valkyrie profile covenant of the plume

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Feral's Guide to Valkyrie Profile: Covenant of the Plume (DS) || Search Shortcuts || Introduction...................................................[FG01] Combat Mechanics...............................................[FG02] Between Battles................................................[FG03] Plot Branching - Things to Know................................[FG04] Playable Characters............................................[FG05] Tips & Various Information.....................................[FG06] Prologue Prologue - Battle 1: Aullewyn Keep Gates......................[FG07] Prologue - Battle 2: Aullewyn Keep West.......................[FG08] Chapter 1: The Ties That Bond Chapter 1 - Battle 1: Iatallagh Weald.........................[FG09] Chapter 1 - Battle 2: Kirche Crossing.........................[FG10] Chapter 2A: Shadows in Darkness (Hroethe Walk) Chapter 2A - Battle 1: Hroethe Walk...........................[FG11] Chapter 2A - Battle 2: Camille................................[FG12] Chapter 2A - Battle 3: Evernight..............................[FG13] Chapter 2A - Optional Battle: Camille Highlands...............[FG14] Chapter 2B: Right of Way (Camille) Chapter 2B - Battle 1: Camille................................[FG15] Chapter 2B - Battle 2: Evernight..............................[FG16] Chapter 2B - Battle 3: Aullewyn Square........................[FG17] Chapter 2B - Optional Battle: Camille Highlands...............[FG18] Chapter 2C: Stranger's Reunion (Aullewyn Keep) Chapter 2C: Preparations......................................[FG19] Chapter 2C - Battle 1: Camille Highlands......................[FG20] Chapter 2C - Battle 2: Hroethe Walk...........................[FG21] Chapter 2C - Battle 3: Aullewyn Square........................[FG22] Chapter 2C - Optional Battle: Evernight.......................[FG23] Chapter 3A: Bitter End (Destiny Plume not used) Chapter 3A - Battle 1: Market Marteigh........................[FG24] Chapter 3A - Battle 2: The Ruins..............................[FG25] Chapter 3A - Battle 3: The Artolian Pass......................[FG26] Chapter 3A - Battle 4: The Artolian Pass (Continued)..........[FG27] Chapter 3A - Optional Battle: The Lotus Marsh.................[FG28] Chapter 3B: Scars of the Heart (Destiny Plume used Once) Chapter 3B: Preparations......................................[FG29] Chapter 3B - Battle 1: The Ruins..............................[FG30] Chapter 3B - Battle 2: Aidelrave..............................[FG31] Chapter 3B - Battle 3: Dungeon Path...........................[FG32] Chapter 3B - Optional Battle: Kirche Crossing.................[FG33] Chapter 3B - Optional Battle: The Lotus Marsh.................[FG34] Chapter 3C: The Saintess (Destiny Plume used Twice) Chapter 3C - Battle 1: The Lotus Marsh........................[FG35] Chapter 3C - Battle 2: Market Marteigh........................[FG36] Chapter 3C - Battle 3: The Ruins..............................[FG37] Chapter 3C - Optional Battle: Kirche Crossing.................[FG38] Chapter 3C - Optional Battle: Iatallagh Weald.................[FG39] Chapter 4A: War Against Will (Destiny Plume not used) Chapter 4A: Preparations......................................[FG40] Chapter 4A - Battle 1: Eusiria Crossing.......................[FG41] Chapter 4A - Battle 2: Castle Courtyard.......................[FG42]

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Page 1: Valkyrie Profile Covenant of the Plume

Feral's Guide to Valkyrie Profile: Covenant of the Plume (DS)

|| Search Shortcuts || Introduction...................................................[FG01] Combat Mechanics...............................................[FG02] Between Battles................................................[FG03] Plot Branching - Things to Know................................[FG04] Playable Characters............................................[FG05] Tips & Various Information.....................................[FG06]

Prologue Prologue - Battle 1: Aullewyn Keep Gates......................[FG07] Prologue - Battle 2: Aullewyn Keep West.......................[FG08]

Chapter 1: The Ties That Bond Chapter 1 - Battle 1: Iatallagh Weald.........................[FG09] Chapter 1 - Battle 2: Kirche Crossing.........................[FG10]

Chapter 2A: Shadows in Darkness (Hroethe Walk) Chapter 2A - Battle 1: Hroethe Walk...........................[FG11] Chapter 2A - Battle 2: Camille................................[FG12] Chapter 2A - Battle 3: Evernight..............................[FG13] Chapter 2A - Optional Battle: Camille Highlands...............[FG14]

Chapter 2B: Right of Way (Camille) Chapter 2B - Battle 1: Camille................................[FG15] Chapter 2B - Battle 2: Evernight..............................[FG16] Chapter 2B - Battle 3: Aullewyn Square........................[FG17] Chapter 2B - Optional Battle: Camille Highlands...............[FG18]

Chapter 2C: Stranger's Reunion (Aullewyn Keep) Chapter 2C: Preparations......................................[FG19] Chapter 2C - Battle 1: Camille Highlands......................[FG20] Chapter 2C - Battle 2: Hroethe Walk...........................[FG21] Chapter 2C - Battle 3: Aullewyn Square........................[FG22] Chapter 2C - Optional Battle: Evernight.......................[FG23]

Chapter 3A: Bitter End (Destiny Plume not used) Chapter 3A - Battle 1: Market Marteigh........................[FG24] Chapter 3A - Battle 2: The Ruins..............................[FG25] Chapter 3A - Battle 3: The Artolian Pass......................[FG26] Chapter 3A - Battle 4: The Artolian Pass (Continued)..........[FG27] Chapter 3A - Optional Battle: The Lotus Marsh.................[FG28]

Chapter 3B: Scars of the Heart (Destiny Plume used Once) Chapter 3B: Preparations......................................[FG29] Chapter 3B - Battle 1: The Ruins..............................[FG30] Chapter 3B - Battle 2: Aidelrave..............................[FG31] Chapter 3B - Battle 3: Dungeon Path...........................[FG32] Chapter 3B - Optional Battle: Kirche Crossing.................[FG33] Chapter 3B - Optional Battle: The Lotus Marsh.................[FG34]

Chapter 3C: The Saintess (Destiny Plume used Twice) Chapter 3C - Battle 1: The Lotus Marsh........................[FG35] Chapter 3C - Battle 2: Market Marteigh........................[FG36] Chapter 3C - Battle 3: The Ruins..............................[FG37] Chapter 3C - Optional Battle: Kirche Crossing.................[FG38] Chapter 3C - Optional Battle: Iatallagh Weald.................[FG39]

Chapter 4A: War Against Will (Destiny Plume not used) Chapter 4A: Preparations......................................[FG40] Chapter 4A - Battle 1: Eusiria Crossing.......................[FG41] Chapter 4A - Battle 2: Castle Courtyard.......................[FG42] Chapter 4A - Battle 3: Hyacinthine Hall.......................[FG43] Chapter 4A - Optional Battle: Liellahan Lowlands..............[FG44] Chapter 4A - Optional Battle: Wintergard......................[FG45]

Chapter 4B: Road to Nowhere (Destiny Plume used Once) Chapter 4B - Battle 1: Liellahan Lowlands.....................[FG46] Chapter 4B - Battle 2: Grenssen Shire.........................[FG47] Chapter 4B - Battle 3: Greenwind Brae.........................[FG48] Chapter 4B - Battle 4: Grenssen Shire (Revisited).............[FG49] Chapter 4B - Optional Battle: Evernight.......................[FG50]

Chapter 4C: Heirs to Tragedy (Destiny Plume used Two+ Times) Chapter 4C: Preparations......................................[FG51]

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Chapter 4C - Battle 1: Grenssen Shire.........................[FG52] Chapter 4C - Battle 2: Greenwind Brae.........................[FG53] Chapter 4C - Optional Battle: Liellahan Lowlands..............[FG54] Chapter 4C - Optional Battle: Eusiria Crossing................[FG55] Chapter 4C - Optional Battle: Wintergard......................[FG56]

Chapter 5A: Beyond Redemption (Destiny Plume not used) Chapter 5A: Preparations......................................[FG57] Chapter 5A - Battle 1: The Lotus Marsh........................[FG58] Chapter 5A - Battle 2: Wintergard.............................[FG59] Chapter 5A - Battle 3: The Sylvanglade........................[FG60] Chapter 5A - Battle 4: The Artolian Mountains.................[FG61] Chapter 5A - Battle 5: Gates of Aidelrave.....................[FG62] Chapter 5A - Battle 6: Bailey.................................[FG63] Chapter 5A - Battle 7: Inner Ward.............................[FG64]

Chapter 5B: Lament of the Lost (Destiny Plume used Once) Chapter 5B - Battle 1: Castle Courtyard.......................[FG65] Chapter 5B - Battle 2: The Sylvanglade........................[FG66] Chapter 5B - Battle 3: Wintergard.............................[FG67] Chapter 5B - Battle 4: The Artolian Mountains.................[FG68] Chapter 5B - Battle 5: Aidelrave..............................[FG69] Chapter 5B - Battle 6: Bailey.................................[FG70] Chapter 5B - Battle 7: Inner Ward.............................[FG71] Chapter 5B - Battle 8: Dungeon Path...........................[FG72]

Chapter 5C: By Power Wrought (Destiny Plume used Two+ Times) Chapter 5C: Preparations......................................[FG73] Chapter 5C - Battle 1: Bailey.................................[FG74] Chapter 5C - Battle 2: The Sylvanglade........................[FG75] Chapter 5C - Battle 3: The Artolian Mountains.................[FG76] Chapter 5C - Battle 4: The Artolian Pass......................[FG77] Chapter 5C - Battle 5: Castle Gates...........................[FG78] Chapter 5C - Battle 6: Castle Courtyard.......................[FG79] Chapter 5C - Battle 7: Throne Room............................[FG80]

Chapter 6A: 'Good Finale' (Destiny Plume not used) Chapter 6A: Preparations......................................[FG81] Chapter 6A - Battle 1: The Dark Horizon.......................[FG82] Chapter 6A - Battle 2: The Dark Horizon (Continued)...........[FG83]

Chapter 6B: 'Bad Finale' (Destiny Plume used Once) Chapter 6B: Preparations......................................[FG84] Chapter 6B - Battle 1: House of the Forsaken..................[FG85] Chapter 6B - Battle 2: House of the Forsaken (Continued)......[FG86]

Chapter 6C: 'Worst Finale' (Destiny Plume used Two+ Times) Chapter 6C: Preparations......................................[FG87] Chapter 6C - Battle 1: House of the Forsaken..................[FG88]

New Game +.....................................................[FG89] Seraphic Gate..................................................[FG90]

The Small Print................................................[FG91]

======================================================================== INTRODUCTION [FG01]========================================================================

This guide includes nothing about the plot of Valkyrie Profile: Covenant of the Plume, nor is it designed to tell you exactly what to do. Instead it will offer general strategies for completing battles and information about upcoming battles as well as anything else I find important. If you want someone to tell you exactly what to do and exactly which characters to use and such and such then look elsewhere.

======================================================================== COMBAT MECHANICS [FG02]========================================================================

-[GUESTS]-Guests in VP: CotP can be controlled by the player like normal units. Their equipment and techniques cannot be changed, nor can the Destiny Plume be used on them. In addition, permanent effect items (Golden Eggs, items for learning tactics and such) cannot be used on them either. Depending on which plot branching you choose to play you will get different guests at different times.

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-[ATTACKS]-Each character has three different attacks, but how many attacks they can use in battle is dictated by what weapon they have equipped. You can change the order of their attacks to your preference. Furthermore, staff users can actually have their attacks changed depending on what magic they have learned. Only attack magic can be assigned as an attack for staff users. When you are attacked by an enemy and you don't want to counterattack simply press start to skip your counterattack.

-[SIEGES]-When multiple characters have an overlapping attack range they will execute a siege when any one of the characters attacks. Sieges give you a chance to fill up your attack gauge in order to use your special abilities, or Soul Crushes. Also, you have the possibility of obtaining various types of crystals while sieging; these crystals can give you additional attacks or more experience. Sieging also affords you a better chance of overkilling an enemy, which results in obtaining more Sin.

-[SOUL CRUSHES]-When your attack gauge becomes full you will have to opportunity to use a special, or a Soul Crush. Each character has a unique special ability (except staff users, whose special is determined by which attack magic they are using) that never changes. Specials deal a lot of damage and will still continue to build up your attack gauge. This means you can often activate several specials in a row during a siege.

-[OVERKILL]-In order to gain Sin you need to overkill your enemies. After the enemy's health bar is depleted it will change into an overkill bar, which will fill up as you deal more damage. You don't need to fill the bar entirely to gain Sin; the amount of Sin you gain from an overkill is determined by how full the overkill bar is when you run out of attacks. A full overkill bar yields 100 Sin, thus a half full overkill bar yields 50 Sin.

-[SKILLS]-Skills are seperated into two groups: Tactics & Techniques. All skills are learned by using items that can be found, rewarded, or bought.

Tactics: Tactics must be activated during combat by spending AP. How much AP is spent depends on which tactic was used. Tactics can do several things, but there aren't many of them and even less are useful. Wylfred, the main character, gains unique tactics by using his Destiny Plume.

Techniques: Techniques are automatically activated during battle after they've been equipped. It costs a certain amount of CP to equip different techniques, and you start with only three technique slots available. As you level you will gain more CP so that you can equip more techniques, but you will only gain more technique slots by beating the game and playing New Game +. Techniques do a variety of things, such as raise your attack power or protect you from magic.

-[MAGIC]-Magic is executed like a tactic is. Similarly, it must be learned by using an item that can be found, rewarded, or bought. Magic can heal allies, hurt enemies or plague them with status ailments, or even temporarily raise or lower a unit's stats. Magic requires AP to be used.

-[DESTINY PLUME]-Wylfred, the main character, is the only character with access to the Destiny Plume. By using the Plume he can greatly power up an ally for the duration of battle, as well as launch a powerful tactic. Each character has a unique tactic, which are listed in the Playable Characters (FG05) section of this guide. Such an unrivaled power comes at a cost though; after the battle any character who has been affected by the Plume will die permanently, and Wylfred will learn their unique tactic which he can use any time he has enough AP.

