The Legend of Fancy Realm Remake: Full Walkthrough

This guide covers the full chapter-by-chapter walkthrough for The Legend of Fancy Realm Remake, from the opening battle in Chapter 1 through all four ending routes in Chapter 43. If you’re trying to hit every hidden mission, grab the chained chests that depend on earlier chapters, and understand which ending you’re actually walking into, this is meant for you.

I put this together because the game’s hidden mission system has a nasty habit of locking content behind decisions you made ten chapters ago. A chest you can’t open in Chapter 9 isn’t a bug—it’s because you missed a captain kill in Chapter 8. Keeping that chain straight in my own head is why I organized things the way I did here, and I’ll flag the dependencies as they come up so you don’t backtrack for nothing.

 

Overview

What I’m laying out here is a straight chapter-by-chapter walkthrough for The Legend of Fancy Realm Remake, and I’ve split it into seven parts so it’s easy to jump back and forth without losing your place. Sections cover Chapter 1 through Chapter 7, then Chapter 8 through 14, 15 through 21, 22 through 33, 34 through 39, and finally 40 through 43, which is where the game’s four ending routes branch apart.

Three things thread through every part of this, and honestly they’re the reasons I wrote it this way. Timing matters in the turn-based fights, so I call out turn counts where they matter. Hidden missions chain between chapters, which means a chest you can’t crack in Chapter 9 is often tied to something you skipped back in Chapter 8. And your ending isn’t decided at the last boss — it’s set by choices you make long before Chapter 43. Coordinates, prerequisites, and hidden mission conditions stay consistent as you move through the sections, so if a detail looks familiar later, it’s the same detail, not a new one.

I’ll be upfront where a stage gets fiddly or a hidden objective is easy to blow past — I’d rather you know what to watch for than find out you’ve locked yourself out after the fact. Read a section ahead of playing it if you can; a couple minutes of prep has saved me a full chapter replay more than once.

 

Chapter 01 – 07

These opening chapters set the tone for everything that comes after, and honestly, they’re more forgiving than what’s waiting for you later — but a few of them hide decisions that echo forward. I’ll walk you through each fight, flag the hidden missions, and point out the chest spots. One thing to keep in mind from the start: the Chapter 5 hidden mission determines whether you can even open a chest in Chapter 6, so don’t blow past it.

Chapter 1: Discarded Pawn

This is your first real fight, and the reinforcement rule caught me off guard the first time. For the first 6 turns, enemy reinforcements spawn automatically whenever there are fewer than 2 Mages and 3 Soldiers left on the field. So if you’re clearing too efficiently early on, you’ll just keep feeding more enemies into the grinder. Pace yourself.

At the start of Turn 6, some enemy units retreat, and the victory condition flips — now you either eliminate everything or move Leonard to the designated gate. I went with the gate route since it’s faster, but both work.

The hidden mission asks that at least 3 allied units survive. There’s also a hidden achievement for clearing with Leonard taking zero damage, which is doable if you keep him out of the front line early. No chests here.

Chapter 2: Nightmare’s Finale

Enemies here don’t wait around — they advance aggressively right from the start. A wave of reinforcements shows up when the generic enemy soldiers drop below 2, and I learned the hard way that enemy Knights can use Air Slash too. Keep your squishier units away from their range.

The Emperor is the real danger. Wander too close and you’ll pull him, and his AoE hits hard enough to wipe a low-HP unit in one turn. If you’re feeling confident, send Leonard in to take him out quickly and end the mission clean. If not, clear the surrounding enemies first and approach carefully.

Hidden mission: at least 2 allied units survive. No chests.

Chapter 3: Resolve

This one is a movement puzzle more than a fight, at least at the start. Have Tina run left first, cross over the roof, head downward, then go right to reach the destination and clear the stage. I mapped it out step by step after getting turned around once.

Reinforcements spawn when enemy numbers fall below 2, and there are also minion spawns near the end of the stage that can mess with your achievement progress if you’re not tracking kills carefully. Keep an eye on the count.

The hidden mission is for Tina to defeat at least 3 enemy units, with a hidden achievement for clearing while taking zero damage. No chests here.

Chapter 4: Two-Headed Reaper

Clear this one by knocking the enemy count below 2. Amber is at a low level here, so the safe play is keeping Leonard upfront to absorb and deal damage while Amber supports from range. Don’t send her into melee — she won’t survive it.

After you clear this stage, the world map unlocks. Head to Omu Village first — I stocked up on Healing Potions for both Leonard and Amber before moving on, and that stockpile carried me through the next few fights.

The hidden mission here is to obtain the hidden treasure. One chest is waiting for you.

Chest Contents Coordinates
Glass Ring ×1, Healing Potion ×1, Antidote Herb ×1 20, 17

Chapter 5: Encounter

When the number of Bandits drops below 2, Tina appears and moves next to Leonard, which triggers enemy reinforcements. From there, you join forces with her, and the stage ends once fewer than 2 enemies remain.

