Act 4: The Successor
Table of Contents
- Act Overview
- Battle 4.1: Khanos City - Four Generals Ambush
- Battle 4.2: Great Masai Forest
- Battle 4.3: Old Town Warehouse - Trap Battle
- Battle 4.4: Magic Train Railroad - Moving Train Battle
- Battle 4.5: Fort Dain - Kira Rescue (Timed Battle)
- Act 4 Complete Summary
Act Overview
Act 4 — The Successor. Chase the Royal Ring to Kerachi as the rebellion drives the Empire back. 5 story battles · Lv 16–21 · full 12-member roster (no new joins). Characters hit Lv20 — visit the Dojo for second class advancement. Missable this act: RAMEN (last Chaos Key item; with Macroman + Tarot, trade at Kerachi Tavern for the Chaos Key).
Standard Level Range: 16-21 Total Battles: 5 story battles (plus 2 optional Trials) Recommended Party Size: 12 (full roster) Total Gold Available: ~80,460 G (including Trials)
Level 20 Milestone: Characters reach Level 20 in this Act! Visit the Dojo for second class advancement (e.g., Swordsman → Duelist, Sorceror → Enchanter).
Story Context
After the prison liberation at the end of Act 3, the Southern Area has been retaken by the rebellion. Imperial forces are in retreat, and the resistance movement is gaining momentum.
Eleni learns her father Magnus is dead, confirming the worst. The party’s new mission: travel to the Trade City of Kerachi to find the Royal Ring - a legendary artifact that can control the Magic Stone’s power.
This Act focuses on:
- Quest for the Royal Ring - Tracking down Ashah Dynasty artifact
- Diego’s Family Revelation - Carlo is Diego’s father
- Kira’s Capture and Rescue - Dolf imprisons her, party rescues her
- Xeno’s Pursuit - Ancient mage hunting the party
- Collector’s Treasures - Completing the Chaos Key quest
- Two Trials - Mana (#3) and Chaos (#4) become accessible
Characters This Act
No New Characters: Full roster of 12 continues
Character Developments:
- Kira: Captured by Dolf → Rescued → Rejoins party
- Diego & Carlo: Father-son relationship revealed and tested
- Xeno: Revealed as Zohar’s former pupil from 300 years ago
Critical Items This Act
| Item | Battle | Purpose |
|---|---|---|
| RAMEN | 4.4 (Railroad) | Collector’s Treasure #3 for Chaos Key |
| CHAOS KEY | Trade at Tavern | Trade 3 treasures to unlock Trial #4 |
| MANA PRISM | Mana Trial | Reward for Trial #3 (3/6 Prisms) |
| CHAOS PRISM | Chaos Trial | Reward for Trial #4 (4/6 Prisms) |
Missable Item: RAMEN is only available in Battle 4.4 (Railroad). Without it, you cannot complete the Chaos Key quest and access Trial #4!
Chaos Key Quest Completion
To unlock Trial #4 (Chaos), you must collect all 3 Collector’s Treasures:
| # | Item | Location | Status |
|---|---|---|---|
| 1 | MACROMAN | Act 2, Battle 2.1 (Ygdra Canyon) | Should have |
| 2 | TAROT | Act 3, Battle 3.3 (Basil Gate) | Should have |
| 3 | RAMEN | Act 4, Battle 4.4 (Railroad) | Get this Act! |
Trade Location: Kerachi Tavern (man interested in “strange objects”) Reward: CHAOS KEY (unlocks Trial #4)
Battle 4.1: Khanos City - Four Generals Ambush
Goal: Reach the village exit gate · Lose: Ash dies · Lv: 16
Treasure: HOLY H2O @ (18,15) East · AURA GEM @ (18,21) NE · [hidden] GOLD AXE @ (13,26) NE, tile marked by 3 holes
Strategy: Four bosses at once, all can heal. Turn 1: move the box 1 space east to block Kurtz’s charge. Kill Dallas first (closest, armor = magic-weak) with Phase Shift before he Extra-Heals — he can OHKO for ~128. Archers focus-fire the C. Hawks before they reach mages. Heal every turn (Ultra Healing); rotate counterattackers; kill bosses one at a time. Collect treasures at the end, then move everyone to the exit gate.
Enemies:
- Kane Assassin (boss) ×1 — Lv22, 161 HP, 91/79 — Healing Circle(2) R5, starts far SE
- Sabina Valkyrie (boss) ×1 — Lv18, 119 HP, 66/53 — Hyper Healing R8, starts SW
- Dallas Greatarmor (boss) ×1 — Lv21, 176 HP, 99/107 — Extra Healing R5, can OHKO, starts NW
- Kurtz War Master (boss) ×1 — Lv21, 143 HP, 69/65 — Dagger Storm R5 AOE, starts NE
- C. Knight ×10 — Lv19, 140 HP, 80/69
- C. Armor ×2 — Lv19, 160 HP, 90/97
- C. Hawk ×2 — Lv18, 142 HP, 93/73 — flying, kill first
Recommended Level: 16 Map Size: 20×28 grid Victory Condition: Arrival at village exit Defeat Condition: Death of Ash
4 BOSS BATTLE: Kane, Dallas, Kurtz, and Sabina all attack at once! Each has healing abilities. This is one of the toughest battles in the game.
BEFORE BATTLE: Make sure you’re FULLY EQUIPPED! Steel armor minimum, Great-tier ideal. After this battle, Khanos City becomes inaccessible - you cannot return to shop!
Enemy Composition
| Enemy Type | Count | Level | HP | AT | DF | AGL | Spells |
|---|---|---|---|---|---|---|---|
| Kane Assassin (Boss) | 1 | 22 | 161 | 91 | 79 | 79 | HEALING CIRCLE(2) R5 |
| Sabina Valkyrie (Boss) | 1 | 18 | 119 | 66 | 53 | 63 | HYPER HEALING R8 |
| Dallas Greatarmor (Boss) | 1 | 21 | 176 | 99 | 107 | 57 | EXTRA HEALING R5 |
| Kurtz War Master (Boss) | 1 | 21 | 143 | 69 | 65 | 88 | DAGGER STORM R5 |
| C. Knight (Kn) | 10 | 19 | 140 | 80 | 69 | 69 | None |
| C. Armor (Ar) | 2 | 19 | 160 | 90 | 97 | 52 | None |
| C. Hawk (Ai) | 2 | 18 | 142 | 93 | 73 | 70 | None |
Total Gold: 15,840 G
Total Enemies: 17 (4 bosses + 13 regular units)
Boss Analysis
Kane Assassin:
- Highest level boss (22)
- HEALING CIRCLE(2) can heal allies in area
- High AT and AGL = dangerous
- Starts in SE with large entourage
- May not advance until late battle
Sabina Valkyrie:
- HYPER HEALING (range 8!) = extreme support range
- Can heal from far distance
- Moderate stats but annoying healing
- Starts in SW with group
Dallas Greatarmor:
- Heaviest armor (DF 107!)
- EXTRA HEALING (self-heal)
- Highest HP (176)
- Weak to magic (Armor class)
- Can OHKO characters (author reports 128 damage hit!)
- Starts in NW (closest to party)
Kurtz War Master:
- DAGGER STORM - AOE attack hitting all adjacent tiles
- ~70 damage to surrounding targets
- Highest AGL (88) = acts often
- Monk class = balanced stats
- Starts in NE
Healing Nightmare: All 4 bosses can heal! Focus-fire one at a time or they’ll outheal your damage.
Treasure & Items
Chests (2):
| Location | Coordinates | Item | Value/Use |
|---|---|---|---|
| East area | (18,15) | HOLY H2O | Heals ALL allies fully, any range! |
| Northeast | (18,21) | AURA GEM | Magic attack +8 accessory |
Hidden Items (1):
| Coordinates | Item | Location Description |
|---|---|---|
| (13,26) | GOLD AXE | NE area, tile marked by 3 holes/dimples |
Holy H2O is extremely valuable! Full party heal from any distance. Save for emergencies or later boss battles.
Battle Strategy
Difficulty Assessment: Very Hard - “Pretty bad, but NOT if you stick together and heal after every round!!!”
This battle presents a critical strategic choice:
Strategy #1: Escape Route (Safer, Less EXP) Strategy #2: Fortify & Fight (Harder, Maximum EXP)
Most players should use Strategy #2 for the massive EXP gains that push characters to Level 20.
Strategy #2: Fortify & Fight (Recommended)
Advantages:
- “EXP goldmine” per author
- Push entire party to Level 20
- All treasures collectible
- Kane may not engage until late (he’s far away)
- Plenty of time to clear Dallas and Kurtz
Disadvantages:
- Much harder than escape
- Requires excellent tactics
- Heavy healing item consumption
- Long battle
Phase 1: Critical Opening (Turn 1)
TURN 1 PRIORITY ACTION:
CRITICAL: Someone must move box one space east (near Kurtz’s group)!