-[SIN]-Due to the Covenant of the Plume, you are forced to accumulate Sin throughout each battle. Sin is gained by overkilling enemies, and each battle requires a different amount of Sin. If the required amount of Sin is not met then extremely powerful enemies will occupy the next battlefield, and you will likely have to sacrifice someone with the Destiny Plume just to kill such enemies. When the required Sin is met or

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exceeded you will be granted certain gifts after the battle. The more Sin you get the better rewards you will receive. Note that after you gain double the required Sin you will not need to gain any more for that battle, as there are no further rewards past double Sin.

-[LEADERS]-In almost every battle the enemy will have a leader. This does not usually matter, but you will have a special victory condition for certain battles which calls specifically for the defeat of the enemy leader. Any such battles will end immediately when the leader is defeated, so be sure that you have enough Sin before defeating enemy leaders.

-[HIDDEN TREASURES]-On certain tiles there will be hidden treasures. These treasures aren't usually very good, but feel free to search them out if you want to. You can be rewarded with an accessory called Treasure Hunter (gained by exceeding Sin requirements) sometimes. Equipping this accessory will automatically identify the location of hidden treasures on a battlefield. To obtain hidden treasures you simply end your turn on the tile that houses them.

======================================================================== BETWEEN BATTLES [FG03]========================================================================

-[MAP SCREEN]-All you can really do on the map screen (you may see me referring to it as the world map later on) is travel between areas by selecting the desired destination with your cursor. Destinations will only be available at certain points throughout the game and cannot otherwise be discovered. On the top screen of your DS there is an actual map that you can see dots on. Blue dots indicate a town, yellow dots indicate an optional battle, and red dots indicate a plot battle.

-[SHOP]-In towns you can go to the shop. At the shop you can purchase weapons, armor, accessories and items (or provisions). New wares can be purchased at the beginning of each chapter, and all shops have the same wares available. New wares only appear when you get to a new chapter, so once you've purchased everything you need you shouldn't feel the need to check back with the shop for new wares until you reach a new chapter.

-[TAVERN]-The only thing you can do at the tavern is read about lore. It's supplemental content to aid with the story's progression and depth. I find it all to be useless, but you may enjoy reading it. Regardless, check every new entry at the beginning of each chapter, as this is how you unlock optional battles. Any lore entries with an exclamation point next to them indicate that you will gain access to an optional battle by reading the marked lore entry. After reading the aforementioned lore entry, leave the town and the locations of optional battles will be displayed on the map screen. Simply go to the marked area and you will engage in the battle. Optional battles have no Sin requirement, no special victory conditions, and exist solely so you can gain more items, experience and oth (money).

-[STORY PROGRESSION]-From time to time there will be special areas to visit in a town. These are always related to story progression. Simply visit the special area and you'll either engage in a battle, or unlock a new area to visit on the map screen. If you don't see anywhere new to go on the map screen it is likely that you need to visit a special area at one of the towns you can visit.

======================================================================== PLOT BRANCHING - THINGS TO KNOW [FG04]========================================================================

VP: CotP utilizes a plot branching system. The plot branch you play is determined by how many times you use the Destiny Plume in a chapter. The only exception to this is at the end of chapter 1, where the destination you choose determines which plot branch you will play for chapter 2.

Plot branching based on Destiny Plume usage begins during chapter 2. If you don't use the Plume you will progress to chapter 3A. If you use the Plume once you will progress to chapter 3B. If you use the Plume twice

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you will advance to chapter 3C. From that point on you can still choose to use the Plume or not, but it can change the plot branching you're on, so be mindful of this. Keep in mind that if you are in plot branch B (from chapter 3B onwards) you cannot get back into plot branch A. Likewise, if you are in plot branch C you cannot get into either plot branch B or A. Also note that using the Destiny Plume twice in any chapter (except for chapters two and five) will result in a game over. Finally, one last note is that using the Plume on Ancel does not count towards plot branching, as you are required to use the Plume on Ancel.

If you plan to play this game a lot then you should think carefully about how you will utilize the plot branching system. Mainly because tactics carry over to a New Game + (specifically tactics gained by using the Destiny Plume), I recommend you play through plot branch C on your first play through. Whatever branching you choose, you should carefully choose which chapter 2 plot branch you will play, to ensure that you have a satisfactory party (i.e. for plot branch C you will not get a greatsword user, so you might consider doing chapter 2A in order to get a greatsword user).

======================================================================== PLAYABLE CHARACTERS [FG05] (FG05)========================================================================

-||- Wylfred -||- Obtained: Immediately - This is the main character Weapon Type: Longsword Destiny Plume: N/A

-||- Ancel -||- Obtained: Immediately Weapon Type: Greatsword Destiny Plume: Vali's Awakening (Doubles all traits and draws enemy attacks [Lasts 2 rounds])

-||- Cheripha -||- Obtained: Guest during Chapter 1 - Joins at end of Chapter 1 Weapon Type: Bow Destiny Plume: Gleipnir's Bonds (Paralyzes all non-leader enemies [Lasts 3 rounds])

-||- Lockswell -||- Obtained: Joins at end of Chapter 1 Weapon Type: Staff/Caster Destiny Plume: Vidar's Hush (Silences all enemies [Lasts 4 rounds])

-||- Darius -||- Obtained: Guest during Chapter 2A - Joins at end of Chapter 2A Weapon Type: Longsword Destiny Plume: Baldr's Pact (Negates damage to self and inflicts double on enemy, doesn't stack [Lasts 2 rounds])

-||- Gwendal -||- Obtained: Guest during Chapter 2A - Joins at end of Chapter 2A Weapon Type: Greatsword Destiny Plume: Veigr's Warcry (Adds sudden death effect to all allies' attacks [Lasts 3 rounds])

-||- Natalia -||- Obtained: Guest during Chapter 2B - Joins at end of Chapter 2B Weapon Type: Knife Destiny Plume: Hervor's Blessings (Halves all enemies' RDM [Lasts 3 rounds])

-||- Earnest -||- Obtained: Guest during Chapter 2B - Joins at end of Chapter 2B Weapon Type: Lance Destiny Plume: Hoard of the Dvergar (Yields more purple and shining gems for allies, Adds fazing effect only when first invoked [Lasts 3 rounds])

-||- Mireille -||- Obtained: Guest during Chapter 2C - Joins at end of Chapter 2C Weapon Type: Longsword Destiny Plume: Ratatoskr's Scandal (Damages all but self and leaders by half of their max HP [Cannot reduce HP below 1])

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-||- Mischka -||- Obtained: Guest during Chapter 2C - Joins at end of Chapter 2C Weapon Type: Greatsword Destiny Plume: Avalanche of the Jotun (Freeze all non-leader, non-human enemies)

-||- Heugoe -||- Obtained: Guest during Chapter 2C - Joins at end of Chapter 2C Weapon Type: Lance Destiny Plume: Biflindi's Shield (Halves Attack of all enemies [Lasts 3 rouns])

-||- Ushio -||- Obtained: Guest during Chapter 3A - Joins at end of Chapter 3A Weapon Type: Katana Destiny Plume: Hod's Smiting (Renders all allies' normal attacks critical [Lasts 3 rounds])

-||- Lieselotte -||- Obtained: Guest during Chapter 3B - Joins at end of Chapter 3B Weapon Type: Staff/Caster Destiny Plume: Kvasir's Mead (Negates all magic damage against allies [Lasts 3 rounds])

-||- Rosea -||- Obtained: Guest during Chapter 3C - Joins at end of Chapter 3C Weapon Type: Staff/Caster Destiny Plume: Eir's Mercy (Restores all allies' HP by 80% of maximum at beginning of round [Lasts 3 rounds])

-||- Duwain -||- Obtained: Guest during Chapter 3C - Joins at end of Chapter 3C Weapon Type: Lance Destiny Plume: Inspiration of the Alfar (Eliminates AP costs for all allies [Lasts 2 rounds])

-||- Fauxnel -||- Obtained: Guest during Chapter 4A - Joins at end of Chapter 4A Weapon Type: Staff/Caster Destiny Plume: Andvari's Bequest (Curses all enemies [Lasts 4 rounds])

-||- Valmur -||- Obtained: Guest during Chapter 4B - Joins at end of Chapter 4B Weapon Type: Bow Destiny Plume: Hoenir's Arc (Expands attack range by two panels for all allies [Lasts 3 rounds])

-||- Phiona -||- Obtained: Guest during Chapter 4B - Joins at end of Chapter 4B Weapon Type: Greatsword Destiny Plume: Fafnir's Heart (Instantly revives any fallen allies [Lasts 3 rounds])

-||- Reinhilde -||- Obtained: Guest during Chapter 4C - Joins at end of Chapter 4C Weapon Type: Bow Destiny Plume: Angrboda's Allure (Poisons all enemies [Lasts 3 rounds])

-||- Auguste -||- Obtained: Guest during Chapter 4C - Joins at end of Chapter 4C Weapon Type: Knuckles Destiny Plume: Fury of the Aesir (Negates all physical damage against allies [Lasts 3 rounds])

======================================================================== TIPS & VARIOUS INFORMATION [FG06]========================================================================

Plot Branch C: You should consider playing plot branch C on your first play through, as you'll be able to accumulate powerful tactics for Wylfred so that you may use them in other plot branches during New Game +. Also, remember that you can use the Destiny Plume on one character every chapter, and on as many characters as you desire during chapter 5. Just be sure that you don't sacrifice so many characters you can't beat the final battles.

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Sin Rewards: The Sin rewards for getting double the target Sin are very powerful. If you're having difficulty with the game then try to win just a couple battles with double the target Sin and it'll be much easier for you (assuming you're rewarded some time of equipment). If you think this game is way too easy then excercise some discipline and don't use your Sin rewards. It won't make the game hard, but you might at least get a little more joy out of it. But don't ever fall short of your Sin quota.

Status Ailments: There are several status ailments in VP: CotP. Buy accessories to avoid these ailments or get rewarded with Omnichecks (which grant immunity to all status ailments). Also remember that items for curing status ailments are cheap and don't require much AP to be used in battle. Stock up on them, or buy a Normalize Codex (it allows you to learn the Normalize spell, which cures all status ailments). To find out which symbol represents which status ailment, refer to page 29 of your game manual (for North American release).

Think Before Moving: You can press the B button to scroll around the map and move your units in any order you want. Think before you move your units, since you can often siege several enemies per turn simply by pre-planning. If you've played a lot of turn-based strategy games or tactical RPGs then this should be a no brainer.

Back Attacks: Hitting the enemy in the back can faze them, disallowing them to counterattack when they survive. You don't have to be directly behind the enemy for this to occur, you can be diagonal to them, so long as you are to their rear.

Spending Attacks During Sieges: Don't just spend everyone's attacks as quickly as possible when you're sieging. Many times you'll need to save a couple of attacks if you want to get four Soul Crushes off during one siege. I make it a general rule to always assign Wylfred to the Y button. During a siege I just use one attack of Wyl's and expend everyone else's until I have a full attack gauge. Launch three Soul Crushes and you'll likely no longer have a full attack gauge, which is when you spend your last two attacks with Wylfred, usually getting your gauge full again to use your fourth Soul Crush.

Union Plumes: These are really cheap to buy. By chapter three I had about 35 or 40 of these stocked up in my inventory. I recommend that you do the same. They're cheap to buy, don't cost much AP to use in battle, and it's almost impossible to die when you have them. Also remember that when reviving a dead unit they will appear in front of you, and still be able to act. If the tile in front of you is occupied they will most often (but not always) appear behind you. Use this to your advantage, as there are several ways to benefit from it.

Healing: Healing is almost always a waste of time. You level up so often in this game that you rarely need to heal (since you get full HP whenever a level is gained). Only in a few very specific situations would I heal my units. Ultimately, it's sometimes better just to let them die for various reasons.

Standardize: If you plan to play this game more than once then you should try and be uniform with your deployment. I always had Wyl assigned to the Y button, my caster assigned to B, spear users assigned to X and either archers or mobile units (Natalia, Ushio or Auguste) assigned to A. This is just a matter of convenience really. The buttons you assign them to will also determine their insertion positions for each battle, so now you know how my units were always deployed.

Stick to a Plot Branch: If you're trying to unlock the Seraphic Gate then be sure to stick to a plot branch once you get locked into it. If you're in plot branch B then avoid using the Destiny Plume any more. If you're in plot branch A you should never even consider using the Destiny Plume. In plot branch C it doesn't matter, you can't get into a different plot branch.

Chapter 2: Depending on what plot branch you want to go through (based on Destiny Plume usage) you should think carefully about which chapter 2 branch you go through. I recommend chapter 2A if you're doing plot branch C (since Veigr's Warcry is a great tactic to have), chapter 2B if you're doing plot branch B (since you won't otherwise get spear user in branch B), and chapter 2C if you're doing plot branch A (since I think Heugoe is a better spear user than Earnest). You might think differently, but that's what I think.

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Preferred Characters: While there are several spear users and other types of units, I prefer certain ones to others. I consider Duwain to be the best spear user, and Natalia to be the best mobile character. Almost all casters are the same in my opinion, since their attacks can be changed by learning new spells. Other than that I don't have much preference, since that's pretty much what I use (Wyl, a spear user, caster and a mobile character). I highly recommend always using a spear user, though, since they have a good attack range and can use the Dash tactic to compensate for their movement (they're great for sieging several enemies in one round).

======================================================================== PROLOGUE - BATTLE 1: AULLEWYN KEEP GATES [FG07]========================================================================

Usable Guests: Heugoe, GwendalEnemies: Dire Wolf (X2), Kobold, Ghoul

You should move Wylfred and Ancel so they are close enough to an enemy to attack it, but don't attack with them. You'll probably want to initiate the attack with either Heugoe or Gwendal. As long as you use your two guests appropriately you'll kill an enemy in one round. Continue on with this process until only the boss is left.

