This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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The escape point of this chapter is behind a locked door, and there are no enemies on the map with Door Keys to be looted. If you enter this chapter without any means of opening doors or teleporting Leif behind the door, the map is softlocked. Both Warp and Rewarp are obtainable on this map, but the Warp staves will be exhausted on turn 6 and are themselves in a sealed room with no entrance, while the Rewarp staves are only effective in conjunction with Rescue or a staff user with more CON than Leif.
This chapter features hidden Warp traps that, if an unfortunate player unit waits on them (moving onto them and doing any other action will not trigger them), they will be warped to an inescapable execution chamber at the southern part of the map, where they will be attacked by enemy reinforcements. The only way to get them out from the execution chamber is to use a Rescue staff to save them; if the victim is a staff user, they can also use Rewarp on themselves to escape. As hinted by August at the start of this chapter, these Warp traps are typically (though not always) situated near doors, staircases, or narrow corridors. The same execution chamber is also used by the two Dark Mages there to send enemy Sniper and Mercenary reinforcements via a Warp staff to attack your party outside. You can use Silence or Sleep on the Dark Mages in the chamber to stop them from warping the reinforcements.
If you don't have any of the aforementioned two warping staves to retrieve any units sent to the execution chamber, nothing can be done to save them, and you must leave them behind, as this chapter is an Escape chapter. If Leif gets sent to the execution chamber and the player does not have any Rescue staves to bail him out, the chapter will be rendered unwinnable (since he needs to escape to complete the level), and the player will be forced to restart.
During this chapter, you will be harassed by enemy staff users inflicting various status effects against your units, such as Silence, Sleep, and Berserk, and Dark Mages wielding the long range Dark tomes Fenrir and Poison. The main culprits are located in the central room, where the escape point is. If you have a unit who have a high enough avoid to safely dodge tank most (if not all) of the Dark Mage's attacks (such as Ced), you can warp them into the room so that the Dark Mages would be distracted with attacking him or her while the rest of your group can proceed safely, though still cautiously to avoid triggering the Warp traps.
You can rerecruit Eyvel by having Sara use the Kia staff obtained from the previous chapter to undo her petrification, then speak to her with Leif or Mareeta. Note however that the room that she is held in (located at the northernmost part of the map) has a Warp trap placed right in front of the door from the outside. Additionally, it's possible for the Dark Mages to cast Silence on Eyvel after she is unpetrified, which could prevent her from being recruited.
A room located in the western portion contains a few treasure chests that can be opened for some stat boosters and a Knight Proof. However, it's not particularly worthwhile to acquire them at this point in the game, as there is only one chapter left until the end of the game. The Knight Proof is particularly questionable to acquire during this chapter, since all of your main units should have already been long promoted by this point, making a very late promotion redundant at this stage of the game.