From the original creator of Final Fantasy, producer Mistwalker’s The Last Story is both a JRPG and a third-person tactical action game. There’s party management, leveling, a massive story, and cover shooting mechanics all in one. Play as Zael, a member of a party of mercenaries working at the furthest reaches of a dying Empire.
After meeting a strange girl, you’ll go on a massive journey that crosses the globe. Not a huge surprise, but the world’s fate will be in your hands. Don’t get too comfortable, because The Last Story is ready to change your expectations for what a JRPG can be.
Here on our massive walkthrough, we’ll take you to the end of this story with tips and tricks to keep you alive. For more information on The Last Story, check out the cheats page.
Chapter 1: Reptids’ Cave
As the game begins, you’ll start with control of Dagran – with Syrenne in your party. You’ll see their stats in the top left corner of the screen.
Before moving, let’s take a minute to talk about the character portraits. Next to the name is their current level – that’ll be important later, when you’ll want to keep your party’s level somewhat consistent.
Right of the level, is the green “Lives” meter. During battle, each party member has five lives. Every time their health is drained, you’ll lose one life before reviving. Lose all five, and the party member is down. If you lose all five, it’s Game Over.
Below the name is a long white bar. That’s your health meter.
You’ll begin the game inside a cave, chased a little creature called a Reptid. These lizard-human hybrids will be a constant thorn in your side, so get used to them! This is also your first stab at movement and camera. Move with the thumbstick, and tap [Z] to reset the camera. Simple, now just run down the cave after the bad guy.
Inside the next room, you’ll see some rubble where the Reptids are hiding. They’ll shoot at you with bows and arrows, but they won’t hurt much.
Press [A] to take cover, which will have uses later, then press [A] again to vault over cover. This’ll help you navigate the area.
In The Last Story, combat is automated while your sword is drawn. Just get close to your opponents, and your character will use basic attacks. Run near the Reptids and they’ll die in one swing.
The last of them will run away, just follow your partner Syrenne if you get lost. Further down the cave, the ceiling will collapse, and you’ll get a tutorial for vaulting cover.
One of the uses of cover is evading enemy attention, but that won’t matter now. Just vault over the low cover and continue to chase that Reptid!
Ahead, you’ll learn that holding [B] will guard against attacks. Use it to approach the hiding Reptids as they shoot at you. Guards will become more important, and complicated, later in the game. For now, just slowly approach the Reptids until they run off.
The next chamber will be much larger, and Reptids will swarm from all angles. This is where you’ll get the hang of basic fighting.
All you need to know right now is: holding [B] will guard, getting near the enemies will make your character automatically use basic sword attacks, and using [A] to hide behind cover will lose enemy attention, but that won’t be required for this fight.
Don’t let the enemies surround you! Back off and guard when more than three get near! That won’t be likely, every Reptid will only take one or two hits each at this point.
Fight off enough, and you’ll switch to Zael’s point of view. He’s joined with the magic-user Yurick. Zael is the protagonist of the game, and he has a few extra abilities at his disposal.
Run down the steps and Zael will automatically take cover. This is when you’ll use your Seek ability.
Seek is a very versatile skill that’ll let you find secret items, target enemies, target the environment, or learn enemy weaknesses. There’s a lot more Seek can do, but for now you only need to press [Z] to activate it when Zael automatically takes cover.
Hold [Z] then select one of the pillars highlighted with clear circles. Once highlighted, move the thumbstick to command Yurick to destroy the pillar. Magicians can always be ordered to attack the environment in this way in the future, so be on the lookout!
After the ceiling collapses and clears out the Reptids, run across the room and up the steps. Run up and around through the winding passage, there’s only one way to go!
At the end of the path, you’ll take cover looking over Dagran and Syrenne’s position while they’re still fighting Reptids. From cover, use Seek to target the bridge with the Reptid archers. This is a bigger job, so it’ll take a little longer for Yurick to destroy.
If you want, you can also use Zael’s crossbow to kill the archers. But, destroying the bridge will automatically end combat.
With combat over, you’ll gain XP and return to meet your party. It doesn’t take long for more Reptids to arrive, this time with a giant creature! Dagran will tell you to protect Yurick – that’s a common theme, magic-users are very vulnerable while they cast, you’ll need to keep enemies off them.
Yurick will automatically target the giant Reptid, or any smaller Reptids that get close. Fight the smaller Reptids that try to flank your fighters on the right, then focus on the giant.
Hold [Z] while not in cover to aim your crossbow. Tapping [+] while an enemy is targeted will reveal their weaknesses. In this case, the giant is weak to fire and vulnerable around the back.
Luckily, Yurick automatically casts fire spells. He’ll create a circle of fire on the ground. Try to lead the giant into these circles, but there’s not much you can do to control enemies at this point in the game. No problem, because the enemies here shouldn’t be much of a challenge yet.
Attack from behind, and when the giant tries to attack, guard! When he’s dead, he’ll drop 10 Wizard Slayer arrows. These can be equipped while aiming your bow. Like the name says, these arrows will kill Healers and Sorcerers much faster than normal arrows, which you have in infinite supply.
Follow your party through the new hole in the wall after the cutscene. Ahead, you’ll find a greenish light on the ground. This is a Save Point. Whenever you see one, it’s always a good idea to save!
There are no random battles in The Last Story. But, there are ways to grind for levels if you’re in need. We’ll discuss that later. There’s also no need for healing items, though healing spells, wells, and barrels will appear in many areas.
Past the Save Point, you’ll find a large area. Here, you’ll get your first taste of Recon. While in Recon Mode, you can survey the battlefield before a fight to see what needs to be defeated first.
Battle 1: Circular Ruins – Reptids (Swordsman, Healer, Sorcerer)
Here, you’ll see a healer near the back center of the room, with a Sorcerer right behind. They are the primary targets, especially the Healer. When you think you’ve seen enough, press [A] to return control to Zael.
Back in control, you’ll get a quick tutorial on Crossbow use and Seek Mode. Next, split off from your party and take the path to the right. Circle around to the steps, then run up and take cover behind the tall ruins just ahead and right. Look from the right-side to spy the Healer.
With the Healer in view, this is your chance to make the battle easier. Aim your bow, switch to the Wizard Killer arrows, and fire. One arrow should be enough to finish off each Mage.
When you fire, your party will ambush the rest of the Reptids. Finish them all off to complete the battle.
Next, your party will lament that ignorance of the area. This is when your objective pointer will appear. A clear pointer will guide you to your next goal. Follow it to the center of the room, then press [A] to open the way deeper into the cave.
A path will open ahead. Continue deeper into the cave with your party. Run through the winding path, until you reach a dead-end with a flat grey rock wall on your right. Check it to break the wall open.
Run through the new opening to emerge inside a ruin. Run down the center of the ruins, with the pillars just to your right. After a short discussion with your party, you’ll enter another ruin with Syrenne.
Ahead, you’ll trigger a cutscene! The skeletons are alive! Undead warriors will attack. Fend them off for awhile, and don’t get surrounded, until Syrenne opens a secret passage and runs. Follow her down the long hallway until you reach another dead-end.
Check the strange rock formation when you enter the room, then fight back the undead warriors until another scene triggers.
Afterward, you’ll gain another new skill. Now, you have the Gathering Ability. This special mode is toggled on with [C]. Doing so will make every enemy in the area target Zael and ignore your party. It will also slow your enemies.
Another bonus of Gathering, you can revive incapacitated party members. Allies will revive on their own, but doing so yourself will give them a considerable boost to their abilities.
During the fight, your party will return. Fight back the undead long enough, and a new door will open. That’s your exit! Continue on.
Into the new area, run down the steps until you come out to face a giant chasm. Stop and save to your right, then cross the bridge to face more undead.
Battle 2: Chasm Bridge – Undead (Swordsman, Archer, Sorcerer)
On the bridge, you can knock Undead Swordsmen into the valley below. You’ll need to face them so their back is pointed toward the edge of the cliff. Attack once and they’ll reel back, then attack again to send them off.
Another problem here is the archers. Use Seek Mode to target the partially collapsed bridges the Archers are standing on and Yurick can destroy them with a blast of magic.
There are more benefits to Gathering. Allies will cast spells at double speed, and you’ll regain lost health with each basic attack that strikes an enemy.
For this fight, you’ll need to activate Gathering right away to get the archers off Yurick. Once the first wave of Archers and Swordsmen are defeated, more Swordsmen and Sorcerers will arrive. Target the ledges again, and Yurick will destroy both.
Above each mage’s head, you’ll see a large number counting down. If you attack them with your crossbow, just a few arrows, you’ll interrupt their casting.
In the corners of the bridge, where there’s solid dirt, you can also find white bombs. White Bombs can be picked up and throw, leaving behind a healing circle. While inside the circle, you and your party will regain health.
Clear out the rest of the enemies, then open the door where your party stands. Continue on, opening the next door into a larger ruin.
If you want, you’ll find a red marker on the ground. This signifies where you can re-fight previous battles to earn extra rewards and XP. During this battles, you’ll gain extra XP as a bonus. If you’re feeling a little behind, just take some time and fight a few extra battles.
Boss Battle: Ruins – Cocoon
Just as you go inside, an enormous monster will appear! This guy is your first boss, and you’ll want to be careful when he attacks!
To avoid incoming attacks, tap [A] while running to dive. You’ll need it when you see the monster reach for one of the many swords sticking out of his back. Wait for just the right time, then dive to avoid the thrown sword.
Right away, you’ll need to back off and use Seek to target it’s head. Select you want Yurick to attack with magic, then activate Gathering to get it’s attention off your party.
Using guard will also let you easily side-step Cocoon’s long-range attacks. Once you’ve targeted and landed a magic hit, undead will appear. Clear them out, and stick near your party. The melee fighters will automatically try to target the new weaker enemies.
The entrance door will open after another magic attack. Retreat back down to the bridge you were fighting on previously.
If you’re KO’d, make sure to reactivate Gather. Continue to Gather to draw Cocoon out to the bridge.
Pull Cocoon onto the bridge, and you’ll trigger a cutscene.
Chapter 2: Lazulis Road
Starting the new chapter, save ahead then run out to see the sun and shore. Peace won’t last long, people are already in danger. Follow your party into the field to see what’s going on.
Boss: Clearing – Forest Beast
You can’t use magic against this strange spirit Tiger at first, until all the kids are safe. Just get the monster’s attention, and your party will save the children on their own.
Activate Gathering and prepare to Guard. Keep dodging as it attacks, or guard, only dropping your guard when the beast finishes it’s attacks.
Once Yurick finishes saving both kids, you can turn off Gathering to give yourself some breathing room and check out the creature’s weaknesses with Seek Mode.
This boss is more of a fight than before, you’ll need to learn how to dodge and guard as the moment calls for it, only stopping to attack when the Beast leaves an opening.
The Forest Beast is vulnerable to combo attacks. Swarm the creature and build a combo with attacks, or by guarding. While guarding, your combo will continue to build as long as you aren’t hit.
Keep attacking, drawing the Beast into flame circles cast by Yurick, and chaining combos. An uncomplicated fight, but a tricky one as it’s your first real test.
After the fight, follow your party up the cliff path. You can stop to speak with any of the NPCs with white triangles over their heads, or continue on to the city. The city entrance is just ahead, through the tunnel.
As you approach, you’ll get your introduction to the castle, its cannon, and a title for the game.
Chapter 3: Ariela’s Tavern: Day
Back at the tavern, you’ll meet the rest of the mercenary team; Lowell and Mirania. You can speak with them all, check out your room upstairs, or talk to the merchant through the door to your left.
Another thing you’ll want to be aware of – anytime you can find something hidden in the environment, not counting treasure chests, a Seek prompt will appear in the bottom left corner of the screen. Enter Seek mode, and follow the pointer inside the circle to find what you can examine.
There’s a save point upstairs, as well.
Opening up the menu, you can bring up the world map. From here, you can select to go to areas you’ve discovered, or combat zones you’ve explored to find any hidden items or re-fight previous battles in new configurations with bonus XP.
When you’re ready, you can explore Lazulis City. Interact with the entrance doors to leave, you’ll receive your pay and get a new objective. You’ll need to locate new gear, or upgrade the gear you have.
Chapter 4: Lazulis City
Outside, you’ll learn that Seek Mode can be used to discover nearby or airborne items floating about. Whenever you enter one of the narrow alleys with wind blowing, watch for the Seek icon!