Here’s the part I’d flag most: if you let a single Bandit escape, you’ll miss the hidden mission, and that hidden mission is what unlocks a chest back in Chapter 6. To prevent escapes, use Amber’s
Poison Magic Arrow to take them out in one shot. It’s worth double-checking your kill order before the last Bandit makes a break for it.

Two chests are on this map.

Chest Contents Coordinates
Fairy Spring ×2, Source of Defense ×1 5, 14
Axe-Sword ×1, Healing Potion ×1 15, 14

Chapter 6: Den

There are two ways to finish this stage. You can either defeat Hanks directly, or have Tina engage in combat with Hanks twice. The second option matters because it’s the hidden mission — so if you’re chasing it, make sure Tina gets both of those engagements in.

After the battle ends, head back to Omu Village to claim a $2,000 reward. Easy money, and I never skip it.

One chest, but it’s gated behind Chapter 5.

Chest Contents Coordinates Prerequisite
Gold Ornament ×1 19, 11 Complete Chapter 5’s hidden mission

If you let that Bandit escape back in Chapter 5, this chest stays locked. That’s the exact chain I mentioned at the top of this run of chapters.

Chapter 7: Ferocity

Enemy numbers are high here, so I’d recommend gathering your party in the center and defending together rather than spreading out. Breaking formation just gets units picked off.

Defeating all enemies within 9 turns clears the stage — otherwise, reinforcements arrive. If you’re trying to farm extra EXP, leave one enemy alive until Turn 9 to trigger the reinforcement wave on purpose. I did this once for the grind, but only when I felt my team could handle the extra pressure.

The hidden mission is to defeat 2 Carapace Bees within 6 turns, so prioritize those targets early. One chest lies on this map.

Chest Contents Coordinates
Source of Earth ×1 9, 18

 

Chapter 08 – 14

Chapter 8 is where the chest chain really starts to bite, so don’t rush it. In the Xida Town tavern, speaking to the Vosfita soldier triggers combat—but before you do that, talk to every other NPC in the room. Those conversations are what unlock the two hidden chests here, and if you skip them you’ll be locked out for good. I always do a full lap of the tavern before touching the soldier, just to be safe.

Once the fight starts, a captain is already positioned on the right side. Clear that first wave, and a second captain spawns at the bottom with reinforcements. The stage ends either by defeating all enemies or reaching the designated location—I usually clean up everything for the EXP. The hidden mission here is to defeat both Vosfita Captains, and this is the one that unlocks the hidden chest in Chapter 9, so don’t leave without it.

Chest Contents Coordinates Requirement
Source of Magic ×1, Gold Ornament ×1 12, 10 Talk to other NPCs in the tavern
Flame Ring ×1, Source of Power ×1 25, 10 Talk to other NPCs in the tavern

Chapter 9 throws a lot of enemies at you at once. On Turn 5, enemy reinforcements appear at the bottom. Then on Turn 6, Sheila enters from the top right and joins your party. The trap here is letting her get surrounded before you can reach her. What works for me is pushing toward the center-top-right from the very start so I’m already in position to link up with her on Turn 6 and shield her. The hidden mission—clear with Sheila taking zero damage—is unforgiving if you drift too far left.

The chest on the left is the payoff from Chapter 8: it needs that hidden mission completed. The other chest is free game.

Chest Contents Coordinates Requirement
Ring of Qi Gathering ×1 24, 11 Complete Chapter 8’s hidden mission
Silver Hairpin ×1, Antidote Herb ×1 18, 18 None

In Chapter 10, you start with only Leonard and Tina, which feels thin until you remember reinforcements are coming. On Turn 4, Amber and Sheila arrive as allies. If Tina (Lv 11) and Sheila (Lv 10) have already picked up Water Dragon Wave, this stage gets noticeably smoother—worth checking your skill list before you commit. The hidden mission wants you to defeat at least 1 Zombie within 3 turns, so don’t spend those first three turns purely defensive.

Chest Contents Coordinates
Crystal Sword ×1, Amber Crystal ×1 25, 7

Chapter 11 is the one that catches people off guard. Enemy reinforcements arrive on Turn 8, but the real threat shows up earlier: the enemy mages and their Flame Bird skill hit hard enough to delete a unit if you let them focus-fire. I prioritize mages every single time here. The swordsmen have their own timing trick—watch their AP gauge, because once it hits 1 bar they can fire off Air Slash. Either burst them down first or keep your units out of range until it’s their turn to die.

Once you cross the river bank, the hidden mission is simple: have Amber defeat one Beast Swordsman. Just make sure she’s the one landing the killing blow—no credit if someone else finishes it.

