Act 5: The Legacy
Table of Contents
- Act Overview
- Battle 5.0: Wart Bay
- Battle 5.1: Torog Mountains - Kurtz Boss Battle
- Battle 5.2: Tsukue Plains - Field Rescue
- Battle 5.3: Smoking Bones Cave - Salamander Dragon Boss
- Battle 5.4: Frontier Village - Sabina & Kane Boss Battle
- Battle 5.5: Orome Lake - Temple Guardian Escort
- Optional: Trial of Logos (Trial #5)
- Act 5 Complete Summary
Act Overview
Standard Level Range: 22-26 Total Battles: 6 story battles (plus optional Logos Trial) Recommended Party Size: 12 (full roster including Kira) Total Gold Available: ~159,130 G (highest-earning Act!)
Major Power Shift: Dolf betrays and kills Emperor Hel Spites, seizing total control!
Story Context
The party sails to the Torog Mountains in search of a hidden power that can counter the Flames of Judgment. Meanwhile, in a shocking political development, Dolf murders Emperor Hel Spites and assumes full control of the Imperial government.
This Act focuses on:
- Quest for Ancient Power - Torog Mountains investigation
- Dragon Hunt - Defeating Salamander for worthiness test
- Vandal Heart Sword - Obtaining legendary weapon
- Time Paradox Revelation - Leena = Eleni shocking twist
- Boss Returns - Kurtz and Sabina rematch battles
- Fifth Trial - Logos Key opens Trial #5
Characters This Act
No New Playable Characters: Full roster of 12 continues
NPC Allies:
- Leena (Orosius’s daughter) - Guide and escort mission subject
- Revealed to be time-displaced version of Eleni!
Character Developments:
- Kira: Now fully playable after rejoining in Act 4
- Eleni: Prophetic visions, major identity revelation
- Dolf: Eliminates Hel, becomes sole ruler
Critical Items This Act
| Item | Battle | Purpose |
|---|---|---|
| LOGOS KEY | 5.3 (Smoking Bones Cave) | Direct key for Trial #5 |
| LOGOS PRISM | Logos Trial | Reward for Trial #5 (5/6 Prisms) |
| VANDAL HEART | After 5.5 (Orome Lake) | Legendary sword for Ash |
| Panzer Claws | 5.1 (Boss drop) | Kurtz’s weapon |
| Wyrmfang | 5.3 (Boss drop) | Salamander’s drop |
| Rune Bow | 5.4 (Boss drop) | Sabina’s weapon |
Missable Item: LOGOS KEY is ONLY available in Battle 5.3! Requires flying unit to collect from lava pool. Missing it locks you out of Trial #5!
Trial Progress
After Act 5, you can obtain:
- ✅ Nova Prism (Trial #1 - Act 1)
- ✅ Earth Prism (Trial #2 - Act 2)
- ✅ Mana Prism (Trial #3 - Act 4)
- ✅ Chaos Prism (Trial #4 - Act 4)
- ✅ Logos Prism (Trial #5 - Act 5)
- ⬜ Heaven Prism (Trial #6 - Act 6)
5 of 6 Prisms! Only Heaven Trial remains for Vandalier!
Battle 5.0: Wart Bay
Recommended Level: 22 Map Size: 21×24 grid Victory Condition: Destruction of all enemies Defeat Condition: Death of Ash
Kira Now Playable! If Kira needs class advancement (Level 10+), visit Dojo before this battle.
Enemy Composition
| Enemy Type | Count | Level | HP | AT | DF | AGL | Spells |
|---|---|---|---|---|---|---|---|
| Deathangel (Ma) | 2 | 18 | 104 | 43 | 36 | 80 | THUNDER BALL R5, HARMFUL WAVE R5 |
| Eggworm (Bo) | 4 | 18 | 119 | 66 | 53 | 63 | None |
| Acid Ghost (Ai) | 2 | 19 | 150 | 97 | 76 | 73 | Poison attacks |
| Skeleton (Kn) | 2 | 19 | 140 | 80 | 69 | 69 | None |
| Gold Golem (Ar) | 4 | 19 | 160 | 90 | 97 | 52 | None |
| Mimic (Mo) | 1 | 21 | 143 | 69 | 65 | 88 | Hidden in chest! |
Total Gold: 17,100 G
Total Enemies: 15 (14 regular + 1 Mimic)
Treasure & Items
Chests (2 total - 1 is MIMIC!):
| Location | Coordinates | Contents | Safe? |
|---|---|---|---|
| NW area | (7,22) | MIMIC | ❌ Fake chest! Level 21 monster |
| NE corner | (16,22) | PLATE (Mail) | ✓ Safe - Requires crate pushing |
Mimic Warning: One of the two chests contains a Level 21 Mimic! It will attack when opened.
Hidden Items: None
Battle Strategy
Difficulty Assessment: Medium - “Very basic” / “Only first 2 rounds are nasty”
The challenge is the difficult opening (starting on ship, enemies on land), followed by a crate-pushing puzzle to reach the NE chest.
Map Layout
Starting Position:
- Party begins on the ship
- Enemies are on dock and land areas
- Two main routes to shore: West (direct) and East (treasure route)
- Crate on ship can be pushed for puzzle
Terrain Features:
- Dock area: Winding walkways with multiple levels
- Ship plank: Single-tile bridge from ship to dock
- Crate: Must be pushed to reach NE chest
Phase 1: Opening Assault (Turns 1-2) - NASTY
Difficult Opening: First 2 rounds are dangerous! Concentrated enemy firepower on narrow dock.
Turn 1 - Positioning:
Party Deployment:
- Move entire party to left (west) side of ship
- Sorcerors at front - Zohar and Eleni
- Archers behind - Diego, Amon, Darius
- ONLY step on 1st plank off ship! - Don’t advance further yet
- Everyone else stays on ship in support range
Why This Works:
- Concentrates ranged firepower
- Magic users in front can cast without obstruction
- Archers provide covering fire
- Narrow plank prevents being surrounded
Turn 2 - Magic Barrage:
Critical Turn: “Go in blazing with a couple of Phase Shifts right in the middle of the enemy”
Zohar/Eleni (Enchanters):
- Phase Shift into enemy masses on dock
- Target middle of enemy formation (hits 3-4 enemies)
- Two Phase Shifts = massive damage to grouped enemies
- ~100+ damage to Gold Golems (armor class weakness)
- ~50-70 damage to other types
Priority Targets:
- Death Angels FIRST - HARMFUL WAVE range 5, dangerous AOE
- Eggworms SECOND - Flying archers, high mobility
- Acid Ghosts third
- Golems/Skeletons last
Archers:
- Fire into weakened enemies
- Finish off wounded from Phase Shifts
- Focus on Deathangels if still alive
Phase 2: Landing & Cleanup (Turns 3-5)
Bring Full Party Ashore:
- Magic users advance to dock
- Physical fighters follow
- Healers maintain support positions
- Flying units prepare for flanking
Standard Combat:
- Remaining enemies are manageable
- Use positional advantage (dock elevation)
- Gold Golems weak to magic
- Acid Ghosts inflict poison (annoying but not deadly)
Mimic Chest:
- One chest contains Level 21 Mimic (143 HP)
- Only open if prepared for combat
- Gang up with 3-4 characters
- Not essential to open
Phase 3: Crate Pushing Puzzle (Turns 5-10)
Post-Combat Puzzle: “After first 2 rounds, it’s about maneuvering the crate to reach the NE chest!”
Objective: Push crate from ship to NE corner to access PLATE Mail chest
Execution:
Step 1 - Leave One Enemy Alive:
- Kill all enemies except one Gold Golem (farthest east one)
- This is your “insurance enemy” so battle doesn’t end
- Play keep-away with this Golem while pushing crate
Step 2 - Get Crate Off Ship:
- Use most mobile characters (Hawknights, Monks, Ninjas)
- Position behind crate on ship
- Push crate onto dock
Step 3 - Navigate to NE:
- Push crate all the way to NE corner
- Must navigate dock layout carefully
- Don’t trap crate in corners!
- Takes several turns of pushing
Step 4 - Reach Chest:
- Crate reaches NE area near (16,22)
- Use crate to access elevated chest
- Open → PLATE Mail
- Good armor piece
Step 5 - Finish:
- Kill remaining Golem
- Victory!
