Pale Echoes

Pale Echoes

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Pale Echoes Official Guides: Walkthrough
By Rhaeami
An official guide from The Dev.

Get a spoiler-free look at where to go next in the game or how to successfully purify the echoes you'll encounter along the way. Meant for those who are stuck, lost, or otherwise in need of a helping hand.
   
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Introduction -- How to Use This Guide
Welcome to the official Pale Echoes walkthrough. This guide aims to give you basic instructions for how to complete the game from start to finish.

I'll be avoiding spoilers, exact battle solutions, and specifics as to where to find everything. This won't be the guide you're looking for if you're missing a certain thing, or just want to breeze through the game by following precise instructions. What this guide will tell you is where to go next in the area, general tips on when to keep an eye out for easily missed secrets, and advice for every battle.

Each section of this guide will deal with a certain area of the game. Echoes are your primary obstacle, so these sections will be further broken up based on the echoes you encounter. Your path through an area will be described based on where to go between one echo and the next, noting any important landmarks or points of interest along the way. Then, the battle itself will be covered in terms of what the echo is capable of and what broad sorts of strategies should be used.

Since echoes are fought in a specific order and can not be skipped, you can find the part of this guide that deals with where you are in the game by locating the section concerning the last echo that you successfully purified.
Tutorial -- Prologue
Opening Cutscene

Upon starting a new game, you'll view a short cutscene before gaining control of the main character, Schorl. Be sure to familiarize yourself with the controls for interacting with objects, opening the pause menu, and switching between running or walking. When you're ready, explore to the northeast of the campfire to begin the first tutorial encounter.


Tutorial Encounter: Shrouded Echo
Echo Name
Health Points
Attack Strength
Unique Traits
Shrouded Echo
400
20
Temporarily Invulnerable

When the battle first starts, you'll find that your attacks won't have any effect. However, once Spinel arrives and gives you your first set of memories, the battle begins again for real. It's an easy battle, of course, but you need to actually attack with all of your available memories right away. This sets an important precedent for the rest of the game: if you waste time, you'll run out of memories and have to try again, even in easy encounters.


Exploration: The Mountaintop

This is a small area, as befitting a tutorial, and there's really no danger of getting lost. Just follow Spinel to the east, and you'll reach the next set of echoes. Along the way you'll unlock the ability to view detailed information about your memories, as well as a set of in-game lexicons, which serve as background lore for the game world. These ones are free, but the rest will need to be discovered by exploring the world.


Tutorial Encounter: Valiant Echo
Echo Name
Health Points
Attack Strength
Unique Traits
Valiant Echo
400
60
Composed from the start

This one is the same as the last, just attack with everyone and you'll win. This battle introduces stances; the Valiant Echo will enter a Composed stance at the start of the battle. Since your echoes all use different types of attacks, this is a good opportunity to see what the difference between effective and ineffective attack attributes looks like.


Tutorial Encounter: Three Crazed Echoes
Echo Name
Health Points
Attack Strength
Unique Traits
Crazed Echo (x3)
150
40
Erratic from the start

Before starting this battle, you'll receive your fourth memory. This battle is just as easy as the ones before it, but you won't be able to defeat all three echoes on the first turn. Luckily, you have enough memories now to last for two turns in battle. Try to get the hang of targeting enemies based on their remaining health and the expected effectiveness of your attacks.

Once the battle is over, Schorl will learn Ambient Energy, a basic healing skill, and you will automatically progress to the Alcove Memorial Site.
Tutorial -- Alcove Memorial Site
Exploration: Arriving in Alcove

After a quick conversation with Spinel, you can proceed directly to your first battle by simply walking a short distance to the east.


Tutorial Encounter: Preemptive Echo
Echo Name
Health Points
Attack Strength
Unique Traits
Preemptive Echo
450
50
Deals 50 damage immediately | Provoked on 2nd turn

The battles in this area still serve as tutorials, but unlike before you really need to learn what they're teaching in order to win. The lesson this time is how to manage healing without letting up on the offense. Any one healing skill will be enough to survive the echo's first (and only) attack; you may either use Schorl's new Ambient Energy geomancy or Heroism's Link ability, Serenity.

