
The Scarlet Fiends (緋の魔物 Hi no Mamono) are a group of twenty high-ranking monsters found additionally in SaGa Scarlet Grace: Ambitions. All Scarlet Fiends serve as the ultimate version of the monster type they're representing (for instance, Asmodeus is an stronger demon-type enemy, possessing the usual Harvest Vitality attack of the monster line). They can be found scattered all over the world, up to one per region, and can revive when certain conditions are met. Upon defeat they drop an Inferna Quintstone (first defeat) and a Celesta Quintstone (second defeat) which can be used to alter the nature of the Firebringer when faced, becoming far stronger when affected by the Celesta Quintstones, turning into the Firebringer Prime, the strongest form of the old god.
Lorewise their nature is unknown, though allegedly they appear to bear a sort of relation to the Firebringer, while it is also implied the fiends are just manifestations of the discomfort of the people.
Members[]
Some of their members carry a notable title for unknown reasons, possibly indicating their status of mythical creatures, such as the case of Voynich according to one of the tales of the Minstrel.
Asmodeus[]

Asmodeus
Asmodeus (アスモデウス Asumodeusu), also called the Trampling Despair (蹂躙する絶望 Juurin suru Zetsubou), is an empowered Alastor brightly glowing a deep-scarlet shade, apparently born from the collective negative energy of its home region: Provincia Rhonicum. It is capable of using the deadly technique "Spiritwrack" which is an improved version of the original monster's "Harvest Vitality," almost guaranteedly dealing 3 LP damage and usually inflicting Unconsciousness (instant death). It only appears upon completing the Doppelganger sidequest in Provincia Rhonicum. It will revive if the player's party level is high enough.
Brazen Bull[]

Brazen Bull
The Brazen Bull (ブレイズンブル Bureizun Buru), also called the Bloody Howl (血染めの咆哮 Chizome no Houkou), is an stronger version of the common Porcine Charger, brightly glowing a deep-scarlet shade and born from the carcass of a forgotten hunted animal. It serves as a far deadlier version of the usual porcine enemy, sporting higher BP and speed than usual. It appears after completing the events related to Kreisa and Erreich in Provincia Termina, and revives when the player's party level is high enough.
Burned Dancer[]

Burned Dancer
The Burned Dancer (燃え尽きた踊り子 Moetsukita Odoriko) is vengeful scarlet-glowing Ghost who possesses very high speed and attack power, and a singular attack called "Dance of the Urns" which inflicts typeless all-hitting damage. She appears upon completing the pilgrimage of the True Shrines at Marchiam Yaxart, and revives once defeated and the player carries over that save file to a new game. Her origin is rather unclear as she appears to either be the final result of the Twai dancer who unintentionally mocked Uzume in the distant past in a tale spoken by the Minstrel; or what resulted from the countless sacrifices of young dancers in the Forbidden Point in order to quell its flames.
Chupacabra[]

Chupacabra
The Chupacabra (チュパカブラ Chupakabura) is a legendary monster in Marchiam Megdasse, and a creature known for devouring the livestock of the area―mainly sheep. The Chupacabra is a blood-red glowing rolling bug and serves as a far more stronger and annoying version of the common enemy. The devourer of sheep breaks on the loose after the player illuminates all the glyphs of Marchiam Megdasse, and it will revive under the same conditions after defeat and by carrying the save file to a new game
The Confounder[]

The Confounder
The Confounder (渦巻く者 Uzumaku Mono) is an scarlet-glowing and stronger version of the Kraken enemy. found in the Southeast Boundary, that appears to like dweliing in the whirlpools of the area. It only appears when the player gets access to a ship for the area (Phoenix's scenario and Taria's scenario) and approaches the whirlpool near the Blue Hole. If defeated, it will retreat to a bigger whirlpool that appears upon leaving and returning to the region, where it can be fought again to earn its Celesta Quinstone.
Dagon[]

Dagon
Dagon (ダゴン Dagon), also known as the Beckoning of the Abyss (深淵への誘い Shin En He no Sasoi), is a blood-red glowing Sahagin born from the corpes of people that drowned in the seas of Provincia Jusitania. During combat it can use "Ravaging Claws," which is by far one of the strongest techniques in the game. It appears upon completing the Smuggling sidequest, and will revive if the player's party level is high enough.
Earthweller[]

Earthweller
The Earthweller, also known as the One Who Sates the Earth (大地を満たす者 Daichi o Mitasu Mono), is an odd scarlet-glowing terra Slime that appears when approaching the forest near the western area of Provincia Kei upon reaching the final scenario of the current protagonist. When defeated it will dissolve into several smaller-sized slimes that will have to be defeated in order to claim its Inferna Quintstone. If completely defeated, it will return under the same conditions sporting greater vitality and defense, but it will not divide into smaller slimes after being defeated.
Emperor Peggy[]