Common Mistakes
❌ Advancing Too Fast Turn 1:
- Rushing onto dock
- Getting surrounded by enemies
- Multiple enemies gang up = quick death
❌ Not Prioritizing Deathangels:
- HARMFUL WAVE R5 hits area
- Can devastate party if left alive
- Must kill Turns 1-2
❌ Forgetting to Leave Enemy for Crate:
- Killing all enemies before pushing crate
- Battle ends, can’t get PLATE Mail
- Need insurance enemy alive
❌ Trapping Crate:
- Pushing into corner
- Can’t maneuver to NE
- Puzzle fails
✓ Correct Approach:
- Party to west side of ship
- Phase Shift × 2 Turn 2
- Kill Deathangels immediately
- Leave 1 Golem for crate time
- Push crate to NE methodically
- Get PLATE Mail
- Kill last enemy
Post-Battle
Story Events:
Scene: Pioneer Town Sorbo:
- Party arrives at Pioneer Town for rest
- Eleni has nightmare - prophetic vision
- Dreams of being sucked through fissure
- Foreshadowing future events
- Unsettling dream
Town Services:
Pioneer Town Sorbo:
- Shop: Equipment available
- Master-tier weapons appearing
- Ultimate armor pieces
- Stock up before mountain battles
- Dojo: Class advancements
- Advance Level 20+ characters
- Final class tiers available
- Tavern: Information gathering
- Talk to people for story hints
- Discuss Torog Mountains mission
Next Destination: Torog Mountains
Journey Scene:
- On route to mountains, encounter Kane (villain)
- Sabrina informs Kane: his father was murdered
- Kane has personal crisis
- Kane runs off (emotional breakdown)
- Party left to fight Kurtz instead
Battle 5.1: Torog Mountains - Kurtz Boss Battle
Recommended Level: 22 Map Size: 32×16 grid (wide map) Victory Condition: Defeat of Kurtz Defeat Condition: Death of Ash
Boss Return: Kurtz War Master from Act 4.1! Stronger than before with support units.
Enemy Composition
| Enemy Type | Count | Level | HP | AT | DF | AGL | Spells |
|---|---|---|---|---|---|---|---|
| Kurtz War Master (Boss) | 1 | 23 | 156 | 75 | 70 | 95 | DAGGER STORM R5 |
| C. Armor (Ar) | 4 | 26 | 216 | 121 | 130 | 70 | None |
| C. Hawk (Ai) | 6 | 23 | 180 | 116 | 91 | 87 | None |
| C. Priest (Pr) | 2 | 21 | 110 | 57 | 46 | 93 | EXTRA HEALING R5 |
| C. Warlock (Ma) | 1 | 21 | 121 | 49 | 42 | 92 | MAGIC ARROW R5, ROLLING THUNDER R5 |
| C. Shooter (Bo) | 2 | 21 | 138 | 76 | 61 | 72 | None |
Total Gold: 21,420 G
Total Enemies: 16
Boss: Kurtz War Master
Stats:
- Level 23 (vs 21 in Act 4.1)
- 156 HP, AT 75, DF 70, AGL 95
- DAGGER STORM R5 - hits all adjacent tiles
- ~70 damage to each target
- Area attack that can hit 4-8 characters
- Monk class (final tier)
Boss Threat: Kurtz spams Dagger Storm constantly. Don’t cluster characters around him!
Support Units:
- 2 Priests - Keep healing Kurtz and other units (“those healers suck”)
- 1 Warlock - Rolling Thunder and Magic Arrow dangerous
- 4 C. Armors - Heavy defense, block access
- 6 C. Hawks - Flying units, high mobility
- 2 C. Shooters - Ranged attacks
Treasure & Items
Chests: None
Hidden Items (2):
| Coordinates | Item | Location Description |
|---|---|---|
| (29,12) | HELSTONE | NE corner, 3 paw prints tile in snow |
| (0,7) | MITHRIL | W edge, 3 paw prints tile in snow |
Snow Tracks: Both secrets marked by “3 paw prints” tiles in the snow - distinctive visual markers.
Boss Drop:
- Panzer Claws (P.CLAWS) - Automatic reward for defeating Kurtz
- ATK +20, Value 1,200 G
- Excellent Monk/Ninja weapon
Battle Strategy
Difficulty Assessment: Hard - “Actually quite hard”
This battle has multiple phases and requires careful coordination. The bridge mechanic, flying enemies, and healer support make this challenging.
Map Layout
Terrain:
- Bridge connects party start to Kurtz’s position
- Snow terrain on sides (slows movement)
- Hill where Kurtz starts (elevated position)
- Button at hill base - detonates bridge!
Bridge Detonation: Button at Kurtz’s hill foot DETONATES THE BRIDGE, instantly killing any unit on it (no EXP)! Can use strategically.
Phase 1: Rear Guard (Turn 1)
Starting Position:
- Party begins on bridge (west side)
- 4 C. Armors + 1 C. Priest behind you (west of bridge)
- Main force ahead (Kurtz on hill)
Turn 1 - Deal with Rear:
Zohar/Eleni:
- Turn around toward Armors behind party
- Phase Shift into Armored group
- “VERY susceptible to magic”
- 100+ damage to each Armor
- One-shots or near one-shots them
- Armor class weakness to magic dominates
Physical Units:
- Finish wounded Armors
- Kill Priest (stops healing)
- Get Helstone secret in NE corner (29,12)
- Send fast unit to paw prints tile in snow
- Search → HELSTONE
Result: Rear guard eliminated Turn 1-2
Phase 2: Bridge Crossing & Hawks (Turns 2-4)
Critical Decision: Bridge Detonation
Option A - Detonate Bridge (Strategic):
- Get your party OFF bridge toward Kurtz’s hill
- Someone hits button at hill base
- Bridge explodes
- C. Armors (if any surviving) forced to take long route through snow
- Slows their arrival significantly
Option B - Keep Bridge (Standard):
- Don’t detonate
- Face enemies head-on
- Armors can reach quickly
Recommended: Detonate once party is across
Hawks Engage (Turns 2-4):
Protect Flying Units: Keep Hawknights out of Shooter range initially! Hold them back on bridge until southern area is safe.
Positioning:
- Move halfway across bridge (don’t rush to hill)
- Wait for Hawks to get close
- Position party at bridge/land junction
- Kill ALL Hawks before advancing
Anti-Hawk Tactics:
Phase Shift Dominance:
- Zohar/Eleni position for AOE magic
- Phase Shift when 3+ Hawks grouped
- ~60-70 damage to each Hawk (180 HP total)
- Weakens them for arrow finish
Archer Focus Fire:
- Diego, Amon, Darius concentrate fire
- Each Hawk takes 2-3 arrows
- “Use archers in counterattack positions”
- Hawks approach = counterattack + your turn attack = dead
Sword-User Warning: “Sword-users will be 2HKO’d” - Keep melee units AWAY from Hawks! They hit hard (AT 116).
Elevation Advantage:
- You can shoot OVER the hill to hit enemies beyond
- Use this for early Hawk elimination
- Position at east edge of Kurtz’s hill approach
Turn 4 Check: All 6 Hawks should be dead before advancing to hill
Phase 3: Hill Assault - Warlock & Shooters (Turns 5-6)
Advance to Hill Base:
- Party moves toward Kurtz’s elevated position
- Flying units can now advance safely
- Stay grouped for healing
Priority Target: Warlock
Kill Warlock First: “When he moves to hill edge for Rolling Thunder” - eliminate immediately!
C. Warlock Threat:
- ROLLING THUNDER - Long-range AOE damage
- MAGIC ARROW - Single-target magic damage
- Will position at hill edge for maximum range
- Low HP (121) = easy kill if you reach him
Execution:
- Hawknights advance to Warlock
- Melee or ranged attack depending on position
- One-shot him (low HP, low DF)
- Eliminates magical threat
C. Shooters:
- Secondary priority after Warlock
- Standard archer threats
- 2-3 attacks each to kill
- Keep Hawknights away until Shooters dead
Phase 4: Hill Ascent - Priests (Turns 7-8)
Priest Problem:
Healing Spam: Priests keep healing Kurtz and other units! “Don’t bother with Shooters unless you KNOW you can take one out in one round (Damn Priest!)”
2 C. Priests:
- EXTRA HEALING R5 - restores ~40-50 HP
- Will heal Kurtz, Shooters, each other
- Must eliminate before Kurtz push
Tactics:
Hug Wall Strategy:
- “Hug wall & keep group tight for easy healing”
- Move along hill side (not exposed center)
- Tight formation = easy Ultra Healing reach
- Approach priests systematically
Priest Elimination:
- Flying units best for reaching them
- “Move your Hawknight(s) around to kill Priest”
- Get in close to hill
- “Nail the Shooters (an Avalanche & arrow work perfect!)”
- Kill both Priests and Shooters together
- Use Avalanche (Ash’s spell?) or Phase Shift
Get Mithril Secret:
- While flying units maneuvering, grab (0,7) secret
- W end of map, paw prints in snow
- Search → MITHRIL
Phase 5: Kurtz Boss Fight (Turns 9-10)
After Support Eliminated:
- All Hawks dead
- Warlock dead
- Priests dead
- Shooters dead (or can be ignored)
- Only Kurtz remains
Boss Fight:
Kurtz Assessment: “Less powerful than expected” once supports are gone.