Box Positioning:
- Box is near NE (Kurtz’s starting area)
- By default, Kurtz’s group can charge directly south
- Moving box 1 space east blocks this route
- Forces Kurtz to take long backdoor (east-to-west) route
- Prevents pincer attack!
- Buys you 3-4 turns before Kurtz arrives
Who Moves Box:
- Fast character (Hawknight, Monk, etc.)
- Someone who can then retreat to safety
- Not a critical fighter needed for Dallas
Rest of Party Turn 1:
- Stay grouped at starting position
- Don’t advance yet - let enemies approach
- Position for defensive counterattacks
- Prepare magic users for Turn 2
Box Strategy is KEY: Authors repeatedly emphasize this. Without blocking Kurtz, you face 3 groups at once = overwhelming!
Phase 2: Dallas & Northwest Group (Turns 2-4)
Why Dallas First:
- Closest to starting position (NW corner)
- Smallest entourage (only 2 helpers)
- Armored units weak to magic
- Must kill fast before he heals
Dallas Group Composition:
- Dallas Greatarmor (L21, 176 HP)
- 2 C. Armor (L19, 160 HP each)
- Total: 3 enemies
Turn 2 - Let Them Approach:
- Dallas’s group advances toward party
- Don’t move forward yet - maintain defensive position
- They walk into your counterattack range
- Prepare Phase Shift and Roman Fire
Turn 3 - Magic Barrage:
Zohar/Eleni (Sorcerors):
- Phase Shift into Dallas’s group
- R3-7, F1 = can hit all 3
- ~100+ damage to each Armor unit!
- May one-shot the C. Armors
- Heavily damages Dallas
- Roman Fire as backup AOE
- Good if Phase Shift already used
Archers:
- Fire into Dallas from range
- Soften C. Armors if still alive
- 40-50 damage each
Frontline:
- Don’t engage Dallas in melee yet - he hits for 100+ damage!
- Clean up C. Armors if wounded
- Stay in formation
Turn 4 - Finishing Dallas:
Dallas One-Shot Potential: Author reports “Dallas OHKO’d 128 HP once!” Keep characters at full HP when engaging!
Strike Fast Strategy:
- Dallas should be ~80-100 HP remaining after Turn 3 magic
- Before he can heal, strike with 2-3 strong attackers
- Recommended hitters:
- Grog (Duelist) - high AT
- Dolan (Duelist) - high AT
- Ash (Champion) - NOTE: “Ash isn’t too good against Dallas” - use others
- Kill in one turn before Extra Healing
If Dallas Heals:
- Extra Healing restores ~40 HP
- Repeat magic barrage
- Don’t let him heal multiple times
Phase 3: C. Hawks (Turns 3-5)
C. Hawk Analysis:
- Flying Airman units (2 total)
- High mobility = reach backline quickly
- Priority threat to mages/healers
- Start from various positions
Turn 3-4 - Hawks Closing In:
- As Dallas battle concludes, Hawks probably approaching
- Flying over obstacles to reach mages
Hawk Elimination:
- Archers focus fire - very effective vs Hawks
- Diego (Sniper/Sky Lord)
- Amon (Sniper)
- Darius (Sniper)
- Two arrows typically kill each Hawk
- Kill Hawks before they reach mages!
“Take out Crimson Hawks first” - Priority target! Don’t let them harass your backline.
Phase 4: Kurtz & Northeast Group (Turns 5-7)
Kurtz Arrival:
- If you moved box Turn 1, Kurtz arrives around Turn 5-6
- Forced to take long route (east-to-west backdoor)
- You’ve already cleared Dallas by now
Kurtz Group Composition:
- Kurtz War Master (L21, 143 HP)
- 3 C. Knight (L19, 140 HP each)
- Total: 4 enemies
Kurtz Boss Mechanics:
- DAGGER STORM - Hits all tiles within 1 space
- ~70 damage to each target hit
- Range 5 = decent reach
- Can devastate clustered party
Turn 5-6 - Position for Kurtz:
Defensive Formation:
- Fill all gaps in your formation
- Create solid wall of fighters
- Only one enemy can attack per turn if positioned correctly
- Mages behind frontline (out of Dagger Storm range)
Chokepoint Tactics:
- Use building corners/edges
- Force Kurtz through narrow passage
- He can only attack one character per turn if properly positioned
Turn 6-7 - Killing Kurtz:
Phase Shift Still Effective:
- Zohar/Eleni use magic on Kurtz group
- ~50+ damage to each
- Soften C. Knights
Physical Assault:
- Counterattack C. Knights as they approach
- Gang up on Kurtz with 3-4 fighters
- Watch out for Dagger Storm - don’t cluster!
- Kill supporting Knights first, then Kurtz
Dagger Storm Prevention:
- Don’t put 3+ characters adjacent to Kurtz
- He’ll Dagger Storm and hit all
- Spread attackers around him (not clustered)
Phase 5: Kane & Southeast Group (Turns 7-10+)
Kane’s Behavior:
- Starts far away in SE corner
- “May not advance until late fight” per author
- Largest entourage (3 C. Knights + 1 C. Hawk)
- Sometimes stays idle if can’t reach
Kane Group Composition:
- Kane Assassin (L22, 161 HP) - highest level boss!
- 3 C. Knights (L19, 140 HP each)
- 1 C. Hawk (L18, 142 HP) - if not killed earlier
- Total: 5 enemies initially
Turn 7-9 - Kane Approaches (or doesn’t):
Enemy AI Behavior:
- “No precedence to special characters when moving”
- Enemies idle if can’t get close-range access
- Kane often waits for his group
- Use this time to heal and prepare
Baiting Strategy:
- After Kurtz dies, advance toward Kane
- His group starts moving
- Enemies weakened by Roman Fire advance first
- Get counterattacked and die
- This thins Kane’s entourage
Turn 9-10+ - Kane Battle:
Warning: Multiple counterattacks weaken the counterattackee! Don’t use same character to counterattack all enemies.
Approach:
- Let C. Knights approach first
- Roman Fire into group
- Counterattacks finish weakened Knights
- Rotate counterattackers - don’t let one take all hits
- Keep Ash protected - “Make sure Ash isn’t one with head on chopping block”
Kane Himself:
- HEALING CIRCLE(2) can heal nearby allies
- Kill his supporters first (denies healing targets)
- Then focus Kane with 3-4 attackers
- High AGL = acts often
Sustained Healing Strategy
Author’s Emphasis: “Heal after EVERY round!!!” This is the key to survival.
Healing Every Turn:
- Sara (Archbishop): Ultra Healing or Supreme Healing
- Huxley (Archbishop): Ultra Healing or Supreme Healing
- Megaherbs from inventory as backup
Ultra Healing vs Healing Plus:
“When in doubt: Ultra Healing. Only costs 1 MP more than Healing Plus, always does more.”
At Level 16-20:
- Ultra Healing: ~50-70 HP restored
- Healing Plus: ~40-50 HP restored
- Ultra Healing becoming superior
Archbishop Holy Lightning:
“Bishops’ Holy Lightning quite powerful (unexpectedly)”
- Holy Lightning: Offensive spell, ~60-80 damage
- When MP gets low late battle, use to squeeze out win
- Cheaper than big spells, decent damage
- Can hit bosses effectively
Treasure Collection
Safe Collection Time:
- After Kane’s group is dead or heavily wounded
- Keep 1 enemy alive while collecting (Grenadier or wounded Knight)
Collection Missions:
Priority 1 - Holy H2O (East):
- Send Hawknight or fast unit to (18,15)
- Open chest → HOLY H2O
- Full heal all allies, any range!
- Extremely valuable item
Priority 2 - Aura Gem (NE):
- Character moves to (18,21)
- Open chest → AURA GEM
- Magic attack +8 accessory
- Equip on Zohar or Eleni
Priority 3 - Gold Axe (Secret):
- Character moves to (13,26) in NE area
- Look for “3-dot tile” or “stone with 3 dimples”
- Search → GOLD AXE
- Just a sellable (no special stats)
Finish Battle:
- Kill last enemy
- Move all allies to exit gate (must leave Khanos)
- Battle ends when all at gate
Strategy #1: Escape Route (Alternative)
For players who want faster/safer completion:
Concept: Run to exit instead of fighting all enemies.