It's best to bait the boss with either Heugoe or Gwendal. After you're attacked you should move Wylfred and Ancel into range and initiate an attack with whoever (assuming all your units are able to assist with the attack). As long as you spend everyone's attacks you should be able to kill the boss in one round. That's the end. You've won this extremely easy battle.

-[AFTERMATH]- On the map screen you can only go into Aullewyn Keep. You can check out some lore or visit the shop that only sells items if you want. Just go into the garrison to advance to the second battle.

======================================================================== PROLOGUE - BATTLE 2: AULLEWYN KEEP WEST [FG08]========================================================================

Usable Guests: NoneEnemies: Dire Wolf (X2), Kobold (X2)

Go ahead and 'siege' the nearest Dire Wolf. You should be able to kill him in one attack without consequence. Now kill the Kobold who is on the same side of the stream as you. A siege will kill him in one attack. The last two enemies will probably be on your side of the stream by now, so head over and kill them. It doesn't matter who you kill first or second, just siege them one after the other and you'll be finished with the first phase of this battle.

After some dialogue you'll have to fight two Ghouls. First of all, you are forced to power up Ancel. Move Wylfred next to the nearest Ghoul and power up Ancel, then move Ancel near the Ghoul and siege him. Pass your next turn and then move into position and siege the last Ghoul. Battle completed.

-[AFTERMATH]-You'll proceed directly to Chapter 1.

======================================================================== CHAPTER 1 - BATTLE 1: IATALLAGH WEALD [FG09]========================================================================

Usable Guests: CheriphaEnemies: Swordsman (X2), Archer, Sorceress [Leader]Target Sin: 50

Shoot the nearest Swordsman with Cheripha, then move Wylfred in and siege the same enemy. You'll probably end up being hit by both the Swordsman and Sorceress, but it's no big deal. Now you can either overkill the Swordsman by way of siege for Sin, or just kill him and not worry about it. Next focus is the Sorceress, who goes down easy enough. A couple sieges will overkill her. By this point the remaining Swordsman should be attacking Wylfred. Obviously, he's the next target. Like usual, two sieges will overkill him. Lastly, move in towards the Archer

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and siege her. After two or three sieges she'll be overkilled. That's that, another painfully easy battle has been won.

-[AFTERMATH]-You can only head to Market Marteigh after the battle. View the scene, then visit the shop and the tavern. When you return to the map screen you'll find that the location Kirche Crossing has been unlocked. Head on over there to begin the next battle.

======================================================================== CHAPTER 1 - BATTLE 2: KIRCHE CROSSING [FG10]========================================================================

Usable Guests: CheriphaEnemies: Swordsman (X2), Archer (X2), Warrior (X2), Lockswell [Leader]Target Sin: 130

Stay as far away from the nearest Warrior as possible while sieging the closest Swordsman. After he's finished you should head in and kill the nearest Archer, which won't be any sort of a challenge. Now set your units up so you can pincer the Warrior once he gets close enough. Attack him first with Cheripha, then siege him while executing a pincer. Now you'll just have to wait for the Archer to get closer, or head towards her. She dies easy. Not much left now. Just a Warrior, Swordsman and Lockswell.

I chose to kill the Swordsman first. Shoot him with some arrows and he'll come close enough where you can pincer him. After he's dead it's the Warrior. Yeah, you guessed it, pincer him with a siege and you'll just have to kill Lockswell. Bait him with Cheripha or Wylfred, it doesn't matter. Try to make sure your first attack against him is a pincer siege, though. Do like always, siege him until he's dead.

-[AFTERMATH]-After the battle Cheripha and Lockswell join the party. Head to Market Marteigh to advance the story and buy goods if you need them. Once you decide to further the story by visiting the shire you'll be able to travel to Tourque. Upon visiting Tourque you'll unlock three more locations to visit: Hroethe Walk, Camille, and Aullewyn Keep. Proceed to any of the three locations to begin the desired chapter.

Hroethe Walk to progress to Chapter 2A: Shadows in Darkness (FG11)Camille to progress to Chapter 2B: Right of Way (FG15)Aullewyn Keep to progress to Chapter 2C: Stranger's Reunion (FG19)

======================================================================== CHAPTER 2A - BATTLE 1: HROETHE WALK [FG11] (FG11)========================================================================

Usable Guests: Darius, GwendalEnemies: Skullfish (X3), Giant Bat (X4), Aello [Leader]Target Sin: 200

Make your way along the path. As you get near Giant Bats they will approach and end their turn above solid ground (usually). Just siege everything as you go along, since it's a linear map you don't have any options. Eventually you'll finish the battle, hopefully without consequence. Be careful with the Aello, as it can deal a lot of damage.

-[AFTERMATH]-You'll be on the world map with Camille available to be visited. Go to Camille and check out the shop's wares as well as the lore at the tavern. An optional battle at Camille Highlands (FG14) will be unlocked. Either head to the optional battle or Tour the Rebel Camp at Camille to engage in the next battle.

======================================================================== CHAPTER 2A - BATTLE 2: CAMILLE [FG12]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: Darius, GwendalEnemies: Archer, Warrior (X2), Lancer (X2), Swordswoman (X2), Sorcerer [Leader]Target Sin: 380

Focus on the Warrior until he's dead, which should be in the first or

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second round. Then divert all your attention to the Archer. Regroup at the top of the ramp for your next push. Move your caster/ranged unit down the ramp first, so that anyone who follows can siege with them. Now if you set everything up optimally, you'll be able to siege the Lancer at the bottom of the ramp with three people, leaving him dead or severely wounded. The nearest Swordswoman and Warrior will advance on you now. Focus on killing one target at a time to get your required Sin. I'd kill the Lancer first, then Swordswoman (she should be closer) and finally the Warrior.

Now all that's left is a Swordswoman, Lancer and the Sorcerer leader. When you advance so will the enemy (except the Sorcerer). Just do as usual: focus your attacks on a single target to get your Sin. After one or two rounds you should be left with just a Sorcerer. Surround, siege, battle over.

-[AFTERMATH]-You'll be in Camille. Finish buying anything you couldn't afford earlier and Speak with Ailyth when you're ready to progress the story. You might consider leaving Camille and completing the optional battle, as this is your last chance to do so.

======================================================================== CHAPTER 2A - BATTLE 3: EVERNIGHT [FG13]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: Darius, GwendalEnemies: Lancer (X2), Sorcerer (X3), Pickpocket, Natalia [Leader]Target Sin: 200

I advanced toward the Lancer nearest to Natalia at the beginning. Everyone but the Pickpocket began to advance on my units. I focused my attention on the Lancer and the Sorcerer near him, then the next closest Sorcerer. I continued to focus on any units that got near me while avoiding Natalia as best I could. Be ready to see units die by Natalia's hand if she pursues you in such a fashion. It should be noted that I was going for the worst ending on this file, and this is the battle where I used the Destiny Plume on Lockswell, which made it very simple.

Regardless, keep cleaning up everything until you have either killed it all or reached your Sin quota. Then you should use Vali's Awakening and surround Natalia, proceeding to siege her until she's dead.

-[AFTERMATH]-You'll end up on the world map, with Tourque unlocked and marked as your destination. Finish any business you have in Camille and head over to Tourque to advance to the next chapter.

Chapter 3A: Bitter End (Destiny Plume not used) (FG24)Chapter 3B: Scars of the Heart (Destiny Plume used Once) (FG29)Chapter 3C: The Saintess (Destiny Plume used Twice) (FG35)

======================================================================== CHAPTER 2A - OPTIONAL BATTLE: CAMILLE HIGHLANDS [FG14] (FG14)========================================================================

Usable Guests: VariesEnemies: Ghost (X2), Mandragora, Aello (X2) [Leader]Target Sin: N/A

Move Wylfred close enough to attack and boost him up with Vali's Awakening. Position the rest of your units for a four person siege against the nearest Ghost and let it rip. If Wylfred has a special you should be able to kill the Ghost in one go, if not then keep sieging. The second Ghost and an Aello will advance and probably attack you. I recommend taking out the Aello first, before your Vali's Awakening wears off. Heal or use Union Plumes as needed to get through these two.

Now regroup and advance to the Mandragora. When you get close enough the Mandragora will meet you halfway. It's pretty weak compared to anything else here. Just take it's attack and decimate it with a siege or two. Now head for the last Aello and siege until the battle is over.

======================================================================== CHAPTER 2B - BATTLE 1: CAMILLE [FG15] (FG15)========================================================================

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Usable Guests: NoneEnemies: Swordsman (X2), Warrior (X2), Archer (X2), Sorceress (X2), Lancer (X2) [Leader]Target Sin: 320

First off, go after the nearest enemy with a three person siege, which should kill them. Just make sure you keep Lockswell as far away from the remaining enemies as possible. Chances are the Archer will go for Lockswell, which he should live through. Siege the nearby enemies and you'll kill them with little consequence. If anyone's HP are low you'd do well to heal them with Lockswell, after moving him into an adequate range to be involved in following sieges.

Get your units in order so that you can head down the ramp and get the initiative on the Warrior. One or two sieges should kill him, which is when all the remaining enemies but the far Sorcereress and Lancer will advance on you. Don't fret, they're pretty weak and stupid. Just heal as appropriate with Lockswell while you siege and kill as many enemies as you can per turn. You might want to put priority on the Sorceress, but chances are that the reaction of your enemy will dictate your moves.

In two or three turns you should be done with that advance, and only have a Sorceress and Lancer to kill. This won't prove challenging, as you can take your time and heal your party before engaging them if you need to. Regardless, this situation doesn't require any finesse, just head in and smash them up. It's preferable you get the initiative, but that pretty much goes without saying.

-[AFTERMATH]-You'll be in Camille, with the option of buying new equipment and accessing new lore. Among the new lore is an optional battle. If you choose to fight the optional battle now, proceed to Camille Highlands (FG18). Otherwise continue on with the main story.

======================================================================== CHAPTER 2B - BATTLE 2: EVERNIGHT [FG16]========================================================================

Usable Guests: Earnest, NataliaEnemies: Cutpurse (X2), Warrior, Sorcerer, Lancer, Darius [Leader]Target Sin: 270

Siege the Cutpurse nearest to Darius a couple times to overkill her, then if you can get started on the Warrior. The hidden Cutpurse will come out from the trees (and possibly attack you). Now you should be able to easily kill the Sorcerer and Cutpurse this turn, and if you're lucky about who the Warrior attacks on his turn you'll be able to kill him on a counter as well.

After that business is settled you should be near or past the target Sin with your eyes set on the Lancer and Darius. Harass the Lancer from afar with your ranged units. Once the Lancer finally advances, surround him and slaughter him. It's not a bad plan to use your Vali's Awakening tactic for baiting Darius. Assuming you siege Darius with all four of your units he should die in a turn. Easy peasy.

-[AFTERMATH]-You'll end up on the world map and the location of Aullewyn Keep may now be visited. Do whatever you need to do in Camille and head to Aullewyn Keep when you're finished to progress through the story. This is your last chance to do the optional battle.

======================================================================== CHAPTER 2B - BATTLE 3: AULLEWYN SQUARE [FG17]========================================================================

Special Victory Condition: Rescue NataliaUsable Guests: EarnestEnemies: Archer (X2), Swordsman (X2), Lancer (X2), Sorcerer, Heugoe [Leader]Target Sin: 250

You'll want to make your way around one of the two flanks with your entire party. I chose to head around towards the caster, rather than towards Heugoe. It's a pretty simple strategy, just make your way around the execution area in a circle, sieging every enemy as you go to meet

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your required Sin. Heugoe can be a problem, but if you use Vali's Awakening for fighting him it won't be so bad. You might consider leaving Lockswell near the execution area so that he can heal Natalia for the duration of the battle. No enemies will advance on you until you're in range, so keeping Natalia alive will be the hardest part of this battle.

-[AFTERMATH]-Earnest and Natalia join the party. Tourque will be unlocked on the world map. You can go to Aullewyn Keep or Camille to get a new spear if you want, and to otherwise stock up on more equipment or items. When you're ready to progress the story to chapter 3 go over to Tourque.

Chapter 3A: Bitter End (Destiny Plume not used) (FG24)Chapter 3B: Scars of the Heart (Destiny Plume used Once) (FG29)Chapter 3C: The Saintess (Destiny Plume used Twice) (FG35)

======================================================================== CHAPTER 2B - OPTIONAL BATTLE: CAMILLE HIGHLANDS [FG18] (FG18)========================================================================

Usable Guests: VariesEnemies: Battle Beetle, Ghost (X2), Aello (X2) [Leader]Target Sin: N/A

Just move all your units forward, using Vali's Awakening tactic with Wylfred (you might want to move Wylfred before Lockswell, so you can fill Wylfred's HP after he buffs up). You'll want to kill the Battle Beetle off the bat. There's not much to say about this battle, just make sure every time you hurt the enemy you're sieging them, preferably with all three of your units. After you start battling, one of the Ghosts will advance on you. Try to kill the Battle Beetle and nearest Aello before the Ghost gets close enough to attack you.

After you've defeated those three enemies (or while you're doing it) the last two will advance for you. Same thing as always, siege them while Lockswell heals anyone who needs it. You might need to use a healing item in this battle, but if you've been exceeding the target Sin then you should have piles of them sitting around. All in all, this battle looks a lot more intimidating than it is dangerous.

======================================================================== CHAPTER 2C: PREPARATIONS [FG19] (FG19)========================================================================

You'll begin the chapter at Aullewyn Keep. Check out the shop's wares and the lore at the tavern. You'll unlock the optional battle at Evernight (FG23). Either head to the optional battle or go to Camille Highlands to advance the story.

======================================================================== CHAPTER 2C - BATTLE 1: CAMILLE HIGHLANDS [FG20]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: HeugoeEnemies: Archer (X2), Warrior, Cutpurse (X2), Sorcerer, Swordsman (X2) [Leader] Target Sin: 280

Head down the path and siege the Warrior to death for the first round. You'll take a bit of flak for this, just take it like a man. Now, the Archer you ignored will probably be in range to get sieged by both your caster and archer, which you should do until he's overkilled. Now focus on the second Archer, overkilling him as well (preferably with Heugoe), and finally overkill the Swordsman who approached you so recklessly.

