The Corruption of Roy Guide By MarkyJoe1990

What did I tell you? This hack is hard as nails. I knew you were going to come look at this eventually.

Table of Contents

1. Character Overview
2. Character Growths/Bases Chart
3a. Part 1 Introduction
3b. Part 1 Walkthrough
4a. Part 2 Introduction
4b. Part 2 Walkthrough

1. Character Overview

Sophia
The main character of the story. Even though it's required that you keep her alive, she's arguably the overall best unit. She starts disarmed however, and you absolutely need her to escape her prison. Once she gets a dark tome, she hits like a truck, and has the skill stat to ensure her spells frequently hit. However, she starts to really shine once she gets the Nosferatu tome, which allows her to tank; a very important role in part 2. Her biggest problem is that she's one of the slowest units you get, but with the help of the speedwing you recieve from Leila, she'll usually be fast enough to double cavaliers with Flux, while avoiding being doubled by warriors when using Nosferatu.

Cath
Absolutely neccesary in part 1, Cath's main use is to steal from enemies, provide extra fog vision, and open chests (Most chests have fire traps on them, which only Cath can disable). She can be used for combat in part 1, but she's not particularly effective. Since Part 2 has almost no fog, few chests, few things to steal, and very strong enemies, her usability becomes almost nonexistant by that point. However, you'll need her to get the restore staff in part 2, which can be used to counter Hujix's berserk staff. If you train her, her strength will likely rival Fir's, but she won't be able to use the Astra sword due to her weapon rank.

Lilina
Initially worse in combat than Cath, Lilina levels up far quicker than any other unit in the game, allowing her to catch up and even pass the rest of your units with less experience. With enough favoritism, she becomes a glass cannon, hitting almost as hard as Sophia in a single strike, but also possessing the speed to further augment her offensive capabilities. Additionally, if you manage to get her anima rank to B, you can use the bolting tome provided near the end of part 1, which will become extremely helpful in part 2, especially when dispatching Hujix. Her biggest drawback however is her frailness, which allows most enemies in part 2 to kill her in a single strike.

Clarine
Clarine's main use is to be your mounted unit, and a healer. She can rescue any unit, including the rather bulky Shigeid, and she can heal, which will save you from using up your toasts, and she can move again after any action that isn't healing. She's great for opening doors because of her ability to move after non-healing actions, which you will want to exploit a lot in part 1. Lastly, If you let Roy attack her, you get a hilarious boss conversation.

Wendy
Wendy is a well rounded unit with the best bulk. She's also your only lance user. Her attack power is very respectable, and she gets the earlier of the only two physical ranged weapons, the spear. She's invaluable in part 2, where tanking is a must. Once she gets the repel lance, her damage output skyrockets.

Shigeid
Shigeid is for all intents and purposes a myrmidon who weilds axes. His base speed is very high, and his growths in both speed and skill are excellant, and like Sophia, he hits like a truck. His bulk is second only to Wendy. If you didn't train Lilina enough to use bolting, Shigeid is your only hope for defeating Hujix, since no other character can survive Hujix's Gespenst X and retaliate (Unless you're really lucky of course). He also gets a swordslayer, which is especially helpful for landing a finishing blow on Roy.

Fir
The last unit you can get. Fir starts only four points away from maxing her speed stat, and gets the Astra sword, which allows her to hit almost every enemy four times in a single round. She's the only unit who can reliably one round KO the warriors in part 2 and with the lancereaver, she makes mince meat out of any lance user that doesn't have extremely high defenses. Unfortunately, she's frail, and has no ranged weapon, making her a very situational unit. Since she can strike four times, she benefits very heavily from the energy ring recieved from Cedric.

2. Character Growths/Bases Chart

Growth Rates

Base Stats

3a. Part 1 Introduction



Welcome to the beginning of your nightmare.

Part 1 of the chapter is an escape mission. The goal is to open the door at the top left of the map, which will take you to part 2.

More importantly, this chapter serves to prepare you for the horrors in Part 2.

You will want to recruit as many units as you can, obtain all the items, and avoid death at all costs. If you can't do all of these, Part 2 will be much harder than it needs to be, or even impossible. You DON'T want all of your efforts to be for nothing.

Part 1 is also the more trial and error based of the two, so it's mostly just a matter of learning what you have to deal with, and then formulating a proper strategy to combat it.

3b. Part 1 Walkthrough

You must clear part 1 quickly. If you dawdle for too long, you'll be met with serious consequences later on in the chapter. If you haven't cleared the part by the end of turn 37, Damas the berserker will appear in the bottom right of the map along with several other units and pursue you. They are virtually impossible to defeat, so don't bother fighting them.