Emperor
The Emperor Peggy (最後の皇帝ペギー Saigo no Koutei Pegii), also known as the Trampling Despair (蹂躙する絶望 Juurin suru Zetsubou), is apparently the final emperor of all Peggies. it is a scarlet-glowing Peggy possessing high attack power and mobility. It will appear upon verifying the "Place with the Final Boss" rumor of Pescara at Marchiam Bicyniro, and will revive when the player's party level is high enough.
Forest Dweller[]

Forest Dweller
The Forest Dweller (森に潜む者 Mori ni Hisomu Mono) is a deadlier subspecies of the Manticore enemy that lives exclusively in the Northeast Boundary. It will appear once the Glacier Walls leading to the Winter's Door have been broken, either by the common Scarlet Shards scenario or during Leonard's story. It will revive once the player has acquired the Aes Elemental Weapon.
Hot Springs Rana[]

Hot Springs Rana
The Hot Springs Rana (温泉カエル Onsen Kaeru) is an angry Devilish Child rana who was stolen of its hot springs, found in Provincia Maurehua. It appears upon utilizing the hot springs west of Paul's Praying Tower, and will revive under the same conditions after defeat and by carrying the save data to a new game.
Infernal Destroyer[]

Infernal Destroyer
The Infernal Destroyer (兵主神魔 Hyouzu Jinma), also known as the Trampling Despair (蹂躙する絶望 Juurin suru Zetsubou), is the ultimate version of the Infernal Chiyou living in the Drear Rock of Provincia Rhonicum. It apparently was born from the collective negative energy sorrounding Urbs Azhuacan and its dire past. It appears after approaching the bridge near the Imperial Library, and will revive when the player's party level is high enough.
Karkinos[]

Karkinos
Karkinos, also known as the King of the Crabs (カニの王 Kani no Ou), is a rare male Evercrab found in Provincia Cindrea after reconstructing Saqqara and repelling the crab invasion by defeating the Queen Crab. After being defeated it will revive under the same conditions upon carrying the save data to a new game.
Of uncertain origin, Karkinos might as well be just the male counterpart of the female Evercrab living in Imhokiel Dam. However, folk tales spreaded by the Minstrel suggest that Karkinos is the false emperor of Ur-Saqqara, who earned a punishment by the Celestials after abusing the power he was granted; his daughter also received a punishment by her arrogance, turning into a crab―possibly the Queen Crab.
Lord of the Depths[]

Lord of the Depths
The Lord of the Depths (水界のヌシ Suikai no Nushi) is part of a subspecies of the Creature of Lake Mulkna, found after freeing the original creature from its prison in Provincia Thracini by getting rid of all the nearing fiends and opening all the sluice gates. It will revive under the same conditions after defeating it and carrying the save data to a new game.
Omni Relief[]

Elemental Reliefs
The Omni Relief, also called the One Who Controls the Week (すべての曜日を司る者 Subete no Youbi o Tsukasadoru Mono), is the name given to a group of scarlet-glowing elementals found in Marchiam Ria. Each elemental starts appearing after entering the late-game portion of the current protagonist. Each one appears depending on the day of the week seen in the Water Mirror (for instance, the Unda Relief appears when the mirror shows the image of Mercury). After all five elementals are defeated, the Omni Relief will appear near the Faerie Stone in the northern part of the area.
Roadblocker[]

Roadblocker
The Roadblocker (道を塞ぐ者 Michi o Fusagu Mono) is a bizarre-looking stronger variation of the Machina Drake, found in Provincia Cerenaif. It appears upon dispelling the curse of the life-stealing Evil Spirit found near Castle Parm. As its name implies it will block a road upon appearing: specifically the bridge connecting Nipelo to Parm's Water Mill. After being defeated it will revive if the player's party level is high enough.
Skadi[]

Skadi
Skadi, also known as the Snow Queen (氷の女王 Kouri no Joou), is a fiend sealed in Marchiam Normi with the aid of the Unda Elemental Weapon. It appears upon claiming the Elemental Weapon, which spawns after clearing a series of sidequests related to the Warriors Three. Upon being defeated she will revive under the same conditions after carrying over the save data to a new game.
Voynich Alpha and Voynich Beta[]

Voynich Alpha and Beta
Known as the Budding Desire (芽吹いた欲望 Mebuita Yokubou), the duo consists of Voynich Alpha (ヴォイニッチ・アッパ Voinitchi Appa) and Voynich Beta (ヴォイニッチ・ダウナ Voinitchi Dauna), both fiends possessors of the highest resistances in the game, equalling useless most attacks. These fiends will spawn after completing the Golden Urn sidequest in Provincia Gradion, and will revive just after being defeated the first time.
Their origin appears to lie, based on the folk tales, in a combination between the negative energy of the region and what little remained of the long lost Voynich Grass, which was a hallucinogenic plant deemed too dangerous, resulting in its destruction by the joint efforts of the people.
Wanderer of the Seas and Ruler of the Seas[]

