any% guide ( good or neutral ending) ..... ( possibly bad ending but... kinda i dunno)
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any% guide ( good or neutral ending) ..... ( possibly bad ending but... kinda i dunno)
Updated 6 years ago by thasolidjake

All credit goes to PinkPajamas check out his runs on youtube if you wanna see this in action

https://docs.google.com/document/d/1tTzoL-VIkdKe5ko0E_H1JeL6vhgdDGB0nSZTzhx5udw/edit

General things:

This route uses the bonus gauge in the dark world to finish the game quickly. This works because you can defeat nearly any enemy in the game with poison from level 1 thieves.

If you’re using the PSP version, you can skip cutscenes by just pressing triangle, and you can set text and movement speeds to fast/blitz/blitz.

The PS2 version has a hospital glitch where you can sell an item without it leaving your inventory. This means you can repeatedly sell it for infinite money and buy back any number of copies. This route assumes the PSP version so this is not a part of it. Hospital glitch:

You can increase cursor movement by holding circle, but it’s really awkward to do effectively since pressing circle cancels things. Holding circle and pressing square+R is also really awkward.

The route is a bit vague on the first 3 episodes. This is because there are 5 (or more?) possible ways to get through depending on the weapon you get off of the dark worlder. I still don’t know which weapon is the fastest.

I’ve written the majority of this from memory. As such there could be errors.

Route:

Skip intro cutscenes Swap the imperial seal from Rozalin to Adell Heal (maybe it’s unnecessary?) Tutorial Stages: Solo everything by attacking with Adell. You need 4-6 mana coming out of the tutorial stages (1 for every prinny). Having Adell at level 4 also makes one option of the route a little more viable.

1-2 (Reflection Pond): Throw a prinny

Go into the dark assembly and create 1 fighter and 2-6 thieves with Adell. The stat you decrease on each of these characters does not matter as long as it’s not SP on the thieves.

Now you trigger the opening of the dark world. There are 5 switches in the town you need to hit. The first one is behind the fallen pillar behind the dark assembly. The second one is behind Adell’s house next to the backdoor. The third one is behind another house behind Adell’s house. The fourth one is in the nearest gap of the stone railing (that’s the best I can explain it). The fifth one is near the tree on the corner of the map. There is a chest right next to the trigger. The dark worlder appears right under the tree. The fourth time you talk to her you can fight her to get access to the dark world. I suggest talking to her 3 times then saving.

Dark worlder fight: Reset until you get an item on the top of the bonus gauge that will carry you through the end of episode 3. I can confirm that a fist, sword, spear, staff, or gun will work. Spear and gun are about two minutes slower. I don’t know what’s fastest between fist, sword and staff.

Once you do have something good on the top of the bonus gauge, you can “fight” the dark worlder. Bring a thief out standing on the base panel and end turn until the dark worlder is in range. If she has a shoe on you thief can die, but that’s fine unless you’re trying an untested exp route where you need every character. Once she’s in range use steal health with a thief to poison her.

Leave one character out per turn while she’s poisoned. Once she’s not poisoned use a thief to re-poison her. The healer on this map can heal her which will cause her to die in one less turn. Be careful you don’t run out of thieves.

Equip the item you got from the dark worlder fight. Typically it’s a weapon for Adell, but a gun for Rozalin or a staff for red skull can work.

Heal

1-3 (Psycho’s hideout): Solo the map

1-4 (Dead Tree Field): Not much to say here. Just solo it out with what you’ve got.

2-1 (Banquet Room): Single throw Adell character with a fighter and move to the closest green panel. Kill the two marionettes. Move Adell two more spaces straight forward and kill the rest of the enemies. With Staff/Gun: You still want to bait with Adell since Rozalin / Mage are too squishy.

2-2 (Sanction Room): Double throw your character to destroy the warp symbol on the right. Fight tink off while he’s attacking the characters you used to throw. Try to attack Tink from behind. You can lift him and turn your character to force Tink to turn at the end of turn.

