Battle 13 – Plain of Sorrow – 5 Sparkies
Items – None
What an uneventful battle. You start off with Magnus and he’s passing away. This is a much needed breather after that Magnus battle. Just let the Sparkies come to you, and you’ll be able to kill them in one hit with everyone.
After the battle, Zohar, walks up to the party. Then you have control and can go to Remote City.
Remote City
It’s both old and modern, like Ash says. Talk to everyone and it seems you may be stuck – Zohar pops up again so you’ll go to his house and talk. Eventually he joins you and has an idea as to how to leave. Before you leave the town, go to the dojo and promote Zohar. Even though he is a mage like Eleni and you already made her a Sorcerer – make him a Sorcerer too because it’s one of the best classes and these are the only two that can be one (no sense overloading on Monk’s anyway).
Battle 14 – Plain of Sorrow II – Sparkies Level 8 – Sparkies Level 10 (both unlimited)
Items None
This battle is a lot harder than the last. It’s tricky – you need to protect at least one of the four devices if you wish to teleport back to your time. Protecting all the Mage Towers is near impossible so if you just have all four protect one, you should be okay – just heal. You only need to survive 5 turns so despite the infinite amount of Sparkies, you should be okay. Your only worry would be a mage like Zohar or Sara dying, but that won’t happen unless like 5 Sparkies attack in one turn.
Battle 15 – Terasu Village – 4 Centurions – 3 Grenadiers – 3 Blood Bats – 1 Deacon – 1 Warlock – 1 Zoot Gach
Items – Megaherb, Elixir, Unicorn, Goldcoin
You can see three of your party members and then Clive Beckett. They’re in a scrum with Zoot Gach Thief Lord. Ash and friends show up on the other side of the battle and now you have 8. Clive is an NPC though (meaning you can’t play as him). Watch out for the Blood Bat’s and their lovely paralysis attacks.
First of all go one step south with Zohar for Unicorn. The battle is going to be brought to you shortly after. Try to use Phase Shift and your other Sorcerer spells by Zohar as the enemies get clumped together. On the other side, have someone get the Megaherb in the northeast corner, and then push down the boulder when enough enemies get in front of it. This is a battle where it’s really useful to have Diego as a Bowman to shoot the Blood Bats down. Although a Hawknight is useful for all the damn Centurions.
The Warlock has Rainbow Stroke, a dangerous offensive spell. Zoot Gach has a strong attack too and they’re generally with eachother. Try to kill the Warlock as soon as possible, and then you can worry about getting the treasures once Zoot Gach is left.
If you look a little east of where Zoot Gach started, you’ll see a circular dirt spot that yields a Goldcoin. The treasure on the opposite side of the map is an Elixir. Now you have everything, so take out Zoot Gach.
Turns out Ash and friends have been gone for three years!
Battle 16 – Basil Gate – 4 Centurions – 2 Grenadiers – 2 Blood Bats – 1 Deacon – 1 Warlock
Items – Megaherb, Mage Gem, Iron Boot, Tarot
A pretty basic battle, but make sure you get the Tarot. It’s very important, like that Macroman you got in the last chapter.
Watch out for the Warlock, that’s the toughest enemy here by far. The Blood Bats can still paralyze and the Grenadiers can be annoying. A well planned Phase Shift by Zohar on turn 2 can hit about 8 or so enemies for good damage. Get another one off and that’s pretty much the battle.
The chest on the south platform is a Megaherb. On the north platform you can see an Ironboot by the weird indentation. Examine to find it. The treasure nearby is a Mage Gem, and last but certainly not least is the Tarot. Go to the southeast corner and look for a green + in the ground, and examine for the Tarot. This should be easy to do if you leave the Deacon there.
Some scenes with Dolf and Hel. Move on to Reed Highway now.
Battle 17 – Reed Highway – 2 Centurions – 4 Guarddogs – 2 C. Archers – 1 Lando Hitman
Items – Magic Staff
This is a unique battle in that the enemy is trying to flee. At first they are just going along their merry way, but you are to ambush them.
Turn 5 is when you strike. The turn after that, Lando tells all the enemies to escape, so have Huxley press the switch and then push the gold box over to block the guard dogs from leaving. Now mop these monsters up; Lando is a weakling.
Before you finish all of them up, get the Magic Staff across the east bridge (you can see the indentation near the east wall).
Battle 18 – Prison Fortress I – 2 Mimics – 8 Juggernauts
Items – MegaHerb x2, Grim Helm, Spirit Staff
When you choose the Prison Fortress, the scene shifts to Clint in jail. He’s with a new friend, Darius, and Count Claymore. Clint learns some things from Claymore. Darius joins, he’s the last member (he’s like Amon / Kira / Diego, so make him whatever class is the minority).
For the time being, you have Clint, Eleni, Amon and Darius. I had two archers, so that was tough (having Amon be a Hawknight is very useful in this battle). These enemies you fight, you must be directly behind them to kill them (but one hit is all it takes to kill them).
As you begin the battle realize you have no healer, so be conservative. Well unless you made Eleni a Monk. The first two guards come at you, so send two on one side and two on the other to make sure you can get behind them quick. After you have cleared all three guards, you’ll have two treasures to get. The western one is a Mimic that you must defeat and the east is a Megaherb.
Now if you press the east switch, the southwest gate opens (by the other switch). You’ll have another guard to kill and another switch. The first eastern switch (not the one you just made accessible) will open the north gate (two more treasures and another guard). The other switch by this will open the far north gate. Now you have access to the entire stage pretty much.
The remaining three guards you just released will come at you. Before you dispose of those three, you may wish to get the treasures left. There are three in the northeast – the one furthest west is another Mimic and just next to that is a Spirit Staff. The next treasure, in the far east-center, is another Megaherb. Last but not least is the GrimHelm chest. Kill off the guards and you’re almost out.
Battle 19 – Prison Fortress II – 4 Centurions – 3 Grenadiers – 3 Blood Bats – 2 Juggernauts – 2 Warlocks – 2 Deacons – 1 Dumas
Items – Zen Robe, GoldCoin, Mana Key
Certainly a tough battle. You start off with your prison army, and there is no way they can win. They are on the ground, getting bombarded by the grenadiers and the Warlock is lurking around too.
Have Eleni cast a Phase Shift in the middle of the ground level area. Try to connect with as many enemies as possible. Move everyone else towards the southwest, as when turn 2 rolls around…
Ash and friends plow through the prison guard and are on top in the southwest. If you’ve suffered damage down low, move them near the top-level guys and Sara can cast Heal on them. In this battle, it is Clint that is the leader and you can in turn be a little more risky with Ash since he can die in this battle.
As you go to the southeast corner you’ll see stairs going down – the snail-like spot has a Goldcoin for you to search. Press the switch and the west wall will lower, allowing the central group to get on the top level. This also means enemies can get down there though.
If you move too far north, the Blood Bats will come after you. Farther north and Dumas charges after you. Before taking him out though, use Clint (or someone on the bottom) and go north along the west wall. You’ll see what looks to be a crack – examine and it’s the Key of Mana. Now you’re free to take out Dumas Jailmaster. He can take off a ton with his attacks – on anyone, even Guardsmen. Defeating him nets you the valuable Zen Robe.
You have the entire army now, except Kira.