Wanderer of the Seas

Ruler of the Seas
The Wanderer of the Seas (海原を漂う者 Unabara o Tadayou Mono) and the Ruler of the Seas (海原を漂う覇者 Unabara o Tadayou Hasha), is an enigmatic duo of a scarlet-glowing bird and a scarlet-glowing Dragon Spider, roaming the Mare Ilfee. The duo will appear upon liberating the region of its Infernal influence by lighting two of its three lighthouses using the same type of coal. After being defeated they will revive east of Diemazu's Shrine using what was left of the Charybdis after its destruction.
Weakest One and Weakest Warrior[]

Weakest One

Weakest Warrior
Another duo consisting of the Weakest One (最も弱き者 Mottomo Yowaki Sha) and the Weakest Warrior (最も弱き戦士 Mottomo Yowaki Senshi). These are a pair of goblins that were sealed by the power of the Terra Elemental Weapon in Marchiam Numadica. They will appear after the Elemental Weapon is unsealed, and will revive shortly after being defeated.
Yggdrasil[]

Yggdrasil
Known also as the Lofty Malice (そびえ立つ悪意 Sobietatsu Akui), Yggdrasil (ユグドラシル Yugudorashiru) is a giant scarlet-glowing Spirit Tree found in Provincia Hibernia, born from the negative energy the region. This fiend appears after completing Nemain's sidequest, and will revive shortly after being vanquished.
While its specific origin is uncertain, folk tales speak of a time where war plagued the region, leaving the lands barren and drenched in blood. Perhaps Yggdrasil was born from the resentment of all the forfeited lives during that period. In addition, the catastrophe of the Spiritual Throne that left House Gwynese in ruins may have contributed to its eventual birth.
General Strategy[]
Overview[]
Most Scarlet Fiends are very vulnerable to status ailments, with various being weak to sleep. The easiest method for dealing with those that are weak to sleep involves making a debuff cycle (sleep -> debuff -> debuff -> debuff -> sleep), taking advantage of the sleep in order to eliminate the allies of the Scarlet Fiend. For this, bringing a second shortsword specialist is obligatory in order to inflict sleep to seal the cycle.
In case the Scarlet Fiend is not vulnerable to sleep, a defeat method can be created by forming a retinue depending on what is needed. For this it is recommended to have characters fulfilling the roles present in the following list:
- An specialized Shortsword user with Mesmerize at Rank 2
- An specialized Bow user with Shadow Weave at Rank 2
- An specialized Martial Artist with Tumble and Rising Sun at Rank 2
- A dual wielder with Dual Cross Cut and Rampart at Rank 2
- Greatsword and Spear specialists with their protecting skills minimally at Rank 1
- Two mages with Rain of Life, Snowstorm, Poisonous Mist and Hypergravity at rank 2
Ideally, having the listed techniques at Rank 3 would work better, specially for the status-inflicting ones since their rate of success greatly increases upon reaching the final Rank. Obtaining the Aes Elemental Weapon for an specialized protector can do wonders in most battles due its very high blocking rate of 67%. Learning roles is not necessary, save for a specific one (detailed later) which will greatly help for vanquishing an specific Scarlet Fiend.
Besides wearing Rank 12 armor, most weapons and accesories are up to the player's choice. The main team, as with most fights, will consist of: two protectors (Spear and Greatsword), one or two mages with the techniques listed above and a(two) attacker(s) (a Martial Artist, a Dual Wielder or a Bow user). The recommended formations are: Royal Hearts, Puissance, Erakleos Guard. Free for All.
The text below will detail the behavior and weaknesses of all the Scarlet Fiends, and suggestions on what can be used in order to minimize their difficult and aim for a victory.
Asmodeus - Trampling Despair[]
First Encounter[]
Asmodeus enters the battle accompanied by an Evil Spirit and three Herbiworms. Asmodeus is capable of interrupting pierce-type attacks, counterattacking, and of LP breaking and sometimes instantly killing with "Harvest Vitality," but most of the time will be awaiting to counterattack since its BP gauge will be mainly used by its allies. Start by casting Rain of Life at turn 1 and subsequent turns, and focusing on defeating the Evil Spirit at first. Take down one Herbiworm and then focus on quelling and debuffing Asmodeus. From time to time Asmodeus will use Harvest Vitality, so weakening its focus with Split Cranium will help in lowering the probability of getting hit by its instant death effect. Eventually Asmodeus should fall from the constant debuffing, or be completely neutered, rendering it easy to defeat.
Second Encounter[]
Asmodeus revives far stronger than before, getting a boost to its HP and overall attack power, while also acquiring Spiritwrack (3 LP break, unblockable, high instant death chance) and blunt-attack interrupt, making it vulnerable to quelling through bow attacks. As speed is very necessary for freely damaging Asmodeus during this rematch, then one of the recommended formations can be Free for All. This time it comes accompanied by a Loup Garou instead of the Herbiworms, while the annoying Evil Spirit ever remains. Defeating all its allies is a truly bad idea since this will alter Asmodeus' behaviour, making it use the highly dangerous Spiritwrack every turn until the whole retinue is wiped out. It is recommended to equip all members with the heat and slash-resistant Insulator Gloves (forged from basic gloves and then from Mittaines, while on an ignis-specialist smithy).
