Enemies
Ice Wraith
- Found: Upper Hall
- Storybook Hint: N/A
- General Strategy: Not much too this guy. He's a decent tutorial to show you how the battle system works. Just attack, no real special strategy here.
- How to Defeat:
- Round 1: The Ice Wraith attacks. On your turn, cast either Ice Shards or Fireball.
- Round 2: The Ice Wraith attacks again. Respond by casting whichever spell is available to use.
- Round 3: After a final attack, cast your available spell to dispatch the enemy.
- Spoils: Winter's Grasp
Young Dragon
- Found: Dragon Room
- Storybook Hint: The Tale of Three Kingdoms
- General Strategy: The main goal is to kill both heads at the same time. If only one dies, the other will deliver a deadly attack.
- How to Defeat:
- Round 1: The right head will bite you. On your turn, cast either Ice Shards or Fireball on one of the heads. I usually go for the right head first.
- Round 2: The left head begins charging an attack. Use your available single-target spell on the other head from the first round (for me this would be the left head).
- Round 3: The right head will join in the fun of charging an attack. Now that they're both charging, cast Winter's Grasp to interrupt their attack charge. Both heads will not return to their neutral state.
- Round 4 and onward: Repeat these three steps, but swap the spells/heads. For instance, if in Round 1 you cast Fireball on the right head, then in Round 4 cast Fireball on the left head. After a second Winter's Grasp the dragon will be out of HP.
- Spoils: Firestorm
Elemental
- Found: Doorway between the Chapel and Middle Hall
- Storybook Hint: The Cowardly Boy
- General Strategy: If you don't have the Cloak equipped, then you'll die to the first attack. Once you have that elemental protection wrapped around you, this fight becomes pretty easy.
- How to Defeat:
- Round 1: An ice attack will be lobbied against you. Respond by casting Fireball.
- Round 2: After being assaulted by a fire attack, cast Ice Shards to do damage and inflict Freezing status.
- Round 3: Another fierce attack, but luckily casting Winter's Grasp will be enough to drain the enemy of its HP.
- Spoils: Ignite
Lightning Crows
- Found: Top of the East Stairs
- Storybook Hint: The Wolves in the Storm
- General Strategy: If the crows are in formation, their HP bars stack and, with one semi-exception, they cannot be damaged. The goal is to break them apart and attack them individually.
- How to Defeat:
- Round 1: The crows will attack in formation. Cast Firestorm to hit them all at once and loosen their formation.
- Round 2: The crows will scatter, and attack "individually." Cast Ignite on one of them to inflict Burning status on it.
- Round 3: The crows will form up again and attack. Attack once more with Firestorm to break them up, and Burning will knock an extra 20HP off of the inflicted crow.
- Round 4: After the crows scattered attack, cast Ignite on a different crow than Round 2. Now we have two crows inflicted with Burning.
- Round 5 and onward: Repeat this cycle, casting Ignite on a different crow each time they're scattered. Before long, their HP will all be burned up.
- Spoils: Blizzard
Djinn
- Found: Djinn Prison
- Storybook Hint: The Queen of the Sea
- General Strategy: As long as there are orbs in play, you cannot damage the Djinn himself.
- How to Defeat:
- Round 1: The Djinn will summon four fire orbs. Target one of them and cast Ice Shards on it.
- Round 2: The Djinn will attack you, which has the added benefit of healing the fire orb you just attack. Not to worry, though, because it still has Freezing status on it. Cast Winter's Grasp, and the extra damage will knock out one of the orbs.
- Round 3: He responds by giving up on his fire orbs and summoning four ice orbs. Cast Firestorm to destroy all four of the orbs.
- Round 4: The Djinn gives up on his orb friends and just attacks you. Respond by casting Ignite to get some Burning going.
- Round 5 and onward: Just keep attacking. Burning will slowly whittle away at his overall health, so between that and your regular spells he should fall before you do.
- Spoils: Frost Giant
Rat-men
- Found: Library Annexe 1F
- Storybook Hint: Vermin of the Pass
- General Strategy: You want to make sure to take out his little helpers as soon as he summons them, but otherwise it's just about using our normal war of attrition strategies.
- How to Defeat:
- Round 1: Rat-men will concentrate on summoning some helpers. Hit him with Ignite.