Leave the tavern and run toward the purple fortune teller to your left at the entrance to the square. Talk to them to learn your fortune; that good things will come to you at Horace’s Shop. Zael will point it out ahead.
Enter the corner shop. Here, you’ll be able to upgrade weapons, equipment, or sell. Upgrades cost gold, and better upgrades will also require rare items unlocked by searching the city, combat zones, or completing side-quests.
For now, you’ll have one free upgrade. Upgrade whichever weapon you want. Unfortunately, you’ll only be able to upgrade weapons for now, and only blades. Your Crossbow and equipment require necessary items you don’t yet have.
Use some of your pay to upgrade everyone’s weapons at least once, then you can leave.
Spend some time exploring, but if you want to continue the story, run south then turn east toward the Fountain Plaza. Run west past the fountain, toward the west entrance into the area to trigger a cutscene.
This path leads down to the marketplace. As the cutscene opens, you’ll enter seek mode. Turn around, following the pointer in the center of the circle and highlight Dagran.
At this point, you can continue to explore, or go with him. Do what you like, but you’ll need to meet Dagran at the entrance to the castle. Go to Castle Gate Plaza to see the procession, it’s right where you’d imagine, at the entrance into the castle at the center north of the city.
After the procession, you can return to the tavern or continue to explore. You’ll continue on to the next chapter once you return.
Back at the tavern, at night, Syrenne and the barkeep will ask you to pick up new booze in the marketplace. The marketplace is just west of Fountain Plaza, where you met Dagran.
Return to Lazulis City when you’re ready. Outside, run toward the Central Plaza, and follow your new pointer. On the opposite side of the plaza, you’ll hear a noise and be prompted to enter Seek Mode.
Enter Seek Mode, and look at the cart to your right to reveal a hiding girl!
After the scene, you’ll need to find a place to escape. Run toward the bridge ahead, just follow the main roads toward the marketplace.
At the market, spend some time talking to the different peddlers pointed out as yellow circles on your map. Follow Lisa to each one.
At the end of the market, you’ll trigger another scene. Next, it’s time to break-up a problem at Fountain Plaza. Run down the main street to find them.
After starting a fight with the guard, you’ll then need to escape! Run away from the guards – if they catch you, you’ll need to shake the thumbstick to pull them off.
To escape the guards, run through crowds of people, make turns, and if you can pull down fruit baskets to slow the guards down.
Once you get far enough away, you’ll hear the guards state that they’ve lost you. When they do, they’ll immediately stop. Stop yourself, otherwise you might accidentally run into more guards.
Next, take her back to the bar by the Central Plaza to begin the next chapter.
Chapter 5: Ariela’s Tavern: Night
Back at the tavern, you’ll introduce Lisa to your mercenary party. When the scene ends, speak with Lisa and she’ll leave to join Syrenne.
To find some new work, speak with Lowell and Mirania near the bar on the first floor. They’re together, and devising a plan to help a friend in need.
After the talk, go upstairs and enter Ariela’s Room to speak with Warren, then leave. Outside, Lowell and Mirania will be waiting to talk.
When you’re ready, agree to go. You won’t need to make extensive preparations yet, but a few upgrades to your gear and weapons, or new weapons bought from the merchant in the tavern won’t hurt.
Chapter 6: Bandits’ Warehouse
Entering the warehouse, you’ll start in the rafters. Use Seek Mode to checkout the sleeping guard, then simply walk behind him, jump down off the rafters, and attack once to take him out without noticing.
Knock the guard out, and you’ll open the door for the rest of your team.
Look around the warehouse, there are three treasure chests. One contains a Reptid Edge, while the other two are random.
To continue, find the save point. Left of it is a tiny narrow path you can squeeze through to find the last treasure.
Once all four are discovered, Lowell will find a secret path. Follow it down to prepare for a fight.
Before entering the secret path, you’ll have to use Seek Mode. Look at the hanging banner.
Battle 1: Meeting Room – Bandits, Zoran
Through the stairs, you’ll plot to attack the bandits. Your party will circle around and attack from behind.
They won’t put up much of a fight. Attack when you get the signal, and try to focus on putting down the bandits first before dealing with their boss Zoran.
Use Gathering to keep the bandits off your casters, just be careful and stay on your toes when guarding.
After the fight, you’ll gain the Slash ability. When hiding in a concealed position, you can jump out and attack with a powerful surprise strike using the [A] button when the skill appears on your screen.
Slash can be used at any time, but it will deal extra damage to unaware enemies with “?” over their heads.
Battle 2: Underground – Reptids (Swordsmen, Archers)
When you fall in, climb back out of the water using the steps on the left to initiate combat. Try using Gathering, then hiding to instantly lose the Reptids. Now, use your Slash skill to deal bonus damage.
Focus on the Archers first, and remember to guard, otherwise there’s no strategy to this fight.
After the fight, look in the back corner for a darker cracked section of wall. Use that to climb out.
Run through the waterways until you reach a light gate dead-end. Getting near to initiate another fight.
Battle 3: Waterway – Reptids (Swordsman, Sorcerer)
Take cover immediately and use a slash to damage the new Reptids. Target the Sorceror, then lead the remaining Reptids towards the healing circle that Mirania will open to make this fight easy.
Continue through the broken wall to meet up with the rest of your party.
Battle 4: Waterway Alcove – Reptid Gladiator
You can take him out easily. Dagnan will attract the guy, or you can attract him yourself with an arrow. Hide, then when the giant turns away with a “?” over his head, Slash to finish it off instantly.
Through another broken wall is a small area. Turn left instead of climbing up to find a red circle. Take some time to grind levels now if you want, or continue through the area by climbing up the short ladder.
Run past the hall of cages, and save. Down the hall left of the door is another random treasure chest. When you’re ready, open the door.
Battle 5: Storeroom – Reptids (Berserkers, Sorcerer, Healer)
This looks tricky, but it won’t be too hard. Stand near the entrance, then use Gathering to draw the Berserkers toward you. They have a ranged attack, so don’t stand in the open.
When they get closer, hide and use Slash to wipe several of them out. When it looks clear, push ahead and take out the Healer in the far back.
Once the Healer is down, you only need to mop up.
After this fight, you’ll unlock a new skill: Gale.
Gale will stop time and open a bird’s-eye view of the area by holding [A]. Move the circle and press [A] again to launch a spinning sword attack that’ll hurt any enemies within the circle.
Gale has other uses. Using it on Spell Circles will diffuse the effect. Diffusing a Heal Circle will heal everyone in the area, while diffusing attack circles will hurt enemies. There are lots of special effects to diffuse, so experiment. When diffused, the circle will be removed.
You’ll also notice you have a new Skill Gauge. When filled, you’ll be able to use Gale. There are more uses to the Skill Gauge you’ll unlock later.
Battle 6: Ruined Room – Ogre, Reptids
In the next room, you’ll find a chained-up Ogre. Get close to wake it up, and Reptids will appear.
To end this encounter quickly, run back to the far end of the room away from the Ogre, and use Seek to target the crumbling pillar to the right of the Ogre with magic.
Make sure to use Gather, and clear the Reptid Archers in the back.
Through the door, turn right to continue or go left for two random treasure chests.
Boss: Terracor
This giant has more bark than bite. To damage him, you’ll want to hide on the landings then slash as it walks by. If you connect with a slash, the creature will bounce around the room before getting stuck.
When it’s stuck, this is your chance to attack. Activate Gathering if you haven’t already, and use Gale.
While stunned, your characters will build an attack chain. Also, when standing in a magic circle, your weapon will be imbued with that element. Ice circles will give you ice enchantments while fire will give you fire enchantments. It’s that simple. Some enemies have special weaknesses or bonuses, but in general you’ll always deal more damage with an enchanted weapon.
When the monster recovers, turn off Gathering, hide, and slash again. Follow the pattern, and you’ll down this boss without a problem.
Climb the ladder on the right after the battle to return to the secret room.
With that, you’ll return to the tavern. Continue the story by talking to Lisa downstairs in the tavern.
Chapter 7: Ariela’s Tavern: Night
Agree to go someplace special, or take her home. If you agree to go, you’ll go to Stargazers’ Tower with Lisa.
She’ll eventually ask you to find her star. Find the goddess statue, lit up with a flame to your left and up. Turn right to find a bright blue star, then move slowly up to find two stars.
Next, walk up and talk to her to finish up the scene. In the tavern, go to Zael’s room and speak with Dagran to sleep.
In the morning, you’ll get your new orders to travel to Lazulis’ Castle. When you’re ready, talk to Dagran to begin.
But, you’ll probably want to prepare first. Return to Horace’s Shop to upgrade your armor. Check out the Archery Shop by the South Gate to stock up on Wizard Slayers, and if you have time, stop by the Arena.
The Arena is the huge orange circular structure on your map. Here, you can fight series of bad guys for easy XP and prizes. The battles will get harder, but it never hurts to practice.
Chapter 8: Lazulis Castle: Great Hall
Starting the chapter, look at one of the nearby black knights.
Run upstairs, then walk near the guard standing at the large door between the two staircases.
Through and into the courtyard, look at Syrenne. When you’re ready to continue, return to the Great Hall and go upstairs to speak with Dagran.
Chapter 9: Lazulis Castle: Ballroom
In the ballroom, listen to Dagran. Eventually he’ll ask you to look at Count Agranan. He’ll tell you all about the man, and Lord Jirall. Listen up, this is important!
After the talk, Lady Calista will arrive. Use Seek mode to look at her entrance. After the cutscene, take another look at her, then try to follow her out to the balcony.
The guard will stop you, but Dagran will lead him away. On the balcony, turn your camera left to look at Lady Calista. After more talking, turn to face Lord Jiral and point him out in Seek mode.
Next, an evil army called the Gurak will attack. Fight off the first three, they won’t be a problem.
Battle 1: Ballroom – Gurak Commandoes
Inside the Ballroom, allied Knights are fighting the Gurak. Most of the enemies will be preoccupied, making your job easier. Clear out the invaders, helping out any of the Knights under attack.
Clear the room, then speak with General Asthar. He’ll command you to protect Lady Calista. When the knights leave, continue upstairs.
Battle 2: Ballroom Hallway – Gurak (Fighters, Archers, Sorcerer)
This is another basic battle, with fighters in the front and archers with a sorcerer in the back. Use Slash to punch through the fighters and go for the archers and sorcerer.
Staying behind and protecting Calista is a viable strategy. You don’t have any other melee party members yet, so it doesn’t hurt to play defensively.
After the battle, speak with Calista. She’ll change into armor, then you can leave through the door opposite her room.
Run onto the walkway, as you enter Seek mode, look at the large tower. You’ll push on into the Great Hall.
Battle 3: Great Hall Stairwell – Gurak (Commandoes, Fighters)
A Lazulis castle Mage is fighting the enemies here. Run into his Fire Spell Circle and fight off the incoming enemies, they won’t be a problem.
Continue downstairs and into the Great Hall. After the cutscene, look up at Dagran to wake up. You’ll now have Dagran in your party.
Run back upstairs toward the doors to the Courtyard. Near the gate, you can find a mage that’ll upgrade your equipment for a price.
Battle 4: Courtyard – Gurak (Fighters, Archers, Sorcererrs, Healers)
The Courtyard looks tricky, but the Gurak are already in combat with an allied healer and knight. Circle around the outer area to attack the Healer. You can also use Gale to diffuse enemy spell circles.
Leave through the east doors. As you reach the door, you’ll run into another battle.
Battle 5: East Gate – Gurak (Commandoes, Archers, Healers, Sorcerer)
Once again, you’ll have allies to make this battle manageable. Use Gathering right away to slow the enemy’s casting times.
Run down, then use the fountain to hide and launch Slash attacks. Don’t forget to diffuse the enemy spell circles with Gale.
Chapter 10: Cliffside Path
On the path, look at the far-off Gurak king near the firing cannon. Save your game now, then give chase.
Battle 1: Cliffside 1 – Gurak Beast
This tough monster won’t go down easily. Wait for it to charge, dodge, then attack while it’s stunned. If you can draw it into a fire circle, or hit it with fire-enchanted weapons, you’ll defeat it faster; this creature is weak to fire.
Battle 2: Cliffside 2 – Gurak (Various)
Down the path, Gurak will ambush you from both sides. Use gathering, and meet up with your party. If you can pull the Gurak together, you can use Gale and Slash to wipe them.
The guards have a tough guard to break. To crack through their defenses, use Gale to diffuse a fire circle and break every enemy’s guard. When their guard is broken, they’ll be very vulnerable.
