Username:
B
I
U
S
"
url
img
#
code
sup
sub
font
size
color
smiley
embarassed
thumbsup
happy
Huh?
Angry
Roll Eyes
Undecided
Lips Sealed
Kiss
Cry
Grin
Wink
Tongue
Shocked
Cheesy
Smiley
Sad
<- 1234567 ->
--
--
List results:
Search options:
Use \ before commas in usernames
4-3 Old Town Warehouse

Edit history:
jerdunemycan: 2025-07-21 09:19:21 pm
Level 4-4 Magic Train Station

This is a long battle that I did divide into 2 parts, utilizing the in-battle save feature at the end of turn 4.

Victory in 8 turns. It's important to get done on turn 8 so they don't release the 3rd train car. There are a number of people that I feel I have to get to Level 20 in this level so I can advance them. If they don't get to Level 20 here, you have to carry them through 4-5 and 5-1 before you can advance them. So I spend a little extra time trying to get experience for certain people. Ash and Clint need to get to 20. All of my hawknights need to get to 20, and Huxley must get to 20. Grog, Dolan, and Sara I don't care about. I let them get taken away on the first car of the train, so I don't have to worry about them.

Before the battle I go shopping. After running the level a few times, I had trouble getting Clint to Level 20, so I buy him a Megaherb to help get him up to 20. While I'm already in the shop, I go ahead and purcahse 4 Aura Gems. I give 1 to Darius for him to use in this level, and the other 3 go to the Depot.

Keys to the Battle - On turn 1, Eleni and Zohar weaken the 2 soldiers with Roman Fires and Diego and Amon kill them. On turn 2, Eleni and Zohar weaken the 4 enemies with Phase Shifts. Ash and Clint kill the soldiers and Diego and Amon kill the archers. Sara heals Diego and Amon before they attack, and Huxley starts doing Mystic Shileds on Eleni until he is Level 20 and halfway to 21. On turn 3, Eveyone moves up. I make sure to have Clint use a Mage Oil on Zohar and Darius use a Mage Oil on Eleni. This helps Clint and Darius gain XP and also ensures that Zohar and Eleni will have enough MP at the end of the level to cast Spread Force. On turn 4, Diego is already level 20 so I move Amon and Darius to the front to get attacked and counterattack. Everyone else moves up.

At the end of turn 4 I use the In-Battle Save function to Save my progress through the level.

On turn 5, I use Ash and Clint to kill the weakened soldiers, and I move Eleni and Zohar up to use Roman Fire to kill the Armored guys. It's important to move Eleni and Zohar to this exact spot because they will both get attacked by an archer. This allows Ash to use Fairie Star on Eleni and Clint to use his Megaherb on Zohar. Both should get up to Level 20. Also, Huxley and Amon are Level 20 at this point too. On turn 6, I only advance Eleni, Zohar, and Darius. Eleni and Zohar use their Phase Shifts to hurt the 4 enemies, then Darius uses an Aura Gem to quickly kill all 4 enemies. This also gets Darius to Level 20. It's not guaranteed that these 3 actions will always completely kill these 4 enemies. You have to be lucky and have good attack stats for these 3 people. On turn 7, we don't move and let the enemies come to us. On turn 8 we case a couple of Spread Force spells and let Darius kill Dallas.

After the battle I head back to Kerachi to go to the Dojo. I advance Ash, Clint, Diego, Huxley, Amon, and Darius. Save after leaving the Dojo at 3:28.

ZenicReverie after 4-4 - 3:33
Current Run after 4-4 - 3:28
4-4 Magic Train Station



Edit history:
jerdunemycan: 2025-07-22 11:12:32 pm
Level 4-5 Fort Dain

Before the battle I have to do a couple of Item shifts. I give the Unicorn that Ash has been holding to Diego, and I give the Aura Gem that Diego has been holding to Darius.

