Main Quest: Babylonia

Chapter 1
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Arrow 3=

Arrow 4=

Chapter 2
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Arrow 2=

This version of Enkidu uses Extra Attack instead of Noble Phantasm Arrow 3=

Arrow 4=

Arrow 5= NO BATTLE

Chapter 3
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Arrow 2=

This Version of Ishtar uses Extra Attack instead of Noble Phantasm

Chapter 4
Arrow 1= NO BATTLE Arrow 2=

Arrow 3=

Arrow 4=

Arrow 5= NO BATTLE Arrow 6=

Chapter 5
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Arrow 4=
 * Jaguar Man gains 2 ticks of NP Charge per turn.


 * Jaguar Man gains 2 ticks of NP Charge per turn.

Chapter 6
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 * Battle Will Finish After The 7th Turn Without Killing It.

Chapter 7
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Arrow 4=
 * Ishtar has a Un-removable Passive Defense Buff that last throughout the battle.
 * This version of Ishtar uses Extra Attack instead of Noble Phantasm.

Chapter 8
Arrow 1= NO BATTLE Arrow 2=

Arrow 3= NO BATTLE

Chapter 9
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 * Tiamat has Party Heal at the end of every turn. They will heal to full HP.
 * The Battle Ends At The End of 6~10 Turns.


 * Battle Ends After 15 turns are over OR after Tiamat's HP is 50%.

Chapter 10
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Arrow 4=
 * Ishtar has Passive Defense Up, Debuff Resistance Up, NP Damage Down that last throughout the battle.

Chapter 11
Arrow 1= NO BATTLE Arrow 2=

Arrow 3=
 * Quetzalcoatl takes 0 damage from Good Servants, and Half Damage from Neutral and Evil Servants
 * Battle Ends After 6 Turns.
 * Lancelot (Berserker), Heracles and Nero Claudius (Bride) deal normal damage since they have no Good/Evil/Neutral alignment.

Arrow 4= NO BATTLE

Chapter 12
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Arrow 4=

Arrow 5= NO BATTLE
 * Before the Battle, there will be an unskippable scene where you must choose an option [top or bottom] appears. What you choose influences the buff Quetzelcoatl gets is.
 * Top = ATK + DEF Buff
 * Bottom = DEF Buff
 * Quetzalcoatl takes 0 damage from Good Servants, and Half Damage from Neutral and Evil Servants
 * Lancelot (Berserker), Heracles and Nero Claudius (Bride) deal normal damage since they have no Good/Evil/Neutral alignment.

Chapter 13
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Arrow 2=
 * Luchador Deals Extra Damage Against [Divine] Servants.

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Chapter 14
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Arrow 2=
 * There will be an unskippable scene where you need to choose one of the two options.
 * Option 1 : Ishtar -
 * Option 2 : Ereshkigal -

Arrow 3=
 * There will be an unskippable scene where you need to choose one of the two options.
 * Option 1 : Don't even need to think about it, Ishtar...!
 * Option 2 : After deep thought, Ereshkigal...!

Arrow 4=

Arrow 5=
 * There will be an unskippable scene where you need to choose one of the two options.
 * Option 1 : Kebbeki.... I can't really read it, I guess Ishtar?
 * Option 2 : Ereshkigal

Arrow 6=
 * There will be an unskippable scene where you need to choose one of the two options.
 * Option 1 : With oil (fat), meat, and Ishtar
 * Option 2 : Ereshkigal who's kind to the liver


 * There will be an unskippable scene where you need to choose one of the two options.
 * Option 1 : Ereshkigal is Not Evil.
 * Option 2 : I am not interested. This is your responsibility.

Arrow 7= NO BATTLE
 * At The Start Of The Battle, Your Whole Party (Front-Row) Will Get Skill Lock (Chance Based), NP Lock (Chance Based) and HP Recovery Down (Chance Based) for 1 turn. Every Subsequent Turns, Ereshkigal will debuff your whole party with the same debuffs as before.

Chapter 15
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 * Kingu = Unskilled Labourer

Chapter 16

 * The Mobs Need To Be Killed 3 Times. (After the First One Died, It Spawns Another One)

Chapter 17
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 * This Lahmu will not attack you throughout the whole battle. (It is speculated by many to be the chief priestess that went missing in the story).

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Chapter 18
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 * Ushiwakamaru will NP every turn.
 * Lahmu's NP Will Inflict A Very Potent Buster Down that is capable to lower a Buster NP Damage from 300K to 3K.

Arrow 3= NO BATTLE Arrow 4=
 * All Ushiwakamaru will NP every turn.
 * It is recommended to use Powerful AoE NP at the First Turn and Second Turn OR being servants with Invincibility or Evasion OR powerful defense buffs. The rule is to kill them as fast as possible.

Arrow 5=

Arrow 6= NO BATTLE
 * Femme Fatale will rotating between debuffing everyone except her with (Debuff Resistance Down, Debuff Success Chance Down, HP Recovery Down) or (Star Generation Down, NP Charge Down, Buff Success Chance Down) or (Attack Down, Defense Down, Critical Down) every end of a turn.
 * In This Battle and For Future Battles in Babylonia, Beast-Class Enemies takes x1.0 Damage from all Class, except Angra Mainyu with his Bond CE equipped.
 * The HP Recovery Down Debuff is Very Potent, to the point that healing skills will not recover much HP.
 * She can only debuff and has no access to any damaging abilities nor NP.