2-3 (Room of Despair): Move Adell two spaces forward. This will cause the 4 gun thieves on the map to move closer. Two more spaces forward will trigger a female fighter and a thief. Strategies here vary depending on your equipment.

If sword, staff or gun is your weapon, once the first 4 thieves are dealt with, you can bring 3 thieves out in a way so you can use blade rush, 3 panel fire or rose thorns to take out the 3 female fighters out at once. Otherwise bait two and use crimson fire with Adell.

If you have fist (or maybe sword as well), you’ll want SP raising equipment (probably only common orb at this point) for 3-1.

2-4 (Sealed Room): Double throw your character with two warriors and destroy the left symbol. There should be only two enemies left. Finish off the map however you wish.

3-1 (Poisonous Swamp): Strategies vary depending on equipment. Blade rush will usually kill a zombie, but you don’t have enough SP to kill all of them with it. Tiger charge is the same deal. Maybe you want SP items for this map?

Consider buying a few healing items here. Fairy dust is important to reduce poison damage. Don’t equip HP increasing items because that only means you take more damage from poison.

3-2 (Dangerous Refuge): There aren’t too many options here. Lifting your character to not get poisoned in the first few turns is really helpful. Staff route seems to be the best here just for diagonal AOE options.

3-3 (Corpse Garden): You need to unlock the dark world version of this map. Make a tower of 5 characters before you complete this map. This map can be dangerous, but you don’t have to worry about poison. I wish I knew the best ways to do this map.

Item world: Go through 4 floors and you’re done. Make sure the subpoena is in your item bag so the gency you get will also go to your item bag. While it’s RNG based, I like to capture a monster here. If you do capture a monster here, make sure it’s on its base class (e.g. green ghost is ok, blue ghost is not).

Equip the dark rosary onto Rozalin if gun wasn’t your weapon. No need to heal.

3-4 (Tragedyland): The goal here is to die as fast as possible. Throw a character to throw Etna into the base panel then end turn.

Once you’re into episode 4, go into the dark assembly and unlock the beast tamer class (make a trainer bill). Make 8 beast tamers. Their decreased stat doesn’t matter. Buy and equip long range weapons to all 8, preferably 4 guns and 4 bows, but 3 guns 5 bows also work with a bit of extra movement. The tamers on the bottom of the menu should have the guns (so guns first when you’re going backwards).

If you used Adell for damage in the first 3 episodes, reincarnate him with +3 base attack. Make sure you do this after passing the beast tamer bill and making the beast tamers.

Now is when you abuse the dark world’s bonus gauge. Your main goal is to get Rozalin to level 50 (or higher) to unlock Rose Liberation, Adell to at least level 25 for Soaring Fire, and a healer to at least level 20 for Target Lock / Braveheart. I believe the minimum exp required for level 50 is 475,000 exp. That’s 4 75k bonuses and 2 87.5k bonuses if you’re going purely off of the bonus gauge.

You’re also going to need 9-10 million HL to afford 3x foresight, a fist for Adell and a gun for Rozalin.

Killing the zombie with someone (not dying from poison) is enough to get to level 50. I’ve found that any exp bonus will give Adell and the healer enough levels. The zombie also gives you 1.1m HL.

You can do this map 2 or 3 times depending how risky you want to be. If you go through 2 times, you definitely need to keep track of the money you get. With 3 times you have more leniency, but no guarantees. Getting a gun off of the first gauge lets you kill the zombie in successive passes netting you more exp, mana and most importantly ~1m HL.

Problems with the 2 pass strategy: You have to calculate how much money you’re getting based off of the names of the items in the bonus gauge, and the requirements for the bonus gauge are more strict. Also Adell’s level is probably going to be quite a bit lower meaning he won’t get vulcan blaze until later and his attack will be lower, which will probably cost time later.