Lasting until the second turn will cause the Preemptive Echo to enter a Provoked stance. This shouldn't be much of a problem, but if you have trouble dealing enough damage then try saving a memory that's strong against Provoked stances until the second turn.


Exploration: A Peaceful Public Park

This next stretch is nearly as linear as the prologue that you just finished, but introduces a lot of new things to watch out for. Follow Spinel to the other side of the lake and use her window to enter the world of memories. Once there, you'll run into a friendly NPC, a pair of new memories that you can't miss, and a few lexicon entries if you search around thoroughly.

Upon reaching the bunker in the northwestern part of the area, you'll see a person transform into an echo and materialize back in the real world. Take note, as this is how all areas' Dark Echoes are discovered before you are able to battle them and finish the area. Spinel will grant you the Spinel Search option in your pause menu, which you can use to check whether you've found everything before engaging the aforementioned Dark Echo.

Once you're ready, simply head through the newly created window and the echo will be right next to you.


Tutorial Boss: Malicious Echo
Echo Name
Health Points
Attack Strength
Unique Traits
Malicious Echo
650
40
Any stance on 2nd turn
Feral Echo (x6)
50
10
None

To win in this encounter, you'll need to make use of the varied attack patterns of the new memories you recently collected. Satisfaction is able to use a Group attack, while Fear is able to use a Multi attack. Since you're faced with a large group of very weak echoes, you should lead with a Group attack. Once the Feral Echoes are taken care of, the rest of the fight is very straightforward.

This will also be the first time where you can freely choose which stance your opponent will enter depending on your dialogue choices. Take note of the color-coding, and try to get the Malicious Echo to enter a stance that your second batch of memories will have the most advantage against.

Once you've achieved victory, Spinel will automatically purify the area and Schorl will learn a new geomancy for improving memories' attack power: Loose Energy.
Optional Side Area -- Mount Brazier Crater
Exploration: The Stranded Girl

As with all Optional Side Areas that you choose to explore, you won't have to worry about locating memories or lexicon entries. Your only goal here is to find and defeat the Dark Echo. In Brazier, this is done by entering the world of memories and following after a girl who had become stranded in the crater. She can first be encountered by entering the window located to the southwest of the area's entrance.

The trick here is to pay attention to whether you're trying to reach the world of memories or the real world, and enter windows accordingly. You can reach either world at any point in the area, so long as you travel through the right number of windows on your way there. Try traveling around the loop near the top of the area, and see how it affects which world you end up in.

After three scenes with the lost girl, the area's Dark Echo will appear at the center of the area.


Brazier Boss: Desperate Echo
Echo Name
Health Points
Attack Strength
Unique Traits
Desperate Echo
600
30
Any stance on 2nd turn
Vile Echo (x3)
50
40
Only appear after certain damage amounts to Desperate Echo

When the battle begins, it will appear as though you're only fighting a single echo. However, once a certain amount of damage has been inflicted on the Desperate Echo, up to three additional Vile Echoes will join the fight. The first will appear when any damage at all is inflicted, the second when it's down to 75% health, and the last when only half of its health remains. These are easily dispatched, but deal significant damage to your Focus, so it's important to not end the turn with too many left.

The basic strategy is to plan out the order in which your memories will make their attacks such that you will first deal damage to the Desperate Echo to trigger the Vile Echoes' appearances, then use a Group attack to wipe them out before they get a chance to strike. It's possible to both trigger and defeat all three Vile Echoes by the end of your first turn. After that, the rest should be easy.

It's worth noting that the difficulty of Optional Side Areas is balanced under the assumption that you have begun them directly after completing the prior area; in this case the Alcove Memorial Site. As such, if you're having trouble you can always come back later with more memories in hand.

Defeating this area's echo will award Schorl with three new attacks, making it easier to take advantage of enemy stances.
Main Story Area -- Town of Obelisk
Exploration: Arrival in Obelisk

After speaking with Spinel, a small cloud of smoke will appear nearby. You can use spots like these to leave the area and return to the Overworld Map; primarily for the sake of tackling Optional Side Areas that you haven't done yet. The area's first echo is just to the south, as you attempt to cross the wooden bridge.


