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BeforeMetaphor: ReFantazio’s next big event - the soirée - our heroes must secure an infiltration route to the villainous Louis' quarters. Thus, the game’s next big dungeon, the Skyrunner Chaladrius, begins. Naturally, that means TheGamer’s got you covered with an overview of each encounter, and every treasure you may make yours along the way.
Read on for our Skyrunner Chaladrius walkthrough. We’ve got tips and party-building tricks for every sub-boss. And, despite the story suggesting that players pick a route between the middle of the dungeon’s two path choices, we went ahead and did them both. You should, too; so, follow our lead.
Full Dungeon Preparations
Skyrunner Chaladriusis unless other big dungeons in thatit lacks regular enemies; instead, it has numerous sub-bosses. Each of these sub-bossesmust be defeated within three or fewer turns.
The result is a dungeon in whichyou’ll be sneaking past enemieswith a camera angle reminiscent of a certain PS1 game starring Solid Snake. At each sub-boss checkpoint,you’re pressured into perfecting a strategy, lest you risk failing.
Shopping
Thankfully,there are ways to prepare for every sub-bossat oncewhile you’re busy shopping for the expedition. Here’s what we recommend you purchase:
Dungeon-Crawling
It never hurts to gaina few levels and great gear.Brilehaven has opened up to you at this point. You can do thefollowing quests which each unlock a dungeon:
While exploring, andthrough any other quests you do, keep all Matterbreak Hammersyou find. We need those for one of the fights.
TheMagic Seeker synthesis skill, Tetrabreak, has the same effect as Matterbreak Hammers: itnegates an eney’s Repel Physical skill, which will be important. If you set your party up differently, then this works as well; butMatterbreak Hammersmean more people can do this.
Party-Building
Last but certainly not least,here’s the team we brought to Skyrunner Chaladrius. If you copy yours to match ours,you will be prepared foreach of our sub-boss strategies.
Swordmaster, then Sniper
Back
Have him inheritKnight’s Proclamationfrom the Knight Archetype while he’s a Swordmaster.
General, then Magic Knight
Front
As a General, she can useMatarukajato raise all allies' Attack, which helps tremendously in these time-crunch fights. We change her to a Magic Knightprior to the bridge sub-bossso that she can useMagic Knight’s Hammerin that battle.
Assassin
Heismay’sexcellent Agilitymeans he gets more turn icons, which meanshe can dole out status-inflicting itemsaplenty. HisPhantom Tracersynthesis is quite good againstCeiba.
Arrival
The “dungeon” begins withthe corridor you went through on your first visit. Chat with the folks here;the elevators won’t work for you, so take the right doorinto the second area. Drop down via theladder, andclimb the other ladder for White Hawk Wings, a purifiable weapon.
If you want to maximize the dialogue variation with the soldiers at these tables,talk to them before continuing on to the two guards on the far end of the room. Once you’ve done that,their dialogue will change.
Speak with the soldiers afterbeing informed that you’re able to’t continue. When you’ve chatted withall four who can be spoken with,Strohl will mosey up and distract the guards.
When you’retasked with selecting a party member to conduct reconnaissance, choose the protagonist. Or, if you want to see Heismay’s and Hulkenberg’s own chances shot down, pick those choices first.)
Crew Quarters
It’s time for a spot of tactical espionage action. UsingFae Sighthere willpull the camera up overhead, giving you a considerably wider viewing angle of the guards ahead. Our goal, as the game states, is tosneak up behind each guard and stun them.
From your starting position, a few steps forward, and you’ll find acrawlspace to pass through. Do so to avoid being spotted by the first guard.Stun them, thenmove southfor a blue item,Gambling Stall Silver.
Return to the stunned guard. This time,climb the nearby ladder, obtaining anotherGambling Stall Silver, beforedescending the opposite-side ladder.
Wait for the guard pacing back and forth tobegin walking in the other direction;stun themand snag aThick Poetry Collection.As soon as youknock out the third and final guard, who is to your south, a cutscene will trigger.
