Within the Holy Pillar, Airy will begin gathering the first light into her brooch. As the gang watch on with bated breath, they quickly realize there’s a problem. Outside, on Grandship’s deck, the dark knight Alternis Dim has come to stop our heroes.
Boss: Alternis Dim
The battle with the dark knight is mostly unchanged from last time, except you can now equip Abate Dark (Dark Knight) onto your characters–although you already had access to Dark Charms. Alternis uses Black Bane for group damage and Dark Bane for single damage.
As before, arm your healer with the Dark Shield to keep them safe and use the Spiritmaster‘s Adaptation to nullify Dim’s dark moves. You can also counter his all-physical moves with Nothing Ventured, Utsusemi or (paired with Kairai) Know Thine Enemy, although the latter won’t work against Black Bane.
It’s later when the Dark Knight becomes tricky; as he drops below half HP, we will occasionally use Minus Strike for a guaranteed K.O. Being a physical move, you can block Minus Strike with Utsusemi or Rampart; Kairai can be used to focus his attacks on an ally protected by these abilities.
Otherwise, you can just suck up the K.O. and resurrect your fallen comrade with a Salve-maker compounding a Phoenix Down and Potion or a White Mage with Arise. There’s also the option of having a Time Mage cast Reraise or a Salve-maker compound a Font of Life for an automatic revival.
After removing the Dark Knight from the picture, the party hurriedly return to the bridge to check on Grandship and Airy’s status. Not long afterwards, the chapter concludes with little warning. Could it be…?