Just as during the first fight, the player should first focus on defeating the Evil Spirit while tanking the retinue from the Loup Garou's Flamethrower attacks. After only the Loup Garou and Asmodeus remain then Asmodeus will focus on interrupting both pierce and slash-type attacks, using Harvest Vitality from time to time; while the Garou will constantly use Flamethrower or Rampart to protect Asmodeus. An easy way of identifying the Interrupt type is by selecting an interrupt of yours (but not using it) then viewing in the Timeline if it has any effect by showing up the "Target" text. So making your greatsword user learn Shadow Reversal beforehand will help in identifying the pierce-attack interrupt and differentiate it from the blunt-attack interrupt, allowing to quell the latter with a bow attack to open a window for freely damaging and debuffing Asmodeus, or stalling for a turn to make preparations in case it is needed. It will be a very long battle for sure, but resorting to this method will easily yield victory.
Brazen Bull - Bloody Howl[]
First Encounter[]
The Brazen Bull is accompanied by two flamethrowing Ogres for this battle. So equipping your protectors with heat-resistant armor such as the Insulator Gloves is recommended. The Brazen Bull will usually sit idly while the Ogres cover your retinue in flames; or try attacking with very damaging blunt attacks such as "Porcine Strike" while one of the Ogres cover it with Rampart. The Brazen Bull can be easily neutered by putting it to sleep through Mesmerize or paralysis with Shadow Weave; the former being more stable and more easy to inflict, even more if the tech is at Rank 3. The usual strategy will work here; bring a healer with Rain of Life, two protectors, someone to neuter the Brazen Bull and an archer to quell the Ogres' Rampart technique.
Second Encounter[]
The rematch against the Brazen Bull takes a more brutal approach as there are three Brazen Bulls around this time! Their stats remain mostly the same but since their initial BP is of 6 they will likely perform a chain of "Rush" techs at the start. Blunt-resistant armor is obligatory for all the retinue members, so forge them high-tier helmets and equip Rank 12 suits to your protectors. This battle is all about rushing to vanquish all the Bulls while trying to survive the Porcine Strike onslaught during the later stages. Casting Rain of Life is pointless, while instead bringing two mages with Rank 3 Snowstorm is recommended. One possible strategy revolves around using the Puissance formation and casting Snowstorm to gradually eliminate the bulls. Since there are three Brazen Bulls, using Mesmerize or Shadow Weave to neuter the bulls is necessary in order to reduce the amount of damage each round. This battle is very tough due the absurd attack power of the bulls and the nature of the status-inflicting techniques, so alternatively resorting to max ranked countering techniques may be an option, albeit a tedious and grindy one.
Burned Dancer[]
First Encounter[]
The Burned Dancer is capable of performing the deadly "Dance of the Urns" which is an all-hitting technique capable of ignoring defense (the same way Rising Sun does), so resisting is pointless. Instead rushing to defeat her is the preferred way to deal with this encounter. The Burned Dancer is accompanied by two frail Ignis Spirits that can be made use to perform easy United Attacks. Bringing a dual wielder is recommended; since the Dancer is very frail unlike other Scarlet Fiends, making her very vulnerable to Dual Cross Cut's bonus damage.
Stun techniques are another way of dealing with her, but since her stun resistance is very high, most stunning techniques will have a very low chance of inflicting the status effect. There's an exception to this―Urpina's exclusive Aether et Terra, which is an stun-inflicting tech with more or less a guaranteed 30% stun chance, which can be acquired during the Scarlet Shards scenario by interacting with Lord Gwynese in Provincia Hibernia. Additionally, Aether et Terra can be carried over, proved the player does not replace the tech with another of the given ones by Lord Gwynese. Using Aether et Terra can come handy during the rematch if it is fought during Leonard's scenario, as he is the only character than can recruit Urpina.
Second Encounter[]
The final encounter with the Burned Dancer is all about rushing just like the first one. This time her HP and mobility have been largely increased, but she's alone this time. Since her mobility is the highest among all Scarlet Fiends, the player will have to procure raising the agility of the retinue by equipping AGI-raising items and furthermore making them learn the "Nimble" role (Sweep [Spear] and Brusque Slice [Longsword]). This fight is one of the trickiest since it will largely require a certain amount of RNG to avoid most attacks being blocked by the Burned Dancer. All attacks count as the Burned Dancer will likewise rush to wipe out the retinue as soon as the second round starts. The most recommended setup is bringing two dual wielders with Rank 3 Dual Whirlwind, an archer with Rank 2 Millionaire, a protector and another damage source of low cost such as a brawler.
Using Dragon's Rage is imperative; the goal is aiming to maximize the damage potential with the formation's Frenzy effect. Progression must be done by mainly using multi-hitting techs during the first round, and then and use the dancer's Dance of the Urns during the second round to attempt to trigger a United Attack involving the dual wielder and the bow user. If done correctly the Burned Dancer will have low remaining HP, making her easily fall to Millionaire and the remaining attack of the dual wielder. In case attack power is not enough, a more risky approach involves preparing to glimmer a high-end tech during the battle; for instance Plasma Shot through Millionaire by equipping the Crescent Bow found at Marchiam Megdasse; or Rosario Impale through Heaven and Earth, when using the Flamesword which can be found in Urbs Azhuacan.