Dagger Storm Mechanic:
- Kurtz spams Dagger Storm constantly
- “Whether surrounded or not” - he’ll use it
- Hits all adjacent tiles (1-space away)
- ~70 damage per hit
Counter-Strategy:
Don’t Cluster!
- DO NOT put 4+ characters adjacent to Kurtz
- Spread attackers around him (not all touching)
- This limits Dagger Storm targets
Healing Ready:
- Sara/Huxley keep Ultra Healing ready
- Heal immediately after Dagger Storm
- Multiple priests make this manageable
Attack Pattern:
- 2-3 physical attackers engage
- Magic from distance (Phase Shift, ranged spells)
- Archers fire from range
- Rotate damaged characters out, fresh ones in
- Sustained assault kills him in 2-3 turns
Kurtz Stats:
- 156 HP = not that high for boss
- DF 70 = moderate (good weapons cut through)
- Once he can’t heal (Priests dead), goes down fast
Alternative Strategies
Wasted EXP Hunt:
- If you detonated bridge, C. Armors may not reach battle
- They slowly walk through snow
- Hunt them down if you want EXP
- Not necessary for victory
All-Out Rush:
- Ignore rear Armors entirely
- Rush across bridge immediately
- Detonate bridge Turn 1
- Fight only forward enemies
- Faster but misses some EXP/items
Common Mistakes
❌ Not Killing Hawks First:
- Advancing to hill with Hawks alive
- Get attacked from behind
- Flying mobility = backstabs
❌ Trying to Kill Shooters with Priest Alive:
- “Don’t bother unless you can one-round them”
- Priest heals them
- Wasted actions
❌ Clustering vs Kurtz:
- 5-6 characters surrounding him
- Dagger Storm hits all
- Party-wide ~350-420 damage
- Wipe potential
❌ Ignoring Rear Armors:
- Leaving them alive
- Get sandwiched between two forces
- Hard to heal both fronts
✓ Correct Approach:
- Phase Shift rear Armors Turn 1
- Kill all Hawks before advancing (Turns 2-4)
- Hug wall approaching hill
- Kill Warlock immediately
- Eliminate both Priests before Kurtz
- Spread out vs Kurtz, don’t cluster
- Ultra Healing after each Dagger Storm
- Collect both snow track secrets
Post-Battle
Rewards:
- 21,420 G
- Panzer Claws (boss drop)
Story Events:
- Kira reveals Dolf’s takeover plan in detail
- Full extent of Dolf’s ambitions exposed
- He killed Hel to seize absolute power
Reminder:
Party Management: “Remember that the guys you picked up along the way, may be dying alot cuz you havent upgraded them fully. They can be upgraded at any time, and after 20, you can upgrade them twice in a row.”
- Late-joining characters (Amon, Sara, Darius, Kira) may be undergeared
- Visit Dojo for class advancements
- Buy equipment for everyone
Next Destination: Frontier Village
Town Scene:
- Exit tavern
- Eleni has delusions - thinks town is burning (it’s not… yet)
- Foreshadowing
- Meet Orosius (village elder)
- Monsters attacking fields - rescue mission!
Battle 5.2: Tsukue Plains - Field Rescue
Recommended Level: 23 Map Size: 24×24 grid Victory Condition: Destruction of all enemies Defeat Condition: Death of Ash
Save Leena and Villager! NPCs are present and should be protected (though not required for victory).
Enemy Composition
| Enemy Type | Count | Level | HP | AT | DF | AGL | Spells |
|---|---|---|---|---|---|---|---|
| Gold Golem (Ar) | 6 | 22 | 184 | 103 | 111 | 60 | None |
| Skeleton (Kn) | 2 | 22 | 161 | 91 | 79 | 79 | None |
| Eggworm (Bo) | 3 | 22 | 144 | 79 | 63 | 75 | None |
| Acid Ghost (Ai) | 2 | 22 | 172 | 111 | 87 | 84 | Poison attacks |
| Deathangel (Ma) | 2 | 22 | 126 | 51 | 43 | 96 | THUNDER BALL R5, HARMFUL WAVE R5 |
| Mimic (Mo) | 1 | 23 | 156 | 75 | 70 | 90 | Hidden in chest! |
Total Gold: 22,080 G
Total Enemies: 16
Treasure & Items
Chests (1):
| Location | Coordinates | Contents | Safe? |
|---|---|---|---|
| Center | (12,12) | MIMIC | ❌ Fake chest! Level 23 monster |
Mimic Warning: The only chest contains a Mimic! Don’t open unless prepared for combat.
Hidden Items: None
Battle Strategy
Difficulty Assessment: Easy/Medium - “Pretty easy compared to some”
This is a relatively straightforward battle with standard enemy types. The main consideration is splitting the party to cover both sides of the map.
Map Layout
Terrain:
- Fields and plains
- Three enemy groups: North, East, Middle
- Mimic chest in middle area
- Multi-level terrain (hills)
Enemy Positioning:
- North group: Golems and support
- East group: Mixed forces
- Middle group: Near treasure chest
Recommended Strategy: Two Groups
Author’s Formation: “I formed 2 groups, with a healer in each.”
Split Party:
- Group 1: 5-6 characters with Sara (healer)
- Group 2: 5-6 characters with Huxley (healer)
Composition Each Group:
- 2-3 physical attackers (Knights, etc.)
- 1-2 ranged units (Archers)
- 1 magic user (Enchanter)
- 1 healer (Archbishop)
Enchanter Value: “Enchanter units very helpful” - Author had 2 (Zohar and Eleni), one per group.
Phase 1: Approach & Engage (Turns 1-3)
Western Wall Route:
Best Path: “Head along extreme west wall (easiest height progression)”
Group 1 - West Wall:
- Move along extreme western wall
- Easiest elevation progression
- Engage North group first
- High ground advantage
Group 2 - Direct Center:
- Move toward middle/east
- Engage Middle group near chest
- Can move toward East group after
Priority Targets:
- Death Angels first (both groups)
- HARMFUL WAVE R5 AOE threat
- Low HP (126) = easier to kill
- “Priority Target: Death Angels”
- Acid Ghosts second (poison annoying)
- Eggworms third (flying archers)
- Gold Golems fourth (slow, weak to magic)
- Skeletons last (standard melee)
Phase 2: Death Angel Elimination (Turns 2-4)
Critical Priority:
Kill Death Angels ASAP: “Beware of Deathangels & Eggworms and everything should run smoothly”
Death Angel Threat:
- HARMFUL WAVE R5 - 5-tile range AOE
- THUNDER BALL R5 - Single target ~70 damage
- Can devastate party if left alive
- Both groups have 1 Death Angel each
Each Group’s Execution:
Archers:
- Focus fire on group’s Death Angel
- 2-3 arrows typically kill (126 HP)
- Sniper class excellent for this
Magic:
- Phase Shift if Death Angel near other enemies
- Piercing Light single-target if isolated
- ~70-80 damage from Enchanter magic
Quick Kill:
- Death Angel should die Turn 2-3 per group
- Once dead, pressure drops significantly
Phase 3: Golem Elimination (Turns 3-6)
Gold Golems:
- 6 total (most numerous enemy)
- High HP (184) and high DF (111)
- Armor class = weak to magic
- Slow movement (AGL 60)
Phase Shift Dominance:
Magic Effectiveness: “Gold Golems from middle can be Phase Shifted easily from western position”
Zohar/Eleni:
- Phase Shift into Golem groups
- 100+ damage to each
- One-shots or near one-shots
- Can hit 2-3 Golems at once
- “Golem types weak to magic”
Physical Cleanup:
- Wounded Golems finished by physical attacks
- Slow movement = they come to you
- Don’t rush - let them approach
- “Stall tactics work well - easily surmountable forces”
Phase 4: Mimic & Cleanup (Turns 6-8)
Mimic Chest:
- Location: Center at (12,12)
- Contains Level 23 Mimic (156 HP)
- Optional to open
If Opening:
- Kill nearby enemies first
- Gang up with 3-4 characters
- Mimic has decent stats (AT 75)
- One-shot or two-shot with focused fire
Or Skip:
- Not essential to open
- “Avoid it if taking damage”
- No reward worth the risk
Final Enemies:
- Once Death Angels dead, battle is easy
- Far eastern group eventually approaches
- Pick them off with arrows as they advance
- Standard cleanup
Convergence:
- Two groups meet in middle
- Eliminate stragglers together
- Victory when all 16 dead (including Mimic if opened)
Common Mistakes
❌ Not Splitting Party:
- Keeping all 12 together
- Can’t cover both sides efficiently
- One enemy group ignored too long
❌ Fighting Both Groups Simultaneously:
- “Engage groups one at a time - both at once is foolish”
- Getting surrounded
- Healing can’t keep up
❌ Ignoring Death Angels:
- Letting them cast HARMFUL WAVE repeatedly
- Party-wide damage accumulates
- Quick wipe
❌ Physical Attacks on Golems:
- Wasting turns hitting high-DF enemies
- Use Phase Shift instead
- Much more efficient
✓ Correct Approach:
- Split into 2 balanced groups (healer each)
- West wall route (easiest elevation)
- Kill Death Angels immediately (Turns 2-3)
- Phase Shift the Golems
- Skip Mimic chest if low on HP
- Let eastern enemies approach (shoot them)
- Converge for cleanup
Post-Battle
Story Events:
Orosius Reveals Truth:
- Village elders are descendants of Biruni
- Creators of Flames of Judgement (ancient history)
- Village holds secrets of the Flames
- Bargain: Help if party retrieves Dragon Claw from Salamander
Dragon Hunt Mission:
- Must defeat Salamander the Red Dragon
- Proves worthiness for ancient power
- Leena (Orosius’s daughter) assigned as guide
Tavern Hint:
“Told to search center of smallest lava lake in Dragon’s Lair”
- Logos Key hidden in dragon’s lair!