Chest Contents Coordinates
Source of Wind ×1, Source of Water ×1 43, 4
Trident ×1 15, 9

Chapter 12 takes you through the ruined capital of Mandoria, and you’ll run into villagers getting harassed. Option 1 (Intervene) starts the fight; Option 2 (Ignore) skips it entirely. Assuming you intervene, one of the female mages carries an Inverted Cross—send Hanks to steal it. The good news is the hidden mission counts as complete whether the steal succeeds or fails, so just making the attempt is enough.

Two things I always watch for in this fight. First, the female mages hit hard, so I clear them the moment they close in rather than trading blows. Second, there’s a stranded villager on the left who doesn’t move—a Beast Swordsman will chase and attack them. If that villager dies, the whole battle ends in failure. I send someone over immediately to kill the Beast Swordsman before it can connect. Gather your party at the central stairs and pick enemies off one at a time instead of spreading out.

Chest Contents Coordinates
Golden Chalice ×1 40, 19

Chapter 13 splits into two branches depending on your answer to the captain at Shewei Port when he asks whether you want to go to the Temple of Fate. Choosing “Yes” sends you into the Search branch (Branch A). Here you’re hunting for the Merchant’s Pass. Howl joins the party on Turn 3, and that’s exactly when the pass becomes searchable near the overturned cart. Once you’ve found it, kill the Hell Python at the bottom right—it stops respawning after that. Move Leonard to the designated point to finish the stage. The hidden mission is all party members survive, so watch your squishier units.

Choosing “No” at the port instead sends you to the Rescue branch (Branch B). Cliff bolts toward the bottom right at the start, so your party needs to hustle over and support him before he gets worn down. Reinforcements arrive on Turn 6, which sends Cliff running toward the top left. The smart play is to post a teammate up there in advance so you’re ready when Howl joins on Turn 8. Hidden mission: clear with Cliff’s HP above 50%. The two branches share the same chest drops, which is convenient.

Chest Contents Coordinates Branch
Inverted Cross ×1 19, 4 A & B
Fiery Crystal ×1, Source of Spirit ×1 13, 17 A & B

Finally, Chapter 14 gives you a choice on how to finish. Leonard can slip out through the gap under the bridge on the top left and end the stage right away—or you can break down the door on the right side first, which is what the hidden mission actually wants (Break through the door!), then head up to clear. If you’ve got the time and turns, wiping out every enemy for the EXP is worth it, but the door is the priority if you care about the objective.

Chest Contents Coordinates
None —

Chapter 15 – 21

Chapters 15 through 21 are where the hidden mission system really starts biting back. A single enemy left alive at the wrong moment in Chapter 17 costs you Guru, and the chest locations in Chapter 15 literally swap depending on whether Cliff survived earlier. I’ll flag every one of those forks as I go, because these are the kind of chapters where you finish a stage, feel good about it, and then realize the reward you wanted is sitting in the other branch.

Chapter 15: Truth

This one punishes passivity. There are a lot of enemies packed onto the field, so I lean on hit-and-run rather than letting Ret get swarmed. The pacing flips once Ret takes down 2 enemies—allied reinforcements show up, and from there it’s smarter to have him pull enemies toward them instead of fighting solo. One thing worth knowing: Ret ignores terrain movement penalties, so he’s the natural pick for grabbing treasures while everyone else holds formation.

Watch the cliff edge. If you keep your party slightly back from it, the enemies drop down on top of you; stand right at the lip and they’ll snipe you at range instead. You need every enemy down before Turn 20—miss that window and a fresh wave of reinforcements rolls in. After you clear the chapter, talk to Cliff at Shewei Port for a reward.

The hidden mission is simple on paper—Ret defeats 4 enemies—but the chest layout is the real story here, and it splits hard based on whether you saved Cliff earlier:

Situation Chest Contents Coordinates
If Cliff was saved Lucky Ribbon ×1 1, 2
If Cliff was saved Ring of Qi Gathering ×1 46, 6
If Cliff was saved Secret Potion ×1, Fairy Spring ×1 18, 22
If Cliff was NOT saved Lucky Ribbon ×1 46, 6
If Cliff was NOT saved Ring of Qi Gathering ×1 1, 2
If Cliff was NOT saved Proof of Ultimate Technique ×1 13, 29

Chapter 16: Raging Waves

Before you fight anything, head to Shewei Port. The order here matters: talk to the sailor in the tavern first—he mentions a sea monster causing a shipwreck, which is what unlocks the hidden chest—then speak to the captain and choose to travel to Salk Island. Skip the sailor and the chest simply won’t be there, which is exactly the kind of thing I’d rather tell you now than let you discover after a reload.

The stage itself opens with a field full of Bees. Bunch your party in the center and clear them; on Turn 7 they start fleeing, so shift members to both sides of the ship to brace for the Sea Fiends. This is the part that gets people—the Fiends attack the ship, and if its HP hits 0 you lose the battle outright. 5 spawn on the left and 4 on the right.