Make sure that Rozalin has more than just her initial HIT at the beginning of the game. If you have the dark rosary equipped you’ll be fine.

Save the game and enter the dark world of 3-3 (Corpse Garden).

If the bonus gauge doesn’t have what you need (⅓ of your exp needs, a gun or a fist for 3 pass -- a gun on first pass, a fist on second pass [if not obtained in first pass] one exp bonus, and about 4m+ HL for 2 pass), reset and get another bonus gauge.

Pass 1: T1: Throw a thief with a fighter and poison the zombie. End turn. The zombie should attack the fighter (I have no idea why it attacks the fighter, but it happens to me 100% of the time). T2: Double throw the zombie onto the S shaped island on the map with two beast tamers. Bring out the rest of your beast tamers and attack the zombie in one combo. Make sure you don’t place any beast tamers less than 3 spaces away from the zombie, and one of the beast tamers is 1 tile down of the base panel. Start moving your poisoned thief back to the base panel. Bonus gauge should be at 1. T3: Do another full combo with beast tamers for another turn and bring the thief back into the base panel. Bonus gauge should be at 4. T4: Full Combo. Bonus gauge should be at 7. T5: Throw a level 1 thief to the zombie to re-poison it with a beast tamer next to the panel. Make sure you don’t accidentally move that beast tamer into the base panel. Move that beast tamer back, another beast tamer into the base panel. Move Rozalin 1 panel down. Combo the zombie and kill your thief using Rozalin. (A zombie killing a character with a normal attack will fully heal. Killing your own thief means you don’t have to pray that the zombie will use a special attack). Bonus gauge should be at 9, if not it’ll be close. T6: Bring back 2 beast tamers, bring out Adell and healer. Combo with the rest of your characters if you’re not at 9. Otherwise just end turn.

Pass 2: Before you start, make sure you have equipped Rozalin with a gun and she has at least ~600 hit. Also make sure you have a mint gum in your item bag. You start the game with 3, but if you used them all then you’ll have to go buy one.

T1-3 are identical to Pass 1 T4: Identical to Pass 1 T5 (you skip pass 1 T4 which is just a turn spent on combos). T5: Move a beast tamer 2 tiles away from the zombie and use mint gum on the zombie. Diagonally throw that beast tamer back to where she was with a throw. Combo the zombie starting with Rozalin. T6: If Adell and Healer need exp bring them out in place of 2 beast tamers. If you brought out the healer, use target lock on Rozalin. Do a combo ending with Rozalin and killing the zombie. I haven’t done enough testing to know exactly how much hit you need to kill the zombie and how big of a combo you need.

Once you’re done, equip stuff you get onto Adell and Rozalin. If you get Sophia’s Mirror, Pravada Pendant or Royal Ring, consider equipping it onto Adell if you can afford to not sell it.

The attacks Rose Liberation and Soaring Fire are used so often, that I’ll shorten them to RL and SF from here on. It’s also a matter of playing efficiently for a while. You can get through with just regular play just fine until about episode 10ish.

The guide from here on out doesn’t tell you much since it’s mostly optimizations that are difficult to show with just text.

Unless specifically stated, you’ll be throwing with beast tamers since they have very good move/throw stats.

4-1 (Bloody Valley): Double throw Adell to the upper right and triple throw Rozalin the the upper left. Reorder SF and RL to the top of the list from the status menu. SF and RL the ghosts and the orcs leaving the two alraunes left. End turn.

Finish off the alraunes with normal attacks.

4-2 (Life Exchange): Triple throw Rozalin to the corner on the opposite side and use RL. Throw Adell 4 spaces from the left and use SF. End Turn. If positioned right, no enemies will move. Throw Adell and move to use SF, move Rozalin for RL to finish the map.

4-3 (Red Waterfall): Double throw Adell to the left, attack and move him 1R2U. End turn. Attack with Adell (if adjacent neko is alive). Move Adell 2L3U. End Turn. Attack beast tamer. End Turn.