Encounter: Stern Echo
Echo Name
Health Points
Attack Strength
Unique Traits
Stern Echo
800
50
Any stance on 2nd turn

This is a simple opponent, just use what you've learned so far. Since you'll only have two turns available at this stage of the game, you'll need to focus on attacking and take advantage of the echo's stance on the second turn. Try to play around with Schorl's new Loose Energy skill. This is often the best choice when you have a clear chance to attack, as it will boost the damage of all three memories for that turn.


Exploration: Introducing Broken Windows

From this point onward, you'll need to give up a memory for every new window you find in a Main Story Area. As a general rule of thumb, it's best to get rid of memories whose attack types are covered by the new ones you find, so that you can keep a well-balanced group. The "class" of memory listed in their profile is also a rough indicator of how valuable they are, though you should make your own decisions in the end. Each window will either be necessary to progress or will have at least one replacement memory on the other side, so you won't run too low on memories as long as you keep hunting for more.

Once you're on the other side of the window immediately after your first echo encounter, you'll be able to cross the broken bridge into the town itself, but will come to a barricade right away. Hopping back into the real world by way of another window will allow you to proceed further into Obelisk, southward, though the way east is still blocked off. Your next echo will be clearly visible amidst the rubble of the town.


Encounter: Three Unstable Echoes
Echo Name
Health Points
Attack Strength
Unique Traits
Unstable Echo (x3)
275
30
Each enters a different stance at the start

This battle forces you to deal with all three types of stance simultaneously, but it actually makes things easier. Depending on which memories you've kept, pick out ones that can do well against a certain stance and focus on your opponents one at a time. Alternatively, a Group attack can do well while all three are still standing.

Your biggest concern will be making sure to use the right attack agains the right target; to help with this, pay attention to the way that each echo glows in a different color while in a stance, and make reference to the chart on the memory selection screen if you need to.


Exploration: A Bustling Town

Entering the window guarded by the last echo will bring you into the heart of Obelisk, where many different people can be found. This is one of the most memory-rich areas in the game, so be sure to stock up on any useful memories you can find. You'll also come across several windows that don't seem to lead anywhere, but thorough searching will reveal a fair number of hidden resonance points and especially strong memories.

Once you've explored all that you care to, head east to the opposite corner of town while in the world of memories, then use the window near the playing children to return to the real world near the next echo to block your path forward.


Encounter: Four Reactive Echoes
Echo Name
Health Points
Attack Strength
Unique Traits
Reactive Echo (x4)
250
25
Becomes Composed after being hit by an attack

This is the largest group you've fought so far (not counting the easily dispatched Feral Echoes from Alcove), and as such Group attacks will be quite efficient. That said, since every opponent will attack you at the end of your turn, you'll need to be sure to focus down at least one of them by that time.

The gimmick of this encounter is that any given Reactive Echoe will enter a Composed stance as soon as you strike it. This will leave certain attacks less effective unless you use them first. On the other hand, you'll want to save your more effective attacks until after the stance comes into effect. Group attacks, for their part, will trigger the stance for all four at once.

There are a lot of memories to find between this fight and the last one, so you can use this as a measure of whether you've collected enough to safely proceed. Since only Composed is involved in this encounter, certain memories will be innately more useful than others, but quantity will likely be the more important factor.


Exploration: The Military District

Proceeding north from the defeated echo will take you into the northeastern section of Obelisk, on the other side of the eastward path that was blocked earlier. The area's Dark Echo will be standing in front of the large garrison building in the world of memories, and can be fought immediately, but it's a much better idea to look around for additional memories first. Side paths can be found to the north and east of the garrison, with the north path circling back to the forested area that you started in.

Obelisk is a big area, so be sure to check how many memories and lexicon entries you've missed before engaging the Dark Echo.


Obelisk Boss: Forlorn Echo
Echo Name
Health Points
Attack Strength
Unique Traits
Forlorn Echo
1,400
70
Any stance on 2nd & 3rd turn

This Dark Echo is much more durable and powerful than the echoes you've faced so far, but is also quite predictable. You'll need to plan ahead with your memories, ensuring that you have some ready to take advantage of his stance changes on the 2nd and 3rd turns. It's useful to group memories together by their attack attributes, saving up to three of a certain kind, then triggering a stance that they're strong against on the same turn that you materialize them.

