Star Knightess Aura Walkthrough Guide

This is an efficiency guide and not a comprehensive guide for first time players. It assumes you have a basic understanding of the game, where things/places are, and how to progress by yourself. It’s intended for a fresh game on Normal difficulty with no NG+ buffs, and likely won’t directly carry over to Hard or Nightmare difficulty due to the additional creature damage/HP and Corruption gains.

Star Knightess Aura Walkthrough Guide

The guide is designed to help you order your actions to kill the Demon Generals before they power up after 100 days with minimal usage of Star Knightess. While the encounter strategies aim for clean kills, due to them being done as early as possible, many are prone to RNG based around damage rolls and tactical advantage misses on both sides, so be prepared to save scum in places.

This was made in version 0.46, so it doesn’t account for changes since. One big one is an increased HP cost to harvest, meaning you may need to use Apples for important harvests like Star Metals in the early stages.

DAY 1

Ancient Shrine

  • Collect Clear Gem sparkle and 35g from skeleton

Trademond

  • Barracks: defeat Brawler Quentin in the yard outside

Battle strategy: Attack, Attack, Guard, Attack, Guard, Attack.

  • Church: activate runestone; talk to Black Priestess for Deliver Medicine quest
  • Pub: talk to guards at bottom table; ask for work from bartender

Central Forest of Runes

  • Visit Jacob at his farm on route, then work your way around the forest, collecting apples, the energy potion, bomb, and hydrangea flowers
  • In the hidden cave, harvest and use the Rope, then harvest only the Star Metal
  • Aid Albrecht: Aura Defends while Albrecht Attacks Goblins
  • Grab the Goblin Shaman’s chest, then leave the area by blowing up the rock in the north

North Forest of Runes

  • Work your way around to the cave, grabbing the chests of gold, the book off the corpse, and any apples/gold sparkles on route
  • Inside the cave, go straight up the vine and harvest the Star Metal. Grab some apples from outside if you want, then Recall

Trademond

  • Hand in the Hydrangeas to the pub, the diary to the church, and sell both Star Metals to the Workshop to bring it up to Level 2, then visit the Adventurer Guild to sign up – END DAY

DAY 2

Trademond

  • Pick up the Spider Infestation quest form the Adventurer Guild and then defeat Guard Lorenz outside the Congregation in a duel

Battle strategy: Guard x 9 followed by Attack x 4

Northern Mine

  • Get Ether from the chest and bomb the opening
  • Inside, get the gold off the corpse and move around to queen chamber and light the four braziers
  • Kill the Young Spider Queen

Battle Strategy: Aura Attacks Queen, switching to a Spiderlings when summoned; John Protects throughout; Charlotte casts 2 x Heat Up, then casts Fire on Spiderlings; Paul Pierces Queen throughout.

  • Return to Trademond to report the quest and pick up the follow up Spider Clean up, then head back to the mine to use Aura’s remaining HP to start peeling off easier spider packs. If you get to the back with the double red, throw a bomb at one, crit the other, then finish off the yellows. Save at least 10 HP to harvest the Star Metal

Trademond

  • Sell the Star Metal to the Workshop – level 3, then visit the Alchemist
  • Give an Ether for Mana Stones, buy all five and use them
  • Meet Charlotte in the Pub and drink with her – END DAY

MENTAL WORLD – Use one corruption to open a room.

DAY 3

  • Kill off remaining Spider packs in the mine and harvest the Ether in the entrance chamber
  • Hand the quest in at Trademond and pick up the Winged Pig Thief Quest
  • Go to Jacob’s farm to loot the two skeletons for an Energy Potion and Mana Stone to use on Aura
  • Pop into Central Forest of Runes to harvest the Ether in the hidden cave and Rope in the north area beside the ogre gold trap
  • Return to the Trademond and buy all the cheap non-lewd books from the bookstore
  • Gift the MATK book to Charlotte, the DEF book to Paul, and the ATK book to John, then learn Fire from Charlotte – END DAY

DAY 4

North Forest of Runes

  • Jump the two ogre packs in the gold trap from behind and kill them

Battle Strategy:

Round 1->2: Cast Fire on a Goblin followed by Attack on the Ogre.

Round 3->4 Cast Fire on either the same Goblin if it survived, or the other if not, then Attack the Ogre to finish it off.

Round 5+: Finish the Goblin off with Attack.

  • Loot any remaining gold sparkles and the skeletons, using the Mana Stone on Aura
  • Return to Central Forest of Runes to use Fire on the brambles blocking the south entrance

South Forest of Runes

  • Run around collecting the apples, harvesting the two Ropes, and looting the skeletons and hidden Mana Stone behind the tree in Whitefang’s area; use the Mana Stone on Aura
  • Bomb on the rock and collect the apple on route to the hidden bandit tunnel ladder
  • Inside, Fire the brambles and move through into the Bandit Leader’s house collecting the chests on route and within. Don’t forget the basket of apples
  • Recall out and head back to Central to kill 2-3 Goblin packs until Aura’s HP is 8 or below

Trademond

  • Update the Monstrologist on Ogres, then head over to the Workshop to sell that Star Metal – Level 4, and Sharpen Sword – END DAY

MENTAL WORLD – Use one corruption to open a second room

DAY 5

Trademond

  • Pub: defeat Mercenary Reiner in a duel

Battle strategy: Guard, Attack, Guard, then Attack till defeated.

Forest of Runes

  • Start in the far south, casting Fire on the brambles leading into the bandit camp
  • Move north, casting Fire on the brambles in Central leading to East, then up to those in front of the Young Spider Queen cave
  • Harvest the Rope just below, then enter the cave to grab the 2 x Ether from the skeleton and light three of the four braziers
  • Leave and continue round to travel through the cave behind the Goblin Shaman, harvesting the Ether along the way
  • Up top, drop a rope on the cliffs and avoid the ogres and cast your last Fire on the brambles blocking the vine exit, making sure to leave by it so the node pops on the overhead map

Trademond

  • Gift Charlotte the Advanced Theory of Magic book
  • Church: Learn Light spell – END DAY

DAY 6

Roya Overhead Map

  • Enter the exclamation mark on the road and kill the Lesser Demon to save Edwin

Battle strategy: Aura rotates casting Light -> Attack while Edwin Defends. So long as Light is cast on odd rounds, Aura should be able to damage the Demon even when it gets a tactical advantage after debuffing Dark.

Aura could die near the end if the Demon breaks through her tactical advantage, but by then its HP should be low enough that Edwin can go on the offensive to finish it off.

  • Head into Trademond to meet Sardine and pick up the Sick Workers quest, following the quest through to the point of hunting the Mutated Hydrangea

Northern Mine

  • Use a Rope to go down the pit and go right first to deal with the secret room and collect the vitality potion formula fragment, and the Mana Stone to use on Aura
  • Head left to throw the door switch, grabbing the Stasis Bomb chest on route – and the Ether assuming the Lesser Demon didn’t gib Aura, else leave it till later – then return to the entrance to go into the Vault
  • Activate the Runestone and grab the formula fragment and gold, then head left to loot the Mana Stone off the skeleton – on Aura – chests, and formula fragment. Harvest the Ether’s on route if Aura’s HP is high enough so that she falls under John’s Protect range, but they can be harvested later if her HP is low
  • Return to the entrance and carry on right to the spider chamber, collecting the  gold pickups along the way
  • Harvest the Emerald Leaf and grab the last formula piece; use an apple if necessary
  • Kill the Young Spider Queen

Battle strategy: Aura spam Attack on Queen; John Protects; Charlotte casts 2 x Heat Up, then spams Fire on Queen; Paul spam Pierce on Queen.

When the Spiderlings are summoned, Aura Attacks one red one, Charlotte casts Fire on the other, and John Slashes. Then just finish the queen off.

  • Grab the Red Orb, then continue left through the Minotaur chamber to the Slime, picking up the sparkles and opening the door on route
  • Kill the Slime

Battle strategy:

Round 1->2: Charlotte casts Fire, the rest Defend

Round 3: Charlotte and Aura cast Fire; Paul and John Attack

Round 4: All Attack

There is a slight amount of RNG based on character damage output here. The goal is to have the Slime turn red in the round after it does Wind Up, and since it will be trying to do a Rampage, it’s Attack gets cancelled. Should it start spamming Fire, it’ll likely be a game over.

  • Grab the Blue Orb and Recall to go to Trademond and give the Alchemist the completed formula
  • Visit the Workshop to Sharpen Sword – END DAY

MENTAL WORLD – Use one corruption to open the last accessible room

DAY 7

Jacob’s Farm

  • Steal all the Avian’s gold to keep him on the ground. This is a matter of patience. The Avian can’t aggro Aura if the text box is up, so every time you pick up a sparkle, wait for the Avian to not be near before clearing the box and moving to the next
  • Kill the Avian, ideally getting an attack from behind. When jumping moving mobs for a sneak attack, the best technique is to stand by some obstacle around the middle of the arena that they can walk by and keep walking. Then when they do, like a proper ninja, jump out and run into their back

Battle strategy: Charlotte casts 2 x Heat Up, then switches to Fire spam if not KO’d; Aura casts Light -> Attack on repeat.

  • Report your success to the Adventurer Guild and head into the Forest of Runes to kill the Goblin Shaman in the Central area for Albrecht’s Ring. Use a couple of apples if Aura’s HP is dicey from the Avian

Battle strategy: This guy needs to be jumped. Cast Fire on the Shaman followed by Attack to kill him. Should he survive from low damage rolls finish him off, though he may one-shot Aura and force a reload. Once the Shaman’s down, knock his goblin guards off with Attack only.

  • You can mop up any remaining goblin packs in this area and the north with Aura’s remaining HP. Kill the other Shaman if you’ve got the Mana (you need to have at least 8 leftover), but he can be done later easily enough. When finished, visit the Tradewind pub to give Albrecht back his ring back and learn Tailwind from Nadia

Northern Mine

  • Return to the Minotaur and put him down

Battle strategy:

Round 1->2: John Protect, Charlotte Fire, Aura Attack and Paul Defend. Paul can Attack in Round 2 if he was hit by the Minotaur in Round 1

Round 3->4: Charlotte casts 2 x Heat Up; the rest Attack.

Round 5: Everybody Defend to soak Rampage. People getting KO’d here is fine.

Round 6+: Go all in with whoever’s left, Charlotte casting Fire, Aura and John Attacking, and Paul spamming Pierce.

There’s a small chance of an RNG defeat if the Minotaur decides to completely ignore tactical advantage on your crew after its Rampage.

  • Place the orbs and investigate the Portal, then return to Trademond to sell the Gourmet Meat to the pub cook and learn Mana Capacity from the Spell Shop – END DAY

DAY 8

Ignore Cursed 1 and put on a Nasty Oil Coating, then head into the North Forest of Runes entrance to kill the Ogre Chieftain

Battle strategy:

Round 1: Cast Fire on Goblin.

Round 2: Attack the Ogre grunt.

Round 3: Fire on the Goblin if it survived, else Light on the Chieftain.

Round 4->6: Attack -> Light -> Attack; Chieftain should now be Winding Up

Round 7->8: Throw a Stasis Bomb followed by Attack

Round 9+: Light -> Attack and repeat. You can use another Stasis Bomb when he Winds Up for the second time to ensure a kill, or if you’ve been lucky and still have 40+ HP, Defend it and then finish him off with Light > Attack. Seeing as you’ve probably done a few reloads based on the RNG of him constantly breaking through tactical advantage, I’d get a run where you save the bomb, which gives extra breathing room on Robert on day 13, though it’s not needed.

  • Grab the chests and Recall out to head down to Riverflow

Riverflow

  • Kill all wolf packs on the fogless area with John, collecting apple sparkles and burning the brambles to get the Blessed Water in a chest along the way
  • Turn on Auto: Tailwind and finish off the remaining three wolf packs in the fog and Recall out

Trademond

  • Update the Monstrologist on Forest Wolves, then head over to the Barracks to hand in the Ogre Chieftain bounty to Julian
  • Follow the new questline into the Refugee camp, talking to all involved, then enter the Storage Shed to place the heavy sacks and open the secret passage while Aura has 18ATK from the coating
  • Use up Aura’s remaining HP harvesting anything you may have missed till now. Once she’s dropped to under 5HP, use a Vitality Potion. You can continue harvesting until her HP is between 45 and 49, just don’t use your last bomb for any hidden chambers
  • When done, head back to Trademond to learn Pierce 1 from Paul, using that Vitality Potion if you haven’t done so already – END DAY

DAY 9

AUTO DAY END – Continuing to learn Pierce 1

DAY 10

Don’t use the Blessed Water yet.

Refugee Camp

  • Climb the tower and break Aura’s legs by jumping off at the cost of 50HP (if it helps, consider it a learning moment where she realises she needs to invest more in her agility)
  • Cast Fire on the first brambles, bomb the rock to open the passage, and go in
  • Harvest the Pyromantium and Star Metal, then move all the way through to above Robert’s house
  • Cast Fire on the brambles to get the chest and drop a Rope to the roof
  • Return to Trademond to sell that Star Metal to the Workshop – Level 5, then return to the Refugee Camp to learn Summon Slime 1 for 3 x Ether – END DAY

DAY 11

Still no need for Blessed Water.

Refugee Camp

  • Make sure Auto: Tailwind is off, Summon Slime, Feed it Living Heart, then give it a name
  • Enter the secret door in the warehouse and off the first guard pack

Battle strategy: This fight can be hit and miss depending on how often the Neophytes throw bombs, so save beforehand just in case.

Open with Aura and Slime double teaming the Water Mage to make sure it dies, then Slime Defends to hopefully soak a couple of Neophyte attacks before succumbing to the Wind Mage in Round 3.

Aura acts based on what buffs the Neophytes have:

  • If any Neophyte has tactical advantage after throwing a Stasis Bomb, Aura Defends
  • If no Neophyte is preparing to throw a bomb, Aura attacks one, prioritising the one with lower HP if one’s already been damaged
  • If one Neophyte is preparing a bomb and the other is still alive, Aura attacks the other
  • If both Neophytes are preparing bombs, Aura attacks the Wind Mage if it’s alive, otherwise attack the Neophyte with the lowest HP
  • Loot the three chests in the Alchemist’s room, then Recall
  • You can use any remaining mana to burn the missing vines and set that last brazier alight in the Young Spider Queen’s cave if you want to be efficient
  • Visit Trademond church and learn Open Domain 1 from the Black Priestess – END DAY

DAY 12

Use a Blessed Water to get rid of that Curse, but don’t Summon Slime.

Northern Mine Vault

  • Open the Domain, harvest the Ether inside, then kill the Lesser Demon

Battle strategy: Make sure to save, as this can get messy this early on. Paul always Pierces the main Demon, switching to standard attacks if he runs out of HP to do so.

Round 1: Aura, Pierce; Charlotte, Heat Up; John, Protect.

Round 2: Aura, Light; Charlotte, Heat Up; John, Defend (If the Demon attacks Paul here, Use F5 to reset the game and reload.)

Round 3: Aura, Pierce; Charlotte, Fire; John, Attack

Round 4: Aura, Attack; Charlotte, Heat Up; John, Slash if Illusions came out, Defend if not.

Round 5: Aura, Light; Charlotte, Fire; John, Slash if Illusions just came out, otherwise Protect if his current HP is higher than any other team member, or Attack if his current HP is the lowest.

Round 6+: Aura, Pierce. Charlotte, Fire. John, Attack.

If the Demon hits Aura enough to prevent her Piercing near the end, it may start channeling its curse. You should still be able to finish it, but make sure Aura keeps 10MP to open another Domain later

  • Return to the guild with the gang and report your success, then turn off Auto: Tailwind. Also buy a Rope if you don’t have one

East Forest of Runes

  • Pick up items around the area before sneaking past the tree into the cul-de-sac and entering the hidden tunnel behind the trees.
  • Drop the Rope, bomb the rubble (leave the harvests for now)
  • Up top, loot the apples, activate the Patentia Rune and Runestone, then head up and around to open the Domain on the right and Recall

Refugee Camp

  • Continue following the secret passage behind the storage shed right and down, killing off the two guards you can back attack. Use the same strategy as on Day 11 above. Aura needs up to 25HP a pack, though she can kill them with as low as 17 depending on Neophyte actions. Eat an apple if her HP drops below that threshold
  • We’re going to bomb the doorway to the supplies. When Aura does this, the pack roars and runs at her, but they don’t run faster than her and the pause to roar gives enough time to press and hold the down key so Aura’s legging it the moment they activate. Run straight down to the wall and then right and out the tunnel to the Roya map
  • Once outside, go straight back into the mountains and you’ll be back in the secret tunnel, no door, and the pack having reset with its back to you, so kill them like their peers
  • With the guards dead, step into the food chamber and update the quest, then return to Trademond to update Julien
  • Enhance equipment in the Workshop with Slimy Fluid – END DAY

DAY 13

South Forest of Runes

  • Summon Slime, Feed a Giant Bone, and clear out all the Bandits in the camp.
    The triple Bandits are easy enough for you to figure out. For the packs with Corrupt Guards, don’t have Slime attack the second Bandit in the first round, else you’ll reduce their HP enough that the Guard can Protect it when it might be throwing a bomb. Once Aura’s killed off the two Bandits, finish off the Guard.
    The strategy is the same for the pack guarding the prisoner that you can’t back attack, though you should prioritise any Bandit about to throw a bomb. Aura and Slime both Defend in round 2 if both Bandits prepared bombs and the Guard Protected in Round 1.
  • Pick up the key, Vitality Potion on the corpse, and chest of bombs out back of the Bandit Chief’s house
  • Cast Fire on the brambles blocking the south, leave, then re-enter and free the Prisoner
  • Visit the prisoner you just rescued in the refugee camp to get the Stasis Bomb formula, then take the formula to the Trademond Alchemist and buy three of the Stasis Bombs off him

OPTIONAL: If Slime survived, you can now kill off some ogre/goblin packs around the entrance of North Forest of Runes. Aura opens by killing a Goblin while Slime attacks the Ogre, then Slime Protects if its HP is higher than Aura’s, or Attacks the ogre with Aura if not, finishing off the remaining Goblin once the Ogre’s dead. If you can access the vine to harvest it for Rope, do so.

Once their HP is almost spent (or straight after buying the Stasis Bombs if you cba killing ogres) unsummon Slime and Recall.

Refugee Camp

  • Get back on top of Robert’s house, harvesting the Ether on route if you’ve got the HP to spare, then use a Vitality Potion and jump in the hole and Charge In and kill Robert

The main gimmick of this fight is Robert’s obscene defensive stats. Meleewise, only Pierce or Light will touch him, and Light needs a hefty chunk of MATK to do so, which we don’t currently have.

Like the Minotaur, he does Wind Up immediately followed by Rampage that leaves him exhausted and vulnerable for three turns, and he also debuffs Dark Resist, resulting in him gaining tactical advantage every time he lands a hit on Aura.

Like the Ogre Chieftain, success or failure is ultimately down to how many of Robert’s attacks get through Aura’s tactical advantage, so you’ll want to make a fresh save just as the guard walks toward Aura so that you can reload if she loses.

Battle strategy:

Round 1: Cast Light on Robert

Round 2: If Robert used Wind Up, Defend (this is the ideal situation); If Robert didn’t use Wind Up, Attack the Corrupt Guard and move directly to Round 7+

Round 3-5: Use Pierce on Robert

Round 6 – Attack the Guard

Round 7+ – From here on you need to react based on Aura’s current HP and what Robert is doing, as all of his moves are random. Prioritising from most important to least:

  • If Aura’s HP drops below 15 and Robert is Winding Up, throw a Stasis Bomb and then use a Vitality Potion
  • If Aura’s HP drops below 15 and Robert isn’t Winding Up, use a Vitality Potion
  • If Aura’s HP drops below 30, Aura throws a Stasis Bomb followed by Pierce
  • If Robert is Winding Up and Aura doesn’t have tactical advantage, throw a Stasis Bomb followed by Pierce
  • If Robert isn’t Winding Up, cast Light
  • If Robert is Winding Up and Aura has tactical advantage from Light, Defend followed by 4 x Pierce. If she drops below 15 HP during this, stop Piercing to use a Vitality Potion, though don’t waste a tactical advantage crit Pierce on an exhausted Robert
  • If Robert isn’t Winding Up and Aura has tactical advantage from casting Light, use Pierce
  • When Robert hits his enrage phase, just throw whatever remaining Stasis Bombs you have followed by Pierce, or cast Light and cross your fingers
  • If at any point Aura runs out of Stasis Bombs or Light, you’ll have to use the other

That’s more or less it. There’s a lot of randomness but you’ll get him eventually. The ideal scenario is that he uses Wind Up Round 1, misses all his hits, including those during exhaustion, then allows you to Light him up and Defend a second Rampage for another round of Pierces, while never casting his Dark debuff.

The worst case scenario is he hits Aura through tactical advantage 7-8 times in a row, or he casts his Dark debuff in Round 3 and then follows through hitting Aura twice to take her out with his own tactical advantage crit. There’s nothing you can do in these situations other than reload and try again. You could use a Nasty Oil Coating on Aura if you’re struggling, though that won’t help against multiple tactical advantage RNG fails.

