Tomoyo After ~It's a Wonderful Life~ English Edition

Tomoyo After ~It's a Wonderful Life~ English Edition

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Realm of God achievement guide
By MovingGamer
This guide is here to suggest character growth and individual floor deployment formations and actions to increase your chances of unlocking the Realm of God achievement.

SPOILER WARNING
I recommend that you try clearing Dungeons & Takafumis before reading this guide if you want to avoid all spoilers. This guide contains some spoilers.
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Introduction
This guide is here to suggest character growth and individual floor deployment formations and actions to increase your chances of unlocking the Realm of God achievement. Following this guide does not guarantee unlocking the Realm of God achievement because of the randomness of finding potions, weapons and armour after battle. Consider this guide as more of a story of what worked for me, shared in the hopes that it can help you. The content is presented under the assumption that you have some familiarity with the mechanics of Dungeons and Takafumis so that you can choose equipment and adapt the tactics suggested for each floor to suit your circumstances.
Some terms
AOE: Stands for area of effect; refers to a skill that affects an area. For example, an AOE attack is an attack that hits an area.

Buff: Refers to a skill that improves stats.

Crowd control: Refers to using skills to make a large group of enemies easier to defeat. For example, making some of them fall asleep so that they don’t attack you.

Draw aggro: Stands for draw aggression; refers to making the enemy focus on attacking one character instead of the other characters.
Character roles and bonus points
Spells and skills can only be used once a day, so I think only one magic user (Tomo, by default) is enough. Tomoya, Tomoyo and Kanako will be developed as melee fighters (default roles).

Up to Floor 5, unarmed characters can inflict acceptable damage, even without bonus points put into ATK. So use everyone to attack and put some bonus points in DEF. After Floor 5, any character without a weapon or any bonus points added to ATK will only deal 1-3 damage per hit. In my strategy that is Tomo so she is switched to search duty (and item carrying duty) from Floor 6 onwards.

Initially the fighters are Swordsmen. Later, I want to change Tomoyo and Kanako to Knights. The Knight Job Skills include an AOE attack (Spear Dance) and turning your regular attack into an AOE attack (Spear User). Tomoya has three AOE attack Personal Skills (6 Mat Room Attack, Poisonous Dango Attack, Will of the Town), Tomoyo has two (Gravity Jump, 10-kick Combo), and Kanako has two (Gust Strike, Omega Drive). Thus, changing Tomoyo and Kanako into Knights allows you to use two AOE attacks in a row more often. Also, by remaining as a Swordsman, Tomoya can use the AOE attack Sword Dance Job Skill.

The Knight and Swordsman classes have slightly different intrinsic stat growth hence the bonus points are allocated differently when Tomoyo and Kanako change to Knights. The change is made so that all fighters get ATK +4 and DEF +4 overall for every level gained. When the fighters earn a fourth bonus point upon reaching level 11, I choose to put it in DEX so that their attacks miss less often.

Tomo’s bonus points
DEF +2, CPW +1
From Floor 5 onwards, change to CPW +3
When Tomo reaches level 11, change to CPW +4
From Floor 46 onwards, change to INT +4

Tomoyo and Kanako’s bonus points
ATK +1, DEF +2
When they reach level 11, change to ATK +1, DEF +2, DEX +1
When they change class to Knights, change to ATK +2, DEF +1, DEX +1
From Floor 46 onwards, change to ATK +4

Tomoya’s bonus points
ATK +1, DEF +2
When Tomoya reaches level 11, change to ATK +1, DEF +2, DEX +1
From Floor 46 onwards, change to ATK +4
Daily floor goals
An S-rank requires clearing Floor 50 within 7 game days. Here are the daily goals for which floor to have reached.

Day 1: lock at least Floor 10
Day 2: lock at least Floor 25
Day 3: lock Floor 35
Day 4: lock at least Floor 40
Day 5: lock Floor 45
Day 6: beat Floor 50
Day 7: one extra day

The day limit effectively stops you grinding levels, so don't let any characters miss gaining experience points (i.e. die) more than once a day.
General floor clearing tactics
Let the enemies come to you before attacking them. This lets you use buffs before attacking and get the first hit.

Have your characters near one another at the start of battle so that they can gang up on enemies.

For the first five floors, I think preserving HP is more important than finding items due to starting with no potions and no skills. Use everyone to attack.

In general, keep SPD at 22 or above so that your characters take their turns before all enemies except the Blue Beastmen (need SPD at 26 or above). This is useful for buffing before enemies come into attack range. Once you are deep enough in the dungeon, the extra defence may be worth the loss of a turn before the Beastmen move into attack range. Personally, I always kept SPD at least at 22 and sometimes I came very close to losing a party member.

Dual wield weapons when every fighter has at least one weapon. My strategy involves putting 2 bonus points into DEF on each level up, so in general the higher damage output will be more valuable than equipping a shield. Before you have enough weapons for dual wielding, a shield may be useful. Late in the game there are some shields that I think are good (Kite Shield and Aegis Shield, because their defence ratings exceed their weights).

When available, have Kanako heal herself by using Papico, and have Tomoyo heal Tomoya by using Panty Flash and Remove Bra. I estimate that Tomoyo’s skills heal by approximately 25% of Tomoya’s max HP or 33% of her own per turn that the skill is in effect. Panty Flash heals for two turns (heals a total of ~50% of Tomoya's max HP) and Remove Bra heals for three turns (heals a total of ~75% of Tomoya's max HP).
Specific floor tactics format
The specific tactics I suggest for each floor will be in the following format.