- Important hint for Trial #5 key
Next Destination: Smoking Bones Cave (Dragon’s Lair)
Battle 5.3: Smoking Bones Cave - Salamander Dragon Boss
Recommended Level: 24 Map Size: 24×20 grid Victory Condition: Defeat of Salamander Defeat Condition: Death of Ash
Dragon Boss Battle: Salamander the Red Dragon awaits! Also contains LOGOS KEY - only chance to get it!
Enemy Composition
| Enemy Type | Count | Level | HP | AT | DF | AGL | Notes |
|---|---|---|---|---|---|---|---|
| Salamander (Boss) | 1 | 26 | 202 | 130 | 102 | 98 | Dragon! Flying type |
| Gold Golem (Ar) | 4 | 23 | 192 | 108 | 116 | 62 | Heavy armor |
| Skeleton (Kn) | 4 | 23 | 168 | 95 | 83 | 83 | Melee fighters |
| Eggworm (Bo) | 3 | 23 | 151 | 83 | 66 | 79 | Flying archers |
| Acid Ghost (Ai) | 3 | 23 | 180 | 116 | 91 | 87 | Poison attacks |
Total Gold: 24,320 G
Total Enemies: 15
Boss: Salamander (Red Dragon)
Stats:
- Level 26, 202 HP
- AT 130 (very high!), DF 102, AGL 98
- Flying type (Airman class)
- No spells - purely physical attacks
- High mobility
Boss Weakness: “Dragon dies very easily! Don’t accidentally kill him before collecting treasures.” Despite stats, he’s surprisingly fragile.
Treasure & Items
Chests (1):
| Location | Coordinates | Item | Notes |
|---|---|---|---|
| Near box stack | (13,6) | D.SPEAR | Dragon Spear - requires box puzzle |
Hidden Items (1):
| Coordinates | Item | Location Description | Notes |
|---|---|---|---|
| (15,13) | LOGOS KEY | Middle of smallest lava pool | TRIAL #5 KEY! FLYING UNIT REQUIRED! |
CRITICAL - MISSABLE ITEM: LOGOS KEY can ONLY be obtained in this battle! Requires Hawknight or Sky Lord to fly over lava! Missing it locks you out of Trial #5 forever!
Boss Drop:
- Wyrmfang (WYRMFANG) - Automatic reward for defeating Salamander
- Powerful spell item with massive AOE
- Can also be purchased for 16,000 G later
Battle Strategy
Difficulty Assessment: Easy - “Relatively easy” / “This ones also relatively easy”
Despite being a dragon boss battle, this is surprisingly straightforward. The challenge is collecting treasures before accidentally killing the dragon.
Map Layout
Terrain:
- Lava pools scattered throughout cave
- Twisting path through lava areas
- Boxes (crates) for Dragon Spear puzzle
- Elevated positions for tactical advantage
- Salamander in northeastern area
Lava Pools:
- Multiple pools of various sizes
- Smallest lava pool northeast contains LOGOS KEY
- Only flying units can cross lava
Location Details: “5 spaces west of Salamander’s starting position, 2 spaces south” = Logos Key location in smallest lava pond
Recommended Strategy: Defensive Chokepoint
Chokepoint Advantage:
Positioning: “Tile north of Ash’s starting location is a strong chokepoint (high ground)”
Execution:
- Ash moves one tile north from start
- Rest of party stays in beginning area
- ALL enemies (except Salamander) will come to you
- High ground advantage
- 3 enemies north can be blocked with only 2 units
- Salamander stays put (intentional for key collection!)
Why This Works:
- Defensive position with height advantage
- Enemies funnel through chokepoint
- Salamander doesn’t move = time to get key
- Control battle flow
Phase 1: Initial Rush (Turn 1)
Alternative Aggressive Start:
Author’s Approach: “I got a group over to the enemies directly across from you right away, and killed them in 1 turn.”
Aggressive Option:
- Send 5-6 characters rushing north
- Burst damage into 3 enemies directly ahead
- Kill them in 1 turn (magic + physical combo)
- Then “just marched ahead”
Or Defensive:
- Move Ash 1 tile north
- Everyone else stays back
- Let enemies approach
- Safer but slower
Phase 2: Send Flying Unit for LOGOS KEY (Turn 1-2!)
CRITICAL TIMING: Send flying unit for key IMMEDIATELY! “THIS IS THE ONLY CHANCE TO GET THE KEY!”
Flying Unit Mission (Diego/Kira):
Requirements:
- MUST be Hawknight or Sky Lord class
- Only flying units can cross lava
- Author used Diego as Sky Lord
Turn 1-2 Execution:
- Flying unit breaks off from main party
- Fly toward northeastern lava pools
- Navigate to smallest lava pool
- Location: (15,13)
- “Middle of smallest lava lake nearest dragon”
- “Center tile of smallest lava pool”
- 5 spaces W, 2 spaces S of Salamander start
- Search → LOGOS KEY
- VERIFY IN INVENTORY!
Tavern Hint Reference: “Use a Sky Lord to look in the center tile of the smallest lava lake near Salamander. It contains the LOGOS KEY.”
While Flying Unit on Mission:
- Main party fights regular enemies
- Salamander stays put (doesn’t approach)
- This gives time to collect key safely
- Don’t kill Salamander until key secured!
Phase 3: Dragon Spear Collection (Turns 3-5)
Box Puzzle:
D.Spear Chest Location: Near stack of boxes at (13,6)
Box Puzzle Solution:
Step 1 - Kill Nearby Enemies:
- Eliminate Eggworm & Acid Ghost near boxes
- Clear area for maneuvering
Step 2 - Initial Box:
- Move Sky Lord to lone box (isolated crate)
- Push lone box 2 spaces north
- Next turn: jump on top of box (use it as platform)
Step 3 - Stack Push:
- Character now on elevated box
- Push huge stack of boxes east repeatedly
- Multiple turns of pushing
- Creates access to higher elevation
Step 4 - Reach Chest:
- Mount the stack after sufficient pushing
- Walk across to reach chest
- Open → D.Spear (Dragon Spear)
- Excellent spear weapon
Or Skip:
- Not essential if difficult
- Can buy similar weapons later
- Focus on Logos Key (more important)
Phase 4: Regular Enemy Elimination (Turns 2-6)
While collecting items, fight enemies:
Gold Golems:
- 4 total
- Weak to Phase Shift magic
- 100+ damage per cast
- Easy elimination
Acid Ghosts:
- Flying poison attackers
- Shoot with archers
- Phase Shift also effective
Eggworms:
- Flying archers
- Similar to Acid Ghosts
- Priority after Death Angels (none here)
Skeletons:
- Standard melee
- Counterattack effectively
- Low threat
General Combat:
- Let them approach chokepoint
- Phase Shift grouped enemies
- Archers pick off flyers
- Standard cleanup
Phase 5: Salamander Dragon (Turn 7+)
After All Items Secured:
Verify Before Killing: “Make sure you get chest & secret before killing dragon! He’s terribly easy to kill even in self-defense!”
Checklist:
- ✅ LOGOS KEY collected (most important!)
- ✅ D.Spear collected (optional)
- ✅ All regular enemies dead
- Ready to fight Salamander
Dragon Fight:
Approach:
- Advance party toward Salamander’s position
- He’s been waiting in NE area
- Surround him
Execution:
Magic:
- Phase Shift from Enchanters
- ~70-80 damage (not as effective as vs Armor)
- Flying type = moderate magic resistance
Physical:
- Multiple melee attackers
- High AT (130) means he hits back hard
- But only 202 HP = goes down in 2-3 turns
- Focus fire
Archers:
- Long-range shots
- Safe attacks from distance
- Good damage to flying type
Surprisingly Easy:
- Despite high stats, not that threatening
- Doesn’t have special attacks
- No healing
- Physical only
- Dies faster than expected
Common Mistakes
❌ Forgetting LOGOS KEY:
- Killing Salamander first
- Battle ends, can’t get key
- Permanently missable!