If it’s proving too stressful, you can always just die to him today (or watch the lewd scene if you’re not fussed about being 100% pure), then fight him in the fields. The fight is basically the same bar a couple of extra mages. In this scenario Aura doesn’t need to throw the Stasis Bombs or cast Light, since the team can just Defend through Rampage and spread the damage out.

  • With Robert dead, loot the 800 Gold from the chest, then head outside to the exclamation bubble on the overhead map and find the worshippers – END DAY

DAY 14

Trademond

  • Bookstore: buy the luck book for 1000 Gold
  • Pub: visit Desmond in the basement and continue following the questline right up until Desmond leaves (you can lend the maid your copy of “Luck Is Also A Skill!” just remember to ask for it back!)  and you have to wait three days

Riverflow

  • Put on Auto: Tailwind, Summon Slime, and go kill Mutated Hydrangea in the forest

Battle strategy: Pick a Hydrangea to kill. Aura rotates Fire -> Pierce while the others spam Attack. It needs to die at the same time as, or before, the fog is resummoned.

Aura casts Tailwind to remove the fog, then repeat the process for the second Hydrangea, switching Slime to Protect if the HP of either Aura or John drops below 10. However, at this point the Hydrangea can start using Mind Pollination which applies a pretty hefty ATK debuff on the group. The first time it does this, stop casting Fire and just Pierce. When the debuff falls to one round remaining, restart casting Fire, but should it get refreshed and doubled up, you have little choice but to go on full defense while praying the debuff drops off before Aura’s reduced to Curse 2-3, as even Pierce crits will barely scratch it at this stage.

If the fight is proving annoying, you could try doing it without Slime so you have extra mana available to cast Fire through one stack of the debuff. Bombs are also alternatives to Fire, though Aura still won’t be able to hurt it even with critical Pierce if the debuff is doubled up on her. I’d only use these if the Hydrangea has put up its heal as its HP should be low enough that a single bomb will finish it off.

Finally, try and save 3 MP to burn the vines and grab the chest if you still need to.

  • With the Hydrangeas defeated, turn off Tailwind return to the guild and report

Trademond

  • Congregation: visit Edwin and begin both his ‘Standing’ quests
  • Pub: talk to the merchant, give him 5 x apple, then talk to Albrecht
  • Rosemond’s Mansion: do the form fetch quest. The only sparkle you need to pick up to complete the form fetch quests is the White Form at the top of the ladder on the left side of the second floor. If you don’t pick up any other sparkles you’ll save yourself 5HP the following day when Aura doesn’t rage harvest the useless forms (though it is a funny scene)
  • Pub: give the form to the merchant and pay his 50 Gold fee
  • Spend the remainder of Aura and Slime’s HP clearing out whatever ogres, goblins, or bandits in the tunnels that you can, then go to the Workshop to Sharpen Sword – END DAY

DAY 15

Trademond

  • Pick up the form from the pub and hand it into Edwin, then head off to the refugee camp to defeat Duelist Ray

Battle strategy: Pierce, Attack, Defend, Defend, Attack.

Ray can occasionally survive if Aura’s damage rolls are on the lower end. She’ll then kill Aura and you’ll need to reload and try again.

Forest of Runes

  • Summon Slime, then head up to the cliffs in the ogre camp area to pick up all the gold on the floor and kill Mothercrow. Remember, so long as the text box is up, Mothercrow can’t aggro, so grab a sparkle and wait for the bird to not be a threat before clearing the box and moving on to the next

Battle strategy: Slime’s still a bit squishy, so only have him attack on the first round if you got the jump, otherwise Defend while Aura picks off the blue ones, going on to Protect if Aura’s HP becomes a risk. When only Mothercrow remains, cast a Light to help expedite her ending.

  • Feed Living Heart to Slime, then head south to the deeper bandit tunnels and take out the one guarding the main passage in the Barry/Darry area.
    Aura Pierces the Guard while Slime attacks a Bandit, then Aura kills any Bandit preparing a bomb. If Slime can finish off his Bandit, great, but if he has to Protect Aura, so be it. Once both Bandits are dead, Aura joins Slime on the Thug, casting Tailwind to remove the Smoke Bomb. Once the Thug puts up Offensive Stance, Slime goes on Protect duty.
    The rest of the packs are pretty easy since you can get the jump on them. Aura and Slime Attack different Bandits in Round 1, then Aura Pierces the Guard while Slime finishes off his Bandit. The Thug shouldn’t be a problem from then on. But Aura’s HP may not be high enough to finish them off right now. Just do whatever you can, grab the chest, and Recall
  • Head into Trademond to update the Monstrologist on Mothercrows before popping over to the Workshop to enhance equipment with the Avian Feather – END DAY

DAY 16

South Forest of Runes

  • Carry on clearing out any remaining bandits, but keep Aura’s HP over 40
  • Recall or leave via the Trademond door, then visit Duelist Ray in the refugee camp to Offensive Stance 1 – END DAY

DAY 17

South Forest of Runes

  • Put on Offensive Stance, Summon Slime, and Feed it Mutated Spores, and buy that last Stasis Bomb from the Alchemist if you don’t have any leftover from Robert
  • Return to the deeper bandit tunnel and take down Barry and Darry

Battle strategy: This fight is mostly about paying attention to what’s going on and Darry’s use of Windup –> Rampage. If he decides to delay that it can get sketchy. There’s also the risk of an unlucky team up on Aura that floors her when Slime’s HP falls low enough that Protect isn’t an option.

Round 1->2: Slime Protects while Aura attacks Darry (the top one)

Round 3: Both Attack Darry

From here on:

  • Whenever Barry gains tactical advantage from a Stasis Bomb, both Aura and Slime Defend.
  • When Slime’s HP is less than Aura’s, it Defends until Aura soaks a hit that puts her back below it, then return to Protect.
  • Aura Attacks Barry until Darry Smoke Bombs, at which point she has to Tailwind. If Barry happens to have thrown a Stasis Bomb to get tactical advantage at this time and Slime can’t Protect, either Defend first and hope Darry doesn’t Wind Up, or cast Tailwind and hope Slime is targeted for Pierce.
  • The first time after Smoke Bomb is dispersed that either Darry Winds Up or Barry has thrown a Stasis Bomb and is preparing for a Pierce, Aura throws a Stasis Bomb followed by Attack on Darry.
  • If Aura killed Darry, move onto Barry, else finish him off.
  • With Barry alone, Aura turns off Offensive and Attacks Barry while Slime Protects if its HP is above Aura’s, Attacks if not. Both still Defend when Barry gets tactical advantage.
  • If Barry puts Defensive Stance up, both can go on the Attack until she dies, even ignoring the tactical advantage so long as their HP isn’t below 10.

There’s a fair bit of RNG here based on how Barry and Darry’s attacks line up, but you’ll get there in the end. In converse, should Darry Wind Up in the Round after Barry threw a Stasis Bomb then you’re laughing, as Stasis Bomb will block both their martials.

  • With the twins defeated, step on the glowing circle to update the quest, then Recall

East Forest of Runes

  • Go to the Domain to the Maleficum inside the Domain, harvesting any Ethers on route if you have the HP to do so. Use an apple at the Maleficum to harvest it, then Recall
  • Head into North Forest of Runes to grab that last Rope near the Mothercrow if you haven’t already

Trademond

  • Visit Desmond to update him, then update your team at the Adventurer Guild, and pop off to the Congregation to speak to Edwin and join the Festival – END DAY

DAY 18 – THE FESTIVAL OF GREED

I’ll just go over the main points for this.

The Mansion Basement

  • Leave Aura in Offensive Stance throughout
  • To save a bomb, aggro the first guard pack and kite them around the table to jump in the hole behind them
  • Burn the brambles in front of the Emerald Leaf with Aura, not Charlotte
  • When jumping the bandit packs, open with Aura attacking the Neophyte, John, Paul and Charlotte a Mage, then Aura attacks the Guard and the rest finish the other mage if needed
  • For the Venom Scorpio, jump it with Aura attacking one blue Scorpion, John and Paul the other, and Charlotte casting Heat Up. Round 2, Aura casts Light, Charlotte Heat Up, and John and Paul Defend. Round 3 Aura Pierces, Charlotte Fire, the rest Defend. If there is a Round 4, Charlotte Fire and everybody else Attack or Defend
  • There’s three chests, a crate of apples, and two harvests to get before fighting the Slime Summoner
  • The Summoner can be a bit finicky. Charlotte casts two Heat Ups, then Fire on Blue Slimes, refreshing Heat Up when needed. The rest bundle on the Alchemist until he’s dead, Paul using Pierce. If the third slime comes out it’s likely going to be a defeat.
    Once the Summoner’s down, Aura rotates Fire/Light and crit attacks on the slimes. Charlotte continues Fire on Blue/Yellow Slimes between refreshing Heat Up. John Protects, switching to attack on Red/Yellow Slimes if his HP gets low. Paul Pierces Red/Yellow Slimes unless Blue’s the only one left.
    This fight boils down to whether the red/yellow slimes decide to kill Aura. But the RNG can be mitigated by having Paul throw a bomb from the earlier chest at the Blue Slime when it comes out, then Pierce whatever coloured slime follows to instantly transition it to the less threatening alternative.

The Money Domain

  • Don’t remove the collar for the event at the beginning
  • The code for the chest is 0001
  • For the Human Derby, pay off participants 2 and 3.
  • Keep Offensive Stance on for the duel. If John has higher HP than her you can also save the 200 Perika heal. John opens casting Invest: Counter 3 and then just Protects. Aura focus Attacks Adventurer A, then B. While John’s uber Counter is amazing, it’s not 100%, so there’s still a chance he gets gibbed at a bad time.
  • You don’t have to stress dodging fragments in the maze. Jump them and have everyone bundle onto the same one, going from the egg to one ribbon eye, then the other. They’ll all die before the explosion goes off so long as Aura has Offensive Stance on. You don’t even need to Invest: Health to top the group up
  • You can save a bomb by attacking the last pack in the maze head on. Still melee the egg straight down, but this time have Aura Pierce the next eye ribbon at the earliest opportunity when she has tactical advantage and no ATK debuff from the egg (she may need to use an apple if the duel/alchemist went bad)
  • Flip the hidden switch at the end of the maze to the right to win all the Blackjack games
  • You should have 23900 Perika by the time all the refugees are rescued
  • Buy 2 x Web Bomb from the vendor
  • Remember to Invest: Health when you have the full group on the road to Arwin’s encounter

Arwin Encounter – Round 1

Aura should have Offensive Stance on for this

Round 1: Aura casts Light on Mammon; Charlotte Invests: Concentration; John Invests: Counter 3; Paul Invests: ATK ALL

Round 2: Aura Attack Mammon; Charlotte Fire Slime; John Protect; Paul Pierce Mammon

Round 3+: Aura casts Fire on Blue Slime to get tactical advantage, then Attacks Mammon, switching to Arwin when Mammon’s down; Charlotte casts Fire on Mammon, then Blue Slime, then Mammon > Arwin; John always Protects, switching to Attack whatever Aura’s attacking should his HP drop below Charlotte/Paul; Paul spams Pierce, prioritising Mammon > Red Slime > Arwin > Blue Slime

  • If you need to use Invest: Health to top the team up – usually in the third resurrection when Charlotte has no MP left, but sometimes in the second too if somebody got killed – have Aura do it in the first round, then follow the same attack pattern, only start with Fire on the slime rather than Light on Mammon
  • You can save the game between resurrections during the conversation sequence

Arwin Encounter – Round 2

  • Turn off Offensive Stance and Invest: Health to heal your group
  • Send Charlotte in with 2 rounds whenever it’s Aura’s pick, John whenever Arwin chooses
  • When Charlotte’s HP/MP is waning, switch her out for Paul – or use Invest: Health if doing so doesn’t drop you below 2k Perika

Arwin Encounter – Round 3

  • Spell order is: Monkey -> Horse -> Invest: Purification x 2 -> Rat, then just Attack, Defending if he has tactical advantage. Throw in a Rabbit if Aura’s HP gets risky.

The day automatically ends once Mammon/Arwin is defeated.

DAY 19

  • Summon Slime, Feed Scorpio Claw, then pop into Trademond to pick up the gold from the Congregation merchant and new quests from the Adventurer Guild
  • Head into the refugee camp to speak to the refugees for rewards, then go up into the eastern end of the caves to burn the brambles and get the Bomb+ off the skeleton

Hermit’s House

  • Move around to the Avian. Jump the bird packs rather than trying to avoid them, they’re easy enough to clear out before they fly up
  • You want to collect the gold to deal with the Avian. Save at the bridge, then use the wind direction to position yourself on the side of each sparkle so that it pushes you into it. Use the same trick of waiting with the text box open so that the Avian doesn’t aggro you before moving on. It’s probably worth running back out across the bridge and saving every other sparkle
  • Kill the Avian

Battle strategy: If you don’t get a back attack it’s not a massive deal. Aura rotates Light followed by Pierce, Desmond Attacks, Slime Defends until Aura or Desmond’s HP drops to around half, at which point it goes on Protect.

  • Return with Desmond, hand the quest in, then head off to Nephlune

Nephlune

  • Grab the hidden chest in the trees on the left, then pick up the quest from the Adventurer Guild and follow it to the point of meeting Liliana
  • Pop into the bar to get Aura’s disguise, then head into the lower left tower
  • Bomb the wall with your Bomb+ and run all the way around to light the fire near the cultist corpse
  • Knock off all the ghosts in the area. Have Slime Defend till Aura’s HP drops to ~12 before going on Protect
  • Grab all the items in the area and harvest the Ethers, then kite the cultist out and around the waterway to sneak into the lair

Underground City

  • Leave and go back in with the disguise to walk around and activate the Runestone, then Recall and teleport back while not wearing the disguise
  • Now for kiting. First activate the cultist blocking the upper bridge from the south and run around the buildings to get over to the left side without engaging anything
  • Carefully move down to the prison area while avoiding all packs
  • Save, then watch the slow moving cultist pack circling the rightmost building just above the prison area until they’re halfway across the top
  • Run down and activate the pack guarding the uppermost chest, retreating out and up to that building
  • Circle the building in the same direction the patroller is moving, careful not to aggro the pack patrolling the north walkway
  • Stop midway down the building’s left side so that your pursuer is stuck on the right side, then wait until the patrolling pack catches up and blocks the pursuer in, at which point you can leisurely stroll down to nab the chest for Mana Stones
  • For the prison guard, pull him far enough away that you can run around him and get into the prison, engage, and throw a Flashbomb
  • With all that done, Recall out, then teleport back in with no disguise again. Kite the bridge guard again to get back over to the left side, and this time you want to kite the pack guarding the door in the top left around one of those gold statues to enter James’s quarters
  • Carefully move around to James’s room. Activate him from the far right and immediately flashbomb to escape and run around into his hidden room to grab the chests and papers, then Recall out

Refugee Camp

  • Talk to little red riding hood and get the Reading Proficiency book, then head on into Trademond

Trademond

  • Gift Charlotte the Art of Fire book, then follow the Save the Crops questline, running back and forth between Riverflow, all the way up to having to wait a day
  • While at the Formula Peddler, buy the Efficient Bomb Creation recipe & Sweet Memories+ formula
  • Learn Slash from the Adventurer standing on the grass south of the barracks – END DAY

DAY 20

  • Finish the Save the Crops quest, and after handing it in agree to rank up the next day

East Forest of Runes

  • Summon Slime, put on Auto: Tailwind, and go back into the Domain to kill the Lesser Demon

Battle strategy: This is the same fight as you had in the Mine Vault, only you now only have Slime as a companion and the demon has two Insecurity with him. The general goal is to get the Insecurity down ASAP, then deal with the Lesser Demon with Light -> Attack, working around any tactical advantage he’s picking up. It’s not that hard beyond the Lesser Demon critting Aura, or the Insecuritys spamming Pacify on her from the first round. This creates a randomness which is hard to make a set round moveset for, but generally:

Round 1->3: Both Aura and Slime Attack the same Insecurity to get rid of it. If that Security procs a tactical advantage off Slime in Round 1, switch to the other.

Round 3->4+: With one Security, if Aura isn’t debuffed, she can start rotating Attack on the remaining Insecurity followed by Pierce on the Lesser Demon while Slime continues to Attack the Insecurity. Try not to attack anything that has tactical advantage, switching to the other instead.

Round 5+: When the Lesser Demon is alone, Slime and Aura both Defend until the Demon gets its tactical advantage. Aura then casts Light -> Pierce while Slime continues to Defend.

When the Illusions come out, Aura does Slash.

After the Illusions and whenever the Demon does its shadow debuff, Aura should go on Defend to wait for tactical advantage to go up before starting to cast Light again.

As with the other Lesser Demons, when it reaches low HP it’ll start channeling its curse which permanently removes 1 Willpower from Aura. This shouldn’t be an issue though, since Aura’s damage is considerably higher now than it was back then.

  • Use whatever remaining HP/MP you have to harvest the nearby Emerald Leaf and Star Metal, then go around picking off remaining ogre/bandit packs in the other forest regions. Offensive Stance should make light work of them now

Trademond

  • Adventurer Guild: report the quest
  • Workshop: enhance equipment with Ancient Wood – END DAY

DAY 21

AUTO DAY END – Ranking up in the Adventurer Guild

DAY 22

Trademond

  • Follow the storyline events in Trademond and pick up the new What Lurks in the Mountains quest before heading off to the region

Northern Mountain Ranges

  • Begin by going right to get the Bomb Proficiency 2 book and jumping down the hole to nab the harvests and chest for the Acid Bomb recipe
  • Recall out, slap on Tailwind, Summon Slime, and head back to move through the mountains to the Avian/Mothercrow combo, grabbing the Mana Stone off the skeleton for Aura on route

Battle strategy: Turn off Offensive Stance for this and grab all the gold to keep them grounded.
Aura opens with Slash, Slime and Paul Attack the Mothercrow.
If all goes well, only the Avian will remain, which goes down easier than the one on the Hermit mountain with a couple of Light -> Pierce alongside support from Paul/Slime. Paul should finish the Mothercrow off if it survived.

  • Feed Living Heart to Slime and continue on, avoiding packs where possible
  • Kill one ogre pack guarding the pens into the Domain area. Offensive Stance on. All attack one Hobgoblin, then the other. Once they’re dead, turn Offensive Stance off and have Aura Light -> Pierce an Elite with both Paul and Slime assisting, then the other. If Aura or Paul’s HP drops lower than Slime, switch Slime to Protect. Save at least 3MP to burn another set of brambles.
  • Continue on right and down to push the rocks and open up the way from the North Forest of Runes, then head left, bombing the rubble for the Etherplating and burning the brambles to access the Mana Stone chest in the Goblin King camp – use all stones on Aura
  • Use what remaining MP/HP you have to kill off a few more Rogue and the easier ogre packs

Trademond

  • Workshop: enhance equipment with Ether Plating – END DAY

DAY 23

  • Don’t Summon Slime or use any MP that takes Aura below 60

Refugee Camp

  • Kill the Venom Scorpio in the refugee camp caves

Battle strategy: For Round 1->2 Attack both the blue ones, then for the Venom use Pierce, Pierce, Light, and then keep Piercing till it’s dead.
There’s slight RNG depending on if the Scorpio decides to spam Pierce back on Aura and whether or not it poisons her, but this is pretty consistent.

  • Use up any remaining HP on harvests around the world

Nephlune

  • Adventurer Guild: learn Morph: Thunder from Slime Trainer for 5 x Ether – END DAY

DAY 24

  • Summon Slime and Feed it Maleficum, turn on Offensive Stance, then teleport to Forest of Runes to defeat Whiteoak (make sure you have given Acid Bomb Recipe to the Alchemist)

Battle strategy:

Note that (from the ~ 40min SLOG that I just went through) this fight is pretty RNG dependent. You basically have to get lucky that Whiteoak targets Slime with Tremor, as well as requiring your damage numbers to roll high a couple times to keep the summons in check with Slime attacks.

Round 1: Aura casts Fire on a small tree, Slime throws Acid Bomb at Whiteoak

Round 2: Aura Attacks a different tree, Slime Attacks the one Aura cast Fire on

Round 3: Aura casts Fire and Slime Attacks that original tree

Round 4: Aura Attacks a new tree, Slime Attacks any of the previous ones still alive

Hopefully by now at least two-three of the smaller trees are dead. From here on it’s just a case of keeping them under control. They are resummoned with 70HP, but they quickly get heals from Whiteoak or their own buffs.

Once there’s only one left, have Aura cast Fire on it to buff tactical advantage to Attack Whiteoak. Slime Attacks any small trees regardless, switching to Whiteoak only if he’s alone.

The RNG in this falls down to how often the small trees Defend Aura’s Attacks. The longer they stay alive, the more chance Whiteoak will decide to recast Stone Mind. If this happens, Aura Attacks him and Slime Defends, then cross your fingers, as he’ll always follow it with a Tremor.

Aura should/needs to end the fight with over 10MP.

