Act 5: The Legacy

Table of Contents
  1. Act Overview
    1. Story Context
    2. Characters This Act
    3. Critical Items This Act
    4. Trial Progress
  2. Battle 5.0: Wart Bay
    1. Enemy Composition
    2. Treasure & Items
    3. Battle Strategy
      1. Map Layout
      2. Phase 1: Opening Assault (Turns 1-2) - NASTY
      3. Phase 2: Landing & Cleanup (Turns 3-5)
      4. Phase 3: Crate Pushing Puzzle (Turns 5-10)
    4. Common Mistakes
    5. Post-Battle
  3. Battle 5.1: Torog Mountains - Kurtz Boss Battle
    1. Enemy Composition
    2. Boss: Kurtz War Master
    3. Treasure & Items
    4. Battle Strategy
      1. Map Layout
      2. Phase 1: Rear Guard (Turn 1)
      3. Phase 2: Bridge Crossing & Hawks (Turns 2-4)
      4. Phase 3: Hill Assault - Warlock & Shooters (Turns 5-6)
      5. Phase 4: Hill Ascent - Priests (Turns 7-8)
      6. Phase 5: Kurtz Boss Fight (Turns 9-10)
    5. Alternative Strategies
    6. Common Mistakes
    7. Post-Battle
  4. Battle 5.2: Tsukue Plains - Field Rescue
    1. Enemy Composition
    2. Treasure & Items
    3. Battle Strategy
      1. Map Layout
      2. Recommended Strategy: Two Groups
      3. Phase 1: Approach & Engage (Turns 1-3)
      4. Phase 2: Death Angel Elimination (Turns 2-4)
      5. Phase 3: Golem Elimination (Turns 3-6)
      6. Phase 4: Mimic & Cleanup (Turns 6-8)
    4. Common Mistakes
    5. Post-Battle
  5. Battle 5.3: Smoking Bones Cave - Salamander Dragon Boss
    1. Enemy Composition
    2. Boss: Salamander (Red Dragon)
    3. Treasure & Items
    4. Battle Strategy
      1. Map Layout
      2. Recommended Strategy: Defensive Chokepoint
      3. Phase 1: Initial Rush (Turn 1)
      4. Phase 2: Send Flying Unit for LOGOS KEY (Turn 1-2!)
      5. Phase 3: Dragon Spear Collection (Turns 3-5)
      6. Phase 4: Regular Enemy Elimination (Turns 2-6)
      7. Phase 5: Salamander Dragon (Turn 7+)
    5. Common Mistakes
    6. Post-Battle
  6. Battle 5.4: Frontier Village - Sabina & Kane Boss Battle
    1. Enemy Composition
    2. Boss: Sabina Valkyrie
    3. Boss: Kane Assassin (Reinforcement)
    4. Treasure & Items
    5. Battle Strategy
      1. Map Layout
      2. Phase 1: First Stretch - Armors & Shooters (Turns 1-3)
      3. Turn 4: Kane’s Reinforcements Arrive!
      4. Turn 4: Flood Mechanic
      5. Defensive Fortification Strategy (If Known About Reinforcements)
      6. Phase 2: Second Stretch - Sabina’s Group (Turns 5-8)
      7. Boss Fight: Sabina
    6. Common Mistakes
    7. Post-Battle
  7. Battle 5.5: Orome Lake - Temple Guardian Escort
    1. Enemy Composition
    2. Spawn Groups
    3. Special Mechanic: Guest NPC Escort
    4. Enemy Analysis
    5. Treasure & Items
    6. Battle Strategy
      1. Recommended Strategy: Controlled Advance
      2. Phase 1: Initial Group (Turns 1-2)
      3. Phase 2: Trigger Group 2 (Turns 3-5)
      4. Phase 3: Trigger Group 3 (Turns 6-7)
      5. Phase 4: Final Section & Chests (Turns 8-10)
    7. Common Mistakes
    8. Post-Battle
  8. Optional: Trial of Logos (Trial #5)
    1. How to Access
    2. Enemy Composition
    3. Special Note: Translation Error
    4. Treasure & Items
    5. Battle Strategy
      1. Map Layout
      2. Recommended Strategy: Single-File March
      3. Final Push & Prism Collection
    6. Common Mistakes
    7. Post-Trial
  9. Act 5 Complete Summary
    1. Battles Completed
    2. Characters
    3. Critical Items Obtained
    4. Story Progression
    5. Trial Progress
    6. Unique Battle Mechanics
    7. Shopping & Equipment Guide
    8. Experience & Leveling
    9. Difficulty Assessment
    10. Tips for Perfect Clear
    11. Common Pitfalls
    12. Next Steps