More Gurak are waiting below. A handful of fighters and sorcerers – run past the fighters to take out the weaker magicians easily, then wipe out the rest, and use diffuse to break guards.
Further ahead, there is another Gurak Beast waiting. Let it charge, dodge, and combo attacks with Dagran to bring it down.
Ahead on the cliff tunnel, fight through the Archers, Guards, and Sorcerers. They’ll bunch up, making Slash and Gale deadly.
Continue ahead to the ruins where Zangurak is waiting for you. There’s a save point before the small ruin.
Boss: Zangurak
The king of the Gurak is no push-over. Infact, at this stage of the fight, he can’t be beaten. He’ll land a Perfect Guard whenever you try to attack, instantly countering. Guard when he does so, and try to dodge when he prepares a fireball attack.
Hit him a few times, and Calista will step in to help. You’ll be practically invincible now, just keep attacking and eventually Zangurak will retreat.
Chapter 11: Gurak Warship
On the warship, you’ll unlock a new ability. Command Mode allows you to command your team and recon the battlefield. Time will stop, and any allies’ spells will only take 3 seconds to cast when ordered through Command Mode.
Command Mode is entered with [Up] on the directional pad. It uses the same Skill Gauge as Gale. Not only will magic-users get a benefit, but every fighter can activate a special buff that increases their combat skills for a short time.
Interact with the ledge where Dagran and Lisa are looking, Zael will jump down and hang from the hand-holds. Hold the thumbstick right to shimy across the boat. Around, you’ll reach a ladder. Climb up, continue right until the cannons pop up, then press up once more to raise your legs before holding right to reach an opening in the walkway above letting you climb up.
On the deck, move right through the narrow squeeze to reach a treasure, or go left to enter the interior of the boat.
Through the door, spot the guard ahead, then pop out of cover to slash him from behind. Open the door he was guarding to rejoin your party. Next, leave through the left door. Look at the Gurak guard, and attack him from behind.
Ahead, either shoot the second guard ahead with your bow, or flip over Dagran to get to him. Continue forward through the narrow path, open the door ahead, and climb down into the hull.
The hall ahead looks clear, but an Ogre will appear! Stay back, the Agranan fleet will help you out here.
Battle 1: Cannon Deck – Gurak (Marines, Fighters, Healers)
Ahead, turn left and hide. Here, you’ll learn about stealth mechanics. When enemies aren’t aware of you, you can catch them alone.
Shoot the first of the Gurak ahead and wait for him to slowly approach your cannon. Stay hidden, and when the word “Alone” appears over the Gurak’s head, you can now use Slash. A lone enemy will give bonus XP, while avoiding a big battle.
If you’re caught, a group of Healers and Fighters will attack. These are tight quarters, making surprise Slash attacks easy to pull off against the mass of new enemies.
Take out the first, then you’ll have to deal with one last enemy. Lure him over, then try using Command Mode to cast a spell with Calista.
Collect the Lift Key, dropped by an enemy, and use it on the large bay door. The lift is gone, so look left and down to spot a ladder in Seek Mode.
Inside the hull, open the smaller door left of the lift door. Through the winding passage, you’ll eventually find the brig. Look right and low to spot your party members inside the cell while in Seek Mode.
Take out the guard with ease by luring him over with a crossbow shot, then hitting him with Slash when he turns around confused. Pick up the keys off him, and use those on the cell door. The Rose-Shaped Key is what you need.
Now Yurick is back in your party. Leave through the door opposite the cell. There’s another save point ahead, before entering the next door.
Ahead is a flooded room. Swim into the water and get to the door, you’ll need to shake the thumbstick to free Mirania. Return to the save point room, and use your new key to open the large nearby door.
Battle 2: Storage Room – Combat Spiders
Inside the storage chamber, look up and right at the pillars to spot a hiding spider! These giant spiders will attack. They’re fast, and can only be hurt from the back or with magic spells. Gale will also work, but any front attacks will barely hurt them.
After a short time, Dagran will appear to help. Use Command Mode to help you out, there’s not much strategy to this battle. Just try to attack from behind, keep them off your casters, and use Gale to attack from behind in a pinch.
With the spiders dead, climb up the ladder in the back of the room. At the top of the ladder, look at the white Gurak guard while in Seek Mode.
These two won’t be a problem. Lure the purple one over with a crossbow shot to stealth Slash, then finish off the second guy with ease. You can draw him close to for an easy Slash if you want.
Afterward, this is about the time Yurick will gain the Reverse Support Magic, that will reverse enemy spell circles. Their Damage Circles will become Heal Circles and vice versa to your benefit. Activate this spell in Command Mode.
Talk to the prisoner for a gift, and use the treasure chest in the back left of the hall. Opposite the chest is the door forward.
Battle 3: Rowing Deck – Gurak (Healer, Fighters, Commandos, Archers)
You can sneak up on these guys too, or fight them. Once again, it’s easier to draw the first Gurak close with a crossbow before using Slash.
If you’re spotted, more of the Gurak will arrive to attack, but they won’t be too much of a problem. They’ll all bunch up and charge, so prepare plenty of spells in Command Mode and give Reverse a try to stop the benefits of the Gurak Healer.
This is also about when Dagran will unlock the Full Guard ability. It works just like Gathering, but temporary and for your ally, pulling enemies off you for a time while increasing his defensive abilities.
Battle 4: Rowing Deck 2 – Gurak (Sorcerer, Archer, Fighters)
North you’ll find three fighters, but south is just a defenseless archer with a sorcerer. You know where to go, run down the sorcerer and archer to make this battle easier.
Use Gathering right away to stop the deluge of archer bolts from stopping your casters. Finish off the southern Gurak, then return to wipe out the fighters.
Leave through the northern gate to take the lift all the way to the top deck.
Battle 5: Exterior Deck – Ogre
Draw the Ogre closer with a bolt. Slash when it says he’s alone and turned around to make quick work of it.
Ahead, you’ll find a door right of the steps up. Inside you can upgrade weapons.
Continue upstairs to the ship’s wheel. Nearby is a summoning circle if you want to grind for levels before entering the Captain’s Cabin.
Gain some levels to unlock the Gathering Burst ability. When Gathering is active, you’ll increase the Burst power as you take damage. It’ll activate when you release gathering, knocking down and slowing any nearby enemies.
Right of the upgrade vendor is the door to the outer stairs leading up to the Captain’s Cabin. There’s a save point here, so save and check out the treasure chest under the balcony for a Gladiator +1 Sword.
When you’re ready, go through the doors to enter.
Boss: Muruk
This boss will put up more of a fight. It stomps around the area, using large long swipes to attack close targets. Periodically, it’ll spin up and launch paralyzing spines that can’t be guarded again, you’ll need to hide behind a pillar to avoid.
When it spins, it’ll also get dizzy, giving you a chance to attack. The stun-time is short after a spin, and your party is bound to get hit by the spines. To avoid being paralyzed, wait for Calista to use Holy, then diffuse it with a Gale to give your party a shield Barrier effect.
To do lots of quick damage to the Muruk, have your Barriers up then wait for a spine attack. While dizzy, use Gale to spin the boss onto it’s back, then press [A] to jump onto it’s stomach, pressing [A] more to deliver critical hits.
Do that twice, and you’ll have the boss beaten.
Chapter 12: The Mercenaries’ Warship
The Gurak ship is now your’s. Near the steps ahead, you can find an appraiser to identify any of the rare weapons you might’ve found. If you find any Blunt weapons, know that those are decorative, and purely for selling unless you’ve found the rare items needed to upgrade.
Now you can explore the ship freely. In the Captain’s Cabin, you can find two treasure chests and another summoning circle.
Trigger a cutscene that forwards the story with Calista at the fore of the ship. Run up to the ship’s wheel to continue the story. You’ll enter Seek Mode. Look right to find the island.
Chapter 13: The Vonos Islands
Beginning the new chapter, Dagran will ask you to speak with Mirania and Yurick.
Speak with Yurick first, found in the stairwell leading to the Captain’s Quarters. Agree to go with him and you’ll visit the shipwreck. Later on, you can also speak with Mirania to go to the island if you want.
In the hallway outside the stairwell leading up to the Captain’s Cabin, there are two doors. One that was previously jammed. If you complete both Chapter 14 and 15, the door will be open.
Enter the door now to learn more about Zael’s mysterious power. After the cutscene, you’ll find a Cabinet Key. Return to the Captain’s Cabin and examine the cabinet in the left corner of the room, you’ll find it if you use Seek Mode inside.
Use Seek Mode again to check out the map, which will reveal your next destination. When you’re ready, you can now leave for the base by talking to Dagran in the hidden room. Equip Zael, Dagran, Calista and Yurick, they’ll be going on this next mission.
Chapter 14: Shipwreck
Inside the wreck, look down at the water while in Seek Mode. You’ll pop out near a new save point.
Follow Yurick to the door across the deck and open them for a nasty surprise, Ahead, you’ll enter a room where the floor is broken or rotted away, showing the water beneath.
Battle 1: Rotted Floor Room – Giant Crabs (Spotted)
Two Giant Crabs will attack from the ceiling. They’re tough, but there’s no special strategy to defeat them.
To finish them off, you can knock them from their ceiling perch once their health is drained, then tap [A] to ride and deliver a critical hit to their soft underbelly.
Before pushing on, turn right and go to the back corner of the room to find a Rare Sword in a treasure chest using a narrow wooden path.
Push on with Yurick to the large hull door ahead, down the hall Yurick will collapse, and you’ll need to find an antidote alone. Continue on through a dark door to your left down the hallway for a treasure, then go to the right door for another treasure.
Climb the ladder at the end of the hallway. Up a deck, turn right to find a treasure chest with the antidote in the corner of the room. Now’s the time to back track to Yurick.
Return to the room up the ladder. Here, you’ll meet up with Dagran and Mirania, then you’ll immediately split up again. Choose either the left or right path, and follow the prompts as you do.
On the right path, you’ll run into a stack of barrels. Use Seek Mode to point them out and Yurick will destroy them. In the room before the barrels, you can find a chest with gnome copper.
Ahead, you’ll need to look for a wall to break. It’s in the corner, look for a rotten corner where the darker wood is about up to Zael’s waist, just a little higher than the rest of the walls.
You’ll enter another tiny room with another wall to break. As you leave, turn right and break yet another rotten wall for a secret treasure with a Rare weapon.
Follow Yurick to the door, through it you’ll find another crab.
Battle 2: Right / Left Path – Spotted Giant Crab
This crab will poison you with each attack, and it’s already on the ground, making it just a little harder than the last fight.
You do have cover this time. Draw it off Yurick so he can cast Flare, then use Slash to damage the monster. You won’t be able to confuse it or use a stealth Slash, as any four-legged or beast monsters won’t lose you.
When Yurick drops an Offensive Circle, use Gale to weaken the Crab and finish it off.
Continue through the door and jump down into the room below to rejoin Mirania and Dagran.
Battle 3: Storage Hull – Giant Crabs (Spotted, Icey), Undead Archers
This is big fight, but you’ll have more help. Ice attacks won’t damage the Icey Crab, but Yurick’s Flare will do double damage, making it’s Ice-absorbing abilities practically moot.
Once you jump down, use Seek Mode to target the barrels near the archers on the ledge above you. They’ll only be a problem to your spell casters, as they’ll constantly interrupt them with arrow attacks. Get rid of them now so you can focus on the crabs.
After that, use Command Mode to power your allies up, and use Gale on Flare to weaken the crabs, making them easy to finish off.
Climb the ladder where your party is waiting to get closer to the captain’s cabin. Inside, check the large mirror against the back wall to make it recede, revealing a hidden hall.
Enter and turn right immediately for a treasure. Otherwise, continue with your party to find a save point and a last door.
After the cutscene, check the drapes against the wall to begin a tricky boss fight.
Boss: Doppelganger
At the first stage of the fight, the Zael Doppelganger can’t be hurt with normal attacks. Don’t try to hit him, he’ll copy your every move.
Instead, wait for a fire circle to appear on the other side of the mirror. Because the Doppelganger will copy you, just move yourself so that the creature is standing in the fire. Hold down guard to better orient yourself to make this easier.
Once the Doppelganger is stunned in the fire, pull out your bow and shoot him. Don’t stop shooting!
At about half-health, four more of the monsters will arrive and begin copying your entire party and this will become a more traditional battle.