Northern Mountain Ranges

  • Morph Slime Thunder, then go open Lilim’s Domain. You need to run right behind the Ogre pack as it patrols by and immediately activate the spell and spam the textbox. Keep trying to walk into the domain as the animation plays so that you enter immediately and don’t get caught by the king
  • Run across the poison to sneak attack and kill off all fragments on the pathways. Save before each one, as misses can be brutal
  • Go to the Maleficum in the south, use an Apple on Aura, harvest it, turn off Offensive Stance, then Recall

Draknor Fortress

  • Loot the bodies near the entrance and harvest the Rope up on the cliffs

Trademond

  • Workshop: enhance equipment with Ancient Wood – END DAY

DAY 25

  • Offensive Stance and Tailwind on, Summon Slime, and then head off to the Northern Mountain Ranges to kill the Ogre King

Battle strategy:

Round 1: Aura cast Light on the Elite; Paul and Slime Attack the normal Ogre.

Round 2: Aura and Paul Attack the Elite; Slime Attack the normal ogre if still alive, else the Elite.

Round 3: Aura cast Light on Elite if still alive, else the King; Paul Pierce King; Slime cast Thunderbolt on the Commander.

Round 4: Aura and Paul Attack King; Slime cast Thunderbolt on King.

Round 5: Aura cast Light on King; Paul Attack King; Slime cast Thunderbolt on Commander.

Round 6: All Attack King.

Round 7: Aura cast Light on King; Paul throw Stasis Bomb; Slime Morph: Physical.

Round 8: All Attack King.

round 9: Aura cast Light on King; Paul and Slime Attack King.

Round 10: All Attack King – King should die here.

Round 11: Aura cast Light; Paul and Slime Attack.

Round 12: All Attack.

  • Enter the Domain and cast Light on the red nodes

Trademond

  • Magic Shop: learn Mana Control 1  – END DAY

DAY 26

Nephlune

  • Turn off Tailwind and Offensive Stance, use Emerald Tea, then defeat Knightess Fleura in the Nephlune pub in a duel

Battle strategy: Pierce x 3, Defend, Pierce x 3

  • Summon Slime, Feed Giant Bone, and use the rest of day to clean up easy ghosts/old bosses. Most should be a case of casting a spell and attacking with Offensive Stance while Slime Protects

For reference of what’s left:

Top priorities for their Gourmet Meats are the Minotaur and Whitefang

  • Refugee Camp: The Minotaur in the far northeast corner of the caves, next to where you got the bomb+
  • Forest of Runes:
    • Southern – Whitefang
    • Southern – Red and blue slime duo in the hidden cave to the east of Barry and Darry’s camp
    • Central – Mutated Hydrangea in the secret cave in the southeast corner
    • Northern – Goblin Shaman in the west next to the ruined camp
    • Eastern – Mutated Hydrangea in the west, north of the entrance from Central. You can take it face on by coming from the south, or spend a rope to attack it from the north and get initiative
    • Eastern – Red Slime in the secret cave in the southwest
  • If you’ve got mana to spare, turn off Offensive Stance and burn the brambles in Draknor Fortress
  • Forget the bosses in the fortress cave, as well as the Alchemist in the refugee camp and the Bandit Leader. They’re still a bit too much for now.
  • Morph Slime to Thunder before it dies, and when done, return to Nephlune to buy Encyclopedia Alchemica V1 from the bookstore and sell the Gourmet Meat to the pub Cook next door

Ancient Shrine

  • Begin reading Reading Proficiency 1 – END DAY

DAY 27

Nephlune

  • Defeat Dueller Ralph

Battle strategy: Offensive Stance on, then 3 x Attack.
Try to get a good run so that he doesn’t poison Aura.

  • Head into the top right tower, Cast Fire on the brazier south across the bridge and kill the three ghost packs in the area
  • Grab the items off the dead around the area, then move down and kite the patrolling snake pack back to the brazier to kill. Cast Fire on one snake, Pierce the other, then Pierce the first snake and finish the ghost off last
  • Get the Rope, then kite the other snake pack up, only this time run across the bridge and hide by the brazier before it catches up to Aura. With luck, it should run past the bridge and get caught on the other side of the waterway. When it moves up, run over the bridge and down to get past it and grab the Ether, loot the skeleton, and cast Fire on the brazier near the Lamia
  • Recall and return to Nephlune to visit the Magic Shop and learn Lightning Sword 1 – END DAY

DAY 28

AUTO DAY END – Learning Lightning Sword 1

DAY 29

  • Use a Blessed Water, put on Lightning Sword, Summon Slime, and Feed a Giant Bone

Roya Overhead Map

  • Take down bridge bandits

Battle strategy: Go in with Offensive Stance off.

First battle: Aura Attacks the top Thug, followed by Slash, then the bottom Thug. Slime Defends throughout.

Second battle: Same again, only this time Aura starts with the bottom Thug. When only one Thug remains, turn on Offensive Stance before killing it.

Bandit Leader battle:  Get a save in before this encounter starts, as victory is defined on whether the Leader prepares a bomb in Round 1 and how tactical advantage plays out for both sides. You also don’t want him being able to throw his arousal bomb and giving Aura Addicted:

Round 1: Aura Attack the Leader; Slime Thunderbolt on the top Thug.

Round 2: Aura Slash; Slime Defend if the Leader prepared a bomb, Thunderbolt the bottom Thug if not.

Round 3: Aura Attack the Leader; Slime Thunderbolt the remaining Thug or the Leader if he’s alone.

Round 4: Aura Attack the Leader.

  • Kill off the old Alchemist in the refugee camp and the Bandit Leader in the Forest of Runes. Both fights should be a simple Slash -> Attack on the boss, then finish off any of their support.
    Save Slime’s MP so it can Morph to Physical and back to Thunder again later

North Forest of Runes

  • Bomb the crack in the cave near where the Goblin Shaman was and drop the ropes to loot the skeleton and chest, harvest, and take down the Jellyfish: Aura casts Fire -> Attack.

Northern Mountain Ranges

  • Morph Slime Physical, turn on Tailwind, and head into the mountain ranges to get behind the Goblin King to kill him.

Battle strategy: Offensive Stance stays on for this.

Round 1: Aura and Slime Attack the Hobgoblin; Paul Attack the Rogue.

Round 2: Aura Slash, Paul and Slime Defend.

Round 3->4: Aura Attack the King; Paul and Slime Defend.

This heavily relies on Aura not getting gibbed by the King’s Horror or Fire, so it may take a few attempts.

  • Kill the ogre pack blocking the Minotaur cave if they’re still up (all gang up on the Hobgoblins in the first couple of rounds, then Slime Protects while Aura and Paul finish off the Elites)
  • Cast Fire on the brambles, then turn off Tailwind and enter the cave to kill the Minotaur/Venom Scorpio pack

Battle strategy:
Aura Attack a blue scorpion, Pierce the Venom, then spam Attack the Minotaur
Slime Attack the Minotaur, then spam Protect
Paul Attack the other blue scorpion, then Pierce the Venom until it’s dead before switching to the Minotaur.

  • Turn off Offensive Stance, harvest the Star Metal without activating the Mature Spider Queen, then carry on left to kill the Rogues on the plateau with the 4 Energy Potion+ on a corpse – Slime Protects while Aura and Paul do their thing

Draknor Fortress

  • Morph Slime Thunder, then run around to cast Fire on any remaining vines and loot more corpses in the lower area outside.
  • If Aura has HP left, kill a couple of packs that don’t have double guards.
    You want to kill any packs in this area whenever you can, since they’re good sources of gold and they’ll all vanish if still alive when Sathanas is defeated. A tactical advantage Pierce with Lightning Sword deals with guards. For the rest, get the Fire casters down quick and keep Stone Mind off the jars and Earth Mages

Verdeaux

  • Workshop: sell the Star Metal, then give ingredients for the Magic Enhancer and buy it

Ancient Shrine

  • Continue reading Reading Proficiency 1 – END DAY

DAY 30

Trademond

  • Defeat the Blue Sugar Merchant outside the Church

Battle strategy: Summon Slime, Tailwind on, Offensive Stance off.

Round 1: Aura Attack the Earth Mage; Slime cast Thunder on Earth Mage.

Round 2: Aura Attack Thug; Slime cast Thunder on Thug.

Round 3: Aura Attack Guard; Slime Defend.

Round 4: Aura Attack Magic Fighter; Slime Defend.

There’s a slight bit of RNG based on if the Magic Fighter decides to cast Thunderbolt on Aura. We want to kill another couple of packs in Draknor later, so don’t end this with Aura almost dead.

  • Hand in the bounties to Julien – talk to him twice
  • Alchemist: give him the encyclopedia and a Pyromantium for Bombs, then buy all Bomb+ and Acid Bomb he has

Draknor Fortress

  • Turn off Tailwind and move north up the cliffs and into the cave
  • Harvest the Pyromantium on passing, then blow up the rubble beyond the Medium Slime to harvest the Star Metal
  • Blow up the wall to go outside and kill the Mothercrow – grabbing the gold makes it easier, but a sneak attack followed by Attack on the egg into Slash is probably enough, with Slime assisting on Mothercrow. If it flies up, just Defend until it Lunges.
  • Harvest the Rope and drop it to head into the tower to kill the packs (don’t turn Slime physical for these), then get the 5x blessed bombs and 3x bomb+ in the tower
  • Recall out and go back in to use up remaining Wrath score dealing with more packs in the entrance area

Northern Mountain Ranges

  • Activate Tailwind and kill off a few more ogre packs

Mountainreach

  • Give 1 x Pyromantium to the Alchemist, then buy the drug formula, 3 x bomb, and all the Flash Bomb and Emerald Tea she has

Underground City

  • Go in with the disguise on to sell the Blue Sugar+ and Sweet Memory+ Formulas to the Drug Dealer, then buy a single Sweet Memory+

Nephlune

  • Give the three formulas to the Priestess in Nephlune
  • Report the completion of the  Blue Sugar quest to the guild
  • Speak to the Captain, help all of his crew, and speak to Lord Nephlune on his behalf, until all that’s left to do for him is pay off the 5000g Reclaim Ship fee

Trademond

  • Workshop: take off all buffs/stances, sell the Star Metal – Level 7 – and enhance equipment with Slimy Fluid – END DAY

DAY 31

Nephlune Sewer

  • Summon Slime and Feed Scorpio Claw
  • Turn on Auto: Tailwind and kill Lamia

Battle Strategy:

Round 1: Aura casts Light on a Phantom; Slime Attacks the same one

Round 2: Aura Pierce on Lamia; Slime Attack other Phantom

Round 3: Aura casts Light on Phantom; Slime casts Thunderbolt on Lamia

Round 4: Aura Pierces Lamia; Slime casts Thunderbolt on Lamia

Round 5: Aura casts Light on Lamia; Slime casts Thunderbolt on Lamia

Round 6: Aura Pierces Lamia; Slime Casts Thunderbolt on Lamia

Round 7: If Snakes came up, Aura casts Fire on one, else Light on Lamia; Slime Defend

Round 8: Aura Attack Lamia; Slime throw a Blessed Bomb at Lamia

Round 9: Aura throw a Blessed Bomb at Lamia; Slime Defend

Round 10: Aura Attack Lamia if it survived, else Pierce a fresh Snake; Slime Defend

Round 11: Aura casts Fire on a Snake, prioritising any already damaged by Fire; Slime Defend

Round 12: Aura Pierces a Snake

Round 13: Finish off any remaining Snakes with Fire and Pierce while Slime Defends

There’s a bit of RNG based on whether Lamia goes before Slime in Rounds 5 and 6, putting up Offensive Stance early, and whether it uses Defend later on in the fight, but this is pretty consistent.

  • Snakes are no longer in the ghost packs, so you should be able to finish them all off, then raid the Vault for all the goodies (key among them being Formula: Beta, which will teach Nasty Oil Coating+), and lighting a torch while there
  • Go on a harvesting run around the world to use up your HP. You can bomb cracks now, too. Use normal Bombs, but don’t drop below 5

Trademond

  • Sell the Gourmet Meat to the pub Cook
  • Alchemist: give him the formula and a Pyromantium for Bomb+, then buy all Bomb+ and Nasty Oil Coating+
  • Workshop: enhance equipment with Pyroplating – END DAY

DAY 32

  • Make sure to save 60 MP for the end of the day to learn Bless

Draknor Fortress

  • Go through the cliffs, into the tower, and jump the pit to the main entrance area
  • Kill the pack patrolling the right hand corridor. Either Attack Jar, Earth Mage, Jar, Pierce the Guard, then clean up, or Slash, Pierce Guard, Attack Jar, Earth Mage, Jar. The first strategy relies on the Guard not using Protect, the second relies on the Earth Mage not immediately putting Stone Mind back up. If this proves annoying, you can leave this till another day when Lightning Sword is back on
  • Raid the storage room for the chests and crates of bombs
  • Head back to the entrance, unlock the main door, and continue on down the left passage
  • Take out the fragment pack spinning at the bottom of the corridor. 2 x Slash should be enough, though the egg can cause issues if it decides to spam Protect
  • If you can, also take out the other spinning pack on the far left, then Recall out

Trademond

  • Church: learn Bless Item 1 – END DAY

DAY 33

AUTO DAY END – Learning Bless Item 1

DAY 34

  • Summon Slime, Feed an Inzectoid Armor, then Bless an Energy Potion+ and 3 x Apple (should have 10MP left)

Draknor Fortress

  • Head around the bottom side, clearing the two packs with the ribbon eye and Fire Mage. Exploit Thunderbolt from Slime, but turn it Physical when it reaches 10MP
  • Save before the Chimera, then run up and around the corpse on the left to get in the front door. This can take a few attempts to get right due to the Chimera’s random movement pattern
  • Kill the pack wandering around the statues, then head left passage to get a Barrier from the adventurer in the safe zone. Slime needs to be Thunder going into the next day, so make sure it survives to turn it back
  • Return to the entrance, go up the right stairs, jump the hole, head outside, activate the Curse trap directly right of the Domain, then Open the Domain
  • You should have ~80-100 Resistance left. If so, go inside the domain and head up and across the poison to sneak attack the pack guarding the path to Aamon. With that down, run straight across the poison to do the same to the one on the left guarding the path to the red node. Morph Slime Thunder for this if you feel it’s at risk of dying
  • Head straight south to the Ether, popping an apple to harvest it, then continue on to the Maleficum, popping another apple to harvest that, then Recall

Northern Mine

  • Bomb the crack to the right of the entrance with a normal bomb and harvest the Pyromantium

Trademond

  • Morph Slime Thunder if you haven’t already, turn off any buffs, then go to the Adventurer Guild to learn Bomb Proficiency 1 from Desmond with 10 x normal bomb – END DAY

DAY 35

  • Use an Emerald Tea and Bless an Energy Potion+. No buffs or slime today

Verdeaux

  • Enter from the south to speak to the Knight Captain and get the duel quest
  • Defeat the Item Duelist standing outside the Workshop

Battle strategy: Use Bomb+, Acid Bomb, Defend, Vitality Potion, Defend, Vitality Potion, Defend, Bomb+, Bomb+.

Due to Aura being cursed, there’s a small chance he acts before her. If this happens in the first or last rounds it’ll be a wipe and reload job.

Draknor Fortress

  • You need to be really efficient here as you’ve got about 15 Resistance to play with. Go around the south and in through the front door to visit the adventurers for a new Barrier – Resistance should be ~200 by the time you reach them
  • Head back to the entrance, up the right stairs and out to Aamon’s Domain. Inside, run straight across the poison to Light the two nodes to the left and right, then go back out the portal – Resistance should be ~90
  • Go back downstairs to the main entrance, then right and into the basement to activate the curse trap at the bottom of the ladder
  • Go up and blow the rock up, open Kerberos’s Domain, then Recall

Trademond

  • Bless an Acid Bomb, Flash Bomb, and Apples with whatever MP Aura has left
  • Workshop: enhance equipment with Slimy Fluid – END DAY

DAY 36

Northern Mountain Ranges

  • Summon Slime and Feed a Living Heart, then go kill Lilim

Battle strategy: Should Lilim get tactical advantage off Slime in the first 5 rounds, put everybody on Defend. You can do this without Slime, but you’re then heavily reliant on Pierce landing in the back half of the fight.

Round 1: Aura, Fire; Paul, Blessed Acid Bomb, Slime, Defend

Round 2: Aura and Paul, Pierce; Slime, Defend

Round 3: Aura, Fire; Paul and Slime, Defend

Round 4: Aura, Pierce; Paul and Slime, Defend

Round 5: Aura, Fire; Paul and Slime, Defend

Round 6: Aura, Pierce; Paul, throw Blessed Bomb; Slime, Thunderbolt

Round 7+: Aura rotates Fire -> Pierce; Paul, Pierce; Slime, Thunderbolt

  • Go grab the chest, skeletons, and harvest the Rope behind the now deactivated Curse Traps
  • Turn Slime Physical, and if you’ve got HP to spare, kill a couple more ogre packs

Trademond

  • Adventurer Guild: report Aura’s success, pick up the Poison Swamp quest, and speak to the Alchemist to forward it

Poison Swamp

  • Go north to burn the brambles and get the Mana Stone off the skeleton. Use it on Aura, then Recall

Draknor Fortress

  • Kill another pack on the way to the front door if you can
  • Inside, head straight to the basement and into Kerberos’s Domain
  • Harvest the Maleficum in the poison, then continue on up to cast Light on the red node in the top left, then back down to the one in the bottom right and Recall out
  • Bless some apples with your remaining MP. By now you should have enough to hand in to the Nephlune barman for some gold
  • Visit the Riverflow forge to make a Maleficumplating, then go to the Workshop in Trademond to get it enhanced into Aura’s equipment – END DAY

DAY 37

  • Use Blessed Water+ and Nasty Oil Coating+, and turn on Lightning Sword and Tailwind

Draknor Fortress

  • Go in through the main door and up the tower to Aamon’s Domain on the balcony
  • Kill Aamon. You don’t need Slime, just Attack and he’ll go down, but get a good round where tactical advantage comes through and Aura leaves with over 130HP
  • Consume the mana node and head on down to Kerberos’s Domain in the basement
  • At Kerberos, turn off Tailwind and Summon Slime, then pull Kerberos and immediate Flash Bomb to flee and get behind him for a sneak attack. Before engaging him, put Tailwind back on

Battle strategy:

Slime uses Blessed Flash Bomb, then Defend non-stop.

Aura rotates Attack -> Pierce on Kerberos, switching to Slash when the mutts come out. If you get a crit Slash and drop them all in one round, great, but it’s not worth playing around with damage to try and time this happening, since those triple attacks from Kerberos are really dangerous. If you don’t kill the dog minions in one Slash, do another, then Attack any that may have survived due to tactical advantage before returning to Attack -> Pierce on Kerberos (Pierce first if Aura has a tactical advantage from Attacking a dog).

This is an infuriatingly RNG fight based on if/when Kerberos and his mutts proc their own tactical advantage off Slime and how effective Flash Bomb/Aura’s tactical advantage decide to be against their Attacks. Aura receiving a triple hit for almost 120 damage despite her having tactical advantage and Blind being up on Kerberos isn’t fun, and neither is her getting crit in the second round because Slime gave Kerberos tactical advantage in the first. Just save scum and muddle through. It’s not a big deal if Slime dies.

  • Consume the mana node, then use your remaining HP to finish off the patrols in the basement. An Attack on the fragment followed by Slash should be enough to finish most of them. Switch in a Pierce for the one with a Guard.
    If Slime survived, you can also take the ones upstairs. Double Slash should be enough beyond wonky Insecurity Protects
  • Turn off Lightning Sword and use up Aura’s remaining HP harvesting old nodes. You can bomb all the cracks now. You can also start killing off cultists in the Underground City. When Aura’s nearing but above 14HP, use a Vitality Potion and visit the artist in Riverflow for an easy 200g, then go next door to Jacob’s Farm and learn Defensive Stance – END DAY

DAY 38

  • Give Aura a Poison Coating, put on Defensive Stance

Nephlune

  • Defeat Old Man Olaf in a duel

Battle strategy: Keep Attacking. When he bulks up, Defend until he completes a Rampage. Once he has his Exhaustion debuff, turn on Offensive Stance and Attack to finish him off.

While most attempts you won’t take too much damage, there is some RNG based on whether poison decides to proc. If he’s not poisoned when he bulks up, or he decides to not do Rampage for 5+ rounds, Aura can end up pretty beaten up, which isn’t ideal for the rest of the day. Try and finish this with over 100HP left.

Underground City

  • Summon Slime, Feed Living Heart, turn on Lightning Sword and Tailwind, double check  Offensive Stance is on, then defeat James

Battle strategy: This is a tough fight, and we’re somewhat cheesing it, but even if this gets fixed, Lifebinder is so good that I’d Star Knightess this guy on Day 19.

