Wednesday, December 26, 2012

Crimson Shroud: A Crusades Fantasy of Funny-Shaped Dice

Crimson Shroud is now just moving into the two week marker for its North American release. That in mind, it seems time to settle in for a proper survey of the game. After some deliberation the Gerseym Waterway is finally up, beginning to compile all your information needs for surviving one of the last hurtles of 2012's role-playing games.

For today's players, the closest analogue we have to the first-person RPGs of old are Etrian Odyssey, The Dark Spire and perhaps Shin Megami Tensei. Considering that the "maze game" is itself a Western innovation, you'd think that this subgenre of RPGs would have more popularity in the hemisphere of apple pie, stealth bombers, cricket and tea. Instead, Wizardry flourished in Japan, leaving behind Odyssey and Megaten as its distant descendants to make the leaps and bounds into the modern world of J-pop and spiky hair. We really don't have a proper vocabulary for this lost form of game. How wieldy does "first-person RPG" sound to your ears? It's not a particularly recognized term, so much as a visual aesthetic relegated to handhelds and console shooters. That's a telling point about this whole culture of role-playing, though; an RPG was once best defined through its attempt to approximate the adventures that J. R. R. Tolkien's writings brought us, to make an impossible journey possible through pen, paper and funny shaped dice. Over the years the tools have evolved, so that we never see the die rolls and we can type on a keyboard or develop CTS on a DualShock controller rather than mark up a character sheet, but fundamentally all of this is still going on behind the scenes. It's no wonder that the term gets thrown around on Zelda games and other properties you probably wouldn't call to mind right away as "role-playing games." Similar to the much-maligned genre of "Science Fiction," the RPG was a hastily-established branching off of an existing idea--the board game--and just as hastily labeled as it rapidly developed into an out-of-control market with technology that was growing faster than its audience. What is it today? Is it die rolls? Is it statistics? Is it the chill autumn breeze you imagine, or the sweeping hillside you can see sprawling out before you as you stalk giants across vast tracts of splintered land? Is it Tolkien?
(No, no, both and probably.)
We don't have the vocabulary to describe what one of these old RPGs is, let alone what our RPGs today are, because our predecessors never developed that vocabulary in the first place, because they were too busy having fun rolling twenty-sided die, playing orthanc1 or hunting Werdna, the Balrog and other rare game of the old world. To be perfectly honest, we aren't much better and this academic crisis is likely to go unanswered. As early as 1986 the idea of a divide was evident but not well defined (as it never would be.) The original debate between Koichi Nakamura and Yuji Horii for the design of Dragon Quest was whether to make a game like Wizardry or a game like Ultima. That's strictly in terms of whether you're considering a first-person RPG like Megaten above, or a third-person role-playing game like the more modern Final Fantasy XIII. And it's a pretty considerable divide, with either option completely turning around the player's perception of the in-game world.

While the result of their debate at the time was a compromise between viewpoints, with battles becoming Wizardry and overworld travel taking the Ultima route, at the end of the path Horii's desires would win out and the future of JRPGs would be patterned from Ultima. Somewhere after IV and before or during VI, Dragon Quest finally shook off the old world vibe, much as Final Fantasy would do in its titles of the same numbering, but even today you can see the family resemblance between Quest, all of her JRPG brethren and the Dungeons & Dragons games that began this tangled history. So while we can try to make a separation of Wizardry-family and Ultima-family games, that alone won't accurately explain the very real design differences between the old world and the new. No matter how we cut up the pie, all of these games are drawing back to D&D, and if we try to dig deeper than that, then we're scratching our heads over wargame prehistoria trying to find clues in oracle bones.

My story with the old world begins with Ruina: Fairy Tale of the Forgotten Ruins, a 2008 JRPG made with an obsolete version of RPG Maker. Taking lessons from old dungeon crawlers and tabletop gameplay, Ruina was far from the same beast as Wizardry but was most definitely in that old world family, one that if not for the gorgeous storybook illustrations, would be right at home on the PC98 with a host of other indie games. Ruina is a game born in the wrong millennium. Combat is not a thrilling rush of adrenaline and bloodshed, but an artless and routine obstacle to progress, much as it was for the very first Final Fantasy. Experience points came not from slaying ancient beasts and deities, but from breaking into ruins, successfully interpreting dead languages and recovering valuable treasure. It's roleplaying at its basest form, where adventure takes priority over the fear of being overwhelmed by goblin hordes, and Ruina is an utterly unapologetic throwback to old world games. Lantern oil is a valuable commodity that you need a constant supply of to navigate dark areas, exploration skills weigh more heavily into your party lineup than combat ability, your character's class and status in the feudal system completely turn around how the cast reacts to you, and all of these is presented through the washed-out pages of a weathered storybook. Dungeons are not simple caverns to be explored, but strictly lined technical drawings for castle interiors that transition into sprawling paintings of nature scenes, one small patch of the illustration after another emerging as you explore. The variation in artwork, gameplay and music inspires awe.

I was in love with the game from the moment that I was introduced to it, but my Japanese comprehension was and is still not up to par with playing through Ruina unaided. While studying the language, I was looking for something to sate my budding love for these design aesthetics that had otherwise been lost to time. Dinosaur Resurrection was a start, but the language barrier again opposed me. And while Shin Megami Tensei has much of the same design theory behind it, Megaten is a franchise that is constantly reinventing itself and trying new things. I was looking for The Hobbit, not Harry Potter. So, several months after my search first began, I ran a very simple Google search.
At the time, Crimson Shroud was still unreleased in North America, and the very first result on the list. I took one look at the game, its trailers, the meager few screenshots we had available at the time, and I saw everything I had loved in Ruina. Of course, having played both I can say that they're very different games--Mario is not Sonic and neither is The Last Story, Final Fantasy, but they each share ideas that make them attractive to similar audiences. Having had my first direct look with the game, I can tell you now that it's a fundamentally different experience from your typical RPG fare. We've been conditioned as a community of players to expect neat little blue menus outlined in white, with Mickey Mouse gloves to helpfully remember our last selected autobattle command, and Shroud has none of that.