Execution:
Turn 1:
- Move party toward SW
- Character hits SW switch
- Lowers bridge through south-middle
- Opens path to exit gate
Problem:
- Dallas’s team starts near SW
- Annoying to get past him
Turn 2-4:
- Mass-damage magic (Phase Shift, Roman Fire) into Dallas group
- Kill or severely wound to clear path
- Run past toward bridge
Bottleneck Fighting:
- Must still fight Kane/Sabina’s groups at bottleneck
- Phase Shift/Roman Fire into masses
- Creates opening to run through
Final Sprint:
- Get all allies outside gate area
- Don’t need to kill all enemies
- Victory when all escape
Even with escape strategy, you’ll get decent EXP. But Strategy #2 (fortify) gives much more - recommended for Level 20 push.
Common Mistakes
❌ Not Moving the Box Turn 1:
- Kurtz charges directly at you Turn 2-3
- Face 3 groups at once
- Overwhelming = likely party wipe
❌ Letting Bosses Heal Repeatedly:
- Dallas heals self
- Kane heals others
- Sabina heals from range 8
- Must kill faster than they heal!
❌ Clustering vs Kurtz:
- Dagger Storm hits all adjacent tiles
- 3 characters clustered = all take 70 damage
- Spread attackers around him
❌ Not Healing Every Turn:
- Damage accumulates
- Sudden death from gang-up
- Heal every single turn without exception!
❌ Ash Counterattacking Everything:
- Multiple counterattacks weaken character
- Ash has lower DF than Knights
- Rotate counterattackers
✓ Correct Approach:
- Move box Turn 1 (blocks Kurtz)
- Kill Dallas first (closest, magic weak)
- Heal every turn (Ultra Healing)
- Fill gaps (limit attacks per turn)
- Rotate counterattackers (spread damage)
- Kill bosses one at a time (focus fire)
- Collect treasures safely at end
Post-Battle
Story: Dolf learns Kira helped Clint escape and throws her in the brig; Xeno swears to help Dolf overthrow Hel. Khanos City is now inaccessible — you cannot return to shop.
Story Events:
- Dolf discovers Kira helped Clint escape (prison liberation in Act 3)
- Xeno witnessed her betrayal
- Kira thrown in brig (imprisoned by Dolf)
- Xeno sworn to help Dolf overthrow Hel (alliance formed)
CRITICAL: After defeating enemies, you cannot return to Khanos City! The city becomes inaccessible for the rest of the game. Hope you bought all equipment before battle!
Level Check:
- Most characters should be 17-19 now
- Some may hit Level 20
- Visit Dojo for class advancements!
Next Destination: Great Masai Forest
Battle 4.2: Great Masai Forest
Goal: Defeat all enemies · Lose: Ash dies · Lv: 18
Treasure: None · [hidden] KINGFOIL @ (17,22) NE riverside crater · [hidden] AURA GEM @ (11,5) S, spiral/shell tile at top of waterfall
Strategy: 22 low-level enemies but easy. Split the party across the two bridges (north and south) with a healer in each group. Use trees to obscure the Bugaboos’ huge ranged attacks. One strong hit kills a Bugaboo (69 HP); Wights take 2. Grab both secrets, converge in the middle, clean up.
Enemies:
- Bugaboo ×12 — Lv10, 69 HP, 39/31 — long-range flying archers, gang up
- Wight ×10 — Lv11, 84 HP, 49/43 — close-range fighters
Recommended Level: 18 Map Size: 20×24 grid Victory Condition: Destruction of all enemies Defeat Condition: Death of Ash
Large Enemy Count: 22 enemies total! Good for experience farming, but manage positioning carefully.
Enemy Composition
| Enemy Type | Count | Level | HP | AT | DF | AGL | Notes |
|---|---|---|---|---|---|---|---|
| Bugaboo (Bo) | 12 | 10 | 69 | 39 | 31 | 37 | Long-range archers |
| Wight (Kn) | 10 | 11 | 84 | 49 | 43 | 43 | Close-range fighters |
Total Gold: 17,160 G (highest in Act so far!)
Total Enemies: 22
EXP Opportunity: 22 enemies = excellent for leveling! Combined with good gold, this is a farming battle.
Enemy Analysis
Bugaboo (Archer class):
- HUGE long-range attack range (per author)
- More numerous (12 total)
- Low HP (69) = one-shot by strong attackers
- Gang-up behavior - tend to focus one character
- Flying movement (can cross terrain)
- Main threat in this battle
Wight (Knight class):
- Typical close-range fighters
- Moderate HP (84) = 2 hits to kill
- Less dangerous than Bugaboos
- Slower movement
- Secondary threat
Bugaboo Danger: “Bugaboos tend to gang up on a character from a VERY long distance!” - Multiple archers firing at once = quick death.
Treasure & Items
Chests: None
Hidden Items (2):
| Coordinates | Item | Location Description |
|---|---|---|
| (17,22) | KINGFOIL | NE corner, cracked crater / hole in riverside |
| (11,5) | AURA GEM | S area, spiral-marked tile / fossil print / shell at top of waterfall |
“Both are very obvious” - Easy to spot with visual markers.
Battle Strategy
Difficulty Assessment: Easy/Fun - “Very fun and basic fight”
Despite 22 enemies, this is one of the easier battles in Act 4. Enemies are lower-level than your party, and the map layout favors defensive positioning.
Recommended Strategy: Split Party Bridges
Map Layout:
- Waterfall in center/south
- Two bridges crossing water (north and south)
- Trees and terrain for cover
- Multi-level elevation
Split Groups:
- Group 1: 5-6 characters to North bridge
- Group 2: 5-6 characters to South bridge
- Spread forces to collect both secrets efficiently
Send clerical unit (healer) with each group! Sara with one, Huxley with other.
Phase 1: Bridge Positioning (Turns 1-2)
North Bridge Group:
- 5-6 characters move toward north bridge
- Include healer (Sara or Huxley)
- Cross bridge to engage enemies on other side
- Position for NE secret (Kingfoil)
South Bridge Group:
- Remaining characters toward south bridge
- Include healer (the other priest)
- Cross to engage enemies
- Position for S secret (Aura Gem at waterfall)
Why Split Works:
- Covers both treasure locations
- Enemies split attention between groups
- Neither group gets overwhelmed
- “Enemies’ long-range plays into height advantage” - you can shoot back
Phase 2: Combat Tactics (Turns 2-5)
Anti-Bugaboo Tactics:
Use Scenery:
- Trees obscure Bugaboo range
- Position behind trees
- Limits how many can fire at you
- “Use scenery (trees) to obscure their range”
Focus Fire:
- One hit from strong attacker kills Bugaboos
- High-AT characters one-shot them
- Archers excellent (archer vs archer)
- Don’t waste overkill damage
Priority Target:
- Kill Bugaboos closest to your position first
- Work outward from your group
- Clear line of sight threats
- Wights are lower priority (they have to close distance)
Combat Math:
- “Overall: 2 attacks kill each enemy”
- Bugaboos: 1 strong hit (69 HP)
- Wights: 2 hits (84 HP)
- Easy cleanup
Magic Usage:
Phase Shift:
- Good if 3+ Bugaboos grouped
- ~50+ damage = doesn’t quite one-shot at this level
- Leaves them wounded for physical finish
Roman Fire:
- Similar to Phase Shift
- Use on Wight groups (higher HP)
Healing:
- Should be minimal
- “Not damaging unless hit Hawknight”
- Bugaboos hurt flying units most
- Heal when damaged, otherwise attack
Phase 3: Secret Collection (Turns 3-6)
Kingfoil (NE Corner):
- North bridge group sends character NE
- Coordinates: (17,22)
- “NE riverside crater” or “hole in NE corner”
- Search → KINGFOIL (healing item)
Aura Gem (South Waterfall):
- South bridge group sends character south
- Coordinates: (11,5)
- “Shell at top of waterfall” or “fossil print” or “spiral-marked tile”
- Search → AURA GEM (magic attack +8)
Both secrets have visual markers making them easy to find. Look for crater/shell/spiral patterns on ground.
Phase 4: Cleanup (Turns 5-8)
Once Bugaboos Thinned:
- Remaining Wights approach for melee
- Much less dangerous (close-range only)
- Counterattacks effective
- Standard physical combat finishes them
Convergence:
- Two groups can meet in middle
- Combine to eliminate stragglers
- Flying units chase down fleeing enemies
- Victory when all 22 dead
Common Mistakes
❌ Not Splitting Party:
- Keeping all 12 together
- Can’t reach both secrets efficiently
- Enemies swarm one location
❌ Ignoring Bugaboo Range:
- Walking into open areas
- 5-6 Bugaboos fire at once
- Character drops quickly
❌ Overkilling Bugaboos:
- Using strongest attacks on 69 HP enemies
- Wasting damage potential
- Let weaker characters finish them
❌ No Healers with Groups:
- Split party but both healers in one group
- Other group has no healing
- Casualties result
✓ Correct Approach:
- Split party across two bridges
- Healer with each group
- Use trees for cover
- One-shot Bugaboos efficiently
- Collect both secrets
- Simple cleanup
Post-Battle
Story: Zohar reveals Xeno was his pupil 300 years ago and caused his time warp. In Kerachi, Carlo is revealed as Diego’s estranged father; the Royal Ring exchange is arranged at the Old Town Warehouse.