For now, his abilities come in three flavors. The first is Summon Ghosts, which is self-explanatory and has a high chance of being cast whenever no ghosts are up. The second is one of a handful abilities that either buffs the ghosts or consumes one to open up new abilities to him, all of which have a high chance of being used the round after the ghosts are summoned. The third ability is Horror 2, which will absolutely wreck Aura and Slime at this stage, and is used whenever he feels like it. Needless to say, this strategy hinges on him not using Horror 2 and is likely to take a fair number of wipes and save scumming to eventually pay off.

Round 1: Aura Attack; Slime throw Acid Bomb – If James casts Horror 2 this round, F5 and reload.

Round 2: Aura Slash; Slime Defend. If James casts Horror 2 on Slime in this round you can continue, so long as Aura doesn’t miss him in the next round.

Round 3+: From here on Aura Attacks James followed by Slash to kill the ghosts, Slime Defends if ghosts are up, or Attacks James if not.

If Aura doesn’t have tactical advantage when ghosts are summoned, it’ll be a wipe. If James one shots her or Slime with Horror 2, it’ll be a wipe. But eventually all the stars will align and you’ll kill him quite possibly without taking a single hit.

The worst part of the fight is the start when he’s fully human, because he’s more prone to casting Horror 2 since he doesn’t have his ghost eat ability yet. Ideally you want poison to proc on him in the first attack, as that’ll help end this round rather quickly.

His stats get buffed when he goes demon and there’s a possibility that he’ll act before Aura. This isn’t a big deal if he only buffs the ghosts, but if he eats one he’ll charge up for a buffed Rampage in the next round that will guarantee to leave you visiting the mental realm. Throw a Stasis Bomb if this happens, which if it lands before he acts, allows Aura to use her tactical advantage to Attack him directly, dealing a whooping 1200+ damage and likely finishing the fight in her favor.

While any win is great here, seeing as you’re already save scumming, get a round where Slime survives to be used again in the battles to come.

Draknor Fortress

  • Remember to turn off Offensive Stance before entering
  • You want to be super-efficient here, taking the shortest path and killing only the unavoidable packs blocking passages. Go through the front door and up the left stairs all the way to Floor 3
  • Move around to the Commander guarding the stairs to Floor 4. You can detour around the bottom of the table to grab the mana node on the way
  • Activate the Commander pack and immediately run all the way back to the table to kite him around it so you can get up the stairs behind them. They run at Aura’s speed, so you need good keyboard reactions for this. If that’s a struggle, you can just engage and  Flash Bomb him at a place you can then scoot by
  • You should have 60+ Resistance left on getting upstairs. Turn around and go back down to sneak attack the Commander (you may need to use a Blessed Apple on Aura and/or Slime if either of their HP is <40)

Battle strategy:

Round 1: Aura Attack the Fire Mage; Slime Attack the dog

Round 2: Aura Attack Siegfried; Slime Attack the dog

Round 3+: Aura Attack Siegfried; Slime Defend

When Siegfried dies, both Defend until Jonas loses his ATK buff. After that, Aura turns on Offensive Stance and Attacks while Slime Protects. Should Jonas decide to be a dick and use Protect 2 as his first action, Flash Bomb and reload.

  • If you’ve got 40+ Resistance left, leave Offensive Stance on and head back upstairs to kill the tentacles and open the Domain. You’ll want Slime Protecting for the first pack you can’t jump. The second you can jump if you attack it from the top, so Slime can deal with a smaller tentacle while Aura kills the other and the medium.
  • If you can enter the Domain with 11+ Resistance, also kill off the fragments guarding the doorway into the south area. Aura Attacks the Poisoned Hunger while Slime Attacks the egg, then finish off the rest as you see fit. You should eliminate them with 1-2 Resistance left

Underground City

  • Teleport in without the disguise to kill off cultist packs, including those in James’s Quarters to get the chests. Any you can jump should be killable with just Attack on the right order of targets. Those you can’t jump will require a Slash in Round 2, but there’s no rush for any of these, so use up whatever HP Aura has and finish them off another day
  • You might want to save the guy guarding the rope point in case you want his Trust later to get a cheap Shadowcloak. The guy wanting Mana Stones isn’t needed

Nephlune

  • Pay off the Captain’s 5000G debt (talk to Lord Nephlune if it’s still sitting at 10k), then travel to Winterfall

Winterfall

  • Kill the first pack guarding the dock. Aura and Slime both Attack the first Worshipper together, then Aura finishes off the second Worshipper before taking down the Golem
  • Turn Slime Thunder, then use the Cursed Gourmet Meat on it to Consume
  • Go up onto the ramparts and follow it round, looting corpses and the mana node in the bottom left corner

Ancient Shrine

  • Bless Apples with any remaining MP, then complete Reading Proficiency 1 – END DAY

DAY 39

  • Put on Lightning Sword, but don’t Summon Slime

Draknor Fortress

  • Do a super clean run all the way up and into Moloch’s Domain.Use Light followed by Slash to deal with the tentacle packs outside. You should have over 130 Resistance on entering
  • Minimize poison damage here, but avoid missteps that need to backtrack on normal ground. Begin by going south to cast Light on the red node and grab the Maleficum
  • The next target the Ether in the bottom left corner
  • Go straight up through another opening and step on the poison to attack the spinning pack blocking the walkway from behind. Attack a Poisoned Hunger, followed by Slash, then finish off the remaining Hunger with Attack
  • Cross the poison above to harvest the second Ether. If you did everything right, you should get it with 2-3 Resistance remaining and no need to use an Apple

Nephlune Vault

  • Knock out the four Sahagin packs on the north side (you need to drag them to the brazier you previously lit). Rotate Attack between the Sahagins, then finish off Ghosts

Winterfall

Turn on Offensive Stance and kill the rampart pack patrolling horizontally along the top wall (Attack Worshipper -> Golem -> Worshipper)

Nephlune

  • Use the Cursed Gourmet Meat and Discard , then visit the Adventurer Guild and pick up the John Rising quest
  • Bless Apples until Aura has 45 MP, then return to the guild to learn Morph: Wind from the summoner for 4 x Ether and an Emerald Leaf – END DAY

DAY 40

  • Summon Slime, Feed it Maleficum, Bless an Energy Potion+, then use up MP blessing apples, and make sure Offensive Stance is off

Draknor Fortress

  • Kill as many of the remaining monster packs as possible. You want to leave with Slime and Aura in the 80-100 HP range, so if you get a bad round where Fire and Thunder is getting cast on them, reload. Don’t waste time going for bodies/chests. Ideally you want to kill everything but the one near the table outside Moloch’s Domain

Winterfall

  • Kite the pack guarding the path in front of the Congregation back to the beach and around the crate to get behind them and enter the Congregation.
  • Kill the first pack inside, rotating Attack on the Worshipper, then Golem, followed by Pierce on the Idealised Woman.
  • Continue clearing easier packs out from all across the fort. Anything with Idealised Women of either variety is off limits, but those without shouldn’t be too much of a problem with Offensive Stance and Slash.
    You can run straight up into the Inn and come back out to jump the pack by its sign – though you may have to quickly recall after defeating it. You can also do some creative kiting after leaving the inn to pull the Idealised women packs back to the beach and get around behind them for that easy pack standing off to the left by the bench
  • Make sure to visit the Church on the left side. You can run inside before the pack guarding the door catches you. Kill the cultists inside, then pick up the Blessed Water+ from the hidden corpse, activate the Runestone, and grab the chests (especially the Blessed Bomb+) from the basement
  • By the time you’re done you want to have 10+ Cursed Gourmet Meat in your bag
  • Finish up any remaining ogres in the Northern Mountain Ranges, Sahagin in the Nephlune Vault, and cultists in the Underground City, including the Summoner guarding the back entrance in the sewers

Verdeaux

  • Turn off Offensive Stance, Morph Slime Wind, and use 2 x Cursed Gourmet Meat on it (Discarding the first and Consuming the second)
  • Learn Fast Item Stance from the Item Duelist – END DAY

DAY 41

  • Turn on Fast Item Stance, Lightning Sword, and Summon Slime

Draknor Fortress

  • Head up to Moloch’s Domain. Kill the tentacles outside without using Light.
  • Inside, head left and up to go around to the area with Moloch’s Core. Cast Light on the final red node, turn on Slime’s Auto: Storm, then engage the boss from the top for a sneak attack

Battle strategy:

Round 1: Aura use Blessed Bomb+ on Moloch; Slime cast Storm.

Round 2: Aura Slash; Slime cast Storm – all but the two medium tentacles should be dead now, and there’s a good chance one of the medium tentacles will have eaten the other.

Round 3: Aura use Blessed Bomb+ on Moloch; Slime cast Storm.

Round 4: Aura Pierce Moloch, Slime Attack the Tentacle if only one is up, cast Storm if two.

Round 5: Aura cast Light on Moloch; Slime Attack Moloch.

Round 6: Aura Pierce Moloch; Slime Defend.

Round 7+: Aura, Light -> Pierce; Slime Defend. Once the Core dies you can finish off the tentacles with both.

The main RNG in this fight is how often Gula gets cast. The spell is ridiculously overpowered and the Core’s version will likely drop Aura to barely clinging on to life HP, ruining her chance to use Pierce.

  • Absorb the mana node, and kill the last pack patrolling behind the table if you can

Nephlune Vault

  • Turn Slime Thunder and kill the Jellyfish in front of the Blue Orb

Battle strategy: Offensive Stance off. Aura Attack a Sahagin, then a Jellyfish (ideally one without tactical advantage). Slime Attack Jellyfish. If Aura’s HP is low after Moloch, you might need to give her some Blessed Apples to get her close to 100 on the chance the Sahagin/Jellyfish target her.

  • Harvest the Star Metal, then Recall

Trademond

  • Turn off Lightning Sword, use 2 x Cursed Gourmet Meat on Slime (Discarding one and Consuming the other)
  • Workshop: sell the Star Metal – Level 8, and enhance equipment with Goblin Teeth – END DAY

DAY 42

  • Summon Slime and use 2 x Cursed Gourmet Meat on it (Discard the first, Consume the second)

Nephlune

  • Visit Fleure in the pub and agree to learn Pierce 2

Draknor Fortress

  • Suck up the mana node outside to the right of the main entrance, then head upstairs to Floor 3 and down the stairs on the right side to suck up the mana node there

Mountainreach

  • Talk to the Exorcist in the church, and visit the sick merchants in the upstairs room of the inn
  • Item merchant: give a Pyromantium for bombs (they should have 10 in stock), then buy enough Ropes that Aura is carrying 65

Refugee Camp

  • Bless a Flash Bomb and as many Apples to leave Aura with 30MP
  • Learn Morph: Fire from the Summoner for 3 x Ether and a Pyromantium – END DAY

DAY 43

AUTO DAY END – Learning Pierce 2

DAY 44

AUTO DAY END – Learning Pierce 2

DAY 45

Trademond

  • Bless 4 x Energy Potion+ and whatever Apples with any remaining MP, then learn Tenacity from Julien in the Trademond Barracks – END DAY

DAY 46

Verdeaux

  • Turn on Offensive Stance and defeat the Thunder Duelist in the coffee shop

Battle strategy: Lightning Sword -> Attack -> Attack.

Quite high RNG on this, relying first on Aura’s first attack getting through his tactical advantage, second, his follow-up Pierce missing, third, him not casting Summon Slime early, and fourth, the damage numbers being high enough that he dies in Round 3.

Trademond

  • Turn off Lightning Sword and Offensive Stance, then Summon Slime, Feed Inzectoid Armor, Morph: Fire, and use a Cursed Gourmet Meat on it to Consume
  • Bless an Acid Bomb and as many Apples to leave Aura at 18MP, then learn Water Skin 1 from the Adventuress south of the Barracks – END DAY

DAY 47

AUTO DAY END – Learning Water Skin 1

DAY 48

  • Use Blessed Water+, put on Water Skin, Summon Slime and Feed it Inzectoid Armor

Draknor Fortress

  • Head all the way up to defeat Sathanas

Battle strategy: The goal here is to survive ten rounds until Sathanas becomes weakened. Until then he has two abilities. The first is a double hit shadow attack, the second is a Rampage that ramps up across four consecutive rounds, going from a single hit to two, three, and finally four/five, at which point he becomes exhausted for three rounds and will only do his shadow attack.

The RNG hurdle to overcome is whether or not he’ll kill Aura with those shadow attacks through gaining tactical advantage off Slime to then crit her, so save before the battle starts just in case.

Round 1: Aura cast Light; Slime does whatever.

Round 2->3: Both Defend.

Round 4: Aura Defend; Slime throw Blessed Flash Bomb.

Round 5+: Both Defend until Sathanas becomes weakened. The one exception is on Sathanas’s fourth Rampage round, which will come anywhere from Round 5-7, depending on when he starts it. Aura should cast Light on that round to gain tactical advantage to hopefully mitigate Sathanas’s first shadow attack. Defend thereafter.

If Aura’s taking a beating and her HP drops below 50, use a Vitality Potion. She mustn’t proc Tenacity, since we’re going to use that later in the day, so if that happens consider it a loss and reload.

Once Sathanas weakens, Morph Slime Physical and both Attack until Sathanas carps it.

Slime can die on this, but only if it was in its fire form. If it died in physical form you’ll want to reload.

  • Ignore the mana node, but go suck up the one on the balcony further ahead, dropping a Rope to get to it. From there, run back down through the fort collecting all missing items/gold from the corpses/chests. There’s a key on one to get into the basement cells

Roya Overhead Map

  • Cross to the western side of the fort to investigate the ruined castle for the Caritas Rune
  • If Slime survived, Morph it Wind and make it Consume a Cursed Gourmet Meat

Verdeaux

  • Turn off Water Skin, put on Offensive Stance, and eat Blessed Apples if need be until Aura’s HP is 50+, then defeat the Fire Duelist in the brothel

Battle strategy: Lightning Sword -> Attack -> Attack -> Attack.

Trademond

  • Report the quest success at the Adventurer Guild, then pop over to the Workshop to enhance equipment with Goblin Teeth – END DAY

DAY 49

Verdeaux

  • Put on a Blessed Poison Coating, Defensive Stance, and Lightning Sword, then duel Knight-Duelist Francis in Verdeaux

Battle strategy: Attack, Defend, Defend, Attack, Attack, then Defend until he finishes his Rampage. Switch on Offensive Stance, then Attack until he submits.

This strategy relies on Francis getting poisoned at least once before he Rampages. If that doesn’t happen, you may have to reload.

Central Lake

  • Turn off Offensive Stance, Summon Slime – Morph Wind if it died on Sathanas yesterday – turn on its Auto: Storm and Air Bubble, and dive on in
  • Head to the Kraken boss at the back, avoiding everything but the unavoidable pack at the skeleton. For that, Aura Attack the Undine followed by a Slash, but get a good round on these, ideally with them not landing DoTs on Aura whereby she leaves the fight with 1 HP
  • Top Aura’s HP up to ~100 with Blessed Apples if need be, then take out the Kraken boss

Battle strategy:

Round 1: Aura Slash; Slime Attack the Jellyfish.

Round 2: Aura Slash; Slime cast Storm.

Round 3: Aura Attack Undine; Slime Attack Jellyfish if it’s alive, Defend if not.

Round 4+: From here on act based on what’s survived.

Aura should prioritize Attacking the Undine, then Crab to get tactical advantage, then the Jellyfish followed by Kraken for the crit that follows. There’s no need to use Pierce, though you can use it on the Kraken if Poison’s been stingy and Aura’s HP is at a decent level.

Slime casts Storm if the Undine is up to get tactical advantage, then uses the crit Attack on the Jellyfish or Defends if the Jellyfish is dead.

When the Kraken’s alone, Aura switches an Attack for casting Light to get tactical advantage. So long as she’s not teetering on death it should go down fairly easily.

However, this is a ridiculously RNG fight. Beyond crossing your fingers that poison lands on the right things, the Jellyfish and Undine are gaining their own tactical advantages, causing Aura’s Attacks to miss. You then have the Lacerate and Bubble 2 DoTs, that if applied to Aura from Round 1 can completely wreck her by the time the Kraken’s alone, and the Crab’s Pierce damage is nothing to sniff at either. The Undine also has Pacify that will severely lower the damage output if cast on Aura. So yeah, this’ll take a couple of rounds unless you want to pump more Blessed Apples into Aura to give her a HP buffer against bad luck.

  • Ascend to reset Air, then run back through to the stairs down into the depths. If Aura has HP to spare, you can harvest the two Emerald Leaf and Ether along the way
  • Go down and right to blow up the three rocks to access the mana stone on the hidden skeleton in the coral – remember packs don’t aggro while the chat window is up
  • Get into the alcove on the left, wait for the barracuda pack to stop beside Aura, then follow it down, jumping off left just before it stops and turns around
  • Bless a Bomb+ and as many Apples to use up Aura’s remaining MP, then head right to engage the Hydra, ripping off the collar to bring it down with Star Knightess

Battle strategy: Slash to get rid of the support, then Pierce -> Light -> Pierce will take the Hydra down while Slime Defends. Aura may have to throw some extra Attacks at the support if they dodged the Slash.

  • Harvest the two Star Metal, then Recall

Winterfall

  • Kill off a few more Golem packs. Focus on those in the houses and ramparts. You can also take out a couple with Idealized Women who cast Storm, so long as they don’t fly up. The large group blocking the entrance and the three in the courtyard outside of the inn are still not worth it, though you can do the kite around the ramparts to access the one patrolling the road leading to the vampire on the court’s right

Verdeaux

  • Use two Cursed Gourmet Meat’s on Slime – Discard and Consume
  • Buy a Lumerian Bread from the coffee shop and the “Master Class Techniques to Make Males Cum” book from the adult bookstore
  • Knight’s Keep: pick up the Rampaging Golem Quest from Roland, then follow it all the way to and including giving Edwin three Jelly Jam to get a caravan rolling

World Map outside Nephlune

  • Start the Demon-cracy quest and follow it until you’ve uncovered the 5 candidates scattered across Nephlune

Trademond

  • Take off Lightning Sword and Offensive Stance if on, and Bless 4 x Energy Potion+ and Apples to use up Aura’s MP
  • Workshop: sell the Star Metals – Level 10, and enhance equipment with Draconic Scales – END DAY

DAY 50

  • Summon Slime, Morph Fire, Feed Jelly Jam, and have it Consume a Cursed Gourmet Meat
  • Bless an Energy Potion, 3 x Bomb+, and enough Apples to leave Aura with 15MP
  • Head outside to defeat the Golem Mage

Battle strategy: Light -> Pierce on repeat to get him human, then turn on Offensive Stance and Attack until he falls.

  • Tell Truth – END DAY

DAY 51

  • Summon Slime, but leave Aura’s buffs off

Poison Swamp

  • Follow the right hand path around to save the Alchemist’s assistant
  • Defeat the Mutated Serpent

Battle strategy:

Round 1: Aura and Slime cast Fire; Desmond Defend.

Round 2: Aura Pierce; Slime and Desmond Defend.

Round 3: Aura and Slime cast Fire; Desmond Defend.

Round 4: Aura Pierce; Slime and Desmond Defend.

Round 5: Aura and Slime cast Fire; Desmond Attack.

Round 6: Aura Pierce; Slime cast Fire; Desmond Attack.

If it’s not dead by now, just finish it off with Pierce/Fire.

Trademond

  • Report to the Alchemist, then the Adventurer Guild, and pick up a Barrier from the Adventuress Aura saved from Draknor while there

Winterfall

  • Defeat Astaroth’s guardian in the Congregation Building – Light -> Attack should take him down in short order
  • Use the Barrier to remove the Curse Trap in front of his Domain, then finish off the spinning pack behind it (come out of the chat window as it turns around to get a sneak attack)
  • Kill off a few more packs if you can. The left side of the large group blocking the main entrance aren’t too tough with Slime’s Fire for the Amazonians. But save Aura/Slime ~50HP each

Verdeaux

  • Complete the Poisoned Elixirs questline through to the Distraction promise for the following day. A couple of Slashes is all you need for the Poisoners, but make sure Offensive Stance is off before going in
  • Bless a Flash Bomb, Bomb+, and whatever remaining Apples are left
  • Aura should have 50 Willpower. If so, Discard and Consume some Cursed Gourmet Meats with Slime. If her WIllpower’s below that, Slime just Consumes one

Ancient Shrine

  • Begin reading “Luck Is Also A Skill!” – END DAY

DAY 52

Verdeaux

  • Finish the Poisoned Elixirs quest: talking to the Alchemist and then Reporting to Roland – don’t Summon Slime or cast buffs

East Forest of Runes

  • Kill the mushroom near the old Star Metal spot. Fire, Slash, Fire, Pierce should be enough
  • Go back to the area’s entrance to harvest the Ether and follow the path through to cast Fire on the brambles, kill the Hydrangea, and harvest the Emerald Leaf

Nephlune Vault

  • Kill the mushroom pack guarding the Red Orb. It’s the exact same fight as above

Trademond -> Winterfall

  • Get a Barrier from the Adventuress, then remove another Curse Trap guarding a Domain in Winterfall

Mountainreach

  • Church: learn Open Domain 2 from the Exorcist – END DAY

DAY 53 – THE ETERNAL REPEAT

Note: I’m doing this with Aura going into the town with 282HP and 132MP. If you’ve got less because you didn’t use a Vitality Potion at a time when I did or haven’t picked up all the mana nodes/stones, you’ll need to use additional Blessed Apples and Energy Potions along the way. For this to work it’s important to avoid all fragments and minimize damage from the poison floor as much as possible.