Pairing Sheila and Tina together for magic damage is the cleanest answer, though if their spells are stronger split across elements, separating them across the two flanks works too. Amber can hold one side with ranged Poison Magic Arrow, Ret roams freely because he ignores terrain, Howl covers a side with ranged Cross, and Leonard anchors one with Heavenly Thunder Attack. Everyone else supports. On Turn 16
Amphibians arrive to cause trouble—and here’s the trap: if fewer than 4 of them remain, more spawn. Ignore them and stay locked on the Sea Fiends. Regular Amphibian troops show up on Turn 23, so if any Fiend is still standing at that point, the hidden mission is gone.

For the hidden mission, defeat all Sea Fiends. The chest here is Obscure Ring ×1 at coordinates 42, 48—but only if you talked to that tavern sailor first.

Chapter 17: Mutant

Moving into the swamp inflicts Poison, so treat the water as a tax rather than a shortcut. My approach is to move the whole party above the central bridge and let the enemies come to me. Reinforcements appear once the first wave dies or on Turn 12—and this is the one to be careful with: you must leave at least one enemy alive, because killing everything ends the stage immediately and you lose Guru for good.

Hold out until Turn 27, when Guru appears on the central bridge. Rush over to support him and clear the stage. Once this battle’s done, I’d strongly suggest promoting every party member’s class at the Temple of Fate before moving on—it makes the chapters ahead noticeably smoother.

The hidden mission asks you to witness the moving swamp, and there’s a single chest: Dark Green Crystal ×1 at coordinates 23, 1.

Chapter 18: Demon Knight

Position your party in the bottom right and wait for the enemies to close the gap. Reinforcements spawn once the first wave falls or on Turn 9. After the second wave is cleared—or on Turn 14—Clodie arrives from the bottom left with 6 Magic Knights. There are two ways to end this: defeat Clodie, or move Leonard to the designated spot. One detail that’s easy to overlook—Clodie, the Magic Knights, and Winged units will attack each other, so you’re not the only threat on the field.

After the stage, visit the Mahaya Town tavern. A mysterious man there gifts you a mystery item—it generates a random item when used in battle, and you can run into him in other towns later. A woman in the same tavern will also ask you to deliver a letter and ring to her boyfriend in Xida Town. Be aware that the dialogue choices at that encounter feed into the ending, so pick deliberately rather than mashing through it.

The hidden mission is to defeat all Magic Knights. Two chests sit on this map: Helm of Firm Rock ×1 at coordinates 4, 1, and Amber Crystal ×1 at coordinates 4, 13.

Chapter 19: Wild Sands

Enemy counts jump here, so lean heavily on AoE magic. If you equip the Obscure Ring on Sheila or Tina, they can move and cast on the same turn—that flexibility is worth the ring slot. Clearing the opening wave ends the stage; otherwise reinforcements appear on Turn 8, or Turn 10 if Leonard reached the designated spot back in Chapter 18.

At Turn 10—pushed to Turn 15 if you used that Chapter 18 designated spot—Magic Knights appear at the top and start fighting the Vosfita soldiers. The hidden mission is to defeat the Vosfita Search Party within 8 turns, so keep an eye on that clock the moment they engage.

There’s one chest here, the Goddess Crown ×1, but its location hinges entirely on your Chapter 18 choice: coordinates 3, 20 if you did NOT defeat Clodie, and coordinates 18, 28 if you DID.

Chapter 20: Conviction

This one’s a relief—a straightforward battle with no special mechanics turning the tide. The only requirement is the hidden mission: have Leonard engage in combat with both Mel and Kevin. Just make sure he actually trades blows with each of them rather than letting someone else land the finishing touch.

Two chests to sweep up: Emerald Crystal ×1 and Source of Water ×1 at coordinates 28, 9, and Aurora Armlet ×1 at coordinates 4, 19.

Chapter 21: Separation

Three Demon Generals show up here—Clodie, Ao, and Cidel—and none of them can be permanently killed. Defeat one and they automatically consume World Tree Leaves to revive infinitely, so grinding them down isn’t the plan. Clodie comes out first. When she’s defeated or drops below 50% HP, Ao appears from the left. Then, 5 turns after Ao arrives or once Ao‘s HP dips below 50%, Cidel enters from the left as well.

Once all three are active, the victory condition changes: Amber, Tina, Sheila, and Hanks must reach the southeast designated spot, while Leonard, Howl, Ret, and Guru must reach the south designated spot. Since each General is carrying a valuable item, I stock up on Divine Wine and send Hanks in to steal. Applying Paralysis magic to all three is a great way to shut down the heavy incoming damage before it lands.