Chupacabra[]
First Encounter[]
The Chupacabra is very weak unlike other Scarlet Fiends; it has low HP and it can be affected by all status effects except instant death. The main problem of this battle is not the Chupacabra but the two Silver Wolves that accompany it. The usual strategy should work here, mainly focusing on shutting down the wolves through paralysis and poison. Equipping your protectors with the Chrysoberyl Hairpin (found at the end of the Zegna vs. Parm sidequest) is an option to avoid the paralysis effect of the wolves' Headwind Fangs tech.
Second Encounter[]
The rematch against this monster takes a similar approach to the Brazen Bull one. There are three Chupacabras now, but all have their same stats and weaknesses. Once again the main problem is not the Chupacabra and its clones but the same two Silver Wolves that accompany it. There are few alternatives to this battle such as reducing the enemies' BP through maxed Hypergravity and withstand the carnage through a Rain of Life loop, or hoping to rush to defeat the Chupacabra and its clones through Snowstorm loops while neutering the wolves through sleep or paralysis. As a final notable point, the wolves are vuinerable to instant death techniques, so resorting to Eulogy [Shortsword] or Dimensional Cut [Axe] can be an alternative.
The Confounder[]
First Encounter[]
For a Scarlet Fiend, The Confounder is another easy engagement that boils down to tanking through healing loops and debuffing the fiend to neuter it. The Confounder is accompanied by two frail Rana Soldiers that can be used to perform easy United Attacks. As The Confounder is a variation of the common Kraken enemy, it will follow the usual attack pattern of [Ink -> Squirm -> Maelstrom] with Ink being the only problematic attack due its cheap BP cost, its multi-hitting properties, and its attack-reducting attribute. Bringing a shortsword user than can consistently poison The Confounder is recommended, as The Confounder has very high HP.
Second Encounter[]
The rematch against The Confounder retains mostly the same strategy. The Confounder is alone this time and has received a large HP boost. Starting from the first round The Confounder will likely use Ink for a few rounds. Then it will Squirm and use Maelstrom, and repeat the same pattern. Since The Confounder's HP is quite high, and Ink is an attack that largely debuffs the attack power of the retinue, then poisoning it is the safest alternative to damage it while focusing on protecting and healing the retinue. Lastly, since The Confounder is vulnerable to sleep, putting to it to sleep with Mesmerize can help to earn some time to recover of its attacks.
Dagon - Beckoning of the Abyss[]
First Encounter[]
A quite troublesome Scarlet Fiend with high HP despite this one being the first encounter; Dagon is able to use "Ravaging Claws" which inflicts Defense Down on its objective besides dealing heavy damage. This fiend is accompanied by four frail Unda Elementals that can be used to perform easy United Attacks. However, Dagon's weakness lies in the fact all its attacks are single-targeted; so using counter techs leveled to Rank 2 makes the engagement somewhat tolerable. If no techs are available or ranked then poison and tanking is the other alternative for winning the encounter. Dagon is also very vulnerable to sleep which is a weakness that will come to play the next round.
Second Encounter[]
Dagon returns with even higher HP but similar stats, though this time favouring Ravaging Claws to any other of its techs. There are still two Unda Elementals that can be used to perform easy United Attacks, but taking these can be somewhat counterproductive as the same way it can happen with Asmodeus and its two allies, since taking down all elementals will make Dagon go on a Ravaging Claws rampage starting from round 4 onwards.
Leaving one elemental is recommended, which will turn this engagement into another long one consisting of healing and slowly killing Dagon through poison. As Dagon's attacks are very hard hitting then resorting to Erakleos Guard is a good option, along with equipping everyone with slash-resistant equipment.
Another alternative, albeit a riskier one, involves playing the luck game and resorting to defeat Dagon through a chain of attacks beginning with a fast Mesmerize user and attacking with all sorts of debuffs (mainly focusing on debuffing its attack) while combining it with poison if needed. Since Dagon is very vulnerable to sleep then Mesmerize is very likely to inflict its effect, being nearly guaranteed if the technique is at Rank 3. The catch is having everyone be faster than Dagon, especially the Mesmerize user, so resorting to Free for All or Whirlwind is recommended.
Lastly, the counter tech alternative remains, only if the player wishes a slightly safer method than the normal one. Having the techniques be minimally at Rank 2 (higher chance of countering) is mandatory since any hit from Dagon is likely to result in very heavy damage if the counter tech is not activated.
Earthweller - One Who Sates the Earth[]
First Encounter[]