Healing is also a factor in this fight, as the 70 damage dealt each turn far exceeds the healing capabilities of most skills. Using Schorl's Ambient Energy together with a lower-class memory's Serenity will at least buy you time, but the best solution is to use any of a number of memories that can be found around Obelisk which possess the far more effective healing skill Peace.

Again, try to plan out which memories you'll use on which turns, particularly in regards to healing skills, as things will get difficult if you suddenly find yourself without a way to survive the next attack. That said, another important strategy is to realize that, on the turn that you bring in your very last memories, healing will cease to be an issue. This is because echoes will always attack after you do, and if your attacks didn't finish the fight then you're going to lose anyway. As such, you should always use your last memories to launch an all-out attack, even if your Focus is very low. This is another reason why planning ahead is so important.

Defeating this echo will grant you a new memory, as well as the ability for Schorl to use a basic Group attack.
Optional Side Area -- Ancient Ruins of Rift
Exploration: Cold Old Ruins

As a man-made structure, these ruins are very easy to navigate, and proceed straight to the east from where you enter. However, a series of chasms and spike traps will initially block your way. After reaching the far eastern end through a series of windows, you can speak to the explorer to both trigger the appearance of the Dark Echo and lower some of the aforementioned spike traps.

From here, the goal is to get back to the eastern area in the real world instead of the world of memories. With some of the spike traps lowered, you'll first want to find a way to get behind one of the others. By stepping on the pressure plates found there, you can lower the rest of the spikes. Then, it's just a matter of experimenting with the local windows until you find a path to get to where you need to go. If you're stuck, try traveling back the way you came to see if there's a path that you've overlooked. Since you have two overlapping worlds to explore, even retreading the same path can lead somewhere different if you approach it through a different window.


Rift Boss: Jaded Echo
Echo Name
Health Points
Attack Strength
Unique Traits
Jaded Echo
150
15
Revives Lost Echoes at end of each turn | Attacks immediately when revived
Lost Echo (x4)
500
10
Revive the Jaded Echo | Cycle through stances each turn

This encounter presents one of the game's more complicated puzzles. While the Jaded Echo is quite weak, its four minions will continuously revive it. Meanwhile, if any one of the Lost Echoes are defeated, the Jaded Echo will revive them at the end of the turn. Ultimately, your goal is to defeat the four Lost Echoes at the same time, then proceed to take out the Jaded Echo as well before it has a chance to revive them. All within a single turn!

Thankfully, the five echoes put together don't do too much damage, and can be managed easily with regular healing. Try alternating between using weaker healing and stronger healing every other turn, first letting your Focus drop a bit, then healing the difference all at once on the next turn. Having collected plenty of memories in Obelisk will be crucial, here.

Group attacks will be of great help here, but remember that the Lost Echoes will take turns at entering different stances in a set pattern, making it hard to keep the damage levels of each one the same. You can always check approximately how you're doing by checking their respective health bars, and should throw in a few Fixed attacks on any that need some more damage. After you've gotten all four down to a sliver of health left, wait until the following turn and then attack with everything you can. The Jaded Echo's low health ensures that, if you can manage this, then finishing him off shouldn't be much trouble.

Successfully overcoming this trial will reward Schorl with new Group attacks with various attributes.
Main Story Area -- Egress Archipelago
Exploration: Arrival in Egress

You'll begin this area on a beach surrounded by short cliffs. The first echo will show itself as you attempt to climb a ladder to your southeast.


Encounter: First Adventuring Party
Echo Name
Health Points
Attack Strength
Unique Traits
Keen Echo
375
30
When defeated first, others become Composed
Harsh Echo
400
20
When defeated first, others become Erratic
Aloof Echo
300
40
When defeated first, others become Provoked
Sturdy Echo
500
10
When defeated first, others become Erratic

Fans of RPGs will be familiar with this sort of mixed adventuring team. Each one differs in offensive power and durability; Keen and Harsh are well-balanced, Aloof trades durability for more damage, and Sturdy boasts the highest amount of health with the least threatening attack.