Floor #number
  • A brief description of what I was thinking to develop my tactics.

Deploy
  • This describes where to put your characters at the start of battle. The first number of the coordinates is the long side and the second number is the short side. The lower left corner is (1, 1), the upper left corner is (1, 5), the lower right corner is (10, 1), and the upper right corner is (10, 5). In the diagram, Tomoya is at (1, 1), Tomoyo is at (10, 1), Kanako is at (10, 5), and Tomo is at (1, 5).

  • In general I assign positions based on turn order (fastest, 2nd fastest, 3rd fastest). If there are specific skills that require a character to be in a particular place, I will refer to the character’s name and the turn order will refer to the order of the remaining characters.

Action
  • Actions queued for each character.
Day 1 (Floor 1 to Floor 14)
Floor 1
Let the Beastmen come to you so you can attack first. Aim to minimise damage received.

Deploy
Tomoya (4, 3)
Tomoyo (8, 4)
Kanako (3, 4)
Tomo (7, 3)

Action
Tomoya: Standby
Tomoyo: Standby
Kanako: Standby
Tomo: Standby

Floor 2
Wait on the left side to defeat the level 1 Beastmen first. Put the slowest party members in (2, 3) and (3, 4) so that they can hit either Beastman. Equip weapons, if available, on the characters in the middle positions.

The slowest character is the one most likely to be attacked first by the Beastmen coming from the right.

Deploy
Fastest (1, 2)
2nd fastest (4, 5)
3rd fastest (2, 3)
Slowest (3, 4)

Action
Tomoya: Standby, Standby
Tomoyo: Standby, Standby
Kanako: Standby, Standby
Tomo: Standby, Standby

Floor 3
Start on the left side to kill the level 1 Beastmen first. Equip weapons on the rightmost characters so that it is easier to kill the level 2 Beastmen.

Deploy
Fastest (4, 4)
2nd fastest (2, 3)
3rd fastest (3, 3)
Slowest (3, 2)

Action
Tomoya: Standby
Tomoyo: Standby
Kanako: Standby
Tomo: Standby

Floor 4
If your characters have weapons, the level 1 Beastman can be killed in 1 hit when it arrives. For now, deploy on the left to focus on the level 2 Beastmen first.

Deploy
Fastest (5, 5)
2nd fastest (2, 5)
3rd fastest (4, 4)
Slowest (1, 4)

Action
Tomoya: Standby, Standby
Tomoyo: Standby, Standby
Kanako: Standby, Standby
Tomo: Standby, Standby

Floor 5
Start on the left and wait to get a first strike on the leftmost Level 3 Beastmen. Also maximise the distance the Golem has to cover, so hopefully the Beastmen will all be killed by the time the Golem is engaged.

If Tomo levels up on this floor, then put all her bonus points in CPW now and in the future.

Deploy
Fastest (1, 3)
2nd fastest (3, 3)
3rd fastest (3, 2)
Slowest (2, 2)

Action
Tomoya: Standby, Standby
Tomoyo: Standby, Standby
Kanako: Standby, Standby
Tomo: Standby, Attack

Floor 6
Consider restarting if you haven’t obtained at least two weapons with +2 or greater. Without them it will be much harder to kill Beastmen.

All characters who survived every floor should know their second Personal Skill now.
At this point, any character who didn’t have any bonus points in ATK and doesn’t have a weapon will do less than 4 damage against the Beastmen. Strip them of their armour and set them to search.

For me, only Tomo didn’t have bonus points in ATK. Now when I list the deployment formation, the speeds refer to Tomoya, Tomoyo and Kanako. Tomo will have her own position. Most of the time it doesn’t matter where she goes, but some positions will lead to the Beastmen targeting her and moving out of the attack range of your other characters.

Deploy
Fastest (3, 3)
2nd fastest (2, 4)
3rd fastest (1, 3)
Tomo (1, 5)

Action
Tomoya: Standby, Standby
Tomoyo: Standby, Standby
Kanako: Standby, Standby
Tomo: Search

Floor 7
Focus on the Beastmen on the left first since they are fewer in number.

Deploy
Fastest (3, 5)
2nd fastest (2, 4)
3rd fastest (1, 3)
Tomo (1, 5)

Action
Tomoya: Standby, Standby
Tomoyo: Standby, Standby
Kanako: Standby, Standby
Tomo: Search

Floor 8
All characters who survived every floor should know their second Job Skill now. If you have a two-handed sword, make use of Two-handed Sword User. If you don’t have a two-handed sword, replace Two-handed Sword User with Standby.

Focus on the three level 5 Beastmen on the left first. The level 4 Beastmen should be easy kills after that, leaving only the level 6 Beastman for last.

Deploy
Fastest (2, 4)
2nd fastest (4, 2)
3rd fastest (3, 3)
Tomo (1, 5)

Action
Tomoya: Standby, Standby
Tomoyo: Standby, Standby
Kanako: Two-handed Sword User, Standby
Tomo: Search

Floor 9
Focus on the two level 5 Beastmen on the left first. The level 4 Beastman should be an easy kill when he arrives. The three level 6 Beastmen are last.