The hidden mission is to defeat all 4 Demon Generals on the field at least once—and yes, it has to be all four—which unlocks the hidden chest in Chapter 22. Don’t leave that one half-finished, because you’ll feel it next chapter. Chests on this map: Earth Robe ×1 at coordinates 10, 1, and Source of Fire ×1 plus Source of Wind ×1 at coordinates 23, 5.

Chapter 22 – 33

Chapter 22: Escape is an escape objective, not a fight, and that shift throws people off. The win condition is moving every party member to the designated spot. Demon General Ao cannot be defeated here, so don’t waste turns trying—stock healing potions before you start. At the opening, run toward the center and stay out of the swamp. I park my group to hold Ao while Guru peels off to grab the hidden chest first, since his low movement stat makes him a liability in a running fight anyway. Reinforcements show up once the enemy Magic Knights drop below 3, and that’s your window to wipe them all for the hidden mission.

Hidden Mission: defeat all Magic Knights.

Chests on this map: Azure Crystal ×1 at coordinates 18, 15, and Evil Eye Mask ×1 at coordinates 5, 17—that second one only appears if you completed Chapter 21‘s hidden mission, so if you skipped it, don’t waste time hunting for it.

Chapter 23: Clarification

Clearing Chapter 23: Clarification just means getting Tina‘s group of four to the designated location—but like the last escape stage, the hidden mission is the real work. Demon General Cidel can’t be killed, though he’s carrying two valuable pieces of equipment worth stealing with Hanks, so don’t walk past him without trying. Reinforcements arrive once enemy numbers fall below 4. This one gets dramatically easier if Sheila has her large-area AoE magic by now; without it you’ll be grinding your way through the adds.

Hidden Mission: defeat Cidel once. Do this and you unlock the hidden chest in Chapter 31—so it chains forward, and it’s worth the effort now.

Chest: Dark Crystal ×1 at coordinates 7, 9.

Chapter 24: Impediment

In Chapter 24: Impediment, the clean route is killing every enemy within 10 turns. Miss that window and Ao shows up with Magic Knights—and since Ao can’t be defeated, you’re forced to escape to the designated spot to end the stage instead. Reinforcements spawn if the Magic Knights drop below 2. One quirk worth knowing: the Magic Knights and Vosfita soldiers will actually attack each other, so you can let them soften each other up. If Ret has learned his large AoE spell Counterwind Rift, this battle becomes significantly easier—I wouldn’t attempt it seriously without it.

Hidden Mission: defeat the Vosfita Search Party within 10 turns.

Chest: Emerald Crystal ×1 at coordinates 10, 21.

Chapter 25: Illusion and Reality

Chapter 25: Illusion and Reality asks you to kill all the beasts within 6 turns. Fail, and Vosfita soldiers arrive to “assist”—after the beasts are gone, a fight against the Vosfita troops triggers, and clearing all of them finishes the stage. Sheila‘s large-area AoE magic is essential if you want the hidden mission; the turn limit is tight enough that single-target damage won’t cut it.

There’s a post-battle event here that’s easy to miss: after this fight, a Winged NPC appears in the Mahaya Town tavern. Talk to him and you unlock the path to Nilu Waterfall, home to a Red Dragon that drops Leonard‘s weapon, Dragon Tooth, when defeated. If the dragon feels too strong right now, you can come back and fight it later—nothing forces the encounter immediately.

Hidden Mission: defeat all beasts within 6 turns.

Chests: Amber Crystal ×1 at coordinates 20, 5, and Eight-Foot Serpent Spear ×1 at coordinates 18, 22.

Chapter 26: Fragment (Side Quest)

Chapter 26: Fragment triggers by visiting Pania after Chapter 25. It’s only regular mobs, but the hidden mission is tedious if you don’t know the trick: position Hanks adjacent to an enemy, let your other party members attack first, then have Hanks land the finishing blow. That’s what counts as a sneak attack—attacking from full health with Hanks won’t register.

Hidden Mission: Hanks executes 5 sneak attacks on enemies.

No chests on this map.

Chapter 27: Defection

Chapter 27: Defection rewards patience. At the start, move below the rock formation and wait for enemies to come to you rather than charging in. Ao has stealable equipment here. Timeline you need to keep straight: on Turn 8, Clodie arrives as a reinforcement from above. On Turn 10, she won’t attack anyone—send Leonard and one or two teammates to stand next to her. On Turn 12, Leonard speaks with Clodie, and she joins your party. Once she’s in, the previously unkillable Ao becomes beatable. Defeating Ao or dropping his HP below 20% clears the stage.

Hidden Mission: knock down Ao at least 3 times within 11 turns. I’ll be honest, this is one where the 11-turn limit and the Clodie positioning dance compete for your attention—plan the knock-downs around the schedule above.

Chests: Fiery Crystal ×1 at coordinates 9, 17, and Proof of Ultimate Technique ×1 at coordinates 3, 33.