The trick with this fight is to pick the order in which you defeat these echoes wisely. Their combined strength is enough to fully deplete your Focus in a single turn, so you will need to defeat one of them right away. The Aloof Echo is an easy choice, as he is both the most threatening and the easiest to eliminate, but Keen or Harsh are also possible. Which you choose may depend on which memories you have available, as the first one you defeat will determine what stance the rest of the team enters afterward. If you have Group attacks you'd like to use, it would be most efficient to first target the Aloof Echo, as it is fragile enough that you can throw in weaker Group attacks and still have time to finish it off by the end of the turn.

Healing will be more important toward the beginning of the fight, as you'll take less damage the more opponents you defeat. The addition of stances should help to deal enough damage to the second or third target you choose, before the stances wear off. Saving the Sturdy Echo for last is a natural choice, and dealing enough damage to it should be especially easy if you've saved some Multi attacks for that purpose. This is a somewhat long fight, so be sure to experiment with efficient ways of moving from turn to turn if your first attempts fall short.


Exploration: Approaching the Battlefield

After the last encounter, you can proceed up the ladder and stairs to a window at the top of the eastmost island. In the world of memories, you'll want to head generally westward, weaving between the two worlds as needed to circumvent obstacles like fallen soldiers or broken bridges.

At the west end of the southern island in the world of memories, you'll find a bridge leading north to the western island, and will run across a short story scene. From here, continue your circuit around the archipelago to a window on the north end of the western island, leading you to your next echo encounter.


Encounter: Second Adventuring Party
Echo Name
Health Points
Attack Strength
Unique Traits
Cloaked Echo
275
45
When defeated first, others become Provoked
Solid Echo
600
15
When defeated first, others become Composed
Radiant Echo
300
25
When defeated first, others become Erratic
Brazen Echo
350
25
When defeated first, others become Provoked

This encounter is very similar to the last one, with each echo a little more focused on their respective strengths. This time, the Cloaked Echo is the most fragile and dangerous, while the Solid Echo is the most durable and least threatening. Radiant and Brazen, meanwhile, are very closely matched and balanced in their abilities, and aren't particularly more dangerous than their counterparts in the previous group.

As before, you'll need to pick a target and eliminate it by the end of the first turn. You'll almost certainly want to save the Solid Echo for last, as it will likely take multiple turns to wear it down, during which the others will happily attack you unhindered. Make good use of the group-wide stances that come into play, and you may be surprised how quickly this team falls. Be sure to save a strong Multi attack or two for the Solid Echo, if its health level is proving to be a challenge.


Exploration: The Road to the Capital

Once the previous echo is out of the way, you'll find that the only thing it was guarding was the same window you had used to enter this region shortly before. However, by approaching that same window from the new angle made possible by defeating the echo, you can bypass a few obstacles and continue onward in the world of memories.

Head east across the bridge to the northern island after acquiring a particularly powerful memory from a short story scene. From here, you have two options: either descend a nearby ladder onto the beach, or climb the stairs toward the top of the island. The beach will lead to a couple of resonance points and new memories, while the stairs will take you to the area's Dark Echo. It's worth mentioning that you'll also acquire a new memory simply by triggering the Dark Echo's appearance, this time.

When you're ready, use the nearby window to enter the real world and engage the Dark Echo in front of the Capital's tower.


Egress Boss: Indignant Echo
Echo Name
Health Points
Attack Strength
Unique Traits
Indignant Echo
1,300
10
Any stance on the 2nd and 3rd turn
Deadly Echo (x2)
150
80
Don't appear until the 2nd turn | Continuously revive themselves each turn

Whlie the Indignant Echo itself is quite durable, it doesn't pose much of a threat at all with a mere 10 attack power. However, true to their name, the Deadly Echoes that appear later will easily put an end to the battle if given the chance. As such, your primary goal in this fight will be to defeat two Deadly Echoes every turn, while still managing to do some amount of damage to the Indignant Echo itself. With the Deadly Echoes only possessing 150 health each, it should be easy to find ways to accomplish this feat. Luckily, you won't have to deal with healing for the entire fight if you can ensure that only the Indignant Echo is ever able to attack at the end of a turn.

