At the border of the new mercenary kingdom, the group finds that the large magic wave detected by the Neural Radar is coming from within. There, they decide that Wein will sneak into their ranks and cause havoc, allowing the rest of the party to make their way inside unnoticed. Diversion isn't much of a battle at all: mostly a lot of defending and well-timed attacks. Begin the battle with Wein moving toward the border wall to the left, but declining to hop over it, then defending; we need to time the jump just right.
Line all your characters up on the right-side of the screen, in a row, then have Hans use Thievery on the Commander to begin luring the trio out from the border. Xenos and Hans should defend while the rest of the characters charge their best spell for future use. It's important not to attack and play defensively until the three soldiers get, at least, to the location in the screenshot above. If you attack before, the Commander is likely to stop moving and begin chanting Cure. Once the soldiers are in position, have Hans attack, and all the other characters unleashed their charged magic on the magician and archers on the other side of the wall. When they're defeated, have Wein use the Dash tech, jump the border wall, and make a run for the path to the north. The rest of the characters should defend, but Hans can steal from the two spearmen while waiting, just make sure not to kill them. Once Wein reaches the northern exit, the party will automatically retreat if they are lined up on the right-side of the screen. If not, simply move them in that direction.
Without a chance to rest, the scene switches automatically to Wein and his next battle. Make sure that you open the menu and save before beginning the battle! To achieve a Mission Complete here may take a few tries if you're not totally prepared, and you don't want to have to redo the previous battle. Wein is going to need to do a lot of gem-swapping here to achieve success, so start out with changing his gem loadout to: Lv7 Skill Effect (If has HP Absorption) or Vampire, Lv7 Teriaka/Lv4 Faint Guard, and Lv7 Bellow Collection. Don't scoff at Bellow Collection; by mid-battle, Wein will begin doing heavy amounts of damage with it, plus restoring additional HP with Vampire. Wein begins the battle unnoticed, but if he gets close or casts a spell, the enemy will begin making their way towards him. Start anyway with casting Lv3 Shield, Lv3 Attack Up, Lv1 Cycle Up, then using Dash toward the right-side of the fort. System Shock the spearman and take him out quickly. The Commander, by that time, will have summoned for reinforcements and begin making his way toward Wein. Meet him head-on with Thievery, and finish him as quickly as you can. As stated before, the Commander enemies have an extremely high probability of stunning characters, which is why we have Teriaka/Faint Guard equipped. If you don't, and Wein becomes stunned, you might as well reload and try again. With the Commander out of the way, switch Wein's Teriaka/Faint Guard for Lv6 Wind Shield (Evasion from arrow attacks), save your last Dash tech, and move into the lower rooms of the forts, setting fires and obtaining a Lv9 Double Rings and Lv9 All Attrib Def gems. You can then flee the area for a Mission Clear, but for a Mission Complete, we need to set four fires and defeat all of the enemies.
With the lower fires set, kill off the remaining fencer, ignoring the archer, then use Wein's last-remaining Dash tech and make for the upper rooms to set them ablaze and obtain a Lv7 Teriaka gem and 25,000 Elm. By this time, a great deal of reinforcements will arrive. When they do, immediately switch Wein's Wind Shield for either the Lv9 or 7 All Attrib Def gem. Without these, the magicians will devastate Wein with Soul Force, so much so, that recovery can be difficult. Head west to confront the magician and archer there, as seen in the screenshot above, leaving a narrow path for the approaching spearman and Commander that are headed your way. Kill the spearman and if need be, cast a high-level cure while waiting for the Commander; by this time the magicians should have run out of MP and you can switch the Attrib gem back to Teriaka/Faint Guard to face-off with the Commander. Make sure to use Thievery on the Commander, then, switch Teriaka/Faint Guard back to Wind Shield to finish off the remaining archers and magicians. If you're having a lot of problems, another tactic you can use is the Lv6 Angel's Secret gem to revive Wein, fully, one time if he dies.
