Spoiler-free, of course. Simply click on any chapter to get started.
This is a very straightforward mission. Take the time to play around with the interface, familiarize yourself with the controls, and get a feel for the game. One thing you should definitely try to do is a combo attack. You can do this by having one of your units stand within striking range of an enemy, then selecting Attack/Magic -> Wait Combo. Then, have another unit attack the same enemy by selecting “Use Combo.”
Using combos is the only way to increase two units’ “Match” attribute. This can increase up to 5 stars total and can confer upon both of your units some nice bonuses when they’re attacking together.
Anyway, just don’t let Ray die. If he dies, the game’s over. So if he’s getting low on HP, it’s best to either use “Spirit” with Ray or “Solace” with Lilfy. Spirit is a self-heal for 1/2 your HP, while Solace is a group heal. It’s basically Shining Force’s Aura 1, except the range is always centered around the caster.
Enemies hit for a LOT. Valhollian has one of the more difficult early games of all the SRPGs I’ve played, so I recommend approaching things with caution. Towards the latter half of the game, you’ll be able to let loose more, but you first need to focus on powering up your key units. And as far as key units go, Ray is definitely one to invest in. He’ll have an easy time leveling up, and he pays off in spades as he does so. I believe he’s one of the best units in the game.
Fiona is good early on simply by virtue of being a ranged unit, but she’s a bit harder to use than the next spellcaster you’ll get. Lilfy, meanwhile, is one of the only 2 healers in the game and eventually learns a skill which lets you teleport an ally anywhere on the map. For this reason alone, she’s one of the best units in the game. The potential for warp skips in later scenarios makes the game that much easier.
This is another rout map, or in other words, “kill all enemies.” You have a different selection of units now, however; Ray remains constant, but instead of Lilfy and Fiona, you have Thea and Lyle. Lyle’s your only ranged unit now, so be sure to take advantage of this fact. Meanwhile, Thea is your only unit who can heal more than one unit at a time (she has Solace), so take advantage of this fact too.
There are a LOT of enemies and only three of you, so you need to continue playing cautiously. Use chokepoints, form walls with your units, and usually, you should try to not let one of your characters get swarmed by multiple units at once. Possibly the most valuable piece of advice for this scenario is to be VERY wary of the mages. They target your Resistance, rather than your Defense. Ray in particular has lower resistance, so be careful. Try to check the enemy ranges before making your move; I can’t stress how important this can be at this point in the game, because one wrong move could result in your unit taking one more hit than s/he can handle… and that usually means death.
You should have barely enough heals to keep yourself alive till the very end of the battle. Phew, are you sweating yet? This game’s starting to turn on the jets, and it’s only the second battle in the game!
Once you beat the chapter, Borocco will start following you around. He’s to this game what Anna is to Fire Emblem. I like to think that his last name is “Bama.” Anyway, he’s your friendly neighborhood shopkeeper, so pay him a visit before you start Chapter 2. He has some good equipment and while you can’t afford that much yet, you should get what you can. Pound for pound, Guard Rings will likely be your best investment, so I’d recommend a few of those. Defense is oh-so-important in the early game of Valhollian, and you can equip up to three rings at once, so go crazy with ’em!
This place looks familiar, doesn’t it? Rejoice, because at this point, you’ll see some familiar faces… as well as a new one: Doug Parma. And boy oh boy, is he a welcome addition to your party. (IMO, he’s one of the best units in the game.) You start off this battle as two separated groups, with Doug/Lilfy/Fiona in the north and Ray/Lyle/Thea in the south. Your first order of business should be uniting the two of them, so I recommend sending Ray/Lyle/Thea north.
As a general rule of thumb, you should be very deliberate with your heals. There is NO way to regenerate AP, and there are NO healing items in the game. Therefore, you only have a limited pool of heals in any given battle, I found this to be an interesting design choice because it sort of makes the game feel like a quasi-survival horror game, but I digress. Don’t be ashamed to save. Save often. Save is your best friend… well, aside from Thea; she’s an amazing support unit and will likely be your primary healer for the entire game.
Just like in the last scenario, you’ll want to utilize wall-based formations and shelter your squishies with your beefcakes, i.e. Doug and Ray. Thea’s a decent mixed tank, too. Oh btw, these green guys can one-shot Lilfy, so do NOT put her in harm’s way and risk anything.