  • Use a Blessed Water+, but don’t put on any buffs, then teleport to Mountainreach

Lowering the Barrier

  • Talk to Leo standing outside the church and cast Open Domain 2.
    Jump over the hole and go into the Maleficum node from the south, harvest, and continue up to cast Light on the red node from its right side.
    Head straight down to safe ground and jump back to the island you entered from. You should have taken exactly 7 poison ticks.
    Move to cast Light on the red node in the top right next. You’ll have to clip the corners of the two poison pools, waiting on the second to run left and around the back of the pack on the platform rather than across the poison in front of them. Return to the entrance area the same way, having taken exactly 4 ticks of poison.
    Finally, run south to grab the Ether when the other spinning pack isn’t looking. You should take 2 ticks of poison from the first river, one from the second. Once the Ether’s harvested, Recall. Aura’s HP should be 132.
  • The next Open Domain will be cast on Aaron (the rightmost guy working the cliffs) though if you struggle with avoiding packs you might want to leave this till after Chloe and sacrifice a few extra apples to just skip across the poison.
    The first room is simple enough, though don’t be deceived by parts of the floor that you can’t step on in some places but can here. Once you’ve cast Light on the red node, use a Blessed Energy Potion+ and head up to cast Open Domain 2 on the blue teleport node.
    The inner chamber is the worst room in this section to navigate. Save at each pack as you work your way to the rope point, casting Light on the node on the way.
    Drop the rope and avoid zombie Belphegor and the spinning pack to go up to the large Maleficum node. You want to take it directly from the south, taking 4 ticks of poison, so move up, right, up when the guard isn’t looking. Recall once it’s harvested. Aura’s HP should now be 62.
  • Arthur next, in the house directly to the left of the church.
    Step onto the poison from the right of the Maleficum to harvest it, then avoid the packs to cast Light on the node and Recall. Aura should have 47 HP remaining.
  • Use 2 Blessed Energy Potion+ and visit Grace in the house on the opposite side, right of the church.
    This one’s trickier than Arthur’s. Wait until the patrolling pack on the right turns around to go down, then hop past the spinning one and into the alcove at the top. Wait for the patroller to come back up and turn around again, then follow it down into the next alcove to wait till it turns back and Aura can get behind it.
    Cast Light on the node, harvest the Ether, and Recall. Aura should be down to 32HP.
  • Hugo next, the other guy mining the cliffs on the left.
    The pillars here are deceiving and Aura can run into them. You should be able to harvest the Ether and Light the node without taking any poison ticks. Aura will now be down to 27HP.
  • Down another Blessed Energy Potion+ and head to the item merchant Louise. It shouldn’t be an issue to Light the node and grab the Ether without taking any poison damage. Aura’s HP is 22.
  • Go into the inn and do the cutscene upstairs if you haven’t already, then head back down and enter Charles.
    Begin by sneak attacking the spinning pack: Slash x 2, then finish off anything that survived with basic Attacks.
    Light the node, harvest the Ether, then run across the poison to the left side of the Maleficum so the patrolling pack doesn’t aggro when it looks down. Eat an apple, harvest, Recall.
  • Use another Blessed Energy Potion+, then visit Chloe in the bottom left.
    Aura has no HP left so you can run across the poison to Light the node, then on to the Maleficum to the right. careful to not be seen by the spinning pack as it looks down. Eat an Apple, harvest, Recall.

Belphegor Preparations

It’s important you do these things in order to get the most out of passive buffs:

  • Use a Vitality Potion, Blessed Emerald Tea, Nasty Oil Coating+, and 10 x Blessed Apple.
  • Use the normal Blessed Energy Potion and activate Lightning Sword and Auto: Tailwind.
  • Use a Blessed Energy Potion+, Summon Slime, Feed it the Mutated Spores, and activate its Flaming Robe.
  • Use a standard Energy Potion (we need that last Blessed Energy Potion+ for the curse traps in Winterfall), and finally put on Fast Item Stance.

One final check that everything’s good, then cast Open Domain 2 on Sophie.

Since there’s a lot of RNG at the start of this fight, make a save just before it begins. Any point after Luciela’s avatar does her cute yelling mouth should work.

Belphegor and Luciela

This fight is split into two parts. First you have to kill off Luciela before she starts tearing the group apart with her claws. After she’s down, the fight transitions into a battle of attrition with Belphegor, who has a ridiculous HP pool but otherwise is not that hard.

Beyond the usual BS of Slime proccing tactical advantage on enemies at inopportune times, the main source of RNG in this fight comes from the fragments that pop up.

  • Poisoned Hunger (the blue books) are by far the worst, mainly because Aura’s likely to be carrying Cursed Gourmet Meat, so they can potentially force her or Slime to eat. They also have a pretty hard nuke in Gula which also heals them, AND they can poison on damage dealt. They’re the highest priority to get rid of and should have both Aura and Slime attacking them to make sure they go down, though if they appear at the start or just as Belphegor’s about to cast Acedia… yeah, fun times.
  • Craving (the purple smoke woman) should be taken out quickly to minimize her chance to cast Horror. It does decent damage, and if cast on Slime will give her tactical advantage, which may force you to waste more precious time dealing with her.
  • Obsession (the jars) are still dangerous if they get to cast Thunder with Stone Mind on, but you get that free round to work with while they put Stone Mind up. Get rid of them as a priority, but don’t waste a tactical advantage on the round they appear.
  • Insecurity (the eggs) are their usual annoying selves, but getting debuffed can be worked through so long as it doesn’t happen while Luciela is up.
  • Resentment (the dogs) can be dangerous if they’re ignored long enough to buff ATK on Belphegor, so remove them quickly even if it means wasting a tactical advantage.
  • Rage (the fire) can do moderate Fire damage, but their low HP means they can be dealt with by Slime if Aura already has a tactical advantage ready for Belphegor.
  • Pent Up Anger (the eye ribbon bombs) will blow up immediately unless they’re the very first fragment in the fight. The damage isn’t major, but it’s not something you want to be taking if you can help it, so have Aura go straight onto them.
  • Lethargy (the rock elemental), like the jars, is only dangerous if it casts while Stone Mind’s up. Slime can keep it locked down while Aura focuses on Belphegor.
  • Shadow (the crawling man) is basically a free tactical advantage, though don’t risk wasting a round on a miss if it has tactical advantage off hitting Slime.

Battle strategy:

Round 1: Aura throw Blessed Bomb+ at Luciela; if the first fragment is a Craving, Obsession, Poisoned Hunger, or Resentment, Slime uses Bloodshot Eyes drug, else it throws a Blessed Acid Bomb at Belphegor.

Round 2: Aura Pierce Luciela  (it’s not an automatic wipe if Luciela got tactical advantage off Slime and Aura misses, but it’s not going to be easy from here on either); Slime Attack the dangerous fragment if it used a Bloodshot Eyes drug, else Defend.

Round 3: Aura throw Blessed Bomb+ at Luciela; Slime throw Blessed Acid Bomb at Belphegor if it was forced to deal with a dangerous fragment, else Defend.

Round 4: Aura Pierce Luciela; Slime Defend – Luciela will die here if everything went right.

Round 5: Aura Attack the fragment if up, else Pierce Luciela if she survived, else cast Light on Belphegor; Slime Defend.

Round 6: Aura Pierce Luciela if she’s still up, and if that doesn’t kill her she’s likely about to die; Slime Defend.

Round 7: Aura cast Light; Slime Attack. Belphegor will cast Desidia this round, so pay attention to what it looks like.

From here on you need to count the rounds every time Belphegor uses Desidia. He’ll do three rounds of Attack, then cast Acedia, which needs to be blocked by both Aura and Slime every time. What they do between that depends entirely on what’s on the screen.

Aura will mostly be doing Light -> Attack combos (don’t bother with Pierce, the additional damage isn’t worth the HP cost to use it), while Slime Attacks whenever Belphegor doesn’t have the MDEF debuff, switching to Fire when he does (though if Slime was forced to use a Bloodshot Eyes drug he’ll have no choice but to Attack).

On Belphegor’s third attack round after Desidia, Aura should Attack him regardless of whether she has tactical advantage or not. There’s no point wasting MP on Light when she’ll be forced to Defend the round after.

Once Aura runs out of mana or either her or Slime’s HP drops below 40 (usually sometime after the first Acedia) have Slime (or Aura if Slime’s dead), use the Caritas Rune to top them up.

From then on, beyond an Acedia screw up or fragment screw over, the only dangerous situation is when Belphegor enrages when he’s near death. It’s worth Slime eating a Cursed Gourmet Meat here if you have one just so he’s not giving Belphegor tactical advantage. Aura should also Defend whenever she’s afflicted by Desidia at this point until Belphegor hits her to remove it.

As for the fragments, Aura will be killing most of them off, though Slime should help her for the Insecurity and Poisoned Hunger. You can play around with Slime using the less dangerous ones for tactical advantage, but it’s normally not worth the risk to do so.

Should a Poisoned Hunger force Slime to eat, you can either give him a Sweet Memories Drug or have him Consume a Cursed Meat and take him out of the fight. Should it happen to Aura, you’ll need to Discard a Cursed Gourmet Meat, dropping her into Cursed 1 state. That’s not a big deal if the fight’s mostly over, but it’s not great either, since she’ll be taking heavier damage and dealing less herself in that final enrage phase.

The fight seems overwhelming at first, but it’s really not that hard beyond the usual tactical advantage bullshit in the beginning.

With Belphegor dead, the day automatically ends.

DAY 54

  • Doing some mini-bosses today, so don’t Summon Slime and turn off Auto: Tailwind and Fast Item Stance
  • Begin with the Venom Scorpio duo in the Draknor Fortress cave. 3 x Pierce, rotated between them, should do it
  • Move to the Medium Earth Slime in the caves in the Northern Mountain Ranges. Bomb the rubble with a Bomb+, and engage the Slime from behind

Battle strategy:

Round 1->3: Attack.

Round 4: Pierce.

Round 5: Attack one Red Slime.

Round 6: If the Slime turned Wind, Attack it again. If it remained Fire, Attack the other Red Slime.

Round 7+: Finish off what’s left.

  • Nephlune Vault next, to take down the Sahaking

Battle strategy:

Round 1: Attack.

Round 2: Light.

Round 3: Defend.

Round 4-6: Attack.

Round 7: Slash.

Round 8+: Finish off the Sahaking if it’s survived till now.

  • Go to the Trademond pub and get your reward from the merchant where Desmond’s gang used to sit, then pop by the Adventurer Guild to pick up a new Barrier with that last Energy Potion+
  • Use the Barrier to deactivate the last Curse Trap blocking a Domain in Winterfall. If Aura’s HP allows, you can also kill another pack
  • Return to the Trademond Adventurer Guild and learn Lightning Sword 2 – END DAY

DAY 55

  • Summon Slime, Morph Wind, Feed the Mutated Skin, and put up Air Bubble and Aura’s new Lightning Sword

Mountainreach

  • Suck up the mana node Belphagor left

Northern Mountain Ranges

  • Kill the Spider Queen. 2 x Light into Pierce, then a final Pierce should seal her fate. Just Attack the eggs one by one with Aura and Slime

Central Lake

  • Clear out the fish. Most will go down with an Attack -> Slash combo. Target the Undine for Attack if they’re in the pack. The improved Lightning Sword can block Crabs/Sahagins from doing Pierce/Lacerate. The triple crab and eight Piranha packs don’t give gold, but some might be worth eliminating to make travel easier. The Kappa is also an easy target now, though you may want to put on Offensive Stance for it
  • If HP allows, move into Vault area off the right and kill the Piranha packs on the back of the patrolling pairs, then put on Slime’s Auto: Storm to take out the pack watching the doorway into the Rafflesia chamber

Trademond

  • Discard/kill Slime with any Cursed Gourmet Meat you have
  • Workshop: enhance equipment with a Slimy Fluid – END DAY

DAY 56

  • No Slime today, but Lightning Sword on

Winterfall

  • You should be able to finish off most of what’s in here now, bar some of the horde at the entrance. The Golems can’t make Aura eat while she has no Cursed Meat in her bag, so start with the pack watching the Inn entrance, doing some creative kiting around the ramparts with the ones before it so you can get at their back.
  • For other packs, open with Pierce on the Storm casting Idealised Women and they should die immediately. Lightning Sword can block most of the attacks from the Amazonians, but they still hurt early on when they have an ATK buff running.
  • For the mini-boss Demoness blocking the entrance, Attack the Golem, then Slash, then Pierce the Amazonian, which should leave only the boss. She should try and resummon Golems most of the time, but they have lower HP than a fresh one, so just Attack them for a tactical advantage and then Pierce the boss.
  • Don’t engage the vampire defending the last building, but Aura can kite him out around the ramparts once everything in the way is dead, then she can absorb the mana node beyond him
  • When Aura can get outside, suck up the mana node and loot the bodies, making sure to leave and reenter the area so she can walk in the front door on the Roya map from here on
  • Open the Balor Domain, then the Astaroth one, grabbing the apples from the basket while there
  • Enter Astaroth’s Domain and run through the poison to get behind the pack guarding the bridge.
    Pop an apple, then engage, Attacking one Earth Elemental and Slashing to finish the rest
  • Cast Light on the red node, then Recall

Verdeaux

  • Alchemist: give 4 x Emerald Leaf for an Elixir of Speed, buy it and drink it

Trademond

  • Workshop: enhance equipment with a Goblin Teeth – END DAY

DAY 57

  • Summon Slime, Feed it a Maleficum, and turn on Air Bubble and Auto: Storm

Nephlune Vault

  • Dive into the underwater area and move to the Kraken. All the general monsters in here are crabs, so ignore them. Grab the Ether on the way

Battle strategy: Slime Defends throughout.

Round 1: Attack a Crab.

Round 2: Pierce Kraken.

Round 3: Attack the same Crab.

Round 4: Attack the other Crab.

Round 5: Attack any Crab.

Round 6: Pierce Kraken.

Round 7: Attack remaining Crab.

Round 8+: Pierce Kraken until dead.

  • Grab the drug recipe from the chest and Recall out

Central Lake

  • Finish off any remaining fish packs in the starting area and Rafflesia area off to the right. The only things to leave for now are the Undine/Mermaid packs
  • Engage the Rafflesia in a spot where Aura can Flash Bomb and retreat to run behind it for a sneak attack, preventing the Mermaid from opening with Lullaby.

Battle strategy:

Round 1: Aura Pierce Undine; Slime Attack Rafflesia.

Round 2: Aura Pierce Mermaid; Slime cast Storm.

Round 3: Aura Pierce Undine; Slime Attack Rafflesia.

Round 4: Aura Pierce Rafflesia; Slime Attack Rafflesia.

Round 5+: Aura cast Fire -> Pierce on Rafflesia; Slime Attack Rafflesia.

There’s a mild amount of RNG based on what the Undine and Rafflesia do. Getting hit with Bubble 2 sucks, and the Rafflesia’s Tremor spell hurts even if it doesn’t have Stone Mind up. Should Aura get exhausted and be unable to cast spells/martials, just Attack until it wears off.

  • Grab the Orb, then Ascend

Winterfall

  • Open Eligos’s Domain, then enter and kill as many packs as you can (step on poison to sneak attack some). Attack -> Slash should work for most, targeting the eggs for Attack if they’re there
  • When Aura’s HP’s spent, cast Light on one of the red nodes across or in poison ground

Trademond

  • Turn off Lightning Sword, Storm, and Air Bubble, do your thing with Cursed Gourmet Meats, then drink a Vitality Potion and learn Slash 2 from the Adventurer at the Guild – END DAY

DAY 58

Trademond

  • Use an Emerald Tea and Bless some Apples to leave Aura at 150MP. Don’t do anything that will take her below that
  • Alchemist: give a Pyromantium for Bomb+ and buy them and all the Flash Bombs, then spend the day harvesting:
  • There’s a couple of Maleficum’s and Ethers in the Winterfall Domains. Feel free to kill some more fragment packs in Balor’s Domain while there, including the annoying Covetous Gaze at the start. Attack -> Slash is enough if you get the jump on them, though be wary that you can only take on one Covetous Gaze pack, since they sap Willpower and Aura must stay above 60.
  • There’s a large Ether node across a pit in the Draknor Fortress cave.
  • There’s an Ether in the cave in the Poison Swamp.
  • There’s an Ether behind a crack in the Northern Mountain Ranges cave where the Medium Earth Slime was.
  • Anything else you’ve missed to date.
  • When done, learn Radiance from the Exorcist in the back of the Trademond Church – END DAY

DAY 59

AUTO DAY END – Learning Radiance 1

DAY 60

  • Summon Slime, Feed Maleficum, Morph it Physical, then give it a Cursed Gourmet Meat to Consume
  • Put on Water Skin, then head to Mountainreach and go up into Mount Firestorm

Mount Firestorm

  • Do a hard save at the entrance here since Aura’s HP is constantly being drained, so you need to be efficient with your movements. I’ll give HP updates, with my Aura having 281HP going in
  • Move up and wait on the green ground for the pack to turn around in front of Aura, then circle the molten spot anti-clockwise to get to the skeleton with the Mana Stone (256HP)
  • Continue up under the bridge to the molten cracks. Here you want to step up and left onto the safe ground, activating the Pyroflower pack ahead. These move slowly like the trees in East Forest of Runes. Wait until it gets near Aura, and as it moves into a square next to her, run around it and to the stairs, careful not to overshoot and run into the molten lava. If you’re struggling with this, you can wait for them to engage and use a Flash Bomb.
  • Grab the skeleton to the right of the stairs before going up, then go right and stop on that third downward step before the chasing Pyroflower pack catches up with you
  • Wait for the patrol ahead to go by, then go clockwise around the L shaped lava to harvest the Pyromantium (177HP)
  • Follow the pack down and hug the left cliffs to cross the double bridges. Stop on the left edge of the second one
  • Be quick with this bit. Follow the patrolling pack straight down, careful not to run into it when it briefly pauses. Stop on the bottom left corner of that dot of cracked lava ground near the Pyromantium. When the patrol runs by, run up and right to harvest, staying on safe ground, then immediately run left and stop on that cliff corner left of the pyramid of stones in the valley below (119HP)
  • When the patrol comes around again, follow it straight up, stopping in the next cliff corner just above where it u-turns around
  • Wait for the next slower patrolling pack to go by, then follow it up, hugging the left cliffs to go left across the bridge, not down the stairs
  • Wait for the next pack to pass, then run left and down the safe ground on the left side of the cracked lava, all the way to the bottom of the stairs. You should be more or less running side by side with the pack
  • Use a Blessed Apple and the Mana Stone (if standing on the rubble at the bottom of the stairs, Aura’s HP should be 85)
  • Go left, wait for the pack to pass the cracked lava, then scoot across the safe ground to blow up the rubble below the rope drop point, and run straight down, across the molten lava L to harvest the Pyromantium before Recalling

Nephlune Vault

  • Open the Domain, and inside, take the left route to harvest the Ether and cast Light on the red node in the poison pool
  • Recall out and go back in (or just run back), and this time run to the right across the poison to cast Light on the second red node, then jump the pit above to harvest the Maleficum (use another apple)

Winterfall

  • Enter Asteroth’s Domain in the Congregation building and cast Light on the three red nodes within

Trademond

  • Alchemist: give him all your Pyromantium for Bomb+ and buy them all
  • Take off Water Skin, Bless any apples till Aura has 20MP, then see Charlotte in the Adventurer Guild to learn Heat Up 1 – END DAY

DAY 61

AUTO DAY END – Learning Heat Up 1

DAY 62

  • Use a Blessed Water, activate Lightning Sword, Summon Slime, and Feed it Maleficum

Winterfall

  • Enter Balor’s Domain to clear out fragment packs. Double Slash from Aura and Attack -> Rampage from Slime should deal with the Covetous Gaze triple pack in good time. The rest aren’t hard to figure out
  • Cast Light on the two red nodes on the right hand side, then move on to Eligos’s Domain to clean up any red nodes and fragments there. Make sure Aura harvests that stealthy Maleficum by the boss himself if she hasn’t already

Riverflow

  • Workshop: forge 2 x Maleficum Plating

Trademond

  • Turn off Lightning Sword, Morph Slime Wind, do the biz with any Cursed Gourmet Meat, and Bless a couple of Bomb+ and any remaining apples 
  • Workshop: enhance equipment with a Maleficumplating – END DAY

DAY 63

Nephlune Vault

  • Radiance on and enter the Phantom Lord’s Domain
  • Go left first to harvest that last Ether across the pit, then run back to take down the Phantom Lord. None of the ghosts can do much to Aura now, so it’s no big deal to accidentally aggro them. I’ll let you figure out how to kill the Phantom Lord
  • Pick up the Humanitas Rune, then go up top to report the quest at the Guild

Central Lake

  • Summon Slime, activate Air Bubble and Auto Storm if need be, and dive on in all the way to the Lamia on the far side of the Depths

Battle strategy:

Round 1: Aura cast Light on a Watersprite; Slime throw Blessed Flash Bomb.