The presentation is the literary work we've come to expect of Matsuno. A frame story within a frame story. Inside your 3DS, a tabletop roleplaying game unfolds, in which the quintessential knights templar Flint interrogates the wounded witch Frea for what she and her party were looking for in the game's key dungeon, the Sun-Gilt Palace of the Rahab. Frea's story becomes the frame for your own journey through the Palace, following the freemen Giauque, Lippi and Frea herself on a hunt for a missing monk, or more specifically his manuscript. One frame gives way to another, as through this journey you learn the history of the Rahab, the ancient drama of love and pride that played out with the palace as its stage, and as you're spun deeper and deeper into Frea's, Lippi's and Giauque's stories each told in turn, the very simple premise of a dungeon crawl quickly spirals out into a world of conspiracy and conflict between the knightly order, the nobility and the clergy classes. At the center of this is the self-damning knowledge that freemen are even moreso pawns to the conspiracy than the monks and nobles that themselves are uncertain of just who is pulling the strings.

The battle system is a unique fusion of old and new. Shroud relies on a combination of the Active Time Battle elements we've grown so used to, with each character receiving a bar that fills at a pace relative to their agility, allowing them to take a turn every time it fills. However, the element of turn micromanagement throws comparison to Final Fantasy out the window. Each character can act twice in their turn, but this is strictly segregated into Attack/Magic/Item and Skills, which leaves the player to determine whether to use a Skill first or last based on whether their lineup is more support-oriented or offense-oriented. Success is heavily reliant on the strategic use of accuracy, evasion and power-increasing spellcraft, but because identical spells cannot be stacked on top of one another, the player has to carefully plan out their turns in advance. By using magic and skills with elemental affinities of different types in sequence, the player can gradually build up a combo chain and be rewarded with dice in increasing increments, starting at 1d4 (a four-sided die) to 1d6 (a six-sided die) and rising all the way up to 1d12 (a twelve-sided die.) Using the same element twice both breaks the chain and starts it over from scratch, and the enemy's actions also affect the chain, causing them to unexpectedly reward you while they make an extremely punishing attack, or pull off a clever move that disrupts what you were building up toward. The dice you earn can later be poured into additional chances to hit or deal damage to enemies, attaching them to your attacks, magic and skills to increase your accuracy and offense.

The combat is not so routine as it was for Ruina, but instead strikes more of a balance. One of the game's favorite pastimes is to ease the player into a false sense of security, luring them in with easier and easier fights, then suddenly turn out brilliant moves that shift the balance around entirely and force the player to become defensive in fear of their first game over. I came away from a battle against a horde of undead the other day shaking, my heart practically freeing itself from my chest. I had been genuinely afraid that I would lose that fight, and the parallax effects only enhanced the terror. It had been years--probably eight or nine--since I had felt that kind of emotive reaction from a video game. Shroud puts the life and exploration back into the RPG, and returns the element of surprise to combat.

There is no such thing as character level, nor level-ups. Giauque, Lippi and Frea will exit the Sun-Gilt Palace of the Rahab with exactly the same base stats as when they entered. That is not to say that the game is without character development; instead, you improve your characters by tutoring magic and skills to them after fights, and by equipping better equipment to them, which will also endow them with abilities. This is another key point to the system. There are only a very few abilities that your characters begin with innately. Other abilities instead come from wearing equipment, and taking that equipment off will cause you to lose the ability. This puts emphasis on exploration and adventure, and as based on your performance you're allotted a limited number of Barter Points after each battle with which to buy off the enemy's equipment (Points which you can't save for later!), careful procurement and crafting of equipment is an important element of survival. Another old world holdover in Shroud is that, rather than brashly charging in ready to mash the triangle button with your keyblade in hand to save the world, you will spend a good portion of your time surviving on the brink of death, struggling to avoid unnecessary encounters. Even though HP is restored between encounters, that only gives more license to the monsters hounding the Palace to tear you limb from limb in every fight. Random encounters that would take a minute on a bad day in a regular RPG can take fifteen to thirty minutes in Shroud.

Part of this is owed to the unique setup of monsters. In contrast to standard game design, boss monsters are just about the only enemy you can't see coming. Encounters only appear in set areas of the map, which is explored much as it was in Ruina. Helpfully, many monsters will manifest on the map as large footprints tracking back and forth through a given section of the Rahab, giving you ample forewarning and opportunity to plan. There are also only a limited number of formations on each floor; I think it will be many years before I can forget that a Skeleton Archer A will always be replaced by either a Skeleton Magician or a Skeleton Archer C. Defeated monsters are always replaced by only one type of reinforcement for their party configuration, and those reinforcements will never step in to fill in the shoes of any other monster. In my example, if you have a party of Skeleton Archer A, Skeleton Archer B and a normal Skeleton, defeating the Skeleton will cause it to be replaced by a second Skeleton. Even if you defeat that second Skeleton, the Magician will never replace it, because the Magician only comes in to replace Skeleton Archer A. This type of setup allows you to plan ahead considerably, and as you can save anywhere on the map so long as you're not in an event, the difficult and unforgiving gameplay is actually quite open to reward you for good strategy.