If you purchased information from theinformant in Brilehaven, Gallica will remind everyone thatyou should use status ailments on Sergeant Xanthshould you request that the team discuss him before barging in. Either way, though, you’ve got us reminding you here…
Sub-Boss: Sergeant Xanth
You mustdefeat Xanth in three or fewer turns. A full-on ambush, then, isprecisely as bad an idea as it sounds. Instead,rely on status-inflicting items.
This is when we start deploying thosePoisoned Barbs and Slumberthornswe mentioned in the mission prep section. So long as he’s poisoned,Xanth will take 200 damage between turns and every time he acts.
Furthermore, if he’s asleep,he’ll attack less often and take more damage while asleep. Hammer away at him with all you’ve got, and he’ll go down inthree turns, possibly even just two.
Xanth hasno stealable items, so don’t waste a turn icon trying to rob him. The key’s all we’re getting.
Level 1 Passage
Use the key onthe locked door just past where Xanth now stands. It’ll take you to our firstbreakroom, where we can save our game. (No Magla Hollows here.) Notably, you may also findthe lifts that’ll take you back to the entrancein this self-same room.
Port And Starboard
Progressing beyond the Level 1 Passage will bring you toa room with diverging paths.you may either take theStarboard Corridortobattle Ceiba, or thePort CorridorandGlechom.
Again, if you’ve purchased information from the informant, Gallica will tell you this. But if you’ve not done so:
In truth, though Heismay volunteers to investigate theStarboardCorridorand Hulkenberg commits to thePort Corridor,we’re going to go ahead and explore them bothto maximize our treasure haul.
Starboard Corridor
Running all the way ahead down the hallway leads to aLevel 2 Passage door, which we can’t access yet. Instead,pass the first ladder, and drop down the second ladder.
Keep an eye out for your first guard;knock them outand take theSuperior Briny Staffto their north. There’s another blue item, the sellableElitist Fang, a bit past here along the same walkway.
When you’ve grabbed the Elitist Fang,follow the walkway back past the stunned guard, and prepare todescend the bottom-left ladderhere.Wait until the guard is northboundto give you plenty of item to reach the lower level andstun himbefore he turns around back toward you.
Thethird guardisto the eastof this second one.Cross the northern path down here on the lower level,but only do so when you’re confident thatthe third guard is marching southboundon their own little route.
Thefourth guard’s not far behind,to the south, still on the lower level. They patrol horizontally;when they’re headed west, come down to the southand sneak up behind them.
Don’t miss out on the purifiableWeighted Mailto the west of the fourth guard.
Beyond the Weighted Mail, as youcontinue west, is an unnervingly desolate portion of the Starboard Corridor.Climb the ladder at the far-south end; pick up theMatador Shoesblue item; and thencontinue west to Heismay’s location.
After Heismay does his thing,return to the far-south ladder. You should have enough time to descend andknock out this fifth guardbefore they turn around, but if you’re feeling skittish (and would rather not fight),wait until they complete their circuit.
The sixth guard’s past where the fifth and sixth were originally stationed, patrolling back and forth in a small north-facing path. Take them out, and you’ll find theseventh and final guardpatrolling slightlysoutheastin similar fashion.
Sub-Boss: Ceiba
Ceiba gets the first turn, and he uses it tocast Mage Wall on himself. Mage Wallnegates Slash/Strike/Pierce.But recall thatCeiba’s resistance to magic is high, so that’s not what we’ll do.
Instead, we’ll use aMatterbreak Hammer, a magic item thatdispels Tetrakarn- which is the more “ordinary” name for the spell that Ceiba just used. Attack with apowerful physical attack, eitherPerfect Punchor powerful synthesis skills likePhantom Tracer.
In all likelihood, we’ll need to do this thrice, necessitatingthree Matterbreak Hammers.
Port Corridor
The party will celebrate their victory over Ceiba by declaring that they should take theLevel 2 Passage doorto the bridge, but we’ll have them hold their horses for a bit.We’re going to explore the Port Corridor, after all.
Just like in the Starboard Corridor,going all the way to the other side on the top floor will take you to a Level 2 passage door. Suffice it to say, we’re not doing that yet.