Beware, you can actually attack and damage your own party in this battle. To avoid hitting your friends, look at the eyes of each character – if they’re glowing bright red, you know they’re Doppelgangers.
The enemies will also pretend to enter a “Drop” state, so don’t be fooled. They’ll also complain that you’re attacking your friends, but don’t fall for it.
When they use magic, and they will try, use Reverse to dramatically turn the battle to your favor. Pick on the spell casters first, then finish off the fighters to end this fight.
Back at the ship, you can talk to Mirania next. Find her near the front of the ship. Speak with her, and agree to go to the island.
Chapter 15: The Mysterious Forest
Rush ahead, through the gates you’ll find an old ruin. After a scene, you’ll encounter Undead in the labyrinth.
Battle 1: Labyrinth – Skeletons
They’re all over the area, you’ll just need to use stealth tactics. Lure them with a crossbow, then slash when they’re alone.
If you’re caught, more will arrive. But, it won’t take anything other than standard tactics to take them all down.
At the far end of the courtyard, run toward the gate covered in vines. In Seek Mode, look down at the dinosaur’s foot. Then, use Seek Mode again to point out the ivy-covered gate, Mirania will burn off the vines.
Follow Mirania ahead over the growing shrooms.
Battle 2: Forest Island – Reptid Sorcerers, Mystic Plants
Lots of evil plants will appear to cause you problems. There are even sorcerers on giant mushrooms off the main island. Hide right away, and pick off the sorcerers with Wizard Slayer arrows.
Now you can focus on the plants. Try not to get close, if you do the plants will grab you. Wait for a Fire Circle, then use Gale to diffuse and burn up the plants, doing a good amount of damage.
To complete the battle, just defeat the sorcerers.
Clean up, and continue after Mirania. Turn left to find a summoning circle, or continue right to follow Mirania.
Battle 3: Shroom Canyon – Mystic Plants, Reptid (Fighters, Sorcerers)
Clear out the Reptids and stay away from the plants if you’re able. Save your game here, because there’s a boss ahead!
Boss: Mystic Spider
Right away, you’ll see the Spider webbing up Mirania. You can spot her from afar by the gathering tiny little spiders around her. Use Gale to free her, and she’ll rejoin your party.
The Spider moves fast, and like other monster spiders, its armored in the front. When you can, use Gale on a Fire Circle to set the boss on fire, breaking its armor and making it vulnerable to attacks.
The battle is tough but straight-forward. Only diffusing Flare will help you much, and you’ll need to keep Gale prepared to free teammates when they’re webbed up and pulled toward the boss. If they reach it, they’ll be eaten and put out of the fight. You can still win with only one lost party member, but two will make it very difficult to win.
Be careful to protect your webbed allies, and use Dagran’s Full Guard to lay down lots of easy hits on the Mystic Spider. Keep fighting, and you’ll have the battle won.
Continue forward down the path until you reach a dead-end. There, you’ll finish the dungeon and return to the ship.
Chapter 16: Gurak Military Base
You’ll begin in the water. Dagran asks you to be stealthy, so be stealthy – climb out of the water and hide near the edge. Shoot the scout with an arrow for an instant kill, then return to the water to follow the party to the scout’s previously guarded position.
Run through the halls, eventually you’ll run into two large Ogres.
Battle 1: Back Entrance Chamber – Gurak Leader, Ogres
Draw the sleeping Gurak Leader toward your hiding spot with an arrow, then Slash while he’s surprised. When the Ogres are alerted, just use Gathering, Hide, and Slash to quickly dish out bonus damage.
Otherwise, let your party do the heavy lifting and push on.
Check the right of the living quarters to find two chests, then continue on to the ledge outside.
Battle 2: Exterior Cliff – Gurak (Commando, Fighter, Guard, Archer, Healer, Witch)
There’s a huge variety of Gurak appearing now, but the strategy is still the same. You want to take out the casters first, especially the Healer.
If you can manage, use Wizard Slayer arrows from afar. Otherwise, wait for Command Mode and hit them with offensive spell circles.
Don’t forget to drop a Healing Circle when you can. The Witches will create massive damage circles you won’t be able to diffuse. Again, use Wizard Slayers if you can.
If too many guards are waiting near the Healer and Witch, stay back and wait inside a Healing Circle while fighting off the Gurak melee fighters with gathering activated.
Once the main unit of fighters is gone, you can chase down the weaker casters without a problem.
Ahead, you’ll find a save point where your party is running. Save your game and continue deeper into the Gurak mines.
Battle 3: Mines – Ogre, Gurak (Fighters, Archers, Sorcerer)
Despite how quickly this battle begins, it’s much easier to handle than the last. Wipe out their Leader first, he’ll be the first Gurak you see.
Once the leader is down, focus on the archers, then finish off the Ogre by confusing it with Gale, Hide, and Slash. Or use a Vertical Slash for extra damage.
That only leaves the Sorcerer, who won’t be a problem alone.
You’ll split off from the rest of your party and only have Calista. Use the new passage that opens in the wall to reach a precarious bridge over the lava pit below.
Battle 4: Lava Bridge – Gurak (Fighters, Archers)
This battle will look bad, but it won’t be much trouble. Use Gathering, and have Calista use Holy.
Diffuse the effect to give yourself some extra protection, then just let Calista do her thing. She’ll continue placing Holy circles to help you out as more Gurak appear. With the Holy Enchantment, most of the Gurak here will die in one hit.
Fight enough, and a cutscene will trigger. Just push through the remaining Gurak, they won’t be a problem.
Battle 5: Inner Doors – Gurak (Fighters, Archers)
Inside another room with large doors, you’ll meet up with Yurick again. Help them take care of the Gurak enemies here, they won’t be much of a problem to you. Pick off the archers, then take care of the fighters in whatever way you want.
Clear them all out, then continue through the cavern steps leading up where your party is waiting.
Battle 6: Overlook – Gurak (Fighters, Archers, Guards, Witch)
Another caster will be giving you trouble where Dagran is hiding, and the tough Guard will also be a problem. Use Command Mode when you can and Gale to cut through the Gurak defenders right to the Witch.
You’ll take constant damage until the caster is silenced. Use Vertical Slash if there’s nothing else available to you, just make sure their magic is gone.
Diffusing Holy is another good strategy here, where you’ll be forced to fight in tight quarters where you might be surrounded.
Collect your items, and run outside to the cliffs. You won’t be going that way, so turn around and open the large metal gate. There will be two more gates, with a save point on the way to the living quarters.
Once you’re back, run outside to the opposite cliffs and you’ll be on your way to the central Gurak Base.
Battle 7: Central Entrance – Gurak (Fighters, Guards, Sniper)
Now you have General Asthar and his pupil to help you, and you’ll need them in the battles ahead.
Ignore the Gurak enemies for now, instead look up at the Sniper Nest with Seek Mode. These can be targeted by Yurick or destroyed with your Burst Arrows.
Snipers are a deadly enemy, they’ll rain down explosive burst arrows until they’re defeated. Make destroying these nests your top priority for the rest of the chapter.
Through the next door and down the hall is a save point. You’ll want to save, because the next encounter is a long one.
Battle 8: Main Approach – Gurak (Fighters, Archers, Commando, Guard, Snipers, Sorcerers)
This is a long fight, and you’ll need to play it safe. From the beginning, take out the first Sniper Nest ahead on the far back wall on the left.
There’s another nest just behind the rock wall on your right, so don’t rush ahead until the first nest is destroyed.
Move ahead and take out the next nest above you. If you can, try to pick off the flying Sorcerer as it tries to cast with Wizard Slayer arrows.
Just as that battle ends, another will begin further down the approach to the King’s Chamber.
Battle 9: Main Approach 2 – Ogre, Gurak (Fighters, Archers, Commando, Guard, Snipers, Sorcerers, Healer)
This time you’ll have some glowing red crystals to help you out. Use them to take out the hiding Sorcerer and Guard in the back.
After that, focus on the Snipers again. Give your party a Barrier by diffusing a Holy spell circle to avoid taking too much damage, especially when Gathering while Snipers are about.
Ahead, you’ll reach yet another ambush around the right turn of Snipers, and every conceivable Gurak with two Ogres this time. You’ll also have to deal with Archers and Sorcerers on the ledge across the chasm.
Deal with the Snipers first, letting Asthar and his Knight Apprentice fight the Ogres and everything else. Pick off any Sorcerers nearby and use Wizard Slayers to take them out from afar.
Again, this is a good time for Barriers, so bring them up when you can and keep picking off those Gurak.
Once enough are defeated, Dagran will ask if you want to continue deeper into the forest or stay and fight. If you choose to stay, more Gurak will appear, giving you some time to grind levels before you reach the boss.
Activate the door on the far end of the chamber when you’re ready. In this more ornate hallway, continue on to find a save point and a summoning circle to your left. Save, then you can grind for extra experience safely. Grab the treasure on the right before you leave.
When you’re ready, enter the King’s Chamber.
Boss: Marbas
This enormous lion creature is much faster than he looks. It’s so fast, you won’t be able to even land a hit until it’s stunned.
Guard while it’s attacking, it’ll teleport and use powerful slashes. While it’s trying to kill you, there’s nothing you can do.
Wait for Marbas to run around the outer circle of the arena. This is your chance to act. Around the room are several bombs. Find the green bombs, these daze bombs will set where you throw them like mines.
Throw several daze bombs around the outer edges of the arena. Be aware that you can set off your own bombs once they’re set, so stay away or you’ll be stunned instead.
Once its stunned, immediately use Command Mode to give yourself and your allies a boost. Use Flare or Holy, then diffuse both for Barrier and Enemy Armor Break effects.
After the first stun, Gurak troops will arrive. They’ll be a nuisance, and you’ll need to take care of them, but they won’t turn the tide of the battle as long as you’re laying down daze bombs on the edges of the arena and guarding when Marbas attacks.
Don’t forget to use the Heal Bombs. They’re very useful combined with Gale to quickly bring your entire party back to good health.
Marbas will speed up, but otherwise the battle should go smoothly once you know the trick.
Defeat the creature, then continue deeper into the base through the secret door behind the throne. Meet up with Dagran and you’ll complete the chapter.
Chapter 17: Asthar’s Warship
Welcome to a true Imperial Vessel. Run up to the General under the center mast to speak with him. After the talk, go down in the hold through one of the passages beyond the General.
Down in the hold, look right to spot Calista while in Seek Mode. Chase her toward the cannons and squeeze through the narrow passage on the right to find and talk to her.
After the talk, speak with Asthar to land at Lazulis City.
Chapter 18: Lazulis Castle: Dungeon
Talk to some of your friends. It won’t be long before you’re taken to be interrogated. After the first interrogation, you can talk to the man in the corner to upgrade, or talk to another prisoner in a mask to appraise equipment.
When you feel ready, talk to the man in the corner who sells upgrades a second time. He’ll offer to show you a way to escape the dungeon.
Chapter 19: Underground Caves
In the caves, you’ll begin with Syrenne, Yurick, Mirania, and the upgrade vendor Horace. Use Seek Mode to spot the wall and order Horace to check it out.
The main gimmick of this area is that it’s full of secret passages. Horace can detect secret rooms with his special ring. There’s a second secret room here, make sure to check it before leaving through the first.
Crawling through a passage, you’ll exit in a room with a well. Check out the next secret wall. Check often to find all the hidden rooms in each of the areas, you can find lots of extra treasure here.
Inside the next chamber with the glowing well, look up and right when you enter Seek Mode.
Battle 1: Well – Combat Spiders
These spiders should be memorable – don’t attack from the front! Attack behind and use Gale to weaken them when you’ve got Flare active.
Exit the room into another with statues inside. Check the secret door on the left with Seek Mode, and eventually you’ll enter another automatic Seek Mode. Study the statue on the left as you walk.
Battle 2: Statue Hall – Stone Blades
These giant stone warriors carry blades that’ll petrify anyone they touch. That’ll be a problem, but petrification is not an instant kill. Instead, it’ll stun you until you can shake off the effects.
Use diffuse on Flare to weaken them, and know that you can hide with Gathering, then take cover and slash. These warriors can be lost.
Use Command Mode, by now you’ll start to unlock your party’s special skill abilities. Syrenne’s Full Guard can help draw enemies away while you take care of them.
Once the statues are defeated, go down the passage under the coffin. More of the doors will open to reveal the save point at the start.
Battle 3: Coffin Chamber – Poison Spiders, Undead (Swordsmen, Archers, Sorcerers)
Below the coffin, you’ll learn about trap chests. Some of the secret doors will poison you and reveal enemies, making it even more important to use Horace to open each secret door.