Screenshots can never really do the visuals justice. The 3D is used cleverly and it gives the impression of looking through a portrait frame, into a vast and dark world, as if you could stretch your hand into the picture and pull yourself into the tree branches. The characters' features are carefully mapped to give great impression of depth, and the 3DS' visuals are pushed to their limits to present a starkly realistic fantasy, far from what you would associate with the Nintendo brand. I was amazed the first time that I engaged the 3D after the opening scrawl, and could make out the individual depth levels of Flint's hair. After some experimenting, I've found that it works best not quite adjusted to maximum, as turning the 3D up only most of the way tends to give you the most pleasant view of the game world. This may be a subjective experience, and you may have better results on maximum or minimum settings.

I call Shroud a Crusades Fantasy first because the story makes an effort to insert itself into a forgotten corner of our world with all the trappings and conspiracy of the nobility, clergy and warrior classes. What on the surface seems to be a simple dungeon crawl for a magic shroud, gradually spirals out into a network of intersecting motivations. Relationships are reversed. A holy man, who should be dictating commands and guidance to the knights and nobility, becomes the pawn to a noble's plot to overthrow an interior faction of his own church. A knight, who should be subservient to the will of the church, turns his eyes against it out of personal hunger that should only belong to the nobles.

Shroud is of this Crusades Fantasy second because the myths from which its legends draw are the same Greco-Roman fantasies that, coming out of late antiquity, embedded themselves in the collective memory of medieval Western culture. Kobaloi composite figures, minotaurs and revenant undead feature prominently in the Shroud mythos, with magic primarily observed as a black art practiced by witches and heretics. The ongoing large-scale conflict throughout is a theological one, of whether magic is a heavensent gift of god or the devil's temptation intended to turn mankind away from paradise. This unique mix of a real world historical background and the sudden introduction of magical artifacts is an interesting return to form. One of the earliest predecessors to D&D was a historical fantasy setting, Chainmail, and Shroud's adaption of reality as the stage for fantasy shows that this concept has not been entirely played out. Specifically, the world is presented as one "without magic" until the titular gift, the Crimson Shroud, brought it to mankind and set the events of our story into motion.

Whether Shroud will capture the modern audience with its old world charm isn't wholly clear as of yet, but at $7.99 it's certainly a work worth the investment. Stay tuned, as the first areas of our walkthrough should be going up in the morning.

Crimson Shroud Walkthrough, Chapter 2: The Depths

Sinner's Gulch, The Sun-Gilt Palace of the Rahab
The Depths, Cross of Atonement
Note that starting with this chapter, a Minotaur will roam the halls of the first floor. You can return to the Western Cloister to fight it at any time; moving between areas will cause it to respawn. After the story event, head left to Walk in Reverie.
The Depths, Walk in Reverie
Just as the story sequence suggests, you're about to face a Minotaur and Goblin party. Gear up, then move southwest to the Confessional.
The Depths, the Confessional
Important treasure is highlighted in blue. From here on, all battle drops are randomized.
Encounter
x1 Goblin Shaman
HP 75 MP 185
Skills & Magic - Empower Magic, Thunderflame, Meditate
x1 Goblin Hunter
HP 84 MP 104
Skills & Magic - Flaming Blast, Inspire
x1 Minotaur
HP 286 MP 80
Skills & Magic - Despair, Focus, Bloody Strike, Spiral Scourge, Swindle, Inspire, Thor Smash
Treasure
x1 Hero's Prayer
x1 Orator's Fig
x1 Pure Azoth
x1 Saint's Tincture
x1 Mending Staff
x1 Composite Bow
This will be the last time you have an opportunity to use Bloody Strike effectively, and you'll need it to keep up with the Minotaur's damage output. This one is equipped with a Thor Hammer, an endgame-level weapon. Your primary target in this fight is the Shaman, but as it's also your tutorial on fog of war effects, you're going to be spending some time building up MP for Focus. The die roll is very difficult not to fumble--33 with 1d20, 1d6, 1d8, 1d10 and 1d12. However, once it starts up you get to repeat it in subsequent rounds should you roll a fault. Unfortunately, you do have to roll it for each character separately, so this fight is a match of stamina more than damage output.

One way to get around the fog effect is offensive magic, although it's mostly ineffective and has both a very low chance to hit the Shaman and low damage output, as Resistance replaces both Avoid and Vitality in magic calculation. This floor is where Crimson Shroud begins to go into high gear, and either this or the next coming fight will probably be your first character death. Don't assume the battle lost just because your party is small. Effective, unrelenting use of Saint's Tincture, Vigor Berries and Heal will see you through--losing one character isn't an unrecoverable loss in ground. The greatest enemy to your party isn't the monsters on this floor, but squandering of resources and a lack of caution.

The magical darkness in the Confessional is probably the point where players log the most time in the game, right before they quit. The solution is fairly obtuse. First, you need to head for a new area, and that way lies through the Squirrel's Nest.
The Depths, Squirrel's Nest
Seize the chest here.
Treasure
x10 Pure Azoth
x1 Gladius
x1 Composite Bow
x1 Mending Staff
All three weapons should be equipped immediately in preparation for the upcoming fight, though the Composite Bow is the most long-lived of the weapons here, and when properly crafted, is an endgame piece of equipment in its own right. The primary reason for this is that it saves time, but also because Flaming Blast is an amazing skill. Nothing in a first run of Shroud actually resists fire damage significantly, and every time Flaming Blast connects, Enhanced Accuracy is automatically recast on Lippi. This saves time at the start of a fight since you no longer need to cast Focus and can instead target the enemy with which you have the best base odds of hitting, but getting to recast it at no MP cost every turn ensures that it will never wear out, and the damage from Blast will climb up into the 100s the further you dive into the Rahab's lower floors.

The Mending Staff provides your first multitarget healing as well as Resurrect, letting you step up the recovery. Undead enemies also take mild damage from healing skills, though it's not as significant as in Final Fantasy because there is no instant death available, with Heal II and III as your only reliable way of exploiting it.