The first turn will be especially important. Since you won't be able to focus entirely on the Indignant Echo once the Deadly Echoes start appearing, this will be your only chance to attack unhindered. Any strong Neutral Fixed or Neutral Multi attacks would be ideal for this phase. Once the Deadly Echoes arrive, it will be tough to do more than about 150-200 damage per turn, but you can increase this using stances on the 2nd and 3rd turns. Remember, even though the Indignant Echo enters stances, the Deadly Echoes will remain neutral throughout. If you dealt enough damage in the first turn, it should be possible to slowly but surely whittle away the Indignant Echoes remaining health by your final turn.

Defeating this Dark Echo will yield a powerful new memory and grant Schorl the ability to use a basic Multi attack.
Optional Side Area -- Vigil Depths
Exploration: Abandoned Facility

This is by far the smallest and simplest area in the game, though the Dark Echo you'll face can pose quite a challenge. After conversing with Spinel, head north through a pair of windows to reach the area's Dark Echo, who is already waiting for you in the real world.


Vigil Boss: Blazing Echo & Freezing Echo
Echo Name
Health Points
Attack Strength
Unique Traits
Blazing Echo
2,400
30
Any stance every other turn | Increasingly damages partner while alive
Freezing Echo
2,400
30
Any stance every other turn | Increasingly damages partner while alive

This pair of echoes is incredibly tough. With 2400 health each, it would normally be impossible to defeat them even if they didn't fight back. However, their opposing natures will cause them each to continuously take damage at the end of every turn, as long as both of them remain alive. This damage will increase each turn, dealing hundreds of extra damage on top of your own attacks.

The goal here is to keep that damage coming while also doing your part by attacking both targets evenly. If you focus too heavily on one or the other, they will eventually be defeated and the free extra damage will cease. Likewise, if you don't attack at all, that extra damage on its own won't be enough to win the battle. So, in short, spread out your attacks between the two of them and heal when necessary.

With Spinel's help, you can ensure another stance change every other turn, giving you ample opportunity to take advantage of especially effective attacks. Multi attacks are also particularly useful here; since there are only two opponents, the randomness of a Multi attack can be easily managed by balancing it out with Fixed attacks in later rounds. Group attacks, for their part, will be exactly as effective as Fixed attacks in this situation, but with the added benefit of harming both echoes in identical amounts.

The last point to keep in mind is that the extra damage dealt to the opposing echoes will only occur at the end of a turn, after they've attacked. Because of this, if you're relying on it to finish them off on the last turn, you won't be able to ignore healing like you usually can, as you'll need to survive their attacks before the extra damage is applied.

Completing this last side challenge will award Schorl with new Multi attacks of various attributes. If you've also completed the other two Optional Side Areas, then this will mean that Schorl is now capable of using any type of attack in the game.
Main Story Area -- The Capital
Exploration: Arriving in the Capital

The first echo of this area will be waiting for you directly ahead. Be aware that defeating it will immediately send you into the world of memories without any way back, at least for a time. Don't worry though, as you will eventually be able to return to the Overworld Map if you still wanted to complete some Optional Side Areas.


Encounter: Beckoning Echo
Echo Name
Health Points
Attack Strength
Unique Traits
Beckoning Echo
700
200
Immediately defeats you if attacked on the 1st turn | Provoked on the 2nd turn

This echo's attack power is sufficient to defeat you in a single attack, no matter what, but will not attack on its own right away. Instead, it will instantly counter any attack that you make against it. The solution is simple: don't attack it! By only using Geomancy or Link abilities for the first turn, you can avoid triggering the counterattack. Then, when the turn is over, the impatient echo will visibly switch gears for the second turn.

Once you reach the second turn, the rules change a little bit. The echo will now attack you on its own once the turn is over, but will no longer counterattack. This is your moment to strike! You'll need to deal 700 damage in one turn, so it's important to use every tool at your disposal. The echo does enter a Provoked stance at this time, so that will help a lot. Multi attacks are also valuable, as they deal more total damage than Fixed. Finally, Schorl's Loose Energy can further improve your damage output, or, alternatively, an Intuition used on the prior turn will allow Schorl herself to do quite a bit of damage.

