Part 1 cleanup and Part 3 preparation: hidden allies, divine classes, and six-unit levelingMajor spoilers
Finish timed paralogues and obtain exclusive weapons before carryover. In Part 3, reenable Blessings, rebuild transport and temples, and switch to divine classes before using a six-unit leveling loop.
Original video: “Part 1 cleanup and preparation for Parts 2 and 3: leveling six units together, hidden allies, and paired endings,” Japanese gaming channel Tsuron: Conclusions-First Game Information, watch the original.
Time-sensitive cleanup in Part 1
You can skip the war story, but returning to Part 1 afterward to collect missed items involves Part 3 redemption costs. For example, if you replay Chapter 12 on
Dietrich’s route to obtain
Answerer Arisen, redeeming that newly acquired weapon costs 500 points. Animals collected again also cost points individually. Points are limited, so collect everything you want from Part 1 before finishing Part 2.
These four checks matter most:
- At the start of Chapter 12 on
Dietrich’s route, speak to
Fabio in the upper-right corner of the map. A later special match awards
Answerer Arisen. Its
Bloodletting Combat Arts have high critical rates, and you can upgrade it further later. - From Chapter 10 in Part 1, visit Kalla’s main temple and take the trial for the bow. Do not keep putting it off.
- Check timed paralogues, especially the September 17 paralogue involving
Bertrand on
Dietrich’s route. It affects
Gaitz’s recruitment. - Complete
Creek’s related quests in Chapter 9 of
Dietrich’s and
Leda’s routes to enable recruiting him and
Nathan in Part 2.
Defeat
Creek in Part 2, Chapter 2, to recruit him. In Chapter 3, have
Creek defeat
Nathan to recruit
Nathan. Complete both the earlier quests and the later required defeats.
Reenable Blessings and restock weapons in Part 3
Blessings are disabled when Part 3 begins. Visit the facilities and reenable frequently used Blessings such as Aurora's Blessing and Kalla's Blessing before heading into battle.
Start by buying and upgrading silver weapons, then add utility weapons for each character’s role. Magic users can take Salamander +5 or
Levin Sword +3.
Cleansing Blade handles Underworld Boons, while
Mini Bow fires at adjacent enemies to give archers fuller counterattack coverage.
Bertrand’s starting axe has a comfortable hit rate, helping offset axes’ reliability issues.
Do not judge
Troy’s exclusive weapon solely by its displayed stats. Equipping it activates her anti-flier skill, which becomes super-effective at level 60. Evaluate the character skill and weapon together.
Rebuild transport first, then follow up at temples
Rebuild carriage stations first to make travel much easier. Next, restore towns to buy master-class certification items and rebuilding materials. Larger cities sell more, so prioritizing major locations reduces resupply trips.
Temples provide fast travel, class unlocks, and rewards. After rebuilding one, speak to its god for the follow-up quest; reconstruction alone is not the end. Once Credna’s temple is liberated and the related quest is complete, find Credna at the main temple in the capital to upgrade the Nameless Lance into
Shining Spear.
Once you enter the battle phase to hunt an Underworld General, you must actually defeat the target within the time limit. Visiting the target location early does not cause automatic completion on the deadline. Running out of time means game over, wasting the exploration you did beforehand.
Gather keys before divine classes unlock
There are five
Key of the Diadems, found in dungeon chests at Heretics’ Cave, Sand-Shadow Fort, Cougar Woodlands, Giant’s Footprint Fortress, and Enno Isle. Divine classes open in Section 4, but you can collect keys early when the journey allows. Gather all five before visiting Heaven’s Crown Temple to save return trips.
Part 3 also lets characters other than
Leda become a
Dancer through certification conversion.
Tialla fits the role well because her personal skill extends extra actions two tiles away. Train her sword or bow proficiency to B beforehand so she is ready.
Divine classes have high growths, so save concentrated leveling for after the class change. For the character who will ultimately provide extra actions, first master
The Blade for Speed +10, then
The Eternal for Strength +10, before returning to the final class.
The six-unit leveling loop uses HP costs and healing
Bring six units:
Dietrich,
Talimun, a Dancer, a
The Apsara, and two healers. The healers can use
The Avatar. For physical characters,
The Trident or
The Godhand offers white magic with more suitable Strength growths.
Leave one enemy with only range 1 before starting the leveling loop.
- 1
Dietrich uses Shadow Stitch to restrict the enemy’s movement. - 2
Talimun uses a Blaze Art that costs HP. - 3A healer heals
Talimun. - 4The Dancer grants the healer another action to heal again.
- 5
The Apsara provides another action for still more healing.
The leveling gains demonstrated on Normal are below.
| Starting level | Ending level | Time |
|---|---|---|
| 65 | 99 | About 1.5 hours |
On Normal, two level 99 units can already defeat the final boss. Stop around level 70 if you want to retain some challenge.
Build paired-ending support in the sixth section
For a companion’s paired ending, raise the protagonist’s bond with that companion and finish the corresponding support conversations first. Start preparing from the beginning of Section 6 if you want several pairings.
Raise support by dining at the inn, then restart the section. Bond Levels remain intact. Use this to prepare the pairings you want before continuing to the ending.