Now just finish off whatever is left in the immediate area (probably a Sorcerer and Cutpurse), then head up the hill. Overkill the Cutpurse first if you need the Sin, Experience or Oth. Then siege the Swordsman leader to oblivion.

-[AFTERMATH]-You'll be on the world map. Head to Aullewyn Keep and Report to Duty, which will make Hroethe Walk available for visit on the world map. Finish shopping or doing your optional battle, or go to Hroethe Walk to further the story.

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======================================================================== CHAPTER 2C - BATTLE 2: HROETHE WALK [FG21]========================================================================

Usable Guests: Mireille, MischkaEnemies: Warrior (X2), Cutpurse, Swordsman, Sorcerer (X2), Sorceress [Leader]Target Sin: 340

Head down the hill towards the Warrior, he'll meet you halfway. Siege him for an overkill, and move on to the Cutpurse. This should take two or three rounds. At this time all the enemies should be getting near you and chances are that they'll mass up around the corner. This makes for a convenient round or two of sieging, after which you should only have one or two enemies left (which ones is your decision). Finish off whatever is left and that's a done deal.

-[AFTERMATH]-You'll be on the world map again. Head to Aullewyn Keep and Report to Duty to initiate the next battle.

======================================================================== CHAPTER 2C - BATTLE 3: AULLEWYN SQUARE [FG22]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: Mireille, MischkaEnemies: Lancer (X2), Pickpocket (X2), Archeress (X2), Sorceress, Earnest [Leader]Target Sin: 250

Go and wound the nearest Pickpocket and then overkill him with a siege. Chances are that all the enemies will begin advancing now. Just stick to the nearest corner, killing the Archeress for starters. Now as the enemies come in you should kill them with all your might. There's a good chance that some of your units will die. Just bring them back for the low price of a Union Plume and it's like it never even happened.

When Earnest starts getting close you should move Wylfred out front a little bit to ensure he'll be attacked and use Vali's Awakening. Depending on how many enemies are nearby he might die, but that's acceptable. Just bring him back with a Union Plume and weed out some of the nearby threats (if not all of them). After a few turns of the nitty gritty you're likely to have the enemy reduced to Earnest and maybe an Archeress or Sorceress. If you've met your Sin quota then just focus on killing Earnest.

Killing Earnest is best if you're still affected by Vali's Awakening (obviously). Regardless of if you are or aren't, just keep sieging him while simultaneously reviving your fallen comrades. In time he will die, and you will be victorious.

-[AFTERMATH]-Mireille, Mischka and Heugoe join the party. Tourque becomes unlocked on the world map. Do any last minute business (this will be your last chance to do the optional battle) and head to Tourque. You will now proceed to the next chapter.

Chapter 3A: Bitter End (Destiny Plume not used) (FG24)Chapter 3B: Scars of the Heart (Destiny Plume used Once) (FG29)Chapter 3C: The Saintess (Destiny Plume used Twice) (FG35)

======================================================================== CHAPTER 2C - OPTIONAL BATTLE: EVERNIGHT [FG23] (FG23)========================================================================

Usable Guests: VariesEnemies: Ghoul (X2), Aello, Skullfish (X2), Ghost [Leader]Target Sin: N/A

Head straight into the belly of the beast and attack the Aello (use Wylfred for this, and use Vali's Awakening if you think he can't take the heat). If you line everyone up properly you should be able to kill it in one turn. Now a lot of your units will get attacked, that's life. Move Cheripha towards Wylfred and try to siege one of the Ghouls (who you should be able to kill in one siege). Now move the rest of your

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units to the center and kill as many enemies as possible (if you're not sure whether you'll kill them or not then attack them when you're in a position so that they can't counterattack).

Finally, all the remaining enemies will swarm you, maybe you lose a unit and maybe you don't. Revive anyone who dies but don't waste your time with healing. Finish off the rest of the enemies and you should be done by around round 3. No sweat.

======================================================================== CHAPTER 3A - BATTLE 1: MARKET MARTEIGH [FG24] (FG24)========================================================================

Usable Guests: UshioEnemies: Hellhound (X2), Fire Bat, Lizard Man [Leader]Target Sin: 170

Easy, straightforward battle here. Head to the Hellhounds and overkill them. Have Wylfred head up the stack of crates and use Vali's Awakening for convenience's sake. Now run down the crates and effectively pull both enemies to the rest of your party. Now slaughter them both as ruthlessly as possible for hassling you.

-[AFTERMATH]-You'll be on the world map with The Ruins as your marked destination. Instead, head to Market Marteigh to do some shopping and lore perusing. You'll unlock the Lotus Marsh (FG28) as an optional battle. Either head over there or proceed with the story by going to The Ruins.

======================================================================== CHAPTER 3A - BATTLE 2: THE RUINS [FG25]========================================================================

Special Victory Condition: Rescue RoseaUsable Guests: UshioEnemies: Will-o'-the-Wisp (X3), Lesser Vampire (X2) [Leader]Target Sin: 240

Focus all your attention on getting as close to Rosea as possible immediately, as she's by no means adept at survival. Heal her up, and proceed to siege any enemies that come near your party. Anything near Rosea or prone to targetting her should take precedence. She's really weak, so keeping her alive will be your biggest challenge in this battle.

-[AFTERMATH]-You'll start on the map with the Artolian Pass available for a visit. Do anything you've left to do (this is your last chance to do the optional battle) before heading to the Artolian Pass, which is the location of the next battle.

======================================================================== CHAPTER 3A - BATTLE 3: THE ARTOLIAN PASS [FG26]========================================================================

Usable Guests: Ushio, RoseaEnemies: Lizard Man (X3), Ocypete (X2), Dragon [Leader]Target Sin: 250

You might not like my 'strategy' for this battle, but here it is. Move in and overkill the nearest Lizard Man (by using Dash and a four man siege, or a 3 & 4 man siege). Now every enemy will attack you, and likely kill two or three of your party members. Just revive however many are dead with Union Plumes (make sure you position them like a smart-smart). Now, depending on how many died, you can either overkill one or two enemies this turn. I chose the two remaining Lizard Men (which all my units got a level from, rendering them fully healed). Now with only three enemies left it's pretty much a done deal. I took out the Dragon next, then hunted down the last two Ocypete.

-[AFTERMATH]-You go directly into the next battle. If you have any Curse Checks you might want to equip them between battles.

======================================================================== CHAPTER 3A - BATTLE 4: THE ARTOLIAN PASS (CONTINUED) [FG27]========================================================================

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Special Victory Condition: Defeat the LeaderUsable Guests: Ushio, RoseaEnemies: Living Armor (X2), Daemon (X2), Lieselotte [Leader]Target Sin: 200

You should be able to take out one of the Living Armors on the first round, assuming your units are lined up appropriately (and you have Dash). Afterwards all enemies will advance for you, I doubt you'll lose any units but it's always possible. If so, then revive them for close to free (Union Plume) and continue. I recommend taking out the Daemons first at this point, then the Living Armor and finishing off Lieselotte last. Lieselotte is really weak, so it should be a cinch. If you're going to use Vali's Awakening for this battle then it's best used after you've killed one enemy.

-[AFTERMATH]-Ushio will join the party. You will proceed to the next chapter.

Chapter 4A: War Against Will (Destiny Plume not used) (FG40)Chapter 4B: Road to Nowhere (Destiny Plume used Once) (FG46)Chapter 4C: Heirs to Tragedy (Destiny Plume used Two+ Times) (FG51)

======================================================================== CHAPTER 3A - OPTIONAL BATTLE: THE LOTUS MARSH [FG28] (FG28)========================================================================

Usable Guests: VariesEnemies: Skullfish (X4), Flying Fish (X2) [Leader]Target Sin: N/A

Yeesh. This battle is a total joke. Split up and go around randomly killing all the weaklings. You shouldn't have any problems, but if you do for some reason just use Vali's Awakening.

======================================================================== CHAPTER 3B: PREPARATIONS [FG29] (FG29)========================================================================

You start only able to visit Market Marteigh. Check out the shop as it has new goodies, as well as the tavern which will have a lot of new lore. Two pieces of lore are optional battles. Kobold Crisis will bring you to battle at Kirche Crossing, while Flowery Grave will bring you to a battle at Lotus Marsh. When you've done all you please exit Market Marteigh to see your new locations unlocked. Head to The Ruins to advance the story, otherwise head to either Kirche Crossing (FG33) or Lotus Marsh (FG34) to proceed with an optional battle.

======================================================================== CHAPTER 3B - BATTLE 1: THE RUINS [FG30]========================================================================

Usable Guests: RoseaEnemies: Battle Beetle (X3), Armor Beetle [Leader]Target Sin: 150

This is a straight-forward battle. Use Dash immediately with everyone who can, and you'll easily be able to surround and siege every enemy you come upon. One siege (as long as it's set up properly) should be able to kill any enemy in one go. Vali's Awakening and a four unit siege (all surrounding the target) should be able to kill the Armor Beetle in one turn as well. You're done with yet another effortless battle.

-[AFTERMATH]-Aidelrave becomes unlocked on the world map. You can finish purchasing items from Market Marteigh if you haven't already, as well as complete either of the optional battles (this is your last chance) if you haven't done that either.

======================================================================== CHAPTER 3B - BATTLE 2: AIDELRAVE [FG31]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: RoseaEnemies: Living Armor (X2), Daemon, Lieselotte [Leader]Target Sin: 150

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The toughest enemy here is the Daemon. You'll want to occupy the bridge immediately, allowing the nearest Living Armor to advance on you and attack, thus allowing you to counterattack. Now surround the Living Armor and do a full siege to overkill him. The Daemon should get closer next turn, allowing you to surround him with the assistance of dash. Do so, but beware that if he hits anyone they might get cursed. Weaken him up however you deem necessary. If you chose to use the Destiny Plume on Cheripha in Chapter 2 then I recommend using Gleipnir's Bonds for killing the Daemon. If you don't have Gleipnir's Tears then this is probably where you'll want to use Vali's Awakening.

The last Living Armor won't advance, and after you wound him it is likely he'll move towards Lieselotte to be healed. Just let him get healed and he'll return to your attack range. Weaken him up as appropriate so you can get the overkill, then bury him. Head on to Lieselotte, who is a total joke. Surround her and siege her once or twice and she'll be overkilled. I used Vali's Awakening to ensure an overkill on Lieselotte, you might consider doing the same.

-[AFTERMATH]-You will immediately be thrown into the next battle at Dungeon Path.

======================================================================== CHAPTER 3B - BATTLE 3: DUNGEON PATH [FG32]========================================================================

Usable Guests: LieselotteEnemies: Warrior (X2), Archer (X2), Sorcerer, Swordswoman (X2) [Leader]Target Sin: 300

Head for the group with the two Warriors in it, using dash appropriately you should be able to kill one Warrior on the first round, and wound the other considerably. You'll probably lose your weakest unit, but just revive them with a Union Plume at the beginning of the next round (make sure to do this where they'll be close enough to an enemy to attack). On the second round I chose to kill the Archer and Swordswoman in this group, which was simple enough (one siege a piece, since they lined up perfectly for me). If you have an extra turn either kill the Warrior, or wound him so bad that he'll flee for healing.

By this point you should have quickly defeated half the enemies on this map for the small price of a Union Plume. Now siege one of the two closest units (a Sorcerer, Archer, or Warrior are the most likely targets). From here just keep moving down the line, weaken up a unit and then four person siege it. Nothing to it.

-[AFTERMATH]-Lieselotte will join the party. You will advance to the next chapter.

Chapter 4A: War Against Will (Destiny Plume not used) (FG40)Chapter 4B: Road to Nowhere (Destiny Plume used Once) (FG46)Chapter 4C: Heirs to Tragedy (Destiny Plume used Two+ Times) (FG51)

======================================================================== CHAPTER 3B - OPTIONAL BATTLE: KIRCHE CROSSING [FG33] (FG33)========================================================================

Usable Guests: VariesEnemies: Kobold (X3), Kobold Knight (X2), Dragon [Leader]Target Sin: N/A

As you progress through this battle all Kobolds and Kobold Knights will advance on you. The objective here is to kill at least one enemy every turn, preferably two. I recommend taking out one of the two isolated Kobolds first, then taking out the two Kobold Knights as soon as possible. You probably won't need to siege Kobolds to kill them, a regular attack from either one or two of your units will leave them dead. Just clean everything appropriately until you get to killing the Dragon.

Just position all of your units outside of the Dragon's attack range (3 move + 2 attack distance = 5 square attack range). The Dragon will likely come halfway to you, in which case you can advance and use Vali's Awakening, as well as Dash for everyone (save your caster to launch the attack) and surround him. Finally hit him with your caster (or ranged attacker) to siege with all four party members. Either one siege, or a

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siege and a counterattack will leave the Dragon dead. Yet another easy mission completed.

======================================================================== CHAPTER 3B - OPTIONAL BATTLE: THE LOTUS MARSH [FG34] (FG34)========================================================================

Usable Guests: VariesEnemies: Flying Fish (X2), Aello (X2), Ocypete [Leader]Target Sin: N/A

There's not much to this battle, as usual. Just surround the Flying Fish in the center and siege him to kill him in one round. From here there is a good chance that your weakest unit will die, just spend a Union Plume to revive them, then kill the second enemy (preferably the last Flying Fish). If you're lucky, you might get to kill two enemies on round two. Regardless, the procedure is the same as always, surround and siege any remaining enemies utilizing Vali's Awakening and Dash tactics.

======================================================================== CHAPTER 3C - BATTLE 1: THE LOTUS MARSH [FG35] (FG35)========================================================================

Special Victory Condition: Rescue RoseaUsable Guests: NoneEnemies: Hellhound (X2), Fire Bat, Lizard Man [Leader]Target Sin: 150

Start the battle off by using Gleipnir's Bonds (with Wylfred). Now you'll want to focus all attacks on the Lizard Man, healing with items as necessary. He's a brutalizer, no doubt, but you should be able to whittle him down to nothing with some good effort. The hardest part will be getting Sin off him through an overkill.