After visiting this area, the Gerseym Waterway will be added to your map.
The Depths, Gerseym Waterway
Recall what Frea said back in the Confessional.
"If you're going to continue to search this way, you'll need something to dispel the darkness--a gift.

"Anything with a gift like that would be an enemy to any mage," Frea notes. "More of a curse than a gift, really.""
This puzzle would take several hours to work through normally, but I'm going to at least save you the initial trouble of puzzling it out. You need a curse, which you'll only get from an enemy mage on this floor. There's a small thing which vaguely constitutes a hint given on every subsequent visit to the Squirrel's Nest.

There are actually four types of encounters that the Waterway will turn out, which I've listed below. For the purposes of this puzzle, it's necessary to know all of them to avoid wasting any excess time.
Encounter Type-A
x1 Skeleton
HP 133 MP 98
Skills & Magic - Invigorate, Inspire, Crimson Rage, Despair
x2 Skeleton Archer
HP 105 MP 108
Skills & Magic - Heroism, Flaming Blast, Focus
Reinforcements
x1 Skeleton Knight
HP 180 
Skills & Magic - Invigorate, Fortify
x1 Skeleton
HP 133 MP 98
Skills & Magic - Invigorate, Inspire, Crimson Rage, Despair
Treasure
x1 Gladius
x1 Bronze Helm
x1 Broadsword
x1 Ring Mail
x1 Vigor Berry
x1 Red Arcanum
x1 Composite Bow
x1 Hero's Prayer
Encounter Type-B
x1 Skeleton
HP 133 MP 98
Skills & Magic - Invigorate, Inspire, Crimson Rage, Despair
x2 Skeleton Archer
HP 105 MP 108
Skills & Magic - Heroism, Flaming Blast, Focus
Reinforcements
x2 Skeleton
HP 133 MP 98
Skills & Magic - Invigorate, Inspire, Crimson Rage, Despair
Treasure
x1 Brass Helm
x1 Chain Coif
x2 Hero's Resolve
x1 Red Arcanum
x1 Broadsword
x2 Ring Mail
x1 Hero's Prayer
x1 Pure Azoth
x1 Gladius
Encounter Type-C
x1 Skeleton
HP 133 MP 98
Skills & Magic - Invigorate, Inspire, Crimson Rage, Despair
x2 Skeleton Archer
HP 105 MP 108
Skills & Magic - Heroism, Flaming Blast, Focus 
Reinforcements
x2 Skeleton Knight
HP 180
Skills & Magic - Invigorate, Fortify
Treasure
x1 Pure Azoth
x2 Mass Heal
x1 Orator's Fig
x1 Battle Axe
x1 Red Arcanum
x1 Heal II
x1 Hero's Prayer
x1 Slow Step
x1 Vigor Berry
x1 Light Buckler
x1 Pure Azoth
x1 Mass Heal
x2 Composite Bow
x1 Repose
x1 Gladius
Encounter Type-D
x1 Skeleton
HP 133 MP 98
Skills & Magic - Invigorate, Inspire, Crimson Rage, Despair
x2 Skeleton Archer
HP 105 MP 108
Skills & Magic - Heroism, Flaming Blast, Focus
Reinforcements
x1 Skeleton Mage
HP 77 MP 172
Skills & Magic - Solid Strike II, Meditate, Enhance Magic, Slumber Waft
x1 Skeleton Knight
HP 180
Skills & Magic - Invigorate, Fortify   
Treasure
x1 Solid Cudgel
x1 Light Buckler
x1 Pure Azoth
x1 Healing Crown
x1 Obsidian Daphne
x1 Repose
x1 Hero's Prayer
x1 Poison Storm
x1 Orator's Fig
x1 Composite Bow
x1 Vigor Berry 
x1 Aqua Cudgel
x1 Battle Axe 
x1 Ring Mail 
x1 Slow Step 
Frea will want to open with Protect on herself, then probably Sacred Chant, and from there she'll be occupied with Heal and Mass Heal. Lippi should be opening with Flaming Blast every turn that he's able, to drive his accuracy up. This is your first encounter with reinforcements on the way, and there are three targets in these fights, one necessary to progress the storyline and two to improve your characters. Your first target, above all else, is the Obsidian Daphne, dropped exclusively by the Skeleton Mage. The Mage will only appear as a reinforcement for the Type-D Encounter described above, replacing Skeleton Archer A after it's defeated. However, every encounter group has the same opening party, which means that you won't be able to tell which type of encounter group you're facing until the Archer A has been cut down.

Your secondary target is the second or third Skeleton reinforcement to enter play or the Skeleton Knight. Whether or not they're what you're looking for is recognizable by the axe that that the enemy wields. This is the Battle Axe, which much like the Composite Bow (our third target) is an endgame piece of equipment. You'll likely be spending anywhere from forty minutes to two hours hunting for the Daphne, and the Gerseym Waterway is a crucial step in developing your characters. What you want to do is use all those wonderful Pure Azoths you've been accruing to meld your Battle Axes and Composite Bows together, generally ending this excursion with a Battle Axe +4 to +6, Composite Bow +6 and one Obsidian Daphne sitting in your inventory. You can go a little out of your way to line up a Battle Axe +9 and Composite Bow +9, two pieces of equipment that will stay with you all the way through subsequent runthroughs of the game. The reason that the Battle Axe is so amazing is because it teaches Spinning Strike when equipped, which hits every enemy up to two times for wind-elemental damage--an element that common enemies almost never resist across all of Crimson Shroud--and it's more effective with bigger enemy parties. Since reinforcements will only arrive if there is at least one enemy left standing at the end of a character's turn, and Giauque will be hitting the entire field for an unprecedented 180+ damage with Spinning Strike once he has a well-melded Axe in hand, this will end most fights before they truly get underway. Unfortunately, the Battle Axe is a good deal rarer to acquire than the Gladius, which both appears on more enemies and has a higher drop rate overall, but the Gladius' lack of multitarget skills makes it subpar even when comparing its raw +9 stats to an unmelded Battle Axe. The Skeletons in every encounter type drop Ring Mail, Light Bucklers, Brigandines and Chain Coif, which helps alleviate the frustration of having to sink time to make additional Battle Axes drop.