Instead,walk down the stairs near the start,descend the ladder,andhang out beside the big box near the first guarduntil you can get behind them. You’ll find thesecond guard to the north of the first. They’re stationary, looking left and right in aroundfive-second intervals.
Just past the second guard’s aSuperior Briney Staff. Ascend the ladder to the south of the staff and follow the path to anElitist Fang.
On thelower levelnear here, thethird guard patrols not only east-west to the south, but they also move north from the west side of the lower path, meaning you want to be careful and stay out of sight until they’reeither moving southbound or eastbound.
At the northern end of the third guard’s vertical pathing,follow this path slightly west, climbing the nearby ladder. Follow this upper-level walkwaysouth for Matador Shoes. Past the Matador Shoes,Hulkenberg awaits, at the map marker exclamation point.
Wait for thisfourth guardto be distracted by Hulkenberg’s antics tocross east and start north toward her. Take them out at this time. Afterward, just waltz up behind thefifth guardfor the stun. Thesixth guardpatrols a vertical path to the west of the fifth.
AWeighted Mailawaits along the sixth guard’s route, so don’t miss it.
Theseventh guardpatrols athin pathbetween obstacles further west. Wait until they’reheaded in the opposite direction from youalong the path, and rush in before their short patrol reverts. Theeighth and final guardissouth of the fifth.
Sub-Boss: Glechom
The biggest issue with Glechom ishis ability to easily inflict Daze on the party. So long as you canmitigate that with rounds of Patra or Sulphurous Salts,the only thing you 100 percentneedto do in order to win ishave someone tilt his attention toward them.
That being said,the first turn might get ugly for you. Glechom will probably deal a good deal of damage withEarsplitting Shriek, so have someone ready with aparty-wide cure spell like the Cleric’s Medica.
We usedStrohl, as a Swordmaster, to provoke Glechom withKnight’s Proclamation. Admittedly, an actual Knight-class character might work even better, but since we hadHulkenberg as a General to raise everyone’s Attack, Strohl took the hits just fine, and it was all done that much faster.
Level 2 Passage
Follow the one and only path ahead. If you’ve spoken with theBrilehaven informant, Gallica and Strohl will discuss thatCabio, the upcoming sub-boss, is afraid of lightning.
There’s asecond breakroomon this level, so make sure you save your game, visit Akademia, whatever you need to do!
Bridge
If you’ve been following our party recommendations,now is the time to switch Hulkenberg from General to Magic KnightandStrohl from Swordmaster to Sniper. We need theirMagic Knight’s Hammer and Mania Bulletin the next battle.
Before venturing onward to the bridge,exit through the south door, on to the deck, to find a Moon White Mask and Superior Briney Accessory.
Check either door ahead, prompting the party to realize there are soldiers swarming the bridge.Climb the ladder in this room, which leads to anexhaust vent to sneak through.
Cycle between all the dialogue optionsto little avail; a fourth is unlocked after they’ve been exhausted. Once the string of comedic cutscenes concludes,it’s time to fight Cabio…and Salva.
Sub-Boss: Cabio And Salva
When battle commences,Salva casts Mage Almighty, dealing Almighty-elemental damage to the party, whileCabio hits a single target for Slash damage.
Target Cabio in the first turn; our intent is toeliminate him before turn two. Heismay can use aThunderstoneor some other neat little trick; have the protagonist castKandera.
From there, Strohl should useMania Bulleton Cabio, whichforces a weakness on him, therefore providing you withfurther turn icons than you’d otherwise have had. This will more than allow forMagic Knight’s Hammersynthesis on Hulkenberg’s turn, which should finish him.
With Cabio out of the way,whatever you do, do not cast an Electric-type attack on Salva. He straight-up blocks it.
Instead, spam him withsynthesis skills like Mania Bullet followed with Heismay’s Phantom Tracer.
You’re All Set
That concludesSkyrunner Charadrius. There’s no big boss battle to speak of; it’sback to Brilehavenwith you until the soiree!