While most battles are about managing your memories over time, this one is about using them to their fullest within a very short period of time. Don't be afraid to experiment with different combinations.


Exploration: The Lower Capital

After defeating the echo, you'll find yourself in the world of memories. The Capital is a large, but logically organized area, so it should be easy to get around. To the east, through a window, you may find a short scene to start you on your way to discovering an especially powerful memory.

Once you've traveled back to the real world through a window atop the central northern stairway, you'll notice a second cloud of smoke. This will be your new entry and exit point for the area, since the previous one is no longer reachable. If you exit and then return to the Capital, you'll start out here from now on.

Continuing even further north into a large room will trigger the appearance of your second echo encounter for this area.


Encounter: Vengeful Echo
Echo Name
Health Points
Attack Strength
Unique Traits
Vengeful Echo
800
10
Any stance at the start | Defeats you immediately if either Cowardly Echo is attacked
Cowardly Echo (x2)
250
40
None

At first, this encounter seems very similar to the Dark Echo of Egress Archipelago. However, unlike that fight where it was necessary to defeat the lesser echoes each turn, this time it's necessary to avoid damaging them at all! The Vengeful Echo is very protective of the others, and will immediately attack and defeat you if either is harmed while it's still around. As such, your goal is to defeat the Vengeful Echo first, while healing through the continuous attacks from all three.

Because of the fight's mechanics, Group and Multi attacks will be completely useless until the Vengeful Echo is taken care of. Likewise, since you'll be taking 90 damage each turn without any way of preventing it, you'll likely need to spend a lot of time healing. Your first turn will be your best opportunity to strike the Vengeful Echo with advantageous Fixed attacks before having to worry about constantly healing the damage done by the Cowardly Echoes.

Once the Vengeful Echo is defeated, it's a simple matter to clear out the two Cowardly Echoes, who it will now be safe to attack freely.


Exploration: The Upper Capital

Once you defeat the previous echo, the Capital really opens up for exploration. A single window in the center of the large northern room that the Vengeful Echo was found in serves as a hub for entering either the real world or the world of memories at different locations, depending on which direction you approach it from. By looping around this room repeatedly, you can manipulate which world you are in and where, allowing you to explore the entire area in either world.

Be sure to thoroughly check for new memories at this point, as your next real challenge will be the final boss of the game. The Capital is laid out as plainly as one would expect from a man-made building, and is completely symmetrical. Checking each room on either side of the central hallway, as well as in both worlds, will allow you to collect everything you'll need.

When you're ready to move on to the final parts of the game, proceed to the very northern tip of the area in the world of memories to find the Dark Echo. In order to actually face it, however, you'll need to take another trip back to the central hub area in order to explore the same area in the real world.


Capital Boss: Tortured Echo
Echo Name
Health Points
Attack Strength
Unique Traits
Tortured Echo
10,000
99 | 50 | 1
Attacks gradually become weaker | Stops fighting back on the 4th turn

This fight isn't much of a challenge at all. On the 4th turn, this Dark Echo will give up fighting and revert to its human state, allowing Schorl to finish it off with any attack. Until then, your biggest concern will be healing the damage from its initial 99-damage attack.

Once you've defeated this echo, Schorl will learn to use the Null Energy geomancy. This powerful ability cuts the damage inflicted to your Focus by half, and lasts for three turns. Be sure to familiarize yourself with this new skill, in preparation for the final battle.

Following the Dark Echo, another short encounter will occur. This encounter can neither be won nor lost, so don't worry. Once this scene concludes, you'll be automatically moved to the final area of the game.
Ending -- The Final Battle
Exploration: A Different World of Memories

This last section of the game is largely a collection of story scenes. Proceed north from the entrance and you'll receive a unique memory that is easily the strongest in the game when used correctly. After seeing events unfold, prepare yourself and engage the final echo.


