross bridge!)
  3. Grog: HOLD POSITION against wall
  4. Sara: HOLD POSITION behind Ash/Grog

Defensive Stance Reasoning:

  • Enemies use gang-up AI - they swarm isolated targets
  • Moving forward exposes you to 5-6 enemies at once
  • Tight formation prevents flanking
  • Wall behind you = no rear attacks possible
  • Forces enemies to approach into YOUR counterattacks

Turn 2 Actions:

  1. Centurions will approach bridge toward Ash
  2. Maintain defensive wall - don’t break formation yet
  3. Zohar: Support with Phase Shift if Sorceror (don’t get in front line!)
    • Can hit 2-3 enemies at once if grouped
    • ~50+ damage to Centurions/Grenadiers
  4. Counterattacks should soften/kill approaching enemies

Gang-Up AI: “The enemies in this one like to gang up and kill each of your guys” - stay together!

Diego’s Party (East):

Turn 1 Actions:

  1. Diego: If Bowman/Hawknight = move toward Blood Bat (priority!)
    • Blood Bats inflict paralysis = top priority
    • Ranged attack from safe distance
  2. Dolan: Stand in front of boulder
    • Don’t push it yet! “Wait a turn or two”
    • Position for future push
  3. Huxley: Support position behind Diego
  4. Clive (NPC): Will act on his own (ignore)

Turn 2 Actions:

  1. Diego: Shoot Blood Bat (eliminate paralysis threat)
  2. Dolan: WAIT - don’t push boulder yet
  3. Huxley: Support combat or healing as needed
  4. Begin moving toward chests if safe

Phase 2: Boulder Push & Bridge Assault (Turns 3-4)

Dolan’s Boulder:

Turn 3 - Push Boulder:

  1. Dolan pushes boulder down hill
  2. Boulder rolls through enemy masses
  3. Hits multiple enemies for significant damage
  4. ~30-50 damage per enemy hit
  5. Halves HP of Centurions/Grenadiers

Ash’s Bridge Assault:

Turn 3-4 - Advance:

  1. Bridge enemies should be thinned by counterattacks/magic
  2. Slowly advance Ash’s party over bridge
  3. Maintain formation - don’t let characters get isolated
  4. Priority targets:
    • Blood Bats (Diego or ranged magic)
    • Warlock (dangerous AOE)
    • Grenadiers (ranged attackers)
    • Centurions (cleanup)

Zohar’s Magic:

  1. Phase Shift when 3+ enemies grouped in open space
    • Large field spell = can hit many
    • ~50+ damage to Grenadiers/Centurions
    • One-shot kills if they took boulder damage
  2. Roman Fire for tighter groups
  3. Conserve some MP for later battles

Phase 3: Treasure Collection & Enemy Management (Turns 5-7)

Treasure Timing: Kill all enemies except one (preferably Deacon or Grenadier) to safely collect chests and secrets.

Treasure Collection Order:

Priority 1 - UNICORN (already collected):

  • Zohar grabbed it Turn 1 ✓

Priority 2 - SW Chest (ELIXIR):

  1. Send fighter from Ash’s party
  2. Move toward SW corner (6,1)
  3. Open chest → ELIXIR

Priority 3 - NE Chest (MEGAHERB):

  1. Clint (from Diego’s party) moves toward NE (22,17)
  2. Open chest → MEGAHERB

Priority 4 - GOLDCOIN Secret:

  1. After opening NE chest, Clint moves to (13,16)
  2. Dirt hole on N edge of hill where Zoot was standing
  3. Search → GOLDCOIN

Enemy to Leave Alive:

  • Deacon (preferred) - least threatening
    • Low damage
    • Healing spell doesn’t help if alone
    • Easy to keep track of
  • Grenadier (alternative) - rarely counterattacks
    • Authors mention “easier with grenadier alive” for secret hunting

Protect Last Enemy from Clive! The NPC will try to kill everyone. Position your party to block Clive from reaching the last enemy until all treasures are collected.

Execution:

  1. Kill all Blood Bats first (paralysis danger)
  2. Kill Warlock (damage threat)
  3. Kill Zoot (self-healing is annoying)
  4. Kill Centurions (4 of 5)
  5. Kill Grenadiers (2 of 3)
  6. Leave 1 Deacon OR 1 Grenadier alive
  7. Collect all 4 treasures (2 chests + 2 secrets)
  8. Then kill last enemy

Phase 4: Zoot Boss Fight

Boss: Zoot Thief Lord

  • Level 17, 126 HP
  • SELF HEALING R2 (can heal ~30 HP)
  • High AT (72), high DF (63), high AGL (63)
  • More dangerous than his Act 1 version

Strategy:

  1. Gang up on him with multiple strong fighters
    • Grog + Dolan + Ash = recommended team
    • 3-4 physical attackers converging
  2. Don’t let him heal repeatedly
    • Kill quickly with focused attacks
    • 3-4 attacks should be enough (40+ damage each)
  3. Watch out for counterattacks
    • High AT = hurts to get hit
    • Attack with full HP characters only

Spell Support:

  • Zohar: Phase Shift or Roman Fire (if Zoot near other enemies)
  • Sara: Keep attackers healed

Alternative Speed Strategy (Shotgunnova)

For experienced players who want faster completion:

Turn 1 - Aggressive Opening:

  1. Ash: Move 3 spaces east toward center building
    • Draws ALL Centurions toward him Turn 2
  2. Zohar: Position for Phase Shift or Roman Fire
    • Use Mystic Shield on Zohar for survival
    • AOE magic hits grouped Centurions
  3. Diego: If Bowman = climb to center building roof
    • Can assist in all directions with ranged attacks

Turn 2 - Mass Counterattack:

  1. All Centurions attack Ash
  2. Counterattacks send them to deaths
  3. Zohar’s AOE from Turn 1 softened them
  4. Diego snipes Blood Bats from rooftop
  5. Boulder push through remaining enemies

Risks:

  • Ash takes heavy damage (needs healing support)
  • Zohar must survive enemy turn (Mystic Shield essential)
  • Faster but more dangerous

This strategy is NOT recommended for first-time players. Stick to defensive approach unless experienced and well-equipped.