The Poison Spiders are a problem, but the Archers and Sorcerer are easy targets can that cause you problems. Use Wizard Slayers or activate Gathering to pull the archers away from your casters.
Clear out the rest of the Skeletons, and move on through the two large doors. Call Horace with Gathering to light up the dark corridors.
If an explosion blasts you when a secret door opens, a bag will drop from the ceiling. Pick it up and throw to reveal some free cash. If enemies appear after collecting your treasure, you can pick them off by taking cover, drawing them close with an arrow, then slashing.
Through the right door from the Coffin Chamber, search the secret wall on the right to fall deeper into the caves.
Down below, you’ll land in an old spooky ruin. Turn right down the first hall and search for a secret door on the left. Stairs will lead you up into a creepy temple. Examine the coffin at the front of the room to reveal a boss.
Boss: Necromancer
This flying opponent attacks with powerful magic. Use Gathering and attack right away, just guard when it launches a fireball.
Swipe it enough and it’ll retreat again down secret stairs under a coffin. Follow when you’re ready.
Battle 4: Deep Chambers – Undead (Swordsman, Archer, Sorcerer, Healer, King)
This group is going to be difficult for one reason. The Undead King is a tough opponent that won’t go down without a fight. You’ll need to take out his support before you go after the giant, especially the Healer.
Use Wizard Slayers to finish off the healer from your starting spot. If you can’t, use Command Mode to cast Flare and Leaf, then diffuse to weaken and silence all your opponents at once.
Hunt down the Sorcerer and Healer, then pick off the remaining undead with any combination of abilities. There’s a save point before the next door, make sure to save before heading through.
Through the door, interact with the large coffin on the left side of the chamber.
Boss: Necromancer
Here’s the real fight. Choose for Horace to open the coffin and he’ll be damaged, otherwise you’ll lose a life. Undead Archers will hide from cover while the Necromancer attacks.
The boss will also summon more Undead as the battle drags on, so make sure to pick some of them off as you fight.
The Stone Blades will also come to life as you fight. Destroy them quickly once they enter the fray, more won’t return once the two statues are shattered.
Using Reverse will also help counteract the Necromancer’s magic, or his ability to petrify. A combination of Leaf and Reverse, when you diffuse Leaf to Silence, can give you a lot of extra breathing room when dealing with the Necromancer and his minions.
Just keep hunting him down. The Necromancer doesn’t have much health, so you should cut right through him when you’ve got him caught. Finish him off when his health is zero by getting close.
Check the ice wall to gain a Gurak Sun Stone, able to melt ice walls. Run through the hall ahead to discover a special book, and a dead end.
With that failed excursion out of the way, you’ll return to your prison cell. Just check the cell bars when you’re ready to continue.
First order of business now that you’re free is to speak with General Asthar. Exit the Great Hall through the back doors into the Courtyard to find him. When the talk is over, return to the Great Hall and go upstairs to the left hall where you’ll find the Count’s Chamber.
After your talk with the Count, chase Calista to the Guest Chambers and to the Ballroom’s balcony. The Guest Chambers’ entrance is on the left hall just past the Count’s Chamber.
Chaser her down and step close to activate a cutscene.
As the scene finishes, speak with the maid to your left. If you’re ready, you can now choose to return to the tavern to meet back up with your party.
From here, you can choose to take on two side-quests or continue the story. Returning to the Count’s Chambers will take you to the next story chapter once you agree with the left option.
To unlock a different side-quest, talk to the people in the tavern. They’ll reveal Horace, the man from the caves, needs more help. Speak with him on the nearby bridge. Or, talk to one of the tavern patrons sitting in the corner. He’ll ask for help, and you’ll begin another side-quest to clear out reptids.
Talk to everyone in your mercenary group, then step to Syrenne. Choose both left options and you’ll celebrate all night.
Back downstairs, Ariela will tell you everyone went off to the castle without you. Return to the castle yourself, and speak with the Count in his chambers again.
You’ll reappear at the courtyard. Circle around the fountain and interact with a device against the arch to reveal a secret passage. Use the new stairs leading underground, and choose to enter the Castle Depths.
When you’re ready, enter the portal.
Chapter 22: Dark Spirit Passage
Entering the strange ethereal dimension, save your game. There’s only one direction to go, so follow it.
Battle 1: Floating Arena – Dark Servant
The weird mage ahead can’t be harmed. Instead you’ll need to use Gathering to reveal the demonic servant.
Defeat the revealed monster, then go for the sorcerer. He can only be harmed by Zael, so chase him down once he’s vulnerable without his servant to protect him.
Operate the glowing platform to continue through the spirit passage. Operate the blue platform again to reach an open gate in this strange chamber.
Battle 2: Dark Ruin – Dark Master, Skeleton Vipers
This battle is just like the previous one, only you’ll need to take out the poisonous skeletons first. Once they’re down, put all your effort on defeating the Dark Servants the Dark Master summons, then finishing off the master himself.
Don’t forget to use Gathering to reveal the Dark Servant, and that only Zael can hurt the Dark Master.
When the enemies are down, return through the portal and activate the central blue platform again. You’ll spot some spectral stairs, but you can’t use them yet. Operate yet again after selecting another door with Seek Mode.
Battle 3: Dark Passage Trial – Dark Master, Skeleton Archers
Another battle just like the last two, only with archers to deal with while you’re trying to finish off the Dark Master.
Finish the enemies off, return through the portal, and operate the glowing platform again. The stairs will complete, allowing you through the portal.
Ahead, just continue down the central path.
Battle 4: Central Passage – Dark Master
This Dark Master comes equipped with two Dark Servants. Take both out, then take down the Master. You’ll only get one hit at the Master after you destroy both Dark Servants.
If this battle is dragging on too long, use Leaf and diffuse to Silence the Dark Master, making him vulnerable to attack.
Continue down the main hall, you’ll reach the end just after finding a save point.
Boss: Shade
If you completed Chapter 21, this monster will be familiar. But, this one fights nothing like the Lesser Shade.
Use Command Mode and target the Shade with Leaf, or any of Mirania’s offensive magic. Use Gathering to protect Mirania while she casts.
When it’s hit, it’ll be vulnerable to your regular sword attacks. Run ahead and do as much damage as you can, guarding between it’s arm swipes.
Periodically, it’ll try to take over Dagran’s mind. Order Mirania to heal, then diffuse the circle to cure him.
Do enough damage, and the Shade will run away to summon Undead Archers and Fighters. Defeat them quickly, if they’re still alive the Shade will devour them to heal itself.
Order another offensive spell when the Shade returns, then attack while it’s vulnerable.
Follow the pattern through a few cycles to bring the boss down for good. Complete the trial, and you’ll return to the castle.
At the top of the cannon, you can then agree to activate the island or wait. If you think you’re ready and have as many side-quests as you want complete, go ahead and activate the secret powers of the island.
With another scene passed, someone will want to see you in the courtyard. Leave your room and meet the stranger.
Battle: Courtyard – Assassins (Fighters, Archers)
It’s an ambush! Clear out the archers hiding behind the arch and use Command Mode to power-up your attacks. Use the pillars to hide and suprise slash the fighters.
Help will come soon. Early in the fight, the only real danger the assassins pose is by surrounding you. Don’t let them, and this shouldn’t be a tough fight.
To begin a side-quest, talk to the pacing knight on the second floor of the Great Hall, then go down into the Castle Depths and speak with two guards in bright armor as you turn right. They’ll tell you about a new cave system that’s opened up. Agree to investigate the cave if you want.
After the assassin kills himself, go to Lookout Point through the Military Wing elevator. Find the entrance into the Military Wing from the back of the Courtyard. A knight will tell you Sir Therius is waiting.
Speak with Therius, then return to the Military Wing. After the scene plays out, follow the General out to the Courtyard. Speak with Asthar, and he’ll challenge you to test your worth as a knight.
If you’re ready, choose the left option.
Chapter 23: Tower of Trials
Trial 1: Defense
Here, Zael will carry a child while archers shoot at you. You’ll begin in cover, and you’ll need to move from cover to cover to keep the child safe.
Wait for the archers to fire – they’ll shoot in three bursts. When they take cover, run to the next piece of cover to the left, or hold left against a hiding spot and you can switch cover if the option appears in the bottom right corner.
Step near the gate to rescue the child. Now, you only need take out the remaining archers. Step near the Chess Sorcerer to activate him, you’ll activate Chess allies that way for the rest of the trials. Once you activate the Sorcerer, he’ll launch magic attacks to help get rid of the archers.
Trial 2: Strength
This one is trickier, you’ll have to clear out enemies against overwhelming odds. The Chess enemies in the center stay stone, while the archers, sorcerers, and healers in the back will activate.
Start by hiding and shimmying to the left and right sides of the arena where the Ogres are guarding each path. Sneak to each side and shoot each Ogre with an arrow to draw them close, then Slash when they turn around.
Next, sneak down the left path to surprise-Slash the Vipers and Healer. When they’re clear, go back down the left path and defeat the enemies on the right side. Just avoid the center. As long as you stay out of the center, they Chess Knights won’t activate.
When you face the center Black Chess Knights, you’ll realize quickly that the Knights are invulnerable. To defeat then, pull them close to a ledge, then attack to knock them over the side.
Trial 3: Wisdom
Here, you can only activate one ally at a time while fighting a tricky group of Chess enemies. Most of these enemies you’ll be able to handle easily on your own.
Make sure to target the Witch on the right side, and activate any one of the Chess allies you want. But, there is a Black Chess Knight.
To deal with the Black Chess Knight, activate the Sorcerer just left of the entrance into the trial. With him active, he’ll launch offensive spells that will damage the Black Knight.
Trial 4: Camaraderie
Here, you’ll have six allies fighting far tougher enemies. You can’t take out the enemies yourself, you’ll have to support your allies with Command Mode, or by using Gale to diffuse.
The Healer is an important early target for your allies. Hit them with offensive magic.
Another powerful way to boost your allies’ performance is by activating Accelerate if you have it available, then use Gale near your allies to give them the ability too.
The boss is coming soon, so make sure to save up the steps.
Trial 5: Courage
It’s you against General Asthar. He’s a difficult opponent, able to Perfect Guard your regular attacks, and will always Guard unless you catch him off-guard.
There’s a few ways to break his guard. Use Command Mode to power-up or Accelerate to do more damage.
Or, wait with your guard up for the General to attack. If you guard, you can then follow-up with another attack.
Another good method for damaging the General is to run far away, hide, then Slash as he runs towards you.
Don’t forget to activate Gathering. The General will follow you no matter where you go anyway, so you might as well have your abilities buffed.
If you damage the General enough, you’ll enter a quick QTE. Just pay attention to what Zael says, either up or down, to guard Asthar’s attacks.
When the General leaps into the air, run and dodge as he crashes back to the ground.
After the second QTE, the General will power-up and Perfect Guard against any of your attacks until you break his guard. To stop his buff, either Slash or use Gale.
Do enough damage, and you’ll complete the trials.
But, that doesn’t end the area. As you leave, Lord Jiral will poison you! You have one life, and your health is quickly ticking away. Immediately use Gathering, then Hide, then Slash the Ogre to defeat it instantly.
Open the door back at your room to speak with Therius again. When you’re ready to continue the game, speak with Therius.
Chapter 26: Lazulis Castle
The Gurak are attacking yet again! Follow the Count across the bridge, and stick near the party, they’ll lead you toward the Cannon.
Battle 1: Great Hall – Gurak (Guard, Fighter, Sorcerer, Healer)
The collection of Gurak attack after you collect a Lazulis Healer. Punch through the Fighters and Guards to wipe out the Healer, then you’ll have no problems taking out the rest of the Gurak.
Continue downstairs, and be sure to take out the Witch and Healer before you’re overwhelmed by Gurak melee fighters.
Battle 2: Courtyard – Phantom Coffins
Strange new enemies will appear. The floating coffins will primarily try to attack by ramming the ground. Guard when they point forward, and you can keep fighting.
Clear them out, and push on into the Military Wing toward the canon.
Battle 3: Military Wing – Gurak (Archers, Guard, Sorcerer) Gurak Beast
As you enter, use Seek Mode to target the bridge with magic and destroy it to get rid of the archers. The bridge will also collapse onto the Gurak Beast if you’re lucky.