- Locked out of Trial #5 forever
❌ No Flying Unit:
- Bringing party without Hawknight/Sky Lord
- Can’t cross lava to reach key
- Can’t complete key collection
- Major mistake
❌ Accidentally Killing Salamander:
- “He’s terribly easy to kill even in self-defense!”
- AOE spells might hit him
- Counterattacks might kill him
- Get items first!
❌ Forgetting Box Puzzle:
- Not getting D.Spear
- Missing good weapon
- Less critical than key but still good
✓ Correct Approach:
- IMMEDIATELY send flying unit for LOGOS KEY (Turn 1-2)
- Verify key collected
- Box puzzle for D.Spear (optional)
- Let enemies come to you
- Kill Salamander LAST
- Double-check inventory before finishing
Post-Battle
Rewards:
- 24,320 G
- Wyrmfang (boss drop)
- LOGOS KEY in inventory (if collected)
Story Events:
Scene: Frontier Village Returns:
- Party returns from dragon hunt
- Village is in flames! (Eleni’s premonition was true!)
- “Frontier Village in flames (Surprise!?!)”
- Attack underway
- Orosius mortally wounded (dying)
Next Battle Immediate: Fight begins at burning village
Battle 5.4: Frontier Village - Sabina & Kane Boss Battle
Recommended Level: 25 Map Size: 32×16 grid (wide map) Victory Condition: Defeat of Sabina Defeat Condition: Death of Ash
TWO-PHASE BOSS BATTLE: Sabina initially, then Kane reinforcements arrive Turn 4! “Now things get NASTY”
Enemy Composition
Initial Enemies:
| Enemy Type | Count | Level | HP | AT | DF | AGL | Spells |
|---|---|---|---|---|---|---|---|
| Sabina Valkyrie (Boss) | 1 | 28 | 182 | 99 | 79 | 94 | HYPER HEALING R8 |
| C. Armor (Ar) | 9 | 26-29 | 216-240 | 121-134 | 130-144 | 70-77 | None |
| C. Priest (Pr) | 3 | 25-29 | 130-150 | 67-77 | 54-62 | 110-126 | EXTRA HEALING R5 |
| C. Warlock (Ma) | 2 | 25 | 143 | 58 | 49 | 108 | MAGIC ARROW R5, ROLLING THUNDER R5 |
| C. Shooter (Bo) | 4 | 25 | 163 | 89 | 71 | 85 | None |
Turn 4 Reinforcements:
| Enemy Type | Count | Level | HP | AT | DF | AGL | Spells |
|---|---|---|---|---|---|---|---|
| Kane Assassin (Boss) | 1 | 29 | 210 | 118 | 103 | 103 | HEALING CIRCLE(2) R5 |
| C. Knight (Kn) | 3 | 25 | 182 | 103 | 89 | 89 | None |
| C. Hawk (Ai) | 2 | 24 | 187 | 121 | 95 | 91 | None |
Total Gold: 44,820 G (HIGHEST IN ENTIRE GAME!)
Total Enemies: 25 (19 initial + 6 reinforcements)
Boss: Sabina Valkyrie
Stats:
- Level 28 (vs 18 in Act 4.1)
- 182 HP, AT 99, DF 79, AGL 94
- HYPER HEALING - Range 8, Field 2!
- Extreme range healing
- Can heal from far away
- Area effect (hits 2-tile radius)
- ~50-60 HP restored
- Archer/Valkyrie class (final tier)
Boss Threat: Sabina’s HYPER HEALING has range 8! She can heal from extreme distance. Very defensive boss.
Boss: Kane Assassin (Reinforcement)
Stats:
- Level 29, 210 HP
- AT 118, DF 103, AGL 103
- HEALING CIRCLE(2) R5
- Area healing for allies
- Range 5 reach
- Knight/Assassin class
Arrives Turn 4 with 5 additional units!
Treasure & Items
Chests: None
Hidden Items (2):
| Coordinates | Item | Location Description |
|---|---|---|
| (10,1) | MITHRIL | SW area, crack in sidewalk by S house |
| (31,5) | SHIVBOOK | SE area, crack in sidewalk by E house, N side |
Both secrets are “pavement crack” tiles - visual markers on ground.
Boss Drop:
- Rune Bow - Automatic reward for defeating Sabina
- ATK +25, Value 3,400 G
- Best bow before end-game equipment
- “Very powerful!”
Battle Strategy
Difficulty Assessment: Hard - “Definitely hard, but do-able” / “Now things get NASTY”
This is one of the hardest battles in Act 5 due to the two-phase structure, heavy armor enemies, multiple healers, and reinforcements.
Map Layout
Terrain:
- Burning village (destroyed Frontier Village)
- Riverbed (dry sluiceway) runs through middle
- Houses and wreckage provide cover
- Switch controls flood mechanism
- North bridge has boulder that can be kicked
Key Features:
- Riverbed Trap: Can be flooded with switch
- Northern House: Provides cover and high ground
- Two Main Sections: Armor/Shooter area (SW) and Sabina’s area (NE)
Phase 1: First Stretch - Armors & Shooters (Turns 1-3)
Starting Position:
- Party enters from west
- 9 C. Armors in/near riverbed (SW)
- 4 C. Shooters on elevated positions
- Priests scattered for healing
- Warlocks in support
Turn 1-2 - Enter Riverbed:
Initial Tactic: “Move party towards Shooters and out of riverbed”
Execution:
- Enter dry sluiceway (riverbed)
- Don’t stay in riverbed! - it’s a trap
- Move toward Shooters (elevated positions)
- Send someone to get Mithril secret (10,1)
- SW area by southern house
- Pavement crack
- Search → MITHRIL
Combat Focus:
Magic Bombardment:
- Roman Fire and Phase Shift into armored units
- Armor class weak to magic
- 100+ damage per hit
- “Bombard armored units with Roman Flame and arrows”
Archer Support:
- Focus on Shooters (elevated positions)
- Kill Shooters in 1 round if possible
- “MUST defeat them in 1 round to be effective”
- Otherwise Priests heal them back
Special Positioning:
Tactic: “Units against sluiceway’s east railing can’t be hit by projectiles - place flying units there”
- East railing = safe zone from projectiles
- Flying units protected position
- Can attack without being shot
Priest Priority:
- “Kill Warlocks and Priests ASAP”
- Prevent healing and magic damage
- EXTRA HEALING range 5 = they’ll heal Armors
- Must eliminate before they undo your damage
Bishop Holy Pressure:
“Use Bishops’ Holy Pressure to hit both armored groups (prevents priest healing)”
- Archbishop offensive spell
- Can hit multiple enemies
- Interrupts healing capability
- Good for area control
Turn 4: Kane’s Reinforcements Arrive!
SURPRISE REINFORCEMENTS: “Turn 4: Kane’s men show up” - 6 new enemies including Kane boss!
Kane’s Force:
- Kane Assassin (boss)
- 3 C. Knights
- 2 C. Hawks
- Arrive near north screen by sluice button
Immediate Problem:
- All remaining Armor guards now in riverbed
- Your party potentially surrounded
- Two boss fights at once
Turn 4: Flood Mechanic
River Flood Switch: “Press switch” to flood riverbed, instantly killing guards inside!
Switch Mechanic:
- All guards now in riverbed (Turn 4)
- Someone presses switch near north sluice
- Flood them instantly
- All enemies in riverbed die (no EXP)
- “Clean up surrounding enemies” afterward
Strategic Decision:
Option A - Flood (Fast):
- Press switch Turn 4
- Instant kill on remaining Armors
- Miss EXP but easier
- Recommended for first-time players
Option B - Fight (Max EXP):
- Don’t flood
- Kill Armors manually
- More EXP and gold
- Harder but more rewarding
Boulder Alternative:
“Lead them into groove, kick boulder near north bridge, wash them away (why bother though?)”
- Can kick boulder too
- Same effect as switch
- More complex, less efficient
Defensive Fortification Strategy (If Known About Reinforcements)
Counter-Strategy: “Fall back to sluiceway’s SW end. Fortify position.”
Advanced Tactic (Turns 2-3):
Preparation:
- Kill armored units near sluice’s west side only
- Don’t advance too far east in Turns 1-3
- Turn 3: Fall back to SW end of sluiceway
- Fortify position there
Why This Works:
- Puts enemies in watery groove (low ground)
- You have high ground advantage (SW end)
- They bunch up in riverbed
- Abuse arrows and Roman Fire from high ground
- Flanking impossible
- Can flood when ready
Watch for Hawks: “Check movement range to prevent backstabs” - Flying enemies can flank!