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:

  1. Quest for Ancient Power - Torog Mountains investigation
  2. Dragon Hunt - Defeating Salamander for worthiness test
  3. Vandal Heart Sword - Obtaining legendary weapon
  4. Time Paradox Revelation - Leena = Eleni shocking twist
  5. Boss Returns - Kurtz and Sabina rematch battles
  6. 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:

  1. Move entire party to left (west) side of ship
  2. Sorcerors at front - Zohar and Eleni
  3. Archers behind - Diego, Amon, Darius
  4. ONLY step on 1st plank off ship! - Don’t advance further yet
  5. 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):

  1. Phase Shift into enemy masses on dock
  2. Target middle of enemy formation (hits 3-4 enemies)
  3. Two Phase Shifts = massive damage to grouped enemies
  4. ~100+ damage to Gold Golems (armor class weakness)
  5. ~50-70 damage to other types

Priority Targets:

  1. Death Angels FIRST - HARMFUL WAVE range 5, dangerous AOE
  2. Eggworms SECOND - Flying archers, high mobility
  3. Acid Ghosts third
  4. Golems/Skeletons last

Archers:

  1. Fire into weakened enemies
  2. Finish off wounded from Phase Shifts
  3. Focus on Deathangels if still alive

Phase 2: Landing & Cleanup (Turns 3-5)

Bring Full Party Ashore:

  1. Magic users advance to dock
  2. Physical fighters follow
  3. Healers maintain support positions
  4. 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:

  1. Kill all enemies except one Gold Golem (farthest east one)
  2. This is your “insurance enemy” so battle doesn’t end
  3. Play keep-away with this Golem while pushing crate

Step 2 - Get Crate Off Ship:

  1. Use most mobile characters (Hawknights, Monks, Ninjas)
  2. Position behind crate on ship
  3. Push crate onto dock

Step 3 - Navigate to NE:

  1. Push crate all the way to NE corner
  2. Must navigate dock layout carefully
  3. Don’t trap crate in corners!
  4. Takes several turns of pushing

Step 4 - Reach Chest:

  1. Crate reaches NE area near (16,22)
  2. Use crate to access elevated chest
  3. Open → PLATE Mail
  4. Good armor piece

Step 5 - Finish:

  1. Kill remaining Golem
  2. 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:

  1. Turn around toward Armors behind party
  2. Phase Shift into Armored group
    • “VERY susceptible to magic”
    • 100+ damage to each Armor
    • One-shots or near one-shots them
  3. Armor class weakness to magic dominates

Physical Units:

  1. Finish wounded Armors
  2. Kill Priest (stops healing)
  3. 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):

  1. Get your party OFF bridge toward Kurtz’s hill
  2. Someone hits button at hill base
  3. Bridge explodes
  4. C. Armors (if any surviving) forced to take long route through snow
  5. Slows their arrival significantly

Option B - Keep Bridge (Standard):

  1. Don’t detonate
  2. Face enemies head-on
  3. 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:

  1. Move halfway across bridge (don’t rush to hill)
  2. Wait for Hawks to get close
  3. Position party at bridge/land junction
  4. Kill ALL Hawks before advancing

Anti-Hawk Tactics:

Phase Shift Dominance:

  1. Zohar/Eleni position for AOE magic
  2. Phase Shift when 3+ Hawks grouped
  3. ~60-70 damage to each Hawk (180 HP total)
  4. Weakens them for arrow finish