Round 2: Aura Slash; Slime cast Storm.

Round 3: Aura cast Light on the other Watersprite; Slime cast Storm.

Round 4: Aura Pierce a Jellyfish that hasn’t got tactical advantage; Slime Defend

Round 5+: Aura rotates Light -> Pierce on the Jellyfish, prioritizing the most damaged one, then switches to Light -> Attack on the Lamia; Slime Defends throughout.

There’s a fair bit of RNG in this due to everything proccing tactical advantage and whether or not their attacks get through Flash Bomb/tactical advantage. To make it easier, you could give Slime the Blessed Jelly Jam Coating (you may have to buy more later), or have Fast Item Stance on so Aura can blow a Jellyfish up with a double Bomb+ once the Watersprites are down. Neither are needed though, and still won’t help with bad luck from enemy attacks landing instead of missing.

  • Use Aura’s remaining MP and HP to kill off some of the fish packs in this area. The piranhas you have to sneak behind where the Mana Stone skeleton is are a good one to start with to make later movement easier

Nephlune

  • Buy Offensive Stance 2, A Guide To Focusing Your Mind, and Protect 1 from the Bookstore
  • Sell the stockpile of Gourmet Meat to the Cook next door

Verdeaux

  • Visit the coffee shop and buy 20 x Lumerian Bread

Trademond

  • Turn off Radiance and do the business with any Cursed Gourmet Meats you may still have
  • Workshop: enhance equipment with Slimy Fluid – END DAY

DAY 64

  • Summon Slime, Feed a Maleficumplating, turn on its Air Bubble only, and activate Aura’s Lightning Sword

Central Lake

  • At the entrance of the Depths, go down the right passage to grab the Blessed Water+ from the chest. You can avoid every pack here by jumping between alcoves. There’s a midway point in the patrol route of the second pair where they wander over a square Aura can stand in. Wait there for them to pass by, then run up and into the L shaped alcove just beyond.
    For the final area, there’s an alcove in the bottom just below where the bottom pack stops at its leftmost position. Hide in that, then run up and follow the pack to get a sneak attack on it when it stops on the right by the chest.
    You could also kill some of these, turning on Auto: Storm and engaging them as they pass by the alcoves, crossing your fingers don’t poison Aura in the initial quick attack. Attack on Watersprite -> Slash is usually enough with maybe a little mopping up afterward, through the gold return isn’t that great. Sahagins need to be Pierced with tactical advantage, and it’ll probably take more than one. If you do kill some, Aura needs ~50HP minimum going forward
  • Recall out, then go back through the Depths to kill the Kappa pack up the stairs behind where the Lamia was guarding

Battle strategy: Attack Mermaid -> Slash.

  • Continue clearing the Vault area. Turn on Auto Storm for the pack blocking entrance to the Runestone room and Pierce the Undine -> Slash, with Slime Attacking the Crab.
  • Turn off Auto: Storm, activate the Runestone, then teleport out and back in to reset Aura’s Air
  • Pull the SIren out and engage in a position where a Flash Bomb and retreat allows Aura to get behind it for a sneak attack and avoid the Mermaid’s opening Lullaby. Make sure to turn Auto: Storm back on before engaging for real

Battle strategy:

Round 1: Aura Attack Siren; Slime Attack Mermaid.

Round 2: Aura Slash; Slime Attack Mermaid.

Round 3: Aura Attack Siren; Slime Attack Sahagin.

Round 4: Aura Slash; Slime Attack Mermaid.

From here on, finish up whatever you need to.

  • Turn off Auto: Storm and use up Aura’s remaining HP cleaning out more packs in the area. Attack -> Slash is enough for all if you get the jump, targeting the Mermaid or Crab for Attack. Don’t miss the Nasty Oil Coating on a skeleton to the left of the Runestone or the three chests to the right if you get that far

Ancient Shrine

  • Turn off Lightning Sword and Slime’s Air Bubble, Bless 2 x Lumerian Bread and a Flash Bomb, and have Slime Consume a Cursed Gourmet Meat if you need to, but don’t Discard one, since Aura needs to stay out of Cursed 1 state
  • Read Offensive Stance 2 – END DAY

DAY 65

  • No Slime today and only Water Skin for buffs
  • Bless 6 x Lumerian Bread and 2 x Bomb+

Mount Firestorm

  • Once again, super-efficient movements here as every step has a HP premium attached to it
  • Go left and follow the patrolling Carbuncle pack to slip by above them when they stop
  • Harvest the Pyromantium in the bottom left (288HP), then head up the stairs
  • Going left, follow the pack, stopping above that right angle in the cliff to wait for them to run back before slipping by
  • Harvest the Pyromantium in the bottom left corner (244HP), then turn on Fast Item Stance and head up to the bridge to take on the Cockatrice

Battle strategy: Get the jump on it, but don’t engage it while Aura’s standing on hot ground.
Throw a Blessed Bomb+ at the Cockatrice, then Slash, then Light if either the Cockatrice or Griffin survived and flew up.
Reload if the Cockatrice opens with Mind Gaze and saps Aura’s WIllpower

  • Move up around the lava (careful not to step on that hot spot where the lava in the valley below is clipping through the ground above) and harvest the Pyromantium (180-183HP depending on how well the Cockatrice fight went)
  • Go back down and around the lava to drop the Rope, then head right to the Salamander lava lake
  • Aura needs to step into the lava and onto the square to the top left of the bones, then wait for the Salamander to activate. When it does, run left to the edge of that cracked lava with the red stone, then up one step. If the Salamander decides to move in behind her, push down to engage it before it gets a sneak attack

Battle strategy: Throw Blessed Bomb+ at the Greater Salamander -> Slash.

  • Go back to the rope area and up the valley, stopping at the edge of the molten lava L to use 2 x Blessed Lumerian Bread
  • Continue on, over the cracked lava, and zigzag up to the Pyromantium using the safest ground you can
  • Harvest, use a Blessed Lumerian Bread, then take one step down and one step right
  • When the pack isn’t looking, run right, and at the far edge of the cracked lava ground go up and into the cave (144HP)
  • Use another Blessed Lumerian Bread and work your way up to the Pyromantium in the top right. Midway, you can duck left behind the browner rocks protruding from the wall so you don’t need to take hot floor damage from the cracked lava covered by stones
  • Harvest, then move back down and left to grab the 3 x Blue Sugar Drug+ from the skeleton, returning to the pebbles at the junction to use another bread (270HP)
  • This next part is tricky, so save before doing it. Aura needs to run up and harvest the Pyromantium, then wait before clearing the chat screen until that slow moving Pyroflower pack is wandering around her right side. When that happens, clear the chat bubble and run through the gap and down the ramp, stopping below that phallic stone where they can no longer follow her. Keep to non-lava ground as much as possible throughout this. There’s no need to touch the molten lava before moving down onto it from the gray pebbles
  • Use another bread, then get the jump on the pack in the cracked lava ground. Cast Light on a Salamander, Pierce the Aethon, Light on the same Salamander, Pierce the other Salamander, then another Pierce should finish the first Salamander off
  • Move down to the rubble and use another two breads
  • Bomb the rubble and head straight south to harvest the Pyromantium at the bottom (75HP)
  • When the next pack turns away from the ramp, run up and skirt the right cliffs to get the Acid Bomb+ off the skeleton, then use another bread
  • Going left next, all the way to the cracked wall on the far side of the two lava pools. The only molten lava you need to touch is the top nib of the first lake. Avoid as much cracked lava ground as you can. Take it slow around the patrolling packs and they’re not that hard to dodge
  • Bomb the crack, go through and harvest the Pyromantium in the molten flow, then drop a rope to the valley below
  • Use a normal Lumerian Bread (the 100HP one), then go south to engage the next Salamander/Aethon pack. Cast Light on the Aethon, Slash, then Pierce the Aethon to finish it off
  • Ignore the Pyromantium in the molten lava and continue south to drop another Rope and get the chest
  • Descend into the cave below and wait for the pack to run by before harvesting that last Pyromantium, then Recall

Winterfall

  • Go to Asteroth’s Domain, jump the pit, and harvest the Maleficum (using an Apple)

Ancient Shrine

  • Take off Water Skin and finish reading Offensive Stance 2 – END DAY

DAY 66

Note: I’m doing all three Winterfall Guardians today, but if you feel that’s too much, you can do two today and finish the third on Day 72 – though you’ll need to use an Energy Potion. Check your bag for any Cursed Gourmet Meat, and if you have any, do Balor then Astaroth, since Aura doesn’t want to be carrying Cursed Gourmet Meat for Eligos. If you have no meat, do Eligos then Astaroth, since Balor is the most consistent in minimizing damage taken, so you’ll be able to do more after Balor on Day 71.

  • Put on Lightning Sword, Summon Slime, Morph Fire and Feed Maleficum, then go to Winterfall and pay Eligos a visit in the Merchant House

Battle strategy:

Round 1: Aura Pierce; Slime throw a normal Acid Bomb.

Round 2->5: Fragments are summoned and you’ll quickly learn that not all fragments are made equal.

The next move depends on how many imps are present in the pack:

  • If there are no imps, Aura does Slash, Slime throws a normal Flash Bomb, then Aura does Pierce -> Light -> Pierce while Slime Defends.
  • If there’s only one imp , Aura throws a Blessed Bomb+ at it while Slime throws the Flash Bomb. Then Aura Pierces Eligos -> Slash -> Pierce on Eligos, while Slime rotates Attack on a fragment -> Defend.
  • If there’s more than one, Aura Attacks another fragment, followed by Pierce on Eligos, Slash, Pierce on Eligos. Slime throws a Flash Bomb, then rotates Attacking a fragment -> Defend.

Round 6+: Aura rotates Light -> Pierce on Eligos, or Blessed Bomb+ -> Attack if she’s been exhausted; Slime cast Fire on Eligos or Defend if Exhausted.

If you Slashed all the fragments dead in the first round, Eligos will summon them all back in round 3 or 4. The principle is the same as in later rounds, though you might as well just Slash them even with imps present, since Eligos will now be vulnerable and Attack can still do decent damage to him.

The fragments do make it a highly RNG fight, since large quantities of certain types means Aura’s going to get a damage debuff or be exhausted, and Eligos hits like a mother-trucker, so there’s always a chance he’ll just 1-shot Aura in the early stages, but on a good showing both characters should be able to come out of this with well over 200HP, which is what we want.

  • Suck up the mana node, grab the chest, then pay Astaroth a visit in the Congregation building across the road

Battle strategy:

Round 1: Aura Attack a Golem; Slime throw Blessed Acid Bomb at Astaroth.

Round 2: Aura Slash; Slime throw normal Flash Bomb.

Round 3: Aura cast Heat Up; Slime cast Fire.

Round 4: Aura put on Offensive Stance; Slime Defend.

Round 5: Aura cast Light; Slime cast Fire.

Round 6: Aura and Slime both Attack.

Round 7: Aura Slash; Slime Attack.

Astaroth kills can range from taking 0 damage to being completely obliterated by Cupiditas spam and Attacks breaking through blind when Offensive Stance goes up. If you want to do Balor as well, get a good attempt where both characters leave with over 100-150HP.

  • Loot the chest, suck up the mana pool, and head off to Balor in the Inn

Battle strategy: Keep Offensive Stance on going into this.

Round 1: Aura Attack a Covetous Gaze; Slime throw a Blessed Acid Bomb at Balor.

Round 2: Aura Attack the other Covetous Gaze; Slime Attack the first Covetous Gaze.

Round 3: Aura Defend; Slime throw Flash Bomb.

Round 4: Both Defend.

Round 5->7: Aura cast Light -> Attack -> Attack (Or, if Balor’s now resistant to Light, Heat Up -> Attack -> Attack -> Attack); Slime cast Fire.

If Balor puts up Predicting Gaze, which is a 75% Counter to physical attacks akin to what John had during the Festival of Greed, Aura will either have to start casting Light/throw Blessed Bomb+’s, or throw Bomb+’s if Balor’s become Resistant to Light. It’s not ideal, but Balor doesn’t tend to have much HP left when this happens.

FYI, as of version 0.46 there seems to be a bug where Balor doesn’t reset his resistances between reloads. So if you’re dying and reloading multiple times, you’ll start to notice he begins the fight resistant to both Light and Fire. If this happens, close the game down fully, then reopen it, and he should begin with his proper Weakness to Light and standard Fire resistances.

  • Suck up the mana pool

Verdeaux

  • Turn off Lightning Sword and, if Slime survived, turn off Flaming Robe, then do the business with Cursed Gourmet Meats
  • Buy another 12 x Lumerian Bread from the coffee shop
  • Visit the Cathedral and Call Elaine – END DAY

DAY 67

  • Put on Water Skin and a normal Nasty Oil Coating, then Bless enough Bomb+ to have 6, a Flash Bomb, and as many Lumerian Breads as you can with any remaining mana

Mount Firestorm

  • You know the drill by now. Begin by going left and into the cave
  • Inside, follow the pack straight up the passage and stand at the edge of the cracked lava ground to wait for them to go back before moving to climb the rope to Caves 1
  • Move along the valley and into the lava pool to harvest the Pyromantium
  • Use 2 x normal Lumerian Breads (the 100HP ones), then go back across the lava and up to the next rope, but don’t climb it
  • Head down the passage to the lava pool the Hi-Aethon is standing in
  • Turn on Offensive Stance, take one step onto the molten lava to activate him, then run back two steps and turn around so he doesn’t sneak attack Aura. Spamming Attack should make short work of him
  • Turn off Offensive Stance, use a Blessed Lumerian Bread, and go back up the valley to the rope
  • Climb up, cross the molten lava, and squeeze through the crack
  • Use another Blessed Lumerian Bread, then head right and across the cracked lava and veer up the valley north of the molten lake beyond to another molten pool with a Salamander in it
  • Turn on Fast Item Stance, then stand in the safe spot to the left of that half hidden phallic stone in the right wall and wait until the Salamander charges Aura

Battle strategy: Throw Blessed Bomb+ at a Greater Salamander -> Attack on a normal Salamander, then repeat for the other two.

  • Turn off Fast Item Stance, check you’ve got enough HP to reach the skeleton (use a Blessed Apple if not), and once you’ve grabbed the Blessed Water off it, Recall

Verdeaux

  • Turn off Water Skin and go into the Cathedral to speak to Gabriel – END DAY

DAY 68

  • Use a Blessed Water+, put on Lightning Sword and Offensive Stance, Summon Slime, Morph Wind and Feed Emeraldplating

Winterfall

  • Kill the vampire outside the Lord Winterfall’s Mansion

Battle strategy: Begin by pulling him down, throwing a Flash Bomb, and retreating so you can get behind him. Before engaging, put on Auto: Tailwind and Auto: Storm.

Round 1: Aura Attack a Golem; Slime Attack Vampire.

Round 2: Aura Attack Vampire; Slime throw a Web Bomb (you thought we’d never use these, right?)

Round 3: Aura Attack the other Golem; Slime throw the second Web Bomb.

Round 4: Aura Slash; Slime do whatever.

In the long run, it’s probably cheaper to just throw Bomb+ at the bats with Slime being Fire to assist with Fire casts, but it’s nice to give the Web Bomb some love.

Trademond

  • Turn off Tailwind and Auto Storm, then pick up the Rotten Love quest from the Guild
  • Speak to Elaine the Exorcist in the Church

Jacob’s Farm

  • Smash the cross on the grave just below the house
  • Open the Domain and go in and work your way around, bombing the wall, casting Light on the red node, harvesting the Ether, and then kill the pack that’s blocking the path

Battle Strategy: Offensive Stance remains on.

Round 1: Aura Attack a Covetous Gaze; Slime Attack the Dog

Round 2: Aura Attack the other Covetous Gaze; Slime Attack the first Covetous Gaze

Round 3: Aura Attack the Dog; Slime throw Acid Bomb on Chest

Round 4->6: Aura turn off Offensive Stance, then Defend. If she’s forced to pick up gold during this stage then she might as well do so; Slime Consume a Cursed Gourmet Meat

Round 7+: Aura Attack -> cast Fire -> Pierce, then rotate Pierce -> Defend until the chest is dead. On the off chance it casts Phase Shift again on a round Aura casts Fire, you’ll just have to Defend -> Pierce until it dies. You want to save 5MP to cast Light on another node.

If at any point the Chest gets tactical advantage for hitting Slime, Aura needs to immediately Attack it in the next round, else it will do a massive damage Pierce that will steal 60+ gold even if it misses.

  • Continue on, drop a Rope, cast Light on the red node, then run through the poison lake to harvest the Maleficum (use a Blessed Apple when there)

Trademond

  • Turn off Lightning Sword and Discard/Consume Cursed Gourmet Meats
  • Adventurer Guild: Gift Paul the Protect 1 book and John the “Mana and a Healthy Diet…” book
  • Gift John a further 2 x Blue Sugar Drug+ (such a pure act)(No longer can gift drugs), then teach him the art of Offensive Stance – END DAY

DAY 69

  • Turn on Radiance and Offensive Stance, Summon Slime, turn on Air Bubble and Auto: Storm

Central Lake

  • Go into the Depths to kill the Sahaking/Kraken combo

Battle strategy:

Round 1: Aura cast Light on Kraken, Slime Attack Kraken.

Round 2: Aura Attack Kraken, Slime cast Storm.

Round 3: Aura cast Light, Slime Attack.

Round 4: Aura Attack, Slime Defend.

Round 5/6: Aura cast Heat Up, Slime Defend.

Round 7: Aura cast Light, Slime Defend.

Round 8: Both Attack.

  • Turn off Offensive Stance, Radiance, and Auto: Storm, then grab the Jelly Jams and Yellow Orb
  • Teleport to Central Lake, put the Orbs on their pedestals, grab the Castitas Rune behind the gate, then Ascend into the caves
  • I’ll let you work out the rubbles to remove in this area. You should be able to open up every passage with 4 bombs in the first collapse and 3 in the next
  • Bomb the crack into the Mature Spider Queen cave and take her down. Spamming Pierce is enough to do the job, with a Storm from Slime to finish off the eggs/spiders quickly if you don’t fancy killing them one by one
  • Grab up the five accessible Chronicle Fragments (there’s one in a hidden cave in the bottom left of the area), as well as the Vitality Potion off the skeleton. Also harvest the Pyromantium if Aura has the HP to do so

Trademond

  • Do the biz with any Cursed Gourmet Meats – I suspect they’re all gone by now
  • Adventurer Guild: gift John the Offensive Stance 2 book, then teach him the art of Pierce – END DAY

DAY 70

  • Put on Lightning Sword and Bless an Acid Bomb and Flash Bomb, then go into the Domain at Jacob’s farm and move to the back of Persephone
  • Summon Slime, Morph Fire and Feed Maleficum, then engage Persephone to save Jacob’s daughter (Fucking finally!)

Battle strategy:

Round 1: Aura Attacks the Covetous Gaze; Slime throws Acid Bomb at Persephone.

Round 2: Aura Slash; Slime throws Acid Bomb on Chest.

Round 3->5: Both Defend. If the Chest throws out some gold, might as well pick it up. If the Chest hits Slime and gains tactical advantage, Aura Attack to numb its Pierce that steals gold.

Round 6: Aura casts Fire on Chest; Slime Defend.

Round 7+: Aura Pierces if the chest doesn’t have Phase Shift, else cast Fire. Slime casts Fire throughout.

  • Suck up the mana node, then head into Trademond to Report your success to the Guild
  • Morph Slime Physical and  teleport to Central Lake
  • Ascend into the caves and take down the Behemoth

Battle strategy:

Round 1: Aura Pierce; Slime throws Blessed Acid Bomb.

Round 2: Aura throws Blessed Flash Bomb; Slime Protects.

Round 3: Aura casts Heat Up; Slime Protects.

Round 4: Aura turns on Offensive Stance; Slime Protects.

Round 5: Aura casts Heat Up; Slime Attacks.

Round 6: Aura casts Tailwind; Slime Attacks.

Round 7: Aura casts Light, Slime throws Blessed Bomb if you still have some, or Blessed Bomb+ if not.

Round 8: Aura Attacks; Slime Rampages/Attacks.

Round 9: If Slime was able to Rampage, Aura Attacks, else cast Light; Slime Attacks.

Round 10: Aura Attacks, Slime Attacks.

The strategy largely hinges on the Behemoth not killing anyone during its Rampage.

  • Grab the last fragment and head on through the passage all the way to the Roya map so the node pops. Harvest the Emerald Leaf if Aura wasn’t left at 1 HP, else come back another day
  • If Slime survived, Morph it Wind. You can also clear some leftover packs in the Central Lake or Winterfall if you have the HP to do so
  • When finished for the day, Recall, turn off Offensive Stance, and continue reading “Luck Is Also A Skill!” – END DAY

DAY 71

  • Put on Lightning Sword, but don’t Summon Slime today
  • Pay a nostalgia visit to the cave in Draknor Fort to deal with the Medium Slime there

Battle strategy: Attack -> Pierce to make sure the big slime doesn’t get a round as a Thunder version. Defend, then just Attack to finish the smaller versions off. Don’t waste a Fire cast to save the MP.