Shop (Kerachi): Life Orbs now available (9,000 G, full heal) plus Great-tier weapons — buy everything before the warehouse. Dojo now offers second advancement for Lv20 characters (Swordsman → Duelist, Sorceror → Enchanter).
Story Events:
Scene: Xeno Revelation:
- Party meets Xeno directly (confrontation)
- Zohar reveals: Xeno was his pupil 300 years ago!
- Xeno responsible for Zohar’s time warp (Act 3 time displacement)
- Xeno’s goal: Rekindle the Flames of Judgement (destroy world?)
Carlo’s Mansion (Kerachi):
- Travel to Trade City Kerachi
- Visit Carlo’s Mansion
Major Reveal:
- Carlo is Diego’s father!
- Carlo involved in purchase of Royal Ring
- Diego has forsaken family name due to contempt for father
- Strained relationship
- Exchange for Ring arranged at Old Town Warehouse
Town Services:
Kerachi City:
- Shop: New equipment available!
- Life Orbs now for sale (9,000 G) - expensive but full heal
- Great-tier weapons appearing
- Stock up before warehouse battle
- Dojo: Advance Level 20 characters!
- Second class advancement available
- Swordsman → Duelist
- Sorceror → Enchanter
- etc.
- Tavern: Important information!
- Man mentions interest in “strange objects”
- Foreshadowing Chaos Key quest
- Talks about 3 secret treasures
- (Macroman, Tarot, Ramen)
Author’s Recommendation: “In town buy everything. All my [guys] were loaded and fully armoured.” Stock up now - next battles are tough!
Level Status:
- “Most of my guys were now Lev20 or higher” per author
- Level 20 = double advancement possible
- Can advance twice in a row at Dojo if Level 20+
Next Destination: Old Town Warehouse
Battle 4.3: Old Town Warehouse - Trap Battle
Goal: Defeat all enemies · Lose: Ash dies · Lv: 19
Treasure: None
Strategy: You start surrounded with the enemy on high ground. Pick ONE direction and move the whole party as a group toward it — don’t split. Phase Shift spam wrecks the Gold Golems (100+ dmg, armor = magic-weak) and softens Skeletons for counterattack kills. Kill the flying Eggworm “spitters” early — their long range is the main threat. Watch gang-ups and keep Ash protected; expect some casualties.
Enemies:
- Skeleton ×8 — Lv16, 119 HP, 68/59 — close-range fighters
- Eggworm ×4 — Lv13, 88 HP, 49/39 — flying archers, kill early
- Gold Golem ×4 — Lv16, 136 HP, 77/83 — heavy armor, weak to magic
Recommended Level: 19 Map Size: 23×23 grid Victory Condition: Destruction of all enemies Defeat Condition: Death of Ash
Trap Setup: Carlo and Xeno have set up an ambush! Enemies gang up aggressively.
Enemy Composition
| Enemy Type | Count | Level | HP | AT | DF | AGL | Notes |
|---|---|---|---|---|---|---|---|
| Skeleton (Kn) | 8 | 16 | 119 | 68 | 59 | 59 | Close-range fighters |
| Eggworm (Bo) | 4 | 13 | 88 | 49 | 39 | 47 | Flying archers |
| Gold Golem (Ar) | 4 | 16 | 136 | 77 | 83 | 45 | Heavy armor units |
Total Gold: 13,760 G
Total Enemies: 16
Enemy Analysis
Skeleton (Knight class):
- Most numerous (8 total)
- Moderate stats across board
- Gang-up behavior
- Close-range threat
Eggworm (Archer class):
- Flying projectile enemies
- “New breed of projectile-spewing filth”
- All sides with high ground advantage
- Will NOT bode well for Hawknights!
- Ranged attack threat
- Priority targets
Gold Golem (Armor class):
- Heavy armor (DF 83)
- High HP (136)
- Slow movement (AGL 45)
- Weak to magic! (rock-paper-scissors)
- Take 100+ damage from Phase Shift
Treasure & Items
Chests: None
Hidden Items: None
Battle Strategy
Difficulty Assessment: Hard - “Kinda hard” / “I lost all but 4 guys to the spitters”
Author’s Experience: Lost 6 of 12 characters! Heavy casualties expected. This is one of the harder battles in Act 4.
Starting Situation (Difficult)
Surrounded Formation:
- Party starts in center of warehouse
- Eggworms on all sides with high ground
- Gold Golems scattered around perimeter
- Skeletons filling gaps
- Enemy has height advantage initially
First Turn is Critical:
“First few turns crucial but can be easy” if you execute properly
Phase 1: Pick a Direction (Turn 1)
Critical Decision:
- Decide which direction to move (North or South)
- Pick structure where one Eggworm is
- Move everyone toward that direction as a group
- Don’t split party - stay together!
Why This Works:
- Concentrates firepower
- Enemies can’t surround you
- Takes high ground from one Eggworm group
- Creates defensive position
Turn 1 Execution:
Entire Party:
- Move toward chosen direction (e.g., North structure)
- Stay grouped - no stragglers
- Prepare Phase Shift - Zohar/Eleni ready to cast Turn 2
- Climb to high ground if possible
Phase 2: Phase Shift Devastation (Turns 2-3)
Author’s Tactic: “Watch who they gang up on, make sure to protect Ash. I used Phase Shift alot.”
Turn 2 - Magic Assault:
Zohar (Enchanter):
- Phase Shift into enemy masses
- Should hit 3-4 enemies (Golems + Skeletons)
- Kills nearby golems with ease (100+ damage!)
- Damages Skeletons enough for single counterattack kill (~50 damage)
- “Sets them up for huge Phase Shift in coming turns”
Eleni (Enchanter):
- Phase Shift into different group
- More mass destruction
- Multiple Golems eliminated
Why Phase Shift Dominates:
- Golems weak to magic (Armor class)
- 100+ damage to Golems (136 HP) = near one-shot
- 50+ damage to Skeletons (119 HP) = weakened for counterattack finish
- R3-7, F1 = hits area, can hit 3-4 enemies
- “Phase Shift like it’s going out of style!”
Turn 3 - Continued Barrage:
- Second round of Phase Shifts
- “Leaves ~half field out of range”
- Positions them for huge Phase Shift next turn
- Systematic elimination
Phase 3: Eggworm Priority (Turns 2-4)
Eggworm Threat:
- Flying = high mobility
- Ranged = attacks from distance
- High ground = advantageous position
- Multiple angles of attack
- “Long-range stranglehold”
Elimination Strategy:
- Take out quickly to ease pressure
- Archers focus fire (Diego, Amon, Darius)
- Two arrows per Eggworm (88 HP)
- Flying units engage flying enemies
- When close-range forces thin, less effective - kill early!
Priority:
- Eggworms nearest your position
- Ones with clear line of fire
- Those targeting mages/healers
- Work outward from your group
Phase 4: Watch for Gang-Ups (All Turns)
Gang-Up AI: “Spitters gang up on characters” - Multiple enemies focus one target.
Gang-Up Detection:
- Watch enemy positioning each turn
- Look for multiple enemies in range of one character
- “Watch who they gang up on”
Protection Tactics:
Protect Ash:
- “Make sure to protect Ash”
- Don’t let him get isolated
- Keep surrounded by allies
- Ash death = game over
Defensive Formation:
- Frontline: Grog, Dolan, Clint (high DF knights)
- Mid-range: Archers and flying units
- Backline: Zohar, Eleni, Sara, Huxley (mages/healers)
- Never leave mages exposed!
Heal Frequently:
- Heal targeted characters immediately
- Don’t wait for next turn
- Gang-ups can kill in one turn cycle
- Megaherbs if priests busy
Phase 5: Danger Zone - First Enemy Turn
“If anyone dies, it’s probably first enemy turn. Everyone finds target to gang up on.”