Frontline:

  • Ash (Hero/Champion) - main damage
  • Grog (Knight/Swordsman) - tank
  • Dolan (Knight/Swordsman) - boulder pusher + fighter

Ranged:

  • Diego (Archer/Bowman or Airman/Hawknight) - Blood Bat hunter
  • Zohar (Mage/Sorceror) - AOE magic

Support:

  • Sara (Priest/Bishop) - healing
  • Huxley (Priest/Bishop) - backup healing

Post-Battle

Story Events:

  • Old friends reunite and catch up
  • Major reveal: 3 years have passed since time rift
  • Exposition about Emperor Hel’s dictatorship
  • Discussion of changed world under Imperial Army
  • Rebellion against Imperial forces is underway
  • Party decides on mission objectives:
    1. Attack the Imperial Prison
    2. Rescue Clint (still captured)
    3. Free political prisoners
    4. Strike at heart of Imperial Army

Town: Terasu Village

Shop Available:

  • Equipment upgrades - Steel tier now available!
  • Megaherbs now for sale! (300 G each - expensive but worth it)
  • Stock up for prison assault battles ahead

Recommended Purchases:

  • Megaherb for each character (2,100 G for 7 characters)
  • Steel weapons for frontline fighters (if affordable)
  • Scale Mail for frontline (if affordable)
  • Mystic Robe for mages/priests

Dojo Available:

  • Advance characters who hit Level 10+
  • Good opportunity after reunion

Tavern:

  • Information about world events
  • Lore about what happened in 3 years

Before Leaving:

  • Ensure all characters equipped properly
  • Stock healing items (important for next battles)
  • When ready, travel to Basil Gate

Battle 3.3: Basil Gate

Recommended Level: 16 Map Size: 16×20 grid Victory Condition: Destruction of all enemies Defeat Condition: Death of Ash

Critical Item Battle: Contains TAROT - Collector’s Treasure #2 for Chaos Key! Do not leave without it!

Enemy Composition

Enemy Type Count Level HP AT DF AGL Spells
Centurion (Kn) 4 14 105 61 53 53 None
Grenadier (Bo) 2 14 94 53 42 50 None
Blood Bat (Ai) 2 14 112 74 58 56 None
Warlock (Ma) 1 14 82 34 29 64 RAINBOW STROKE R5
Deacon (Pr) 1 14 75 40 32 65 HEALING R3

Total Gold: 5,000 G

Treasure & Items

Chests (2):

Location Coordinates Item Value/Use
South (9,4) MEGAHERB Restores ~100 HP
Northeast (14,18) MAGE GEM Magic attack +8 accessory

Hidden Items (2):

Coordinates Item Location Description Notes
(7,16) IRONBOOT N tower, X-marks-the-spot tile Heavy armor boots
(14,2) TAROT SE corner, X-marks-the-spot CHAOS KEY ITEM!

TAROT IS CRITICAL! This is Collector’s Treasure #2 of 3 needed for Chaos Key (Trial #4). You need: MACROMAN (Act 2) + TAROT (Act 3) + RAMEN (Act 4). Missing it locks you out of Trial #4!

Special Map Features

Regeneration Square:

  • Location: (7,16) - same tile as IRONBOOT secret
  • Heals HP and MP each turn when standing on it
  • Free healing for extended battles
  • Useful for MP recovery

Boulders:

  • Can be pushed for enemy damage
  • Strategic positioning tools

Multi-Level Terrain:

  • Central building with roof access
  • Height advantage for archers

Battle Strategy

Difficulty Assessment: Medium - “Kinda hard”

Standard tactical battle with emphasis on proper positioning and target prioritization. The challenge is managing enemy groups while collecting valuable secrets.

Setup & Turn 1:

Party Positioning:

  1. Keep party together at start
  2. Move to their right (eastward)
  3. Position Ash behind boulder (can push later)
  4. Form defensive line 1 square back from small castle
    • This prevents enemies from reaching you Turn 1
    • Forces enemies to group up for AOE magic
  5. Tight phalanx formation:
    • Front: Ash, Grog, Dolan (fighters)
    • Middle: Diego (ranged)
    • Rear: Zohar, Sara, Huxley (magic/healing)

Why This Works:

  • Enemies must approach through chokepoint
  • Boulder can be pushed into enemy masses
  • AOE magic hits grouped enemies
  • Supports can heal from safety

Turn 2 - Boulder & Magic Assault:

Boulder Push:

  1. Ash (or whoever positioned behind boulder) pushes it
  2. Boulder rolls toward enemies
  3. Hits multiple targets for 30-50 damage
  4. Softens Centurions/Grenadiers significantly

Zohar’s Magic:

  1. Move forward into position
  2. Rolling Fire to hit 3 enemies (if available as Hero spell from Ash?)
    • Wait, this might be from different battle
  3. Phase Shift or Piercing Light on grouped enemies
    • Position to hit 3 enemies if possible with Phase Shift field
    • ~50+ damage to each

Formation Advance:

  1. Move everyone forward together
  2. Form tight phalanx behind and next to Ash
  3. Stay in mutual support range
  4. No one gets isolated

Turn 3+ - Priority Target Elimination:

Kill Order:

  1. Warlock - “I took my flying guy and killed the warlock quickly, cuz he sucks”
    • Diego (if Hawknight) flies to Warlock
    • One-shot with ranged attack or melee
    • Eliminates RAINBOW STROKE threat (~50 AOE damage)
  2. Blood Bats - Paralysis threat
    • Diego or other archers focus fire
    • Eliminate both as soon as possible
  3. Deacon - Healing support
    • Prevents enemy healing
  4. Centurions - Main threats
    • Clean up with frontline fighters
  5. Grenadiers - Last priority
    • Leave 1 alive for safe treasure collection

Flying Unit Priority: If you have Diego or Amon as Hawknight/Sky Lord, send them directly to the Warlock. RAINBOW STROKE can devastate your party if allowed to cast repeatedly.

Alternative Strategy: Aggressive Opening (Shotgunnova)

Turn 1 - Ash as Bait:

  1. Ash: Move east to nearest tree by center building
  2. Draws ALL Centurions toward him Turn 2
  3. Zohar: Position for AOE magic
    • Mystic Shield on Zohar to ensure survival
    • Ready Phase Shift/Roman Fire for Turn 2

Turn 2 - Mass Counterattack:

  1. All Centurions attack Ash
  2. Counterattacks severely damage them
  3. Zohar’s AOE from Turn 1 finishes them
  4. Diego handles Blood Bats from center building roof

Risks:

  • Ash takes 4 attacks = ~60-100 damage total
  • Requires good armor and Megaherb ready
  • Faster but more dangerous

Treasure Collection Strategy

Timing:

  1. Fight to comfortable position
  2. Kill all enemies except 1 Grenadier or 1 Deacon
  3. Collect chests and secrets safely
  4. Kill last enemy

Collection Order:

Priority 1 - TAROT (CRITICAL!):

  1. Send fast character to SE corner
  2. Coordinates: (14,2) - “Plus-shape tile by SE tree” or “Cross-shaped dirt”
  3. X marks the spot on ground
  4. Search → TAROT
  5. VERIFY YOU HAVE IT before finishing battle!

Priority 2 - Megaherb Chest (South):

  1. Character moves to (9,4)
  2. Open chest → MEGAHERB

Priority 3 - Mage Gem Chest (NE):

  1. Character moves to (14,18)
  2. Open chest → MAGE GEM
  3. Equip on Zohar or Eleni for +8 magic attack

Priority 4 - IRONBOOT Secret:

  1. Character moves to (7,16)
  2. Regen square at N tower area
  3. “Weird wall tile by N boulder” - X marks spot
  4. Search → IRONBOOT
  5. Bonus: Standing on this tile heals HP/MP!