Overall, this is one of the hardest scenarios in the game. There’s an absurd amount of enemies, your characters are very weak since this is the early game, and you will be extremely hard-pressed for heals. I would say this scenario is the one that sets the tone for the game – it’s long, arduous, and it does not relent. So if you can’t handle this scenario, I recommend quitting now while you’re ahead, because it doesn’t really get easier until several scenarios later.
You’re given a decent mix of melee and ranged attackers. Make use of this. For much of the early-game, ranged units are amazing because they don’t run the risk of being countered by the enemy melee units, of which are there plenty. On the other and, you don’t want to use your mages to attack the enemy mages due to the high resistance of the latter. Generally, magic units have better resistance, while physical units have better defense. Makes sense, right?
Oh also, don’t forget to get the four chests during this battle. There’s some nice stuff here. Even if it’s not game-breaking, it’s still nice to have. If nothing else, you can sell them to Borocco Bama after the scenario’s over for some free money. And who doesn’t want free money? Thanks, Obama!
Doug will probably learn Heavy Strike at some point during this battle, but you might want to use his AP to heal himself instead. I dunno; adjust your strategy to match your current situation. By the time you reach the location shown in my screenshot, your party will certainly be exhausted. Just keep pressing onward, using the 1-tile bridge as a chokepoint if necessary. When you finally win, give yourself a pay on the back for a job well done.
The world map’s changed!
Once again, your party is split up. Ray and Fiona are down south with two new units: Gulf (the creepy archer with goggles) and Amelia (the sexy viking girl in a leotard). Also once again, this is a rout map, this time with your units being outnumbered 4:1 (32 enemies: 8 allies). Fun times await you. The initial onslaught of enemies can be a bit tough, but once you get past it all, I don’t think the rest of the map is very challenging. You should still be playing conservatively, of course. And make the most of your healers (Lilfy and Thea). Get used to the “plus” formation.
Let’s talk about our new units. Amelia is kind of weird. In my two playthroughs of the game, I tried so hard to make her into a good unit, but it only happens very late in her career. She’s sort of that generalist type of unit who’s ok at everything but doesn’t excel at anything. She has decent mobility, decent attack, decent defense, decent AoEs, a lot of AP which means lotsa self heals, but overall, she’s not amazing. She’s got very high HP at least, but her accuracy is pretty dreadful in the beginning. I consider her to be a poor man’s Doug, which is still decent, but why use her when Doug gets the job done better? It’s worth noting that eventually she does eclipse Ray, but in the endgame, it’s best to use Ray instead of her because there’s only 1 ultimate axe and there’s only 1 ultimate sword. One sword for Ray, one axe for Doug. No room for Amelia, sadly.
Gulf, on the other hand, is a bit better of an investment, simply by virtue of being a ranged unit who can elude counters. The nice thing about Gulf, when compared to FE archers, is that he can counterattack for full damage at 1 range, which gives him a bit more versatility. He’s also surprisingly tanky, despite being an archer. Eventually, he acquires a few other tools that he can use, so that’s also cool. For now though, he’s nothing special. Extra damage is always nice, of course, so we are grateful to have him!
Both Amelia and Gulf have a weird ability named “Metamorph.” From what I can tell, it has a low chance of killing an enemy instantly and then healing the user (Amelia/Gulf) for the equivalent amount of damage dealt. It’s like if Shining Force Desoul + Fire Emblem Nosferatu had a baby. On paper, this can be a game-changer, especially because you can just save/load until it works, but in practice, the chance of it happening is so stupidly low that it’s often best to just not bother. Besides, I don’t believe that save/load abuse is a fun way to play these games anyway.
Of particular note, the wolves here have a lot of mobility. They also have high avoidability. This is the first of many chapters that have you fighting them, so watch out. They’re Ice affinity, so they’re weak to fire. In other words, Lyle is your man.
You’ll find a Wizard Stone in one of the chests. It’s a neat little accessory you can equip on one of your casters for +1 extra range on basic attacks. I recommend giving it to either Lyle or Fiona; whoever’s higher level, which is probably gonna be Lyle. The boss is named “Gassbath” and is basically an upgraded version of the wolves, being ice affinity as well. It’s yet another reason Lyle is good in this battle. Elemental affinity makes such a huge difference, particularly in the early game, and you want every point of damage that you can possibly get. Thus, Lyle is a bit better than Fiona (thunder affinity), despite them being functionally very similar.