4-4 (Dragon’s Mouth): I believe throwing Adell across the river is faster, but if it is, it’s not by much. Double throw Adell across the river and throw the geo symbol. Single throw Rozalin and use rose thorns on the brawlers. End Turn. Attack the thief with Adell and move forward. Use rose thorns on the two armor knights. End Turn. SF the last thief on Adell’s side and RL the two thieves near where the heavy knights were while baiting the last two thieves by moving on the bridge. End Turn. RL the thieves and Gaia Blast / RL Axel (RL will typically take two turns to kill, but it’s rare you’ll have gaia blast at this point).

5-1 (Glutton’s Hideout): Throw Adell and SF an orc and a ghost while he’s next to two orcs. Have Adell face left. Move Rozalin forward and RL a ghost and an orc. End turn. Have Adell SF the enemies towards the back, move thrower back into the base panel, and have Rozalin prioritize killing ghosts if you can only kill 1 enemy with her. On the 2rd turn, move her next to a ghost so any orcs that attack her will let you attack the orc and the ghost with RL.

5-2 (Eternal Oblivion): 2x SF (right side) and 2x RL (left side)

5-3 (Shriek of Death): Move Adell out a bit so he’ll get attacked by the upper enemies. Have Rozalin attack the null symbol. If Adell is level 50+, use his turn to use Vulcan Blaze on Axel to kill him. Otherwise don’t attack Axel.

5-4 (Dark Ruins): Move Rozalin down the center path at the intersection and RL 3 enemies. Keep Adell at the base panel (maybe SF an orc?). End turn. Use RL on two enemies then move forward to the next intersection. Have Adell finish off the orcs and try to move him towards the first intersection (or SF the orc and alraune if both orcs died). End turn. Take out as many as possible with RL and clean up any enemies behind with SF. End Turn. Hopefully 1 SF will finish off the map even if Rozalin dies (from SF or enemy attacks).

At this point you probably have enough mana to pass all the bills you need.

Sell your extra items from the bonus gauge you’re not using and get to 9m HL. Buy back about 1m HL worth of items and sell them again. This is to get to customer rank 9.

Pass the more expensive stuff bills x9 and eyewear inventory. Buy 3x foresight for Rozalin. Buy armor for Adell (only buy up to two coats or mantles, he needs a slot for a shoe later), and/or a better fist/gun if you have extra money.

6-1 (First Battle): Single throw Rozalin and RL 3 enemies on the midleft side. RL in place and move 1R2U. RL in place.

6-2 (Second Battle): Move Rozalin 2R1D. 5x throw Rozalin with the 5th character being 3R1D. Diagonally throw to the corner with all the symbols. Continue throwing Rozalin to the aqua panel 3R of the yellow symbol. Use RL on the red symbol. Execute. I dunno the fastest way to finish from here.

6-3 (Third Battle): Single throw Adell and move him to the right corner of the purple panels. Hopefully the enemies both attack Adell. End Turn. SF in place and move the the right corner of the next purple panel. Hopefully you’ll counterattack whoever attacks Adell. SF the enemies to the right while standing on the yellow panels. End Turn. Crimson Flame the final enemy.

Typically it doesn’t go this well because there’s a lot of RNG here. You’ll usually have to improvise along the way.

Don’t heal go directly into 6-4

6-4 (Fourth Battle): Have Adell throw.

Talk to Etna.

Vs Yukimaru: Single throw Rozalin at a 4-1 diagonal. RL and hope you hit. The diagonal throw is easier to do from left to right.

7-1 (Fifth Battle): Single throw Adell left, and single throw Rozalin right. Normal attacks should be enough.