Deploy
Fastest (2, 4)
2nd fastest (3, 4)
3rd fastest (3, 3)
Tomo (3, 5)

Action
Tomoya: Standby, Standby
Tomoyo: Two-handed Sword User, Standby
Kanako: Standby, Standby
Tomo: Search

Floor 10
Start on the right side of the deployment area to draw in the two level 5 Beastmen and the three level 6 Beastmen. This allows most of them to be hit by Tomo’s Fireball and Tomoya’s 6 Mat Room Attack. Tomoya uses Guts afterwards to make killing the Golem easier, and while he uses Guts, Tomoyo and Kanako should be wiping up the Beastmen who survived the AOE attacks.
At this point, your characters are likely less than 75% HP, so use Counterattack to hopefully kill the Golem a little faster without dying. If you have been lucky with dodging enemy attacks and finding potions, then you may consider replacing Counterattack with Standby.

Deploy
Fastest (8, 2)
2nd fastest (9, 3)
Tomoya (8, 3)
Tomo (8, 5)

Action
Tomoya: Two-handed Sword User, Counterattack, 6 Mat Room Attack, Guts
Tomoyo: Standby, Counterattack
Kanako: Standby, Counterattack
Tomo: Standby, Standby , Fireball, Search

Floor 11
Any character who survived all floors should know their third Personal Skill now.
Even with dual wielding, you most likely will need all three characters attacking the same Beastman to kill it. Start by focusing on the somewhat isolated Beastman on the far left.

Deploy
Fastest (2, 4)
2nd fastest (3, 3)
3rd fastest (1, 3)
Tomo (1, 5)

Action
Tomoya: Standby, Standby
Tomoyo: Standby, Standby
Kanako: Standby, Standby
Tomo: Search

Floor 12
Any character who survived all floors should know their third Job Skill now.

If Tomoya has near full HP (say, at least 80%), then you may want to revise this strategy (refer to Day 2 Floor 12). I used it so Tomoya could be healed. In this formation, Tomo stops the nearest Beastman taking a direct route to Tomoyo. As Tomoyo is out of reach, she doesn’t take any damage from drawing aggro. When Panty Flash wears off, Sleep should help crowd control the remaining Beastmen. If Tomo doesn’t have near full HP (say, at least 90%), then you may want either Kanako or Tomoya to stand in front of Tomoyo and put Tomo at (7, 5).

Deploy
Fastest (9, 2)
2nd fastest (10, 2)
Tomoyo (7, 3)
Tomo (7, 2)

Action
Tomoya: Standby
Tomoyo: Standby, Panty Flash
Kanako: High Tension
Tomo: Standby, Standby, Sleep, Search

Floor 13
Kanako’s role is to use Spit on the Red Beastman to paralyse it so it can be killed before it can hit your characters. As Spit takes Kanako right up to the Red Beastman, it would be a good idea to equip her with strong weapons so she can kill it quickly. Use Dual Sword User if the two weapons are both swords.

Deploy
Fastest (3, 5)
2nd fastest (4, 5)
Kanako (5, 5)
Tomo (2, 5)

Action
Tomoya: Standby, Standby
Tomoyo: Standby, Seriousness
Kanako: Dual Sword User, Standby, Spit
Tomo: Search

Floor 14
Now is a good time to use Tomoyo’s Full Power Kick to stop the Beastmen swarming your characters. Set Tomoyo at (8, 5) and use Full Power Kick on her third turn to knock away the two Beastmen in line with each other. Kanako and Tomoya should aim to kill the middle level 9 Beastman.

For an alternative strategy, see Day 2 Floor 14.

Deploy
Fastest (5, 5)
2nd fastest (6, 5)
Tomoyo (8, 5)
Tomo (7, 5)

Action
Tomoya: Standby, Standby
Tomoyo: Standby, Standby, Full Power Kick
Kanako: Standby, Standby
Tomo: Standby, Standby, Earthquake, Search

Tomoya and Kanako died. I tried Floor 15 and predictably got wiped withTomoya and Kanako each killed in one hit.
Day 2 (Floor 11 to Floor 25)
Put the best armour on Tomoya, Tomoyo and Kanako, and discard the rest. Among weapons, have a two-handed sword and two swords to pair with Two-handed Sword User and Dual Sword User respectively, and two more strong one-handed weapons.

Load up as many small potions as you can carry.

Save spare armour you find when capacity becomes available through consuming potions. Tomo will be put in harm’s way on this day.

Floor 11
Deploy
Fastest (9, 4)
2nd fastest (8, 3)
3rd fastest (8, 1)
Tomo (10, 5)

Action
Tomoya: Standby
Tomoyo: Standby
Kanako: Standby
Tomo: Search

Floor 12
Deploy
Fastest (9, 3)
2nd fastest (8, 2)
3rd fastest (8, 1)
Tomo (9, 5)

Action
Tomoya: Standby
Tomoyo: Standby
Kanako: Standby
Tomo: Search

Floor 13
Deploy
Fastest (3, 5)
2nd fastest (4, 5)
Kanako (5, 5)
Tomo (2, 5)

Action
Tomoya: Standby, Standby
Tomoyo: Standby, Standby
Kanako: Standby, Standby, Spit
Tomo: Search

Floor 14
The 3rd fastest is most vulnerable to the other Beastmen, so increase DEF as much as possible with armour.