Victory in 3 turns. I'm really proud of this one. I discovered the if you advanced Diego to Sky Lord and moved him the maximum amount on the 3rd turn he could get to a spot to use an item on 2 of the death devices around the back. The problem was that he would die from the Gold Golems and the Eggworm, but if you use Perfect Guard on him, he will block one attack and survive. Because we have 5-1 to get everyone up to Level 20, we just focus on speed in this level, not even moving a few of our people.

Keys to the Battle - On Turn 1, I use Huxley to cast Perfect Guard on Diego. Then I send Diego up the steps toward the skeleton. But I don't want Diego to use his block against the skeleton, so I have to move Ash up and turn my back. The skeleton always goes for Ash when I do this. I move Eleni that way too. Going right, I move Clint out, I move Darius up, I move Grog to a spot and turn my back so that skeleton attacks Grog, and I move Zohar up a little. The placement here is key because my guys are just out of range of the Ghosts and the Death Angel. On Turn 2, I use Ash to kill the skeleton, I use Eleni to Roman Fire the two towers on the left, and I use Zohar to Roman Fire the two towers on the right. I leave the other skeleton alone and let him kill Grog on the enemy turn. I move Clint toward the ghosts where he will draw their attention and die in 3 hits. Diego moves forward. He is just out of reach of one of the Gold Golems, and the second Gold Golem will try to attack Diego from behind but it gets blocked. Then Diego will get hurt by the 3rd Gold Golem and the Eggworm but he will survive. Darius moves forward, but not too far as too get in range of the Eggworm on that side. On turn 3, we only need to move Diego and Darius. Diego has the Unicorn that we got back in 3-3. He uses the Unicorn to kill both of the far left towers. In my experience, the Unicorn always kills the towers all 14 HP. Darius has an Aura Gem. In my experience, the Aura Gems will sometimes kill the towers all 14 HP, and sometimes only harm them 13 HP. It all depends on the attack stat I believe. But luckily for me Darius was able to kill the 2 far right towers with his Aura Gem.

We go through some exposition and then the cutsecne before Chapter 5, then immediately into the next battle. I use the In-Battle Save Feature as the very beginning of the next battle.
4-5 Fort Dain

Level 5-1 Wart Bay

Victory in 3 turns. 1st turn is mostly about getting set up. We kill most of the enemies on turn 2, and finish up on turn 3. Kira comes back at level 21, so we need to get Grog, Dolan, and Sara up to level 20 and then we will have everyone advanced. I like to send just Ash and Huxley to the right. Diego also goes right, but mostly so he can go up the middle.

Keys to the Battle - On Turn 1 Ash, Diego, and Huxley head off to the right. I use Mystic Shield to get some XP to get Huxley up to Level 21. At that level, Huxley has the Thunder Flash spell. If Huxley is Level 21 and his attack stat is at 86, Huxley can kill a gold golem with just 1 Thunder Flash. On the left, I move everyone over. Darius and Amon on the left side of the path. Grog, Zohar, Eleni, Clint, and Kira in front of the rock. Kira farthest up as a sacrifice, she will die from 3 eggworm attacks. Then you have to survive the Death Angel attacks, hoping to avoid the thunderballs because they take longer. On Turn 2, Huxley and Ash move up on the right. I turn Ash's back so the Ghost attacks him. I move Diego up into the water and turn his back. I want the eggowrm to go to the back near the skeleton to attack Diego. On the left, I push the rock through my own people and hit the death angel and the 2 eggworms. Then I use Sara to heal everyone that was hurt by the spells and the rock. This gets Sara a bunch of XP. Zohar and Eleni move up and do a Phase Shift to eliminate some enemies and harm others. Darius and Amon fly around and kill an enemy each. It's important to keep one of the first wave of enemies alive, if you don't, the Gold Golems and the skeletons will start moving around. I use Dolan to give a Mage Oil to Zohar. It nearly gets him to Level 20. On Turn 3, Grog gives a Mage Oil to Zohar and Grog does get to Level 20. Dolan is able to give an herb to Grog because the last eggworm attacked him, thus getting all of our people to Level 20. Eleni and Zohar use Roman Fire to kill the 2 Gold Golems. Ash kills the ghost. Huxley kills the Gold Golem with Thunder Flash. Darius and Amon kill the enemies closest to them. Diego kills the last eggowrm and kills the last skeleton on a counterattack.

