Chapter 18x: Imprisoner of Magic
Walkthrough
Uhai's dying words send us towards the inner parts of the Dread Isle, as we approach the knotted tree that he spoke of more enemies appear...
This chapter isn't at all difficult, the map is filled with mages and knights, so it's a perfect chapter to train both Dart and Canas, who you may have been struggling to get exp onto in the last few chapters. On top of this, a unit appears on the third turn called Kishuna, and it is a Magic Seal.
He appears from the fort on the north west part of the map and this units special ability is that he blocks the use of all magic within a certain radius. This radius also includes the bosses gate.
This enemy essentially negates the use of half the enemies on the map as almost all the mages are in range of this blackout of magic.
We start off in the north east part of the map near two forts. We need to travel clockwise around the map to reach the boss as there is a mountain range in-between us.
There is a ruin in the south-west that gives us a Goddess Icon. Make sure to visit it quickly as a brigand reinforcement spawns on the first turn in the south west and he heads straight for these ruins. Interestingly enough, the conversation you read with the man in the ruins can change depending on what unit you send in to visit, so maybe take a few goes at the chapter and see what he says...
Start the chapter, send either Florina or Fiora over the mountain, there are pegasus knights positioned over there and they fly straight for Merlinus so it's best to take them out ahead of time. Send the rest of your force south, the Magic Seal hasn't appeared yet so the mages can still attack us. Equip Dart with the pure water and send him forward as your frontline, or choose somebody you feel is more suited.
Keep moving, healing if necessary until on turn 3, the Magic Seal appears. He stays on the map for 10 turns, which is a large enough window to defeat all the mages. He also appears with 4 units, 2 snipers and 2 knights. Don't worry, these units do not move, and do not attack unless you are in range. The 2 snipers are a cool 100 exp each for whoever kills them, so make sure you do.
Have Dart lead the charge once the magic seal appears, the mages can do nothing and the knights will die to his axe. Head up for the gate with the boss. Two mages appear from the forts at our starting position on turn 7 so it would be wise to send somebody back there to deal with them. This is where Canas comes in, he can't use magic inside the Magic Seal radius, so this is where he will be useful.
Since the boss is a Sage, he is powerless inside the Magic Seal. Kill him before moving up towards Kishuna. By this point the chapter is over, all that's left to do is defeat the units around Kishuna and then seize the gate.
As an added bonus you can try and kill Kishuna, he has 50 HP and a high avoid stat so it will be tough. He dissapears at the end of any turn you try and attack him in, warping away and leaving his units to do as they please, so make sure that they are dead first before you attempt anything.
You basically have to gang up on him and hope for critical hits, pass around the Killing Edge if there are any uses left. Marcus can deal a lot of damage with a critical with the Killing Edge so he might be an option.
If you don't manage to kill him and he warps away, don't worry. You don't gain anything from killing him except the satisfaction knowing that you did. Move towards the gate and end the chapter.
| Boss |
| Aion |
 |
 |
Gate: +2 Def, +20 Avoid |
| Description |
The Black Fang's Owl. Takes orders from Nergal. |
| Sage |
Health |
Str |
Skl |
Spd |
Lck |
Def |
Res |
Con |
| Lv.4 |
32 |
12 |
9 |
12 |
9 |
9 |
16 |
7 |
| Weapon Lv |
Anima B, Staff E |
| Items |
Bolting, Thunder |
  |
| Quotes |
Fight: "Thunder! Thunder, hear my cry!" |
Defeat: "This can't be... happening..." |
| Defeat |
This poor guy was set up for a fall. He is powerless against you while the Magic Seal is active, and even when not in the Magic Seal, he will be carrying the Bolting which weighs him down to no end.
Kill him with whoever you wish, the sooner the better as he won'd be able to attack. |
| Boss |
| Kishuna |
 |
 |
Terrain: None |
| Description |
A bringer of silence. His identity is unknown. |
| Magic Seal |
Health |
Str |
Skl |
Spd |
Lck |
Def |
Res |
Con |
| Lv.1 |
50 |
0 |
0 |
24 |
0 |
13 |
0 |
7 |
| Items |
None |
 |
| Quotes |
Fight: "" |
Defeat: "" |
| Defeat |
You have to pray for critical hits on this one, you also only have one turn to do it in as he dissapears at the end of any turn that you attack him in. Use any weapons with the slightest amount of crit on them in the vain hopes of getting one. Marcus can do very well against them with the Killing Edge. |
| Map |
 |
| Items |
| Items |
Obtain |
| Goddess Icon |
 |
Visit Village |
| Enemies |
| Enemies |
Level |
Amount |
Items |
| Knight |
6 |
x 5 |
Iron Lance |
| Knight |
6 |
x 1 |
Steel Lance |
| Knight |
6 |
x 1 |
Javelin |
| Pegasus Knight |
6 |
x 2 |
Slim Lance |
| Pegasus Knight |
6 |
x 3 |
Iron Lance |
| Mage |
5 |
x 1 |
Fire |
| Mage |
6 |
x 4 |
Fire |
| Mage |
6 |
x 2 |
Thunder |
| Mage |
7 |
x 2 |
Thunder |
| Shaman |
10 |
x 1 |
Flux |
| Reinforcements |
| Enemies |
Level |
Amount |
Items |
Location |
| Turn 1 |
| Brigand |
6 |
x 1 |
Iron Axe |
South West Corner |
| Turn 3 |
| Kishuna |
Fortress next to the castle |
| Knight |
15 |
x 2 |
Silver Lance, Javelin |
Fortress next to the castle |
| Sniper |
15 |
x 2 |
Silver Bow |
Fortress next to the castle |
| Turn 8 - 9 |
| Mage |
6 |
x 1 |
Fire |
Fortress near starting point |
| Mage |
6 |
x 1 |
Thunder |
Fortress near starting point |