Phase 2: Second Stretch - Sabina’s Group (Turns 5-8)
After Handling Reinforcements:
- Kane’s group defeated or in progress
- Armors flooded or killed
- Time to advance on Sabina
Preparation (Turn 5-6):
- Collect Mithril if not already done
- Heal up - Ultra Healing all wounded
- Restore mages’ MP if low
- Magic Charge from Bishops
- Life Orbs if needed
- Sabina’s group “should have waited patiently” in NE
Advance Strategy:
Ground Route:
- Send main group along low street
- Approach Sabina’s position from ground level
- Tight formation for healing
High Ground Magic:
- 1-2 mages climb northern house wreckage
- Elevated position for “magicbomb” drops
- Can Phase Shift into Sabina’s group from above
- Height advantage
Priority Elimination:
Kill Order: “Priority: Kill Warlocks and Priests ASAP”
Warlocks:
- ROLLING THUNDER dangerous
- MAGIC ARROW backup
- Low HP (143)
- Kill first
Priests:
- Will heal Sabina and others
- Prevent healing before Sabina fight
- EXTRA HEALING range 5
Save Sabina for Last:
“Save Sabina for last (allows time to dig up Shivbook)”
Shivbook Collection:
- While fighting support units
- Send character to (31,5)
- Eastern pavement crack, N side of house
- Search → SHIVBOOK
Boss Fight: Sabina
After All Supports Dead:
- Only Sabina remains
- Can now focus entirely on her
Sabina Tactics:
HYPER HEALING Problem:
- Range 8, Field 2
- Can heal from extreme distance
- ~50-60 HP restored
- No allies to heal = heals self only
EXP Farming (Optional):
“Knows Hyper Healing - extend battle for extra EXP. Play with her to maximize experience before finishing.”
- Weaken her below ~100 HP
- She heals self
- Weaken again
- Repeat 2-3 times
- Milk maximum EXP
- Kill when satisfied
Kill Strategy:
- Surround her with multiple attackers
- Burst damage to kill before she heals
- Combined assault: magic + physical + arrows
- 4-5 attacks simultaneously = death
- 182 HP = not that tanky for boss
Alternative:
- Just kill her normally
- Don’t waste time on farming
- Move on to next battle
Common Mistakes
❌ Staying in Riverbed Turn 3-4:
- Getting flooded by own switch
- Or surrounded by Kane’s reinforcements
- Tactical disadvantage
❌ Not Killing Shooters in 1 Round:
- Priests heal them back
- Wasted attacks
- Frustrating
❌ Advancing Too Far Before Turn 4:
- Kane reinforcements appear behind you
- Sandwiched between two forces
- Hard to retreat
❌ Not Using Flood Mechanic:
- Fighting all 9 Armors manually
- Much harder than needed
- Switch makes it easy
❌ Exposing Hawknights:
- “DON’T leave Hawknights out in the open!”
- Shooters destroy them
- Keep protected until Shooters dead
✓ Correct Approach:
- Enter riverbed, exit quickly
- Magic destroys Armors
- Kill Shooters in 1 round or leave them
- Kill Priests and Warlocks ASAP
- Fall back SW Turn 3 (if know about reinforcements)
- Flood remaining Armors Turn 4
- Handle Kane’s group from fortified position
- Collect both secrets
- Eliminate Sabina’s supports first
- Save Sabina for last, burst her down
Post-Battle
Rewards:
- 44,820 G - Highest gold in entire game!
- Rune Bow (boss drop)
Story Events:
Orosius Dying Scene:
- Elder is mortally wounded
- Final words to daughter Leena
- Tells Leena: Go to Orome Lake
- Break seal on ancient temple
- Vandal Heart sword hidden there
- “Can deal with Flames of Judgment”
- Ultimate weapon quest
Eleni & Leena:
- Eleni gives Leena her pendant
- Emotional moment
- Talk of family (or lack thereof)
- Foreshadowing time paradox
Next Destination: Orome Lake
Battle 5.5: Orome Lake - Temple Guardian Escort
Recommended Level: 26 Map Size: 28×14 grid Victory Condition: Leena reaches temple entrance Defeat Condition: Death of Ash or Leena
Escort Mission: Must protect NPC Leena and guide her to temple entrance safely!
Enemy Composition
Progressive Spawns - Four Groups:
| Enemy Type | Count | Level | HP | AT | DF | AGL | Notes |
|---|---|---|---|---|---|---|---|
| Guardian (Ar) | 10 | 24-25 | 200-208 | 112-116 | 121-125 | 65-67 | Spread across 4 groups |
| Basilisk (Bo) | 6 | 23-24 | 151-157 | 83-86 | 66-69 | 79-82 | Spread across 4 groups |
Total Gold: 29,120 G
Total Enemies: 16 (spawn in 4 groups as Leena advances)
Spawn Groups
Group 1 (Initial):
- 2 Guardians (L25, 208 HP)
- 2 Basilisks (L24, 157 HP)
- Start on field when battle begins
Group 2 (When Leena reaches (11,2)):
- 4 Guardians (L24, 200 HP)
- 2 Basilisks (L23, 151 HP)
- +6 enemies spawn
Group 3 (When Leena reaches (17,11)):
- 2 Guardians (L24, 200 HP)
- +2 enemies spawn
Group 4 (Final section):
- 2 Guardians (L25, 208 HP)
- 2 Basilisks (L24, 157 HP)
- Near finish gate
Progressive Spawns: “Enemies spawn when Leena reaches specific locations” - (11,2) triggers 6 enemies, (17,11) triggers 2 more!
Special Mechanic: Guest NPC Escort
Leena:
- Guest unit (NPC controlled)
- Moves on her own AI
- Must reach temple entrance gate
- Her death = defeat!
- When reaches red circle tile → next walkway section rises
Walkway Mechanics:
- Temple path rises in sections
- Leena triggers each section
- “All monsters must be defeated before Leena can proceed to next section”
- Can control her pace by blocking path
Control Tactic: “Stuff up walkways with your units so Leena has nowhere to move (keeps her safe)”
Enemy Analysis
Guardian (Armor class):
- “Close-range bashers”
- “Decent damage”
- Weak to magic (armor class)
- 200-208 HP
- Higher DF (121-125)
- Phase Shift one-shots or near one-shots them
Basilisk (Archer class):
- “Long-range projectile shooters”
- “Range comparable to Snipers at elevation”
- Flying movement
- “Slightly weak to projectiles”
- 151-157 HP
- Good vs flying units, but vulnerable to arrows
Treasure & Items
Chests (2):
| Location | Coordinates | Item | Notes |
|---|---|---|---|
| North | (21,13) | GOLD AXE | Northern chest |
| South | (18,1) | WYRMFANG | Southern chest |
Get both chests before killing remaining foes - Battle ends when Leena reaches finish gate!
Hidden Items: None
Battle Strategy
Difficulty Assessment: Easy - “Too easy” / “NONE (Too Easy)”
Author’s Opinion: “I thought this was too easy. Sure you raise more enemies, but they are gluttons for punishment.”
Despite being an escort mission, this is surprisingly simple due to weak enemy types and controllable pacing.
Recommended Strategy: Controlled Advance
Core Concept:
- Control Leena’s movement speed
- Kill all enemies in section before she advances
- This prevents being overwhelmed
- Safe, systematic progression
Phase 1: Initial Group (Turns 1-2)
Group 1 Enemies:
- 2 Guardians + 2 Basilisks
- On mainland when battle starts
Turn 1 - Engage:
Magic Assault:
- Phase Shift into Guardians
- Armor class weakness
- ~100+ damage each
- One-shots them
- “Salamander” spell mentioned (fire AOE)
- If available, use on grouped enemies
Archer Focus:
- Shoot Basilisks (flying archers)
- 2-3 arrows each
- “They’re dead” - not threatening
Leena Control:
- Block walkway with your units
- Don’t let her advance yet
- Keep her safe in starting area
Turn 2 - Cleanup:
- Finish any wounded enemies
- Verify all Group 1 dead
- Prepare for advance
Phase 2: Trigger Group 2 (Turns 3-5)
When Ready:
- Clear path for Leena
- Let her move to trigger tile (11,2)
- Group 2 spawns: +6 enemies (4 Guardians + 2 Basilisks)
Combat Tactics:
Phase Shift Spam:
“They are gluttons for punishment”
- Zohar/Eleni Phase Shift into Guardians
- Multiple Guardians die per cast
- Armor weakness dominates
Archer Support:
- Diego, Amon, Darius shoot Basilisks
- Flying vs flying effective
- “Can be sniped from mainland’s elevated land”
Positioning:
- “Don’t stick units at crossroads where damage can converge”
- Spread out to avoid AOE targeting
- Use mainland elevation for shots
When 2nd Section Rises:
“Enemies teleport near former ‘safe zone’”
- New spawn points appear
- Don’t get surprised
- Adjust positioning
Phase 3: Trigger Group 3 (Turns 6-7)
Advance Leena:
- She moves to (17,11) trigger
- Group 3 spawns: +2 Guardians
- “Connects 1st and 2nd tower areas to exit”
Combat:
- Only 2 enemies
- Easy elimination
- Phase Shift or physical attacks
- Simple cleanup
Stick Together:
“Stick to one big group if possible”
- Don’t split party
- Easier healing
- Concentrated firepower
- Safer for Leena
Phase 4: Final Section & Chests (Turns 8-10)
Approach Finish Gate:
- Leena approaching temple entrance
- Group 4: 2 Guardians + 2 Basilisks near finish
- DO NOT let Leena reach finish yet!