Archer Focus Fire:

  1. Diego, Amon, Darius concentrate fire
  2. Each Hawk takes 2-3 arrows
  3. “Use archers in counterattack positions”
  4. 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:

  1. Party moves toward Kurtz’s elevated position
  2. Flying units can now advance safely
  3. 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:

  1. Hawknights advance to Warlock
  2. Melee or ranged attack depending on position
  3. One-shot him (low HP, low DF)
  4. Eliminates magical threat

C. Shooters:

  1. Secondary priority after Warlock
  2. Standard archer threats
  3. 2-3 attacks each to kill
  4. 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:

  1. “Hug wall & keep group tight for easy healing”
  2. Move along hill side (not exposed center)
  3. Tight formation = easy Ultra Healing reach
  4. Approach priests systematically

Priest Elimination:

  1. Flying units best for reaching them
    • “Move your Hawknight(s) around to kill Priest”
  2. Get in close to hill
  3. “Nail the Shooters (an Avalanche & arrow work perfect!)”
    • Kill both Priests and Shooters together
  4. 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!

  1. DO NOT put 4+ characters adjacent to Kurtz
  2. Spread attackers around him (not all touching)
  3. This limits Dagger Storm targets

Healing Ready:

  1. Sara/Huxley keep Ultra Healing ready
  2. Heal immediately after Dagger Storm
  3. Multiple priests make this manageable

Attack Pattern:

  1. 2-3 physical attackers engage
  2. Magic from distance (Phase Shift, ranged spells)
  3. Archers fire from range
  4. Rotate damaged characters out, fresh ones in
  5. 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

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:

  1. Move along extreme western wall
  2. Easiest elevation progression
  3. Engage North group first
  4. High ground advantage

Group 2 - Direct Center:

  1. Move toward middle/east
  2. Engage Middle group near chest
  3. Can move toward East group after

Priority Targets:

  1. Death Angels first (both groups)
    • HARMFUL WAVE R5 AOE threat
    • Low HP (126) = easier to kill
    • “Priority Target: Death Angels”
  2. Acid Ghosts second (poison annoying)
  3. Eggworms third (flying archers)
  4. Gold Golems fourth (slow, weak to magic)
  5. 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:

  1. Focus fire on group’s Death Angel
  2. 2-3 arrows typically kill (126 HP)
  3. Sniper class excellent for this

Magic:

  1. Phase Shift if Death Angel near other enemies
  2. Piercing Light single-target if isolated
  3. ~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:

  1. Phase Shift into Golem groups
  2. 100+ damage to each
  3. One-shots or near one-shots
  4. Can hit 2-3 Golems at once
  5. “Golem types weak to magic”

Physical Cleanup:

  1. Wounded Golems finished by physical attacks
  2. Slow movement = they come to you
  3. Don’t rush - let them approach
  4. “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:

  1. Kill nearby enemies first
  2. Gang up with 3-4 characters
  3. Mimic has decent stats (AT 75)
  4. 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:

  1. Two groups meet in middle
  2. Eliminate stragglers together
  3. 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

Chokepoint Advantage:

Positioning: “Tile north of Ash’s starting location is a strong chokepoint (high ground)”

Execution:

  1. Ash moves one tile north from start
  2. Rest of party stays in beginning area
  3. ALL enemies (except Salamander) will come to you
  4. High ground advantage
  5. 3 enemies north can be blocked with only 2 units
  6. 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:

  1. Send 5-6 characters rushing north
  2. Burst damage into 3 enemies directly ahead
  3. Kill them in 1 turn (magic + physical combo)
  4. Then “just marched ahead”

Or Defensive:

  1. Move Ash 1 tile north
  2. Everyone else stays back
  3. Let enemies approach
  4. 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:

  1. Flying unit breaks off from main party
  2. Fly toward northeastern lava pools
  3. Navigate to smallest lava pool
  4. 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
  5. Search → LOGOS KEY
  6. 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:

  1. Eliminate Eggworm & Acid Ghost near boxes
  2. Clear area for maneuvering

Step 2 - Initial Box:

  1. Move Sky Lord to lone box (isolated crate)
  2. Push lone box 2 spaces north
  3. Next turn: jump on top of box (use it as platform)

Step 3 - Stack Push:

  1. Character now on elevated box
  2. Push huge stack of boxes east repeatedly
  3. Multiple turns of pushing
  4. Creates access to higher elevation

Step 4 - Reach Chest:

  1. Mount the stack after sufficient pushing
  2. Walk across to reach chest
  3. Open → D.Spear (Dragon Spear)
  4. 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:

  1. Advance party toward Salamander’s position
  2. He’s been waiting in NE area
  3. Surround him

Execution:

Magic:

  1. Phase Shift from Enchanters
  2. ~70-80 damage (not as effective as vs Armor)
  3. Flying type = moderate magic resistance

Physical:

  1. Multiple melee attackers
  2. High AT (130) means he hits back hard
  3. But only 202 HP = goes down in 2-3 turns
  4. Focus fire

Archers:

  1. Long-range shots
  2. Safe attacks from distance
  3. 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:

  1. Enter dry sluiceway (riverbed)
  2. Don’t stay in riverbed! - it’s a trap
  3. Move toward Shooters (elevated positions)
  4. Send someone to get Mithril secret (10,1)
    • SW area by southern house
    • Pavement crack
    • Search → MITHRIL

Combat Focus:

Magic Bombardment:

  1. Roman Fire and Phase Shift into armored units
  2. Armor class weak to magic
  3. 100+ damage per hit
  4. “Bombard armored units with Roman Flame and arrows”

Archer Support:

  1. Focus on Shooters (elevated positions)
  2. Kill Shooters in 1 round if possible
  3. “MUST defeat them in 1 round to be effective”
  4. 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:

  1. All guards now in riverbed (Turn 4)
  2. Someone presses switch near north sluice
  3. Flood them instantly
  4. All enemies in riverbed die (no EXP)
  5. “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:

  1. Kill armored units near sluice’s west side only
  2. Don’t advance too far east in Turns 1-3
  3. Turn 3: Fall back to SW end of sluiceway
  4. Fortify position there

Why This Works:

  1. Puts enemies in watery groove (low ground)
  2. You have high ground advantage (SW end)
  3. They bunch up in riverbed
  4. Abuse arrows and Roman Fire from high ground
  5. Flanking impossible
  6. 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):

  1. Collect Mithril if not already done
  2. Heal up - Ultra Healing all wounded
  3. Restore mages’ MP if low
    • Magic Charge from Bishops
    • Life Orbs if needed
  4. Sabina’s group “should have waited patiently” in NE

Advance Strategy:

Ground Route:

  1. Send main group along low street
  2. Approach Sabina’s position from ground level
  3. Tight formation for healing

High Ground Magic:

  1. 1-2 mages climb northern house wreckage
  2. Elevated position for “magicbomb” drops
  3. Can Phase Shift into Sabina’s group from above
  4. 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:

  1. While fighting support units
  2. Send character to (31,5)
  3. Eastern pavement crack, N side of house
  4. 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:

  1. Surround her with multiple attackers
  2. Burst damage to kill before she heals
  3. Combined assault: magic + physical + arrows
  4. 4-5 attacks simultaneously = death
  5. 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.

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:

  1. Phase Shift into Guardians
    • Armor class weakness
    • ~100+ damage each
    • One-shots them
  2. “Salamander” spell mentioned (fire AOE)
    • If available, use on grouped enemies

Archer Focus:

  1. Shoot Basilisks (flying archers)
  2. 2-3 arrows each
  3. “They’re dead” - not threatening

Leena Control:

  1. Block walkway with your units
  2. Don’t let her advance yet
  3. 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:

  1. Clear path for Leena
  2. Let her move to trigger tile (11,2)
  3. Group 2 spawns: +6 enemies (4 Guardians + 2 Basilisks)