Once you're finished with the Lizard Man it's likely that all the other enemies will no longer be paralyzed. Make your way up to the Hellhound in the corner (the one Rosea's probably been attacking this whole time). The Fire Bat might cut you off on your way, but just surround him and kill him, it should only take a round. Otherwise your objective is to get an overkill on the already wounded Hellhound.

When you're finished with that business, head into the center of the map and bait the remaining Hellhound with your strongest character (probably Wylfred). You want to get the Hellhound in the center so you can surround him and get your Sin quota if you haven't already got it. When that's finished, so is this battle.

-[AFTERMATH]-You'll be on the world map with the destination of Market Marteigh. Head over there to engage in the next battle.

======================================================================== CHAPTER 3C - BATTLE 2: MARKET MARTEIGH [FG36]========================================================================

Usable Guests: RoseaEnemies: Battle Beetle (X2), Fire Bat (X2), Armor Beetle, Ocypete (X2) [Leader]Target Sin: 300

Note that when on the route to the Worst ending you can use the Destiny Plume once per chapter without getting a game over. Since you don't get guests permanently until the end of a chapter you can only use the Plume on either Darius or Gwendal in this chapter. I chose to use the Plume on Darius in this battle.

Take out the nearest Battle Beetle, it shouldn't be a problem taking it out on the first round. The enemy will advance with an Ocypete, Fire Bat, and Battle Beetle. I recommend using Gleipnir's Bonds then killing the Fire Bat first, then the Ocypete, and finally the Battle Beetle. When you advance to the Battle Beetle, the remaining Ocypete might advance towards you. Just kill the Ocypete instead of the Battle Beetle if this happens.

By now your Gleipnir's Bonds will probably be gone and most your party, if not all of it, will be next to the Armor Beetle. Kill the Armor Beetle, then the remaining Ocypete. Finally, kill the last Fire Bat when

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he comes down to play.

-[AFTERMATH]-You're on the world map when The Ruins become unlocked. Visit Market Marteigh to browse the new wares and resupply. Also check out the lore at the tavern to unlock two optional battles: one at Kirche Crossing (FG38) and the other at Iatallagh Weald (FG39). Head out for the optional battles (it's your only chance) or go to The Ruins to advance the story.

======================================================================== CHAPTER 3C - BATTLE 3: THE RUINS [FG37]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: Rosea, DuwainEnemies: Living Armor (X2), Daemon, Lieselotte [Leader]Target Sin: 150

Use Gleipnir's Bonds immediately and focus all your attention on the Daemon. Once he's dead just work on the two Living Armors, then proceed to surround and siege Lieselotte for an easy victory. Not much to this battle.

-[ATERMATH]-Rosea and Duwain join your party. You'll go directly to chapter four.

Chapter 4A: War Against Will (Destiny Plume not used) (FG40)Chapter 4B: Road to Nowhere (Destiny Plume used Once) (FG46)Chapter 4C: Heirs to Tragedy (Destiny Plume used Two+ Times) (FG51)

======================================================================== CHAPTER 3C - OPTIONAL BATTLE: KIRCHE CROSSING [FG38] (FG38)========================================================================

Usable Guests: VariesEnemies: Kobold (X6), Kobold Knights (X3) [Leader]Target Sin: N/A

It's a very simple battle. Just head right down the road killing anything that gets near you. Chances are that anything which hits you won't hurt much, and usually if you attack something it will die. Note that Kobold Knights can be hurtful to weaker units, and sometimes they can petrify someone (which is easily cured using Rosea's Normalize magic).

======================================================================== CHAPTER 3C - OPTIONAL BATTLE: IATALLAGH WEALD [FG39] (FG39)========================================================================

Usable Guests: VariesEnemies: Lizard Man (X2), Will-o'-the-Wisp (X2), Toxic Flower, Ocypete [Leader]Target Sin: N/A

Head towards the closest Lizard Man. The enemy will advance with everyone but the far Lizard Man and Toxic Flower. Just try to remain in the location where you're fighting while dealing as much damage to your enemies as possible. I recommend taking out the Lizard Man first, then Ocypete, then the Wisps. After killing the Ocypete it is likely that all the remaining enemies will advance. Just keep hacking away until they're all dead. If you have any problems then just use Gleipnir's Bonds to nullify any trouble you're having.

======================================================================== CHAPTER 4A: PREPARATIONS [FG40] (FG40)========================================================================

You will start on the world map with The Crown City as the only available destination. Go inside to unlock Eusiria Crossing on the world map. Now go back inside the Crown City and do some shopping and check out the tavern. You'll unlock the optional battles at Liellahan Lowlands (FG44) and Wintergard (FG45). Go to either or head to Eusiria Crossing (you might want to bring Safety Boots) to advance the story.

======================================================================== CHAPTER 4A - BATTLE 1: EUSIRIA CROSSING [FG41]

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========================================================================

Usable Guests: FauxnelEnemies: Mandragora (X4), Toxic Flower (X2), Dragon [Leader]Target Sin: 330

This is a straightforward one. Be careful if you want the full Sin bonus though, as most units can kill a Mandragora in one or two hits, sometimes screwing you out of your Sin bonus (use the Start button to skip your counterattacks). Either way, it's really just you against two Toxic Flowers and a Dragon (which is one of the easiest battles ever). Go on the linear path and kill everything. Nothing fancy about it. In summary: A huge waste of time.

-[AFTERMATH]-You'll be on the world map and only able to visit the Crown City. Finish shopping (it would be nice if you make sure that all units you plan on using have Dash by now, if they didn't a long time ago) or do some optional battles and (this is the last chance for this) then Attend the Palace to engage in the next battle.

======================================================================== CHAPTER 4A - BATTLE 2: CASTLE COURTYARD [FG42]========================================================================

Special Victory Condition: Rescue ValmurUsable Guests: NoneEnemies: Archer (X2), Swordsman (X2), Elder Vampure, Living Armor, Brigand (X2) [Leader]Target Sin: 360

Send all your units along the same path with the intent of getting to Valmur as soon as possible. I recommend going through the Archer and two Brigands to get to him. Be quick about it too, it's nice to kill the enemies as you go past them, but it's better to ensure that Valmur survives. Still, if you've got a decent amount of goodies from Sin rewards that are really nice you should be able to fully overkill everyone along the way. Know that you have only five or six rounds to get to Valmur.

Once you're near Valmur it's best to heal him with anyone who can (items or spells) as soon as you get there. Just siege that Living Armor to oblivion and you're home free. Now just clean up the Elder Vampire, Archer and two Swordsmen.

-[AFTERMATH]-You'll go immediately into the next battle.

======================================================================== CHAPTER 4A - BATTLE 3: HYACINTHINE HALL [FG43]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Carrion Wolf (X4), Iron Golem, Fauxnel [Leader]Target Sin: 200

This is a very easy battle. Just head forward and overkill one of the Carrion Wolves immediately. Chances are that the nearest Carrion Wolf and the Iron Golem will come for you. Use a Union Plume if anyone dies, then overkill them both (the Iron Golem may require being weakened up, but it's doubtful). The two remaining Carrion Wolves will advance for you, just overkill them both and you're on the downslope of the battle.

Head over to Fauxnel and kill him. It shouldn't be difficult, since he's a caster. If anyone dies just use a Union Plume as usual. Also if you think Fauxnel may be too tough (or you still need an overkill for Sin) then buff up with Vali's Awakening.

-[AFTERMATH]-Fauxnel joins the party. You'll proceed to the next chapter.

Chapter 5A: Beyond Redemption (Destiny Plume not used) (FG57)Chapter 5B: Lament of the Lost (Destiny Plume used Once) (FG65)Chapter 5C: By Power Wrought (Destiny Plume used Two+ Times) (FG73)

========================================================================

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CHAPTER 4A - OPTIONAL BATTLE: LIELLAHAN LOWLANDS [FG44] (FG44)========================================================================

Usable Guests: VariesEnemies: Elder Bat, Ironfish (X2), Daemon [Leader]Target Sin: N/A

Move towards the Elder Bat, who will meet you halfway. Siege him to death and move towards either Ironfish. If they don't advance just hit them with a ranged attack. Do so for all the remaining enemies. Yeah, it's a hassle; this battlefield always is.

======================================================================== CHAPTER 4A - OPTIONAL BATTLE: WINTERGARD [FG45] (FG45)========================================================================

Usable Guests: VariesEnemies: Will-o'-the-Wisp (X3), Kobold Knight (X3), Dragon [Leader]Target Sin: N/A

Take out the nearest Wisp on the first round (using Dash), then take out the nearest Kobold Knight on the second. Now head towards the broken wall, chances are that the Wisp behind it will fly over it into the courtyard. Kill him, then head inside the cracked wall and kill the Kobold Knight. Head over to the Dragon and off him, then proceed with killing the last Wisp and Kobold Knight. Easy, but a lot of wasted time.

======================================================================== CHAPTER 4B - BATTLE 1: LIELLAHAN LOWLANDS [FG46] (FG46)========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Rogue, Archer, Sorceress, Warrior, Swordsman [Leader]Target Sin: 200

First off you should note that moving through or stopping on lava will damage your unit. It won't damage you much, so I wouldn't worry about it.

Surround the Rogue by using Dash on the appropriate members, then initiate a four person siege with your ranged unit. You should be able to overkill the Rogue by doing so. Now the enemy Archer and Swordsman will advance towards you (note the Swordsman will not cross over the lava). You should be able to surround and siege the Archer next turn for an overkill. Now you should move towards the Warrior, who will advance to you when you get within range.

Surround and siege the Warrior to overkill him in one turn. Now you'll have to cross the lava, like it or not. Take out the Sorceress first, a three unit siege will suffice. Finally you kill the Swordsman. If you don't have enough Sin yet then weaken him up first, otherwise just keep cutting on him until he's dead.

-[AFTERMATH]-Aullewyn Keep can be visited on the world map. Check out the new wares and lore to unlock the optional battle of Evernight (FG50). Either proceed with the story by Visiting the Headquarters in Aullewyn Keep or head to the optional battle. After visiting the Headquarters at Aullewyn Keep, Grenssen Citadel will be available to travel to on the world map. Go there and Visit the Cathedral, then Journey to the Shire to advance to the next battle.

======================================================================== CHAPTER 4B - BATTLE 2: GRENSSEN SHIRE [FG47]========================================================================

Usable Guests: ValmurEnemies: Mandragora (X4), Toxic Flower (X3), Lesser Vampire, Living Armor [Leader]Target Sin: 440

You shouldn't have any problem with this battle. Just try to siege any enemy with two to four units and you'll get an overkill. Target Mandragoras first (since they're easiest to kill) then move on to Toxic Flowers (which should be overkilled by sieging with three to four units). Keep in mind that if the Lesser Vampire gets anywhere near you

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that you should overkill him immediately, as his life leeching capabilities can waste your time and devour a lot of your HP. It shouldn't take you more than three or four turns to kill everything but the Living Armor. The Living Armor is just as much of a joke as the rest of this battle, bait him, surround him, and overkill him in one go.

-[AFTERMATH]-You'll be in Grenssen Citadel after the battle. Finish shopping if you haven't already bought everything you need, do the optional battle if you haven't (it's your last chance), and See House Haughn to advance to the next battle.

======================================================================== CHAPTER 4B - BATTLE 3: GREENWIND BRAE [FG48]========================================================================

Usable Guests: ValmurEnemies: Archer (X2), Swordsman (X2), Elder Vampire, Living Armor, Brigand (X2) [Leader]Target Sin: 350

You should take out the Archer and Swordsman who are isolated from the others as your first two rounds. During this time (unless you used Gleipnir's Bonds) you'll likely have the opportunity to also kill the Elder Vampire. You might want to weaken him up before sieging him with everyone so that you can overkill him (which you might be able to do without weakening him up).

Now make your way to the enemy's main forces. You shouldn't need me to tell you what to do, since this is one of the easiest games ever made. Regardless, take out the Archer first, then the Swordsman and then take out the two Brigands. Chances are the Living Armor will advance towards you during one of these kills, which you'll want to make him your new target, since he's the most powerful enemy left.

-[AFTERMATH]-You'll immediately be thrust into the next battle.

======================================================================== CHAPTER 4B - BATTLE 4: GRENssen SHIRE (REVISITED) [FG49]========================================================================

Special Victory Condition: Rescue Auguste and ReinhildeUsable Guests: Valmur, PhionaEnemies: Brigand (X2), Archeress (X2), Carrion Wolf, Iron Golem, Lancer (X2) [Leader]Target Sin: 300

Focus on killing the Archeress near the Iron Golem and the Golem itself in the first two rounds. After that you might want to kill the Wolf and remaining Archeress (by now you should know to siege and overkill appropriately). All of this should be done by the end of round 4. At this time you'll want to go and rescue the two allied units on the battlefield. Either heal them via magic or items, or use Martyr's Cry to take the heat off of them. The last two (or three, if you left the Archeress alive to chase you) units shouldn't be hard. Just siege them and overkill them. It's a cakewalk.

-[AFTERMATH]-You will progress to the next chapter.

Chapter 5A: Beyond Redemption (Destiny Plume not used) (FG57)Chapter 5B: Lament of the Lost (Destiny Plume used Once) (FG65)Chapter 5C: By Power Wrought (Destiny Plume used Two+ Times) (FG73)

======================================================================== CHAPTER 4B - OPTIONAL BATTLE: EVERNIGHT [FG50] (FG50)========================================================================

Usable Guests: VariesEnemies: Ghost (X5), Lesser Vampire [Leader]Target Sin: N/A

This is a very easy battle. If you have Gleipnir's Bonds then just use that right away. Afterwards kill the Lesser Vampire in one or two sieges (three tops) and proceed to slaughter the weak ghosts in a similar fashion.

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If you don't have Gleipnir's Bonds then recklessly charge into the center of the map, using Dash to kill either one or two Ghosts in the first turn. After that all the Ghosts will advance towards you and possibly hurt or kill some of your units (unlikely). Just use Union Plumes if anyone dies and hammer out the rest of the battle. It's very simple, and you shouldn't have any problems whatsoever with it.