Deploy
Fastest (2, 2)
2nd fastest (1, 1)
3rd fastest (3, 1)
Tomo (1, 5)

Action
Tomoya: Standby
Tomoyo: Standby
Kanako: Standby
Tomo: Search

Floor 15
The three level 9 Beastmen on the left are obviously the first target. I chose Two-handed Sword User and Dual Sword User for buffs because they last for the whole floor battle and hence will still be in effect when the Golem and the level 10 Beastmen reach my characters.

The fighters are all deployed on (1, X) to reduce the chance of one of them deciding to take on the level 10 Beastmen by themselves.

Your fighters should reach level 11 soon and get 4 bonus points instead of 3. I add the extra bonus point to DEX so that their attacks miss less often.

Deploy
Fastest (1, 4)
2nd fastest (1, 3)
3rd fastest (1, 2)
Tomo (1, 5)

Action
Tomoya: Two-handed Sword User
Tomoyo: Dual Sword User
Kanako: Standby
Tomo: Search

Floor 16
Deploy
Fastest (3, 5)
2nd fastest (4, 3)
3rd fastest (2, 3)
Tomo (1, 5)

Action
Tomoya: Standby, Standby
Tomoyo: Standby, Standby
Kanako: Standby, Standby
Tomo: Search

Floor 17
Focus on defeating the two level 11 Beastmen before the level 12 Beastmen arrive.

Deploy
Fastest (5, 3)
2nd fastest (4, 2)
3rd fastest (3, 1)
Tomo (4, 5)

Action
Tomoya: Guts
Tomoyo: Standby
Kanako: High Tension
Tomo: Search

Floor 18
In my experience, Blue Beastmen always target the character with the lowest armour rating. This means Tomo must start close to the other characters and stay around until the Blue Beastman arrives for the others to kill. Otherwise, if Tomo runs off, the Blue Beastman will follow her and likely move out of the attack range of the others. If you want, you can equip any extra armour on Tomo, just make sure her SPD is at least 22.

I used Panty Flash here to heal Tomoya (HP 48/100). It is also useful for guaranteeing that the Blue Beastman moves towards your fighters. However, if you have Tomo Standby next to the fighters, the Blue Beastman will come within range of your fighters anyway. If you choose not to use Panty Flash, this formation and action queue should have the same effect.

Deploy
Fastest (5, 3)
2nd fastest (6, 2)
Tomoyo, or 3rd fastest (4, 2)
Tomo (5, 5)

Action
Tomoya: Standby
Tomoyo: Standby, Panty Flash
Kanako: Standby
Tomo: Standby, Standby, Search

Floor 19
I suggest equipping Tomoyo with two weapons and using Tomoya’s Leadership to buff Tomoyo.

Deploy
Fastest (5, 3)
2nd fastest (6, 2)
3rd fastest (7, 1)
Tomo (5, 5)

Action
Tomoya: Leadership
Tomoyo: Counterattack
Kanako: Standby
Tomo: Search

Floor 20
Draw the level 13 Beastmen on the right and the nearby level 12 Beastmen in so that they can be hit by an AOE attack. I put Tomoya at (4, 4) so that he is more likely to target the level 13 Beastmen with his 6 Mat Room Attack. Try to move armour around so that Tomoya is not the fastest fighter. Otherwise, he might use his AOE attack in a place that hits fewer enemies.

If you have run out of potions, use Parry to reduce the damage received on this floor. Otherwise, you may consider saving Parry for the future.

Deploy
Fastest (5, 5)
2nd fastest (5, 4)
Tomoya (4, 4)
Tomo (6, 5)

Action
Tomoya: Standby, Parry, 6 Mat Room Attack
Tomoyo: Two-handed Sword User, Parry
Kanako: Dual Sword User, Parry
Tomo: Standby, Standby, Fireball, Attack, Search

Floor 21
Characters should reach level 14 and learn their fifth Personal Skill and last Job Skill now or next floor.

Focus on the rightmost Beastman first since it is the most isolated. The goal (and hope) is to gang up on each Beastman to kill it before the others arrive.

Deploy
Fastest (10, 5)
2nd fastest (9, 5)
3rd fastest (9, 4)
Tomo (8, 5)

Action
Tomoya: Standby, Standby, Standby
Tomoyo: Standby, Standby, Standby
Kanako: Standby, Standby, Standby
Tomo: Search

Floor 22
Try to equip the 2nd fastest and 3rd fastest with swords so both can use Sword Dance on the four level 15 Beastmen. Preferably, use Tomoya and Tomoyo since they should have Poisonous Dango Attack and Gravity Jump available respectively.

Deploy
Fastest (5, 3)
2nd fastest (4, 2)
3rd fastest (4, 1)
Tomo (4, 5)

Action
Tomoya: Standby, Sword Dance
Tomoyo: Standby, Sword Dance
Kanako: Standby
Tomo: Search

Floor 23
Keep your characters together to draw the Blue Beastmen in. As there are two Blue Beastmen and a Red Beastman on the field, use AOE attacks early to kill them all quickly.

Tomo will very likely be attacked, so equip her with any spare armour you found on this day. If possible, load her up so that she is slower than the Blue Beastmen (i.e. manipulate Tomo’s SPD to 22-25). This will ensure her Thunder will hit at least one Blue Beastman and the Red Beastman.

The other characters need to start around Tomo so only one Blue Beastman can attack her. Tomoyo’s Gravity Jump will move her forward, so she can guard Tomo’s back.