Chapter 28: The Unknown

Before touching Chapter 28: The Unknown, check your party: if Guru isn’t in it, it’s best to visit the Abyssal Swamp on Salk Island beforehand and recruit him. Otherwise you’re walking into this puzzle without the one unit who makes it meaningful. Once you’re in, watch the sequence in which the guardians on the pillars glow white, then attack the stone pillars with magic or special skills in that exact order to strip their defense state. Here’s the catch—the glowing sequence is randomized every time you enter the stage, so memorize it fresh on each attempt. Solve it and a Mysterious Lifeform appears carrying an Obscure Ring; have Hanks steal it. If Guru defeats the Mysterious Lifeform, he merges with it and promotes his class, gaining flight and the ability to act twice per turn. Whether Guru promotes or not affects the ending, so decide deliberately rather than by accident.

Hidden Mission: solve the ancient puzzle on your first attempt.

Chest: Golden Chalice ×1 at coordinates 8, 4.

Chapter 29: Collapse

Chapter 29: Collapse is about reading the terrain before it kills you. Earthquakes and white smoke hit on Turns 3 and 5, then the smoked areas collapse on Turn 7. Any unit standing in the white smoke—except flying units—dies instantly. Keep everyone out of the marked zones when those turns land. Reinforcements spawn from below once all enemies are cleared, or on Turn 13.

Hidden Mission: lay all enemy forces to rest beneath the rift—meaning you want them caught in the collapse itself.

Chest: Stealth Ring ×1 at coordinates 3, 8.

Chapter 30: Decisive Battle

Chapter 30: Decisive Battle is straightforward: beat Ao and the stage ends. He’s carrying valuable stealable items again, so bring Hanks and grab them before he goes down. Reinforcements spawn from the bottom right on Turn 14—if you’re chasing the hidden mission, be patient and hold out until that turn instead of finishing Ao early.

Hidden Mission: defeat all enemies.

No chests on this map.

Chapter 31: Wings of the Demon

Chapter 31: Wings of the Demon ends when Cidel falls, and he’s carrying valuable stealable items too—same drill with Hanks. Reinforcements arrive once enemy numbers drop below 5. After you defeat Cidel, the game prompts you to decide whether to spare or kill him, and that choice affects the ending, so don’t mash through it.

Hidden Mission: defeat all enemies.

Chests here are both gated behind Chapter 23‘s hidden mission: Paladin Medal ×1 at coordinates 2, 17, and Dominator’s Staff ×1 at coordinates 37, 27. If you didn’t knock down Cidel back then, these stay shut.

Chapter 32: Hunt

Remember the Winged NPC from Mahaya Town after Chapter 25? This is where that thread pays off—speaking with him unlocked the path to Nilu Waterfall, and that’s where Chapter 32: Hunt takes place. Reinforcements spawn from the right when all enemies are defeated or on Turn 8. Once those reinforcements are cleared—or on Turn 16—a Red Dragon appears at the waterfall, and the enemies will turn and fight the dragon themselves. The dragon carries randomized high-tier items to steal with Hanks. Watch out: when the dragon’s HP gets low it uses Water of Life to heal, so burst it down quickly instead of chipping. Defeating it rewards Leonard‘s weapon, Dragon Tooth.

Hidden Mission: all party members survive—no exceptions, so keep your squishiest units clear of the dragon’s reach.

Chests: Demon Crystal ×1 at coordinates 28, 7, and Feather of Wind Chasing ×1 at coordinates 36, 30.

Chapter 33: Breaking the Waves

Chapter 33: Breaking the Waves is reached after passing through Golitani Port.

Hidden Mission: defeat all Sea Fiends within 8 turns.

Chest: Sea Dragon Bow ×1 at coordinates 2, 15.

 

Chapter 34 – 39

By the time I hit Chapter 34, the game stops being gentle about promotion items — this stretch is where several of your party members finally reach their ultimate classes, and the chests here are packed with the gear that makes it worth it. I’ll walk through each stage, but the real warning is that Chapter 34 alone has a turn countdown that can boot you out of the battle entirely, so don’t treat it like a casual treasure run.

Chapter 34: Legacy

This is a treasure stage with a turn limit, and the twist I didn’t expect is that every fire ring on the map starts sealed. You have to defeat the guardians fast to unseal them, and the largest fire ring at the top holds two things you genuinely can’t afford to miss: Leonard’s 2nd class advancement item, the Soul of the Sword, and the Holy Crystal used to unlock the Temple of Fate Core. If Guru has already promoted or transformed, he can’t enter fire rings at all — send him to sweep up the chests outside instead so you’re not wasting his movement. A turn countdown kicks in on Turn 4, and if it reaches zero you’re forced out of the battle immediately, so clear guardians and grab rings before that clock runs down.