7-2 (Semi-final): Move a thrower 1D and single throw Rozalin to the right. RL the kunoichi. Move 2 throwers 1-2R and double throw Adell so he can SF the kunoichi then move in front of the male ninjas. (It can be done with a single diagonal throw, but it’s risky.) End Turn. Throw the male ninja on the right next to the female ninja on the bottom. If Yukimaru went to Adell: RL the two ninjas. SF Yukimaru with Adell and move left. If Yukimaru went to Rozalin: RL Yukimaru and move towards the bottom. Throw Adell to take out the two ninjas. End Turn. RL the bottom two ninjas and finish off the male ninja on the left with Adell if not already taken out. End Turn. Throw Rozalin towards the left and RL the kunoichi.

When you heal, if Adell doesn’t have armor that increases his SP, try to get a bloody orb for him.

7-3 (Final Battle): Move Adell 5 spaces forward. Move Rozalin 4 spaces forward and RL the heavy knights. Move a low HP character 2 spaces forward. End Turn. SF to the left and move Adell one space right. With a low HP beast tamer, throw Rozalin forward and have her take out an enemy. End Turn. SF the two enemies on the right and move Adell forward. From here on, I couldn’t figure out an efficient way to complete the map, so it’s just improvisation.

8-1 / Ambushed: RL two zombies at a time on the left and right. SF the bottom zombies and the clean up is improvised. Dragons are immune to fire so don’t use SF on them. Keep note of how much SP it costs to use RL (typically about 100SP).

Pass “Make a tough guy”, and make one heavy knight. Equip a fist onto Yukimaru and unequip the cross-trainers. Equip the cross-trainers onto Adell and a bloody orb if you don’t have any mantles / emblems equipped for SP (needs to be done by 10-1ish). Reincarnate Rozalin. Make sure she can actually use RL. If not, put an orb on her. Guns give different SP amounts. If she can’t use 2 RLs, buy some SP healing items. Consider buying a stack of healing items from the shop for safety (sell stuff from your item bag to free room).

8-2 (Hades Corridor): If you put an orb on Rozain, bring healer to use target lock onto Rozalin. Use RL on one group, lift Rozalin and end turn. Use an SP healing item (if necessary) to do another RL on the 2nd group. Lift the 2nd group into the correct AoE if necessary.

8-3 (Loser’s Gallows): Throw Rozalin with heavy knight and move Adell forward. RL the enemies when you can. Throw Rozalin turn 3 to make the geo panel cycle.

8-4 (Confession Room): Bring Adell to punch everyone. Have Rozalin attack during the first two turns.

8-5 (Survivor’s End): Bring Adell to SF the two ghosts. Have Rozalin attack the mages and RL the dragons. Throw her turn 2.

8-6 (Putrid Courtroom): Triple throw Rozalin to rose thorns the healers. Single throw Adell and SF two archers. End Turn. SF the other two archers and rose thorns the archers in the back. End Turn. RL 3 of the heavy knights and if the archers died, attack the last heavy knight.

9-1: Move Adell all the way forward and tiger charge left. Move Rozalin 1R3U and normal attack. End Turn. Have Adell SF the female ninja + 1 marionette. End Turn. If the marionette doesn’t die from Adell’s counterattack or any other enemies don’t die, spend turns finishing them off with Adell. Move Adell to the side of the male ninja and attack him. End turn. Throw Rozalin 5 spaces with a beast tamer and RL two enemies: female ninja + marionette or 2x marionette on the left. Adell SF’s two marionettes on the right. End turn. Clean up (Rozalin will likely die but that’s ok)

9-2: Combine a mage knight into a mage on each side. Note the fire element of the combined mages. Use SF and RL to take them out. Target SF on a combined mage that hopefully doesn’t resist fire.

9-3: Bring Adell out in front of the zombie and end turn. If one of the two enemies are not on a purple panel, throw them on as well as putting them together for an RL. Other than that attack, use Adell for the rest of this map.