A giant slime with heavy HP that likes thunder-based attacks; this foe is one of the weakest Scarlet Fiends but one of the most tedious ones to defeat. When first defeated it will divide into several smaller slimes that will have to be defeated several times. This foe's weakness lies in how very vulnerable it is to being distracted using clubs' normal attacks and any other techs that inflict Distraction such as Golden Note. Once it begins casting Call Lightning its fate gets mostly sealed and the player can overextend its casting time to absurd limits, taking advantage of this to freely inflict all sorts of debuffs and damage. Inflicting poison is also the fastest way of dealing with its high HP.
Second Encounter[]
For the rematch the Earthweller doesn't divide after being defeated. However it gets even more HP and tougher resistance, but is alone all the way through the battle. The same strategy of before applies: wait until it begins to cast Call Lightning and then keep distracting it by using clubs' normal attacks or Golden Note. Add poison to the mix and debuff its defenses if possible to end the engagement even quicker.
Emperor Peggy - Trampling Despair[]
First Encounter[]
Another easy Scarlet Fiend which is vulnerable to all status ailments (except instant death) just like the Chupacabra of Marchiam Megdasse; It comes accompanied by two Alastors who like to interrupt slash and pierce attacks, while the Emperor Peggy likes to interrupt slash attacks. For a Scarlet Fiend battle there are no other odd gimmicks, and this battle can be easily dealt in any way depending on the player's battle style.
Second Encounter[]
The rematch remains as easy as the original battle, with the only difference being that there is another Emperor Peggy instead of a second Alastor. Both Emperors keep being weak to all status ailments (except instant death) and like to interrupt slash attacks, while the Alastor covers the pierce-attack interrupting. Erakleos Guard can be used to better guard against the Emperors' attacks, along with slash-resistant armor.
Forest Dweller[]
First Encounter[]
The Forest Dweller, just like the other members of its species, likes to use the all-hitting pierce tech Fang Salvo which can also stun its objectives. Like many other Scarlet Fiends it is very vulnerable to sleep and poison, so it is better to put it to sleep and focus on its partners: a Werewolf and a Sapphire Bug. The Werewolf likes to protect its allies so bringing an archer to quell its protecting techs will prove helpful.
Second Encounter[]
For the rematch the Forest Dweller is accompanied by two Werewolves who will actively try to protect it or try to counter close-ranged attacks. The only difference between this encounter and the first one, besides the allies of the fiend, is its health which is notably higher. However its vulnerabilities remain, so it can be neutered by putting it sleep. The player should focus first on taking down the Werewolves and then on debuffing the Forest Dweller's attack through Flowing Slash or Power Disruptor (if an Axe user is in the retinue). As physical damage is prevalent, then using Erakleos Guard will prove helpful for mitigating all sorts of damage from the Forest Dweller or the Werewolves.
Hot Springs Rana[]
First Encounter[]
Just like the Earthweller back at Provincia Kei, the Hot Springs Rana can be distracted to oblivion once it begins casting its favorite technique: Poisonous Fog. It comes accompanied by two frail Rana Soldiers than can be used to the player's favor for an easy United Attack. Once again poison works for slowly killing it while the player focuses on controlling the damage from the Hot Springs Rana or the Rana Soldiers.
Second Encounter[]
The Hot Springs Rana comes with two elemental Slimes this time: an ignis and a terra one. Despite looking fearsome, the Slimes have low HP unlike their usual appearances in other engagements. It is largely recommended to equip all retinue members with Sunlight Robes to protect against the elemental damage barrage of the Hot Springs Rana and the slimes. Golden Note at Rank 3 is largely required to distract the frog without much trouble. More so, bringing another shortsword specialist with Eulogy will largely help as the slimes are very vulnerable to its instant death.
Infernal Destroyer - Trampling Despair[]
First Encounter[]
The Infernal Destroyers are the strongest version of the mechanical enemies that like to use Double Machine Gun and Supressing Fire; and just like those enemies their moveset consists mainly of counter and interrupt techs (slash, blunt and pierce), making it very hard to identify the sort of damage they would be preparing to deal. However, what these machines cannot interrupt are elemental attacks. so using two mages with maxed Snowstorm in the Puissance formation, covered by two protectors, is the easiest way of dealing with them. Equipping the protectors with thunder-resistant equipment such as robes is recommended in order to reduce the damage of Double Machine Gun.
Second Encounter[]
The rematch is all about the same stuff as the first battle: double Snowstorm, and maybe Rain of Life if needed. There are four Infernal Destroyers instead of the original two, but their attacks and behaviour remain all the same. Bringing a third protector can be a good option, even better if said protector is using the Ice Sword and has Hailstorm minimally at Rank 1, as another source of damage is invaluable for this fight.
Karkinos - King of Crabs[]
First Encounter[]
Karkinos is one of the two spider-type Scarlet Fiends that likes eating its alies. Just like many Scarlet Fiends it is vulnerable to poison and sleep; so putting it to sleep will allow the player to focus on defeating its allies: a group of four Ruby Bugs. Erakleos Guard will once again prove helpful for mitigating the damage of its piercing attacks and especially of its all-hitting technique "Wild Stab."