Two more new units, hooray! Let’s talk about them.
Sieg is a trainwreck. Although he’s a melee unit, his base defense is only 4 higher than Fiona’s (assuming both are level 6). He has mediocre HP, terrible speed, terrible resistance, and mediocre attack. It might just be me, but his accuracy also seems REALLY bad. His skills aren’t much better either: all he has is Spirit (self heal) and Imp (which opens up any chest on the map). Imp is probably the best thing about him because he sure as hell isn’t going to get any kills unless you go out of your way to baby him. You might be tempted to think that he gets better, in the tradition of growth units like FE6 Alan/Lance or pretty much any character from Langrisser 1. And in fairness to Sieg, he does improve; he learns a 3-range projectile at level 11 (I think?) and a 200% damage attack at level 20. His problem? His stats are so godawful that he can’t really make good use of them. If there is one unit whom you just ditch and never pick up again, Sieg would be the one. He’s a chest-monkey, nothing more. The game is easier if you don’t waste your experience on him. Without a doubt, he is the worst unit in the game. Maybe get him one level up, so he gains 1 more AP and therefore 1 more chest he can open in any given battle. But then again, there usually aren’t more than 1 or 2 chests worth opening in any given battle, so meh. Sieg sucks. I got him to level 24 in my second playthrough and he still sucked. Even if Doug was 5-6 levels lower than Sieg, Doug still had higher stats.
Jessica on the other hand can become decent. I don’t think she’s one of the better units in the game, but she’s usable and does fulfill her purpose. Starting off, she’s similar to Gulf in that they both have 1-2 range and deal physical damage. Compared to Gulf however, she has 11 more speed and 2 more mobility. Speed is the stat associated with dodges, meaning Jessica has a decent chance of avoiding enemies. Right now, she just starts off with Spirit (self heal) and Nurse (50% heal for an adjacent ally). Nurse gives you more targeted heals, which is a welcome addition to your group. Later on, Jessica will get two interesting attacks: Long Shot, which allows her to shoot an enemy up to 8 (!) tiles away; and Repeat, which gives her another action after she attacks. Although she never becomes a gamebreaking OP unit, she does blossom into a solid character who can contribute in unique ways.
This chest, and the one closest to your starting position, contain Speed Rings, accessories which provide +3 speed each. I like to give them both to Jessica to make her even dodgier.
In terms of format, this chapter is very much like the previous: an initial difficult onslaught, and a straightforward fight to the end. Just budget your AP wisely and you’re eventually reap victory. One fun thing you can do is play around with “Element Road” (AKA Warp Staff), assuming your Lilfy gets to level 9 of course. It costs only 1 AP and can teleport one of your allies to ANYWHERE on the map!
This is actually the first chapter that can be warp skipped. (See Chapter 7 for a breakdown of how I do my warp skips.) Chapter 5 is incidentally the first chapter that has a defeat the boss victory condition rather than a kill all enemies condition. However, I do not recommend clearing the chapter in this fashion because you’d be missing out on a heap of experience. And at this point in the game, you still need experience.
A note about the Boost Ring: because of the way this game handles items, the Boost Ring potentially means +1 mobility for every unit in your party. Here’s how it works. First, equip the Boost Ring on a unit, then move that unit. Before doing ANYTHING else, unequip the Boost Ring, then go on with the rest of your turn. Now, you can do the exact same for the rest of your units, so just rinse and repeat: equip, move, unequip. This may take a bit more time, so you might not want to even bother with this for every turn. But it’s an immensely useful thing to keep in mind for whenever your units need just a one square boost to be able to reach something.
There are two approaches you can take to the map: you can either go through the left side or the right side. I prefer going down the left side because there are more enemies and therefore more experience. Besides, enemies from the right will start heading in your direction anyway, allowing you to kill everything and reap all the juicy experience.
Once you’re finished, enjoy the dialogue that ensues. This is the point when the game’s story starts to get pretty good.
Surprise surprise, we’re back to rout maps. And this time, you have to kill 38 enemies! Have fun with that. If you followed my advice from chapter 5 though, you’ll probably have some pretty strong units now. Thus, this chapter shouldn’t be too challenging.