After clearing the stage, head back to Arebis and speak with the Great Elder to reveal a new location, the Earth Rift, on the world map. From there, go to the Shewei Port tavern and talk to an Orc, then visit the Temple of Fate to promote Clodie. Speaking with the Old Priest opens a new promotion area, Temple of Fate Core, which shows up as a new option. If Leonard’s four main attributes are all highlighted yellow and he’s carrying the Soul of the Sword, he can advance to his ultimate class, End Blade Master, which gives him a passive double-attack trait. Pair that with the Wings of White Light (2 actions per turn) and honestly no boss holds up against his damage. Once that’s done, go to the tavern in the Autonomous City of Saronia and talk to a traveling merchant to learn about the Dark Graveyard, which opens the path there on the world map. Visit the Dark Graveyard to pick up ultimate swords for Clodie and Hanks, plus Tina’s class advancement item, the Book of Gospel.

The hidden mission here is to unseal all fire rings. Chests are spread across the map, and I’d recommend hitting the dense cluster at 18, 4 early since it carries an entire set of crystals:

Contents Coordinates
Inverted Cross ×1, Ghost Axe: God Slayer ×1 13, 3
Royal Knight Medal ×1, Transparent Crystal ×1, Soul of the Sword ×1 16, 3
Holy Crystal ×1, Substitute Statue ×1 11, 4
Amber Crystal ×1, Emerald Crystal ×1, Dark Crystal ×1, Red-Blue Crystal ×1, Crimson-Red Crystal ×1, Fire-Blue Crystal ×1, Vermilion-Red Crystal ×1, Blue-Brown Crystal ×1, Blue-Green Crystal ×1, Black-Blue Crystal ×1, Amber-Green Crystal ×1, Black-Brown Crystal ×1, Dark Green Crystal ×1 18, 4
Holy Stone of Rosy Clouds ×1 25, 4
Blood Demon Gall ×1 3, 5
Holy Spear: Seraph ×1, Transparent Crystal ×1 13, 6
Cloud Piercing Bow ×1, Golden Chalice ×1 16, 6
Holy Protective Robe: Sky Reflection ×1 26, 11
Staff of Judgment ×1 9, 14
Dark Armor: Demon Hell ×1 27, 18
Wings of White Light ×1 27, 23
Demon Dwelling Blade ×1 20, 24
Proof of Ultimate Technique ×1, God’s Feet ×1, Transparent Crystal ×1 4, 25
Soul Blade: Starry Night ×1 14, 27
Azure Sky Armor ×1 11, 29
Supreme Hood ×1 25, 31
Hero’s Boots ×1 28, 32
Fiery Crystal ×1, Azure Crystal ×1 8, 39
Demon General Boots ×1 4, 44
Firmament Chain ×1 16, 58

Chapter 35: Deep Chamber

This one is refreshingly simple after the chaos of Chapter 34. Reaching the tomb entrance with all party members clears the stage, but the hidden mission asks you to have every party member enter the basement — so don’t leave anyone dawdling on the surface. There’s a single chest to grab along the way: Stardust Crown ×1 at coordinates 8, 20.

Chapter 36: Forbidden Soul

Obtaining the two swords stuck in the ground, Blood Sacrifice and Forbidden Soul, clears the stage. Before you pull either one, make sure you claim the Book of Gospel inside the central fire ring — this is exactly the kind of thing that’s easy to grab after it’s too late, so I always check that ring first. The hidden mission is to open all treasure chests.

Contents Coordinates
Dark Blade: Blood Sacrifice ×1 19, 4
Holy Stone of Rosy Clouds ×1 28, 7
Dark Sword: Forbidden Soul ×1 19, 13
Book of Gospel ×1, Source of Spirit ×3, Oni Mask ×1 20, 13
Black-Blue Crystal ×1 32, 16
Oni Mask ×1 19, 24

Chapter 37: Precipice

Two Red Dragons make this a solid EXP grinding spot, but there’s a catch: Holy Sword: Hilda sits on the cliff above, and defeating all enemies immediately clears the stage. That means you need to send Ret or a promoted Guru (flying) up to retrieve it before the last enemy goes down. I nearly cleared the map before realizing the sword was still sitting there, so grab it first. The hidden mission is simply to obtain Holy Sword: Hilda.

Contents Coordinates
Holy Sword: Hilda ×1 25, 3

Chapter 38: Brilliance

Move Leonard onto the green tile to claim the sword and clear the stage — that’s the fast exit. But if you’re after the hidden mission, do not rush to pick up the sword. You need to defeat all enemies first, and there’s a 30-turn limit to keep in mind while you’re working through them. I’d clear the field before touching that tile.

Contents Coordinates
Sky Dance Boots ×1 1, 25

Chapter 39: Afterglow

High enemy density makes this stage another good EXP grind. Enemy reinforcements show up on Turn 8, and allied reinforcements arrive from the bottom left around the same time — so don’t overextend your frontline before that wave lands. The hidden mission asks that all party members survive, which makes positioning matter more than raw damage output here.