======================================================================== CHAPTER 4C: PREPARATIONS [FG51] (FG51)========================================================================

You start in Grenssen Citadel. Check out the shop's new wares and the tavern's new lore. You'll unlock three optional battles: Liellahan Lowlands (FG54), Eusiria Crossing (FG55). and Wintergard (FG56). Proceed to any of the optional battles if you so desire, or Visit the Cathedral to be able to see House Haughn. Finally, after seeing House Haughn, Visit the Shire in Grenssen Citadel to proceed to battle.

======================================================================== CHAPTER 4C - BATTLE 1: GRENSSEN SHIRE [FG52]========================================================================

Usable Guests: Reinhilde, AugusteEnemies: Archer (X2), Brigand (X2), Elder Vampire, Living Armor (X2), Swordsman (X2) [Leader]Target Sin: 400

Knowing that I'll be using Auguste instead of Gwendal, I immediately invoked the power of the Destiny Plume on Gwendal. In addition, I launched Gleipnir's Bonds on round two. If you do anything like that you should be able to beat this battle without any advice. If you don't, however, then read on.

Move everyone down the stairs and focus on overkilling the Archer, then the Swordsman. During which you'll likely be getting hit by the Vampire (in an attempt to silence you). Regardless of if you want to use the Plume or not, you should still use Gleipnir's Bonds. Hurry through the enemies as quickly as you can, making the Vampire the focus of your attack. Kill anyone along the way, of course. Once the Vampire is dead, you'll likely only have an Archer, a Rogue, and the Living Armors left to deal with. Focus on whatever gives you the most trouble (probably the Living Armors), and then finish off the rest.

-[AFTERMATH]-You'll end up in Grenssen Citadel again. Finish shopping or doing whatever business you've left to do (it's your last chance to do the optional battles). When you're ready to head out to the next battle go see House Haughn again.

======================================================================== CHAPTER 4C - BATTLE 2: GREENWIND BRAE [FG53]========================================================================

Special Victory Condition: Rescue PhionaUsable Guests: Reinhilde, AugusteEnemies: Brigand (X2), Swordsman (X2), Carrion Wolf, Iron Golem, Archeress (X2) [Leader]Target Sin: 250

To ensure Phiona's survivial it is best to use Gleipnir's Bonds. Head down the linear path, making your way to Phiona as quickly as possible while simultaneously sieging every enemy to death along the way.

Once your Gleipnir's Bonds wears off it's a good idea to get your healer up near Phiona as quickly as possible to heal her (as she's no doubt taken a severe beating by now). Have everyone else finish cleaning the path to her, then continue your advance. Get the Swordsman first, then whoever you feel is a bigger threat to you (the Archeress or the Iron Golem).

-[AFTERMATH]-Reinhilde and Auguste join the party. This is the end of the chapter.

Chapter 5A: Beyond Redemption (Destiny Plume not used) (FG57)Chapter 5B: Lament of the Lost (Destiny Plume used Once) (FG65)Chapter 5C: By Power Wrought (Destiny Plume used Two+ Times) (FG73)

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======================================================================== CHAPTER 4C - OPTIONAL BATTLE: LIELLAHAN LOWLANDS [FG54] (FG54)========================================================================

Usable Guests: VariesEnemies: Battle Beetle (X3), Armor Beetle (X3), Dragon [Leader]Target Sin: N/A

All the enemies here are really weak, so you can do this map just about anyhow you desire. The following is the safest route if you're having problems. Pass a turn and allow the two nearest Battle Beetles to approach you. Go down and whack them (they're weak, almost anyone can kill them alone in one go), then get back to the ridge you started on. Head all the way around the edge of the map to get near the two Armor Beetles and Dragon. Just bang through the narrow pass until you get near the Dragon, then focus all your attention on him. If you want to focus on the Dragon without any interference then just use Gleipnir's Bonds. Once he's dead, roam around the map and kill anything that isn't dead yet.

Otherwise just send Wylfred to kill the two Battle Beetles right away, then to kill the isolated Armor Beetle. While he's doing that, send your other three members around the ridge you start on so they can get to the Dragon and his friends without crossing lava. Proceed to kill anything you come upon while Wylfred makes his way across the lava towards the rest of your group.

======================================================================== CHAPTER 4C - OPTIONAL BATTLE: EUSIRIA CROSSING [FG55] (FG55)========================================================================

Usable Guests: VariesEnemies: Elder Bat (X2), Toxic Flower (X2), Lizard LordTarget Sin: N/A

Easy peasy. Just head up the stairs and along killing anything that gets near you. The Elder Bats are probably the most threatening thing here, but despite the good damage they deal they will still die really fast.

======================================================================== CHAPTER 4C - OPTIONAL BATTLE: WINTERGARD [FG56] (FG56)========================================================================

Usable Guests: VariesEnemies: Will-o'-the-Wisp (X4), Kobold Knight (X3) [Leader]Target Sin: N/A

Snow. Bring your Safety Boots if you have any, or prepare for a time wasting bonanza. Be ready for a lot of Suspend Motion spells. Everything dies easy enough. Just kill anything inside near where you start and bait the Wisps so they get off their high horses. After the insertion area is clear, head out through the courtyard and kill the Wisps out here. Finally, head to the Kobold Knight leader (who will likely flee, crying) and kill him to finish this battle.

======================================================================== CHAPTER 5A: PREPARATIONS [FG57] (FG57)========================================================================

You'll start out in Veissheit. Do some shopping and check out the new lore. Leave Veissheit to go to The Lotus Marsh, which is the location of your next battle.

======================================================================== CHAPTER 5A - BATTLE 1: THE LOTUS MARSH [FG58]========================================================================

Usable Guests: NoneEnemies: Lizard Lord (X3), Skeletal Soldier (X2), Celaeno (X2) [Leader]Target Sin: 300

If your units are arranged nicely you should be able to overkill the nearest Lizard Lord (the one closest to the nearest edge of the map). Most the enemies will advance for you, so just kill the ones that get closest as you dictate (based on the threat they pose to you). I ended up killing the nearest Lizard Lord and Skeletal Soldier on round 2. The

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following round I managed to kill the last Lizard Lord and one of the Celaenos. Now all that's left is a Skeletal Soldier (who finally started advancing for me) and a Celaeno. Just overkill them both in one or two rounds and that's a done deal.

-[AFTERMATH]-You'll be on the world map with the Crown City unlocked. Head over there and finish any shopping you might have left. Upon departure, Wintergard will be available for a visit. Head there for your next battle (don't forget Safety Boots if you want to have decent movement).

======================================================================== CHAPTER 5A - BATTLE 2: WINTERGARD [FG59]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Kobold Knight (X4), Kobold King (X3), White Dragon [Leader]Target Sin: 350

Overkill the two Kobold Knights in the courtyard, then decide whether you'll divide your forces or concentrate your attack. For the sake of Sin I will keep my units together. Head through the appropriate entrances (I recommend the broken wall if all your units will remain together), and kill the corresponding Kobold Knight and Kobold King.

Now head for the main chamber (where the White Dragon is). If you want more Sin then proceed directly through the main chamber and finish off the remaining enemies while the White Dragon hits you in the back. He might freeze someone or kill them each turn, but it's not so bad. Otherwise just kill the Kobold King near the Dragon and then the Dragon itself. Use Vali's Awakening if you're having trouble killing the Dragon (or need to overkill it).

-[AFTERMATH]-You'll be on the world map with Aidelrave unlocked. Head to Aidelrave in order to further the story, as well as finish up any shopping you couldn't afford earlier. Then head to Veissheit and Attend the Castle. Finally, depart Veissheit and you'll notice Sylvanglade has become your next destination. Head over there to engage in the next battle.

======================================================================== CHAPTER 5A - BATTLE 3: THE SYLVANGLADE [FG60]========================================================================

Usable Guests: NoneEnemies: Carrion Wolf (X3), Celaeno (X2), Mimetic Flower (X2) [Leader]Target Sin: 300

Overkill the Carrion Wolf on the side of the falls which has a Mimetic Flower. The nearest Celaeno and Carrion Wolf will advance for you. I recommend overkilling the Carrion Wolf and then heading to the very edge of the map (stay on the Mimetic Flower's side of the falls) to get the Celaeno above land, if that's a problem. Obviously, you'll want to overkill the aforementioned Celaeno next.

Now head up towards the top of the falls, overkilling anything along the way. It's just my personal rule of thumb, but if a Celaeno is above land I try to kill them immediately, on the odd chance that if I don't they may not be above land the following round. Regardless, a Mimetic Flower, Celaeno and Carrion Wolf shouldn't cause you any real trouble. When you get near the top, the Mimetic Flower leader will likely approach you. Just go ahead and overkill the wimp.

-[AFTERMATH]-You're on the world map again. Just head to Veissheit and Attend the Castle. Afterwards, The Artolian Mountains will be marked as your next destination. Proceed to the next battle (bring your Safety Boots if you want to be able to move).

======================================================================== CHAPTER 5A - BATTLE 4: THE ARTOLIAN MOUNTAINS [FG61]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Lancer (X2), Swordswoman, Sorcerer (X2), Archer, Warrior,

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Kristoff [Leader]Target Sin: 350

Take out the Lancer, Swordswoman and Sorcerer as soon as possible in whatever order you deem most appropriate. I chose to kill the Sorcerer, then the Lancer and finally the Swordswoman. They'll dish out a nasty onslaught, but a Union Plume or two will fix that. By the time those three are dead (round 2 or 3 probably) the rest of the enemies should be heading for you, or at least moving around.

Just continue to advance, taking out the rest of the peons as you go. I killed the Archer, Lancer, Warrior and Sorcerer in that order. If you have Safety Boots then your advantage of mobility will allow you to kill them with little consequence. Now it's just you and Kristoff.

Kristoff can dish out a lot of damage, and likely kill any one of your units in one attack. This isn't a problem because you can easily bring them back with Union Plumes which are dirt cheap. Just whittle away at him, reviving people as necessary and utilizing Vali's Awakening. As long as you block him in between all four of your units (which is easy if you have Dash or Safety Boots) he'll only be able to kill one unit per round while taking his beating. A round or four should be enough to slaughter him.

-[AFTERMATH]-You'll be on the world map with Aidelrave as your next marked battle. Do any last minute shopping (stock up for the upcoming gauntlet) and head to Aidelrave to further the story.

======================================================================== CHAPTER 5A - BATTLE 5: GATES OF AIDELRAVE [FG62]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Iron Golem, Skeletal Soldier, Greater Daemon, Sorcerer (X2), Swordswoman (X2), Lancer (X2), Warrior [Leader]Target Sin: 450

You should be able to overkill the Iron Golem on the first round. The Skeletal Soldier, Greater Daemon, Swordswoman and a Lancer will probably advance (possibly a Sorcerer too). Just focus on overkilling any enemies that come for you. I'd take out the Greater Daemon first, then the Skeletal Soldier, and finish it off by killing any of the humans who get near you. It looks a lot more intimidating than it is hard.

During the course of fighting the aforementioned enemies, both enemy Sorcerers advanced on me. Chances are that you'll meet them somewhere near the leader. This is probably the nastiest part of the battle, as sieges against you can easily kill some units. Just take out as many enemies as you can per round, using Union Plumes as you need to (don't bother healing), until you finally take out the Warrior leader. Using Vali's Awakening for this area isn't a bad idea.

-[AFTERMATH]-You'll be thrust into the next battle immediately.

======================================================================== CHAPTER 5A - BATTLE 6: BAILEY [FG63]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Lizard Knight (X2), Noble Vampire (X2), Opinicus, Sorcerer (X3) [Leader]Target Sin: 350

You should be able to take out either the closest Lizard Knight or Noble Vampire on the first round, do so. All the enemies will move in to take you out, they might kill one or two of your units (it's unlikely). Either way, you should be able to kill at least two enemies next round, I chose the Lizard Knights since they were right next to me. Sorcerers or Vampires would be a good alternative.

The following round you should be able to kill another two enemies. This will leave three enemies left. I had three Sorcerers left to kill. It's straightforward, just head in and clobber them, leaving the leader for

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last (unless you don't need the extra Sin, Experience or Oth).

-[AFTERMATH]-You'll immediately progress to the next battle.

======================================================================== CHAPTER 5A - BATTLE 7: INNER WARD [FG64]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Mithril Golem, Noble Vampire (X2), Red Dragon, Sorcerer (X3), Opinicus, Spectral Knight, Langrey [Leader]Target Sin: 350

Firstly, go and overkill the Mithril Golem on the first round (Sap Guard is nice for this). Next you'll want to line up at the bottom of the steps leading to the Noble Vampires. One of them (or both of them) will hit you with a spell, no big deal unless you are afflicted with a status ailment (probably just silence). Head up the stairs and off them both in the same round if they're lined up appropriately. The Noble Vampires can hurt a lot, so beware if you allow them to counterattack. Now face off with the Red Dragon (he's a joke all by his lonesome). Keep in mind that when you're on the strange colored tiles you will take an insignificant amount of damage at the end of your turn.

This is a good spot to heal up and regroup if you need to. Now, put two units on the apron that leads up the next flight of stairs, and then position the other two as close as possible so all your units can get near the nearest Sorcerers in one round. Make the big push, with the objective of killing both Sorcerers on the next platform (Dash or Transpose are nice for this). Finish off whoever you couldn't (if anyone) and then take out the Opinicus, reviving anyone who has died first (if they have).

Now all that's left is a Sorcerer, Spectral Knight, and Langrey himself. Head up the next staircase where you should be able to easily take out the last Sorcerer. The Spectral Knight is likely to advance on you, in which case you'll be in position to siege him with devastating efficiency for an overkill.

Just Langrey is left. Have no illusions here, Langrey is a real killer. Still, fighting him is straightforward. Storm him and try to surround him so he can't move (Dash helps), then siege him until he's dead. Don't panic when one of your units dies, you ought to have plenty of Union Plumes and AP to deal with the situation. Before engaging him though, note that you can regroup on the top step (before the landing, if you're not sure what I mean just check his attack range) for a good first strike opportunity. Vali's Awakening will help you kill him.