After the battle we go to a city. When we are able, we head to the Dojo to advance Kira, Grog, Dolan, and Sara. Then go to the shop to upgrade all of Kira's equipment. Finally go to Items and give Kira 1 of the Aura Gems from the Depot. Save after that at 3:49.

ZenicReverie after 5-1 - 3:53
Current Run after 5-1 - 3:49
5-1 Wart Bay

Level 5-2 Torog Mountains

Victory in 2 Turns. In this battle I take advantage of two quirks of the enemy programming. 1. If an enemy is attacked, they will start moving towards you. Even an enemy that would normally wait until you get closer, or even the boss of a level. If you hurt them, they will be on the move. 2. If you only hurt an enemy a little bit, they will not get healed. I believe that they only way to beat this battle in 2 turns is to have Kira as a Sky Lord and give her an Aura Gem. No other person starts this battle in a good enough spot and can move as far as Kira can move, and the Aura Gem is, I believe, the only item available at this point in the game that has a range that can harm Kurtz. Maybe the Unicorn, but I always use it in 4-5 so I don't know.

Keys to the Battle - I don't move hardly anybody in this battle. On turn 1, I move Clint up and turn his back so the archers attack him instead of Kira. I move Eleni up and I move Kira up to the spot where she can hurt Kurtz with the Aura Gem. I do take a second to Level Up Sara to Level 22, so she will have her Holy Pressure spell in 5-3. I send Darius backwards so he can get the Helstone. Then Kurtz comes down. Sometimes the Warlock will cast a spell and sometimes he won't. I get the helstone, hit Kurtz with an Avalance, and Kira kills him with an attack.

After the battle we go to the village. I found a weird thing where you don't actually have to talk to anyone like in other taverns. You can just go in and leave right away and the story moves on. Before starting the next battle, I save at 3:54.

ZenicReverie after 5-2 - 4:01
Current Run after 5-2 - 3:54
5-2 Torog Mountains

Level 5-3 Tsukue Plains

Victory in 3 turns. Turn 1 is getting everyone set-up. Turn 2 is killing all of the enemies except for 1 Eggworm. Turn 3 is killing the Eggworm. It's best to split up into two groups. One goes left and one goes right. Placement of Zohar and Eleni is key, because you need them both to get up into the map, but also deep into the map. If they both can use their Phase Shift to hurt everyone on their side plus the 4 Gold Golems in the middle, this battle can be won quickly.

Keys to the Battle. I send Amon, Ash, Darius, Eleni, and Huxley to the left and line them up. I cast Perfect Guard on Amon to make sure he doesn't get poisoned. On the right, I send Diego, Kira, Clint, Zohar, and Sara and line them up. I don't do any attacks. Just setting everyone up. Dolan and Grog kind of hang back and turn their backs to entice the eggworms to attack them. This strategy works best if the Death Angels use their Harmful Wave on the Grog and Dolan. I got a Thunderball on the left side, but the rest of the battle went my way. On Turn 2 I send Eleni and Zohar up and towards the middle to use their Phase Shifts. These two actions will kill all 4 Gold Golems in the middle and hurt everyone else to the point that the other members of our team can kill them. All except the pesky Eggworm that starts all the way in the back. After the Phase Shifts, Huxley can use his Thunder Flash to hurt or kill 4 enemies. Then we use everyone else to help finish off the rest of the enemies. I moved Ash towards the back, used his Rolling Fire to kill the Gold Golem, and made sure he was close enough to one-hit kill the final eggworm on turn 3.