You'll gain control of Wein, alone, at the Grasslands afterward. Just a note: The Double Rings gem you picked up, the only one in the game outside the Zauerberg Arena, is necessary for obtaining the best ring weapons in the game. You can use these to produce random ring drops on enemies, even after the battle has begun. So, you can exploit the save-load battle option to attempt to acquire the ring you want with these. Not only do they stack to produce multiple dropped rings, but you can combine them with Empower gems to give you an increase in the gem socket number. At the Southern Checkpoint, the party, particularly Riviera, is anxiously waiting for Wein to return and you'll see a flashback of when a similar incident happened in her life. I guess even in life-threatening missions, Olivia always stays in her flower-girl dress...Anyway, after attempting to be consoled by several party members, Wein will eventually return, much to Riviera's relief, and the party is ready to confront Wolfgang in the North Lost Forest.
If you examine the Southern Checkpoint, the party can rest. I highly recommend you use this opportunity to reach level 25 in preparation for the upcoming boss battle.
Over at the South Lost Forest, you can purchase a few new armors, and some older gems. New armor includes the Festival Robe for Charlone and Arieta, Duel Gauntlet for Wein, Carmaine, and Lyell, and the Mysterious Leotard for Riviera. This is also your last chance to purchase a number of gems, including Healing Secret, that I talked about at the end of the last chapter. Once Wolfgang is defeated, this shop will disappear.
Talk to the Peddler at the South Lost Forest to find out that his wife is missing. Proceed over to the East Lost Forest and talk to his wife to receive a Lv7 Miracle Trainee gem. Unless gotten from the Zauerberg Arena, this is a one-of-a-kind gem. If you already have 9 in your inventory, the wife will give you some Elm instead. If you're a player that loves boosting your statistics as high as possible, that is what the Miracle Trainee gem is all about. When equipped, once you enter battle, the character's level will permanently be reduced by 10, but their statistics will remain the same. This will allow you 10 additional levels of statistical gains. Besides statistics, this is also a great way to gain additional master points to learn abilities without needing to reach higher levels. What confuses me is why they added this gem, but failed to give us a gem that provides additional EXP to get to higher levels. Anyway, Wolfgang is waiting at the North Lost Forest. I recommend equipping Wein, Xenos, Brett/Lyell, and Carmaine with the Lv7 Teriaka gems, also Hans with Lv4 HP Recovery Seal, along with the usual Magic Range Lv6 and Lv5 Soul Thunderclap to deal with axe marauders.
Wein and the others have breached Wolfgang's stronghold and find him prepared for them with a massive neural armor. Rather than be taken alive, he's determined to fight to the death along with his men.
This is easily the hardest battle thus far in the game, but with my suggested preparations and an effective strategy, things should go smoothly. The first thing you'll notice is there are four treasure chests to open in offshoot rooms of the main corridor. Not only do you want to open these, but the rooms are perfect for protecting your mages. The second thing is, you've only got a limited amount of time to defeat Wolfgang or you'll receive a game over; which is shown by the messages of the % his cannon weapon is charged. Don't concern yourself with this though, you are given a very fair amount of time to accomplish your goal. Instead, you may want to keep an eye on the ring gauge and attempting to kill Wolfgang and his neural armor's arms before it expires as they can drop some of the best ring weapons in the game, but not necessary since we will be looking for them soon.
Wolfgang opens the battle with a cannon blast that covers the entire corridor, which will likely poison any character it hits. With Teriaka gems equipped to your fighters, this will negate the poison, plus the frequent stunning caused by the axe soldiers. Have Wein casts a Lv6 Shield: three for him and for Xenos, then have them Dash toward Wolfgang to meet the group of marauders. Note: with a corridor fight, you may be tempted to set elemental Capacitors that the enemies will be forced to move through in order to get to your characters. While not a bad strategy, the required casting time of these, along with a time limit to the battle, I can't recommend it, but it is worth considering. Move Charlone and Riviera to the first room on the left, with one grabbing the Lv9 Bellow Store gem in the chest. Charlone should then begin casting Refine to alleviate the poison status, then focus on casting Attack Up. Riviera, with the Lv6 Magic Range gem equipped, should be bombarding the axe armors with Thunder.