- Round 2: His little buddies will attack and poison you. Just hit the main rat with Lightning Strike and the extra damage will be enough to take out he helpers.
- Round 3: He should attack you while also healing himself. Just hit him with a Fireball.
- Round 4: He'll take a round to summon some helpers. Attack him with a Lightning Strike to do some hefty damage, and the Burning status should finish the job.
- Spoils: Driving Gale
Wraith
- Found: Kitchen
- Storybook Hint: The Stone Wall
- General Strategy: As the story implies, you'll want to negate whatever spell the Wraith attempt to cast.
- How to Defeat:
- Round 1: The Wraith launches a normal attack. I usually start off with Ignite out of habit (and because I love that spell), but you can also just hit him with a Fireball if you want to.
- Round 2: She'll start working on setting up a fire barrier. Cast Ice Shards to negate the barrier.
- Round 3: She'll be too stunned from the barrier interruption to do anything. Just cast Winter's Grasp to take advantage of the Freezing status and finish her off.
- Spoils: Fury of the Storm
Rubble Amalgam
- Found: Empty Room, at the bottom of the Larder ladder.
- Storybook Hint: The Two Brothers?
- General Strategy: Sadly, you cannot multi-target the orbs. The Amalgam will flex different part of his body (neck, arms, and legs) in preparation for an attack. The corresponding orb will be weaker to attack, and a successful hit will delay the attack for an extra round. Any orb not near a flexing limb will have a crazy high defense stat. If you cast Ignite on any of the orbs while they're weak, the Burning effect will ignore the increased defense in subsequent rounds and just do 50 damage every round instead of the normal 2.
- How to Defeat:
- Round 1: The Amalgam will flex its neck to prepare for a headbutt. Attack the fire orb by his head with Ice Shards to do some extra damage.
- Round 2: Assuming you attacked the fire orb, the Amalgam will continue flexing its neck. Winter's Grasp will do some decent damage here.
- Round 3: The headbutt finally arrives! Respond by casting Fury of the Storm to prep for the next round.
- Round 4: The Amalgam starts flexing its arms. Hit both of the ice orbs with either Fireball or Ignite.
- Round 5: The arm flexing continues. Hit one of the ice orbs with a fire spell to do some damage.
- Round 6: You get punched. Cast Fury of the Storm.
- Round 7: The Amalgam starts flexing its legs. Hit both of the earth orbs with a Lightning Strike.
- Round 8: The leg flexing continues. I usually hit one of the earth spheres with Ignite, because of course I do, but you can use any attack.
- Round 9 and onward: Just repeat the previous strategies until all the orbs have been defeated.
- Spoils: None
The Archivist
- Found: Archives (Past)
- Storybook Hint: N/A
- General Strategy: You cannot win this fight, so don't even bother engaging.
- How to Defeat:
- Round 1: The Archivist will launch a fire attack and kill you instantly. Everyone told you not to engage, so you get what you get.
- Spoils: N/A
The Old Archivist
- Found: Archives (Present)
- Storybook Hint: The Last Punch He Ever Threw
- General Strategy: With one exception, you basically just need to follow the events of the story. He's no longer strong enough to kill you with one hit, but you can use his hubris against him.
- How to Defeat:
- Round 1: He hits you with a massive fire attack, which leaves you with a measly 1 HP. Respond by casting Ice Shards.
- Round 2: Amused by your attempts to defeat him, he'll start readying an ice attack. Cast Driving Gale to hit him with Shocked status.
- Round 3: He'll get over being Shocked, but cannot do anything else this round. Hit him with a Fireball.
- Round 4: Amused by your attempts to defeat him, he'll start readying an earth attack. Cast Driving Gale to hit him with Shocked status.
- Round 5: He'll get over being Shocked, but cannot do anything else this round. Hit him with a Lightning Strike.
- Round 6: Amused by your attempts to defeat him, he'll start readying a fire attack. Cast Driving Gale to hit him with Shocked status.
- Round 7: He'll get over being Shocked, but cannot do anything else this round. Hit him with Ice Shards to defeat him.
- Spoils: None
Overgrown Plant
- Found: Ruined Tower
- Storybook Hint: The Blessed Flowers
- General Strategy: The plant will occasionally heal itself, so a good option would be to make sure the damage dealt outpaces the healing.