Blow up both bridges, then clear the tougher Guards. Near the elevator, you’ll suddenly have to deal with more Phantom Coffins, but they shouldn’t be an issue for your team.
Once the coffins are defeated, more simple Gurak will appear. Keep fighting them, take the Gurak out, then continue up the elevator.
Inside the Cannon chamber, look down while in Seek Mode to spot the General on the ground.
Chapter 27: Lazulis Castle: Dungeon
Zael is back in the dungeon, yet again. Dagran will arrive to speak quickly. Wait awhile after the talk, and then look at the bars as you enter Seek Mode.
A stranger will help you escape, and reveal herself as Calista! Leave through the elevator and go to the Courtyard, your goal is to reach Mirania at the Library.
Battle 1: Lazulis Knights
This is a lot different than your usual fights. This time, you’ll lose instantly if you’re caught. You’ll need to take out all six Knights with Calista’s Sleep Arrows.
This one won’t be too difficult. Start on the left or ride side, take cover, and shoot each Knight with a sleep arrow to knock them out instantly. Clear the first two, take cover and switch cover to shoot down the back two Knights, then clear the very last two.
As long as you fire from cover, they won’t spot you. When all the knights are down, try the door. The door is locked, so you’ll need to step up to each sleeping knight and search them. Search each knight until you find the key into the Great Hall.
Enter the Great Hall, and take the steps up on the right to find the Library down the first door on the right. Don’t get close to the knights.
Upstairs, watch out for the Knight patrolling near the library. Knock out both guards, then enter the Library to speak with Mirania.
Entering Seek Mode, turn right to spot the hiding ally. After the scene, your party will escape to Ariela’s Tavern.
Back at the Tavern, speak with your allies. When you’re ready to find evidence against Lord Jirall, talk to Dagran and you’ll go back to the castle.
Chapter 28: Lazulis Castle: Courtyard
Arriving back at the castle, you’ll need to sneak by the Knights in the Courtyard. If you’re caught, you lose. And this time, you don’t have any Sleep Arrows.
Wait for the Knight to pass by right, then sneak forward. If a “?” appears over a Knight, immediately stop moving. After the first Knight passes, run toward the Arch, then toward the Great Hall door.
Use the steps to your right to reach the third floor. Slowly walk up to the third floor landing, there are several Knights stalking about. Wait for them to separate and check down the left and right halls. Go for the left hall and Dagran will have a plan.
Resume the battle, Dagran will do all the work for you. The Knights will leave, so continue down the hall and turn left, going toward Jirall’s room over the bridge. You can save here before pushing on.
Enter Jirall’s room, Dagran will lead the way. Inside, use Seek Mode to check out the desk. With that, you find the evidence and reappear in your room. Try to leave, and Therius will be waiting for you.
Talk to Therius, then leave the castle through the Great Hall to speak with Dagran. He’ll inform you that the rest of your party is waiting at the Tavern. Take off to meet them there.
After a talk, you can then return to Lazulis Castle. Inside the Great Hall, Knights will accost you and tell you that the Count is waiting at Lookout Point. Take the left option to teleport there.
Step up to the Counter, and look left at the lava continent as you enter Seek Mode. If you’re ready to continue the story, choose the left option again to agree.
Chapter 29: Gurak Castle
Arriving at the Castle, you’ll be joined with sever Senior Knights with a Captain. There’s a save point ahead, and one path to go.
It seems the Gurak aren’t here, there are only civilians that the Knights will terrorize as they loot the city. After the scene, once you reach the large chamber, you’ll meet up with Syrenne. Follow her across the bridge, then deeper into the castle.
Continue into the castle, and to the lift. Take the elevator up, then approach the main door. Open it to enter an empty throne room.
Inside, talk to Therius hiding behind a left pillar. You’ll join Therius and Syrenne going deeper into the castle. Check the door Therius waits by to open the way forward, near the save point.
You’ll spot a Gurak! Chase it up the stairs. At the top, you’ll enter Seek Mode, look for the Gurak hiding behind the ruins slightly down and right.
Chase the Gurak all the way up the stairs and toward the rubble to discover even more Gurak. Nothing here, just return to the Throne Room down the steps.
Battle 1: Ogres
These Ogres are nothing you haven’t fought before. Get close, use Gathering to get their attention, then hide and Slash to easily take care of the Ogres. Or finish them off however you want.
Backtrack to the lift, then leave the central castle to the exterior.
Chapter 30: Lazulis Castle: Great Hall
After the cutscene, Zael will be left waiting on a bridge in Lazulis City. Enter the nearby tavern to talk with your friends, especially Syrenne and Lowell. Then, be sure to speak with Mirania on the second floor.
Done with that, return to the castle. You’ll start at the Ballroom Balcony. Use Seek to find the singing as you enter the ballroom, then follow it up the stairs. In the Living Quarters, use Seek again to find the singing out toward the Connecting Bridge.
From the Great Hall, continue out toward the Courtyard to follow the song, then down the stairs to the lift, where you’ll want to go to the Castle Depths next. In the depths, go through the portal to your right.
You’re now back in the ruins. Continue down back to the room where Zael first gained the Outsider’s power. You’ll find Calista standing near a glowing cracked wall. Check the wall to break it down. Check it twice to reveal a portal.
If you’re ready, check the portal open it, then enter and learn of the Arganan family’s past.
Chapter 31: Place of Secrets
Inside the strange area, you’ll be on a team with Calista and Therius. Head down the steps to face a new enemy.
Battle 1: Secret Stairwell – Tracers
These quick orbs can’t be damaged with regular attacks easily. They’ll blast your allies with lasers, then instantly move away.
To easily damage these Orbs, activate Gathering, then allow them to hit you until you’ve built up a good charge of Burst. Release Gathering when you’re at Burst Max to instantly damage these fast enemies.
When you launch a Burst Max, you’ll stun the orbs, giving you time to finish them off as they hang in the air.
Ahead, there will be a second ambush of Tracers that’s much deadlier. Immediately activate Gather, then hold down guard until you reach Burst Max. Immediately set it off, and try to defeat as many Tracers as you can while they’re stopped.
Follow the same pattern here, and when even more Tracers appear at the bottom floor with the empty doorway. Keep fighting off the Tracers using the same method. It also helps to use Command Mode when the Tracers are stopped.
Defeat three waves of Tracers, and the doorway will open. Quickly check it to continue on with Calista, leaving Therius behind. After a cutscene, you’ll be back in the Place of Secrets. Return to the top of the chamber and leave through the portal.
With some more exposition out-of-the-way, Zael will return to his room. The castle is preparing for Calista and Zael’s wedding, as well as Zael’s knighting ceremony. But, there’s not much for you to do yet.
Leave the castle and return to the tavern to speak with Syrenne. Remember, this is your last chance to finish any side-quests. You’re about to enter the end-game, so do whatever you want to still accomplish now.
When you return to the castle, you’ll be informed preparations for the knighting ceremony are complete. You can go now, or choose to enter the Counter’s Chamber later. If you feel like you’re ready, either agree to go with the knights, or enter the Counter’s Chambers.
Chapter 32: Lazulis Castle: Count’s Chamber
Entering Seek, look down at the sword. When you’re faced with the choice to swear fealty, choose the left option and refuse.
There’s nowhere else to go now, run to meet Calista in her room, in the Living Quarters. On the Connecting Bridge, you’ll meet Dagran, and continue on to take Calista back through the Great Hall, down the stairs and to the Courtyard.
From there, enter the Military Wing. One long hallway left to run down, use the elevator, and you’ll reach the Cannon Control Room. Use the door at the far end, then check the turret controls.
That’s the queue for the Gurak to arrive with their own fortress.
Chapter 33: Lazulis Castle: Great Hall
It’s a full-scale invasion this time! Time to fight your way back to the Turret Control Room, with Syrenne, Yurick, Mirania, and Count Arganan in your party.
Go upstairs and out through the courtyard to face the Gurak threat. There’s just one problem – Zael isn’t with you. You’re playing as Lowell, so you won’t have Gathering to help you yet.
Battle 1: Courtyard – Ogres, Gurak (Archers, Commandoes, Guards)
In the Courtyard, Therius will join your team.
These two Ogres would normally be no threat, but due to your lack of Gathering, they’ll be just a little tougher. You can still use Command Mode, but no Gale or Slash.
Use Command Mode as often as it appears, it’s your only advantage in this battle. More Ogres and Gurak will drop down after the first wave.
Use Command Mode to target the archers, Lowell don’t have a crossbow either.
Take out the Gurak, and continue into the Military Wing.
Battle 2: Military Wing – Gurak (Gladiator, Scout, Swordsman), Battle Spiders
Therius will stay behind as you continue forward.
You’ll have a different set of enemies to deal with now. Use Command Mode to hit them with everything you’ve got, and make sure to play it safe, Lowell doesn’t have all the powers Zael does.
Use Seek to target the bridge ahead, and order Yurick to destroy it, stopping more Reptids and covering the hole they left behind.
When the battle is over, enter the lift to the Cannon Control Room. There, you’ll meet up with Zael and Calista again.
Battle 3: Cannon Control Room – Gurak (Guard, Commando, Archer, Healer)
These are high level Gurak, and might present a problem. Use Gathering right away, and prepare Command Mode.
When you can, use all your party’s Skill Abilities, and use Shining or Recover to keep your party alive. If you place Shining, don’t forget to Diffuse.
The Healers won’t die easily, so cast Forest then diffuse to Silence them. Hit them with Meteor or any fire-based magic to break their guards and put them all down for good.
After the battle, you’ll immediately begin the next chapter.
Chapter 34: Turret Basement
Yurick and Lowell stay behind, while your team of Calista, Syrenne, Mirania and the Count continue forward. You’re light on fighters for this section, so play it safe as you head down toward the Outsider.
Stop at the save point before pushing deeper. You’ll face enemies soon.
Battle 1: Basement Stairs – Reptids (Scouts, Gladiator)
The scouts will spot you fast. Take them out quickly and they won’t alert the Gladiator. If the Gladiator isn’t surprised, you can easily draw it closer with an arrow, wait until it’s confused, then Slash.
If you are caught, Reptid Guards will arrive. You can take them out somewhat easily by knocking them off the readily available ledges.
Battle 2: Lower Basement Stairs – Reptids (Swordsmen, Witch, Healer, Sorcerer)
The combination of magic and buffs these Reptids have make them dangerous opponents. Don’t rush ahead yet, the Witch’s magic can’t be diffused. You’ll have to hide in Mirania’s heal circles.
When you can, use Command Mode between Witch curses to use Forest, then diffuse to Silence all the Healers, Sorcerers, and Witches. That’ll give you time to clear out the Swordsmen protecting the front line.
As it’s available, use Calista’s Ancient Barrier. It’ll protect and heal everyone in your party, making it possible to fight without losing all your health to the Witch’s curse.
Push past the fighters and target the Healer and Witch as soon as you can. Once they’re down, you can clear the rest of the encounter without too many issues.
Battle 3: Bottom Floor – Reptids (Swordsmen, Gladiator, Sorcerer, Healer, Archer)
Yet another tough battle, unless you look carefully as you take the stairs down. Use Seek Mode to look past the Outsider to find a destroyable piece of the environment. Shoot an arrow at the target to blow it up.
The fact that there is no Witch makes this battle much more manageable than the last, you won’t have to worry about constant damage. But, you will have to worry about two separate groups of Reptids, each with a Gladiator and a Healer.
Make good use of Forest to Silence the Sorcerers and Healers, then use Accelerate and Shining to buff your party to keep them fighting these high level enemies.
Push into the bottom level of the basement, and pick up the treasure right of the door before going through.
Follow the path down through the tunnels. Syrenne and Mirania will stay behind while Calista and Arganan continue toward the Outsider.
You’ll run into an old friend, and a save point near a door. This is it, make a save and go through toward the Outsider.
Boss: Berith
Something is protecting the Outsider. This strange demonic entity will shoot at you at long range or spin around to attack up close. Both can be blocked, so be quick on the [B] button.
Rush close to it, and have Calista use Shining, then diffuse for a Shield. Use Power Strike or Accelerate if you can to help damage the boss.
At this stage, it can’t be harmed. It has a shield protecting it. Keep attacking the shield, and it’ll eventually fall, allowing you to damage it’s health bar.
Keep using Shining and regular attacks, guarding every time the monster tries to spin or cast magic. If your health is low, order Calista to heal and retreat into her circle.
Eventually, your entire party will arrive to help. Follow the same procedure, and wipe the floor with this demon.