You start with Cath, an unarmed Sophia, and an enemy mercenary. Cath doesn't have the fire power to take on the mages outside of Sophia's prison cell, so what you'll want to do first is break the north wall that leads to the room of chests. Make sure to move Sophia out of the mercenary's range since he doubles her.

Once you've opened the wall, steal the chest key held by the mercenary and snag the first chest directly north of the wall you broke to get a flux tome. Give it to Sophia and have her kill the mercenary. You might also want to give Sophia one of Cath's door keys.

*In case you didn't notice, Cath and Sophia can have a talk conversation*

Once that's done, place Sophia one tile below the stairway leading out of her prison cell. She'll be attacked by three mages with a silver axe fighter closing in. Her resistence is high enough to recieve little damage, even by the mage holding fimbulvetr. That said, it may be a good idea to give Sophia a toast since the combined damage of the mages may still get her dangerously low in health.

Move Sophia back into the cell and far enough so that she's out of the range of the fighter. When you end your turn, Sophia will take out all three mages, recieving a fire tome and a chest key in the process. All that's left is the fighter.

Move Sophia into the chest room and fetch the top left chest for an Iron Rune (All of the chests have fire traps on them, so disabling the top left one with Cath pre-emptively might be a good idea). Trust me, you'll be needing that thing pretty badly when you reach part 2.

Meanwhile, have Cath steal the toast from the fighter. She'll likely be hit in the process, but it's worth the damage. Instead of killing the fighter with Cath, rush Cath down to Lilina's prison cell, free and recruit her. Sophia will be able to take care of the fighter as she heads back out of her own prison cell.

*It's worth noting that both Sophia and Cath can recruit Lilina, and get different conversations. However, if you recruit her with Cath, you can have Lilina talk to Sophia for a slightly different conversation*

Have Sophia rendevous with Cath and Lilina at the bottom of the map and head left, below the stairway with the fighter left of it. Start baiting out the enemies one by one. These enemies hit like trucks, and your combined force of Cath, Sophia and Lilina isn't enough to one turn kill more than one unit at a time, so don't try baiting out more than one to cut down time. Also, some of the enemies have valuable items Cath can steal.

It should be noted that a thief will spawn in the stairway above you after turn 17 passes. It's completely unarmed, but don't be fooled: If you leave the thief alone, it will open up the bottom left chest of the chest room where you recieved the flux tome. That chest in particular, when opened, causes an instant game over, no matter who opens it, so either steal the thief's chest key, or kill it, preferably with Lilina.

At some point, you'll come across a mercenary with a droppable armorslayer. This will be useful because guarding Clarine's prison cell (The leftmost one) is a general. If Sophia is fast enough, she can kill the general if Cath weakens it with the armorslayer. If not, You can bait the general out with Sophia, who will counter attack, then hit the general with Cath's armorslayer, then finish it off with a flux from Sophia.

The general drops a heal staff, so whomever landed the final blow on it should open Clarine's prison cell to give her the staff. Whoever didn't should open the upper left prison cell and recruit Wendy. Any character can recruit either of them, but the conversations change depending on who. Also if you talk to Cedric the prisoner, he will give you an energy ring. I recommend giving this to Fir later on.

*If you recruited Wendy with someone other than Lilina, you can have Wendy talk to Lilina for extra dialogue*

*Also, if Sophia is trained high enough, she can kill the general, mage and shaman on the other side of the north wall of Wendy's prison cell. It's a good pre-emptive, but very risky*

From those two prison cells, head up-right. There are two knights there. The left one has a droppable steel lance, the other has a brave lance. Using Sophia, you can kill the brave lance weilder. Kill steel-lance man any way you need.

It's important to note that after turn 25, a thief will spawn in the middle stairway of the room above the large door. He will open the middle chest, which contains a mimic, which will make your life a living hell. The mimic has 10 move, and a weapon with 20 critical. However, if you've made it to this part before the thief has shown up, you have an excellant opportunity to steal it's lockpick, which has 6 uses: enough to open the doorway to the chest room above the stairway, which has 4 chests, all containing useful items. The last use of the lock pick can be used for whatever.

Once you open the large door, be aware that soldiers will endlessly ambush spawn from the three stairways within the room above. You'll want to block off those stairways as fast as you can, but before you do that, you have to recruit Shigeid. He can ONLY be recruited by Sophia. Place a unit on the left entrance stairway tile to lure him out and attack the unit. Make sure there is a unit next to whomever you have lure Shigeid, since otherwise they will also be attacked by an ambush spawning soldier.

Cath and Wendy can both guarenteably survive Shigeid if they have an Iron Rune, but Cath can easily dodge his attack, and is probably the better choice for a lure.