Combat Tactics:

Phase Shift Spam:

“They are gluttons for punishment”

  1. Zohar/Eleni Phase Shift into Guardians
  2. Multiple Guardians die per cast
  3. Armor weakness dominates

Archer Support:

  1. Diego, Amon, Darius shoot Basilisks
  2. Flying vs flying effective
  3. “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:

  1. She moves to (17,11) trigger
  2. Group 3 spawns: +2 Guardians
  3. “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:

  1. Leena approaching temple entrance
  2. Group 4: 2 Guardians + 2 Basilisks near finish
  3. 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):

  1. Character moves to (21,13)
  2. Northern chest
  3. Open → GOLD AXE
  4. Sellable item

Wyrmfang (South):

  1. Character moves to (18,1)
  2. Southern chest
  3. Open → WYRMFANG
  4. Spell item (same as boss drop from Salamander)

Final Enemies:

Salamander Spell Tip: “Enemies near finish gate can be weakened with Salamander before approaching”

  1. If you have Salamander spell (Wyrmfang item)
  2. Cast from distance
  3. Weakens final group
  4. Then approach for cleanup

Or Standard:

  1. Phase Shift the Guardians
  2. Shoot the Basilisks
  3. Standard elimination

Finish:

  1. Verify both chests collected
  2. Clear path for Leena
  3. She walks to temple entrance
  4. 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

  1. Ensure LOGOS KEY is in inventory (from Salamander’s cave, lava pool)
  2. Give LOGOS KEY to Ash (equip as item)
  3. Enter any Dojo
  4. Select “Leave” option
  5. Dojomaster asks about transformation
  6. 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)

Core Strategy: “Stay single file against tower wall as you climb”

Turn-by-Turn:

Formation:

  1. Single-file line along tower wall
  2. Frontline: Knights (high HP/DF)
  3. Mid-line: Archers and Monks
  4. Rear: Mages and Priests
  5. March upward systematically

Combat Approach:

Don’t Waste Attack Spells Early:

“Don’t waste your attack spells until closer to end”

  1. Conserve MP for later enemies
  2. Use physical attacks primarily
  3. Archers very effective
  4. Save Phase Shift for emergencies

Dark Mage Priority:

“Pause only to put an arrow through the Mages”

  1. Kill Dark Mages ASAP when encountered
  2. DARK HURRICANE and EVIL STREAM dangerous
  3. 2-3 arrows should kill them (low HP ~148)
  4. 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):

  1. Enemies thinning
  2. Chest visible in SE (17,2)
  3. Leave at least 1 enemy alive as insurance

Collect Prism:

  1. Character reaches chest
  2. Open → LOGOS PRISM
  3. VERIFY IN INVENTORY!

Finish:

  1. Kill remaining enemies
  2. 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:

  1. Dolf Kills Hel Spites - Power seized
  2. Sailing to Torog - Quest for ancient power
  3. Eleni’s Premonitions - Prophetic dreams
  4. Kurtz Battle - Boss defeated
  5. Orosius’ Village - Descendants of Flames creators
  6. Dragon Hunt - Salamander defeated for worthiness
  7. Village Burns - Eleni’s vision comes true
  8. Orosius Dies - Sends Leena to temple
  9. Sabina & Kane - Two-phase boss battle
  10. Vandal Heart Quest - Temple at Orome Lake
  11. TIME PARADOX: Leena = Eleni (18-year time loop!)
  12. Xeno’s Time Fracture - Sends Leena to past
  13. 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:

  1. 5.4 (Frontier Village) - Sabina + Kane reinforcements, 44,820 G
  2. 5.1 (Torog Mountains) - Kurtz + healers + Hawks
  3. Logos Trial - 27 enemies, tedious 25-round grind

Medium Difficulty:

  1. 5.0 (Wart Bay) - Nasty opening but manageable
  2. 5.2 (Tsukue Plains) - Simple split party battle

Easiest:

  1. 5.5 (Orome Lake) - “Too easy” escort mission
  2. 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:


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

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