Final Boss: Heartless Echo
Echo Name
Health Points
Attack Strength
Unique Traits
Heartless Echo
3,000
40 (+20 each turn)
Composed on 1st and 4th turns | Erratic on 2nd and 5th | Provoked on 3rd and 6th

The final boss has a great deal of health, and will deal more damage to you each turn as the fight drags on. Schorl's new ability, Null Energy, will be very useful in managing all of the extra damage, and should be reapplied every third turn. Meanwhile, the constant cycle of stances gives you a chance to use all of your memories to their fullest, dealing as much damage as you can.

One of your biggest boosts to your offenses will come from the last memory that you collected, which possesses the unique ability to deal massive damage by stripping away an echo's current stance. It's important to note that this immediately removes the stance, and as such it's best to use this attack at the end of your turn, after your other memories have already acted.

The Heartless Echo will eventually begin dealing damage exceeding 100, making Null Energy not just a good idea, but a necessity. Even with its effects, strong healing skills will be crucial. Most of the strongest memories that you've acquired in the later areas of the game will be able to use Peace to heal a good amount of Focus, but are also some of your best attacking memories. Be sure to plan ahead and set aside some dedicated healers for this lengthy battle.

Congratulations! Defeating this opponent means that you've successfully finished the game. Be sure to save after the credits and explore the post-game content, along with the rewards that you were able to unlock through collecting lexicon entries.
Extra -- Post Game and Secret Boss
Discovering the Secret Boss

Once you've completed the game, you'll find yourself in a special hub area from which you can access special features, such as Plus Mode, Perfection Mode, and the special features unlocked thorugh lexicon entries.

At the back of this room, you'll find an imposing, locked door. This door will only open once you've reached a 100% completion rate. This means collecting every memory and lexicon entry in the game. There are a total of 40 memories and 30 lexicon entries. You'll also need to clear all three Optional Side Areas in order to acquire all of Schorl's attacks, of which there are 12.

If you didn't get everything on your first playthrough, Plus Mode offers an easy way to go back and find what you missed. You'll begin the game again at the start, but with all of your memories restored to you - yes, even the ones you'd infused! Moreover, lexicon entries will be pointed out with a graphical effect, making them easier to spot. A new menu option will also allow you to return directly to the post-game hub, so that you don't have to finish the whole game just to collect a few missing items.

Beyond the door, you'll find the game's most difficult opponent waiting for you.


Secret Boss: Ruby
Echo Name
Health Points
Attack Strength
Unique Traits
Ruby
5,000
150
Cycles between Provoked, Composed, and Erratic every other turn

There's a good reason why you needed to collect every memory before facing this opponent: you'll need them! All 40 memories in the game are at your command in this fight, which means that you'll be able to last over a dozen turns. This makes the amount of foreplanning necessary to succeed much, much higher than in previous fights.

On the bright side, Ruby is relatively predictable, if quite strong. Its attacks deal a consistent 150 damage, making Null Energy a constant need. Even cut in half to 75 damage, you'll still need to keep a steady supply of strong healing memories, and even then that extra 5 damage will slowly wear you down over time. Using each memory, even the weak ones, to their fullest is crucial here. For example, the extra 5 damage can be offset by occasionally using a simple Serenity healing skill, which will make up the difference without wasting an extra Peace.

Another important tactic here is to choose your time of attack carefully. Schorl will need to recast Null Energy every three turns, which means she won't be able to contribute to damage for that turn. These are probably the best times to perform a little extra healing, or to use up a weak memory that isn't quite the best option for an all-out attack. Also, combining all of your assets together will be important. For example, using a power-boosting skill, a beneficial attack attribute, and a Multi attack at the same time. It's also worth noting that the final memory's unique stance-stripping attack can be further boosted with Loose Energy or Resonance for a truly impressive amount of damage!

This is a very long battle, and will require a true mastery of the game's mechanics. However, if you are able to complete it, then you will be rewarded with a special epilogue to wrap up the game's story.
2 Comments
🅾️rder💲 13 Feb, 2023 @ 7:41am 
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⠀⠀⠀⠀⠈⠻⣿⣷⣦⣀⣠⣾⡿ ㅤㅤ Rated :heart_me:
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[FOR]mica 26 Oct, 2017 @ 4:51am 
Thank you for writing this, and for making an interesting game.