9-4: Throw Yukimaru 6 spaces and have her throw a prinny two panels forward. 4x throw Adell and have him throw a prinny to the upper section. Next turn another prinny throw will do it. (Maybe use a high level beast tamer instead of Adell for fewer counter attacks?)

Buy angel’s dust if you’re out for 10-3. You also might want to start getting some healing items, although the healer should be good enough for healing.

10-1: Two strategies: A: (Use if Adell doesn’t have a lot of armor or you don’t want to be as risky) Throw Adell towards the middle to take out the chicken in the middle. Have Rozalin move 3 spaces out to take out the chicken on the left. End turn. Adell needs to get attacked by the chicken in the middle (if Adell has too much armor he won’t get targeted). Crimson Flame Adell through the no entry panels and have him take out the chickens on the upper portion of the stage. Move Rozalin to the right part of the stage and take out the chickens that way. B: (Slightly slower, but safer) 5x throw Adell to the right side, taking out the chickens across the pit on the right side. Once he takes out all the chickens on the upper right side, have him lift the symbol. Rozalin moves on her own and takes out chickens on the way. Her extra range can take out all but one chicken that Adell can’t take care of. The one chicken being the one on the midleft. Adell needs to lift the symbol before Rozalin can get there.

10-2: Throwing prinnies!

10-3: Place tamers 1U and 1R, place healer 1L. Throw Rozalin 5 spaces using 1R tamer and RL. Bring Adell out, Braveheart, throw him out and attack a prinny with vulcan blaze/normal attack. End Turn. Improv for the rest. RL where you can.

10-4: Rozalin out U3R1, tamer out U3R2, throw Rozalin U2 and RL boss. Have Adell tiger charge the closest samurai (or SF if you want to check weakness).

Be wary of male samurai. If they’re at <50% health, they have a 20% chance of a one hit KO. Lift Adell if a samurai can deathblow him.

11-1: Throw Yukimaru up to bottom right corner area (timing is tight). Tiger charge the symbol. Bring Rozalin out and RL the two enemies in front. Throw Adell towards center and SF the other enemies. Complete the map from the center with Rozalin and Adell. Element RNG makes it difficult to say what the fastest thing to do is.

11-2: For safety, throw Rozalin and use her to take out the Attack +1 symbol. Throw Adell to the left and SF the mages. You might want a healing item for this fight because SF does no damage to the red mages and Rozalin can die.

11-3: Throw a guy across to lift the reverse damage symbol. RL the two enemies nearby. 6 throw Adell to one side. If you get a good position and good luck, one SF will kill and you can move Adell after the attack. End Turn. Throw Rozalin to RL a 2nd set and Adell takes out the last set.

11-4: Take out (nearly) everything using Rozalin’s regular attack. Order: 1: U2R1, 2: U1R2, 3: L1, 4: throw L5 with Adell, attack, U2R2, 5: R1U3, 6: R2, 7: L4, 8: L1 Starting turn 5, have Adell take out the 2 archers on the right.

11-5: Random things happen on this map. You can try to stay safe by lifting Rozalin when you can, but random warps can really screw you over. Target Lock Rozalin, solo the map with her, and pray you don’t die to ATK 50% + Enemy Boost 50% and/or Rozalin getting stranded.

11-6: Quad throw Rozalin to the back and attack the symbol. Braveheart Adell and have Adell try to take out the holy dragon with Vulcan Blaze or a regular attacks if it resists fire (definitely worth checking). There is no good consistent strat for this map, but it’s typically not too dangerous.

11-7: Place 1 character 3U, End turn. Throw Laharl into base panel.

Zenon vs Laharl: Dark Liberation is faster.

12-1: Need to throw Rozalin and have her target locked (bring out a 5 thrower one space to the right, bring out your healer one space down, bring Rozalin out, target lock + execute, throw Rozalin 5 to the right). Move Rozalin 3 spaces up, RL two enemies and end turn. Move Rozalin 3R1D and RL two enemies. Throw another character out 5 spaces to the right. End turn. Throw Rozalin 3 spaces up, RL two enemies and move back. End Turn Throw Rozalin 3 spaces up, RL the last 3 enemies.