The annoying wolves return once more. There are a lot of ice-affinity enemies in this chapter, so Lyle is once again a really good unit. If your Lyle is level 9 or higher, then he’ll have learned Fire Prison, which is akin to Blaze 2/3 from Shining Force. So you can use that if you’d like, but it costs 2 AP and only deals 100% of his attack. By comparison, Flame Cannon costs 1 AP and deals 150% of Lyle’s attack. Therefore, for his AoE to be as cost effective, then it would need to affect 3 enemies at a minimum (Fire Prison = 2 AP for 3 x 100% damage = 300% damage; Flame cannon = 2 AP for 2 x 150% damage = 300% damage). This is at least better than Doug’s AP efficiency with Spin Blade, where you’d have to affect 4 enemies to break even (Spin Blade = 2 AP for 4 x 100% damage = 400% damage; Heavy Strike = 2 AP for 2 x 200% damage = 400% damage).
These wyverns won’t move unless you get really close to them. Unfortunately, even if you approach them from the western cliff and get as close as possible to them, they won’t budge.
Here’s a fun (albeit risky) thing you can do. Teleport Doug over here. He should be able to one-shot the mage. Then, on the enemy phase, because he’s facing a bunch of melee units, he can just tank everything! It’s moments like these which resulted in me affectionately christening him, “The Duggernaut.” I wouldn’t suggest doing this if your Doug is underleveled though.
As a neat bit of trivia, Erica’s the only playable character in the game who starts off as an enemy unit. As far as I know, it’s not possible to keep her alive in this chapter. Remember those 3 wyverns from earlier? Yeah, well, they don’t move at all until you’ve killed everything else on the map – including Erica. So don’t worry about her; I tried this scenario a few times and couldn’t find a way to save her. Because she’s classified as “defeated” now, she won’t be usable for the next chapter. But you’ll be able to use her during chapter 8.
New unit! Gerard is yet another melee guy, but he has something you haven’t seen before: Repeat. If you’re familiar with Heroic Reload from Banner of the Maid, then you’ll like this one. Repeat consumes 1 AP and executes a regular attack. Thereafter, Gerard refreshes his turn so he can act again. And yes, he can use Repeat after that. The only limit is his AP, so he can potentially act 6 times in one turn. Another great thing about Gerard is that he has one of the best speed values in the game, meaning he’s one of the best dodge tanks in the game.
This scenario marks the first time you’ll encounter Dark Cardinals. They’re powerful casters who can also summon enemies (see screenshot). There are a couple of other scenarios where these circles of doom show up, and whenever they appear, the Dark Cardinals can use them to summon groups of 4 enemies per turn. This potentially either means a lot of annoyance or a lot of experience, depending on how you look at it. Whether you decide to stick around and farm experience for a little bit is up to you.
Oh yeah, this scenario can be cleared by way of warp skipping. The typical way a warp skip works in this game is as follows:
- Lilfy warps someone (usually Doug) to the enemy
- Thea uses Reactive on Lilfy, granting Lilfy another turn
- Lilfy warps someone else (usually Ray)
- Your two warped units use their most powerful attacks on the boss. This kills the boss and ends the chapter.
- If the boss still isn’t dead, then end the turn and attack during the next turn
Ideally, you want a really powerful Doug and Ray for this trick. To make them even more powerful, deck them out with 3 Power Rings each. Another turn grants you two more warps. The only concern at that point is whether Ray survives (because if he doesn’t, then it’s game over). The main reason I recommend Doug and Ray is because they are statistically your best attackers for a huge portion of the game. The only other unit who comes close is Gerard, but that’s only after he gets access to his Ultra Art (300% of his mediocre attack stat). Doug has the best attack in the game (Heavy Strike for 200%), while Ray has a 150% Cross Slash which scales off of his formidable attack stat, and a 200% attack at level 20. Another crucial reason why Doug and Ray work so well is that their bulk is also unparalleled, except by Amelia, who isn’t a good attacker until level 22. Doug’s HP is the best in the game, while Ray is not too far behind. This ensures that they’ll likely survive the enemy phase and will therefore be able to launch a second offensive in case they don’t clean things up on Turn 1.
With all that being said about a warp skip however, I personally don’t choose to skip this chapter. Getting more experience for your units is still a priority. In particular, you will want to pump up Doug, Ray, and Gerard because they will be doing the majority of the work for the rest of the game. On the other hand, if you prefer the long, scenic route of killing everything, then by all means, go ahead and do so. You’ll get more experience for everyone that way. Whichever way of clearing the game makes you happier is ultimately what you should be doing.