  • Go to Winterfall, grabbing the Emerald Leaf from the Forest of Runes East Exit on passing if you missed it
  • Go into the Church basement to bomb the crack and kill the Slime. It’s the exact same fight as previously
  • Harvest the Ether and move on to the mushrooms further up. Fire -> Slash should deal with them in quick fashion
  • Harvest the Emerald Leaf, then use any remaining HP mopping packs in Winterfall. If you kill the one in the Congregation’s basement, make sure to Discard the Cursed Gourmet Meat, especially if you’ve left Eligos to do tomorrow
  • When spent, head to Trademond to give the Alchemist an Ether for Mana Stones, buy two, and use them
  • Bless 6 x Lumerian Bread and that last Flash Bomb, then head over to the Maid Academy to Enlist with Paulina (you have to speak to the Barrier Adventurer in the Guild about Richard’s Barrier first if you haven’t already) – END DAY

DAY 72

  • Summon Slime and Feed it an Avian Feather
  • If you left a Winterfall mini boss on Day 66, go kill that now
  • First (or next) is the Medium Slime duo in the Behemoth area

Battle strategy: Slime goes in with Auto: Storm on.

Round 1: Aura Attacks the Earth Slime; Slime Attacks the Thunder.

Round 2: Aura Pierces the Thunder Slime; Slime Defends and keeps doing so until the end.

Round 3: Aura Slashes.

Round 4: Aura Pierces the Medium Earth Slime.

Round 5+: Aura Slashes.

  • Spend the rest of the day cleaning up leftover packs in Winterfall and Central Lake.
    Start with Winterfall, and don’t forget the ambushers in the Congregation basement. Make sure you’re pushing down as the screen transitions so they don’t get a back attack on Aura, and Pierce the Idealized Woman in the first round so she doesn’t fly up. The rest should be a case of Attacking them one by one if there are only three enemies, with Slime assisting on the Idealized Women, or Attack -> Slash if there are four.
    Central Lake is easier. You don’t need to Pierce the Mermaids anymore, just Attack them, then Slash. Don’t forget the three packs that may still be in the Rafflesia area, since they’re worth a lot of gold. Leave the Depths till last. The packs aren’t hard to kill, but getting a sneak attack so the Piranhas don’t poison Aura is a little bit harder, though not impossible. There’s an Emerald Leaf to harvest in the shadow corner of the area just south of the original entrance.
  • Turn off Air Bubble and Lightning Sword, Discard/Consume any Cursed Gourmet Meats you may have, then visit Charlotte in the Trademond Guild to learn Fire 2 – END DAY

DAY 73

AUTO DAY END – Learning Fire 2

DAY 74

  • Use a Blessed Water+ and Nasty Oil Coating +, Bless a Bomb+, put on Radiance, then Summon Slime, Feed it a Pyroplating and put on Auto: Storm
  • Go to the Maid Academy, and once Aura’s been chastised by Headmaid Caroline, head back outside and cast Fire 2 on the super brambles on the left side of the building
  • Climb into the hidden hole and go left to grab the Mana Stone off the skeleton (using on Aura), then blow up the rubble to get to the cliffs above
  • Kill the first two packs on the right. Attack on a fox followed by Slash is enough. For the third that’s blocking the second passage, Attack a Fox, Slash, then cast Light on the Armor and Pierce. Slime should Defend throughout. The Armor can do a lot of damage to Aura if it hits her through tactical advantage, so you might want to save and reload if she comes away with <100HP
  • Continue left and kill the fox pack roaming the next passage south to collect the gold off the skeleton
  • Go back up and left, grabbing the Vitality Potion+ from the skeleton before blasting through the next round of rubble
  • The next pack can be a pain to avoid since Radiance is increasing their activation range by 2. You have to run just as they turn and hop down before they turn back. You really don’t want to pull them if you can avoid it, but if you feel you can’t slip by, have Aura open with Slash, Slime throw a Blessed Bomb at the Robe, then finish off the Armor with Pierce -> Light -> Pierce while Slime finishes off the Imp if Slash didn’t do the job. Obviously you don’t want to come out of this with somebody on <100, so it might take a few attempts
  • Attack the pot and Slash for the next pack
  • Head all the way right, looting the two skeletons on route, and blow up the rubble to the Thrall Expert Adventurer. Put on Fast Items Stance and Auto: Tailwind before engaging

Battle strategy:

Round 1: Aura Slash; Slime throws a Blessed Flash Bomb.

Round 2: Aura Slash; If Covetous Gaze got tactical advantage, Slime throws a Blessed Bomb+ at it, if the Gaze died, but the Adventurer procced tactical advantage otherwise Attack Attachment.

Round 3: Both Defend.

Round 4: Aura throws Blessed Bomb+ at the Armor; Slime throws a Stasis Bomb.

Round 5: Aura Pierces the Thrall, Slime Attacks the Attachment.

Round 6: Aura Pierces the Thrall; Slime Attacks the Thrall.

Round 7+: Both Attack the Attachment, though if the Robe survived the earlier Slash, Slime should Attack it when it’s got tactical advantage to finish it off.

RNGwise, this fight’s a real shitshow thanks to everything proccing tactical advantage off Slime. If Aura gets beaten down to sub 50HP in the first round it’s pretty much game over. Slime dying isn’t a major issue though, since after Round 2 it’s mostly there to compensate for low damage rolls from Aura.

  • Turn off Radiance, loot the three chests, and climb the ladder to cast Light on the four red nodes
  • If Aura has HP left, harvest the 3 x Emerald Leaf in the area
  • Recall and go to the Trademond Alchemist to give him 5 Pyromantium (4 for Bomb+, 1 for Flash Bomb) and 1 Emerald Leaf for Acid Bomb. Buy five of both Flash and Acid Bombs, then all the Bomb+
  • Pop over to the Guild to teach John Fire I – END DAY

DAY 75 – MOUNT FIRESTORM DEPTHS

  • Water Skin on, but no Slime today. Bless 9 x Lumerian Bread, use an Emerald Tea and Liquefy Weapon Coating, then head to Mount Firestorm
  • You should know the drill by now. Begin by going to the left and into the cave, returning to where Aura fought the Hi-Aethon and go through the cave to the right of the area
  • Drop the Rope and stand on the safe point in the middle of the C of cracked lava (67HP. This figure may vary slightly from here on based on how fights go.)
  • Step left to activate the pack, then right again, and just as they’re about to move into a space beside Aura, run toward them to engage. Attack the Pyroflower -> Slash -> Heat Up -> Attack -> Pierce should finish them off
  • Eat 2 x Blessed Lumerian Bread, then move down and follow the patrolling pack to stand in the safe spot next to the Pyromantium
  • Attack -> Slash on an Aethon to take them out, though the other Aethon may survive and need another Attack. Assume Attack -> Slash is the routine for every pack in here unless stated otherwise
  • Harvest, then go left, blow up the rock, and move down to the safe spot to the left of the pebbles to wait for the patrolling pack to engage (175HP before fighting)
  • Go left, drop the rope, and climb down when the pack isn’t looking, waiting at the bottom for them to come to Aura
  • Move around the safest ground to get the extra bread off the skeleton, then retrace your steps to cross the molten lava from the two spaces at the top of the 8. Wait on the other side for the pack to attack (16HP after fighting)
  • Use 2 x Blessed Lumerian Bread and continue down to harvest the next Pyromantium
  • Move up to stand on the dark red pebbles to kill the next patrolling pack
  • Need to be quick in this next bit. You want to activate the pack guarding the skeleton, then run back to the grey pebbles. When it comes up beside Aura, move toward it to engage, then throw a Flash Bomb and escape. While it’s dazed, Aura needs to grab the formula off the skeleton, then get up and around the cliffs where the pack can’t chase her
  • Stand on the grey pebbles and wait for the pack to engage, kill it, then use another Blessed Bread (249HP after fighting)
  • Move on and around to the rock, blow it up, and use two more bread
  • Harvest the Pyromantium beyond from the top, then run back to the grey pebbles and go around that nib of cracked lava protruding from the vertical line to wait at the top for the packs wandering the molten pool to come to Aura (242HP before fighting)
  • Go left and up, drop the rope, and follow the safest ground around to the massive lava lake
  • Cross the lake when the patrolling pair move vertically to switch directions. (27HP)
  • Use two Blessed Bread, then take a step right and wait for the packs to engage
  • Go underneath the rocks to the right to loot the skeleton from below, then go straight south to the grey pebbles and wait for the pack to come to Aura. Run into it if it’s risking a sneak attack on her. Attack the Pyroflower, Slash, Heat Up, Attack, Pierce (123HP after fighting)
  • Run to the rock, blow it up, and move on to the Pyromantium in the next chamber (7HP)
  • Use 2 x bread, harvest, then go back to middle of the lava lake where Aura fought the first two fire elemental packs. Hug the wall past the rubble spot since it’s safer than the south route
  • Stand in the safe spot above those red rocks and wait there for the second patrolling pair to engage Aura (50HP after fighting)
  • Follow the cracked lava to loot the skeleton on the left, then use two more bread
  • Follow the cracked lava back, then follow the one on the right up to loot the next skeleton (234HP)
  • Move in front of the Phoenix, use another Blessed Lumerian Bread, 2 x Blessed Apples, and save before engaging

Battle strategy:

Round 1: Throw Acid Bomb.

Round 2->3: Defend.

Round 4: Cast Heat Up.

Round 5: Use Vitality Potion+.

Round 6->7: Attack.

Round 8: Throw Blessed Bomb+.

Round 9: Slash.

Occasional Aura’s damage rolls high enough that the Phoenix dies in Round 7, in which case just Slash -> Slash. On the chance you’ve not got a Blessed Bomb+ because one was thrown at the Covetous Gaze the day before, or you just want to save it, switch the second Attack in Round 7 to a Pierce, and then Slash -> Slash. This carries some risk, as Aura can die if all the Phoenixspirits decide to bombard her with Explode over Intensify Heat, but it works 9/10 times.

  • Use a Blessed Lumerian Bread and head into the final cave. I don’t know how much damage you took on the Phoenix so I can’t judge bread usage from here on. Just keep an eye on her HP and use one whenever she’s under 150HP
  • Begin by stepping on the cracked lava above the safe spot, then step down when the pack engages and walk into it if it decides to attack her from above
  • Continue on, crossing that right angled lava river by its thinnest part, then wait on the safe ground for the pack to engage
  • Make a save in a fresh slot here, because depending on how much bread/items you’ve used you may want to skip this next bit. Go over the top of the phallic stone in the lava to get the skeleton, then continue on to drop the rope and harvest the Pyromantium below
  • Move on to the next skeleton, then down to the safe ground to kill the next patrolling pack of elementals
  • Continue right, harvest the large Pyromantium vein and then continue on straight to the wall where the ground is less damaging
  • Going up, you want to follow the grey pebbles straight to that dark lightning bolt of safe ground, then zigzag up to the top of the cracked lava before making the run across the molten lava to bomb the rubble
  • Save and make sure you’ve got over half HP for the next pack. Stop the moment it activates. Open by Piercing the Pyroflower, followed by Slash, Heat Up, Pierce, Pierce. With low damage rolls there’s a chance the Pyroflower will survive and you’ll have to reload and try again
  • Assuming you took the Stasis Bomb+ route, you’ll have run out of bread, so use Blessed Apples until Aura has over 232HP. If you didn’t take the Stasis Bomb route, carry on using bread whenever needed
  • Follow the zigzag of cracked lava to the Pyromantium and harvest it
  • Use 2 x Vitality Potions. You may want to do this even if you have bread so that Aura’s HP stays synced with the guide
  • Move up and engage the dragon

Battle strategy: Remove the collar, Rat -> Horse -> Dog -> Attack -> Attack.

  • Harvest the Star Metal and pick up all that beautiful gold and Recall
  • Turn off Water Skin, Bless 5 x Bomb+, then head over to Winterfall’s Congregation building to release all the prisoners in there, beginning with the sailors. Remember to also send the woman to the docks after Consuming her curse
  • Nephlune next. Give the Priestess the Hyperreaction Drug+ formula
  • Teleport over to Verdeaux, buy 5 x Lumerian Bread from the coffee shop, then pop into the Cathedral for the second meeting with Dolus – END DAY

Day 76

  • Radiance on, Summon Slime, Morph it Fire, Feed it the Phoenix Feather, then head into Trademond to speak to John about his reward (don’t speak to them about the ritual)
  • Give him the drugs for the Lure, then go find him in the North Forest of Runes on the cliffs where the Mothercrow used to be flying about
  • Burn the lure, then put on John’s Offensive Stance (because why not?) before engaging the Garuda. Aura can sit this one out and let Slime and John deal with it with Fire -> Attack
  • Return with John to Nephlune to Report the quest
  • Head back to the caverns beneath the Maid Academy to begin clearing out the trash. Slime should bombard the Armors with Fire while Aura deals with the rest, dropping Pierce on Armors whenever she gets tactical advantage. When only the Armor’s remain, Fire -> Pierce to finish them off. You don’t have to worry about packs that don’t give gold, which I think is anything without an Armor or Robe in them.
  • When done, go up into the secret room, blow up the rocks blocking the ladder, and collect the Magic Thread from the chest in the corridor beyond
  • Recall out, turn off Radiance, and continue reading “Luck Is Also A Skill!” – END DAY

DAY 77

  • Turn on Lightning Sword and Offensive Stance, Summon Slime, turn on its Flaming Robe, and head back into the Maid Academy caverns to take on the Slime Queen

Battle strategy: Aura Attacks while Slime spams Fire until the Queen splits into two Mediums. When she splits, Aura switches to Slash while Slime casts Fire on the Thunder Slime, switching to the other Medium Slime when that one splits.

  • Turn off Lightning Sword, Offensive Stance, and Flaming Robe, then  Bless Lumerian Bread with whatever mana Aura has left
  • Head to the Trademond Adventurer Guild to discuss the Reverse Summoning Ritual with the gang – END DAY

DAY 78

  • Turn on Radiance, Summon Slime, and Feed it Rainbow Scales
  • Continue cleaning out the Maid Academy caverns (don’t let Aura or Slime drop below 20MP)
  • When done, go to Winterfall and Fire the super brambles in front of the cave in the cliffs at the back of the fort
  • Enter and harvest the Star Metal inside
  • Turn Slime Wind, put on Air Bubble, and head down into the Nephlune Vault’s water area to Fire the vines and relieve the skeleton of its Vitality Potion and the chest of 400 gold
  • Teleport to Verdeaux and speak to Desmond at the tower in the middle of town. Pay the 250g entry fee, but don’t go in today
  • Turn off Radiance and Morph Slime Fire if you can, then Recall to the Shrine and continue reading “Luck Is Also A Skill!” – END DAY

DAY 79

  • Turn on Lightning Sword, Summon Slime, Morph it Fire if needed, and put on its Flaming Robe
  • Go to Verdeaux’s coffee shop to debate the Luck Theory. The answers are: Objection! -> Critical Hit!; Refute.; That’s wrong! -> Monster Materials. -> AVIAN; Continue.; Refute.; Continue.; Continue.; Your lies are already exposed!!
  • Go outside to join up with Desmond and enter the Entertainment Den
  • Make a fresh save and speak to the Entertainment Mage to compete in the Entertainment Battle
  • The rules are explained, but needless to say, Aura needs to end the event with over 100 applause or she’s going to get fucked … literally … many times. There are four battles in all, and they each get increasingly harder, so it’s worth saving between every battle as a precaution

Battle strategy, Round 1:

Round 1: Aura Slash; Slime Attack Crab; Desmond Attack Griffin.

Round 2: Aura Pierce Crab; Slime and Desmond do whatever.

You should come out with over 50 Applause points from this.

Battle strategy, Round 2:

Round 1: Aura Attack Undine; Slime cast Fire on Snake; Desmond Attack Undine.

Round 2: Aura Pierce Ogre Elite; Slime and Desmond Attack Undine.

You may or may not get the damageless victory here, but as long as the Applause is around 80 you’re doing fine.

Battle strategy, Round 3:

Round 1: Aura and Slime cast Fire on Rafflesia; Desmond Defend.

Round 2: Aura Pierce the Hydrangea; Slime cast Fire 1 on Rafflesia; Desmond Defend.

Round 3: Aura cast Heat Up; Slime and Desmond Attack.

Round 4: Aura cast Light; Slime and Desmond Attack.

Round 5: Aura Pierce; Slime and Desmond Attack.

With any luck you’ll be over 100 Applause by now, so the final battle is just mopping up.

Battle strategy, Round 4:

Round 1: Aura and Slime cast Fire on Garuda; Desmond Defend.

Round 2: Aura Pierce the Aethon; Slime cast Fire on Garuda; Desmond throw a Blessed Bomb (or Blessed Bomb+ if you don’t have a normal one) at the Jellyfish.

Round 3: Aura and Slime cast Fire on Garuda; Desmond Attack the Jellyfish.

Round 4: Aura Pierce Jellyfish; Slime cast Fire on Garuda; Desmond Defend.

Round 5: Aura cast Light; Slime cast Fire; Desmond Defend.

Round 6: Aura Pierce; Slime cast Fire; Desmond Attack.

Round 7: Aura cast Light; Slime cast Fire; Desmond Defend. (This round only happens if the Jellyfish dodges a Pierce from having tactical advantage)

  • Bless Flash Bombs with Aura’s remaining mana, then visit the Trademond Alchemist to give him a Slimy Fluid for Nasty Oil Coatings. Buy all of them and the Anti-Dark Coating
  • Turn off all buffs on both Aura and Slime, then teleport back to Verdeaux to start the Nothing But the Truth quest (pick it up from Roland if you haven’t already.

I recommend doing this yourself as it’s a fun puzzle, but if you want the efficient route:

1: Present Evidence: Alibis to Anthelme

2: Present Evidence: Anthelme’s Memories to Lorraine

3: Talk to Amanda or Camille

4: Head upstairs and into the murder room. Investigate the door, the window, the fireplace, the teapot, and all options on the body

5: Move next door and open and inspect the three desk drawers. The clue is in the colors.

6: Head back downstairs and talk to Marie

7: Present Evidence: Missing Will to Camille

8: Start the trial from Judge Faure at the main entrance

  • When it comes to the trial, again, I recommend doing it yourself, if only for Luciela’s mockery whenever Aura (you) get something wrong – though Alicia’s clearly totally into it

The solution is:

  • 1: Find a hole, Continue, Continue, Press.
  • 2: Continue, Present Evidence: Laval’s Affair with Marie.
  • 3: Continue, Continue, Present Evidence: Sleeping Formula.
  • 4: Continue, Continue, Continue, Press – END DAY

DAY 80

  • Don’t cast anything and go to Winterfall
  • Inside the Inn, free the hostages in the rooms on the right. Use an Energy Potion to top Aura’s MP to 100 to Absorb the second Curse from the woman in the bottom
  • Teleport to Verdeaux and go back to the murder scene
  • Talk to Francois, then solve the case:

1: Continue, Continue, Press, Yes.

2: Present Evidence: Letters to Lorraine -> Laval’s Diary.

3: Continue, Continue, Present Evidence: Laval’s Diary -> Closed Room.

4: Continue, Present Evidence: Missing Will.

  • With Roiland humbled, go speak to Dolus in the Cathedral and agree to the Reverse Summoning Ritual – END DAY

DAY 81 – REVERSE RITUAL OF SUMMONING

Preparations

Before even moving, immediately use a Blessed Water+ and an Emerald Tea so your team doesn’t end up losing a chunk of HP from Aura’s lowered willpower.

Turn on Lightning Sword for Aura, turn off Offensive Stance for John if you played with it on the Garuda, and change the formation, switching Charlotte out for Desmond

Next Use Coatings on everybody. Aura should have a Nasty Oil+. Paul(ina) and Desmond want Blessed Poison Coatings. John wants a standard Lightning Jam Coating. And Charlotte wants a Blessed Lightning Jam Coating.

Heavenly Path 1

  • Loot the body and harvest the two Ether, then move up to engage our old friends, Barry and Darry

Battle strategy:

Round 1: Aura and Paul Pierce the Soldier; Desmond Attack Darry; John Protect.

Round 2: Same again, only this time John Defends.

Round 3: Aura Slash; Desmond and Paul Attack Darry; John Defends.

Round 4: All Attack Barry.

  • Slurp up all the Souldust you pass by and deal with the three trash packs.
    For Shadows, just have Aura Attack them when their tactical advantage is down and leave the rest on Defend.
    For Fortunes, Aura can one-shot them with a basic Attack, so have the rest of the crew focus the third one down while she deals with the other two.
  • Grab those Flash Bombs off the corpse near to the Misfortune, then pull it out and use one to Retreat so you can engage it from behind for a sneak attack

Battle strategy: You only need Aura for this, so the rest Defend. Aura’s attack pattern is: Light on Misfortune, Slash, Light, Attack.