Secret Finding: “Buried items easier with grenadier alive - they rarely position for counterattack.” Leave a Grenadier alive while treasure hunting.

Spell Usage

Zohar (Sorceror):

  • Phase Shift: When 2-3 enemies grouped
    • R3-7, F1 = can hit area
    • ~50+ damage to Centurions
  • Roman Fire: Tighter groups
    • Good against bunched enemies
  • Conserve MP for upcoming battles

Sara/Huxley (Bishops):

  • Healing as needed
  • Can use offensive spells against Warlock if needed

Ash (Champion):

  • Physical attacks main strategy
  • Save Hero spells for boss battles

Post-Battle

Story Events - Major Plot Development:

Scene: Dolf, Hel, and Villains:

  • Magic Stone revealed - contains spark of original Flames of Judgment
  • Royal Ring - lost artifact of Ashah Dynasty that checks Magic Stone’s power
  • Dolf’s revolutionary plans exposed
  • Kira’s loyalty wavering - having second thoughts about serving Dolf
  • Dolf blames Ash’s party for Kira’s family losses
  • Xeno appears - “a cool lookin dude”
  • Xeno is told to watch Kira (she’s under surveillance)

Kira’s Conflict: Former ally Kira is questioning her loyalty to Dolf. This sets up her eventual betrayal of Dolf to help your party.

Key Lore:

  • Flames of Justice from Toroah history are sealed in Magic Stone
  • Royal Ring of Ashah Dynasty contains/controls this power
  • Dolf and Hel are searching for the Royal Ring

Next Destination: Reed Highway

Preparation:

  • Check equipment after battle
  • Ensure party is healed
  • Verify you have TAROT in inventory!
  • Next battle has unique escape mechanics

Battle 3.4: Reed Highway - Prevent Escape

Recommended Level: 17 Map Size: 48×12 grid (very long map - longest in game!) Victory Condition: Destruction of all enemies Defeat Condition: Death of Ash OR Any enemy escapes off the map

Special Objective: Don’t let ANY enemies escape! Even dogs! If even one enemy exits the map, you lose the battle.

Enemy Composition

Enemy Type Count Level HP AT DF AGL Spells
Lando Hitman (Mini-Boss) 1 19 126 69 55 66 SELF HEALING R2
Centurion (Kn) 2 15 112 65 56 56 None
C. Archer (Bo) 2 15 100 56 45 53 None
Guarddog (Mo) 4 18 123 60 56 76 None

Total Gold: 5,500 G

Guarddogs: New enemy type - Monk class with high HP and agility. Fast and durable.

Treasure & Items

Chests: None

Hidden Items (1):

Coordinates Item Location Description
(46,5) M.STAFF Eastern road crater (Magic Staff)

Special Battle Mechanics

Enemy Behavior - NON-COMBAT!

Enemies will NOT fight back! This is a pursuit/ambush scenario, not a standard battle.

Turns 1-4: Standoff Phase

  • Enemies do NOT attack during this time
  • They’re on patrol, unaware of your presence
  • You should NOT attack yet either
  • Use this time to position for ambush

Turn 5: Enemy Retreat Triggered

  • Lando signals all enemies to flee
  • Attempting to escape and warn rebel forces
  • Enemies start running toward eastern exit
  • They will not fight - only flee
  • You must stop them from escaping!

Timing Critical: “Wait until Ash says nothing on Turn 5” - Don’t attack early or you mess up the strategy!

Battle Strategy

Difficulty Assessment: Easy/Fun - “Basic” with unique mechanics

This is one of the most unique battles in the game. Instead of enemies attacking you, you’re setting up an ambush and trap to prevent their escape.

Turn-by-Turn Strategy

Turns 1-4: Setup Phase (DO NOT ATTACK!)

Positioning Strategy:

Party Deployment:

  1. Move party into trees on either side of road
    • Hide in groves flanking the highway
    • East and west sides
  2. Huxley: Hide near gate in west
    • Special mission for him
  3. Everyone else: Ambush positions
    • Surround enemies without engaging
    • Cut off escape routes

Turn 4 Preparation:

  1. Huxley: Move to western gate switch
  2. Fast characters: Move toward eastern crate
  3. Combat characters: Surround enemy patrol
  4. Wait for Turn 5 before attacking

Author’s Quote:

“Wait until Ash says nothing, NOT, I do not mean he says ‘……..’, the turn after that, he doesn’t say anything. Thats turn 5, thats when you attack.”

Turn 5: Spring the Trap!

Immediate Actions:

1. Huxley Lowers the Bridge:

  • Hit switch to lower western gate
  • Opens access to western box area

2. Zohar’s Opening Salvo:

  • Move near road
  • Phase Shift into enemy masses
  • Hits multiple enemies for ~50+ damage
  • Softens them for physical attackers

3. Mass Bombardment:

  • Attack with EVERYTHING
  • “Bombard with everything (including priests’ offensive)”
  • All characters unleash attacks
  • AOE spells preferred
  • Priests can use offensive magic

4. Start Crate Mission:

  • Send character west toward box/crate
  • Will block small footbridge path
  • Critical for trapping enemies

Turns 6+: The Rat Trap

Enemy Behavior After Turn 5:

  • Enemies flee toward exits (east and west)
  • They do not fight back even when attacked
  • Lando and those near boss try to come back east
  • Those further west go toward Huxley and the box
  • “Finest rat trap ever constructed!”

Execution:

Eastern Group:

  1. Kill enemies fleeing eastward first
    • They’re closest to exit = highest priority
    • Cut off escape route
  2. Surround and eliminate
  3. Don’t let ANY reach eastern edge

Western Group:

  1. Push crate onto walkway ASAP
    • Blocks footbridge path
    • Traps enemies on one side
  2. Enemies trapped on other side of walkway
  3. Bring party from rear to eliminate them
  4. Surrounded and destroyed

Lando (Mini-Boss):

  • Has SELF HEALING R2 (~30 HP recovery)
  • Higher HP and stats than others
  • Kill quickly with multiple attackers to prevent healing
  • Don’t let him escape!