12-2: Bring Adell right and attack (or Vulcan Blaze if weak to fire). Rozalin U3L1 and attack. Bring healer out to target lock Rozalin every turn. End turn. Move Rozalin U2R2 and attack. Adell SF’s succubus closeby. Start moving heavy knight to the left edge. Have Adell finish off the rest of the holy dragons and move the heavy knight and Rozalin to the left edge. Once Rozalin has 6000 HIT (I’ve seen lower work) and she can move that turn after being thrown, throw her over to take out the bone dragon with RL. If the heavy knight dies, you can replace him with two characters that throw (the first needs 5 throw).

12-3: Bring out 3 throwers. Heavy knight on the left side to throw Yukimaru across (1U, throw 6R), beast tamer in the middle to throw Adell down right (1R, throw 5D), and beast tamer on the right side to throw Rozalin across (1D, throw 5R). Move Rozalin 4 spaces towards the orcs, Yukimaru 3 spaces down the slope, and have Adell SF a moth. End Turn. Have Rozalin RL in place (killing 2 enemies if you’re lucky) and move 4 more spaces towards the orcs. Have Adell continue attacking the moths and once they’re dead, SF the marionette off of the corner in the area. End turn. Rozalin RL’s in place and moves back where she was if she killed one enemy turn 2, otherwise stay in place. Attack with Adell. End Turn. Have Yukimaru Tiger Charge a zombie and move one space away. Rozalin attack the marionette if not dead, or RL the ghosts and move back. Continue attacking with Adell. End turn. RL the zombies. Next turn RL the ghosts if alive.

12-4: Bring out a beast tame 1L to throw Rozalin and RL 3 enemies on the left. End turn. (Usually) The healer will move 1L1U, 2 spaces away from the alraune. If so, have Rozalin move to the left of the healer and RL the alraune and healer, otherwise spend a turn to take out the healer and RL both alraunes next turn. Move the beast tamer 1U1R, move healer out 1L, bring Adell out, braveheart him, then throw him where the healer was (or 1 tile before the slope in the middle) and SF the far alraune (or nothing if the other pattern happened). End turn. Spend a turn to take out the succubus and don’t move. Move Rozalin 1R1U (or on the 1st tile of the slope) and attack the thief. Move Adell 5U (or on the 4th tile of the slope) and defend. End turn. Have Adell move to the left and take out the archer (might take 2 turns). Have Rozalin snipe enemies from afar. After a few turns, the mage on the evade panel should hopefully have exhausted enough SP that she can’t use Omega or Giga spells in an AOE. Bring Rozalin in range to try and kill her. Improvise on how to kill the remaining enemies on the upper right.

(Dangerous map coming up. Safety save for no-reset runs. Healing items highly recommended)

12-5: Warp panels will sometimes dud so you’ll have to improvise when things don’t go right. Adell can die early as well, but he’s not required to finish the map. If Rozalin gets low on HP, heal her even if you’re spending a turn. Bring out 3 beast tamers at 1U, 1U2L, 2U2L. Have Rozalin RL the fighter and move 2L. Bring Adell and throw him a few spaces to the left and move him into the warp panel. Double lift Rozalin and throw 5L and diagonally 3 spaces left and up (onto the warp panel). End turn. Have Adell hit the samurai with vulcan blaze or normal attack. Rozalin move one space forward and normal attack the geo symbol. Throw a character where Adell was on turn 1 once the samurai dies. Attack the ninja with Rozalin and move back onto the warp panel. Throw Adell once the samurai is dead and SF the 3 mages that aren’t red. Once Rozalin warps back, RL the two warriors and move to the purple warp panel. Have Adell do what damage he can against the mages before he dies. Once Rozalin warps again, move her two spaces forward and SF the brawler + symbol. Finish off the mages and then gunners.