-[AFTERMATH]-You will proceed to the next chapter.

Chapter 6A: 'Good Finale' (Destiny Plume not used) (FG81)Chapter 6B: 'Bad Finale' (Destiny Plume used Once) (FG84)Chapter 6C: 'Worst Finale' (Destiny Plume used Two+ Times) (FG87)

======================================================================== CHAPTER 5B - BATTLE 1: CASTLE COURTYARD [FG65] (FG65)========================================================================

Usable Guests: NoneEnemies: Swordsman (X2), Archeress, Lancer, Sorcerer, Queenpin (X2) [Leader]Target Sin: 300

You start out surrounded and all enemies will advance towards you. I went after the Lancer to start things off, he went down in one round without consequence. Next was to choose between a Swordsman or the Queenpin leader. I went for the Queenpin, killing her also in one round, and having a turn left to cast Sap Power on the Swordsman who was close enough to attack me. Now, if you have Gleipnir's Bonds then this is a good time to use it (round 3).

Regardless of if you used Gleipnir's Bonds, you should be able to kill at least the nearest Swordsman and remaining Queenpin (or any of the two closest enemies) in this round as long as you position your units

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intelligently. The following round you should be able to kill another two enemies (the Archeress and remaining Swordsman for me), which leaves you with only one enemy left. This happened to be the Sorcerer for me. His counterattacks hurt, but his menu magic is weak and worthless. Chop him up with a full siege to overkill him and finish the battle.

-[AFTERMATH]-You'll start in The Crown City, where there are plenty of new wares at the shop. There is some new lore if you read that stuff, but none that unlock optional battles. As you depart The Crown City, The Sylvanglade becomes available to travel to on the world map. Do so when you want to progress the story.

======================================================================== CHAPTER 5B - BATTLE 2: THE SYLVANGLADE [FG66]========================================================================

Usable Guests: NoneEnemies: Carrion Wolf (X3), Kobold King, Mimetic Flower, Griffin [Leader]Target Sin: 250

Another easy battle. Overkill the nearest Carrion Wolf immediately. Head up the hill to encounter the next Carrion Wolf and overkill him in one siege. Bait the other Carrion Wolf across the bridge and have him follow you for convenience's sake. Just keep heading up the hill toward the Mimetic Flower (or Kobold King) while the Carrion Wolf chases you. When you finally get there just overkill both of them with a siege. If the Griffin moves in at this point you might lose a unit, but just bring them back with either a spell or Union Plume.

Now try to pull the Griffin on top of solid land and overkill him with a siege. Finally, start heading for the last enemy (either the Kobold King or Mimetic Flower) and siege away for your last overkill. Keep in mind you'll likely have to cross over one of the bridges, just because this battle wasn't hassle enough.

-[AFTERMATH]-You'll be on the world map, and only able to head to The Crown City; do so. Finish any shopping you neglected, Attend the Castle and head to the world map to gain entrance to Wintergard. Head over to Wintergard for the next battle. If you still have Safety Boots lying around you might want to throw them on a couple units, because during the next fight your movement will be impeded by snow terrain.

======================================================================== CHAPTER 5B - BATTLE 3: WINTERGARD [FG67]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Swordswoman (X2), Sorceress, Soul of Tears, Noble Vampire, Lizard Knight (X2), Archer [Leader]Target Sin: 350

You'll probably want to use Dash every turn with most people simply because of their movement rate being so terrible. Either way, overkill the nearest Swordswoman (preferably the one leading towards the Sorceress) and the Soul of Tears will begin to advance. Keep heading for the Sorceress while the Soul of Tears follows you. Try to kill the Sorceress in one siege to avoid being countered (yeah, it actually hurts). Then head through the gap in the wall and get ready to face the Soul of Tears.

After killing the Soul of Tears I recommend sticking around to kill the Swordswoman who you left alive. After finishing her, it's finally time to head for friendly terrain. Go straight for the Lizard Knight nearest to where the Sorceress was. The Lizard Knight will likely run away behind the Archer so that you'll get close enough where they can siege you. Take their bait and let them kill one of your units, it doesn't matter if they do (though, they might not). Don't forget to heal when you move your caster.

Now you can either kill the Leader and progress the game, or scrape up more Sin off the remaining enemies. I chose to finish the battle. Just siege both the nearest Lizard Knight and the Archer to death, which should only take a turn and you're finished.

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-[AFTERMATH]-You'll be on the world map with the new location The Artolian Mountains available to visit. Do anything you need to in the Crown City. You might consider stocking up on Union Plumes. When ready, head to the Artolian Mountains to initiate your next battle.

======================================================================== CHAPTER 5B - BATTLE 4: THE ARTOLIAN MOUNTAINS [FG68]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Archer (X2), Warrior, Queenpin, Swordsman (X2), Sorcerer, Roienbourg [Leader]Target Sin: 350

More snow. This sucks. Overkill the nearest Archer and watch several enemies advance. On the second round you should be able to easily overkill the remaining Archer and the Warrior (you won't get the most Sin out of them probably, but that's fine, still plenty of enemies left to milk for Sin). Now you'll probably get attacked by the Queenpin. Overkill her next and move on to the nearest Swordsman. You'll likely lose a unit to Roienbourg, so just put whoever you don't mind dying near him and revive them next round with a Union Plume.

Now, it should be somewhere around round 4, and the only remaining enemies should be Roienbourg, two Swordsmen and a Sorcerer. Take out a Swordsman and a Sorcerer this round (or overkill one this round and the other next round if you still need Sin), leaving your units fairly far away from the remaining Swordsman and Roienbourg. Go ahead and kill the last Swordsman.

Now, Roienbourg. He'll probably kill any of your units he touches. Don't fret. Just use a cheap Union Plume each time a member dies (the revived unit will appear in front of the unit using the Plume, and still get to act that turn). Lock him in by surrounding him and siege him with all your party members over and over until he's dead. Your alternative is to buff everyone up with magic and heal them as they're hurt (if they survive). I find the former to be less of a hassle.

-[AFTERMATH]-You end up on the world map with Aidelrave unlocked. Restock on anything you need (stock up, because you'll be fighting several battles in a row without a chance to restock or save) at the Crown City and head to Aidelrave to begin the next battle.

======================================================================== CHAPTER 5B - BATTLE 5: AIDELRAVE [FG69]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Warrior, Lancer, Swordswoman (X2), Skeletal Soldier, Iron Golem, Greater Daemon, Sorcerer (X2) [Leader]Target Sin: 350

I decided this was a battle I'd use Gleipnir's Bonds for, which I did immediately, and hammered my way down the center to get to the Daemon (killing just the Skeletal Soldier and Golem along the way). After that I just killed the closest things as they approached me, finishing it off by killing the leader. Nothing to it.

If you don't have Gleipnir's Bonds, then you'll likely want to head up the center killing everything as you come to it. Start with the Skeletal Soldier, then kill the Warrior, then Swordswoman, then Sorcerer. By this point you should have enough Sin, and the Daemon should be advancing on you. Focus everything on taking out the Daemon. Remember, it's almost impossible to lose a battle in this game, so just keep reviving people if they're dying (Union Plumes are dirt cheap). Once the Daemon is dead continue with what you were doing: Kill the remaining Swordswoman, Lancer, and finally the Sorcerer leader.

-[AFTERMATH]-You'll immediately proceed to the next battle.

========================================================================

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CHAPTER 5B - BATTLE 6: BAILEY [FG70]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Archer (X2), Swordswoman (X3), Warrior, Sorcerer (X2) [Leader]Target Sin: 350

Yet another battle I used Gleipnir's Bonds for immediately. After which I proceeded to overkill my way around the map randomly (after killing the closest Sorcerer who wasn't stunned), finally ending up at the leader to slaughter them.

If you don't have Gleipnir's Bonds, then you will probably want to take out the nearest Archer, then the Swordswoman, Warrior and Sorcerer. After which you should target the remaining Archer, adept Swordswoman, and the elite Swordswoman. This leaves just the Sorcerer leader, who will go down easy enough.

-[AFTERMATH]-Once again, you'll go directly to the next battle.

======================================================================== CHAPTER 5B - BATTLE 7: INNER WARD [FG71]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Noble Vampire, Soul of Tears (X2), Red Dragon, Sorcerer (X3), Opinicus, Spectral Knight, Langrey [Leader]Target Sin: 350

Another straightforward battle. All you can really do is progress along the linear path, killing everything on the way to Langrey. Start off by hitting the Noble Vampire from a range, then sieging him for the overkill. Now, head up the stairs and take out one of the Soul of Tears, taking out the second one the next round. You'll probably have to heal whoever takes a hit before killing the Dragon. You should surround the Dragon and siege him for the best results since he has so many HP. One or two sieges should overkill him. Now, you're about halfway through this battle.

If you've been hurt a lot then you might want to stick around here to heal up your units, since the next group of enemies can be nasty. Now, when you're ready you can send two people to stand on the platform at the bottom of the next set of stairs (these units won't be attacked until you advance). Pass a turn and you'll be able to siege the nearest Sorcerer or two without consequence. Regardless, when you advance up the stairs and end your round the Opinicus will attack, and whatever Sorcerers remain will as well (except the one too high in elevation to target you). Focus on taking out the Sorcerers who are a threat, then finish off the Opinicus. If it's done right you probably won't lose a unit.

Now all that's left is a Sorcerer, Spectral Knight, and Langrey himself. Head up the next staircase where you should be able to easily take out the last Sorcerer. The Spectral Knight is likely to advance on you, in which case you'll be in position to siege him with devastating efficiency for an overkill.

Just Langrey is left. Have no illusions here, Langrey is a real killer. Still, fighting him is straightforward. Storm him and try to surround him so he can't move (Dash helps), then siege him until he's dead. Don't panic when one of your units dies, you ought to have plenty of Union Plumes and AP to deal with the situation. Before engaging him though, note that you can regroup on the top step (before the landing, if you're not sure what I mean just check his attack range) for a good first strike opportunity. Vali's Awakening will help you kill him.

-[AFTERMATH]-You guessed it, you go directly to another battle.

======================================================================== CHAPTER 5B - BATTLE 8: DUNGEON PATH [FG72]========================================================================

Usable Guests: Langrey

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Enemies: Archer (X2), Sorcerer (X2), Swordswoman (X3), Warrior (X3) [Leader]Target Sin: 450

This is a very easy battle. With Gleipnir's Bonds just cut your way through the linear path, killing everything as you go.

Without Gleipnir's Bonds it's pretty much the same. Just head down the linear path. Enemies who take precedence are Sorcerers and Archers, since they can often hurt you a lot by way of sieging.

-[AFTERMATH]-You'll proceed to the next chapter.

Chapter 6A: 'Good Finale' (Destiny Plume not used) (FG81)Chapter 6B: 'Bad Finale' (Destiny Plume used Once) (FG84)Chapter 6C: 'Worst Finale' (Destiny Plume used Two+ Times) (FG87)

======================================================================== CHAPTER 5C: PREPARATIONS [FG73] (FG73)========================================================================

You start out in Aidelrave. Check out the shop and tavern, as usual. When you're ready to go to battle Attend the Castle.

======================================================================== CHAPTER 5C - BATTLE 1: BAILEY [FG74]========================================================================

Usable Guests: NoneEnemies: Lancer, Archeress, Sorcerer, Swordsman (X2), Queenpin [Leader]Target Sin: 220

The enemy will advance on you from all directions. I recommend heading for the Sorcerer and Swordsman with the aid of Dash. You should be able to take out both of them and the nearby Lancer by the time any other enemies even get close to you. At which point you simply turn around and kill the enemies coming up from your rear. This is a pretty simple battle. If you find it too hard just use Gleipnir's Bonds. Note that the Queenpin might not advance for you, but that makes the battle all the more easy.

-[AFTERMATH]-You will be in Aidelrave again. Finish doing any shopping you couldn't afford, then head to the map where the Sylvanglade is able to be visited. Go there when you're ready to advance the story.

======================================================================== CHAPTER 5C - BATTLE 2: THE SYLVANGLADE [FG75]========================================================================

Usable Guests: NoneEnemies: Lizard Lord (X2), Kobold King, Skeletal Soldier (X2), Celaeno, Greater Daemon [Leader]Target Sin: 280

You should be able to take out the closest Lizard Lord on the first turn, assuming you position your units intelligently (and utilize Dash or other tactics). The Kobold King and remaining Lizard Lord will advance for you, just take care of the Kobold King to stay on the proper side of the falls. Now everyone will advance on you. Just overkill them as you make your way up towards the top of the falls. You might need to bait the Celaeno to get it above land, and you might not. Before you get to the Greater Daemon make sure you wait and kill the Lizard Lord if he's still around. Now get to work on the Daemon (you can pull him by shooting him with a ranged unit), as he's byfar the toughest enemy in this battle. Use whatever is necessary: items or spells or the like. Vali's Awakening helps.

-[AFTERMATH]-You'll be on the world map with only the option of going back to Aidelrave. Do so and Attend the Castle when you're ready to progress the story. Afterwards head to the world map and The Artolian Mountains will be unlocked. Go there for the next battle. Oh yeah, grab your Safety Boots if you want decent movement (or use Dash).

========================================================================

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CHAPTER 5C - BATTLE 3: THE ARTOLIAN MOUNTAINS [FG76]========================================================================

Usable Guests: NoneEnemies: Swordswoman (X2), Archer (X2), Sorceress (X2), Lancer, Warrior [Leader]Target Sin: 300

Because of movement restrictions you might want to use Gleipnir's Bonds. With that in effect, weed out any enemies that are closest to you. Before it wears off you'll probably be able to take out the Sorceress, Swordswoman, Archer and Warrior. This leaves a Lancer, Sorceress, Archer and Swordswoman. Take them out as you move forward, there's not much to this. Just kill whoever is most convenient or most of a threat before going after the others (Note that the Sorceress shouldn't move unless anyone is in her attack range).

-[AFTERMATH]-You are on the world map with The Artolian Pass available for a visit. Do whatever you need to do in Aidelrave then head to the Artolian Pass to begin the next battle.