Chapter 19
Arrow 1= NO BATTLE Arrow 2= NO BATTLE

Chapter 20
Arrow 1= NO BATTLE Arrow 2=

Arrow 3=
 * Chaos Tide : At The Start Of The Quest and Every Subsequent Turn, The Whole Party will be damaged (about 300hp per hit). (Only The Front)

Arrow 4=
 * Chaos Tide : At The Start Of The Quest and Every Subsequent Turn, The Whole Party will be damaged (about 600hp per hit). (Only The Front)

Arrow 5=
 * Earthquake : An earthquake will happen at the beginning of battle, switching your team around randomly.
 * Chaos Tide : At The Start Of The Quest and Every Subsequent Turn, The Whole Party will be damage (about 900hp per hit). (Only The Front)

Arrow 6=
 * Earthquake : An earthquake will happen at the beginning of battle, switching your team around randomly.
 * Individual Addition : Ushiwakamaru will spawn a full HP Ushi clone (with the same MAX HP) if there are less than 3 Ushi on field, this does not cost her an action. Only the first Ushi can do this.
 * Chaos Tide : At The Start Of The Quest and Every Subsequent Turn, The Whole Party will be damaged (about 1000hp per hit). (Only The Front)
 * This version of takes x1.0 damage from all class.

Arrow 7=
 * Earthquake : An earthquake will happen at the beginning of battle, switching your team around randomly.
 * Chaos Tide : At The Start Of The Quest and Every Subsequent Turn, The Whole Party will be damaged (about 1200hp per hit). (Only The Front)


 * Chaos Tide : At The Start Of The Quest and Every Subsequent Turn, The Whole Party will be damaged (about 1500hp per hit). (Only The Front)

Chapter 21
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Arrow 2= NO BATTLE Arrow 3=


 * All Party Member Gains The Following Buffs At The Start Of Battle (Permanent) :
 * Protection From The Netherworld : Attack Damage +50%, -50% Damage Received, NP Gain +50%, MAX HP +10,000

Arrow 4=
 * Chaos Tide : All Party Members (Front Row) Will Be damaged At The Start Of Every Turn.(about 3000hp per hit)
 * Wizard of Flowers : At The End Of Every Turn, All Party Members Will Be Healed. (4000hp per heal)


 * All Party Member Gains The Following Buffs At The Start Of Battle (Permanent) :
 * Protection From The Netherworld : Attack Damage +50%, -50% Damage Received, NP Gain +50%, MAX HP +10,000

Arrow 5=
 * Chaos Tide : All Party Members Will Be damaged At The Start Of Every Turn. (about 3000hp per hit)
 * Wizard of Flowers : At The End Of Every Turn, All Party Members Will Be Healed. (4000hp per heal)
 * Bel Lahmu in this battle have higher death rate than normal.


 * All Party Member Gains The Following Buffs At The Start Of Battle (Permanent) :
 * Protection From The Netherworld : Attack Damage +50%, -50% Damage Received, NP Gain +50%, MAX HP +10,000


 * Chaos Tide : All Party Members Will Be damaged At The Start Of Every Turn. (about 4000hp per hit)
 * Wizard of Flowers : At The End Of Every Turn, All Party Members Will Be Healed. (4000hp per heal)

Arrow 6=
 * Tiamat Attacks One Target Per Action When She Crits, but attacks all allies normally.
 * Tiamat can debuff the whole team with her own normal attacks. The debuffs are Curse (3 turn each) and NP gain down (3 turn each)
 * Tiamat can buff herself with damage reduction buffs or Gain one tick of NP charge.
 * Tiamat's NP deals damage to all front-line party members and debuff them with Attack Damage Down, Defense Down (1 turn each) and Buff Negation (1 buff).
 * Tiamat can remove all buffs from the party, except the permanent ones.


 * All Party Member Gains The Following Buffs At The Start Of Battle (Permanent) :
 * Protection From The Netherworld : Attack Damage +50%, -50% Damage Received, NP Gain +50%, MAX HP +10,000


 * Chaos Tide : All Party Members Will Be damaged At The Start Of Every Turn.(about 4000hp per hit)
 * Wizard of Flowers : At The End Of Every Turn, All Party Members Will Be Healed.(4000hp per heal)


 * Tiamat Attacks One Target Per Action When She Crits, but attacks all allies normally.
 * Tiamat can Lock the NP of any party member.
 * Tiamat can debuff the whole team with her own normal attacks. The debuffs are Curse (3 turn each) and NP gain down (3 turn each)
 * Tiamat can buff herself with damage reduction buffs or Gain one tick of NP charge.
 * Tiamat's NP deals damage to all front-line party members and debuff them with Attack Damage Down, Defense Down (1 turn each) and Buff Negation (1 buff).
 * Tiamat can remove all buffs from the party, except the permanent ones.

Chapter 22
NO BATTLE