First Enemy Turn (Turn 2):
- All enemies activate
- Each looks for targets
- They coordinate gang-ups - AI focuses fire
- Most dangerous moment in battle
Survival Tactics:
- Grouped formation limits exposed targets
- Knights in front absorb attacks (high HP/DF)
- Mages behind = out of range
- Spread positioning slightly - not all clustered
- Clustered = one Phase Shift/AOE hits all
- Spread = only one target per enemy
Expected Casualties:
- Author lost 6 characters even playing well
- Accept some losses
- Prioritize keeping Ash, Zohar, Eleni, Sara alive
- Knights can fall if necessary
Phase 6: Cleanup (Turns 4-6)
Once Golems and Eggworms Dead:
- Only Skeletons remain
- Much easier (standard melee enemies)
- Counterattacks effective
- Simple physical combat
Convergence:
- Regroup party if spread
- Heal wounded characters
- Eliminate remaining Skeletons
- Victory
Common Mistakes
❌ Splitting Party:
- Trying to fight on multiple fronts
- Characters get isolated
- Gang-ups kill isolated members
❌ Ignoring Eggworms:
- Focusing on Skeletons/Golems first
- Eggworms continue shooting from range
- Long-range pressure accumulates
❌ Not Using Phase Shift:
- Physical attacks vs Golems = inefficient
- Takes 3-4 hits to kill without magic
- Phase Shift one-shots them
❌ Exposing Ash:
- Letting Ash get surrounded
- Gang-up kills him = game over
- Must protect protagonist
✓ Correct Approach:
- Pick one direction, move entire party
- Phase Shift spam vs Golems
- Kill Eggworms quickly
- Protect Ash at all costs
- Stay grouped
- Accept some casualties
Post-Battle
Story: Carlo had set up the ambush with Xeno, but at the last moment defends Ash’s party and reconciles somewhat with Diego. The Royal Ring is being moved to Shumeria by train — intercept it at the Magic Train Station.
Story Events:
Carlo’s Redemption:
- Carlo set up the party - betrayal revealed!
- He was working with Xeno (trap arranged)
- At last moment, Carlo defends company - saves Ash’s party!
- Carlo recovers from his wounds later
- Father-son talk between Carlo and Diego
- Complicated relationship explored
- Some reconciliation between them
Royal Ring Location:
- Ring being taken back to Shumeria by train
- Next target: Magic Train Station
- Must intercept ring during transport
Level Status:
“Most of my guys were now Lev20 or higher”
- Majority of party Level 20+
- Can advance twice in row at Dojo
- Final class tiers opening up
Next Destination: Magic Train Station
Battle 4.4: Magic Train Railroad - Moving Train Battle
Goal: Defeat Dallas · Lose: Ash dies · Lv: 20
Treasure: None · [hidden] RAMEN @ (11,3) front car floor grate near Dallas — Collector’s Treasure #3 for the Chaos Key
Strategy: Longest map in the game (64×8); the flatbed cars disconnect on a timer, so advance forward fast. Clear each car with 2 Roman Fires + arrows. Conserve MP for Dallas’s car — Phase Shift the C. Armors and Dallas (armor = magic-weak; his physical hits can OHKO, so keep mages out of melee). Kill the C. Shooters before flying Hawknights forward. GRAB RAMEN @ (11,3) BEFORE killing Dallas — his death ends the battle and you lose it forever.
Enemies:
- Dallas Greatarmor (boss) ×1 — Lv21, 176 HP, 99/107 — Extra Healing R5, physical can OHKO
- C. Knight ×8 — Lv17, 126 HP, 72/63
- C. Shooter ×4 — Lv17, 113 HP, 63/50 — ranged
- C. Armor ×4 — Lv18, 152 HP, 86/93 — heavy armor
Recommended Level: 20 Map Size: 64×8 grid (LONGEST MAP IN GAME!) Victory Condition: Defeat of Dallas Defeat Condition: Death of Ash
Boss Return: Dallas Greatarmor is back! He can heal himself again. Must kill quickly.
CRITICAL ITEM: RAMEN is hidden on this map! Collector’s Treasure #3 for Chaos Key. Don’t finish battle without it!
Enemy Composition
| Enemy Type | Count | Level | HP | AT | DF | AGL | Spells |
|---|---|---|---|---|---|---|---|
| Dallas Greatarmor (Boss) | 1 | 21 | 176 | 99 | 107 | 57 | EXTRA HEALING R5 |
| C. Knight (Kn) | 8 | 17 | 126 | 72 | 63 | 63 | None |
| C. Shooter (Bo) | 4 | 17 | 113 | 63 | 50 | 60 | Ranged attacks |
| C. Armor (Ar) | 4 | 18 | 152 | 86 | 93 | 50 | Heavy armor |
Total Gold: 16,920 G
Total Enemies: 17
Boss: Dallas Greatarmor (Returns from 4.1)
Stats:
- Level 21, 176 HP
- AT 99, DF 107 (extremely high defense!)
- EXTRA HEALING R5 (self-heal, ~40 HP)
- Armor class = weak to magic
- Physical attacks POWERFUL - can OHKO weaker characters
- “Dallas weak to magic (not as weak as armored counterparts)”
Dallas Threat: Physical attacks can one-shot characters! Keep everyone at full HP when engaging. Use magic for damage.
Special Mechanics: Moving Train
Map Layout:
- 64 squares wide - longest map in entire game!
- 8 squares tall (narrow height)
- Train with multiple flatbed cars
- Each car has enemies
- Cars arranged in sequence
Car Release Schedule:
| Car | Release After | Notes |
|---|---|---|
| Car 1 | Immediately available | Front car, nearest start |
| Car 2 | 2 turns | Short gap |
| Car 3 | 5 turns | Medium gap |
| Car 4 | 8 turns | Long gap |
| Car 5 (Dallas) | 11 turns | Longest gap - 4 turns before disconnect |
Time Pressure: Cars disconnect after couple turns! “Flatbed train cars disconnect after couple turns” - Advance forward swiftly!
Longest Car:
- Car with height differential takes 4 turns to disconnect
- Gives you 4-turn window to clear it
- Dallas is on this car (final car)
Treasure & Items
Chests: None
Hidden Items (1):
| Coordinates | Item | Location Description | Notes |
|---|---|---|---|
| (11,3) | RAMEN | Front car, floor grate near Dallas | CHAOS KEY ITEM #3! |
CRITICAL: RAMEN is Collector’s Treasure #3! Need: MACROMAN (Act 2) + TAROT (Act 3) + RAMEN (Act 4) to trade for Chaos Key! DO NOT FINISH BATTLE WITHOUT IT!
Battle Strategy
Difficulty Assessment: Medium - “Pretty simple” but time pressure
The challenge isn’t the enemies (relatively straightforward), but the time limit imposed by disconnecting cars and the long map requiring fast movement.
Turn-by-Turn Strategy
Turn 1 - Car 1 Assault:
Speed is Essential: “Advance forward swiftly!” - Dallas’s comments should frighten slower players.
Opening Barrage:
- 2 Roman Fires into Car 1 enemies
- Some arrows from archers
- Rolling Fire if order messed up (Ash’s Hero spell?)
- “First car taken out Turn 1”
Why This Works:
- Enemies grouped on car = perfect AOE target
- Roman Fire hits 2-3 enemies each
- ~50-60 damage per target
- Arrows finish wounded
- “Basically massacre”
Turn 1 Results:
- Car 1 enemies dead or nearly dead
- Draws Car 2 enemies into range
- Path clear to advance
Turn 2 - Car 2 Engagement:
Advance Party:
- Frontline moves onto cleared Car 1
- Ranged units fire at Car 2 enemies
- Magic users position for Car 3 barrage
Car 2 Tactics:
- Same as Car 1: AOE magic + arrows
- “This is strategy throughout to Dallas’ car”
- Repeat pattern for each car
- Systematic progression
Movement Priorities:
- Fast units advance first (Hawknights, Monks)
- Slow units start moving early (Armored units)
- Don’t leave anyone behind!
- Warriors with poor movement = handicap
Turn 3-4 - Car 3:
Continued Assault:
- Magic barrage (Roman Fire, Phase Shift)
- Arrow support
- Melee cleanup as you reach car
- Keep moving forward
Turn 5-7 - Car 4:
Same Pattern:
- AOE magic devastates grouped enemies
- Archers pick off stragglers
- Physical attackers finish
- “Really pays to level-up!”
Dallas’s Car: The Hardest (Turns 8-11)
Enemy Composition on Dallas’s Car:
- Dallas Greatarmor (boss)
- 4 C. Armor (heavy armor support)
- 4 C. Shooter (archers below on level difference)
- “Annoying archers below powerful armored allies”
Difficult Setup: Shooters on lower level, Armors on upper level with Dallas. Multi-level combat.