12-6: Move two beast tamers one space away, the healer two spaces away. Bring Adell out, use braveheart, and throw Adell 5 spaces with the more forward tamer. Move Adell 3R1D onto the 9dm flat area in the middle of the stage, defend and turn towards enemies. Throw Rozalin out and use Kneel Before Me on Adell. End turn. Use SF and vulcan blaze to take out the holy dragons and RL to take out the bone dragons. Set up a turn where Rozalin can move to the flat 15dm piece and RL 3 of the enemies. In the meantime, move Adell up the right side to bait the reaper. These next few turns can go wrong. If Rozalin has a good gun and enough HP then follow these directions. Otherwise maybe use a healing item or self buff Rozalin a turn or two before you do. Take out the last healer with RL and bait the reaper. Use Gaia Blast to kill the right reaper. Once he’s dead throw Rozalin to the other side and kill that reaper with RL.

13-1: Bring Yukimaru 2 spaces out and defend. End turn. Use Rozalin and Adell to take out the female ninjas. End turn. Keep Rozalin Back and move Adell in between the two samurai in the front and defend (defend with Rozalin as well?). End turn. Throw the samurai in a formation where they’ll get hit the most by RL. Bait and take out the male ninjas by standing on the center 4 panels that are in the shape of a rectangle.

13-2: Bring Rozalin out to attack the red mage. Bring out 5 characters that can throw 5, two of them need to have low HP / low level (the two fighters you have should work). Move Rozalin to the 2nd to last space on the platform and lift her 5x. The 2nd and 3rd character needs to be the low HP ones. Throw 5R, 4R1U, 5U, 4U and 2R1D. Don’t worry if you end up throwing 3R2L for the 2nd throw, 4U1R for the 3rd throw to fix it is pretty safe. End turn. If everything went right, Rozalin should be on a high platform and the treant should not move. Move Rozalin 3R(?) and attack the treant. Throw the Damage 20% symbol down an extra space (2 panel throw). Move the remaining tamers back into the base panel. Spend the next few turns killing the treant with Rozalin and almost everything else with Damage 20%. Once the mages are the only thing alive, bring out Adell with 3 tamers. Have him get double thrown next to the green mage and take her out. Double throw a tamer to throw Adell and take out the blue mage. Or maybe it’s faster to just have Adell walk on his own without getting thrown?

13-3: Bring out two beast tamers and a healer (healer to the left). Braveheart Adell and have him attack the two gunners on the right with SF if none of them resist fire, otherwise Lion’s Roar. Throw Rozalin where she’s 8U1R from the base panel and attack the warrior. Have Adell make his way to the right side to lion’s roar the old men and throw the geo symbol onto a non-geo panel platform. Rozalin goes the left side and takes out enemies.

13-4: Braveheart + Triple throw Adell (4 panels, 2-1 diagonal, 4 panels) to one side where he SF’s a symbol and a holy dragon. Single throw Rozalin forward 5 spaces and RL the dogs. End Turn. Throw the healer and target lock Rozalin. Make sure she gets target locked every turn (unless you need to heal). Get Adell to the other side to take out the other symbol (don’t be an idiot and lift it like I did once). Take out the treants with Rozalin after a few turns of target locks. Keep in mind the attack range (4 spaces) of the treants as well to not aggro them. A bunch of improv here depending how good Rozalin and Adell are as well as holy dragon fire resistances. Complete with two hits on the rifle demon.

13-5: Bait boss by bringing out characters. Throw a character out first turn only, continue bringing out characters to bait until they’re within lifting range from the base panel, then lift every turn. Buff Rozalin before she can reach and use Gaia blast when she can. I don’t know the ideal number of buffs to make this go fast, and there’s a high possibility it’s based on Rozalin’s weapon which is RNG.

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