Try to move armour around so that Kanako takes her turn last. This allows her to mop up any survivors of the AOE attacks by Tomoya and Tomoyo.

Deploy
Kanako (6, 1)
Tomoya (4, 1)
Tomoyo (5, 2)
Tomo (5, 1)

Action
Tomoya: Standby, Poisonous Dango Attack
Tomoyo: Standby, Gravity Jump
Kanako: Counterattack
Tomo: Standby, Thunder, Search

Floor 24
Kanako had low HP (26/132) from the previous floor, so I had her use Papico.

Take out the two level 16 Beastmen on the left first. That way, when the level 15 and level 17 Beastmen arrive, only the level 17 Beastmen will be a serious threat.

Tomo starts on Standby to allow the level 16 Beastmen to be killed before attempting to confuse the rest of the Beastmen. She is on Standby between Earthquake and Sleep because only one status ailment can be in effect at one time (i.e. confusion is replaced by sleep).

Deploy
Fastest (1, 4)
2nd fastest (1, 3)
3rd fastest (2, 2)
Tomo (1, 5)

Action
Tomoya: Counterattack
Tomoyo: Standby
Kanako: Papico
Tomo: Standby, Standby, Earthquake, Standby, Sleep, Search

Floor 25
After clearing this floor, my strategy involves retreating, so feel free to use any remaining potions and skills.

Start in the middle to draw the evenly spread Beastmen in. If you have any AOE attacks remaining, now would be a good time to use them.

Deploy
Fastest (5, 4)
2nd fastest (5, 3)
3rd fastest (4, 3)
Tomo (5, 5)

Action
Tomoya: Dual Sword User, Summon Fuko
Tomoyo: Standby, Seriousness
Kanako: Standby, Standby, Sword Dance
Tomo: Standby, Fireball x3, Thunderstorm, Search

Tactical retreat! The retreat is to change jobs. Job Skills are learned when the character levels up, so delaying the retreat and job change slows down learning Job Skills.
Day 3 (Floor 26 to Floor 35)
Change Tomoyo and Kanako to Knights. Make sure to keep any strong spears you have or find to use the Knight’s skills.

Floor 26
Focus on the rightmost Beastman first.

Deploy
Fastest (10, 4)
2nd fastest (9, 3)
3rd fastest (10, 3)
Tomo (10, 5)

Action
Tomoya: Standby
Tomoyo: Standby
Kanako: Standby
Tomo: Search

Floor 27
Your Knights should learn their first Job Skill.

Your characters should reach level 18 now or after this floor and learn their fifth Personal Skill.

Start by attacking the rightmost level 18 Beastman and the other two level 18 Beastmen.

Deploy
Fastest (8, 1)
2nd fastest (9, 1)
3rd fastest (9, 2)
Tomo (10, 5)

Action
Tomoya: Standby
Tomoyo: Standby
Kanako: Standby
Tomo: Search

Floor 28
Deploy your characters on the right of the deployment area to draw the Blue Beastmen in. Then, use AOE attacks to kill them and the Red Beastman.

Although I usually surround a character who uses a skill that draws aggro, in the case of Tomoya’s Porn Magazine this is not necessary because he takes less damage when the skill is in effect. Kanako stands behind Tomoya so that her Gust Strike hits all the enemies immediately around Tomoya.

Deploy
Tomoyo (9, 2)
Kanako (10, 2)
Tomoya (10, 1)
Tomo (10, 3)

Action
Tomoya: Standby, Porn Magazine
Tomoyo: Standby
Kanako: Standby, Standby, Gust Strike
Tomo: Standby, Search

Floor 29
Tomo uses Tag to draw aggro and stop the level 19 Beastmen attacking the other characters. While searching, Tomo naturally moves away from the Beastmen, so don’t worry about her being killed.

Deploy
Fastest (2, 2)
2nd fastest (1, 2)
3rd fastest (1, 1)
Tomo (2, 5)

Action
Tomoya: Standby
Tomoyo: Standby
Kanako: Standby
Tomo: Standby, Tag, Search

Floor 30
I had Tomoyo Use Panty Flash to restore Tomoya’s HP (95/164).

Deploy
Tomoyo (6, 2)
Kanako (1, 2)
Tomoya (4, 1)
Tomo (6, 5)

Action
Tomoya: Dual Sword User
Tomoyo: Standby, Panty Flash, Gravity Jump
Kanako: Standby
Tomo: Standby, Fireball x3, Fireball, Search

Floor 31
Your characters should reach level 21 now or after this floor and learn their sixth Personal Skill.

Your Knights should learn their second Job Skill.

On this floor, I start on the left and move right because the rightmost Beastman is a little bit away from the main group.

Deploy
Fastest (8, 1)
2nd fastest (9, 1)
3rd fastest (9, 2)
Tomo (10, 5)

Action
Tomoya: Standby, Standby
Tomoyo: Standby, Standby
Kanako: Two-handed Sword User, High Speed Rush
Tomo: Search

Floor 32
It’s important to surround Kanako with her allies to prevent her being attacked by multiple Beastmen while drawing aggro. Once Kanako uses Spit, which should hit multiple Beastmen including the Red Beastman, have Tomoya, Tomoyo and Tomo use Standby for one more turn.