- How to Defeat:
- Round 1: The plant will attack, respond by casting Ignite.
- Round 2: The Plant will take a round to heal. Hit it will the Ice Shards.
- Round 3: Most likely, you'll be attacked again. Cast Winter's Grasp to do some extra damage (and follow the story).
- Round 4: Plant should take a round to heal. Toss a Fireball at the plant to do some critical damage, which should finish it off. Note that critical damage only happens here if you've done the Ice Shards/Winter's Grasp combo.
- Spoils: None
Tree Spirit
- Found: Clearing
- Storybook Hint: The Shepherd and the Devil
- General Strategy: You'll want to attack the Tree root rather than the dryad thing. If the root has sustained damage, the spirit will take a round to heal it rather than attack you. So just keep on the attack and you should be good to go.
- How to Defeat:
- Round 1: You'll be attacked, respond by casting Ignite on the Tree.
- Round 2: The Spirit will take a moment to heal the tree. Cast Fury of the Storm, and watch as the Burning status does its job.
- Round 3: The Spirit will heal again. Hit the Tree with Fireball twice. The damage from Burning should finish off the Tree Spirit, even though it has more than 20HP left.
- Spoils: Revealing Rays
Living Tree
- Found: Statue Clearing
- Storybook Hint: Zed the Ogre
- General Strategy: This guy will either be super easy or a giant pain. Ignite and two Lightning Strikes are enough to take him down. So you can take him out in three rounds with that set of spells. However, he'll sometimes use a confusion spell on you which scrambles up your spells, making it so that you don't actually know what you're casting. This quickly leads to your death, so it's probably best to take the following safe strategy, even though it takes longer.
- How to Defeat (Safe):
- Round 1: He'll attack. On your turn, cast Frost Giant to summon a guardian.
- Round 2: Whichever attack he does, be it thorns or spores, the Giant will absorb the damage. Cast our old friend Ignite to start chipping away at his health.
- Round 3 and onward: As long as you have the Frost Giant up, then alternate between Fireball and Ice Shards until the tree is felled. Lightning Strike will not do critical damage while the Giant is in play, and will also damage the Giant, so avoid using it. If the Giant falls, use Lightning Strike to hit for critical damage and hopefully finish the job.
- How to Defeat (Risky):
- Round 1: He'll attack. On your turn, cast Ignite to inflict our old pal Burning.
- Round 2: If he attacks with thorns, then follow up by casting Fury of the Storm. If he attacked you with spores, then you're basically dead already.
- Round 3: If he attacks with thorns, we can end this here. Just cast Lightning Strike twice and he'll go down. If he attacked you with spores, then you're basically dead already.
- Spoils: Blinding Light
Skeletons
- Found: Dungeon, Back Hall
- Storybook Hint: The Wizard and the Dead
- General Strategy: One of the patches made these guys easier to defeat. After Patch 1 when they were reachable, the front skeleton shielded the back skeleton from the full damage of multi-target attacks. This is only sometimes the case now, making them a bit less annoying, but also takes some of the strategy out of it.
- How to Defeat:
- Round 1: The skeletons will attack, follow this up by casting Firestorm to his both of them for 25HP.
- Round 2: They'll attack again, hit the front skeleton with a Fireball. At this point, they should both be at or under 25HP.
- Round 3: One more attack from them, and on your turn cast Fury of the Storm.
- Round 4: They'll have one last attack in them. Hit them with another Firestorm to drain their health to 0. Follow this up with Blizzard to freeze their fallen bones. Without this last step, they'll hop back up the next round.
- Spoils: Iron Golem
Winged Skull
- Found: Torture Rooms
- Storybook Hint: The Moth of Tor Korath
- General Strategy: This little menace gets two attacks per round, making him quite the force to be reckoned with. He'll also dodge all of your attacks. The goal is to find a way to redirect his attacks and distract him.
- How to Defeat:
- Round 1: He'll attack twice, when you get a chance summon an Iron Golem.
- Round 2: The attacks will be directed at the Golem, which does buy you some time. But it's doing too much damage for the Golem to stick around for too long. Cast Ignite on the Golem to set it on fire.