Critical: “Get both treasure chests before killing remaining foes” - Battle ends when Leena finishes!
Chest Collection:
Gold Axe (North):
- Character moves to (21,13)
- Northern chest
- Open → GOLD AXE
- Sellable item
Wyrmfang (South):
- Character moves to (18,1)
- Southern chest
- Open → WYRMFANG
- Spell item (same as boss drop from Salamander)
Final Enemies:
Salamander Spell Tip: “Enemies near finish gate can be weakened with Salamander before approaching”
- If you have Salamander spell (Wyrmfang item)
- Cast from distance
- Weakens final group
- Then approach for cleanup
Or Standard:
- Phase Shift the Guardians
- Shoot the Basilisks
- Standard elimination
Finish:
- Verify both chests collected
- Clear path for Leena
- She walks to temple entrance
- Victory!
Common Mistakes
❌ Letting Leena Run Ahead:
- She triggers spawns before ready
- Multiple enemy groups active
- Overwhelming
❌ Not Blocking Walkway:
- Can’t control her movement
- She advances on AI
- Lose control of pacing
❌ Forgetting Chests:
- Leena reaches finish
- Battle ends
- Chests inaccessible
- Miss items
❌ Spreading Out at Crossroads:
- “Don’t stick units at crossroads”
- Convergent damage
- Multiple enemies target one spot
✓ Correct Approach:
- Block walkway to control Leena
- Kill all enemies in section before advancing
- Phase Shift destroys Guardians
- Arrows eliminate Basilisks
- Get both chests before final enemy dies
- Let Leena finish only when ready
Post-Battle
Story Events:
MAJOR TIME PARADOX REVEAL!
THE BIG TWIST: “Leena is really Eleni, and Eleni is really Leena.”
Scene:
- Leena about to unseal Vandal Heart
- Xeno appears! (villain entrance)
- Creates space-time fracture
- Zaps Leena into temporal rift
Time Paradox Explained:
18 Years Ago:
- Eleni was an orphan (known from earlier story)
- No family, raised by Magnus
The Truth:
- This Leena IS Eleni from 18 years in the future!
- Xeno sent her back in time
- She became the orphan child “Eleni”
- That child grew up → became present-day Eleni
- Present Eleni grew up → becomes “Leena” identity
- Temporal causality loop!
Evidence:
- Eleni’s pendant given to Leena (circular)
- Both connected by time displacement
- Mind-bending paradox
Resolution:
- Eleni (present) opens case
- Ash takes Vandal Heart sword
- Ultimate weapon obtained!
Rewards:
- Vandal Heart sword and armor set
- Legendary equipment for Ash
- ATK +40 (best weapon in game!)
- Vandal Heart armor also obtained
End of Act 5
Optional: Trial of Logos (Trial #5)
Unlock Requirement: LOGOS KEY (from Battle 5.3 - Smoking Bones Cave) Recommended Level: 25-27 Map Size: 20×20 grid
This Trial becomes accessible after Smoking Bones Cave. Detailed strategy available in Trial of Logos guide. This section provides complete battle information.
How to Access
- Ensure LOGOS KEY is in inventory (from Salamander’s cave, lava pool)
- Give LOGOS KEY to Ash (equip as item)
- Enter any Dojo
- Select “Leave” option
- Dojomaster asks about transformation
- Select “Yes” to enter Trial
Enemy Composition
| Enemy Type | Count | Level | HP | AT | DF | AGL | Spells |
|---|---|---|---|---|---|---|---|
| Guardian (Ar) | 13 | Scales with Ash | ~216 | Varies | Varies | Varies | None |
| Basilisk (Bo) | 5 | Scales with Ash | ~170 | Varies | Varies | Varies | None |
| Salamander (Ai) | 7 | Scales with Ash | ~202 | Varies | Varies | Varies | None |
| Dark Mage (Ma) | 2 | Scales with Ash | ~148 | Varies | Varies | Varies | DARK HURRICANE R6F1, EVIL STREAM R9 |
Total Enemies: 27 (large battle!)
Enemy Scaling: All enemies scale with Ash’s level. At Level 26, enemies are Level 26.
Dark Mages: 2 Dark Mages have powerful spells! DARK HURRICANE (range 6, field 1) and EVIL STREAM (range 9)!
Total Gold: 270 G (minimal)
Special Note: Translation Error
Item Name: Called “LOGO PRISM” in U/C version, but should be LOGOS PRISM to match “LOGOS KEY” naming. Japanese version uses consistent “Logos” naming.
Treasure & Items
Chests (1):
| Location | Coordinates | Item | Notes |
|---|---|---|---|
| SE area | (17,2) | LOGOS PRISM | Must collect before battle ends! |
CRITICAL: You MUST collect the LOGOS PRISM before defeating all enemies! If you win without it, you cannot retry this Trial!
Battle Strategy
Difficulty Assessment: Medium - “EASY but extremely tedious and boring!” (~25 rounds)
The combat itself isn’t hard (if fully equipped), but the spiral tower grind makes this the most tedious Trial.
Map Layout
Spiral Tower:
- “This board is simply a huge spiral staircase tower with monsters”
- 27 enemies distributed along spiral
- Single-file path winding upward
- Long climb to top
- Chest at summit (SE area)
Recommended Strategy: Single-File March
Core Strategy: “Stay single file against tower wall as you climb”
Turn-by-Turn:
Formation:
- Single-file line along tower wall
- Frontline: Knights (high HP/DF)
- Mid-line: Archers and Monks
- Rear: Mages and Priests
- March upward systematically
Combat Approach:
Don’t Waste Attack Spells Early:
“Don’t waste your attack spells until closer to end”
- Conserve MP for later enemies
- Use physical attacks primarily
- Archers very effective
- Save Phase Shift for emergencies
Dark Mage Priority:
“Pause only to put an arrow through the Mages”
- Kill Dark Mages ASAP when encountered
- DARK HURRICANE and EVIL STREAM dangerous
- 2-3 arrows should kill them (low HP ~148)
- Don’t let them cast repeatedly
Guardians (13 total):
- Armor class = weak to magic
- But conserve MP
- Physical attacks work fine
- High DF but killable with good weapons
Basilisks (5 total):
- Flying archers
- Shoot them with your archers
- 2-3 arrows each
- Not threatening
Salamanders (7 total):
- Flying dragon-types
- Higher HP (~202)
- 3-4 attacks to kill
- Magic or physical both work
Pace:
- ~25 rounds total
- Extremely long grind
- Tedious but not difficult
- Bring healing items
Phase Shift Usage:
- Save for grouped enemies near top
- When 3+ enemies clustered
- Late battle when MP less needed
- Speeds up final push
Final Push & Prism Collection
Near Top (Rounds 20-25):
- Enemies thinning
- Chest visible in SE (17,2)
- Leave at least 1 enemy alive as insurance
Collect Prism:
- Character reaches chest
- Open → LOGOS PRISM
- VERIFY IN INVENTORY!
Finish:
- Kill remaining enemies
- Victory
Common Mistakes
❌ Not Conserving MP:
- Wasting Phase Shift on early enemies
- Running out of MP for Dark Mages
- Tedious ending with no spells
❌ Spreading Out:
- Breaking single-file formation
- Getting flanked on spiral
- Healers can’t reach frontline
❌ Ignoring Dark Mages:
- Letting them cast EVIL STREAM (range 9!)
- Party-wide damage
- Accumulates over time
❌ Forgetting Prism:
- Killing all enemies first
- Battle ends, can’t get prism
- Locked out of 5th Prism forever
✓ Correct Approach:
- Single-file against wall
- Physical attacks primarily
- Arrow the Dark Mages immediately
- Conserve MP for emergencies
- Leave 1 enemy for prism
- Verify prism collected
- Kill last enemy
Post-Trial
Reward:
- LOGOS PRISM (5/6 Prisms for Vandalier)
- 270 G
- Minimal EXP (scales with Ash)
Progress:
- ✅ Nova Prism (Trial #1)
- ✅ Earth Prism (Trial #2)
- ✅ Mana Prism (Trial #3)
- ✅ Chaos Prism (Trial #4)
- ✅ Logos Prism (Trial #5) ← Just obtained!