Move Arieta/Sereb and Brett/Lyell into the first room on the right; with Brett/Lyell protecting the entrance and Arieta/Sereb using their Strengthen Magic tech to charge a high-level Thunder Storm spell. Lastly, have Hans and Carmaine Dash for the chests in the second rooms on the left and right sides, containing a Lv9 Holy Judgement and Lv8 Memory of Alviis gem. From there, Hans should use Thievery on Wolfgang and his armor's arms to obtain some nice items, and with the HP Recovery Seal gem equipped, this will stop all three of the targets from recovering 5HP per round. After hitting them once, make sure to switch the gem to another one and have Hans support Wein and Xenos' assault. Carmine should be on heavy healing duty and casting Cycle Up on the rest of the characters. Once you've crossed a certain point on the corridor, an additional three marauders will appear at the entrance to the stronghold. This is where we have Arieta/Sereb charging Thunder Storm and, when they are in range, cast it for a tremendous amount of damage. Then, you can have Brett/Lyell mop them up, with Arieta/Sereb supporting with Thunder.
That painting...is
that??? Anyway, once you've cleared out all of the armored soldiers, Wolfgang is easily taken down without his ability to regenerate HP and being vastly outnumbered. Before confronting him, make sure a character enters the last room on the right, which is usually blocked by marauders, and opens the chest for a Brave Gauntlet armor. Wein will have a small scene with Wolfgang when he approaches the massive neural armor. If you saw all of the scenes with the injured man at the Schwarzfals inn, Wein will reveal the he knows that he and Wolfgang are half-brothers.
Like previously stated, Wolfgang's parts can drop some of the best ring weapons in the game. For best results, before defeating one of the parts, equip the offensive character with the Lv9 Double Rings (Two if you are on NG+) along with some Lv5 Empower gems. Having fought to his dying breath, Wein will promise Wolfgang that Burnstein will show leniency to his soldiers and he passes away; saying goodbye to his brother.
Back out on the world map, just a few notes on the gems we found in
Wolfgang's stronghold. Lv9 Bellow Store is the best gem in the game for
increasing attack power, granted it increases gradually as the battle
goes longer. I use this with Brett and suggest replacing it with his
lower-level one. Lv9 Holy Judgement is also a fantastic gem. When
equipped, if a character casts a spell like Atrophy, Rust, or Fear, it
automatically casts the other two along with it! I always give this to
Charlone, replacing her Magic Awakening gem. Lastly, Lv8 Memory of
Alviis grants the equipped character every magic spell available in the
game, even Xenos. I don't find this particularly useful, however, since I
prefer to stick with a character's default ability sets.
After Wolfgang's defeat, visit the Southern Checkpoint and a man will ask if you have come across a boy that is good at making armor in your travels. If you invited the boy from Rottenbaum Village to come and work at the armory in Starkberg, tell him about the boy, whom he is the father of. A little father into the game, this will result in being able to purchase the best armor for each character. The finale of the game is awaiting us at the Burnstein Capital, but first, I recommend that we use this time to compete in the Zauerberg Arena and reap all of its rewards before we finish the game. You'll also noticed, like warned in the last chapter, the areas west of Zauerberg have become inaccessible, for whatever reason, making several armors and gems unbuyable. The gems you can still get from the Arena, and you may have some luck with the armors from Thievery in random battles and the Arena, but the likelihood of finding what you want is low.
The Zauerberg Arena is a place where we will obtain a lot of high-level gems that are unavailable anywhere else and also the best ring weapons in the game. It's, arguably, the most ideal place to level in the game, as well. Unfortunately, other than the Bonus Battle, only Wein is allowed to participate. To unlock the later classes, we first need to start at the Beginner Class and work our way through. If Wein is at least level 27, with the right gem setup, he should breeze through 'till the later rounds of the Master Class without much resistance. My recommended Wein setup for the majority of the arena is the following: Lv8 Expert Trial, Lv7 Skill Effect, Lv8 Deft Wind. I suggest Expert Trial as the Arena is an easy place for Wein to maximize his kills and thus raise the power of the gem to 100 increased ATK. If you don't want to use Expert Trial, Lv9 Bellow Store is also recommended. In the Master Class, Wein will need a Teriaka or Feint Guard gem and Memory of Alviis available to equip, also. Hopefully, he has enough Strength to equip the Brave Gauntlet, too.