Do note that you need to get a Skeleton Mage to show up before you can even think of getting the Daphne as a drop, so once your Battle Axe and Bow are set up your first priority should be to clear out the Skeleton Archer A, see if a Mage appears, and regardless of what happens next slam the entire field with Spinning Strike. If the Mage showed up, you get a shot at the Daphne, if it didn't you get to end things quickly and resume your hunt. This would be a good time to visit our ability tree and consult for how to develop your characters, as a large chunk of tutoring happens in the Waterway.

Of the other drops, Healing Crown teaches Cure and Restore Flesh. It does provide improved stat bonuses over the Ybarra Crown, and significantly resists Silence, so it's a very nice upgrade for Frea. The Chain Coif is a similar upgrade for Giauque or Lippi; the Brass Helm is actually superior for its light weight, but is difficult to get consistent drops for, so generally you'll have a situation where you have one Chain Coif +X and one Brass Helm +X to assign among Lippi and Giauque as you see fit.

While farming for the Daphne, you can also exploit the other treasures dropped by the Skeleton encounters. Both Solid Cudgels and Mass Heal scrolls are common drops, so you can fuse them together to get rid of Reveal--the go-to "filler" spell--from the Cudgel and instead get the Mending Staff's main benefit while also having Detonate II as a fallback, nonelemental offensive spell.

Note that you can obtain the Obsidian Daphne before your first visit to the Confessional to mitigate the effect the fog of war will have on your more developed characters, but you'll have to clear out the Minotaur party first, then walk in and out of the Confessional to trigger the event with the Daphne.
The Depths, Squirrel's Nest
"Reminisce!" to learn of Lippi's background, then either return to the Gerseym Waterway to resume your hunt for the Daphne, or if you already have it, proceed to the Confessional. The new treasure chest in this room can't be opened in a first run.
The Depths, the Confessional
After the event plays out, the Daphne will be used up.
Treasure
Seal of the Rahab
Finish up any melding and reequipping to prepare for the chapter boss, then head back to the Gerseym Waterway.
The Depths, Gerseym Waterway
Encounter
x1 Skeleton
HP 133 MP 98
Skills & Magic - Invigorate, Inspire, Crimson Rage, Despair
x1 Skeleton Archer
HP 105 MP 108
Skills & Magic - Heroism, Flaming Blast, Focus
x1 Lich
HP 300
Skills & Magic - Meditate, Dread Flame, Empower Magic, Black Widow II
Treasure
x1 Great Bow
x1 Bone Mask
x1 Brigandine
x1 Pure Azoth
x1 Broadsword
x1 Circle Shield
x1 Ring Mail
x1 Break Fear
x1 Soul of the Lich
x1 Raq'sharqi
x1 Nullify Weapons
x1 Nullify Spells 
Black Widow II deals Dark damage, while Dread Flame inflicts the Terrified status effect to ban the use of skills, although by now you should have more Hero's Prayers than you can feasibly use in one playthrough. Assuming you've learned the first skill, Frea will be opening with a Fortify-Protect combo, while Lippi runs healing items and takes potshots at the Lich. Spinning Strike is pretty much guaranteed to wipe out one or two of the supporting Skeletons, but its damage versus the boss will not be stellar. You can cast Befuddle if you grabbed it to inflict Impaired Magic on the Lich should you find yourself with an empty turn for Frea, though with her running Mass Heal that's unlikely to happen. Flaming Blast will definitely be your MVP skill since all of these enemies are vulnerable to it, but compared to the road to get to the Lich, the chapter boss itself isn't very impressive. Lippi can solo it by himself within three turns of consecutive Flaming Blast and normal attacks if you've Meditated enough to start him with full MP.

The Soul of the Lich is the boss-exclusive drop, which gives at least a +1 or +2 to most stats, on top of +45 MP, as well as +6 INT and +4 RES for increased magical attack and defense, making it a natural accessory for Frea. More than this though, it gives resistance to undead, demons, Dark damage and resists the Terrified status effect while also giving access to Syphon Heart II, stealing HP from the skill's target. Syphon Heart II won't have very many targets due to Dark being the single most resisted element in Crimson Shroud, but the stat boosts make it a worthy successor to Frea's once-inseparable Aqua Ring. Less obviously, the Soul of the Lich can go to Lippi to protect his combined fragile RES and HP from enemy mages while also giving him extra MP to throw out more Flaming Blasts with. Giauque can get the same benefits if you find Spinning Strike and other skills to be similarly MP-intensive.

Following this fight, your party will automatically progress to the third chapter. Be prepared as you move into Sun-Gilt proper; we are in the endgame now.

Crimson Shroud Walkthrough, Chapter 1: Palace Grounds

Your first choice of the game is to either demand that Frea be waked, or to try and shake her awake; both options will ultimately result in the same outcome, but the scene is extended if you have Flint try to shake her before giving her the hilua powder. This does not seem to influence the ending.
Sinner's Gulch, The Sun-Gilt Palace of the Rahab
Palace Grounds, First Gate
Your first encounter with goblins will start with a decision, to spin and parry or lean away. Leaning away is more difficult; to parry you have to roll a 7 or higher, with 1d6 and 1d10 to make the roll with. Leaning will instead demand an 8 or higher with the same dice pool. This is just a tutorial on die rolling though, as if you avoid or parry the first arrow a second one will follow, and the story will proceed as normal.
Important treasure is highlighted in blue.