Once you've lured Shigeid, talk to him with Sophia for a hilarious in-context recruitment dialogue. Now you have another valuable Iron Rune. From here, immediately get to work on blocking all the stairways spawning soldiers. Have Cath open the door to the chest room and loot the chests (One of them has another Iron Rune!). If you're low on chest keys, and failed to steal a lockpick, the soldiers all have chest keys that you can steal. It's not turn-efficient though.

*It's worth noting that one of the chests has a bolting spell, which Lilina likely can't use yet. However, if you are giving her enough favoritism, she should be able to use by part 2, which can prove to be EXTREMELY pivotal. You essentially have a powerful spell that can be used on ANY unit, with no fear of counter attack.*

Have other units open the other doors except the door that faces right. That leads to the exit, which is guarded by a general, myrmidon, fighter, mage and shaman, all holding dangerous (But droppable!) weapons. The top left prison cell has Fir, and the top right one has prisoner Leila and Rosa. Talk to Leila for a speedwing (Sophia is a good candidate for it!) and kill Rosa. She's actually Ruban the clown, who will give you an extremely hard time if you talk to him. He's still beatable if you talk to him, but only by luck. Either way, killing Ruban earns you the valuable FaithKiller, which is more powerful than Flux, has 10 crit, and reverses the trinity of magic. Not that there are many light magic users in this chapter, but there's one in part 2 that is very dangerous.

Anyways, once you've looted all of your spoils, head over to the left door and kill the general, mage, and shaman before you open it. The last two enemies have no ranged weapon, but with the steel lance (Or the spear you got from the general), Wendy has the weapon triangle advantage and can easily dispose of the last two on her own.

After that, arrange your units' items and weapons, head up the final stairway and open the door.

You are now heading to part 2...

4a. Part 2 Introduction



You had to play part 1 near-flawlessly just so you could stand a chance in this part.

Endless legions of powerful units, lots of mass guessing, and ambush spawning out the wazzoo, this part will not forgive, it will not forget, and it will not allow you any moment of peace.

Of the two parts, part 2 is less memorization-based and more about relentless raw challenge.

4b. Part 2 Walkthrough

If you've checked the enemy stats, you've likely realized the reason why I told you to get all those Iron Runes from part 1.

If you turtle, you will very quickly get overwhelmed, so don't bother. This part is a constant struggle for momentum.

Unfortunately, the way you do this chapter heavily depends on how you trained your units, and how their growths turned out. So a walkthrough isn't going to be very helpful here.

There ARE however some moves you can make that will be valid no matter what kind of stats your units got. To begin with, Shigeid can be used to take down the first mercenary if he uses his swordslayer. After that, rescue him with Clarine. Since no other units have enough aid, you'll have to drop Shigeid down on the next turn.

After you rescue Shigeid, if you have a ranged attacker who is both durable and fast enough to double the upcoming archers, definitely lure-kill them or else they will pile on you along with the hero and cavaliers ready to rush you.

Directly north of where your units start is a chest room guarded by a monk with Luce. Make sure you kill this monk or else it will give you an extremely hard time later on. It's critical hit rate is very high, so whomever fights it should have an Iron Rune equipped. Speaking of which, the hero has a dragonshield. If you trained Cath enough so she has more speed than the hero, she can take it. However, the hero's speed stat is randomized, so if your cath isn't particularly fast, her chances of stealing aren't likely.

The hero does not spawn endlessly, but the cavaliers do. Therefore, getting rid of the hero will leave you with units holding only swords and lances. If you got Fir the lancereaver, her usefulness will really shine since her dodge is crazy against the silver lance cavaliers. For the sword cavaliers, Shigeid, Wendy, or Sophia can deal with them.

It's important to create a formidable wall against the cavaliers because they have high move and can usually walk around your units to get the weak ones. However, do note that there is a fighter with a tomahawk on the other side of the north wall, and if you aren't prepared to risk getting hit by him, he'll make things that much worse.

Sophia with nosferatu is especially good at tanking here, but if you choose to do so, make sure that by the end of each player phase, all enemy units have full HP. If they have little HP left, they can hit Sophia for lots of damage, while only giving back a little bit of health, usually putting Sophia in a fatal situation.

At the end of turn 3's player phase, a stairway will appear to the right of the pattern of bright red tiles. If anything is standing on top of the stairway, nothing will come out, but if not, a thief will show up. This thief loves to steal Iron runes, so make sure you don't move too fast until the stairway finally appears. No other enemies will come out of the stairway.

To get past this part, you have to press the right most block in the middle row of bright red tiles. Doing so opens the wall directly north of it. It also changes the infinite spawn pattern from cavaliers coming from the right to an alternating pattern of warriors and generals one on turn, and a paladin on every other turn. The generals and warriors spawn very high up north on the map, but the paladin spawns one tile to the right of the stairway that appeared to spawn a thief. You MUST place a unit here, because the paladin is extremely dangerous. Cath is recommended for this. Though, you may end up having to use her to open up the chests later on to get a restore staff (Which you will want if you want any chance of combating Hujix).