After the level there is some exposition. Then before we go to the next battle, we save at 4:04.

ZenicReverie after 5-3 - 4:12
Current Run after 5-3 - 4:04
5-3 Tsukue Plains

Edit history:
jerdunemycan: 2025-07-27 07:45:09 am
Level 5-4 Smoking Bones Cave

Victory in 3 turns. I was very selective about who I wanted to move in this battle. I didn't need everyone, and I only wanted to move the people I would need, so everyone else just needed to be out of range from enemy attacks. I discovered if I played the level right, the eggworm and the ghost way on the right side will not move. I also discovered, I could block the enemies on the left with a guy and then run away the next turn and they couldn't catch me. Basically I just needed to get my flying guys up far enough to bring the dragon down to me and then kill it.

Keys to the Battle - Ash and Clint never move. Kira, Zohar, and Dolan move a little just to be far away from the enemy. Sara and Eleni move up a little to be far away from enemies. I move Grog next to the Gold Golem. This blocks their path rendering the skeleton unable to move, and Grog absorbs the eggowrm and golem attacks. Huxley moves forward and does a Thunder Flash to hurt the two skeletons. This will allow Diego to kill one of the skeletons. We could kill the other skeleton but moving to the spot would allow the eggworm on the right to attack. On Turn 2, I move have Grog run away. That eggworm, skeleton, and golem will not be able to attack anyone now. Then I move Diego, Huxley, Amon, and Darius up. I keep them in a line specifically where they are. That line is the same row as the large stack of boxes on the left, which means the eggworm over there still can't attack us. And Diego is blocking the path on the right, so the skeleton and the golem can't both attack. And we are close enough that the dragon will come down to attack. I survive the attacks but lose Huxley. The dragon blocked Darius' counterattack, but I was still able to kill the dragon in 3 actions with Darius, Amon, and Diego.

Save immediately after the battle at 4:09.

ZenicReverie after 5-4 - 4:19
Current Run after 5-4 - 4:09
5-4 Smoking Bones Cave

Level 5-5 Frontier Village

Victory in 4 turns. Having Hawknights really helps in this battle. They just move so far. I sacrifice Dolan and Clint to manipulate the archers at the beginning. I don't attack anyone directly except for the archer by the house and Sabina. The real secret I discovered was that I could compel one of the Crimson Armor guys to come attack me. And then Sabina would also move up to attack me, and leave herself vulnerable. It was important for me to get Eleni to Level 25 so she will have the Salamander spell in 5-6.

Keys to the Battle - First turn I move most of the people up. Hawknights in the front row. Ash, Grog, and Huxley in the second row, Zohar, Eleni, and Sara in the back. It's important to move almost everyone the maximum amount of spaces. Dolan hangs back, and CLint turns his back to draw the fire from the two archers. I go ahead and use Huxley's perfect guard on Darius. On Turn 2, I'm moving everyone up again, most people moving the maximum amount of spaces again. I form two columns. Diego, Ash, Grog, and Huxley in the left column. I make sure to turn Grog's back so the archer by the house attacks Grog. Darius, Amon, Kira, Eleni, Zohar, and Sara are in the right column. Clint stays back to get killed by the Crimson Armors, and Dolan now turns his back so the archers will attack him. On Turn 3, I move everyone up again. Huxley uses Perfect guard again, but on Diego this time. We killed the Archer with an Eleni Avalanche spell, and attacks from Kira and Amon. Darius moves to a specific spot here. In this spot he will be attacked multiple times. We needed the perfect guard on him so he could block an archer attack and be alive for the middle Crimson Armor to come attack him, but neither of the other Crimson Armors will move. Diego must also go to his exact spot, so that Sabina will move forward into the space vacated by the Crimson Armor to attack Diego, an attack which Diego will block. Kane and his buddlies will spend all of their time attacking Huxley and Sara and Grog and leave the important people alone. Then we can kill Sabina in 4 actions. 2 Avalanche spells, and attacks from Kira and Amon.