Alternative Speed Strategy

Aggressive Turn 5 Assault:

Opening Move:

  1. Zohar: Phase Shift into center of enemy formation
  2. All ranged units: Fire into masses
  3. Priests: Offensive spells (Piercing Light, etc.)
  4. Kill as many as possible Turn 5

Pursuit:

  1. Fast units (Hawknights, Monks) pursue fleeing enemies
  2. Block eastern escape route
  3. Crate blocks western escape
  4. Cleanup survivors

Key Points:

  • Focus on killing fleeing enemies (those moving toward exits)
  • Ignore enemies fleeing away from exits (they can’t escape that way)
  • AOE spells maximize damage

Map Positioning

48 Squares Wide:

  • This is the longest map in the game!
  • Takes many turns to traverse end-to-end
  • Makes escape prevention challenging
  • Requires fast units or good positioning

Key Locations:

  1. Western Gate/Switch: Huxley’s target
  2. Western Crate/Box: Must be pushed onto footbridge
  3. Eastern Road: M.Staff secret location (46,5)
  4. Center Road: Where patrol walks
  5. Tree Groves: Your hiding spots (east and west of road)

Treasure Collection

M.Staff (Magic Staff):

  • Location: Eastern road crater (46,5)
  • Not critical item
  • “Not that important (saves currency)”
  • Collect if convenient, don’t risk for it

Collection Timing:

  1. Prioritize stopping escapes
  2. After enemies secured/dead, grab M.Staff
  3. Send fast character to (46,5)
  4. Search crater → M.STAFF

Common Mistakes

❌ Attacking Early (Turns 1-4):

  • Ruins ambush setup
  • Alerts enemies prematurely
  • Harder battle

❌ Not Blocking Exits:

  • Letting enemies reach map edges = instant defeat
  • Must secure both east and west exits

❌ Ignoring the Crate:

  • Crate blocks western footbridge
  • Essential for trapping western fleeing enemies
  • Don’t forget Huxley’s mission!

❌ Focusing on Damage Instead of Control:

  • Goal is prevent escape, not maximize kills
  • Kill fleeing enemies first
  • Can clean up trapped enemies later

✓ Correct Approach:

  • Wait until Turn 5
  • Spring coordinated ambush
  • Block both exits
  • Kill fleeing enemies first
  • Trap and eliminate remainder

Post-Battle

Story Events - Prison Rescue Setup:

Scene: In the Prison

  • POV shifts to imprisoned allies
  • Clint is in jail (still captured from Act 2)
  • Claymore is with him (resistance fighter)
  • Darius is also imprisoned (new character)
  • Claymore talks about Hel and Dolf’s search for Royal Ring
  • Kira appears and rescues them!
    • She’s betraying Dolf to help the heroes
    • Secretly switching sides
    • Gets prisoners out

New Character Acquired:

  • Darius (Archer, Level 14)
  • Will be playable in next battle
  • Acts 3-6 archer character

Kira’s Betrayal: She’s gone from spy to secret helper. This confirms her doubts from the earlier scene with Xeno.

Next Battle Preview:

  • Author’s Quote: “The following battle takes forever”
  • Prison dungeon with unique mechanics
  • Playing as Clint’s party (not Ash!)
  • Jailbreak scenario

Preparation:

  • Next battle uses Clint, Eleni, Amon, Darius
  • Different party than usual
  • Check their equipment before battle

Battle 3.5: Prison Fortress - Juggernaut Maze

Recommended Level: 15 (for Clint’s party) Map Size: 24×16 grid Victory Condition: Destruction of all enemies Defeat Condition: Death of Clint

Ash Not Available! This is Clint’s battle. Protect Clint - his death means Game Over! (not Ash’s)

Author’s Quote: “This one sux.” - Tedious battle with unique enemy mechanics and maze navigation.

Party Available

Player-Controlled (4 characters):

  • Clint (Knight/Swordsman) - Main character for this battle
  • Eleni (Mage/Sorceror) - Magic support
  • Amon (Archer/Bowman) - Ranged attacks
  • Darius (NEW - Archer) - Ranged attacks

New Character: Darius joins the party for this battle. Level 14 archer.

Enemy Composition

Enemy Type Count Level HP AT DF AGL Special Mechanic
Juggernaut (Ar) 8-9 13 112 64 69 37 Rear attack only!
Mimic (Mo) 2 18 123 60 56 76 Hidden in chests!

Total Gold: 6,000 G

Juggernaut Combat Mechanics

CRITICAL RULE: You can ONLY damage Juggernauts by attacking from BEHIND! Front and side attacks deal NO damage!

Damage Rules:

  • Front attack: 0 damage (completely immune)
  • Side attack: 0 damage (completely immune)
  • Rear attack (physical): One-hit kill! (OHKO - except Eleni)
  • Rear attack (Eleni physical): Damage but not OHKO
  • Magic (Eleni): CAN kill Juggernauts regardless of position
    • Phase Shift, Roman Fire, etc. bypass rear-only rule
    • Usually not OHKO with magic, but effective

Author’s Quote:

“As Darius says: ‘It’s worthless to hit the Juggernauts anywhere but from behind’”

Eleni Exception: Eleni’s physical attacks are too weak to OHKO Juggernauts even from behind. However, her magic can kill them from any direction!

Treasure & Items

Chests (6 total, 2 are MIMICS!):

# Location Coordinates Contents Safe?
C1 Entrance area (7,11) MIMIC MONSTER ❌ TRAP!
C2 By N gate (9,12) MEGAHERB ✓ Safe
C3 Inside N gate, first (15,12) MIMIC MONSTER ❌ TRAP!
C4 Inside N gate, second (17,12) S.STAFF (Spirit Staff) ✓ Safe
C5 E side of map, S of NE gate (20,8) MEGAHERB ✓ Safe
C6 SE corner (22,1) GRIMHELM (armor) ✓ Safe

Mimic Warning: Chests C1 and C3 contain Mimic Monsters (aggressive enemies)! They attack when the chest is opened. Mimics are Level 18 with 123 HP - very dangerous!

Hidden Items: None

Special Map Features

Switch & Gate Maze:

The dungeon uses a switch-and-gate system to navigate:

Switch Pattern (in order):

  1. Middle switch → Opens SW Gate
  2. SW switch → Opens N Gate
  3. S switch → Opens NE Gate & S Gate
  4. NE switch → Opens Middle Gate

Navigation Path:

  1. Start at entrance
  2. Hit middle switch → SW gate opens
  3. Go through SW gate, hit SW switch → N gate opens
  4. Two paths available:
    • North gate (recommended for most characters)
    • South path (for split strategy)

A full ASCII maze map is available in Lancel0t’s original FAQ for detailed navigation.

Battle Strategy

Difficulty Assessment: Hard/Tedious - “This one sux”

This battle is challenging not due to enemy strength, but due to:

  1. Unique combat rules (rear-attack only)
  2. Maze navigation (switches and gates)
  3. Mimic traps (fake chests)
  4. Tedious pacing (hit and run tactics required)

Concept: Use the starting corridor as a killing zone by trapping Juggernauts between two characters.

Setup (Lancel0t’s Technique):

Turn 1 - Positioning:

  1. Character 1 (e.g., Clint): Move to wall position in starting corridor
  2. Character 2 (e.g., Amon): Position at opposite end facing Character 1
  3. Create a “corridor” between them

Execution (Turns 2+):

  1. Juggernauts approach and attack Character 1 (facing wall)
  2. Juggernaut is now facing Character 1
  3. Character 2 (behind Juggernaut) attacks from rear
  4. One-hit kill!
  5. Repeat as Juggernauts enter corridor

Why This Works:

  • Juggernauts must pass through corridor to reach you
  • They face forward to attack
  • Character behind them gets free rear attacks
  • “Ring around the rosie” with entrance stone circle

This makes the tedious battle more manageable by creating a predictable kill zone.

