After the introductory sequence, you’re back at Laharl’s Castle. As usual following an Episode finale, all your characters have been restored to full HP and SP. The maximum multiplier for the Cheat Shop has been raised to 110%, and the minimum is now 80%.
The free treasure chests for this Episode are right outside Laharl’s throne room, in the outer courtyard near what used to be Flonne’s flower garden, and in the throne room itself.
Unmoving Land
| Class | Lv | Qty | Evility | Weapon | Armor | Skills | Note |
|---|---|---|---|---|---|---|---|
| Green Slime | 6 | 4 | Gel Body | Curved Nail | Safety Helmet | Slime Hand | - |
| Red Skull | 6 | 2 | Magic Bundle | Glass Wand | Safety Helmet | Fire | - |
| Heretic | 6 | 2 | Fun With Magic | Safety Helmet | Heal, Espoir, 451 Degrees of Evil | - |
All four of the Green Slimes on this map have the Gel Body Evility, which makes it nearly impossible to kill them with physical attacks. If you don’t have a Magician or Skull at or around level 8, you should probably make one before you attempt this map.
The Slimes’ job is to serve as meat shields while the Skulls up top murder you with Fire spells, which are heavily augmented by their Magic Bundle Evility. It’s not a bad idea to shuffle your equipment a bit and focus on items that provide a boost to your RES, such as Shields.
As you get close to the Skulls, the Heretics come into play, attacking with the elemental spells granted by the Books they have equipped, but they aren’t much more than another speed bump.
Map Events
- Station Etna next to Laharl.
- Station Flonne next to Etna.
- Have Laharl on the map at the start of your second turn.
Cold Breath
| Class | Lv | Qty | Evility | Weapon | Armor | Skills | Note |
|---|---|---|---|---|---|---|---|
| Zombie | 6 | 9 | Predation | Umbrella Bat | - | DIEmension Slash | - |
| Shaman | 8 | 1 | Ominous Dance | Undead Staff | Homemade Sweater | Enfeeble, Mind Break, Poison, Stun | - |
| Geo Symbol | Geo Effect | Destroy | Note |
|---|---|---|---|
| Null | ATK -50% | Clear | - |
All nine of the Zombies on this map have the Predation Evility, which restores 10% of their health every time they successfully do damage to an enemy. This is further augmented by the Shaman in the top corner of the map, who’s using the Ominous Dance Evility to lower your units’ evasion rate.
The real problem is that most of the map is covered with Geo Panels that provide an ATK –50% effect. In a way, however, this is a blessing, as there isn’t a thing on this map that uses anything besides physical attacks. You may not be doing much damage, but neither is the opposition.
You have a couple of options here. One is to set up a perimeter of high-DEF types to protect your spellcasters and fry the Zombies with Fire spells or equivalent skills (such as a Book user’s 451 Degrees of Evil), although Zombies have a high enough RES that this isn’t a perfect solution. Another tactic is to overcome the ATK reduction by using combos and slowly grinding down one Zombie at a time, using this as an opportunity to build up your weapon skills.
As the map’s winding down, heal up your team, then send someone over to trash the Geo Symbol and clear out the Geo Panels. The resulting Geo Chain should give you a nice bump to the Bonus meter, and there’s no reason not to grab some free stuff.
Map Events
- Have Etna on the field at the start of the second turn.
- Station Laharl next to Etna.
- Laharl, Etna, and Flonne all participate in the same Team-Up Attack.
Ice Demon Grave
| Class | Lv | Qty | Evility | Weapon | Armor | Skills |
|---|---|---|---|---|---|---|
| Pvt. Prinny | 8 | 10 | Blue: Explosive Body; Pink: Cross Bomber; Orange: Bomb Conversion | - | - | Prinny Blizzard, Speed Boost, Bomber Dood |
| Red Mage | 10 | 3 | Magic Moderation | Pixy Rod | Festival Clothes | Fire |
This looks bad when you first see it. You’re surrounded by Magicians and Prinnies the moment you start this map, and unless you have the range and firepower to take out a few of them on the first turn, you’ll probably incur some casualties.
There’s a solution to this, of course, and it is the best kind of solution because it involves both explosions and gratuitous violence. If you grab the first Prinny you see and throw him at the next one, it’ll cause an explosive chain reaction that sweeps all of them off the field at once and leaves the Magicians at half health or worse. The rest is epilogue, although the Magicians can still cause some significant damage in the two or three turns before they die.
You can use the Snow Men on this stage, and on future stages, much as you did the Wooden Boxes in Episode 1. Throw them over to the cliff underneath the two final Magicians and you can jump straight up after them, rather than having to go the long way around the map.
Map Events
- Station Etna next to a Prinny.
- Station Laharl next to Flonne.
- Have Flonne on the map at the start of your third turn.