Deploy
Fastest (5, 1)
2nd fastest (3, 1)
Kanako (4, 1)
Tomo (4, 2)

Action
Tomoya: Standby, Standby, Standby
Tomoyo: Standby, Standby, Standby
Kanako: Standby, Self-imposed Challenge, Spit
Tomo: Standby, Standby, Standby, Search

Floor 33
I had Kanako use Papico because her HP was low from drawing aggro on the previous floor. I also had Tomoyo use Remove Bra to heal Tomoya (HP 80/180) and to distract the Blue Beastmen from attacking Tomo.

Killing the two Blue Beastman is a top priority. By Kanako's second turn a Blue Beastman will be within her attacking range. Tomoya uses Sword Dance on his third turn to let the other Beastman get closer and be hit by the AOE attack.

Deploy
Kanako (6, 5)
Tomoya (7, 4)
Tomoyo (7, 5)
Tomo (8, 5)

Action
Tomoya: Standby, Sweet Atmosphere, Sword Dance
Tomoyo: Remove Bra, Two-handed Sword User
Kanako: Papico
Tomo: Standby, Standby, Search

Floor 34
Your knights should learn their third Job Skill by now or the next floor.

The obvious danger is the four Red Beastmen. Due to their number, I want to kill them as quickly as possible by using AOE attacks. As such, I am willing to allow them to get the first hit because it will cause them to bunch up and be caught in the AOE attacks.

Tomo can use Shield to reduce the damage taken by the party.

Deploy
Kanako (5, 2)
Tomoya (7, 2)
Tomoyo (6, 2)
Tomo (6, 5)

Action
Tomoya: Parry, Standby, Poisonous Dango Attack
Tomoyo: Spear User, Seriousness
Kanako: Standby, Standby
Tomo: Standby, Shield

Floor 35
Tomo should use Friendly Kiss to escape the notice of the Blue Beastman. This avoids the situation of Tomo’s searching taking her away from the other characters and being killed by the Blue Beastman.

Tomo will probably have SPD (28 at level 23) much higher than your other characters due to wearing no armour. This means her turn will come sooner. That is why I have her use Earthquake on her fourth turn rather than her third to allow the Beastmen to get within attack of range of the other characters.

I had Tomoya use Summon Fuko on his third turn so that most of the Beastmen are within attack range of the characters. As Fuko seems to appear at a random side of the map, I want to avoid her appearance drawing Beastmen away from my characters’ attack range.

I set Kanako to be roughly in the middle when the Beastmen arrive so that she can hit as many as possible with her AOE attacking. Tomoyo is to the right of Kanako so that she is more likely to target the Blue Beastman when it arrives.

Deploy
Kanako (5, 2)
Tomoya (5, 3)
Tomoyo (6, 3)
Tomo (6, 4)

Action
Tomoya: Standby, Leadership, Summon Fuko
Tomoyo: Dual Sword User, Standby
Kanako: Spear User, High Tension
Tomo: Friendly Kiss, Standby, Standby, Earthquake, Standby, Attack, Search

You are forced out of the dungeon to save Takafumi’s life.
Day 4 (Floor 36 to Floor 43)
Floor 36

Position your characters to attack the Red Beastman first. This will lead to being surrounded by the other Beastmen, but I think it’s worth it.

Deploy
Fastest (5, 3)
2nd fastest (6, 2)
3rd fastest (4, 1)
Tomo (5, 5)

Action
Tomoya: Two-handed Sword User
Tomoyo: Standby
Kanako: Standby
Tomo: Search

Floor 37
Your characters should reach level 25 and learn their seventh Personal Skill by this floor or the next floor.

Of the Blue Beastman and the Red Beastman, I think the Blue Beastman should be dealt with first so it doesn’t kill Tomo while she’s searching for items. If you don’t mind losing Tomo, then you could sacrifice her and focus on the Red Beastman first.

I have Kanako at (3, 3) to use her skills while waiting for the other Beastmen to come within range. Tomoyo and Tomoya (dual wielding weapons) should be able to kill the Blue Beastman easily. As the Blue Beastman moves before them and will move within range, Tomoyo and Tomoya should immediately attack.

Deploy
Fastest (1, 2)
2nd fastest (1, 3)
Kanako (3, 3)
Tomo (1, 5)

Action
Tomoya:
Tomoyo:
Kanako: Two-handed Sword User, High Speed Rush
Tomo: Standby, Search

Floor 38
Your Knights should learn their fourth Job Skill by this floor or the next floor.

Try to rearrange armour so that Kanako is faster than Tomoya and Tomoyo, and will use Gust Strike before they start attacking.

Deploy
Kanako (5, 4)
Tomoya (5, 2)
Tomoyo (5, 3)
Tomo (4, 3)

Action
Tomoya: Standby, Leadership, 6 Mat Room Attack
Tomoyo: Standby, Panty Flash
Kanako: Standby, Standby, Gust Strike
Tomo: Standby, Standby, Search

Floor 39
As you start in a position surrounded by Beastmen, just draw them in and unleash a couple of AOE attacks. I equipped Tomoyo with two spears so she could use two AOE attacks per turn. With Seriousness buffing her attack power, I didn’t think it necessary for another character to follow up with an AOE attack.

As wielding two spears leaves Tomoyo’s DEF low, I decided to manage the risk by having Tomoya use Porn Magazine and Fuko Decoy to draw aggro. This allows my characters to attack the Beastmen without being attacked in return until Fuko dies. Also, once Fuko draws aggro, the Beastmen will already be within my character’s attack range.