  • Harvest the large Ether node, then, if you’ve got 30 Souldust, go fix the bridge to move further north. (If you’ve less than 30 Souldust you’ve missed sparkles on the ground or haven’t killed something)

First Divine Gate

  • Just a battle here. Aura Pierce the Soldier, and Desmond Attack one Bandit while John and Paul Attack the other. Round 2 is the same, only Aura uses a normal Attack instead of Pierce.
  • Loot the corpses, and when you have 15 Souldust move on north

Heavenly Path 2

  • Begin by heading right and jumping the gaps to harvest the Ether in the top right. Slurp up Souldust along the way. You should have 46 by the end
  • Visit the yellow flame in the south and buy Sturdy for Paul and John, Brighten for John, and Resistance: Thunder for Desmond
  • We’ll do the left side first, so head back and gank those bandit packs. You can take them head on, with Aura Attacking the Adventuress if she’s there, the rest focusing the others down.
  • Switch Charlotte in for Desmond for the pack patrolling the south bridge. Aura and Charlotte double team the Lave with Attack/Fire 2, with Paul Piercing the Fortune just to be sure. Then Aura finishes off the Fortune and Shadow with Attacks by herself in that order
  • For the pack at the other end of the bridge, Aura Attacks the Fortune -> Shadow -> Courage -> Shadow. Paul Pierces the Fortune in Round 2 if it survived. Aura may need to do a second Attack on Courage if the Shadow didn’t eat it.
  • Bring Desmond back in for the remaining three Bandit packs. Attack them down, though have Aura Slash in the first round for the pack with two Adventuress in it
  • Turn on Aura’s Offensive Stance and take down the Bandit King

Battle Strategy:

Round 1: Aura and Desmond Attack Lysander; Paul Pierces Lysander; John throws Acid Bomb+ at Lysander.

Round 2: Aura Attacks Darry; John Protects; Paul and Desmond Defend.

Round 3: All Defend.

Round 4: Aura throws a Stasis Bomb; Paul and John Defend; Desmond Defends if Lysander got poisoned in Round 1, otherwise he throws a Flash Bomb.

Round 5: Aura and Desmond Attack; Paul Pierces; John Defends. Lysander should die here, but if he didn’t get poisoned in Round 1 he’ll survive, in which case all Defend until they can hit him again and cross your fingers his attacks miss.

  • Grab the Orb, turn on Aura’s Fast Item’s Stance, switch Charlotte in for Paul, and go fix the bridge to take on the Misfortune

Battle strategy:

Round 1: Aura and Desmond throw Blessed Bomb+ at the Misfortune; Charlotte casts Fire 2 on Misfortune; John Protects.

Round 2: Aura throws Bomb+ at Fortune; John Defend. Charlotte and Desmond’s actions depend on whether or not Charlotte got hit with Horror and now has Confusion. If she did, she Defends for the rest of the fight and Desmond throws a Blessed Bomb+ at the Shadow this round. If she didn’t get hit with Horror, Charlotte casts Fire on the Love and Desmond Defends.

Round 3: Aura and Charlotte cast Fire on Love; John and Desmond Defend.

Round 4+: John Protects and Defends while Aura rotates Attacks on whatever’s left, prioritizing Love -> Shadow -> Courage.

There’s a lot of RNG in this based on Lullaby/Horror. You can save bombs by chain reloading and redoing the pull until a time when the pack decides to run left/right instead of straight at Aura, engaging her from the side rather than the front. This allows her to Flash Bomb and retreat, then reposition in the corner above it, and when it re-engages her (hopefully from below), another Flash Bomb and retreat can get a sneak attack from which 2 x Light -> Slash on the Misfortune will clear the whole pack out while taking minimal damage. This is cheesy though and ripe for being fixed. The safer solution in a serious non-save scumming play would be to spend an extra day enhancing Aura’s stats with the Garuda Wing and another Potion of Speed so she has the 45 Agility to jump the hole when coming here.

  • Turn off Fast Item Stance, switch Paul back in for Charlotte, and move up Roland’s area
  • For the stationary pack at the entrance, Aura does Attack on the Knight -> Slash. John Protects, and Desmond and Paul try to poison the Soldiers
  • Pack in the right passage next, and Aura does all the killing with Attacks, starting with the Fortune, then rotating between the Courages, while the rest Defend. John should use Protect on the round the Courage’s are no longer stunned, refreshing it when it runs out
  • Switch Charlotte in for Desmond for the pack patrolling the left passage. Deal with the Loves first, Aura and Charlotte doubling teaming them with an Attack/Fire 2 combo. Then Aura finishes off the Courage alone, with John putting up Protect when the its stun falls off and refreshing when needed
  • Switch Desmond and Charlotte back and turn on John’s Auto: Brighten in his Special abilities tab for the final three packs. You should be able to take them all down with just Attacks and John Protect -> Defending. But if you want to make it as clean as possible, Attack -> Slash from Aura makes short work of them. Take the one blocking the passage head on rather than fixing the bridge to get a sneak attack.
  • Roland’s time to die. Before engaging him, feed John a Blessed Lumerian Bread. Aura also wants about 60HP for this, so feed her some Apples/Bread if needed

Battle Strategy:

Round 1: Aura Attack the standing Knight; Desmond Attack a Horse-rider; Paul Pierce the same one; John Protect.

Round 2: Aura Slash; Paul Pierce the second Horse-rider; John and Desmond Defend.

Round 3: Aura and Desmond Attack the Horse-rider; Paul Pierce the Horse-rider; John Defend.

Round 4+: Aura and Paul Pierce; Desmond Attack until Roland’s poisoned, then Defend; John refresh Protect and Defend.

The only RNG in this fight is whether or not Roland manages to hit Aura, since she’s the only one without Lightning resistance and will give Roland tactical advantage to use his super attack. But even if Roland manages to kill somebody, he’ll likely be low enough to die anyway.

  • With everything down, time to go loot hunting, speaking to Dolus as you pass by. There’s two corpses, a bunch of nodes to harvest (use apples if need be) and the Souldust to collect
  • Fix the three bridges and pick up the Souldust on the other side (you should now have 116), then visit our friendly flame in the south again to give Resistance: Dark to John, Paul, and Charlotte, as well as Sturdy to Charlotte
  • Go north to the second Divine Gate and place the orbs
  • Before entering the portal on the other side, switch Desmond out for Charlotte and make sure Paul is the fourth character, since we don’t want Charlotte or John being subbed out for Slime in the Clairedolus fight to come

I won’t handhold you through the story events. Just make sure to use one of the orbs to top everybody’s HP/MP back up to full. I’ll pick up when Aura has returned to the Festival of Greed area.

  • Make sure dream Aura summons Slime before she engages Dolus

Dolus and Claire

Battle strategy: This fight is split into two parts, with Luciela-Aura (LA) fighting Claire and Aura-Aura (AA) fighting Dolus. I’ll do each side on separate lines in each round for ease of reference:

Round 1:

AA – Pierce; Slime cast Fire.

LA – Light.

Round 2:

AA –  Both Defend.

LA – Pierce.

Round 3:

AA – Light; Slime cast Fire.

LA – Light.

Round 4:

AA – Pierce; Slime cast Fire.

LA – Pierce. (Claire should return to her human form)

Round 5:

AA – Both Defend.

LA – Attack.

Round 6:

AA – Both Defend.

LA – Pierce.

Round 7:

AA – Turn on Offensive Stance; Slime cast Fire.

LA – Light.

Round 8:

AA – Light; Slime cast Fire.

LA – Pierce.

Round 9:

AA – Pierce; Slime cast Fire.

LA – Attack. (Claire should go down.)

Round 10+: Attack with everybody until they both die.

Clairedolus combined

Battle strategy:

Round 1->2: Aura Attack -> Pierce; John Protect -> Defend; Charlotte cast Heat Up; Slime cast Fire or Paul Pierce depending on who is there.

Round 3+: Aura continues Attack -> Pierce; Charlotte casts Fire, refreshing Heat Up when needed; Slime/Paul keep doing their previous moves; John maintains Protect and Defends until Clairedolus hits her empowered state, at which point he puts on Offensive Stance and Attacks to help burn through her insane amount of Tenacity protection.

The RNG in this fight comes from Clairedolus Exhausting characters from time to time, preventing them from using Martials or Spells. If this happens to Aura, replace with Pierce with Attack. Charlotte Defends while Paul/Slime use Attack. John is the worst target for this since he’ll no longer be defending Aura with Protect. If Slime’s around, turn it Physical to Protect in John’s place until he’s back in action. If Slime’s down, Paul uses his Protect instead. John should Defend regardless until the ability wears off, since his Attacks don’t do much.
The day automatically ends with Clairedolus’s defeat.

DAY 82

  • Summon Slime, Morph it Wind, turn on Auto Storm and Feed it Maleficum, and use a Lightning Jam Coating on it
  • For Aura, turn on Fast Item Stance, Auto: Tailwind, use a Nasty Oil Coating+, and Bless 2 x Bomb+ and a Flash Bomb
  • Go to the Maid Academy caverns, drop a rope to the graveyard pit, then take on the Spirit (You need a sneak attack here. The easiest way is to get on the opposite side of the graves to it, then wait for it to walk through the passage between them and run around behind it)

Battle strategy:

Round 1: Aura throws Blessed Bomb+ at Armor; Slime throws Acid Bomb at Spirit Fox.

Round 2: Aura Slash; Slime throw Stasis Bomb.

Round 3: Aura throw Blessed Flash Bomb; Slime throw a Bomb+ at Robe.

Round 4: Aura cast Fire, prioritizing Robe if it survived; Slime cast Storm.

Round 5: Aura Pierce; Slime Morph Fire.

Round 6: Both Defend.

Round 7: Aura Attack the Fox spawn; If Spirit Fox cast Thunder on Aura, Slime throws a Stasis Bomb, else it casts Fire on Spirit Fox.

Round 8: Aura Pierce Spirit Fox; Slime cast Fire on Spirit Fox.

Round 9: Aura Attack Fox spawn; Slime cast Fire on Spirit Fox.

Round 10: Aura Pierce Spirit Fox; Slime cast Fire on Spirit Fox.

Round 11: Aura cast Fire; Slime, if it has 100+HP more than Aura, Morph Physical, else throw a Blessed Flash Bomb.

Round 12: Aura Pierce; Slime Protect if physical, else cast Fire.

Round 13+: Aura repeats Fire -> Pierce on Spirit Fox; Slime Protects/casts Fire depending on which form it’s in.

There’s a significant amount of RNG in this fight in the opening rounds where either Aura or Slime could be left clinging to life if victimized and the attacks all land.

Other than that, any Fox spawn after the first should be eaten by the Spirit Fox the round after they are summoned, however, there’s a slight chance the Spirit Fox will choose to cast Thunder instead. If it does this on Aura, Slime needs to throw another Stasis Bomb, though there’s a chance it won’t get to do so before the Spirit Fox Rampages, and even if it succeeds, recovering from this is pretty hard with Aura left on 1HP, though not impossible.

  • If Slime survived, Morph it Thunder, then take off all of Aura’s buffs
  • Go to Verdeaux and join the Pasciel Magic School, then visit the top floor to join the Slime club (If Slime died, you’ll have to do this on Day 84 and use an Energy Potion)
  • Recall to the Shrine and read “Is It Possible To Block Magic?” – END DAY

DAY 83

  • No summons or buffs today. Head straight over to Winterfall and free the remaining hostages. There should be some in the Inn where Balor’s lair was and some in the Merchant House where Eligos used to be. Remember to send the women to the docks after absorbing their curse
  • Head to Trademond and gift John the “Is It Possible To Block Magic?” book, then go to the Workshop to enhance equipment with the Garuda Wing – END DAY

DAY 84

  • Visit the Trademond Alchemist, give him a Pyromantium for Bomb+, then buy them all as well as his remaining Flash Bombs
  • Bless 3 x Bomb+ and 2 x Flash Bomb, then move to Verdeaux
  • Sell the 3 x Star Metal to the Workshop, then give the clerk materials for a Bomb Enhancer+ and buy it
  • Head back to the Slime Summoners in Pasciel to learn Summon Slime 2 from the Water Mage – END DAY

DAY 85

AUTO DAY END – Learning Summon Slime 2

DAY 86

AUTO DAY END – Learning Summon Slime 2

DAY 87

  • Use a Blessed Water and a Blessed Emerald Tea. Turn on Radiance, Summon Slime, turn it Thunder if need be, and Feed it Draconic Scales, then head over to Winterfall to take on the Demon Generals

Battle strategy: You need to keep count of the damage being done to Leviathan, since misses on him due to his tactical advantage can throw this off. The aim is to do around 3200 damage to him, so open up a calculator or get a pen and paper and keep count of what’s being done.

Round 1: Aura throw Acid Bomb at Beelzebub; Slime cast Thunder on a Golem.

Round 2: Aura Attack the damaged Golem if it survived, else the other one; Slime Attack Leviathan (record damage).

Round 3: If Aura hasn’t Attacked the remaining Golem, do so, else cast Light on Leviathan (record damage); Slime cast Thunder on Golem.

Round 4: If Aura Attacked Golem in last round, cast Light on Leviathan, else Pierce Leviathan; Slime Attack Leviathan (record all damage).

Round 5+: If all Attacks landed on Leviathan, he’s probably good, having taken over 3200 damage. If he’s under that, Aura and Slime need to continue Attacking him till he’s at that stage. They each do around 200, so make sure they both don’t Attack when Leviathan exceeds 3000. Neither Leviathan or Bellzebub do any significant damage, so you can technically take as long as you want to get here.

The final stretch: Once Leviathan’s prepped, the endgame follows a strict combo:

Round 1: Aura cast Heat Up; Slime use Bloodshot Eyes Drug+.

Round 2: Aura cast Heat Up; Slime cast Overcharge.

Round 3: Aura throw Flash Bomb; Slime Morph Physical.

Round 4: If Beelzebub has done Smoke Bomb, Aura casts Tailwind, else she casts Light on Beelzebub; Slime throws Blessed Bomb+ at Leviathan.

Round 5: If Aura cast Light last round, Pierce, else cast Light; Slime Rampage.

Round 6+: If all went well you won’t need this round. But if Leviathan Survived, Aura continues with Light -> Pierce, Slime Morphs Fire and then throws Blessed Bomb+ followed by Attack if it can. It’s not ideal, but we need Slime to be Fire for the following day. Alternatively you can keep Slime physical, throw a Blessed Bomb+ and pray Beelzebub casts Gula on Aura. If that happens, you’ll get a kill with the next Attack from Slime for sure.

  • Morph Slime Fire if it’s still physical, then grab the items off the skeletons and use the Elixir of Power on Aura.
  • Drop the ropes down the hole (You may have to buy more from Trademond if you’re lacking 50), then descend to activate the Runestone and harvest the Ether in the area
  • Bless an Energy Potion and as many Bomb+ as Aura’s remaining Mana allows, then Recall to the shrine and read “Advanced Techniques For Blocking Magic” – END DAY

DAY 88

  • Turn on Auto: Tailwind and Fast Items Stance, use a Nasty Oil Coating+, then Summon Slime, Feed it Jelly Jam, and use the Blessed Lightning Jam Coating on it
  • Head off to the Maid Academy to kill Asmodeus on the top floor

Battle strategy: This can take a few attempts, so it’s worth saving right as Lilim teleports over next to Asmodeus to make reloads quicker.

Round 1: Aura throw Bomb+ at Asmodeus; Slime cast Fire on Asmodeus.

Round 2: Aura throw Blessed Bomb+ at Lilim Core+; Slime cast Fire on Lilim Core+.

Round 3: Both Break Bondage Fibres (a new ability in the Martial Tab).

Round 4: Aura takes off Fast Items Stance; Slime cast Fire.

Round 5: Aura uses the Patentia Rune; Slime use a Bloodshot Eyes Drug+.

Round 6: Aura throws Acid Bomb; Slime casts Fire.

Round 7: Aura casts Tailwind; Slime Morphs Thunder.

Round 8: Aura Breaks Bonds; Slime casts Thunder.

Round 9: Check HP, if low, Aura uses Caritas Rune, if okay, Aura Pierces; Slime Morphs Fire.

Round 10: Aura casts Tailwind; Slime casts Fire.

Round 11: Aura throws Bomb+; Slime casts Fire.

Round 12: Aura Pierces; Slime Morphs Thunder.

Round 13: Aura Breaks Bonds; Slime casts Thunder.

Round 14+: Aura Pierces; Slime casts Thunder.

This fight has high RNG based on if/when Asmodeus uses his Charm ability. If he does this on Slime it’s likely to be a wipe, because even if Slime doesn’t kill itself or Aura with its drugged buffed state, it’ll miss the window to cast the spell Asmodeus is weak too, meaning Slime is likely to end up Exhausted and unable to cast before Asmodeus dies. But Aura getting charmed is equally dicey, because sometimes it’ll happen right before a Bondage Fibres, which is all sorts of BS because she won’t be able to break them and Asmodeus will get his massive heal over four rounds.

  • Return to Trademond with Paul, then go visit Lord Trademond (his entrance is that small alley between Arwin and Rosemond’s building)
  • Inspect the contract for the lolz, then buy the Rune
  • Aura seems to get Slime’s mana refunded to her on killing Asmodeus, so go to Winterfall and suck up the mana pool Beelzebub left
  • Turn off Radiance/Tailwind, Recall, and finish reading “Advanced Techniques For Blocking Magic” – END DAY

DAY 89

  • Lightning Sword, Slime as Fire, Feeding it Maleficum and putting on Flaming Robe, then teleport over to the Crystal Caverns
  • Clear out the packs. The main gimmick here is Aura is chilled, meaning she has reduced agility until she casts a Fire spell.
    For triple snake packs, Slime casts Fire on two of them, Aura does Fire -> on the third.
    For Yeti, Snake, Flower Combos, Aura Attacks the Yeti while Slime casts Fire on Snake, then Flower.
    For multiple Yeti packs, Aura casts Heat Up, then Attacks a Yeti while Slime casts Fire. If there are more than two up when they put a star over their heads, Aura Slashes. But I think there’s only one pack of three in there in the top left.
  • When you get to the Crystal Ogre mini-boss, turn on Aura’s Offensive Stance and pull him down south into the big room where you can Flash Bomb him and get behind for a sneak attack

Battle strategy: Offensive Stance on

Round 1: Aura Attack Undine; Slime cast Fire on a Snake.

Round 2: Aura throws Acid Bomb at Crystal Ogre; Slime cast Fire on the other Snake.

Round 3: Aura cast Heat Up; Slime cast Fire on Crystal Flower.

Round 4: Aura Attack; Slime throw Blessed Flash Bomb.

Round 5: Aura cast Light; Slime Defend.

Round 6: Aura Pierce; Slime cast Fire.

Round 7: Aura cast Light; Slime cast Fire.

Round 8: Aura Attack Crystal Ogre; Slime cast Fire on Crystal Ogre.

Round 9: Aura Attack Yeti; Slime cast Fire on Yeti.

Round 10: Both Attack.

  • Finish up the normal packs in the caverns up to Brightmane and Recall
  • Visit the Trademond Alchemist to give him Slimy Fluid for Nasty Oil Coating+ and buy them all as well as the Lightning Jam Coating
  • Recall to the Shrine and read “A Guide to Focusing Your Mind” – END DAY

DAY 90

  • Use a Blessed Water, turn on Offensive Stance and Lightning Sword, then Summon Slime and make sure its Flaming Robe is on
  • Use the Lightning Jam Coating on Slime and Nasty Oil Coating+ on Aura, then return to the Crystal Caverns to face Brightmane
  • You want to do a rubber band movement, starting by entering the square furthest from Brightmane to activate him, then immediately running back to the crystal on the left, and turn around to run back toward Brightmane so he doesn’t get a sneak attack on Aura. When engaged, throw a Flash Bomb, retreat, and engage him from behind. This can be tight, but even if Brightmane gets a sneak attack, taking a few hits isn’t the end of the world, so long as you can sneak attack him

Battle strategy:

Round 1: Aura throw Acid Bomb at Brightmane; Slime cast Fire on Crystal Flower.

Round 2: Aura Pierce Crystal Flower; Slime throw Blessed Flash Bomb.

Round 3: Aura cast Heat Up; Slime Morph Physical.

Round 4: Aura Slash; Slime Protect.

Round 5: Aura Pierce Brightmane; Slime Defend.

Round 6: Aure Attack a Yeti; Slime Protect.

Round 7: Aura Attack Brightmane; Slime Defend.

Round 8: Aura Attack the same Yeti; Slime Defend.

Round 9: Both Attack Brightmane.

Round 10: Both Attack Yeti.

  • Morph Slime Fire, Feed it the Golden Mane, then harvest the stealthy Star Metal in the back
  • Bless a Vitality Potion and some Lumerian Bread, then head over to the Trademond Guild to talk to the crew about Richard’s Anchor – END DAY

You’re now ready to enter Richard’s Domain and take on the Demon King.