Freezing Winds
| Class | Lv | Qty | Evility | Weapon | Armor | Skills |
|---|---|---|---|---|---|---|
| Dragon | 10 | 1 | Wind Dominance | Slime Mucus | Kung-Fu Muscle | Sky High Dragoon |
| Pvt. Prinny | 8 | 3 | Explosive Body | Slime Mucus | Homemade Sweater | Prinny Blizzard, Speed Boost, Bomber Dood |
| Red Mage | 8 | 2 | Magic Creation | Magician's Wand | Safety Helmet | Wind |
| Zombie | 8 | 4 | Predation | Umbrella Bat | Safety Helmet | Poison Bite, DIEmension Slash |
| Geo Symbol | Geo Effect | Destroy |
|---|---|---|
| Red | DEF +50% | Red Change |
| Blue | Enemy Boost +50% | Blue Change |
| Green | No Color Change | Green Change |
Realistically, you need to get rid of the Enemy Boost +50% effect right off the bat. Bring a character with high DEF, decent RES, and a Throw range of 5. Ideally, that character also doesn’t have an elemental vulnerability to Ice spells. A Valkyrie or Fight Mistress will fit the bill nicely. Tower-throw him (or more likely her) next to the closest Prinny and use it as a grenade to take out the yellow Geo Symbol. This causes a Geo Chain that clears out the DEF +50% and Enemy Boost effects.
Without those, the Dragon is still a serious threat but it’s not the bruiser it was when the Geo Effects were in play. The guy who did the throwing is likely to eat some damage, before you can get him to safety, from the Dragon, the two surviving Prinnies, and the Geo Panel explosion.
Once you’ve taken care of the enemy units on the ground, throw a couple of high-HP units up to the islands to deal with the Zombies and Witches. Unlike Cold Breath, these Zombies do know Poison Bite and will use it as soon as possible, so whoever you send after them should have enough HP and DEF to survive for a round or two without support. You should be able to reach them with a Cleric’s Heal spell if it’s level 3 or higher.
Map Events
- Station Laharl nextto Flonne.
- Station Etna next to Flonne.
- Make sure Laharl is on the map at the start of your third turn.
Winter Ridicule
| Class | Lv | Qty | Evility | Weapon | Armor | Skills |
|---|---|---|---|---|---|---|
| Thief | 8 | 4 | Treasure Sensor | Netherworld Mk 4k | - | Tri Burst, Dark Matter Ether |
| Alraune | 7 | 5 | Detox Aroma (x2), Sweet Aroma (x2), Shielding Aroma | Cunning Emblem | Homemade Sweater | Wind, Shield, Magic Wall, Moon Spike |
| Geo Symbol | Geo Effect | Destroy | Note |
|---|---|---|---|
| Null | No Lifting | Clear | - |
| Yellow | Lv 7 Boost | Yellow Change | - |
| Red | Fire Element +50% | Red Change | - |
| Blue | Water Element +50% | Blue Change | - |
| Green | Wind Element +50% | Green Change | - |
The Alraunes benefit from a web of complementary Evilities that gives them a passive 40% heal once per turn, a free ailment cure, and a 30% DEF/RES boost. They won’t move from the Geo Panels that are buffing their stats and elemental affinities and they’ll spend every turn casting Shield and Magic Wall on each other until you’re in a position where one of them can attack you.
As such, it’s not a good idea to get anywhere near the Alraunes until you’ve dealt with the Geo Symbols. A character with a high movement rate and a Gun can take them out on the first turn by destroying the No Lifting Symbol, but that character is likely to be swarmed and killed by the Thieves shortly thereafter.
Another option you’ve got is to deploy a single character on your first turn and stand in the corner of the map behind your base panel. The Thieves will hop down from their perch and come to attack you, which lets you take them out without coming under fire (or, er, Wind) from the Alraunes. Deal with the Thieves and destroy the Geo Symbols, then move to engage the Alraunes. Without the bonuses from the Geo Panels, they aren’t hard to defeat.
Map Events
- Have Etna attack an enemy unit.
- Flonne uses a Protect Action on Etna.
- Station Laharl next to a Prinny.
Silver Witch
| Class | Lv | Qty | Evility | Weapon | Armor | Skills | Note |
|---|---|---|---|---|---|---|---|
| Dragon | 8 | 3 | Wind Dominance | Slime Mucus | Festival Clothes, Kung-Fu Muscle | Sky High Dragoon | - |
| Fafnir | 10 | 1 | Air Charge: Increase stats by 5% every time a unit on the map uses a Wind skill. | Slime Mucus | Festival Clothes, Kung-Fu Muscle | Sky High Dragoon | - |
| Sicily | 12 | 1 | ????: Elemental damage taken is decreased by 75%. | Magic Diary | Festival Clothes, Psycho Orb, Imperial Seal | Angelic Knuckle, 451 Degrees of Evil, Gone with the Cotton, Magic Wall, Shield, Star, Mega Star | - |
The first or second thing Sicily does is jump on her higher-level Dragon buddy’s back. She’ll then buff herself with Shield while the three weaker Dragons are slowing you down. Dragons have a high Counterattack rate and do a lot of melee damage, so keep a layer of high-DEF meat shields between them and your casters.
Once Sicily and her pet Dragon are in range, scatter. She can do a startlingly high amount of AoE damage with Sky High Dragoon, and once you handle the Dragon, she can keep up the pressure with Gone with the Cotton. Staying clustered up for a combo attack is a bad move unless you’re absolutely certain Sicily will not survive the next turn.
Sicily is carrying an Imperial Seal, which is well worth stealing. You can also grab Kung Fu Muscles from the Dragons, which lowers their HP and makes it easier to take them out.
On subsequent visits, this map is a fight against four level 8 Dragons with identical stats and equipment. It’s a good place to farm for Mana or to steal Kung Fu Muscles.
When you defeat Sicily, you get the Little Angel Wrangler Trophy. Alternatively, if you lose to Sicily, which is entirely possible, you’ll receive an early ending.
Map Events
- Sicily attacks Laharl.
- Etna approaches Sicily.
- Flonne approaches Sicily.