Save after some exposition at 4:22.

ZenicReverie after 5-5 - 4:34
Current Run after 5-5 - 4:22
5-5 Frontier Village

Level 5-6 Orome Lake

Victory in 9 turns. This level is pretty easy because Lena moves at the end of the enemy's turn, so when she raises up walkways and enemies, we have the first chance to attack, and we can often eliminate many enemies before they get a chance to attack us. If Eleni or Zohar get up to Level 25 they can start using the Salamander spell. It's like Phase Shift except it affects and even larger area. Protect Leena and get her to the end of the level as safe and fast as possible.

Keys to the Battle - You don't have to use everyone in this battle. Its faster to leave some people at the start and never move them. We need to kill the first 4 guys in the first two turns. Eleni and Zohar can hurt them with spells. I moved Diego into a bad postion and sacrifice him. Hawknights are helpful in this level because they deal good damage and they can fly through enemies and attack from behind or the side. Aftet the 2nd wave of enemies are raised, we kill them all before they are able to move. If Zohar and Eleni are in the exact right spots, they can Salamander all 6 new enemies, plus damage one of the final guys at the exit. Sara finishes off the two middle guys with her Holy Pressure spell, and Ash kills the other 4 guys with his Rolling Fire spell. It takes several turns for Leena to raise the last section. I make sure to move Zohar and Eleni up so they are ready to do one last Slamander each. Plus a Sky Lord up each side to help finish these guys off. I make sure to send Kira over to get the chest. There is a Wyrmfang in there that we will use in the Final Battle. Zohar and Eleni finish off the last two guys and then Leena gets to the exit.

After the battle is some exposition and then the intro to Chapter 6. Before saving I go to the shop and spend what money I have to upgrade the spears for my Sky Lords, and to upgrade the armor for Ash, the Sky Lords, and Eleni, Huxley, Sara, and Zohar. Then I move some items around, getting the Wyrmfangs, Helstone, and Aura Gem where I think that should go. Save at 4:37.

ZenicReverie after 5-6 - 4:48
Current Run after 5-6 - 4:37
5-6 Orome Lake

Level 6-1 Fort Gareth

Victory in 8 Turns. This is the longest battle in the game. So I had to use the In-Battle Save about halfway through. It's a really cool battle. After you push the rock into the wall to bring it down, Kane gets transformed into a Black Knight capable of casting Plasma Wave. He will do it twice, so you really need to have a way to heal everyone at least once, either through Sara's Supreme Healing if she is an Archbiship, or using the Holy H^2^O item. I found a cool way to bring Kane down to us while not having to fight any of the other guys in the back of the map. Also its fun to hit Kane with the rock too.

Keys to the Battle - Even though the Slamander's take so much time to execute and then burn every enemy individually, I do like using it here. My main goal on the first turn is to kill the archers and the armored enemies. Also I want to advance everyone and set up my weak swordsmen to take damage from the enemy warlock. It takes 4 spells/items to kill the archers, 2 salamanders, 1 Holy Pressure, and I use the Helstone here as well. I don't want those archers getting healed and attacking anyone. On turn 2, I'm advancing almost everyone, especially my Sky Lords. On Turn 3, I heal Amon and Darius and send them forward. I have Amon turn his back because I want the Crimson Knights to come attack him. Ash takes out the Warlock. Eleni casts a Salamander to weaken the Crimson Knights. This will ensure that Amon kills them when he counter-attacks them. My Swordsmen stay behind.

At the end of turn 3 I use the In-Battle Save function to Save my progress through the level.