- ⬜ Heaven Prism (Trial #6 - Act 6)
5 of 6 Prisms obtained! Only Heaven Trial remains for Vandalier!
For more detailed strategy, see Trial of Logos guide.
Act 5 Complete Summary
Battles Completed
| # | Battle Name | Difficulty | Gold | Key Items |
|---|---|---|---|---|
| 5.0 | Wart Bay | Medium | 17,100 | PLATE Mail |
| 5.1 | Torog Mountains | Hard | 21,420 | Panzer Claws, Helstone, Mithril |
| 5.2 | Tsukue Plains | Easy | 22,080 | None |
| 5.3 | Smoking Bones Cave | Easy | 24,320 | LOGOS KEY, Wyrmfang, D.Spear |
| 5.4 | Frontier Village | Very Hard | 44,820 | Rune Bow, Mithril, Shivbook |
| 5.5 | Orome Lake | Easy | 29,120 | Vandal Heart, Gold Axe, Wyrmfang |
| Logos Trial | Trial #5 | Medium | 270 | LOGOS PRISM |
Total Battles: 6 story + 1 Trial = 7 Total Gold: ~159,130 G (highest-earning Act!)
Characters
No New Playable Characters: Full roster of 12
Character Developments:
- Leena: Guide character, revealed as time-displaced Eleni
- Eleni: Prophetic visions, major identity revelation
- Dolf: Murders Emperor Hel, seizes absolute power
- Kane: Father murdered, personal crisis
- Orosius: Village elder, dies giving quest
Critical Items Obtained
For Trials:
- LOGOS KEY (5.3) - Direct key for Trial #5 ✓
- LOGOS PRISM (Logos Trial) - Reward #5 (5/6 Prisms)
Boss Drops (New Mechanic!):
- Panzer Claws (Kurtz) - ATK +20, Monk weapon
- Wyrmfang (Salamander) - Spell item, massive AOE
- Rune Bow (Sabina) - ATK +25, best bow
Legendary Equipment:
- Vandal Heart sword - ATK +40, Ash-exclusive
- Vandal Heart armor - Matching set
Progress: 5 of 6 Prisms! Only Heaven Trial remains!
Story Progression
Major Plot Points:
- Dolf Kills Hel Spites - Power seized
- Sailing to Torog - Quest for ancient power
- Eleni’s Premonitions - Prophetic dreams
- Kurtz Battle - Boss defeated
- Orosius’ Village - Descendants of Flames creators
- Dragon Hunt - Salamander defeated for worthiness
- Village Burns - Eleni’s vision comes true
- Orosius Dies - Sends Leena to temple
- Sabina & Kane - Two-phase boss battle
- Vandal Heart Quest - Temple at Orome Lake
- TIME PARADOX: Leena = Eleni (18-year time loop!)
- Xeno’s Time Fracture - Sends Leena to past
- Vandal Heart Obtained - Ash gets legendary sword
Trial Progress
After Act 5:
- ✅ Nova Prism (Trial #1 - Act 1)
- ✅ Earth Prism (Trial #2 - Act 2)
- ✅ Mana Prism (Trial #3 - Act 4)
- ✅ Chaos Prism (Trial #4 - Act 4)
- ✅ Logos Prism (Trial #5 - Act 5)
- ⬜ Heaven Prism (Trial #6 - Act 6)
Progress: 5 of 6 Prisms (83% complete!)
Almost There! Only Heaven Trial remains! After obtaining 6th Prism, Ash can advance to Vandalier class!
Unique Battle Mechanics
Crate Pushing (5.0):
- Push crate from ship to NE corner
- Leave insurance enemy
- Access elevated chest
Bridge Detonation (5.1):
- Button detonates bridge
- Instant kill on bridge units
- Forces long route through snow
Mimic Chests (5.0, 5.2):
- Fake treasure chests
- Contain aggressive monsters
- Act 5 has 2 Mimic battles
Flying Required (5.3):
- LOGOS KEY in lava pool
- MUST have Hawknight/Sky Lord
- Can’t get without flying unit
Switch Flooding (5.4):
- Riverbed can be flooded
- Press switch = instant kill
- Strategic environmental hazard
Two-Phase Boss (5.4):
- Sabina initially
- Kane reinforcements Turn 4
- Two bosses simultaneously
Progressive Spawns (5.5):
- 4 enemy groups
- Spawn when Leena reaches triggers
- Controllable pacing
Spiral Tower Grind (Logos Trial):
- 27 enemies
- Extremely long staircase
- ~25 rounds of climbing
Shopping & Equipment Guide
After 5.0 (Pioneer Town Sorbo):
Master-Tier Equipment:
- Master Sword - Ultimate sword
- Great Bow - Ultimate bow
- Ark Staff - Ultimate staff
- Kevlar Armor - Best armor
- Dragon Helm - Best helm
- Royal Crown - Alternative helm
- Mojo Robe - Best mage armor
Recommended Spending:
- ~159,000 G available from Act 5
- Combined total so far: ~303,000+ G
- Full Master-tier outfitting possible
- Stock up on Life Orbs and Holy H2O
Boss Drop Weapons:
- Panzer Claws, Wyrmfang, Rune Bow
- Free powerful equipment
- Save gold on purchases
Experience & Leveling
Level Progression:
- Start: Level 22
- End: Level 26-27
Key Milestones:
- Final class tiers well-established
- All characters in top forms
- Ready for Act 6 endgame
Farming Opportunities:
- 5.4 (Frontier Village): 44,820 G + 25 enemies
- Logos Trial: 27 enemies (if Ash kept low for Trials)
Difficulty Assessment
Hardest Battles:
- 5.4 (Frontier Village) - Sabina + Kane reinforcements, 44,820 G
- 5.1 (Torog Mountains) - Kurtz + healers + Hawks
- Logos Trial - 27 enemies, tedious 25-round grind
Medium Difficulty:
- 5.0 (Wart Bay) - Nasty opening but manageable
- 5.2 (Tsukue Plains) - Simple split party battle
Easiest:
- 5.5 (Orome Lake) - “Too easy” escort mission
- 5.3 (Smoking Bones Cave) - “Relatively easy” dragon
Tips for Perfect Clear
Don’t Miss:
- ✓ LOGOS KEY in 5.3 (lava pool, flying unit required!)
- ✓ Boss drops: Panzer Claws, Wyrmfang, Rune Bow
- ✓ Vandal Heart sword and armor (automatic after 5.5)
- ✓ LOGOS PRISM in Trial (leave enemy alive!)
Strategic Priorities:
- 5.1: Phase Shift rear Armors Turn 1, kill all Hawks before advancing
- 5.3: IMMEDIATELY send flying unit for LOGOS KEY!
- 5.4: Kill Priests/Warlocks ASAP, flood riverbed Turn 4, fortify SW
- 5.5: Control Leena’s pace, get both chests before finish
- Logos Trial: Single-file march, conserve MP, arrow Dark Mages
Equipment Preparation:
- Buy Master-tier gear for everyone
- Stock up on Life Orbs (expensive but essential)
- Keep Holy H2O for emergencies
- Vandal Heart sword makes Ash unstoppable
Common Pitfalls
❌ No Flying Unit in 5.3:
- Can’t get LOGOS KEY from lava
- Locked out of Trial #5 forever
- Major mistake
❌ Missing LOGOS KEY:
- Forgot to collect
- Left smallest lava pool
- Permanent loss
❌ Not Conserving MP (5.1):
- Wasting Phase Shift early
- No MP for later phases
- Harder Hawks/Kurtz fights
❌ Letting Kane Surround You (5.4):
- Advancing too far before Turn 4
- Reinforcements behind you
- Sandwiched = disaster
❌ Letting Leena Finish Early (5.5):
- Forgetting chests
- Battle ends when she reaches gate
- Chests inaccessible
❌ Forgetting LOGOS PRISM:
- Killing all enemies in Trial
- Battle ends, can’t get prism
- Locked out of 5th Prism
Next Steps
After Act 5:
- Vandal Heart obtained
- 5 of 6 Prisms collected
- Dolf in absolute power
- Act 6 ahead: Final confrontation
Heaven Key Availability:
Glasgow City Tavern: If all 5 Trials completed, visit Glasgow City tavern. Talk to “Weird Man” to receive Heaven Key (final Trial key)!
Preparation for Act 6:
- Full party outfitting with Master-tier
- Stock several Holy H2O items
- Advance all classes to final tiers
- Level 26-27 recommended minimum
- Save game!
Previous Act: Act 4: The Successor Next Act: Act 6: A Fool’s Epitaph
See Also:
- Trial of Logos Guide - Complete strategy for Trial #5
- Job Class Guide: All Classes - Final tier information
- Character Guide: Ash - Vandal Heart sword usage
- Reference: Bestiary - Dragon and boss analysis
- Reference: Secrets - LOGOS KEY location details
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