Encounter
x1 Goblin
HP 119 MP 95
Skills & Magic - Focus
x1 Goblin Hunter
HP 84 MP 104
Skills & Magic - Inspire
Treasure
x1 Bone Axe
x1 Vigor Leaf
x1 Vigor Berry
x1 Mana Leaf
x1 Bone Bow
x1 Silver Ring
x1 Vigor Bread
x1 Saint's Tincture

To cover the system in detail, Crimson Shroud relies on a combination of the Active Time Battle system now familiar to RPG enthusiasts, and on less standardized fare. Each character has their own time bar in battle, colored in green, which steadily fills up relative to their Weight stat. Each character also has their own pool of Hit Points and Magic Points; HP is always restored to full after each battle, while MP stays at what it was at the end. Characters gain MP when their attacks hit, when they take damage and through the use of certain skills. Each time you complete your character's turn, their bar drops to 0 and begins to fill up again.

Each character can take between 0 and 2 actions in a turn, but they cannot use an action twice in the same turn. Attack, Magic and Items are one group of action, and once one of those is chosen, they cannot be chosen again until the next turn arrives. Then there's Skills, which are an entirely separate action in their own right. At any time you can End Turn; if you end without taking action, the character's ATB bar will stay filled and their next turn will come more quickly. Ending after taking just one action will not have this effect, but you may want to do so in some fights to conserve MP. When you attack or use an offensive magic or skill, there are two factors involved. Your projected damage, and your chance to hit. Since hitting with an attack raises MP that can then be used on skills to improve accuracy, it's important to attack targets that you can hit reliably at the start of a fight, then improve accuracy with skills or magic and go for more powerful moves.

For example, in the first fight you can open by attacking with Lippi to fill his MP, then casting Focus to give him Enhanced Accuracy. Your accuracy is higher versus the Goblin rather than the Goblin Hunter, so attacking the Goblin takes priority.

In Crimson Shroud, there is no character level, nor level-ups. Giauque, Lippi and Frea each have their own base stats which will never change. That is not to say that the game is without character development; instead, you improve your characters by tutoring magic and skills to them after fights, and by equipping better equipment to them, which will also endow them with abilities. This is another key point to the system. There are only a very few abilities that your characters begin with innately. Other abilities instead come from wearing equipment, and taking that equipment off will cause you to lose the ability.

Status buffs are the key to combat. Frea is not your typical Black Mage that we know from Final Fantasy. Her role is not damage dealing, but improving the offense, defense, accuracy and evasion of your damage dealers, making her a very central character to the party. Ironically, that does make her a Black Mage--a Final Fantasy I Black Mage, that knows TMPR. Unlike with that Mage though, none of her buffs are bugged, so go ahead and rely on spells like Arms Lore and Enhance Attack to power up your party members. While Frea can acquire MP in the traditional ways, it's usually a waste of her turn to be attacking physically, so instead you want to use the Meditate skill to accrue MP. Meditate gives 15 MP + (1d8, 2d10, 1d12, 1d20.) In general you're looking at 40-50 MP at least, enough to supply two or more rounds of continuous casting. The game recommends that you cast Protect on Frea, but that isn't really necessary in this encounter, and you won't be doing it in every fight until you make it to the second floor. Her primary stats are Intelligence, Resistance and MP.

Giauque is your Fighter, and main damage dealer. Early in encounters you'll want to use his regular attack command to build up MP, then cast Inspire to give him Enhanced Attack, preferably stacking that along with Weapon Damage +10% from Frea's Arms Lore. In this first fight you'll be targeting the Goblin before the Hunter because your odds of hitting it are better, but later on Giauque will be learning moves like Focus for additional accuracy, and with careful tutoring Giauque can start battles with enough MP to cast use his skills before his attacks. His primary stats are Attack, Strength, Vitality and HP. That last one actually means that you don't need crazy Resistance for Giauque--even though it helps, he can soak up many powerful hits with those Hit Points.

Your final party member, Lippi, is something of a Red Mage. His damage output is not quite as heavy as Giauque's, nor is his magic output up to speed with Frea, but he can switch roles quickly, giving Giauque supporting fire or casting additional buffs while Frea is preoccupied, and managing minor healing. His primary stats are MP, Avoid and Dexterity, with the rest being supplementary, and Lippi is more characterized by having poor Vitality, Attack and HP. Of course, this is to your advantage--the party wouldn't really work if Giauque was your only damage dealer, nor if you had a second damage dealer and no fallback caster. Each of the characters balances each other out.

After the encounter you'll have your first chance to barter for treasure using Barter Points. My performance for this fight usually gives me around 300+ BP to use, but if you have trouble and can't keep everything then the key treasure you absolutely need to pick up from this fight is highlighted above. The Bone Axe will be very useful on the first floor, as it's your first real upgrade to Giauque. The Bloody Strike skill that it teaches deals melee dark damage and steals HP, letting you get as high as 100+ HP from an enemy and save on healing. The Axe's usefulness will drop significantly once you reach the floor boss due to enemies rapidly developing immunity to dark skills, but for now it's a great choice. More long term is the Silver Ring, which gives +15 maximum MP. While your first instinct may be to put it on Frea, she doesn't have any problems with MP and her accessory slots will be taken up by more important things. Instead I recommend it for Lippi, since with this and some equipment you'll find shortly you can turn him into a backup healer.

The Bone Bow is less useful than the Axe, but its Spread Shot does allow you to deal multitarget damage to soften up enemies for Giauque, which is one of the better ways to use Lippi's somewhat weaker offense.