On Turn 4, Ash kills the Priest. Amon flies up the steps and kills the Warlock, and Kira flies up the steps and kills the other Priest. Everyone keeps moving up except for the swordsmen. I use Huxley to cast Perfect Guard on Darius so he doesn't die when an archer tries to shoot him later. Then Darius pushes the left rock to trigger Kane's transformation. Kane's Plasma Wave will hurt everyone. When Amon attacked the Warlock he left his back towards the archer. This is by design, we want to sacrifice Amon, so that archer is on a spot where we can easily kill him on our next turn. On Turn 5, I send Eleni and Zohar up to do Salamanders again, killing the Armored Guys and weakening the archer. Sara uses Supreme Healing to fully heal everyone in the party. Kira moves up a little, Diego kills the archer, and Darius moves to a very specific spot. Darius being in this spot is not close enough to trigger the Knight and the Armored Guys to come down the steps, and not close enough that the Warlock will cast a spell on him. Only the archer will attack him, but Darius will block because of the Perfect Guard. On Turn 6, we move a couple of people up a little bit, and we move Darius way up without healing him. We want him to die. Kane moving first for the enemy is a huge bonus for us. If Darius is weak and moves to that exact spot, Kane will come down and attack and kill Darius. But now that Darius is dead, none of the other enemies will move. We don't have to worry about healing everyone again. On Turn 7, we do a repeat of the last turn. We move a weakened Diego to a specific spot. Kane will come down and kill Diego, and no other enemies will move. Make sure that Kane is in the path of the other boulder. On Turn 8, we hit Kane with the boulder, which takes away half of his HP, then we hit him with an Avalanche and Kira attacks him from behind for the win.

Save immediately after the battle at 4:55.

ZenicReverie after 6-1 - 5:05
Current Run after 6-1 - 4:55
6-1 Fort Gareth


Level 6-2 Cobalt Beach

Victory in 4 Turns. This battle is kind of weird. We are almost to the end of the game and there is just this really easy level with no boss and enemies we haven't seen since Chapter 3. But whatever. It's best not to mess with the boulders. It just wastes time and all of the enemies can be defeated in 1 hit anyway. I ended up sending a Sky Lord to each side to help kill the bats, and I sent two Sky Lords right up the middle as far as possible. Most of the other people I didn't move at all. It's important to attack the Grenadiers on our turn allow the Centurions to attack us and we will kill them on counter-attacks.

Keys to the Battle - Because the bats can paralyze you when they attack, it's helpful to move multiple people near them in case one gets paralyzed. So I move Clint and Kira together to the right, and Ash, Huxley, and Diego to the left. Amon and Darius go right up the middle as far as possible. The left bat blocked Ash's counterattack, which is not ideal, and I had to re-attack him on my second turn. The right bat paralyzed Clint, which is fine. Diego kills the left bat, Kira kills the right bat, and Huxley moves into position to bring the other left bat towards us. Amon and Darius can both move up far enough to kill a centurion.  Then they will kill more centurions on counter-attacks. On Turn 3, Diego will kill the other left bat that came to attack Huxley, Kira will move up, and Darius and Amon will kill 2 of the 4 Grenadiers. The other right bat will move closer to Kira and the final centurions will get killed on counter-attacks, then Kira kills the last bat, and Amon and Darius kill the final grenadiers on Turn 4.

Save after a bunch of exposition at 5:06.

ZenicReverie after 6-2 - 5:15
Current Run after 6-2 - 5:06
6-2 Cobalt Beach

Level 6-3 Capital Shumeria

Victory in 3 Turns. This battle turns out to be pretty easy. We want to strategically place our people on Turn 1 to distract certain enemies and not engage with other enemies. On Turn 2 we push forward and we have to sacrifice some people, but Xeno will come forward to cast a spell and then we send our Sky Lords at him and take him out. It's very similar to the Magnus battle at the end of Chapter 2.