Alternative Strategy: Split & Conquer (Wolverine)

Concept: Split party to collect treasures while managing Juggernauts separately.

Turn 1-3: Initial Juggernauts

  1. Three Juggernauts immediately approach entrance
  2. Use treasure chests as barriers:
    • Character slips around unopened chest
    • Juggernaut attacks and stops at chest
    • Character whacks from behind = instant kill
  3. Kill first three Juggernauts this way

Mid-Battle: Switch Navigation

  1. After first three dead, advance to middle switch
  2. Darius: Head toward SW switch mission
    • Will draw remaining Juggernauts
    • Leads them on chase
  3. Rest of party: Go to N Gate
    • Collect treasures in N area
    • Clear Juggernauts methodically

Execution:

  1. Send Darius SW → Opens gates in sequence
  2. Juggernauts chase Darius (useful distraction!)
  3. Rest of party clears N gate area
  4. Get chests C2, C3 (Mimic!), C4
  5. Eventually meet up in middle
  6. Clean up remaining Juggernauts

Mimic Management

Mimic Chest Strategy:

Identification:

  • C1 (left of entrance) = MIMIC
  • C3 (first inside N gate) = MIMIC
  • All others safe

Handling Mimics:

Preparation:

  1. Kill nearby Juggernauts first before opening Mimic chests
    • Don’t mix Mimics and Juggernauts!
    • Author: “Don’t mix in Mimics until Juggernauts in immediate area dispatched”
  2. Have backup characters ready
  3. Heal characters to full HP

Opening:

  1. Character opens chest → Mimic appears
  2. Gang up with archers (Amon + Darius)
    • Ranged attacks from safety
    • 2-3 arrows should kill
  3. Someone deals finishing blow

Mimic Stats:

  • Level 18, 123 HP
  • High AT and AGL
  • Dangerous if not prepared
  • Can kill weakened characters

Treasure Collection Strategy

Safe Chests (Collect These):

C2 (Megaherb):

  • By N gate at (9,12)
  • Safe to open
  • Healing item

C4 (Spirit Staff):

  • Inside N gate, second chest (17,12)
  • Safe to open
  • Magical weapon for priests

C5 (Megaherb):

  • E side of map (20,8)
  • Safe to open
  • Healing item

C6 (Grimhelm):

  • SE corner (22,1) - hardest to reach
  • Safe but difficult to access
  • Great armor
  • Author: “Great item but hard to get”

Grimhelm Collection (Advanced):

  1. Use magic near “B” switch area
  2. Eleni can kill one Juggernaut with magic to help
  3. Opens path to SE corner
  4. Worth the effort - strong armor

Mimic Chests (Handle With Care):

C1 (Mimic):

  • Near entrance
  • Kill after first 3 Juggernauts cleared
  • Gang up with both archers

C3 (Mimic):

  • First inside N gate
  • Kill after entering N gate area
  • Same tactic: gang up with archers

Combat Tactics

Physical Attacks (Rear Only):

Characters Who Can OHKO:

  • Clint (Knight) - main fighter
  • Amon (Archer) - ranged rear attacks
  • Darius (Archer) - ranged rear attacks

Eleni (Cannot OHKO):

  • Physical attacks too weak even from rear
  • Use magic instead

Positioning for Rear Attacks:

  1. Lure Juggernaut to face one direction
  2. Circle around to rear
  3. Attack from behind
  4. Instant kill

Magic Strategy (Eleni):

Advantages:

  • Bypasses rear-attack requirement
  • Can damage from any direction
  • Safe from distance

Spells to Use:

  • Phase Shift (if Sorceror): Best option
    • R3-7, F1 = can hit from afar
    • ~50+ damage (not OHKO but effective)
    • Can hit multiple if grouped
  • Roman Fire (if Sorceror): Backup AOE
  • Piercing Light (if Mage): Single target

Execution:

  1. Position Eleni at safe distance
  2. Cast magic at Juggernauts
  3. Finish with physical attacks if needed
  4. Eleni gets extra EXP this way

EXP Focus: “Magic gives Eleni extra EXP” - Good opportunity to level her toward Phase Shift if she doesn’t have it yet!

Resource Management

Critical: “HERBS FAR MORE USEFUL in next battle - conserve!” Don’t waste healing items unnecessarily!

Healing Item Conservation:

  • Use Sara’s healing if available (wait, Sara isn’t in this battle)
  • Actually, you have NO PRIEST in this party!
  • Only healing: Herbs and Megaherbs
  • Conserve for next battle (very difficult boss fight)

MP Management:

  • Eleni is only caster
  • Use magic sparingly
  • Focus on physical rear-attacks when possible
  • Save MP for next battle’s magic needs

Common Mistakes

❌ Frontal Assault:

  • Attacking Juggernauts from front = 0 damage
  • Wasting turns on ineffective attacks

❌ Opening Mimic Chests Early:

  • Opening Mimics while Juggernauts nearby
  • Getting overwhelmed by multiple enemy types

❌ Wasting Healing Items:

  • Using Megaherbs carelessly
  • Next battle is harder - save items!

❌ Rushing Through:

  • Not using chests as barriers
  • Getting surrounded

✓ Correct Approach:

  • Always attack from behind
  • Use chests as positioning tools
  • Kill Juggernauts before opening Mimic chests
  • Conserve healing items
  • Use Eleni’s magic to bypass mechanics

Post-Battle

Story Events:

  • Party escapes to outside
  • Dungeon Keeper appears - threatens death
  • “Situation looks dire”
  • Sets up final battle of Act 3

Immediate Next Battle: Prison Battlements boss fight begins right after. Check HP/MP levels!

Preparation:

  • Use any remaining Herbs if characters damaged
  • Check Eleni’s MP (needs magic for next fight)
  • Verify equipment
  • Next battle is VERY TOUGH - boss does “MEGA damage”

Battle 3.6: Prison Fortress II - Dumas Boss Battle

Recommended Level: 16 Map Size: 17×22 grid Victory Condition: Defeat of Dumas Defeat Condition: Death of Clint

VERY TOUGH BATTLE! Multiple FAQ authors emphasize this is one of the hardest fights in Act 3.

Critical Item Battle: Contains MANA KEY - Required for Trial #3! This is the ONLY chance to get it!

Party Available

Initial Party (Clint’s Group):

  • Clint (Knight)
  • Eleni (Mage/Sorceror)
  • Amon (Archer)
  • Darius (Archer)

Reinforcements (Arrive Round 2):

  • Ash, Diego, Huxley, Grog, Dolan, Sara, Zohar
  • +7 characters arrive on battlements

Split Party Reunion: Start with 4, full party of 11 joins Turn 2! Coordinate both groups for victory.