- Round 3: The skull once more attacks the Golem. The Golem's defense has increased dramatically now that it has come aflame. We get the bonus of having the fire distract the Winged Skull, allowing us to land an attack. Smack it in the face with a Fireball.
- Round 4: It will once more attack the Golem, so now is a great time to cast Ignite on the skull.
- Round 5: The Golem will once more be attacked. Hit the skull with whatever spell you want, and Burning should finish it off if your spell doesn't.
- Spoils: Diamond Aegis
Warden
- Found: The Pit
- Storybook Hint: The Bridge to Eternal Life
- General Strategy: He'll keep casting Malice, which has the added benefit of draining his health every round. The skeleton helpers bolster his attack, so you can take them out or just mitigate the damage done to you long enough to win.
- How to Defeat:
- Round 1: The skeleton helpers will boost attack power, cast Stone Shield to give yourself some extra coverage.
- Round 2: The attack that comes here will be much less devistatiog if you have a shield in play. Cast Sunburst to keep your health up.
- Round 3: Another basic attack, respond with a Blinding Light to give yourself a round with no damage.
- Round 4: You'll be attacked once again but it should miss you due to the blindness inflicted the previous round, cast Firestorm to damage the Warden as well as his little buddies.
- Round 5: This next attack will hurt more than usual, since the shield will have worn off by now. Cast Blizzard to finish off the small skeletons.
- Round 6: You should be able to survive this attack if you've been following along, and the Warden will have brought himself down to 1HP. Cast whatever spell you want to finish him off.
- Spoils: None
Crystal Golem
- Found: Cave
- Storybook Hint: The Thunder God
- General Strategy: He's super weak to lightning, but is also adept at lowering your accuracy so you'll have to find a way to circumvent that.
- How to Defeat:
- Round 1: For some reason, you get to launch the opening salvo in this fight. So start things off by casting Malice.
- Round 2: Most likely he will use a light attack that mimics blinding light but lasts for multiple rounds. Since Malice was used, the dark aura will negate the light spell, or something. Note that there's a slim chance he'll just do a regular attack and blind you next round. At any rate, gear up with Fury of the Storm.
- Round 3: Most likely he'll do a regular attack. Respond by casting Lightning Strike twice to end the fight.
- Spoils: Blindness
Depth Spiders
- Found: Lower Caves
- Storybook Hint: The Foolish King
- General Strategy: By far my least favorite fight in the game, just because it takes so long while being tedious. I have not found a way to make this go faster. The basic premise is that if you attack a spider that is not poised to attack, it will trigger them to do an instant kill attack. There's not really a way to attack a small group...you'd think that Lightning Strike would only hit spiders directly on either side of the target, but it does not operate that way (and who knows if that's intentional or not) and will just target a spider toward the front of the pack.
- How to Defeat:
- Round 1: The spiders attack. Cast Fireball on one of the spiders that are rearing up for an attack, which is strong enough by now to one shot the spider.
- Round 2: The spiders attack. Cast Ice Shards on one of the spiders that are rearing up for an attack. This will only drain half of the spider's HP.
- Round 3 and onward: Repeat the process until all spiders are dead. You can toss in a Sunburst or a Stone Shield if you're worried about your health, but you should be fine. Just avoid any multi target spells.
- Spoils: Demon's Pact
Giant Bat
- Found: Lava Tunnel
- Storybook Hint: The Book of the Dead
- General Strategy: He'll summon a group of small bats which shield him from all damage. The goal is to dispatch them so you can hurt the main bat. If you are unable to take out the initial four Small Bats in enough time, four additional ones will be summoned. If you take them out fast enough, the game thinks they're still there even though you can attack the Giant Bat. The dead bats keep attacking, but since they're dead they do not damage you...not sure if the fight in general is bugged, or if it just displays the wrong text.
- How to Defeat:
- Round 1: Four smaller bats will be summoned. Use this free round to cast Demon's Pact.
- Round 2: The small bats will attack. Go ahead and cast Firestorm to take out the lackeys. Since we bolstered our magic the previous round, the spell will do enough damage to kill all the smaller bats. Without a demon's aid, it would take multiple rounds to kill them.
- Round 3 and onward: Just attack with whatever spell you want, should go down in two rounds. As mentioned previously, the only attacks that will come your way are from bats that don't exist, so you won't take any damage from here on.