Contents Coordinates
Rising Sun Helm ×1 34, 31

 

Chapter 40 – 43 (END)

This is the final stretch, and it’s where all those choices you made across the previous chapters finally come due. Chapters 40 and 41 play out the same regardless of your route — it’s Chapter 41’s ending calculation that splits you into one of four paths, and from there Chapter 42 and 43 look completely different depending on which one you land in. I’ll break down each route separately so you know exactly what’s waiting for you before you commit.

Chapter 40: Onrush

Enemy density spikes again here, and the pressure is real. You need to wipe out every enemy before Turn 9 to clear the stage cleanly — if you let it drag past that, reinforcements show up to punish you. On Turn 10, allied reinforcements arrive from the bottom left, so brace for that wave. After they land, you can either eliminate everything on the field or move all party members to the designated location to finish the stage.

The hidden mission for this one asks that all party members survive, so keep your squishier units out of harm’s way. You can let the stage run its longer course if your damage isn’t there yet — just don’t throw anyone forward expecting a quick turn-9 clear you can’t actually deliver.

  • Hidden Mission: All party members survive.
  • Chests: None

Chapter 41: Consciousness and Fate

Defeating Tax clears the stage, and he’s carrying high-value items worth swiping with Hanks before you put him down — so make sure you get that steal off first. The hidden mission requires you to defeat all enemies, which means you can’t just rush Tax and ignore the rest of the field. This is the fight where everything narrows: once it’s over, the game calculates your ending conditions and drops you into one of the four story routes below.

  • Hidden Mission: Defeat all enemies.
  • Chests: None

Ending Branch Requirements

Here’s the part I’d check twice before finishing Chapter 41. Two variables decide your route: whether Guru has promoted, and whether you killed or spared Cidel. Note that Cidel’s side most ignores sidequest points entirely — those only matter for the fourth, conditional route. Get clear on which column you fall into now, because Chapter 42 onward is locked once it’s decided.

Route Guru Cidel Notes
Earth Calamity God Route NOT promoted Killed Ignores sidequest points.
Guru Route Promoted Killed Ignores sidequest points.
Angel of Destruction Route NOT promoted Spared Ignores sidequest points.
Conditional Route Promoted Spared Route determined by total hidden sidequest points.

There’s also a special condition buried inside the first route. If you go Earth Calamity God — Guru unpromoted and Cidel killed — AND every party member has unlocked their 2nd Class Advancement AND you finished all sidequests, you unlock Sheila’s Ending. Take any other path within that route and you get Tina’s Ending instead. That’s a tight checklist, so if Sheila’s is the ending you’re chasing, verify all three conditions before the Chapter 41 split.

Earth Calamity God Route: Chapter 42 – 43

If this is your route, Chapter 42: Prelude to the End puts you against the Fairy King, who has valuable items Hanks can steal — grab them before the kill. The Fairy King acts twice per turn, and low-magic-resistance party members get deleted fast if you leave them exposed. Keep your fragile casters shielded. Beating the Fairy King opens the Chamber of Seals, where the Earth Calamity God fight in Chapter 43 awaits. That boss is anchored to the back wall and can’t move, but he still acts twice per turn, so plan your turns around that double action. Neither stage here has a hidden mission or chests.

Guru Route: Chapter 42 – 43

On the Guru path, Chapter 42: Contact is a survival test, not a damage race — you cannot kill the Fairy King here. When he’s near death, he automatically consumes a World Tree Leaf and revives, so pouring everything into him wastes your turns. Just hold out until Turn 10 and the stage clears. Chapter 43 is where Guru shows up, kills the Fairy King, and transforms into Demon God Guru. Beating him finishes the game. He’s genuinely rough: he commands the highest-tier Earth, Wind, and Fire spells, acts twice per turn, and has an ultimate called Void Transience that costs 3 AP bars and deals astronomical damage most characters simply cannot survive. I’d treat that skill as the fight’s real timer — keep someone alive who can eat it. No hidden missions or chests on either stage.

Angel of Destruction Route: Chapter 42 – 43

This route opens hard. In Chapter 42: Ruined Destiny, Cidel appears immediately and slays the Fairy King, then transforms into the Angel of Destruction once you defeat him the first time. That form can move and cast devastating magic in the same turn, and a single high-tier spell can wipe your party outright. The saving grace is he only acts once per turn — so if you survive his openings and manage your positioning, you get a fair window to bring him down. No hidden missions or chests here.

That’s everything the guide covers for now. Further additions will be folded in with future updates as the rest of the route detail gets fleshed out.

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The End

Forty-three chapters of dependency chains, and it all comes down to two variables and a sidequest tally. If you made it here with every hidden mission cleared, take a second to appreciate that — this game does not hand that out easily.

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