Enemy Composition

Enemy Type Count Level HP AT DF AGL Spells
Dumas Jailmaster (Boss) 1 18 152 86 93 50 SELF HEALING R2, Vorpal Chain
Centurion (Kn) 2 13 98 57 49 49 None
Centurion (Kn) 2 14 105 61 53 53 None
Grenadier (Bo) 3 12 81 46 37 44 None
Juggernaut (Ar) 2 14 120 69 74 40 (Rear attack only)
Warlock (Ma) 2 15 88 36 31 68 RAINBOW STROKE R5
Deacon (Pr) 2 15 80 42 34 69 HEALING R3
Blood Bat (Ai) 3 16 127 83 65 63 (Paralysis)

Total Gold: 11,880 G (highest in Act 3!)

Total Enemies: 17 + boss = 18 total

Boss: Dumas Jailmaster

Stats:

  • Level 18, 152 HP
  • AT 86, DF 93 (very high defense!), AGL 50
  • SELF HEALING R2 (~30 HP recovery)
  • Vorpal Chain: 100+ damage attack!

Boss Threat: “Dungeon Keeper does MEGA damage!” - Can one-shot or severely wound characters with Vorpal Chain.

Combat Notes:

  • Heavily armored (DF 93)
  • Can self-heal
  • Vorpal Chain is devastating physical attack
  • “No stupid aggressive attacks” - fights intelligently
  • Must gang up to defeat quickly

Treasure & Items

Chests: None

Hidden Items (2):

Coordinates Item Location Description Notes
(9,1) GOLDCOIN Outer lower level, spiral marked tile 1,000 G sellable
(0,15) MANA KEY Outer lower level, fractured crater TRIAL #3 KEY!

MANA KEY IS CRITICAL! This unlocks Trial #3 (Mana). MISSABLE - only available in this battle! Must collect before finishing!

Boss Drop:

  • Zen Robe - Automatic reward for defeating Dumas
  • Unique armor, excellent stats

Accessing MANA KEY: Hit switch at (3,6-7-8) to open gate, then access western area where key is located.

Battle Strategy

Difficulty Assessment: Very Hard - “VERY TOUGH!!!”

This is a grueling battle combining:

  1. Split party start (4 vs 17 enemies)
  2. Reinforcements delayed (arrive Turn 2)
  3. Dangerous boss (MEGA damage)
  4. Support enemies (healers, mages)
  5. Two-front battle (yard and battlements)

Phase 1: Desperate Defense (Round 1)

Round 1 is Critical! Clint’s group must survive against overwhelming odds until reinforcements arrive.

Starting Situation:

  • Clint’s 4 characters boxed in yard
  • 17 enemies surrounding on 3 sides:
    • Grenadiers on elevated positions (3 sides)
    • Juggernauts + Centurions on ground floor
    • Warlocks, Deacons, Blood Bats scattered

Turn 1 - Clint’s Party Positioning:

Eleni (CRITICAL - Must Survive!):

  1. Move FAR from Juggernauts (priority #1!)
  2. Position for Roman Fire or Phase Shift
    • Target: Both Juggernauts if possible
    • ~100+ damage to each
    • Softens or kills them
  3. Stay out of Warlock range if possible

Eleni’s Survival: “Assuming Eleni survived” - She is critical for magic support! If she dies Round 1, battle becomes much harder.

Clint:

  1. Move toward SW corner of yard
  2. Distance from Warlocks critical
    • RAINBOW STROKE will kill over time
    • Get out of their 5-range
  3. Position to receive healing from bishops (arrive Turn 2 on SW wall)

Amon/Darius (Archers):

  1. Position for ranged attacks
  2. “Do whatever (unlikely to be targeted)”
  3. Support Eleni if possible
  4. Stay mobile

Expected Round 1 Results:

  • Eleni damages/kills Juggernauts with magic
  • Grenadiers fire arrows (moderate damage)
  • Warlocks may cast RAINBOW STROKE
  • Centurions engage in melee
  • Party takes heavy damage but survives

Phase 2: Reinforcements Arrive (Round 2)

Ash’s Party Enters:

  • Appear on SW upper wall (battlements)
  • 7 additional characters join
  • Can now fight on two fronts

Why Clint Moved SW Round 1:

  • Bishops can heal him from wall above!
  • Sara/Huxley have range to reach yard
  • Critical support for surviving Round 2

Round 2 - Ash’s Party Actions:

Priority Targets (Battlements):

  1. Kill Warlock by Ash ASAP!
    • RAINBOW STROKE is deadly
    • Zohar can Phase Shift
    • Ash can melee
    • Eliminate before multiple casts
  2. Clear enemies on wall
  3. Boulder kicking if available
  4. Support yard party with ranged/magic

Healers (Sara/Huxley):

  1. Heal Clint immediately if wounded
    • Keep him alive = no game over
  2. Bring Megaherb to Eleni if she survived but wounded
  3. Position inside wall to reach both fronts

Round 2 - Clint’s Party Actions:

Eleni Options:

  1. Option A: Park under Dumas’ overhang
    • Cast Roman Fire on Bats & Grenadiers
    • Safe from some attacks
  2. Option B: Pull back to wall where Ash’s party is
    • Safer positioning
    • Can combine magic with Zohar

Clint/Archers:

  1. Continue clearing yard enemies
  2. Focus on Centurions and Grenadiers
  3. Avoid Juggernauts (rear-attack only)

Phase 3: Two-Front Battle (Rounds 3-5)

Objective Priorities:

1. Clear Dangerous Enemies:

  • Warlocks (both - RAINBOW STROKE threat)
  • Blood Bats (all 3 - paralysis)
  • Deacons (both - healing support)

2. Collect Critical Items:

  • MANA KEY (must get!)
  • GOLDCOIN (nice bonus)

3. Set Up Dumas Fight:

  • Clear surrounding enemies first
  • Position party for boss assault

Split Operations:

Yard Team (Clint’s Group + Some of Ash’s):

  1. Clear Juggernauts (rear attacks)
  2. Kill Blood Bats (paralysis prevention)
  3. Eliminate Grenadiers
  4. Clear path to Dumas

Battlements Team (Rest of Ash’s Group):

  1. Kill Warlocks (critical!)
  2. Descend stairs
  3. Clear Centurions
  4. Support yard team

Item Collection Missions:

GOLDCOIN (Lower Priority):

  1. Split off someone to (9,1)
  2. Spiral marked tile on outer lower level
  3. Search → GOLDCOIN

MANA KEY (CRITICAL!):

  1. Hit switch to lower wall
    • Switch location: (3,6-7-8) area
    • Opens gate to western outer area
  2. Send Archer or Hawknight ASAP
    • Fast movement critical
    • Diego (if Hawknight) ideal - can fly
  3. Move to (0,15) - NW corner
  4. Fractured crater / cracked hole / “hole tile”
  5. Search → MANA KEY
  6. VERIFY YOU HAVE IT!