- Spoils: None
Flesh Dragon
- Found: Lava Throne
- Storybook Hint: The Old Man and the Young Man
- General Strategy: You can't seem to hit him with anything, since he can see the future, so you'll have to get creative.
- How to Defeat:
- Round 1: The dragon will attack you. Respond by casting Revealing Rays to get in on the prescience action, with an added bonus of dealing 120HP.
- Round 2: The dragon will be incensed that you're horning in on his prophetic strategies, and begin to ready an Ultimate Attack. Better protect ourselves by casting Blinding Light.
- Round 3 and onward: The Ultimate Attack will miss. Just repeat the first two rounds until he runs out of health.
- Spoils: None
White Slime
- Found: Behemoth Rib area
- Storybook Hint: The Glass Doorway
- General Strategy: This cute lil' guy will always counter attack anything you hit him with, which can lead to a long fight. Luckily, there's a quick way to win this fight since he's extremely weak to Malice.
- How to Defeat:
- Round 1: Since our slime buddy is waiting to see what we do, we get the first strike. Start off by casting the Stone Shield.
- Round 2: There's nothing to counter a shield with, so you're safe this round. Hit the slime with Malice to deal a hefty chunk of damage.
- Round 3: You'll be attacked this round, respond by casting Sunburst to keep your health up.
- Round 4: Another free round for you, so take this chance to cast Fury of the Storm.
- Round 5: Since we've got some free time, and are furiously stormy, cast Malice twice to finish him off.
- Spoils: None
Jair
- Found: behemoth
- Storybook Hint: The Old Man and the Moon
- General Strategy: Jair is far too strong for you to face normally. We'll need to separate him from his sword to get a fighting chance.
- How to Defeat:
- Round 1: You'll be attacked by the former hero. Target the sword and cast Ignite on it. Splash damage will inflict Burning on both targets.
- Round 2: Another attack comes your way. Respond by casting Blizzard to make Jair drop the sword.
- Round 3: Jair will strke back, but without his sword he can only manage a weak kick. Cast Sunburst to get some health recovery going.
- Round 4: Jair will reach for his sword. We can't have that happening, so hit him with a Lightning Strike to stay his hand.
- Round 5: You'll get another kick to the face, go ahead and slap him with a Fireball. Realistically, you can use whatever spell you want, but Fireball is our strongest spell next to Malice. Due to the nature of this fight, we want to keep our health up, so I usually avoid the Darkness spells due to that.
- Round 6: He'll reach for his sword again, so use one more Lightning Strike to once more stop him.
- Round 7 and onward: Just keep repeating the previous two rounds. Toss in a Sunburst if you're worried about your health, maybe an Ignite or a Stone Shield for good measure as well. Demon's Pact can also speed things up a bit if you want to risk the health drain.
- Spoils: Rewind
Djinn
- Found: Behemoth Heart
- Storybook Hint: The Lord of the Westland
- General Strategy: His orb game is strong, even stronger than it was before, but now you'll have time on your side. Also on our side is the fact that nearly all of our spells do critical damage in this fight.
- How to Defeat:
- Round 1: He starts by summoning fire orbs, as before. Since everything we do is stronger this time, cast Blizzard.
- Round 2: The Djinn will attack you with some pure arcane. As just a quick side note, the word "arcane" is an adjective. Just a fun little grammar fact for you. Anyway, respond to his attack with Winter's Grasp to dispatch the fire orbs.
- Round 3: He'll summon some ice orbs this time. Take them out with a Firestorm.
- Round 4: In a new attack strategy, he'll summon earth orbs. You can dispatch them with a Lightning Strike.
- Round 5: This time he'll summon dark, shadowy orbs of pure light. Dispatch them with Malice.
- Round 6: Having had enough of your tomfoolery, the Djinn will summon orbs of four different elements at once. This most certainly spells our doom if we attack normally. To overcome this obstacle, cast Rewind to reverse time to before the orbs were summoned. Quickly follow this up by casting Malice to knock off 50HP.
- Round 7 and onward: Just repeat the previous round until you fully deplete his health. The nice part about Rewind is that it undoes the damage done to you by Malice, so you don't need to worry about running out of health.
- Spoils: Restoring magic to the lands of Kal Torlin.