Each class will provide different level, randomly determined gems, depending on the round Wein quits on. When I say random, I also mean that they are not determined until they are presented to him; so, you can use the save/load trick to get your desired reward. Keep in mind that Wein will lose his entry fee if he doesn't complete all 13 battles, and that can be quite hard on the pocketbook in the later classes. The Beginner Class rewards, as seen in the screenshot above, are the only remaining way in the game to acquire a number of the gems that are no longer purchasable. These are pulled from a pool of ALL gems in the game that are of that level. For example: when you complete the 13th round of the Beginner Class, you can be rewarded a Lv7 Miracle Trainee gem that is otherwise unpurchasable. This is also true for the later rounds, as well.
Unless you're attempting the Beginner Class when the Arena first becomes available, Wein should have zero issues completing it. Note: You may want to keep an eye on Wein's EXP in the Arena battles to equip Mental Fortitude gems right before he is about to gain a level.
Upon completion of the Beginner Class, Wein may receive the Lv7 Wizard's Secret gem, that provides the user access to all of the attack magic in the game. In the main storyline, this gem can never be purchased, but can in the other two story branches. Other than Wizard's Secret, the only other rare item is the before-mentioned Miracle Trainee. Remember: Save your game just before Wein kills the final enemy of the 13th round and reload your game if you don't get the gem you are looking for.
In the Normal Class, we start to really delve into the rare gems that are available. Wein should be more than enough to handle the 13 rounds here, as well. However, beginning at battle 10, which are two Golems, you may consider equipping the Teriaka/Feint Guard gem over Deft Wein to keep them from stunning you; the following Skeletons Knights can also be vicious. If Wein needs to heal, don't be afraid to use the Dash tech and retreat to the entry gate to cast Cure while the enemies lumber after you.
Rare, unpurchasable, gems available in the Normal Class are: Lv8 Hyper-Attack, Mage's Aria, and Memory of Alviis. The great Magic Awakening gem can be obtained, also, but further on it will be purchasable.
The Master Class is where the true rewards lie. There are multiple gems that you cannot obtain anywhere else but here (Although you may get lucky with a random steal in the later battles). The enemies here are over level 20 and won't go down in just one hit like the other classes. Instead, Wein will have to rely on his HP Absorption skill + the Skill Effect gem to restore himself in attacks. If your Wein doesn't have HP Absorption, you're going to need to use the Lv7 Vampire gem for that instead. With the increased attack of the Expert Trial/Bellow Store and the frequency of turns from the Lv8 Deft Wind, Wein should be able to attack, and restore himself, a few times before your adversaries have a chance to damage him further.
On level 10, which is a Battle Wizard and Monk Soldier, switch out Wein's Deft Wind for Teriaka/Faint Guard, and save your game before they are defeated. The final three battles contain Commanders, and they are no joke! Even with the immunity to stun, they attack three times in a row and their ATW is much lower than you would expect. 11 and 12 are survivable; I even recommend that Wein use Thievery on the Commanders, but 13, which contains two Commanders, can be downright impossible to win unless you have really been leveling Wein and increasing his statistics. However, there is a trick to easily defeating the duo of Commanders: equip Wein with the Memory of Alviis gem. Dash to the back gate, then cast Invisibility on himself. Under Invisibility, Wein cannot be targeted, allowing him to pummel his enemies without reprisal.