DO NOT FINISH BATTLE WITHOUT MANA KEY! This is the ONLY opportunity to get it. Missing it locks you out of Trial #3 forever!

Clean Up Descending Enemies:

  1. Some enemies will descend stairs from battlements
  2. Kill them in stairwell
  3. Don’t let them surround yard party

Phase 4: Dumas Boss Fight (Rounds 5+)

Preparation:

  1. All other enemies dead (or only Dumas remains)
  2. Party regrouped
  3. HP/MP topped off
  4. MANA KEY collected

Boss Strategy:

Gang Up Assault:

  1. Author used: Grog + Dolan + Ash + Zohar together
  2. Recommended: 4+ strong characters converging
  3. Surround Dumas if possible

Execution:

Softening Phase:

  1. Zohar: Phase Shift or Roman Fire
    • ~50+ damage
    • Long-range, safe
  2. Archers: Ranged attacks
    • 30-40 damage each
    • Stay at distance
  3. Bring Dumas to ~50 HP

Finishing Phase:

  1. Do NOT corner Dumas
    • Author: “Make sure he’s in the open”
    • Cornering gives him advantage
  2. Hit and run if needed:
    • If he chases Clint: harass from distance
    • If he chases Ash: back up until ready
  3. Final push when ready:
    • “Hit him with everything you have”
    • Multiple melee attackers at once
    • Finish quickly before he self-heals

Vorpal Chain Warning:

  • 100+ damage attack
  • Can kill weaker characters
  • Keep characters at full HP when engaging
  • Have healing ready

Self-Healing:

  • Can heal ~30 HP
  • Kill quickly to minimize healing
  • Focused assault prevents multiple heals

Turn-by-Turn Tactical Guide

Round 1:

  • Clint’s party: Defensive survival
  • Eleni: AOE magic on Juggernauts
  • Clint: Move SW toward future reinforcements
  • Amon/Darius: Support fire
  • Survive the turn!

Round 2:

  • Ash’s party arrives on SW wall
  • Kill Warlock by Ash immediately
  • Sara/Huxley heal Clint/Eleni
  • Begin two-front assault
  • Eleni: Park safely or withdraw

Round 3:

  • Clear dangerous enemies (Warlocks, Bats)
  • Hit switch for MANA KEY access
  • Send fast character to MANA KEY
  • Yard party pushes forward
  • Wall party descends

Round 4:

  • Continue clearing enemies
  • Collect MANA KEY (critical!)
  • Collect GOLDCOIN (bonus)
  • Kill Deacons (stop healing)
  • Begin converging on Dumas

Round 5:

  • All enemies except Dumas dead
  • Regroup party
  • Heal to full
  • Prepare boss assault

Round 6+:

  • Soften Dumas with magic/ranged
  • Gang up with 4+ fighters
  • Hit and run if needed
  • Don’t corner him
  • Final assault
  • Victory!

Spell Usage

Eleni (Sorceror):

  • Phase Shift: R3-7, F1
    • Round 1: Hit both Juggernauts
    • Later: Hit grouped enemies
    • Vs Dumas: Safe long-range damage
  • Roman Fire: Alternative AOE
    • Good against Bats & Grenadiers
  • Conserve MP for Dumas fight

Zohar (Sorceror):

  • Phase Shift: Main weapon
    • Kill Warlock Round 2
    • AOE damage to groups
    • Soften Dumas
  • Piercing Light: Single targets
  • Focus on high-priority threats

Sara/Huxley (Bishops):

  • Healing: Keep Clint alive!
    • Also heal Eleni Round 2
    • Top off party before Dumas
  • Supreme Healing: Party-wide if available
  • Conserve MP for sustained healing

Common Mistakes

❌ Eleni Dies Round 1:

  • Moving her too close to Juggernauts
  • Loss of critical magic support
  • Battle becomes much harder

❌ Forgetting MANA KEY:

  • Finishing battle without collecting it
  • Permanently locked out of Trial #3
  • Always verify in inventory!

❌ Not Healing Clint:

  • Clint death = game over (not Ash!)
  • Must prioritize his survival
  • Bishops should focus on him

❌ Ignoring Warlocks:

  • RAINBOW STROKE accumulates damage
  • Multiple casts = party wipe
  • Must kill early

❌ Cornering Dumas:

  • Boss gets advantage when cornered
  • Keep him in open space
  • Hit and run better

✓ Correct Approach:

  • Survive Round 1 with Eleni alive
  • Heal Clint/Eleni Round 2
  • Kill Warlocks ASAP
  • Collect MANA KEY before finishing
  • Gang up on Dumas in open
  • Verify key in inventory!

Post-Battle

Rewards:

  • 11,880 G (highest gold in Act 3!)
  • Zen Robe awarded automatically (boss drop)
  • MANA KEY in inventory (if collected)

Story Events:

  • Full party reunited! All 12 characters together
  • Darius and Huxley know each other
  • They “proceed to bicker incessantly”
  • Friendly rivalry between the two
  • Party celebrates reunion
  • Discussion of next moves against Imperial Army

Equipment:

  • Zen Robe: Unique armor piece
    • Excellent defensive stats
    • Equip on mage or priest for protection

End of Act 3

Mana Trial Unlocked! If you have the MANA KEY, you can now access Trial #3 at any Dojo (after giving key to Ash).


Optional: Trial of Mana (Trial #3)

Unlock Requirement: MANA KEY (from Battle 3.6)

Detailed strategy for the Mana Trial is available in the dedicated Trial of Mana guide. This section provides a brief overview.

Quick Overview

Enemy Composition:

  • 19 Mimics (Level 18, high HP)
  • 1 Brigand (boss)

Reward:

  • Mana Prism (3/6 Prisms for Ash’s Vandalier class)

Difficulty: High - 19 Mimics is overwhelming

Strategy Summary:

  1. Defensive positioning
  2. Lure Mimics into manageable groups
  3. AOE magic (Phase Shift)
  4. Focus fire
  5. Defeat Brigand last

Recommended Level: 16-18 Recommended Party: Full party with Sorcerors for Phase Shift

For complete strategy, see Trial of Mana guide.


Act 3 Complete Summary

Battles Completed

# Battle Name Difficulty Gold Key Items
3.0 Plain of Sorrow Very Easy 1,850 None
3.1 Tower Defense Medium Variable None
3.2 Terasu Village Hard 6,750 UNICORN, GOLDCOIN
3.3 Basil Gate Medium 5,000 TAROT
3.4 Reed Highway Easy 5,500 M.STAFF
3.5 Prison Fortress Hard 6,000 GRIMHELM
3.6 Prison Fortress II Very Hard 11,880 MANA KEY, Zen Robe

Total Battles: 7 Total Gold: ~36,980 G (excluding variable Tower Defense)

Characters Acquired

Character Class Level Joined
Zohar Abu Sa’id Mage 14 After 3.0
Darius Archer 14 After 3.4

Full Party: 12 characters total (complete roster!)