Following this fight you can begin moving around the map, but you can only move to blue areas--the white ones are decoration. As you explore, additions will be added on to the map, giving you new areas to access. Exploration consumes MP, but there's no penalty for hitting 0. Our current path will be through Malora's Garden to Ruahnan's Ablutory, then into the Second Gate.
Palace Grounds, Ruahnan's Ablutory
There is no such thing as a treasure chest that is trapped that Lippi will not untrap for you. Go ahead and seize the spoils when prompted.
Treasure
x1 Aero Staff
x1 Thunder Staff
x2 Power Ring
x3 Vigor Berry
Beguiling Veil may appear tempting, but the Aero Staff is the best of the treasure and should be equipped immediately in preparation for an upcoming encounter. The loss of a nonelemental magic attack from the Mage's Staff is not really all that harmful, as Wither is a critically important spell. Being able to cast Impaired Defense is not an easy ability to come by, and makes enemies that much more vulnerable to Giauque's attacks or Lippi's Spread Shot. We'll be able to get more mileage out of these Power Rings later, but for now I recommend either putting both of them on Giauque or temporarily swapping Lippi's Silver Ring out to give both to him to catch him up in damage to Giauque and ease some of the difficulty of this floor's subboss.
Palace Grounds, Second Gate
Encounter
x2 Goblin
HP 119 MP 95
Skills & Magic - Focus
x1 Goblin Hunter
HP 84 MP 104
Skills & Magic - Inspire
Treasure
x1 Bone Axe
x1 Physician's Balm
x1 Vigor Leaf
x1 Mana Leaf
x1 Battle Knife
x1 Gambler's Silver
x1 Vigor Berry
x1 Saint's Tincture
x1 Healing Ring
x1 Ybarra Crown
x1 Reveal
x1 Angel's Wing
For your forced surprise attack, you'll roll 2d4 to determine how many turns the enemy is delayed for. This counts the turns of every character from both sides, so if you were to roll low enough then they would still get one turn out of the deal before all three of your characters' turns had come up. A note about d4 dice--there are three numbers on each side, and in Shroud the number rolled is the one displayed upright on all three faces. It can be a little difficult to wrap your head around initially, and it's not really necessary knowledge to play, but this is why you see three numbers on the in-game die but can still roll 2, 3 and 4 in this encounter.

Lippi will probably have enough MP left over even after the travel time to cast Focus, and Frea can start putting Wither on enemies and Arms Lore on allies while keeping her MP up with Meditate and Sacred Chant. This fight is a tutorial on adding dice bonuses, basically bolstering your chance to hit or the damage you deal by factoring in additional die that the player adds to the game. These die are kept in their own separate inventory, a dice pool, and are given to you automatically when you use abilities of different elements in sequence to form a combo.

One aspect of the die rolls used for Meditate and other skills that isn't explained is tilting, where you throw the dice with enough velocity that they hit the figurines on the top screen. This is difficult to pull off even occasionally, as no particular corner seems especially good for tilting, though I favor throwing the dice in a loose circle directed at the bottom left. Tilting will automatically give you an additional 1d10, 1d12 or 1d20 to add to your next accuracy or damage bonus.

At the end I typically have 400+ BP from this encounter. The Healing Ring and Ybarra Crown are the most important loot from this fight, as you can put the Healing and Silver Rings on Lippi for additional healing when Frea's occupied, and the Ybarra Crown is valuable for the MP and DEF bonuses to Frea, as well as Minotaur damage resistances. However, you may want to hold off on equipping the Crown until both Lippi and Giauque have learned Inspire, because the Crown replaces the Circlet and Arms Lore with it. This is also the first time you can trade dice for BP, which provides an easy out for getting rid of the many 1d4s that the combo system tends to flood your limited pool space with.
Palace Grounds, Western Cloister
Choose "Reminisce!" if you want to learn more of Giauque and Frea's background, then after the event sequence the Tower of Solis Antechamber will be added to your map.
Palace Grounds, Tower of Solis Antechamber
Choose to open the treasure chest. The magical lock will stop you, but your party will be ready to take on the subboss. Gear up and head into the Tower of Solis proper.
Palace Grounds, Tower of Solis
Encounter
x1 Minotaur
HP 286 MP 80
Skills & Magic - Despair, Focus, Bloody Strike, Spiral Scourge
Treasure
x1 Minotaur Horn
x1 Aqua Ring
x1 Vigor Berry
x1 Saint's Tincture
The Minotaur is your tutorial on battles at range, and on status buffs. Unfortunately, you want to roll as low as possible, but with 1d6, 1d12 and 1d8 it's not uncommon to roll something in the vicinity of 19 and have Giauque and Lippi both severely crippled by the disadvantage. Depending on how high you roll, this can become a battle of endurance, waiting for the range penalty to wear off. Frea's turn should open with Protect and Sacred Chant or Meditate all cast on herself, as the Minotaur is an extremely powerful monster. You'll need Enhanced Attack and Weapon Damage +10% on Giauque to really harm the Minotaur, and to top that off Frea will have her hands full healing the party, as Minotaur will be taking off 60-70 HP per turn with his Bloody Mace, or 90 with the Bloody Strike skill. This is one reason why turning Lippi into a backup healer is important, and why Bloody Strike is such an amazing skill for Giauque in this fight. Since the Minotaur also has the skill though, unlike previous monsters he can restore his own HP and extend the marathon battle.

The Minotaur loves to cast Despair to inflict Impaired Attack, which can be countered with Inspire, though that consumes one half of your turn and as the reverse is true with Despair countering Inspire, you can end up going back and forth with Lippi, Giauque and the Minotaur for quite some time. He's smart, too--the Minotaur never casts Despair on Frea, as she'll only deal 1 damage per hit in the first place. His Mace will also sometimes paralyze characters, putting those Angel's Feathers in your inventory to use. Spiral Scourge is his special attack, hitting all party members for 90+ damage and inflicting poison.