Second Encounter[]
The usual tactics of: Rain of LIfe, sleep, poison and Erakleos Guard tanking, will work here. Karkinos comes accompanied now by two annoying Netherworld Roots and two Goldenwing birds. As always, the way to progress is to put Karkinos to sleep and then focus on defeating the Netherworld Roots to avoid their constant use of Corpse Moss (poison and frenzy inflicting all-hitting tech). After its allies are defeated, Karkinos can be freely defeated either by poison-death, or by constant debuff cycling.
Lord of the Depths[]
First Encounter[]
The Lord of the Depths is another highly dangerous Scarlet Fiend, and just like any other octopus-like monster, it likes to use Maelstrom. The Lord of the Depths is the strongest version of all the members of its species, being capable of using a unique technique called "Head Splitter" which besides dealing heavy blunt damage it can also inflict paralysis. The Lord of the Depths will come accompanied by a group of Blue Worms that can be used for easy United Attacks. Once again this battle will revolve around enduring its attacks while poison-kiliing it since its HP is one of the highest amongst all Scarlet Fiends. The Lord of the Depths can be stunned, so bringing either a brawler or a longsword stunner will prove helpful. The debuff cycle can apply here as well, so the player can take advantage of the sleep to avoid its attacks or to recover from them.
Second Encounter[]
One of the toughest rematches in the game; the Lord of the Depths comes accompanied by two highly durable Blue Drakes and gets an even bigger boost to its already high HP. Its attack has also been increased, making Head Splitter's damage reach instant-death levels regardless of the equipped armor. Fortunately, the Blue Drakes are vulnerable to sleep and instant death, so a shortsword user that has mastered Eulogy will largely help. Likewise the Lord of the Depths is very vulnerable to sleep, so it is better to put it to sleep before taking on the Blue Drakes. Debuff cycle is mandatory in order to reduce its high attack with Attack Down debuffs to reduce Head Splitter's damage to a tolerable level, and to recover from any possible damage done by the Blue Drakes.
Elemental Reliefs and Omni Relief[]
First Encounter[]
For a Scarlet Fiend these monsters are overall the weakest in both HP and attack power, These monsters are part of a group of five fiends that, depending on the day of the week presented on the Water Mirror, spawn in set locations of Marchiam Ria. Each one acts as an stronger version of the common Elemental enemies. and are accompanied by the same type of elemental they're representing. Since their HP is very low, they don't really require a specific strategy other than using heavy hitting techs, or simply using double Snowstorm in the Puissance formation.
Second Encounter[]
After all Elemental Reliefs have been defeated, a big flame icon will appear near the Fairie Stone: this is the Omni Relief. The Omni Relief is all Reliefs present within a single retinue. As usual these will attack with the all-hitting attacks of their respective element, or aid each other with Quickcast to make matters worse. Their weakness, just like any elemental enemy, is any elemental-type of damage. So the easiest method for defeating them is once again double Snowstorm through the Puissance formation. This battle is rather similar to the one of the Infernal Destroyers, without the downside of having to deal with all possible interrupt techs. As elemental damage is prevalent in this fight, the recommended armor is high tier robes such as the Sunlight Robes.
Roadblocker[]
First Encounter[]
The Roadblocker is an stronger and more durable version of the Drake enemy and its variations. It can use "Fatal Bite" which is an attack than can LP-break and cause instant death just like Harvest Vitality. The Roadblocker is accompanied by a Dragon Spider and a rolling bug. Knowing the nature of the Dragon Spider, the battle can be easily won by defeating the rolling bug and letting the Dragon Spider devour the Roadblocker. The true difficulty of the engagement shines during the rematch, which will likely trigger after the Roadblocker is defeated the first time.
Second Encounter[]
For the rematch the Roadblocker is accompanied by a twin and four rolling bugs. Despite already possessing high attack and HP, the Roadblocker gets even stronger. Most ailments are useless, except for stun and poison. So the only alternative to deal with these beasts is through consecutive maxed double Hypergravity and poisonous attacks. The Roadblockers won't begin to attack until the start of the third round, so using this method is the easiest way of winning this encounter. Debuffing their focus is mandatory to avoid the instant death effect of Fatal Bite.
Skadi - Snow Queen[]
First Encounter[]
Skadi's fight revolves around guessing between the counter and interrupt techs of hers and her ally: the rare Frosty Djinn. Skadi has a blunt-attack interrupt while her partner has an slash-attack interrupt. Since both fiends are weak to sleep, then putting the Frosty Djinn to sleep and focusing on Skadi is recommended. The usual tactics of defending and healing should work without much problem. As a curiosity, the Frosty Djinn can rarely drop an Ice Sword at the end of the battle.
Second Encounter[]