Deploy
Tomoyo (5, 3)
Tomoya (6, 3)
Kanako (7, 3)
Tomo (6, 4)

Action
Tomoya: Standby, Porn Magazine, Fuko Decoy
Tomoyo: Spear User, Seriousness
Kanako: Standby, Standby
Tomo: Standby, Search

Floor 40
This time I switched the dual spears to Kanako and had her use Super High Tension as well so that all her hits would be guaranteed critical hits. Put Kanako in the front and she can wipe the first couple of waves of Beastmen as a one-man army.

It would be useful to draw aggro by having Tomoyo use Remove Bra. In my case, Tomoya needed healing (HP 72/220). If Tomoya doesn’t need healing, you may want to change the strategy.

Deploy
Kanako (6, 2)
Tomoya (5, 3)
Tomoyo (6, 3)
Tomo (6, 4)

Action
Tomoya: Standby, Standby
Tomoyo: Standby, Remove Bra
Kanako: Spear User, Super High Tension
Tomo: Standby, Standby, Search

Floor 41
Your characters should reach level 28 and learn their seventh Personal Skill by this floor or next floor. Your Knights should learn their fifth Job Skill by this floor or next floor.

I had Tomo use Tag to stop the Beastmen attacking my other characters for a couple of turns. Equip any spare armour you have on Tomo to reduce her SPD. If you do, make sure to keep it above 22.

I named Tomoyo in the deployment because her Gravity Jump naturally takes her to the middle of the map. If you can, rearrange armour so that Tomoyo uses her Gravity Jump before Tomoya and Kanako start attacking.

Deploy
Fastest (6, 1)
2nd fastest (7, 1)
Tomoyo (5, 1)
Tomo (6, 5)

Action
Tomoya: Guts
Tomoyo: Standby, Gravity Jump
Kanako: Standby
Tomo: Standby, Tag

Floor 42
Have Kanako use Spit on the Red Beastman to limit its damage on your fighters. Have Tomoyo and Tomoya focus on the rightmost level 29 Beastman first. Have Tomo use Hide and Seek to make the Blue Beastman ignore her.

If you decide to have Tomoya use Kanako’s Killer Technique, make sure to equip him with a shield to increase his DEF. If you don’t want to use the skill or don’t have it yet, just use your normal Tomoya set up.

Deploy
Fastest (10, 5)
2nd fastest (9, 4)
Kanako (8, 5)
Tomo (9, 5)

Action
Tomoya: Counterattack, Kanako’s Killer Technique
Tomoyo: Standby, Standby
Kanako: Standby, Standby, Spit, Spear Dance
Tomo: Standby, Standby, Hide and Seek, Fireball, Search

Floor 43
The aim of my strategy on this floor is to draw the Beastmen around and then hit them with AOE attacks. The characters start slightly to the right since the Blue Beastmen on the left will move first and can cover more ground per turn.

Between Tomoyo and Tomoya, put the one with a higher ATK at (8, 2) so that their AOE attack hits the Red Beastmen.

If Tomo has SPD of 26 or more, then use Standby three times before Thunder and Earthquake. If you load her with spare armour and reduce her SPD below that, then use Standby two times. This is because of waiting for the Blue Beastmen to come over.

Deploy
Fastest (6, 2)
2nd fastest (8, 2)
Kanako (7, 2)
Tomo (7, 3)

Action
Tomoya: Standby, Standby, Standby, Sword Dance
Tomoyo: Standby, Standby, Standby, Spear Dance
Kanako: Self-imposed Challenge, High Tension, Standby
Tomo: Standby, Standby, (Standby if SPD > 26), Thunder, Earthquake

Floor 44
If you didn’t retreat after locking Floor 40, this floor is harder because most of your AOE attacks and draw agro skills would have been used and the enemies are rather dispersed. I suggest starting by focusing on the two Red Beastmen on the right.

Note: Party killed. My strategy was messed up by Fuko entering from the right and drawing the attention of three Beastmen there. As a result, Tomoyo aimed her 10-kick Combo at a single Beastman, instead of 4 that I was planning for. Tomoya’s actions should be: Standby, Summon Fuko. I used this instead on Day 5 and cleared the floor.

Deploy
Fastest (10, 1)
2nd fastest (8, 1)
Tomoyo (9, 1)
Tomo (10, 5)

Action
Tomoya: Summon Fuko
Tomoyo: Standby, 10-kick Combo
Kanako: Dual Sword User
Tomo: Standby, Fireball x3, Sleep, Search
Day 5 (Floor 41 to Floor 45)
I think I could have locked Floor 45 on Day 4 if Fuko had not messed up my strategy on Floor 44. I didn’t want to lose some equipment I found, and I was still on track to get an S-rank, so I decided to lock Floor 45 on Day 5.

The party will be forced out of the dungeon after clearing Floor 45, so you can use skills a little freely for clearing 5 floors.