Prepare for the worst, because you are now up to the hardest part of the entire chapter. EVERY enemy in this room will rush you, including the dreaded Longbow X sniper, who will take any opportunity you give him to land a shot on a unit vilnerable to critical hits.

First, you will want to handle the two fighters. You can take out the tomahawk fighter before you open the wall to get a pre-emptive tomahawk and have one less unit to worry about, but you will have to deal with the Steel Axe X fighter no matter what. Thankfully, his accuracy isn't good, and Fir can wipe him out easily with the help of the astra sword.

But that's just the calm before the storm. Your REAL problem is the warriors, generals, the one sniper, the one swordmaster, and the one cleric ready to tear your units inside out. Your biggest priority is the sniper, who is the most dangerous generic unit in this entire chapter. He's reasonably fast, so doubling him isn't likely, and he's plenty durable enough to withstand a hit, so you will end up having to dog pile him with at least two units unless your Shigeid is fast and either strong or gets a lucky critical hit. After that though, the warriors and generals are still very worrisome threats, and will require a lot of firepower to kill.

You may be forced to run away from this large group of units so that they're positioned in such a way that is advantageous to you, but either way, I can't really help you with this part.

Once you've suffered through that hell though, you still have to be careful. Warriors and generals will still spawn endlessly, and Hujix, despite seeming irrelevant at the moment, has a berserk staff that he's very willing to use on you if you accidentally step into his very respectable staff range.

The middle chest in the room, if opened, will unleash four mimics. Don't open it.

Make sure you take note of the spawning locations of the generals and warriors so you can block them off.

You will want the restore staff to combat Hujix. It is in the leftmost chest in the chest room just above your starting location. If you have remaining chest keys, good, because otherwise you'll end up having to move Cath from her comfy spot right of the thief stairway and have her either steal the chest keys from the generals and warriors, or use her lockpick (if you still have it). The contents of the other chests are a luna tome (VERY GOOD TO FIGHT ROY WITH), a brave lance (Not as useful), and an instant game over (In the rightmost chest).

Once you have the restore staff, simply waste Hujix's berserk staff casts, then proceed to fight him. His attack is extremely strong, and since it's Gespenst X, you will need an Iron Rune. Hopefully your Shigeid has enough HP to withstand a single blow. If not, hopefully one of your other units can. If not, train up Lilina (If you haven't already) so she can use the bolting spell and keep smacking Hujix with it until he dies. He's heavily weighed down by his tome, so even the somewhat inaccurate Lilina can hit him consistently.

Once you have killed Hujix, it's time to step on the tiles that activate the way to Roy's throne room. The first one is the leftmost tile (Coorindate 0, 5). The second is up the staircase right of the large door leading out (coordinate 8, 1). Once you've done that it's time for the final charge of the map. Roy's Legion.

The battle will start with Roy casting a spell called "The Encroaching Darkness". This is a fog of war with a time limit attached. Each turn, the fog vision will decrease until it's 0. If it hits 0, it's an instant game over. You have 10 turns to kill Roy.

Also, six thieves will spawn in the small room directly right of the quad-mimic chest. Block it off, because those thieves are eager to unleash those mimics on you, and raid the other chests (including the one that causes a game over, which it will still do!)

Good news though, the endless legion of reinforcements finally stops, so you don't need to block off any spawn tiles anymore. If Cath is still right of the thief stairway, get her away from there and group her with the rest of your units or else the legion of super powered units will break her. If you have any unit there who isn't cath or Clarine, they will not likely be able to out run the legion and be killed.

If you still have bolting tomes left, use it on whomever you consider most dangerous in Roy's legion. There are assassins with iron sword X, which means any strike they deal is a 50% chance of instant death without an iron rune. Additionally, there are lord units with weapons that give +10 boosts to one of their stats. They are the most dangerous in this group.

It might be a good idea to spare the assassins however, since if you have an iron rune equipped, they are nearly harmless, and can be used to wall off Roy, allowing you to strike him down without having to either dog pile him, or directly confront him.

Roy has a character-specific boss conversation for every character except Wendy and Fir. You might want to fight him with various characters to see what they all have to say about his actions.

If you end up having to confront Roy, be aware that his attack is extremely accurate, has instant crit factor (unless you have an iron rune), hurts VERY much, and he's fast enough to double most of your units. Despite this however, some units, if trained enough, can withstand a round with Roy. Wendy especially can withstand Roy's attack if trained enough.

Once you have beaten Roy, the chapter is over and you can enjoy the ending. Congratulations!