Turn 8-9 - Approach Dallas’s Car:
MP Conservation:
- “Save some MP for slaughter here”
- Previous cars: use MP sparingly
- Dallas’s car: unleash everything
- Magic Charge (Bishop spell) gives ally 10 MP
- Sara/Huxley can recharge Zohar/Eleni
- Enables extra Phase Shifts
Position for Assault:
- Ranged units position at edge of previous car
- Can fire into Dallas’s car from distance
- Mages ready to cast
- Melee units prepare to board
Turn 9-10 - Dallas Car Assault:
Phase 1 - Magic Barrage:
Zohar/Eleni:
- Phase Shift into Armored enemies
- 100+ damage to each C. Armor
- One-shots or near one-shots them
- Dallas takes heavy damage too
Sara/Huxley:
- Magic Charge on Sorcerors for MP refill
- Enables second Phase Shift
- Or Holy Lightning for damage if needed
Phase 2 - Archer Threat:
C. Shooters Below: On lower level, hard to reach. Shoot your Hawknights if you send them forward!
Shooter Elimination:
- Archers focus fire (long-range vs long-range)
- Diego, Amon, Darius concentrate fire
- Two shots per Shooter
- Keep Hawknights out of Shooter range until Shooters dead
Phase 3 - Dallas Himself:
Weaknesses:
- Armor class = weak to magic
- Phase Shift hits hard (but not as hard as vs C. Armors)
- Can heal himself (EXTRA HEALING)
Kill Strategy:
- Magic first - Phase Shift from Zohar/Eleni
- ~70-80 damage to Dallas
- Long-range attacks after magic barrage
- Archers fire from safety
- 40-50 damage each
- Physical attacks POWERFUL - he hits back hard!
- Can OHKO weaker characters
- Don’t send mages into melee with him!
- Kill before he heals multiple times
- Extra Healing restores ~40 HP
- Focus fire to overwhelm healing
EXP Farming (Optional):
- “Weaken Dallas so next turn = Extra Healing”
- He can use Extra Healing 3 times
- “Get max EXP before he boards train to Hell!”
- Only if you want to milk EXP
RAMEN Collection (CRITICAL!)
DO NOT KILL DALLAS BEFORE GETTING RAMEN! This is the ONLY chance to get it!
RAMEN Location:
- Coordinates: (11,3)
- “W car with Dallas” - on Dallas’s car
- “Floor grate” - special tile marking
- “Engine” area per some authors
- Near Dallas’s starting position
Collection Timing:
- Before killing Dallas - battle ends when he dies
- After clearing most enemies on his car
- Send fast unit (Hawknight/Sky Lord ideal)
Collection Execution:
Diego (if Sky Lord/Hawknight):
- Fly onto Dallas’s car
- Navigate to (11,3) - grate tile
- Search → RAMEN
- Fly back to safety
- May not survive due to archers - accept this
Alternative:
- Send ground unit after Shooters dead
- Safer but slower
- Verify RAMEN obtained before killing Dallas!
Author’s Advice:
“Hawknight/Sky Lord great for this. May not survive due to archers (keep out of range!)”
Final Push
After RAMEN Secured:
- Verify RAMEN in inventory (critical!)
- Finish Dallas with combined assault
- Magic + ranged + melee converge
- Victory when Dallas falls
Common Mistakes
❌ Moving Too Slowly:
- Cars disconnect
- Missing enemies/EXP
- Getting left behind
❌ Wasting MP Early:
- Overusing Phase Shift on Cars 1-3
- No MP left for Dallas’s car
- Inefficient progression
❌ Forgetting RAMEN:
- Killing Dallas first
- Battle ends, can’t get RAMEN
- Locked out of Chaos Trial forever!
❌ Sending Hawknights vs Shooters:
- Flying units exposed to archer fire
- Shooters hit hard vs flying units
- Easy casualties
✓ Correct Approach:
- Car 1: 2 Roman Fires + arrows = cleared
- Repeat for Cars 2-4
- Save MP for Dallas’s car
- Get RAMEN before killing Dallas
- Magic Charge for MP refill
- Kill Shooters before sending Hawknights
- Verify RAMEN in inventory!
Post-Battle
🔑 VANDALIER: RAMEN is Collector’s Treasure #3 of 3 for the Chaos Key — grab it @ (11,3) BEFORE killing Dallas (his death ends the battle). With MACROMAN (Act 2) + TAROT (Act 3) + RAMEN, trade at the Kerachi Tavern for the CHAOS KEY, which unlocks the Chaos Trial.
Story: Royal Ring obtained. Xeno appears and offers to trade Kira for the Ring; the party heads to Fort Dain next.
Story Events:
- Royal Ring obtained! Party secures the artifact
- Xeno appears - confrontation
- Xeno offers trade: Kira for Ring
- Party must decide
Return to Kerachi:
- Next destination: Kerachi City
- Advance any new Level 20 characters at Dojo
CHAOS KEY TRADE:
If you have all 3 Collector’s Treasures, you can now complete the Chaos Key quest!
Required Items:
- ✅ MACROMAN (from Act 2, Battle 2.1)
- ✅ TAROT (from Act 3, Battle 3.3)
- ✅ RAMEN (just obtained from 4.4!)
Trade Process:
- Go to Kerachi Tavern
- Talk to man interested in strange objects
- He gives you CHAOS KEY (doesn’t even trade - just gives it!)
- “He flat-out gives it… Token of awesome taste!”
- CHAOS KEY obtained → Unlocks Trial #4!
Next Battle: Fort Dain (Kira rescue mission)
Battle 4.5: Fort Dain - Kira Rescue (Timed Battle)
Goal: Destroy all 8 Death Devices within 8 turns · Lose: Turn 9 arrives, or Ash or Kira dies · Lv: 21
Treasure: LIFE ORB @ (3,1) SW · L.MASK @ (21,17) NE · [hidden] MITHRIL @ (18,1) SE spiral tile · [hidden] KINGFOIL @ (9,21) N crater
Strategy: 8-turn timed rescue. Split the party evenly with a healer in each group. Kill BOTH Death Angels on Turn 2-3 — their Harmful Wave is Range 8 and can wipe you; hide behind corners to break line of sight until ready. Then clear Acid Ghosts and Gold Golems (magic) to open paths, and destroy all 8 Death Devices (14 HP each — even bishops’ Holy Lightning kills them). Protect Kira; the Devices are the only objective.
Enemies:
- Death Device ×8 — Lv1, 14 HP, 0/5 — objectives, destroy all 8
- Kira (protect) ×1 — Lv1, 14 HP, 0/5 — NPC ally, her death = defeat
- Skeleton ×4 — Lv20, 147 HP, 84/73
- Eggworm ×2 — Lv19, 126 HP, 69/55 — ranged
- Gold Golem ×3 — Lv20, 168 HP, 95/102 — heavy armor
- Acid Ghost ×4 — Lv20, 157 HP, 102/80 — flying, poison
- Death Angel ×2 — Lv19, 110 HP, 45/38 — Thunder Ball R5, Harmful Wave R8; kill first
Recommended Level: 21 Map Size: 23×23 grid Victory Condition: Destroy all 8 Death Devices within 8 turns Defeat Condition: Time runs out (Turn 9 arrives) OR Death of Ash or Kira
8-TURN TIME LIMIT! Must destroy all 8 Death Devices within 8 turns or you lose! This is the tightest time limit in the game so far.
PROTECT KIRA: Kira is marked as “enemy” with Death Device stats but you MUST protect her! Her death = defeat!
Enemy Composition
| Enemy Type | Count | Level | HP | AT | DF | AGL | Spells |
|---|---|---|---|---|---|---|---|
| Death Device (Objectives) | 8 | 1 | 14 | 0 | 5 | 0 | Must destroy! |
| Kira (NPC to protect) | 1 | 1 | 14 | 0 | 5 | 0 | Don’t let die! |
| Skeleton (Kn) | 4 | 20 | 147 | 84 | 73 | 73 | None |
| Eggworm (Bo) | 2 | 19 | 126 | 69 | 55 | 66 | Ranged |
| Gold Golem (Ar) | 3 | 20 | 168 | 95 | 102 | 55 | Heavy armor |
| Acid Ghost (Ai) | 4 | 20 | 157 | 102 | 80 | 77 | Poison attacks |
| Death Angel (Ma) | 2 | 19 | 110 | 45 | 38 | 84 | THUNDER BALL R5, HARMFUL WAVE R5 |
Total Gold: 16,400 G
Total Enemies: 15 (plus 8 devices + Kira)
Objectives
Death Devices:
- 8 total scattered across map
- 14 HP each = 1-2 hits to destroy
- Stationary (don’t move)
- All 8 must be destroyed by end of Turn 8
- These “hold Kira on doomsday platform”
Kira:
- Marked as “enemy” in game system
- Stats identical to Death Devices (1/14)
- Actually an NPC ally
- Must survive - her death = defeat
- Surrounded by Death Devices on platform
Enemy Analysis
Death Angel (Priority Threat!):
- HARMFUL WAVE - Range 8! (extreme range)
- THUNDER BALL - Range 5, ~60-70 damage
- Lowest HP (110) = easiest to kill
- Highest priority targets
- Can devastate party from extreme distance
Deathangel Danger: HARMFUL WAVE has RANGE 8! “Stay out of Deathangel range or they’ll devastate your party from extreme range!”