Critical Items Obtained

For Trials:

  • TAROT (3.3) - Collector’s Treasure #2 for Chaos Key
  • MANA KEY (3.6) - Direct key for Trial #3 (Mana)

Equipment:

  • Zen Robe (3.6) - Boss drop armor
  • Grimhelm (3.5) - Heavy armor
  • Spirit Staff (3.5) - Magical weapon
  • Mage Gem (3.3) - Magic +8 accessory
  • Ironboot (3.3) - Heavy boots

Sellables:

  • Unicorn (3.2) - ~1,500 G
  • Gold Coin ×2 (3.2, 3.6) - 1,000 G each

Story Progression

Major Plot Points:

  1. 3-Year Time Jump - Party displaced into future
  2. Emperor Hel’s Dictatorship - Ishtaria under Imperial Government
  3. Ash Framed - Blamed for Magnus assassination
  4. Party Separated - Time warp split the group
  5. Gradual Reunion - Rejoining allies across Act
  6. Magic Stone Lore - Contains Flames of Justice
  7. Royal Ring - Lost Ashah artifact controlling Stone’s power
  8. Kira’s Betrayal - Helps prisoners escape, switching sides
  9. Prison Liberation - Clint, Eleni, Amon rescued
  10. Full Party Reunited - All 12 characters together

Foreshadowing:

  • Dolf and Hel searching for Royal Ring
  • Kira under surveillance by Xeno
  • Resistance movement growing
  • Magic Stone’s dangerous power

Unique Battle Mechanics Introduced

Tower Defense (3.1):

  • Protect objectives for X turns
  • Infinite enemy spawns
  • Must keep at least 1 tower alive

Escape Prevention (3.4):

  • Enemies flee instead of fight
  • Must stop escapes = instant loss
  • Pursuit and trap mechanics

Juggernaut Mechanics (3.5):

  • Rear-attack only damage rule
  • Front/side attacks useless
  • Positioning puzzle combat

Split Party (3.6):

  • Start with partial party
  • Reinforcements arrive later
  • Two-front coordination

Shopping & Equipment Guide

After Battle 3.2 (Terasu Village):

Priority Purchases:

  • Megaherbs (300 G each) - Now available for sale!
    • Buy 1-2 for each character
    • Critical for survival
  • Steel-tier weapons - Major upgrade from Iron
  • Scale Mail - Heavy armor upgrade
  • Mystic Robe - Mage/Priest armor upgrade

Budget:

  • ~6,750 G from 3.2 + carryover from Acts 1-2
  • Combined total so far: ~65,000+ G
  • Can afford full Steel tier for most characters

Recommended Distribution:

  • Fighters: Steel weapons + Scale Mail
  • Archers: Steel bows + Light armor
  • Mages: Mystic Robes + magic accessories
  • Priests: Spirit Staves + Mystic Robes
  • Everyone: Megaherbs (2 each if possible)

Experience & Leveling

Standard Level Progression:

  • Start: Level 14
  • End: Level 16-17

Farming Opportunities:

Tower Defense (3.1):

  • Can kill 15-21 Sparkies
  • ~150-200 EXP each
  • Great for class advancement prep
  • Get Zohar to Sorceror here!

Terasu Village (3.2):

  • Large enemy count
  • Good EXP if you farmed Sparkies

Class Advancement:

  • Visit Dojo after 3.0 (Zohar to Sorceror critical!)
  • Visit Dojo after 3.2 (any Level 10+ characters)

Trial Progress

Prisms Obtained:

  • Nova Prism (Act 1 - Trial #1)
  • Earth Prism (Act 2 - Trial #2)
  • Mana Prism (Act 3 - Trial #3) ← Can get now!

Progress: 3/6 Prisms Remaining: Chaos (needs TAROT+MACROMAN+RAMEN), Logos, Heaven

Chaos Key Items:

  • MACROMAN ✓ (Act 2)
  • TAROT ✓ (Act 3)
  • RAMEN (Act 4 - still needed)

Tips for Perfect Clear

Don’t Miss:

  • TAROT in Battle 3.3 (Chaos Key component)
  • MANA KEY in Battle 3.6 (Trial access)
  • ✓ Zen Robe boss drop (automatic)

Conserve Resources:

  • Tower Defense: Use 1-tower strategy if low on items
  • Prison Fortress: Save Herbs for boss battle
  • Boss Fight: Keep Megaherbs for emergency

Character Management:

  • Advance Zohar to Sorceror ASAP (Phase Shift critical!)
  • Keep Eleni alive in Prison battles (magic support essential)
  • Remember Clint = protagonist in 3.5 & 3.6 (not Ash!)

Common Pitfalls

❌ Missing TAROT:

  • Only available in 3.3
  • Required for Chaos Trial later
  • Locks you out if missed

❌ Missing MANA KEY:

  • Only available in 3.6
  • Required for Mana Trial
  • Permanently missable

❌ Not Advancing Zohar:

  • Joining at Level 14 (can advance immediately)
  • Phase Shift makes Tower Defense much easier
  • Critical for later battles

❌ Wasting Herbs in 3.5:

  • Next battle (3.6) is much harder
  • Save healing items for boss fight

❌ Clint Dies in 3.5/3.6:

  • Clint = protagonist in these battles
  • His death = game over (not Ash!)
  • Prioritize keeping him alive

Difficulty Assessment by Battle

Easiest:

  1. 3.0 (Plain of Sorrow) - Tutorial level
  2. 3.4 (Reed Highway) - Fun pursuit, enemies don’t fight

Medium:

  1. 3.1 (Tower Defense) - Unique but manageable
  2. 3.3 (Basil Gate) - Standard tactical battle

Hardest:

  1. 3.6 (Prison Fortress II) - “VERY TOUGH” boss battle
  2. 3.2 (Terasu Village) - “Much harder than it looks” gang-up AI
  3. 3.5 (Prison Fortress) - Tedious Juggernaut mechanics

Next Steps

After Act 3:

  • Full party of 12 reunited
  • Mana Trial accessible (if key collected)
  • Act 4 ahead: “The Successor”
  • Continue collecting Chaos Key components (RAMEN in Act 4)

Preparation for Act 4:

  • Ensure all 12 characters equipped
  • Stock Megaherbs (at least 1 per character)
  • Consider running Mana Trial for 3rd Prism
  • Advance classes at Dojo if Level 10+
  • Save game!

Previous Act: Act 2: Island of Madness Next Act: Act 4: The Successor

See Also:


Consolidated from sources:

  • Richard Uyeyama FAQ v1.1 - Battle data and coordinates
  • Lancel0t FAQ v0.9a - Story and general strategies
  • Wolverine Inc. FAQ - Perfect clear strategies
  • Shotgunnova FAQ - Detailed combat tactics and EXP optimization

Copyright © Konami Co., Ltd. | Guide compiled from FAQs by Jeff Chan, Lancel0t, Shotgunnova, Syonyx, Richard Uyeyama, and Wolverine Inc.