It’ll re-raise its barrier during battle. Just break it with a series of attacks, and save Command for when the shield drops. Don’t forget to use Gathering and built up your Burst power.
Keep plinking away and eventually this monster will fall.
Through the smaller door, head forward and turn right, jumping over the debris to find three treasure chests.
When you’re ready, use the large double-doors to find the Outsider’s Chamber. There’s another save point before you enter the portal. Enter the portal, and prepare for a face-off.
Inside the massive abyss, step closer to the center hole.
Boss: Sentinel Beast: Mitra
This flying spectral creature is ready to cause problems for you and your party. Zael can’t reach the flying monster yet, but your team of casters can hit it with magic.
That means you’ll need to protect them. Guard and activate Gathering so it only tries to attack you. It’ll launch magic spells your way. Either dodge at the last second, or attempt a Counter Guard to send the magic flying back at the beast.
There are two things you can do to stop its flying magical onslaught. Either perfect guard one of its white spells, or diffuse Mirania’s Forest spell. Both methods inflict Silence, forcing the dragon to land and attack.
When it lands, use Command to swarm it with attacks. Keep Gathering up, and be sure to guard against its two wide claw-swipes if it’s standing right in front of you.
Chapter 35: Port Lazulis
The cannon is lost and the city is in ruins. Turn left for a save point, because this fight is far from over. You’ll begin in a party with Yurick, Mirania and Sirenne.
Battle 1: Docks – Gurak (Guards, Archers)
Several Gurak Guards with Archers armed with paralyzing arrows will ambush you. Use Gathering to draw off the archers’ attention and finish them all off with your casters.
The same will happen as you near the water, with archers popping up on the ship ahead and to the right. The archers on the boat are armed with burst arrows as well, so take them all out with your own burst arrows, or use Seek to have Yurick destroy the group.
Clear out the Gurak, and head toward the ships down the docks.
The fallen knight will provide you with 20 burst arrows. Make them count, and use them to take out all three of the Wyrms in the sky. They’ll each only take two or three shots, so you should have plenty. Just don’t go crazy, fire only when they’re nearby.
Save ahead, then turn left to enter an alley with two treasure chests. Then, continue toward the docked ship.
Boss: Dark Muruk
This boss is back, but tougher than before. Set down a fire spell and diffuse to break it’s guard, letting you harm it at any point during the fight.
The boss will spin after it takes some damage, shooting paralyzing spines. After the attack is done, the boss will rear back on it’s back legs. Attack it to knock it on it’s back, then press [A] to ride. Further [A] presses will attack, dealing critical damage.
It’ll also try to possess members of your party. If it does, run into a healing circle to cure them.
When it’s about to spin-up, hide to avoid damage. When you can, try to Slash attack while hiding to get the boss to spin. If you can avoid, it’s easy to knock on it’s back. Otherwise, you’ll just have to be fast and shake off the paralyzing effects. You’ll have enough time to break out of the stun and knock him down.
Defeat it, then you’ll see Therius fighting alone against overwhelming odds. Use the nearby gate, then use Seek to target it with magic.
Battle 2: Pier Gates – Gurak (Archers, Commandoes)
The Gurak will ambush you. Quickly use Gather to draw off the archers so Yurick can finish his magic, which has the added benefit of killing the annoying archers.
Finish off the Gurak, then go for Therius through the gates.
Battle 3: Surrounded Dock – Gurak (Fighters, Archers, Guards, Healer, Sorcerer)
You’ll begin with Therius at your back. More Fighters and Archers with burst and paralysis arrows will arrive to continue the fight. Luckily, the close proximity to the pier makes this fight much easier. You can quickly knock any of the Gurak into the water.
The last wave has Sorcerers and a Healer, but with only one Guard, you can easily Gale and diffuse their healing circle.
Finish up, and Therius will have to stay behind. But, he’ll give you a sewer key. Follow Syrenne and the rest of your party, they’ll show you to the sewer entrance. Nearby, there are two chests to collect.
Enter the sewer to find a new save point, and some NPCs to talk to. Here, you can upgrade and remove curses with Horace, or buy and appraise with the merchant woman.
When you’re ready to go, you can leave through the large iron door your party is waiting near. Check it once, and you’ll get some reassurance from your team. Just check it again to open it – except Horace has a gift for you.
Horace will give you a Summon Stone. With this, you’ll find Blue Summoning Circle later in the dungeons. Use Gathering to call Horace, where you can sell and upgrade your equipment as needed.
Now that you’re all up to speed, continue into the sewer.
Chapter 36: Sewer
Run down the sewer path, turn left, and then stop at the right turn. Look in the dark alcove for a treasure check, then you can turn right and continue into the sewer.
As you turn, a Giant Crab will appear. It’s just one, but it does have an annoying Paralysis attack. Draw it out of water with Gathering to make it an easy target. As long as it stays in water, it’ll heal.
Once it’s defeated, the gate near the dry land will open to reveal a small arena where you can grind for levels with a red Summoning Circle.
Turn around and head back to another dry platform. More Giant Crabs will attack, use Gathering to keep them on dry land. Through the first hole, you’ll find the way deeper into the sewers. Through the second low hole, you can find a blue Summoning Circle and a save point.
Through the first hole, you’ll find a doorway leading to a new passage. Continue down and turn left to find a save point and stairs leading up.
Battle 1: Water Channel – Giant Crabs
Entering the larger chambers, you’ll need to keep the giant crabs out of the water at the bottom floor. Use gathering to keep them close.
The only tricky part of this fight is drawing the crabs out of the water. Run down the main path through the newly opened opposite door, and make a circle back to the water channel.
Boss: Nebirous
That’s right, the vampire is back and he’s just an invincible as before. To defeat the boss, you’ll need to find scattered silver arrows around the environment. Once you find one, line up a shot and shoot the coffin. You may also already have Silver Arrows, if so, aim your bow to check.
One silver arrow will temporarily remove Nebirous’ invincibility. Immediately use Command, if you’ve saved up your spirit gauge, you can do a ton of damage to Nebirous right now. Syrenne’s Shadow Switch ability will stun the boss, giving your team time to swarm it before it runs away.
Just rinse and repeat the process. When the boss is defeated, a new gate will open. Follow your waypoint inside.
In the new path, go down and turn left. Ahead you’ll find a treasure chest and a save point before entering a new large chamber. Get near the bridge and something will surprise you. In Seek, look directly up to spot it.
Boss: Monstrous Spider
The spider is back, and once again you’ll have to keep it from eating your allies. Use Gale whenever an ally is webbed up and slowly dragged toward the spider.
Like any other spider, you’ll have to attack from behind. Because this one is so fast, put down a fire spell and diffuse to break it’s armor, allowing you to damage it even with a frontal attack.
Fight long enough, and Gurak reinforcements will arrive. Fight back the new Gurak, or focus on the Spider. Just try to leave one caster healing while the other uses offensive spells. Because of the lack of magicians, we suggest using Mirania to heal while Calista uses Shine.
The spider will take time. Finish off the Gurak quickly, prepare your spirit gauges so they’re full by the time the Gurak arrive, then unleash everything you’ve got all at once to clear them out with ease.
Then it’s just the Spider. Alone, it isn’t a huge threat, just remember to guard whenever it moves. Just being near it is enough to damage you and send you flying back.
Before leaving to the Gurak Castle, you can save and use a blue Summoning Circle to sell or upgrade.
When you’re ready to go, enter the giant harpoon device.
Chapter 37: Fortress Island
Ahead, you’ll automatically hide to spot a guard. But this isn’t an ordinary enemy.
Battle 1: Entrance Hall – Gurak (Obstructors, Archers)
A new Gurak enemy has landed. These ancient wizards can produce giant barriers that’ll stop your attacks and movement from reaching any enemies behind. The only way to bring the barriers down is with magic, any magic will do.
Prepare Wizard Slayers to shoot down the Obstructor once a spell lowers the barrier, then defeat the remaining Gurack.
Through the barrier, once all the archers are gone the large door will open. You can also find a new blue Summoning Circle and save point here.
Down the hall, you’ll run into more Gurak in a large lava chamber. You’ll immediately take cover behind a pillar. Switch cover left when the guards aren’t looking, then you’ll need to call over your allies. Wait until the [A] prompt appears, then press when the guards aren’t looking.
Battle 2: Waterfall Cavern – Ogres, Gurak (Fighters, Archers)
A new group of enemies will ambush you when your party jumps down a level in the dark water-fall cavern. Turn around and fight off the Gurak as they land.
The Ogres are easy to take care of again, by using Gathering, hiding, then using Slash when the Ogres have a “?” over their heads.
When the Ogres are dead, the elevator will arrive with more Gurak. The fighters won’t be a problem, but the archers with burst arrows can quickly down you and your party. Target the archers first.
Use the elevator next, and you’ll arrive to face another tough group of Gurak.
Battle 3: Bridge – Gurak (Fighter, Commando, Archer, Obstructor, Healer, Ice Sorcerer)
The Healer and Sorcerer are protected by two Obstructors, making your life difficult.
The Gurak haven’t spotted you yet, so climb the ladder on the right to reach the upper platform where you can sneak around to target the Obstructors from behind.
Use Hide and Switch to sneak all the way to the tall rock at the far end of the upper path, directly behind the Obstructors. Switch to Wizard Slayers and take out the Obstructors.
In Seek Mode, you’ll be prompted to command your allies to attack the Obstructors or the enemies. Choose the enemies.
Use more Wizard Slayers to pick off the Healer and Sorcerer. Then you’ll be free to wipe out the Gurak.
More Gurak will arrive on the upper platform. Use Seek to target the crystals; either shoot them with a burst arrow or have Yurick target them.
The falling crystals will hurt the Gurak, but won’t finish them off. Target the Obstructors using Command to hit them all with magic while you charge to take out the Snipers.
Leave through the lift, it’ll take you to a red-tinted area with two chests and a save point.
Battle 4: Circle Chamber – Gurak (Obstructor, Ice Sorcerer, Fire Sorcerer, Fighters)
Hide and target the Obstructor in Seek. The fighters won’t be a problem thanks to all the ledges. Then pick off the Sorcerers with Wizard Slayers.
The elemental sorcerers are only a problem when you try to hit them with elemental-infused weapons. Just pick them off with Wizard Slayers, they’ll work fine.
After the battle, you’ll be split up and alone with just Calista. Grab the treasure ahead and enter the elevator. In Level 9, immediately turn left to and open the tall door. It’ll lead down a dark path where Lowell is lying down. He’ll join you, make sure you don’t miss him before fighting the battles ahead!
Battle 5: Level 9 Elevators – Golden Coffins
Ahead, the Coffins will come to life. Fight them for a minute, and you’ll hear Syrenne in another elevator asking for help.
Fight off the coffins – they’re not too deadly, but they can slow you down. You can still dodge at full speed.
Check on the elevator and rapidly press [A] to free Syrenne.
Battle 6: Level 9 Stairs – Gurak (Fighter, Obstructor, Ice Sorcerer, Fire Sorcerer, Healer)
More Obstructors to make your life difficult. If you don’t have Command, hide and use Wizard Slayers on the Sorcerers.
Burst through and use arrows when you can hit the Obstructors with magic, and the rest of the dominoes should fall.
The rest of your party will arrive, and you can continue through the open door at the mid-level. Ahead, you’ll find three chests, a save point, and a blue Summoning Circle.
Upgrade your weapons, and continue through the lift. You’ll arrive at Level 24, with another chest just left.
Boss: Zepha & Zesha
Zangurak’s servants will attack, and use their own colored shields to protect themselves. To get through, you’ll need to use similar colored magics to lower their shields.
Use Forest magic from Mirania to bring down the green shield that first appears. Use Command to drop all your offensive magic on both of them, and use Gathering to avoid their casts.
Bring down their shields, and both of the bosses will leap into the center of the arena. Take them out as quickly as you can, but try to focus on the blue glowing of the two brothers. The swordsman will retreat and heal, but the sorcerer won’t.
Hurt the magic-using boss enough, and the two will retreat. Your party will wait near the bridge leading to the second outsider. At the warp gate, use the blue Summoning Circle and the save point.
Through the warp gate, you’ll face off against the last boss of this chapter.
Boss: Sentinel Beast: Atar
It’s just you and Calista together against another flying sentinel. You won’t have Mirania with you, so you’ll need to play it safe.
Use Counter Guard to knock its magic back at it, and play it safe until your party arrives to back you up.