Acid Ghost:
- Flying Airman units (4 total)
- Physical attacks inflict poison (annoying!)
- High HP (157) and decent stats
- Secondary priority
- Don’t let everyone get ganged up
Gold Golem:
- Heavy armor (DF 102)
- Highest HP (168)
- Weak to magic
- Block pathways
Skeleton:
- Standard melee threats
- Moderate danger
- 4 total
Eggworm:
- Flying archers (2 total)
- Ranged attacks
- Lower priority
Treasure & Items
Chests (2):
| Location | Coordinates | Item | Value/Use |
|---|---|---|---|
| Southwest | (3,1) | LIFE ORB | Full heal + MP restore |
| Northeast | (21,17) | L.MASK | Leather Mask (head armor) |
Hidden Items (2):
| Coordinates | Item | Location Description |
|---|---|---|
| (18,1) | MITHRIL | SE corner, spiral-marked tile / shell |
| (9,21) | KINGFOIL | N side, cracked crater |
Mithril is just money item - don’t risk mission for it. “Mithril just money item (don’t worry if miss)”
Battle Strategy
Difficulty Assessment: Hard - Complex multi-objective timed battle
This is the most complex timed battle yet:
- 8-turn time limit
- Must destroy 8 objectives
- Must fight 15 enemies
- Must protect Kira
- Must manage split party
- Must avoid extreme-range mage attacks
Author’s Warning: “SAVE Battle Often. Time’s NOT as much of a problem as you might think, but the Deathangels ARE.”
Core Strategy: Split Party Assault
Why Split:
- Death Devices scattered across map (can’t reach all from one side)
- 8 turns is tight - need simultaneous attacks
- Enemies block pathways
- Must engage on multiple fronts
Recommended Split:
- Team 1 (Golem Side): 5-6 characters toward Golems (west/north)
- Team 2 (Ghost Side): 5-6 characters toward Acid Ghosts (east/south)
CRITICAL: “Put healer in each group!” Sara with one team, Huxley with other. “As long as groups not imbalanced, simpler!”
Phase 1: Opening Positioning (Turn 1)
Turn 1 - Split Formation:
Team 1 - Golem Side:
- Composition: At least one mage + healer + fighters
- Zohar (Enchanter) - magic for Golems
- Sara (Archbishop) - healing
- Grog, Dolan (fighters)
- 1-2 others
- Mission: Head toward Golems (NW area)
- Target: Death Angels first, then Golems, then Devices
Team 2 - Ghost Side:
- Composition: Snipers + mage + healer + fighters
- Diego (Sky Lord/Sniper) - flying + ranged
- Amon, Darius (Snipers) - ranged attacks
- Eleni (Enchanter) - magic
- Huxley (Archbishop) - healing
- Others
- Mission: Head toward Acid Ghosts (SE/SW area)
- Target: Death Angels first, then Acid Ghosts, then Devices
Turn 1 Priorities:
- Stay out of Death Angel range!
- Harmful Wave = Range 8
- PAUSE at each corner to keep out of range
- “Don’t let these people break line of sight of far Deathangel”
- Move toward assigned objectives
- Don’t engage yet - position only
Line of Sight Control: Death Angels use line of sight. Hide behind corners until ready to engage!
Phase 2: Priority Target Elimination (Turns 2-4)
Priority Order:
- Death Angels first (both)
- Acid Ghosts (threatening, poison)
- Gold Golems (block paths)
- Skeletons
- Eggworms (least dangerous)
Turn 2 - Death Angel Assault:
Team 1 (Golem Side):
- Snipers on Death Angel
- “Archer essential for Deathangels”
- “Better upwards-shooting radius than any archer class”
- Long-range shots
- Lowest HP (110) = easiest to snipe
- Two arrows + maybe magic = dead
- Eliminate before it casts HARMFUL WAVE
Team 2 (Ghost Side):
- Same tactic on other Death Angel
- Snipers focus fire
- Kill Turn 2 if possible
Why Death Angels First:
“Deathangel Danger: Harmful Wave has RANGE 8! Stay out of their line of sight or they’ll devastate your party from extreme range!”
- HARMFUL WAVE range 8 = hits from across map
- Can hit 3-4 characters at once
- ~50-60 damage each
- Party wipe potential
Turn 3-4 - Secondary Targets:
Acid Ghosts:
- “Taking out death machines easier once in position”
- Long-range magic effective
- Physical attacks inflict poison (annoying!)
- Diego (flying) engages flying Acid Ghosts
- Kill to clear paths to Death Devices
Gold Golems:
- Magic on Golems - Zohar’s Phase Shift
- 100+ damage = one-shot or near one-shot
- Armor class weakness
- Clear paths
Skeletons/Eggworms:
- Lower priority
- Kill if blocking
- Otherwise bypass for Devices
Enemy AI Split: “Sometimes SW Acid Ghost group splits if allies take two sides. Conquering weak enemy lot easier in this case.”
Phase 3: Device Destruction (Turns 4-7)
After Primary Threats Eliminated:
- Death Angels dead
- Most Acid Ghosts/Golems dead or wounded
- Paths to Devices clear
Death Device Mechanics:
- 14 HP each
- 1 physical attack = kill (if AT 60+)
- 1 spell = kill
- 2 weaker attacks = kill
- Stationary (don’t move)
Destruction Strategy:
Bishops (Sara/Huxley):
“Bishop offensive spells can hit piddly death devices too!”
- Holy Lightning on Devices
- Decent damage, cheap MP
- Kill Devices while healing allies
Mages (Zohar/Eleni):
- Phase Shift if multiple Devices grouped
- Piercing Light single targets
- “Far-reaching magic (ignores height: Phase Shift)”
Physical Attackers:
- One hit each = destroyed
- Fast units (Hawknights, Monks) rush Devices
- Systematic elimination
Coordination:
- Team 1 destroys west/north Devices
- Team 2 destroys east/south Devices
- Work toward center (Kira’s platform)
- Count Devices destroyed (must get all 8!)
Phase 4: Final Cleanup (Turns 7-8)
Turn 7 - Verify Progress:
- Count Devices destroyed
- How many left?
- Can you reach remaining in 1-2 turns?
- Any enemies still blocking?
Turn 8 - Final Push:
- Destroy remaining Devices
- Kill any remaining enemies (optional if Devices done)
- Victory when all 8 Devices destroyed
Focus on Devices: Killing enemies is secondary. Devices are the only objective! “Death Devices are the only objective!”
Advanced Tactics
Sniper Advantage:
“Snipers: Better upwards-shooting radius than any archer class”
- Snipers (Diego, Amon, Darius) shoot upward better than Bowmen
- Essential for elevated Death Devices
- Also great vs Death Angels (low HP)
Warrior Movement:
“Those who haven’t made warriors into Duelists may find level unforgiving. Poor movement = handicap.”
- Guardsmen (2-move) struggle in 8 turns
- Duelists (3-move) much better
- If you haven’t advanced Knights to Duelist, this battle is harder
Balance is Key:
“As long as groups not imbalanced, simpler!”
- Even split (6-6 or 5-7)
- Healer in each
- Magic in each
- Ranged in each
- Balanced teams = success
Treasure Collection
Timing:
- Treasures are NOT essential
- Mission time limit is tight
- Only collect if convenient
Life Orb (SW):
- Worth getting (full heal + MP)
- If Team 2 passes nearby
- Don’t go out of way
L.Mask (NE):
- Optional
- Only if time permits
Mithril (SE):
- Just money item
- “Running for SE Mithril = stretch if trouble with Acid Ghosts”
- Skip if struggling
Kingfoil (N):
- Healing item
- Get if passing by
- Not worth detour
Common Mistakes
❌ Not Splitting Party:
- Trying to clear all from one side
- Can’t reach all Devices in 8 turns
- Time runs out = defeat
❌ Ignoring Death Angels:
- HARMFUL WAVE range 8 devastates party
- Must kill Turn 2-3
- Letting them cast repeatedly = wipe
❌ Imbalanced Teams:
- One team has both healers
- Other team has no healing
- Unbalanced team gets overwhelmed
❌ Wasting Time on Regular Enemies:
- Focusing on killing everything
- Forgetting Device objective
- Time runs out with Devices intact
❌ Not Using Bishop Spells:
- Forgetting bishops can hit Devices
- Holy Lightning cheap and effective
- Missing easy Device kills
✓ Correct Approach:
- Split party evenly (healer each)
- Kill Death Angels Turn 2-3 (priority!)