You’ll be in for a long battle if you choose to fight everything here: it’s 46 enemies total. Jeepers. Fortunately though, the objective here is just to kill the boss, so you can warp skip if you desire.
This chapter also marks the first time you’ll be able to use Erica. She’s nothing remarkable; she, Fiona, and Lyle are all essentially the same unit, just with different paint coatings. The only meaningful differences are 1) their availability and 2) their element. The former makes Erica the worst of the bunch (she’s only usable for like half the game and starts underleveled), while the latter makes Fiona more difficult to use (due to Lyle simply being better earlygame against ice units). I believe Lyle to be the best mage in the game, but this isn’t to say that Fiona and Erica are bad per se. Having ranged damage is always a boon to our party when it comes to fighting melee units. Valhollian’s all about resource management (i.e. not running out of AP for heals), and so mitigating damage by avoiding counters will never be useless.
I also feel that Valhollian is one of those games where you can sort of use any unit and make it work. Even Sieg, whom I believe to be the worst unit in the game, can be serviceable if you nurture him with some TLC (“Tender Loving Care”). I need to reiterate that he’s still a bad unit overall, but I’m not saying he’ll never be useful.
This chapter’s enemies have weird AI. Judging by the dialogue and by the presence of little campfires strewn throughout the map, my first thought was that the AI has a “vision-based” aggro system, where they’d start coming towards you if you move closer, and they’d leave you alone if you don’t come within their range. But… that’s not how it works. You have sets of 2 enemies on each campfire who stay put, but every other enemy seems to do whatever the hell it wants. I’m not entirely sure what the algorithm is (it’s sort of like YouTube, really), but the bottom line is kill them all if you want experience, or just warp skip otherwise.
Well, whatever. Just finish the battle. There’s not much else to say that I haven’t already mentioned in the previous chapter sections.
Two words: Water Temple. You know what that means. Or you would if this were Zelda… but this game’s a bit more merciful, so this chapter’s not too bad.
Early on in the battle, you’ll come to a crossroads: to go directly north, or to go right and then north. I prefer going right and then north because this way, you can kill the Dark Cardinal. Just like in Chapter 7, the Cardinals will summon groups of four monsters at a time. There are a few of these nodes strewn throughout the battlefield, and Cardinals can use any of them to summon. Just like previously, whether you want to use this opportunity to grind experience or not is up to you.
Eventually, you can make use of Lilfy’s warp to transport Doug and/or Amelia to the very end. Make sure to demolish the enemy Dark Cardinal first, because he’s their only magic user. After that though, Amelia/Doug should be fine because it’s all physical units. This is still a rout chapter though, so even with warps, this isn’t exactly a “skip.” It saves some time, at least.
I personally find this to be the prettiest chapter in the game. Look at this!
I hope you’ve been leveling up Doug and Ray, because here’s where I’ll start to recommend warp skipping. From here on out, every chapter in the game (sans chapter 11) can be warp skipped because every one of them has a “kill the boss” objective rather than a “kill all enemies” objective. Before warp skipping though, you may want to check out the chests. Sieg is fantastic here because of Imp. There are only two chests worth getting though. If nothing else, you should definitely get the Skanda Ring (pictured below). This is your +3 mobility ring and it’s one of the best accessories in the game, especially when combined with the Boost Ring for potentially +4 mobility to everyone on your team.
If you’re going to run through this chapter the legit, no-skip way, then Lyle is very effective here due to the ubiquity of ice-affinity enemies. No joke: I was playing through the game with a level 13 Lyle and he was able to one-shot the level 19 mages with Flame Cannon.
Welcome to the chapter 11, a difficult ambush that can’t be warp skipped. The reason? Lilfy’s no longer with you. Yeah, it sucks, but this is the life you’re living now. There are two ways of tackling this chapter: 1) you can play defensively and wait for the enemies to come to you, systematically dismantling them as they do so, or 2) play hyper-offensively and make a beeline for the boss. For strategy #2, you will be heavily abusing the Boost Ring and the Skanda Ring to provide your characters with +4 mobility each. Remember: equip, move, unequip, rinse, repeat.
If done correctly, you can reach the boss within 3 turns and end the scenario then. However, if you like to take things more slowly, then be sure to get the chests with Sieg or someone. The one pictured below contains a Solomon Stone, a nifty accessory which provides +1 range to a mage when equipped (and yes, it does stack with the Wizard’s Stone for potentially 5 range on your mage of choice). Aside from this, I don’t think the loot here is anything especially noteworthy.