When they all return, fight it just like the last sentinel beast. Use Mirania’s Forest then diffuse to Silence and bring this monster down.
As the monster lands, use Command to lay down the law and hurt this monster. Don’t forget to put down Shine and diffuse to give everyone in your party a Shield.
Calista will gain a new spirit power. Wait for her gauge to fill, then use Command to have her use the Ancient Summon ability.
When Ancient Summon is used, the boss will lose its wings. Without its wings, you can finish it off.
Chapter 38: Raging Ocean
Starting in the ocean, just swim around for a few moments until a cutscene begins. Eventually, you’ll enter Seek, look left to spot a ship in the distance.
When you wake up, look left again in Seek to spot Jirall.
Boss: Lord Jirall
This is a one-on-one duel, you’ll need to use all your skills to defeat Jirall. He fights like Asthar, where he’ll use huge jumps, counter-guard, and attack with a combination of swings.
To fight him, use Gathering to slow him down and build your Burst attack. Remember that if you guard just as he attacks, you’ll counter him. When he jumps, dodge away and guard to avoid taking damage.
Another way to break his tight guard is with Gale or Slash from a hiding position. Do enough damage, and you’ll enter a QTE against Jirall. Follow the onscreen prompts and you’ll make it through okay.
Watch out for Jirall’s forward slash. It can’t be guarded, and he’ll siphon health from you to heal himself.
Defeat Jirall, and you’ll gain the Emperor sword. It’s cursed, so save your Light of the Outsider for it.
Chapter 39: Reptids’ Cave Revisited
Back to the beginning. No time to waste, get up the stairs and save your game! You’ll run face-first into a secret door. Check it to open the way.
Battle 1: Cave Front – Gurak (Guard, Archer, Obstructor, Fire Sorcerer, Ice Sorcerer, Healer)
The Gurak are split between two groups, but they’re not placed well enough to guard against your charge. Rush ahead and knock out the Gurak toughs.
Once empty, use Seek to find a secret door to the right. Then squeeze through to a secret path with another secret door at the end.
You’ll arrive back in the watery arena.
Battle 2: Water Arena – Gurak (Guard, Archer, Healer, Sorcerer)
There are two difficult problems in this battle. There are floating mines around the field. You can burst through them with Gale to reach the Healer.
Next, target the Archers and Sorcerers with Command and Wizard Slayers. Push ahead and follow your party through to a narrow path.
Once again, you’re back in the ruins under the castle. Here, you can find a save point, and both types of Summoning Circles. Take some time to grind for levels here, the bosses ahead will be very difficult.
Head toward the place where Zael received the power of the Outsider. Check the flat wall down the hall with pillars and run toward the open portal.
Boss: Last Cocoon
There’s nothing you can do here. Stay away, and wait as its health increases while it drains your’s. Just sit tight, eventually a cutscene will trigger as the cocoon enlarges.
Clear out each of the bandits as Zael awakens in his past. Eventually, you’ll finally snap out of the dream to see a possessed Yurick. Knock him out too.
The Last Cocoon will take a new form similar to the very first boss. Try to attack it, and it’ll teleport away from your attacks before you can land a hit. Eventually, it’ll charge around the outside of the arena.
After a few circles, it’ll climb up one of the large pillars. Target it with magic to bring the monster down. Use Gathering to draw its sword-throws away from your casters.
As the boss drops to the ground, it’ll be stunned. Use Command and use everything on it while it’s down.
It’ll wake back up, attack, and circle around the arena before climbing another pillar. Target with Seek and use magic, or counter-guard to send the swords flying back at the monster.
Bring it down to half-health and the cocoon will change forms a second time.
In it’s last form, the giant will stomp around with a full guard and powerful physical attacks. Look around your surroundings.
Above you, a giant sword is hanging over the center platform. Use Gathering to lure the monster onto the platform, then shoot the giant sword with burst arrows while it’s standing under the sword. If you time it right, it’ll be pinned to the ground by the sword.
Just onto it, then press [A] rapidly to take it down.
Otherwise, you can still fight it the old-fashioned way. Just blast it with magic and guard often to bring it down.
Back in the ruins, you’ll face the portal once again. Here, upgrade with the blue Summoning Circle, or save then head through.
Chapter 40: The Last World
Boss 1: Beriths
Berith returns, only there are three of him this time. Two are fakes, only one is real. The fakes will explode when attacked, so be careful who you hit.
Distinguish the real one by watching which you attack and seeing if their health bar is effected. He’ll regenerate his clones when he puts up another shield, but you’ll have time to attack before it does.
Despite the added enemies, this boss should be much easier than your first encounter. Let your party take care of it’s shields and the clones, then use Command to focus your attacks on the real one when it’s discovered.
When you defeat the monster, your party will split up.
You’ll return with Lowell and Syrenne, with you in control of Syrenne. There are Gurak about, so switch equipment if you haven’t kept up with Lowell or Syrenne.
Reinforcements will just keep coming. Keep up the fight until you switch to Yurick, who you’ll take control of alone on an elevator.
If you haven’t played co-op, you won’t be familiar with Yurick’s casting abilities. Cast magic by holding down [A] then releasing the button when your timer hits zero.
Take cover, and wait for the tiny golems to attack. When they stop, launch an attack. Kill all three, and the elevator will lower into another encounter with Tiny Golems.
After two more waves, you’ll stop and be assaulted by Tiny Golems with swords. Cast magic at your feet, and stand in the fire circle to help you fight off the incoming golems.
Defeat those and you’ll return to Lowell and Sirenne, fighting more Gurak and new full-sized Golems. Once they’re destroyed, press [A] over their bodies to reboot them. That’ll scare the Gurak off and put you back in Yurick’s shoes.
As Yurick, follow the same method as before. Just be wary of the melee fighters, and the periodic passed of a wall as your elevator moves down, blocking your line of sight to the Tiny Golems.
Take out the archer golems, and you’ll land at the bottom of this strange world. Switching to Syrenne and Lowell, you’ll face Tracers. There’s nothing you can do against them, just dodge until a door opens, then escape!
You’ll appear outside the center of this place, with a save point. Head toward the far wall to trigger a new scene.
Next up is Zael and Mirania. Ahead, they’ll face the first of a series of bosses right before the final battle.
Boss: Zepha
This sorcerer comes equipped with his own gang of Gurack to back him up, while you only have Mirania. She can heal and diffused Forest can silence, both very helpful during this battle.
Zepha will call a giant damaged effect down over the entire battlefield. Mirania, by default will summon a healing circle. Stand in it to recover your health before chasing down Zepha and hurting him. Luckily, he doesn’t have high health and won’t guard against your attacks.
Do some damage to Zepha, and he will put up a shield. You’ll have to break through it with Mirania’s Forest spell. Wait for her to set down a healing circle, then stand in it and Command her to use Forest, while you have Gathering active to draw enemies away from her.
After taking down the first barrier and hurting him, he’ll switch to a red barrier. That means there’s nothing you can do, just survive until Yurick arrives to help. Put down a healing circle and sit tight.
Keep the Gurak’s attention with Gathering as Yurick arrives, and use Command as necessary to bring down Zepha green or red shields.
Attack when Zepha’s shield is down, and eventually you’ll defeat him.
Boss: Zesha
This time around, you’ll face the last of Zangurak’s henchmen. Zesha won’t go easy on you. He warps around, will use a jumping slash that lands in an area-of-effect attack, and will throw magic swords that’ll stun your party.
He’ll also guard against every one of your attacks, and count guard if you attack from the front. Spin around and try to attack from behind to damage him without being countered.
You can also counter-guard him, or just wait until after an attack to run in and hit him once.
Fight long enough and Syrenne with Lowell will join you. Now that you’ve got your party together, you can really unleash all your skills on this boss.
Keep one healing circle active at all times so you or your party can retreat when you’re in need, and keep plinking away at him when he’s vulnerable. Follow the same strategy, and save up your spirit powers to unleash when they become available.
Upon his death, more Gurack will appear. Fight them for a minute, and a new scene will occur.
Things are looking grim. Zesha returns, and you won’t have Lowell or Syrenne to help you. Your allies will tell you to go ahead alone, they’ll take care of Zesha. Do as they say, and leave through the door into the central chamber.
In this chamber, you’ll have one more chance to grind for levels. Take it, you’ll need to be at least level 65 or 70 if you don’t want this next boss to give you extreme problems. Grinding to level 68 is easy, but the XP gain will cut off dramatically past that.
When you’re ready, enter the massive blue glowing door. Inside, look right in Seek to spot Calista.
Boss: Zangurak
It’s another duel, but you’re far stronger this time. If you attack him from the front, he’s always counter-guard. Wait for him to swing, then attack or circle around to his back.
Most of his attacks can be guarded, but watch out when Zangurak holds the sword behind his back and charges forward. He’ll try to skewer you, that can’t be guarded. It’ll drain most of your health in one attack.
Bring his health down, and Zangurak will attack in another phase. This time, he’ll bring up an invincible shield. There’s only one way to bring it down.
Use Gathering to keep Zangurak off Calista, and have her use healing to keep you alive during this fight.
Next, wait for Zangurak to throw his sword. Dodge or counter-guard to deflect the sword, then immediately get near and press [A] to pick it up. You’ll take his weapon as your own. It’s extremely powerful, and a handful of swipes will break his barrier.
When the barrier breaks, you can still keep his sword to dish out extra damage. Don’t let him knock you down, or you’ll lose the sword.
At this point, any counter-guard will knock the sword out of his hands. He’ll power-up once he’s down to half health, but the same strategies apply.
When he’s defeated, follow your party to the arena exit. You’ll appear before a giant staircase. Step close to the stairs, watch the cutscene, then turn around to find a red Summoning Circle. Use the circle to gain levels, you’ll want your allies to be about level 60-62 before facing the final boss.
Go upstairs, through the door of light you can save your game, then continue right. Through the red hall, you’ll enter a dark room. Listen to the exchange between characters, and prepare for the last true challenge.
A door will open. Go inside to face Dagran.
Final Boss: Dagran
The first phase won’t be a problem. Wait for a healing circle, use Gathering to draw Dagran close, then slug it out with him until he drops. His only dangerous ability is a close range grapple that’ll throw anyone nearby to the ground. It’s hard to spot, but if you’re standing in a healing circle, you should be fine.
Dagran likes to counter-guard, so try to only attack after he finishes a combo, or counter-guard against him yourself.
Bring his health bar down, and he’ll transform into a monster. It’s just another slugfest, he’s tough and will guard, so attack from behind, guard his attacks, and command your casters whenever possible. Save your spirit attacks for now, though.
At about 75% health, Dagran will create an invincible shield. Guard and stay back as he flies, there’s nothing you can do to stop him. Just wait, eventually Yurick will reveal his special eye, and prepare a powerful magic attack.
Use Command as soon as Yurick is shown in a scene, and choose to activate the spirit ability called Big Bang. That’ll take down Dagran’s shield.
After Big Bang lands, Dagran will be stunned. Follow through and you can take off most of his remaining health.
Dagran will get even bigger once his health bar is drained, forming his final form as a giant monster.
As a monster, he’s very tough with a lot of health and a strong defense. Drop healing and Shine to guard against his attacks, and be sure to guard against it’s huge combo claw swipes. If you take two hits, you’ll fly backwards and the monster will try to pick you up and slam you into the ground.
When his health is empty, your party will exchange dialogue. Climb up to a high vantage point, once the dialogue finishes, an [A] prompt will appear for you to jump onto the beast and finish it off.
With Dagran defeated, follow your party as them run to escape the crumbling dungeon. On your way out, don’t forget to grab the East Wing and West Wing swords on the bridge you fought Zesha.
In the elevator, you’ll have some Golems to take out. Keep fighting, and that’ll take you to the end.
Chapter 41: Stargazers’ Tower
This is it, talk to your allies. When you’re ready, speak with Calista to send the Outsiders back into the stars. Congratulations, you’ve completed the campaign of The Last Story!
Epilogue: The Last Story
But wait! There’s still more to do! You’ll reappear inside Lazulis Castle. The island is in ruins, but there’s still work to be done.
To reach Chapter 42, go to Calista’s room in the Living Quarters of the castle and check the large painting of her parents.
To start Chapter 43, speak with Horace outside his shop. A knight will arrive, talk to him as well to get a new mission.
Finish both chapters, and take a walk along the city. Your friends will catch you near the bridge around the river or tavern, they’ll catch up to you and begin the final scenes of the game.