======================================================================== CHAPTER 5C - BATTLE 4: THE ARTOLIAN PASS [FG77]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Warrior, Queenpin, Archer, Swordsman (X2), Sorcerer (X2), Roienbourg [Leader]Target Sin: 280

First off you should overkill the Queenpin (if you have two ranged units you can really hurt the Swordsman as well), upon which the Warrior, Archer and Swordsman will move in on you. Take out as many as you can (probably just the Swordsman and Warrior) and the second Swordsman will advance. You shouldn't have a problem cleaning up the Swordsman and Archer, which just leaves two Sorcerers and Roienbourg himself.

If you position your units properly you can get around the blockade and kill the nearest Sorcerer in one go. Since I had already used a Destiny Plume on Auguste earlier this chapter I also used Fury of the Aesir with Wylfred during this round. Now you'll have to face the last Sorcerer and Roienbourg simultaneously. Take out the Sorcerer first so that you can't have three people killed in one turn, then focus everything you have on Roienbourg. You might have to use Union Plumes, healing and buff items/spells, but just be sure Roienbourg dies in a timely fashion.

-[AFTERMATH]-You'll be on the world map with The Crown City location unlocked. Do whatever you need to in Aidelrave then head to the Crown City for your next battle.

======================================================================== CHAPTER 5C - BATTLE 5: CASTLE GATES [FG78]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Warrior (X2), Archer (X2), Lancer (X2), Swordswoman (X2), Sorcerer (X2) [Leader]Target Sin: 370

I started things off by using Baldr's Pact and overkilling the Warrior, which the enemy responded to by sieging my caster twice with an Archer and Lancer combo, then froze my spear user. You'll obviously want to take out the Archer and Lancer and get as far away from the Sorcerer as possible on your next turn. I couldn't quite kill the Archer and the Lancer, so I chose the Lancer as my target and moved forward as far as possible. The following enemy phase the Sorcerer hit me with suspend movement, the Archer wasted their turn casting a spell and an enemy Swordswoman advanced towards me. Just finish off whatever is left where you are and head up the stairs to the next Archer.

When you get near the top of the steps it is likely that the Sorcerer will advance towards your rear via rooftops, and the Archer may come down a few steps to play. Just whack the Archer and ignore the Sorcerer

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(he'll catch up later, or you can just let him live because he's a waste of time to hunt down). Now it's good if you stick around the edge of the drawbridge and kill any remaining enemies before heading for the leader. After everything is dead (except the other Sorcerer if you allow them to live) then head in for the leader and let it rip. It's an easy kill.

-[AFTERMATH]-You'll be thrust into the next battle without reprieve.

======================================================================== CHAPTER 5C - BATTLE 6: CASTLE COURTYARD [FG79]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Warrior (X3), Sorcerer, Archer, Swordswoman (X3) [Leader]Target Sin: 300

This is an unusual battle for this game. Your party will start seperated all the way across the map. Whoever is assigned to X and Y (buttons) will be near each other, while whoever is assigned to B and A will be near each other on the other side of the map. For this reason I recommend using Gleipnir's Bonds immediately.

After using Gleipnir's Bonds just rush towards the center of the map (near the enemy leader) where you'll be able to regroup. Sure, you'll be in the center of all the enemies, but any time you execute an attack you'll be killing an enemy with no threat to your well-being. If you have Dash on everyone you should be adequately regrouped by round 3, which is when you should overkill the elite Warrior.

Now, depending on how things turned out so far, you'll have to adapt this strategy. Whatever side you have the best chance of killing several enemies on in one turn is the side you should focus on. I recommend taking out the ranged enemy (Archer or Sorcerer) first, then working on whatever melee enemies are left (except for the leader). Whenever you've met the Sin quota or are finished cleaning all the enemies just overkill the leader.

-[AFTERMATH]-You'll progress directly to the next battle.

======================================================================== CHAPTER 5C - BATTLE 7: THRONE ROOM [FG80]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Archer (X2), Warrior (X3), Lancer (X2), Swordswoman (X2), Sorcerer (X2), Kristoff [Leader]Target Sin: 350

If you're going to use the Destiny Plume on anyone in this chapter (and haven't yet) then this is a good battle to do so. This is also a good battle to use Gleipnir's Bonds right off the bat.

This battle is fairly straightforward. Kill both the Archers at the bottom of the steps, then work your way up the steps, killing the two Warriors and the Lancer. When you get to the top of the steps I recommend heading for the Sorcerer instead of the Swordswoman. After he's dead head to the remaining Lancer and Warrior. While you're killing them it's likely that the Swordswoman and Sorcerer near Kristoff will advance for you. Let them chase you over to the Swordswoman at the top of the steps and kill them all there (unless you want to risk Kristoff's advance).

Now, there's nothing left but Kristoff. When you're making your advance towards him he'll try to meet you halfway. Just try to surround him and hit him with everything you have. Vali's Awakening or Fury of the Aesir are good to use here, as well as any buffs or debuffs. In one or two sieges he should be done for.

-[AFTERMATH]-You'll now advance to the next chapter.

Chapter 6A: 'Good Finale' (Destiny Plume not used) (FG81)Chapter 6B: 'Bad Finale' (Destiny Plume used Once) (FG84)

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Chapter 6C: 'Worst Finale' (Destiny Plume used Two+ Times) (FG87)

======================================================================== CHAPTER 6A: PREPARATIONS [FG81] (FG81)========================================================================

You'll start the chapter at the deployment screen. Unlike usual, though, you will have the option to shop here. There are no new wares, but you'll be able to restock your items. Do so, and don't forget to equip anything or use any items you haven't yet. Spend all your money, since this will be your last chance to (and it doesn't carry over into New Game +). After you're finished head into battle.

======================================================================== CHAPTER 6A - BATTLE 1: THE DARK HORIZON [FG82]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Pale Flame (X5), Garm [Leader]Target Sin: N/A

Go forward and kill the nearest Pale Flame (Sap Guard helps). Now, I hope you're prepared to see some units die, because they will. Head over to the closest Pale Flame and use your Union Plumes there, proceeding to kill the second of five Pale Flames (once again, Sap Guard will help you do it in one siege without consequence). Watch some more units die, then repeat until all the Pale Flames are dead. Whether you're able to do this or not is basically a matter of random chance. Either the Pale Flames can each kill a member of your party (that's right, up to five, which you don't have) or cast a spell on you that doesn't do a whole lot (a little damage, various status ailments).

Once the Pale Flames are dead you should take a little time to regroup, recovering AP and healing all your units. When you're ready, make the final push (stay on the very edge tiles of the map to keep out of Garm's range as long as possible) towards Garm. Try to save all your AP for reviving dead people. Either way, I sieged Garm once in which he killed two of my units, then the battle ended (I did maybe 15-20K damage).

-[AFTERMATH]-You'll be at the deployment screen again. Resupply on anything you need and make any final touches, then head into the next battle.

======================================================================== CHAPTER 6A - BATTLE 2: THE DARK HORIZON [FG83]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: AncelEnemies: Garm [Leader]Target Sin: N/A

Just surround Garm and siege him over and over, that's the name of this battle. Revive anyone who dies as necessary, heal anyone who gets really wounded and lives, use Vali's awakening, possibly buff up your units. Whatever gets the job done. It's a little more fitting of a final battle than the other plot branches, but still not that challenging. With one full siege you should be able to take away half to seventy-five percent of Garm's health, then it's just a matter of reviving the fallen and finishing him off.

-[AFTERMATH]-Watch the end of the game. After the credits you can choose to save your completed file. Refer to the New Game + (FG89) section of the guide for more information.

======================================================================== CHAPTER 6B: PREPARATIONS [FG84] (FG84)========================================================================

You'll start the chapter at the deployment screen. Unlike usual, though, you will have the option to shop here. There are no new wares, but you'll be able to restock your items. Do so, and don't forget to equip anything or use any items you haven't yet. Spend all your money, since this will be your last chance to (and it doesn't carry over into New Game +). After you're finished head into battle.

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======================================================================== CHAPTER 6B - BATTLE 1: HOUSE OF THE FORSAKEN [FG85]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Swordsman (X2), Lancer (X2), Archer (X2), Sorceress (X2), Warrior (X2), Valkyrie [Leader]Target Sin: N/A

Start off by surrounding and sieging the Swordsman (with the use of Dash or whatever). Next round you should be able to kill both the Lancer and Archer. This is where the second Swordsman and Archer will move in. You should be able to take them both out next round. Now all the remaining units but the Sorceress' will advance.

Draw the units out into the open field to fight. If you have Gleipnir's Bonds then you can just draw the Valkyrie out, which is preferred. Once you've got an open fighting area just go to town on anyone and everyone in your range, take out the weaklings before the Valkyrie if there are any. At any rate, the Valkyrie is a real wimp. You should be able to kill her in one round (assuming you have defense versus holy element).

-[AFTERMATH]-You go into the next battle immediately.

======================================================================== CHAPTER 6B - BATTLE 2: HOUSE OF THE FORSAKEN (CONTINUED) [FG86]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Archer (X2), Sorceress (X2), Thyodor [Leader]Target Sin: N/A

Use Gleipnir's Bonds so you can take out the Sorceress' with a little peace and quiet. If you don't have Gleipnir's Bonds then just whack the Archers right off the bat. Either way, it shouldn't take but half a dozen rounds to kill everything but Thyodor.

Thyodor won't advance until you get really close to him, so get yourself ready before approaching. Once you start it's just like any other boss fight. Keep on sieging, healing and reviving until he's dead. Vali's Awakening helps. Same as the Valkyrie though, Thyodor's a real wimp.

-[AFTERMATH]-Watch the end of the game. After the credits you can choose to save your completed file. Refer to the New Game + (FG89) section of the guide for more information.

======================================================================== CHAPTER 6C: PREPARATIONS [FG87] (FG87)========================================================================

You'll start the chapter at the deployment screen. Unlike usual, though, you will have the option to shop here. There are no new wares, but you'll be able to restock your items. Do so, and don't forget to equip anything or use any items you haven't yet. Spend all your money, since this will be your last chance to (and it doesn't carry over into New Game +). After you're finished head into battle.

======================================================================== CHAPTER 6C - BATTLE 1: HOUSE OF THE FORSAKEN [FG88]========================================================================

Special Victory Condition: Defeat the LeaderUsable Guests: NoneEnemies: Any Characters Who Have Fallen To The Destiny Plume, Valkyrie [Leader]Target Sin: N/A

This is a deceiving battle. It looks like it'll be Hell, but it's really quite a joke. Just to put it in perspective, I was up against Auguste, Cheripha, Darius, Gwendal, Lockswell and Rosea. My party only consisted of Wylfred, Duwain and Reinhilde. Don't be intimidated, but don't underestimate your enemy either.

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You should start things off by using Gleipnir's Bonds. Attack any of the nearest enemies (Auguste, Cheripha & Darius for me) while they are paralyzed and kill them all. Now your Gleipnir's Bonds will be wearing off in a round or two. Head over to the last person who isn't near the ruins (Gwendal for me) and siege them to death. By now the battle is almost over. I only have Lockswell, Rosea and the Valkyrie to kill.

On my way over to the ruins I had already built up enough AP to launch another good tactic with Wylfred. I chose Vidar's Hush, then moved in. I was able to take out Rosea on the first round (she was the only one who didn't get silenced). Now dealing with Lockswell was a non-issue (because he was silenced) and that really just left the Valkyrie.

The Valkyrie is a joke if you have decent equipment from getting Sin rewards. Since she's holy element, all you really need is good armor with defense versus holy. Even if you don't, she's still really weak. It'll be slow-go, but that's just because of her high HP and very often acting First Aid technique. Just beat her up and laugh while she cries.

-[AFTERMATH]-Watch the end of the game. After the credits you can choose to save your completed file. Refer to the New Game + (FG89) section of the guide for more information.

======================================================================== NEW GAME + [FG89] (FG89)========================================================================

After completing your file (regardless of which path you choose) you will be able to save your completion data and load it to begin a new game. This has become commonly known as New Game + mode. While playing a New Game + you will keep many things from your previous file. Below is a list of things that carry over from your file.

Acquired Items - Ranging from equipment to usable items (or provisions), you will get to keep everything (except the final sword you're given to kill the Valkyrie on certain plot branches) you had when you finished the game.

Character Tactics & Techniques - This includes any Tactics you've gained from sacrificing units with the Destiny Plume, as well as Tactics and Techniques gained from using items.

Special Technique Bonus - After completing each play through you will get to keep your total CP (used for equipping Techniques) you achieved. In addition, a fourth slot for Techniques will be available after completing one play through, and a fifth slot will be available after completing two play throughs.

With such benefits it is obvious why you might want to play New Game +, regardless of how easy this game is normally. So enjoy it.

======================================================================== SERAPHIC GATE [FG90] ========================================================================

By having save data of all three plot branch completions you will unlock the Seraphic Gate. It is accessed from the menu screen similarly to New Game and Load Game. The Seraphic gate is somewhat of a mini-game, as it's completely seperate from the actual game itself. I used New Game + data to accumulate all three completions, which is when the Seraphic Gate was unlocked.

Basically the Seraphic Gate is an extra dungeon. You will be able to use any of the playable characters in the game, who all start at level 1, to get through the dungeon. Characters will have five technique slots available and the default level 1 equipment. You can obtain loot from enemies to equip or use in later fights. In addition you are able purchase almost any items and equipment in the game from a shopkeeper. The shopkeeper doesn't sell certain things (Omnichecks, or any items for learning tactics), but sells many things not available through shops in the normal game (Moonfalx and Arondight swords are a couple examples).

In the Seraphic Gate your characters will level up as you use them to progress further through the dungeon. You will also gain Oth just like in the regular game. The maps are fairly lackluster, and somewhat

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reminiscent of the item world in Disgaea (though not nearly as terrible as the item world). In addition you will not be able to use the Destiny Plume.

As far as I know, the purpose of the Seraphic Gate is simply for fun, as it doesn't affect your normal game data. You can also save in the Seraphic Gate. This seems to be the funnest part of this entire game, in my opinion.

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Copyright 2009, Anthony Forrestal

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