You may have to repeat the fight to get enough BP to grab the Minotaur Horn. In addition to the stat bonuses it gives, the Horn also gives Syphon Heart, a very similar skill to Bloody Strike. Since the Horn is an accessory rather than a weapon, this alleviates the Bone Axe going out of style after this floor. The Aqua Ring is ideal for Frea, giving a +25 max MP bonus and the ability to both give and dispel the poisoned status effect.

For tutoring, Heroism on Giauque will let you take that Circlet off of Frea for the Ybarra Crown, while Despair will let you cripple the enemy's attack the way the Minotaur just did yours. I chose to go for Heroism, as Wither is in my experience more effective than Despair, especially since you'll soon have access to party-wide healing. Lippi's Hex can inflict Impaired Accuracy, but in this run I went for Heroism for both damage dealers. Frea will not have an extensive career with damaging magic, hence why I wasn't big on Attune Magic, so this may be a good opportunity to pick up Magic Paling if you feel the need for it.

After the fight you'll pick up the Key of Solis accessory. Don't equip it--it's a key item that we'll be losing shortly. Head out into the Tower of Solis Antechamber.
Palace Grounds, Tower of Solis Antechamber
Open the chest with your newfound Key of Solis, and the last leg of the tutorial chapter will begin.
Treasure
x10 Pure Azoth
x1 Light Staff
x1 Dark Staff
x1 Hero's Resolve
The Azoth is the most valuable thing here, as it opens up item crafting at last. Crafting is very simple; you can only meld items of the same name, and each time you do so you lose one Pure Azoth. Don't fret over it, as Azoth is found all of the place and enemies practically hemorrhage it in their loot. The item coming out of the meld will be stronger than the original, and can be melded with further items of its class to improve upon it further. For example, you should have two Bone Axes by now--meld them in the Items menu, and you'll have a Bone Axe +1 with superior stats. Should you pick up another Bone Axe, you can meld that to the Bone Axe +1 for a Bone Axe +2, and keep going up until you have a Bone Axe +9 (don't do this.) You can also meld spellbooks to items, but it's not very useful this early in the game and the second spell will always be the one that is replaced by the new spell--so of course, the second spell is almost always the best one.

We're not done here yet. Head back into the Tower of Solis.
Palace Grounds, Tower of Solis
Select "Search the room from top to bottom." Lippi will discover a lever in the Tower, and a door in the Eastern Cloister will open up.
Palace Grounds, Eastern Cloister
Encounter
x1 Goblin
HP 119 MP 95
Skills & Magic - Despair, Focus
x1 Goblin Hunter
HP 84 MP 104
Skills & Magic - Bloody Hail, Inspire
x1 Goblin Shaman
HP 75 MP 185
Skills & Magic - Fire Arrow, Jinx, Meditate
Treasure
x1 Kris
x1 Studded Armor
x1 Buckler
x1 Vigor Berry
x1 Longbow
x1 Hunter's Cloak
x1 Bronze Helm
x1 Gambler's Silver
x1 Flame Staff
x1 Wizard's Robes
x1 Healing Ring
x1 Mana Berry
This is your first ambush. To start, you roll 2d4 to see how many turns the opponent will get over you. Luckily, with only d4s in play this is one roll that's at least weighted in your favor. Most of these enemies are already familiar to you, but in previous fights the monsters were programmed to not use certain skills, and the Shaman is a new addition. You should prioritize taking out the Goblin Shaman here, as Jinx inflicts Impaired Accuracy and will force you to divert turns to recasting Focus. The Goblin Hunter's Bloody Hail will siphon HP just like with Bloody Strike, but it's ranged so the Hunter has improved accuracy no matter who he's after.

The strategy for this fight is fairly cut and dry, casting Wither on the Shaman and Focus with Inspire to maximize your output and take out the key enemies quickly. Once the Goblin Shaman is cut down, the battle should quickly fall in your favor.

Now that you have access to crafting, you can meld those two Power Rings and Healing Rings together and consolidate your equipment a bit. The Buckler will contribute to Giauque's new shield, melding it with your existing one for a Buckler +1.

With the way opened from our progress back at the Tower of Solis, it's time to proceed to the next chapter. However, if you had already cleared out the goblin ambush before heading to the Tower of Solis, then you're in for a very different fight at the chapter's end...
Encounter: (Secret) Chapter Boss
x1 Zombie Minotaur
HP 286 MP 80
Skills & Magic - Inspire, Despair, Focus, Bloody Strike, Spiral Scourge
Treasure
x1 Minotaur Tongue
x1 Bloody Mace
x1 Heal
x1 Saint's Tincture
The original Minotaur was a tutorial on battle-at-range, and this one does that job for elemental resistances. As an undead creature, the Zombie Minotaur now takes 0 damage from Bloody Strike. So while the battle is easier from the lack of an attack penalty, you've also lost one of your main means of dealing damage. Thankfully, you've also gained others. Once Protect, Wither, and your support spells are all cast and ready, Frea can switch over to casting Aeroslash, which the Zombie Minotaur is critically weak to. It will take as much damage from one Aeroslash as it would from Giauque if Giauque had Weapon Damage +10% and Enhanced Attack thrown on him over an Impaired Defense Minotaur, and this greatly speeds up the process of damage dealing. If you were able to outlast the Minotaur, then you can outlast its resurrected corpse.

The Minotaur Tongue can be equipped to teach Syphon Mind to steal MP, and it boosts max MP by 35. Meanwhile, the Bloody Mace is a much-improved Bone Axe, with 38 attack and Bloody Strike. The Tongue costs a whopping 300 BP though, and with your turnout generally at 400 BP for this fight, it's going to be one or the other. I would recommend the Tongue for long-term use, as the Bloody Mace is going to be invalidated in the very next chapter.

Next time, the kid gloves will come off as Crimson Shroud sees you out of tutorial land and into the uppermost caverns of Rahab.