Keys to the Battle - On Turn 1, I immediately move Ash into the corner. I'm not risking him getting killed here. The Bahamut things like to target my swordsmen, so I leave Clint and Dolan vulnerable near the bottom of the map. They will get killed, but we don't need them and the idea is that on Turn 2 the Bahamuts won't be close enough to anyone to attack. I don't move everyone up all tthe way. I don't want to Hell Knights to be able to reach me this turn. I'm hoping that the Dark Mages will use their Evil Stream spell instead of their Dark Hurricane Spell. Evil Stream takes less time and only hurts 1 person. Luckily in this run both of the mages target Grog with Evil Stream. On Turn 2 I move everyone forward into a block. On this turn I'm very careful to not move up to far to trigger one of the MegaGuards to come and attack, but I want to be close enough that Xeno will come and cast his spell. I get lucky again because both of the Mages use Evil Stream again, this time on Huxley. Then some of the enemies and a 3rd Mage attack and kill Kira, but I still have 3 Sky Lords left and that's all I need. Xeno comes up and casts his spell. Then I send Diego, Amon, and Darius up to kill him on Turn 3.

Don't go directly into the last battle. Go to the menu screen and save at 5:13.

Zenic Reverie after 6-3 - 5:24
Current Run after 6-3 - 5:13
6-3 Capital Shumeria

Level 6-4 Final Battle

Victory in 3 Turns. It's really helpful to save the 2 Wyrmfangs for this level. Add those with a couple of Salamanders and you can take out most of the enemies in this level before they even get a chance to move. You need a little bit of luck with the Dark Mages. If they both cast a Dark Hurricane in the middle of our group it can really damage any chances of winning in 3 turns. I kept Dolan and Grog isolated and hoped for the Mages to do the Evil Steam spell on them. You want to get close enough to Dolf on Turn 2 so that he will come down and then you take him out on Turn 3.

Keys to the Battle - Before the level, I give a new sword to Clint so he can deal more damage to Dolf, and I give an Aura Gem to Kira so she can make sure a couple of enemies die on our first turn. On Turn 1, I move Ash forward as far as possible and use his Wyrmfang. It hits 11 enemies. Then I move Clint right behind Ash and use the other Wyrmfang. It will also hit the same 11 enemies. I'm pretty sure those two spots are the only spots you can use the Wyrmfangs and it will damage all 11 enemies. Then I move Eleni up behind Clint and cast Salamander and it will damage the same 11 enemies again, killing a few of them. Then I move Kira forward and use the Aura Gem to take out the 6 enemies remaining in the middle. I do this because the Aura Gem damage takes less time than Zohar's Salamander burning animation, and also because Zohar's salamander cannot reach the central Bahamut, but Kira's Aura Gem can. I use Zohar's Salamander to kill the two remaining Bahamuts on the sides. Its quicker than letting them live and attack us, and its faster than using two different spells/items to kill them separately with other people. Grog and Dolan move out to the sides to try to entice the Dark Mages to attack them instead of the bulk of the party in the middle. I leave Diego and Huxley behind because I won't need them. On the enemy turn we get lucky and the Mages go for Doland and Grog. On Turn 2, I strategically place my people in a special formation. This will deter the Mages from casting a Dark Hurricane spell, because none of my people are directly next to or directly diagonal to each other, so a Dark Hurricane could only hurt 1 person. I also make sure that Clint is the only person close enough for Dolf to attack, and I am place specifically so that Dolf's back will be vulnerable from an elevated position on Turn 3. On the enemy turn we get lucky again as the Mages continue to target Dolan and Grog. Dolf comes down the steps and attacks Clint, but Clint survives and counter-attacks. On Turn 3 we start with a rear attack from Clint. Clint will be killed by Dolf's counter-attack, which is good because now someone else can attack his back. Next I attack with Kira. Dolf is now weak enough that I can use an Eleni Spread Force to drain his remaining health and trigger his transformation into the Death Angel. Then an attack from Ash, Amon, and Darius will defeat Dolf for good and win the game.

Get through the final exposition and watch the credits and we are done!
6-4 Final Battle