Once you finish up, check out the shop. Borocco Bama has some nice new items, so go buy them. (Hold off on buying weapon for Ray and Doug though; you won’t need these because of treasure you’ll find in chapter 12.) You absolutely want every single point of attack that you can possibly muster, especially if you’re going for warp skips. Which I recommend doing because they’re so damn fun. Speaking of which, get ready to really break the game during these last few chapters.
What a surprise! Lilfy’s back. This is a veritably enormous map too, so thank goodness! You know the drill, don’t you? Before beginning your warp shenanigans, I suggest getting one of these chests (you can get the other on turn 2; thanks Sieg!) Oh btw, Lilfy rejoins you with some nice new equipment: the “Silmaril,” which is her ultimate weapon, and the Jotunn Stone, which provides +1 Range. And yes, it does stack with the Solomon Stone and the Wizard’s Stone for potentially 1-6 range on any of your mages.
Considering how powerful Doug and Ray can become, these weapons are must haves. For the rest of your first turn, clean up some of the enemies near your starting point. Free experience is always nice. When I warp up Doug and Ray, I like to kill the enemy mages first because it lowers the chance of them eating a fatal hit and dying on the enemy phase. If you get some lucky crits, then you could potentially finish the battle on turn 1. Otherwise, just relax until turn 2 and it’ll all come together.
Because your party’s split up in an awkward way (Thea is separated from Lilfy, boo!), you likely won’t be able to clear this one within 1 or 2 turns, but that’s ok; we’ll settle for 3 turns. First order of business is, of course, teleporting the Duggernaut to tank all the physical enemies. Moving him to the left will have the fortunate side effect of luring out the boss, too.
Use Lyle and Erica to deal some chip damage to the dragon at a safe distance. Lyle should deal more because of his fire affinity. Then, go in with Doug and Ray, using the Skanda/Boost Ring(s) as necessary, and destroy the boss with some well-placed Slayer Seals and Heavy Strikes. Thea’s there to help you too, in case you need an extra turn with Reactive.
Once you’re done, visit the shop and spend as much money as you want. This is the last time you’ll be able to access the shop, so go nuts. Profligate spending may be a perennial problem of American politics, but fortunately, Valhollian is different!
You can sort of tell that Datt Japan was running out of steam toward the end of the game. Enemies aren’t scaling as well (the game’s become really easy), Element Road (warp) trivializes almost every endgame chapter, and this chapter reuses assets from the prologue and chapter 2. But hey, at least it’s autumnal, right? Even if the game’s lategame doesn’t impress and dazzle the way its early game does, it’s still an enjoyable game from start to finish.
Predictably, this chapter is warp skippable, so go ahead and do that. I wouldn’t advise warping your characters too close to the enemy Dark Cardinals, though; your enemy phase is precarious enough as is. Take things one step at a time and don’t be afraid to draw this chapter out to 2 turns.
For me, all I needed was Doug, Ray, and Amelia. I’m sure Amelia could’ve been substituted with Gerard, though. With the final dragon out of the way, it’s now time or the final battle in the game!
New music, woo! Be very careful of the final boss. He has tremendous range and will attack anyone who’s in that range. What I like to do is teleport two units to the following two spaces, killing the mages on turn 1 and preparing to assault the final boss on turn 2. Notice how they’re hovering just outside Ymir’s range.
For turn 2, you’ll want to teleport two more of your best units to the boss, preferaby one of them being Lyle or Fiona (due to high resistance). The goal is to coax Ymir off of his throne and into the attacking range of your allies.
On turn 3, do one last warp with Lilfy if she has 5 AP (I think she needs to be around level 21 to do this). Otherwise, make do with the 4 units you teleported to the end. And no, it doesn’t matter if anyone dies at this point; the game’s over and you don’t get any alternate endings for units who performed better or whatever. Just as long as Ray survives, you’re gucci.
Now that it’s all over, sit back and watch the ending. You deserve it. All of the text/scenes go by automatically, so you can simply set your controller down and watch as everything unfolds. It’s a fun, cute little ending that I thought closed out the game effectively. I got a case of the warm fuzzies. Did you?
Once the credits end, that’s it. Nothing else. No New Game+, no bonuses, nothing. It’s an indie game; what did you expect?