Skadi revives with the same stats as before but this time accompanied by the rare Icefall Dragon. At the start of the combat the Icefall Dragon will always use Tailsweep (all-hitting heavy blunt damage), so equipping helmets to all retinue members will help for mitigating the damage. Once again Skadi and her partner are very vulnerable to sleep, so putting the Icefall Dragon to sleep and focusing on Skadi is recommended, as Skadi is easier to defeat since her HP is low even for a Scarlet Fiend.
Voynich Alpha and Beta - Budding Desire[]
First Encounter[]
The Voynich duo has extremely high defenses, making most attacks deal zero damage. This can be easily bypassed the hard way through defense-reducing techs such as Vertical Smash or Water Blast. Or by simply having a brawler that has Rising Sun minimally at Rank 1. The Voynich duo is accompanied by two Natura Elementals that can be used for easy United Attacks. There shouldn't be much problem for this battle as each Voynich can only withstand from two to three Rising Sun attacks depending on the strength of its user. Both fiends are also vulnerable to poison.
Second Encounter[]
The usual health and attack buffs; now there are no Natura Elementals. Debuffing the attack of Voynich Beta is recommended while the having the starting rounds be focused on tanking and healing. Rising Sun will make this rematch a cakewalk, provided the player debuffs Voynich Beta in both attack and focus.
Wanderer of the Seas and Ruler of the Seas[]
First Encounter[]
The Duo of the Seas is another tricky first engagement which involves defeating the Wanderer of the Seas while withstanding the all-hitting attacks of the Ruler of the Seas. All status ailments but paralysis are effective on the Ruler of the Seas, while the Wanderer is weak to all ailments (except instant death). Putting the Ruler of the Seas to sleep should be priority during the initial rounds.
Second Encounter[]
One of the hardest rematches in the game; the Duo becomes a Trio, as the Ruler and the Wanderer are accompanied by an additional Wanderer of the Seas. Reducing the enemy's BP through double consecutive maxed Hypergravity is a way of dealing with this encounter. As usual, the first priority should be putting the Ruler of the Seas to sleep. Using Erakleos Guard is very recommended to withstand the attack barrage of the double Wanderers. An alternative of winning revolves around damaging each Wanderer to the point it triggers the "Feast" tech of the Ruler of the Seas. Repeat until the Ruler of the Seas has eaten both Wanderers and then recovery can be possible from the received damage by putting the Ruler of the Seas to sleep. After only the Ruler of the Seas remains, debuff cycling can be possible, resulting in a sure but slow victory.
Weakest One and Weakest Warrior - The Weakest of All[]
First Encounter[]
Honouring their title, The Weakest Ones are one of the weakest Scarlet Fiends of all. The main problem of this engagement and of the next one is the reduction of HP due the heat of Marchiam Numadica. Ironically this engagement can be harder than the rematch as the Weakest Ones are accompanied by two annoying Spirit Trees that like to interrupt slash attacks and deal heavy blunt damage. The Weakest Ones, like many Scarlet Fiends, are weak to poison and sleep, so putting the Weakest Warrior to sleep is very recommended to avoid dealing with its slash and pierce interrupts.
Second Encounter[]
An oddity amongst all rematches, as this one is easier than the first engagement. The Weakest Ones are alone this time and get the usual HP and attack boost. The easiest way of dealing with this engagement is putting the Weakest Warrior to sleep and focusing all attacks to the Weakest One. The first rounds should be about putting the Weakest Ones to sleep and recovering the halved HP with Rain of Life.
Yggdrasil - Lofty Malice[]
First Encounter[]
Yggdrasil comes accompanied by two Cockatrices, who're known for liking to inflict Sleep. Another easy Scarlet Fiend that can be neutralized by using double maxed Hypergravity; this one is also vulnerable to poison. The main problem of the fight resides actually in the Cockatrices who like using Shockwave (blunt all-hitting technique) and Sweet Breath (all-hitting sleep), so eliminating those is the main priority. Using Erakleos Guard is recommended along with equipping everyone with Rainbow Shawls (forged from basic Doublets) which grant protection against sleep, and blunt-resistant armor.
Second Encounter[]
For the rematch Yggdrasil gets a health boost and is accompanied by a twin. Their attacks remain the same: slaps, rocks, fruits; all of them being of blunt attribute, and lastly a slash-attack interrupt. The same tactics of tanking and slowly poison-kill should work. As a curiosity, defeating one Yggdrasil reduces the HP of the remaining one, so focusing on only one is the way to go.
Other Appearances[]
Romancing SaGa Re;univerSe[]
Many of the Scarlet Fiends appeared as enemies of the Scarlet Pandemonium Melee! event. Some were later added as superbosses for the highest floors of the Spiral Corridor.
Trivia[]
- Karkinos did not have a name in the original Japanese version. The fiend was simply called "King of the Crabs."
- Karkinos is erroneusly called "Karnikos" in his overworld description.
- Skadi's name as well was an addition during the localization. In the original version she was known by her title of the Snow Queen.
- Oddly enough, the Omni Relief's description describes the fiend as a singular entity rather than how it is presented: a group of several elementals.
- Out of all the Scarlet Fiends, the Infernal Destroyer lacks an introduction after the battle starts. The introduction is also absent during the rematch.
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