Rare gems you can never purchase in the Master Class contain: Lv9 All Attrib Def, Double Rings, Bellow Store, Holy Amulet, Holy Judgement, Hyper-Attack, Knock Out, Mage's Aria, Magic Might, Rainbow's End, and Transport Wings. As you can tell, all of these are fantastic, except for maybe Rainbow's End. Rainbow's End allows you to attack an enemy's elemental weakness, but for whatever reason, this only seems to be useful against the Hellhounds. The Golems are weak against the Thunder element, but even with Rainbow's End equipped, it does a very small amount of extra damage, it also is useless against human enemies, so I pass on it. Holy Amulet, in my opinion, is the best gem in the game; it works similar to Holy Judgement, but instead of debilitating spells on enemies, it casts all three buffers (Attack Up, Shield, Resistance) on a character when just one is cast. I always give this to Wein, personally, but if you increased Han's Intelligence and MP, he can make excellent use of this, as well. Speaking of Hans, Lv9 Knock Out can be ridiculously useful for him to add to his already myriad of attack effects. Needless to say, the Lv9 Mage's Aria and Magic Might are the best in the game for their particular effect. If you're not on NG+, try to obtain a second Double Rings gem here, too.
Once you've cleared all three classes, the Bonus Battle becomes available at the whopping price of 40,00 Elm per battle! This pits your entire party against 10 Gold Slimes, which must be defeated before the ring timer runs out and they escape; taking your entry fee with them (You only get a quarter of it back, anyway). Thankfully, while nearly indestructible from physical attacks, except from Xenos (Even Metal Killer does not work), they are weak against magic. All you, truly, need to do is cast a Lv1 Quake spell and it will instantly destroy all of them. However, to spread out the EXP, you can cast magic with all of your characters to take them out individually. So, your rewards? Each Gold Slime is guaranteed to drop a high-level ring upon defeat. Unfortunately, like all other enemies, these are determined before the battle begins, so the save/load trick in battle will not work. But, there is a workaround to this: the Double Rings gem. If you'll recall, these produce random rings and not predetermined ones. The best strategy for this is to take Riviera or Arieta/Sereb, equip two Double Rings (Which is two random drops per Slime) and a Lv5 Empower. When the battle starts, chant a Lv1 Quake, but save right before they are about to cast the spell. Once Quake is cast, you'll get 10 rings that are always the same, but with two Double Rings equipped, you'll get an additional 20 randomized rings; you can even increase this to 30 with a third Double Rings gem, but I recommend having at least one Empower for better chances to get 9-9-9 slots on the ring weapon (Slots are also randomly determined). If you don't get the ring you want, simply reload your game to produce a new slew of ring weapon drops.
There are, however, only two ring weapons worth looking for; all other ones cannot compare in any way. The first is God Hero Alfeil (Preferably with 9-9-9 gem slots). This is the best ring weapon for: Wein, Hans, Xenos, Carmaine, Brett, Lyell, and Patrick (From Wolfgang's scenario).
The other is God Hero Reslam. This is the best ring weapon for: Charlone, Riviera, Arieta, and Sereb. Of course, an argument could be made for Wein/Carmaine having Reslam, and Charlone with Alfeil, depending on your preferred setup. Getting these rings, plus the maximum amount of gem slots, is not easy to do, so expect to spend a significant amount of time trying to obtain these for all of your characters.
Also worth noting is each of the Gold Slimes have significantly rare items to steal. Including: the best armors in the game (For sale soon), high-level gems, and ring weapons. Below are screenshots of just a few of the items I have procured from their Thievery.
That is all for the Zauerberg Arena. If you're looking to gain levels, you can use the Bonus Battle and the Quake spell for a huge amount of EXP; higher for a character than you would get from random encounters. You can give Xenos and other characters without the Quake spell the Memory of Alviis gem to build their levels here, as well. Be sure to bring a full purse, though; although you'll get a large amount of Elm back for defeating all the Slimes, it's significantly lower than the 40,000 needed to fight them. You can make a lot of the Elm loss up by selling the dropped ring weapons, but fighting the Bonus Battle over-and-over is still extremely costly. Going forward, before playing Max or Wolfgang's scenario, it's imperative that use the Arena to gather up high-level gems and ring weapons since you do not have access to Zauerberg in those story branches. Note: For those wanting to unlock all of the character endings, and
subsequently add them to your roster in Growlanser III, make sure that
you save before the next event and do not overwrite it! When you are prepared, return to the Burnstein Capital to begin the coming finale of Growlanser II.