- Clear Acid Ghosts and Golems next
- Destroy Devices systematically
- Use bishop spells on Devices
- Count Devices destroyed (all 8!)
- Ignore non-essential enemies
- Victory by Turn 8
Post-Battle
Story: Kira is rescued and rejoins the party. She is revealed to be of Royal blood from the Ashah Dynasty, and Zohar deciphers the Royal Ring’s inscription. Act 4 ends.
Story Events:
Kira Saved:
- Party successfully rescues Kira
- Forgive her for past actions
- Ask her to rejoin party
- Kira rejoins party! (though not as playable unit in battle)
Kira’s Royal Heritage:
- Kira revealed to be of Royal blood!
- Descended from Ashah Dynasty
- Significant for Royal Ring connection
- Important for plot resolution
Ring Inscription:
- Zohar deciphers inscription on Royal Ring
- Reveals connection to Flames of Justice
- Story developments
End of Act 4
Act 4 Complete Summary
Battles Completed
| # | Battle Name | Difficulty | Gold | Key Items |
|---|---|---|---|---|
| Mana Trial | Trial #3 | High | 200 | MANA PRISM |
| 4.1 | Khanos City | Very Hard | 15,840 | Holy H2O, Aura Gem |
| 4.2 | Great Masai Forest | Easy | 17,160 | Kingfoil, Aura Gem |
| 4.3 | Old Town Warehouse | Hard | 13,760 | None |
| 4.4 | Railroad | Medium | 16,920 | RAMEN |
| Chaos Trial | Trial #4 | Medium | 180 | CHAOS PRISM |
| 4.5 | Fort Dain | Hard | 16,400 | Life Orb, L.Mask |
Total Battles: 5 story + 2 Trials = 7 Total Gold: ~80,460 G
Characters
No New Characters: Full roster of 12 continues
Character Developments:
- Kira: Captured → Rescued → Rejoins (revealed as royalty)
- Diego & Carlo: Father-son relationship explored
- Xeno: Revealed as Zohar’s former pupil (300 years ago)
Critical Items Obtained
For Trials:
- RAMEN (4.4) - Collector’s Treasure #3 for Chaos Key ✓
- CHAOS KEY (trade at Tavern) - Unlocks Trial #4 ✓
- MANA PRISM (Mana Trial) - Reward #3 (3/6 Prisms)
- CHAOS PRISM (Chaos Trial) - Reward #4 (4/6 Prisms)
Equipment:
- Holy H2O (4.1) - Full party heal, any range!
- Aura Gem ×2 (4.1, 4.2) - Magic attack +8
- Life Orb (4.5) - Full heal + MP restore
- Gold Axe (4.1) - Sellable
Progress: 4 of 6 Prisms for Vandalier!
Story Progression
Major Plot Points:
- Southern Liberation - Rebellion succeeding
- Eleni’s Father Dead - Magnus confirmed
- 4 Generals Battle - Kane, Dallas, Kurtz, Sabina
- Diego’s Father - Carlo revealed, complicated relationship
- Xeno’s Past - Zohar’s pupil 300 years ago, responsible for time warp
- Warehouse Trap - Carlo’s betrayal and redemption
- Royal Ring Obtained - Major artifact secured
- Xeno’s Offer - Trade Kira for Ring
- Kira Rescued - Fort Dain liberation
- Kira’s Heritage - Revealed as royalty of Ashah Dynasty
- Ring Inscription - Zohar deciphers meaning
Trial Progress
After Act 4:
- ✅ Nova Prism (Trial #1 - Act 1)
- ✅ Earth Prism (Trial #2 - Act 2)
- ✅ Mana Prism (Trial #3 - Act 4 accessible)
- ✅ Chaos Prism (Trial #4 - Act 4 accessible)
- ⬜ Logos Prism (Trial #5 - Act 5)
- ⬜ Heaven Prism (Trial #6 - Act 6)
Progress: 4 of 6 Prisms (67% complete!)
Unique Battle Mechanics
4-Boss Battle (4.1):
- Kane, Dallas, Kurtz, Sabina simultaneously
- All can heal
- Island defensive positioning
- Box blocking strategy
Moving Train (4.4):
- 64-square map (longest in game)
- Cars disconnect on timer
- Time pressure
- RAMEN collection
Mimic Maze (Mana Trial):
- 19 fake chests (Mimics)
- 1 real chest (prism)
- Insurance enemy strategy
Box Puzzle (Chaos Trial):
- Stack 3 boxes to reach chest
- Easy to trap boxes (fail state)
- Leave enemies alive for time
Timed Multi-Objective (4.5):
- 8 turns, 8 objectives
- Protect NPC
- Split party required
- Extreme-range enemy mages
Shopping & Equipment Guide
After 4.1 (Level 20 Milestone):
At Kerachi Shop:
- Life Orbs (9,000 G) - Full heal + MP restore
- Expensive but worth having 2-3
- Great-tier weapons - Major upgrade
- Kevlar armor - Excellent defense
- Royal Crown/Dragon Helm - Head gear
Recommended Spending:
- ~67,000 G available from Act 4
- Combined total so far: ~146,000 G
- Afford Great/Master-tier for entire party
- Save 20,000-30,000 G for Act 5
Experience & Leveling
Level Progression:
- Start: Level 16
- End: Level 20-21
Key Milestone: Level 20
- Second class advancement unlocked!
- Can advance twice in row at Dojo
- Final class tiers opening:
- Swordsman → Duelist
- Sorceror → Enchanter
- Bishop → Archbishop
- Bowman/Hawknight → Sniper/Sky Lord
- etc.
Farming Opportunities:
- 4.1 (Khanos): 4 bosses = massive EXP
- 4.2 (Forest): 22 enemies = excellent farming
- Dallas Healing Abuse: Weaken him for Extra Healing × 3
Difficulty Assessment
Hardest Battles:
- 4.1 (Khanos) - 4 bosses, all heal, overwhelming
- 4.5 (Fort Dain) - 8-turn limit, complex objectives, Death Angels
- 4.3 (Warehouse) - Gang-up AI, heavy casualties
Medium Difficulty:
- 4.4 (Railroad) - Time pressure but straightforward
- Mana Trial - 19 Mimics but manageable with planning
- Chaos Trial - Box puzzle tricky but golems easy
Easiest:
- 4.2 (Forest) - Low-level enemies, simple tactics
Tips for Perfect Clear
Don’t Miss:
- ✓ RAMEN in 4.4 (Chaos Key component)
- ✓ Holy H2O in 4.1 (amazing item)
- ✓ MANA PRISM in Mana Trial (leave enemy alive!)
- ✓ CHAOS PRISM in Chaos Trial (don’t trap boxes!)
Strategic Priorities:
- 4.1: Move box Turn 1 (blocks Kurtz), heal every turn
- 4.3: Phase Shift spam, stay grouped, protect Ash
- 4.4: Save MP for Dallas’s car, get RAMEN first
- 4.5: Split party with healers, kill Death Angels Turn 2-3
Class Advancement:
- Visit Dojo after 4.1 or 4.2 when hit Level 20
- Final classes make huge difference
- Duelist > Guardsman (movement!)
- Enchanter Phase Shift dominates
Common Pitfalls
❌ Not Buying Equipment Before 4.1:
- Khanos becomes inaccessible after battle
- Missing opportunity to shop
- Underpowered for later battles
❌ Missing RAMEN:
- Only available in 4.4
- Required for Chaos Key
- Locks out Trial #4 forever
❌ Not Moving Box in 4.1:
- Kurtz charges immediately
- Three groups at once = overwhelming
- Likely party wipe
❌ Forgetting Prisms in Trials:
- Killing all enemies before collecting
- Battle ends, prism lost forever
- Cannot retry Trials
❌ Imbalanced Split Party in 4.5:
- Both healers in one group
- Other group has no healing
- Time limit + no healing = failure
Next Steps
After Act 4:
- Royal Ring obtained
- Kira rescued and rejoined
- 4 of 6 Prisms collected
- Act 5 ahead: “The Legacy”
- Logos Trial becomes available
Preparation for Act 5:
- Ensure all characters at Level 20+
- Final class advancements complete
- Stock Life Orbs (expensive but worth it)
- Keep Holy H2O for emergency
- Save game!
Previous Act: Act 3: Escape to Tomorrow Next Act: Act 5: The Legacy
See Also:
- Trial of Mana Guide - Complete strategy for Trial #3
- Trial of Chaos Guide - Box puzzle solution for Trial #4
- Job Class Guide: All Classes - Final tier advancement info
- Reference: Bestiary - Death Angel and boss analysis
- Reference: Secrets - All hidden item locations
- Reference: Shops - Equipment purchasing guide
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 and Trial solutions
- Shotgunnova FAQ - Detailed combat tactics and EXP optimization