Floor 41
Deploy
Fastest (6, 1)
2nd fastest (7, 1)
Tomoyo (5, 1)
Tomo (6, 5)

Action
Tomoya: Guts
Tomoyo: Standby, Gravity Jump
Kanako: Standby
Tomo: Standby, Tag

Floor 42
Deploy
Fastest (10, 5)
2nd fastest (9, 4)
Kanako (8, 5)
Tomo (9, 5)

Action
Tomoya: Counterattack, Kanako’s Killer Technique
Tomoyo: Standby, Standby
Kanako: Standby, Standby, Spit, Spear Dance
Tomo: Standby, Standby, Hide and Seek, Fireball, Search

Floor 43
Deploy
Fastest (6, 2)
2nd fastest (8, 2)
Kanako (7, 2)
Tomo (7, 3)

Action
Tomoya: Standby, Standby, Standby, Sword Dance
Tomoyo: Standby, Standby, Standby, Spear Dance
Kanako: Self-imposed Challenge, High Tension, Standby
Tomo: Standby, Standby, (Standby if SPD >= 26), Thunder, Earthquake

Floor 44
Here is same strategy as before, except Tomoya uses Summon Fuko after the Beastmen have moved into position to be hit by Tomoyo using 10-kick Combo.

Deploy
Fastest (10, 1)
2nd fastest (9, 1)
Tomoyo (8, 1)
Tomo (10, 5)

Action
Tomoya: Standby, Summon Fuko
Tomoyo: Standby, 10-kick Combo
Kanako: Dual Sword User
Tomo: Standby, Fireball x3, Sleep, Search

Floor 45
Although I arrived at this floor from Floor 41 on Day 5, I decided to use a strategy based on the skills available (or the skills I was saving) if I reached Floor 45 from Floor 35 on Day 4.

Tomoya should have Dual Sword User and Sweet Atmosphere. Tomoyo should have Dual Sword User and Parry. Kanako should have Omega Drive and Parry. Tomo should have Friendly Kiss, Attack, Shield, Speed and Thunderstorm.

Deploy
Tomoya (6, 5)
Tomoyo (4, 5)
Kanako (5, 5)
Tomo (7, 5)

Action
Tomoya: Dual Sword User, Sweet Atmosphere
Tomoyo: Dual Sword User, Parry
Kanako: Parry, Standby, Omega Drive
Tomo: Standby, Friendly Kiss, Attack, Shield, Thunderstorm, Speed

You are forced out of the dungeon to prepare for the last push to defeat the Final Boss.
Day 6-7 (Floor 46 to Floor 50)
Equip your best armour and best weapons, discard any items you won’t use, and load up as many potions as you can carry. Now is the time to clear this game and unlock the S-rank achievement.

From now on, put all bonus points into ATK for your fighters and into INT for Tomo.

Save any swords you find to equip all fighters with swords on the last floor.

Floor 46
If you decide to have Tomoya use Kanako’s Killer Technique, make sure to equip him with a shield to increase his DEF. If you don’t want to use the skill, just use your normal Tomoya set up.

Keep Tomoya and Kanako slightly apart so that they attack separate Beastmen. Kanako’s two hits per turn will kill a Beastman, but Tomoya just needs a little more damage to kill a Beastman while using Kanako’s Killer Technique.

Deploy
Tomoya (7, 4)
Tomoyo (6, 3)
Kanako (5, 4)
Tomo (6, 5)

Action
Tomoya: Standby, Kanako’s Killer Technique
Tomoyo: Standby, Standby
Kanako: Two-handed Sword User, High Speed Rush
Tomo: Search

Floor 47
Kanako will wipe out most of the Beastmen with her combined Spear User and Super High Tension buffed attack. This allows Tomoya and Tomoyo to save their skills. All they have to do is stop the Beastmen hurting Kanako too much. Tomo uses Standby for four turns so that she doesn’t wander off too quickly and drag a Blue Beastman out of Kanako’s AOE attack range.

Deploy
Tomoya (6, 1)
Tomoyo (5, 1)
Kanako (7, 1)
Tomo (7, 2)

Action
Tomoya: Standby, Standby, Sweet Atmosphere
Tomoyo: Standby, Standby, Standby
Kanako: Self-imposed Challenge, Spear User, Super High Tension
Tomo: Standby, Standby, Standby, Standby, Search

Floor 48
Your characters should reach level 33 and learn their eighth Personal Skill by this floor or the next floor.

The Sword Dance and Spear Dance attacks won’t hit many enemies using this set up, so you may want to reconsider this strategy.

Deploy
Tomoya (9, 4)
Tomoyo (8, 3)
Kanako (7, 3)
Tomo (8, 5)

Action
Tomoya: Standby, Standby, Sword Dance, Fuko Decoy
Tomoyo: Two-handed Sword User, Seriousness
Kanako: Standby, Standby, Spear Dance
Tomo: Search

Floor 49
I had Tomoyo use Panty Flash and Remove Bra in the same battle so that she would draw aggro for more turns. Tomoya also needed healing (HP 117/276).

Deploy
Tomoya (6, 2)
Tomoyo (7, 2)
Kanako (8, 2)
Tomo (7, 3)

Action
Tomoya: Standby, Standby, Leadership, Poisonous Dango Attack
Tomoyo: Remove Bra, Spear User, Panty Flash, Spear Dance
Kanako: Dual Sword User, Standby, High Tension
Tomo: Standby, Standby, Fireball, Thunder

Floor 50
This is it, the final battle. It is time to use all those AOE attacks to decimate the Beastmen and Golems.

Unequip any armour on Tomo so that she can her turns come faster for her to cast her spells.

Deploy
Tomoya (7, 3)
Tomoyo (6, 3)
Kanako (5, 3)
Tomo (6, 4)

Action
Tomoya: Dual Sword User, Porn Magazine, Will of the Town, Parry
Tomoyo: Dual Sword User, Tomoyo the Ultimate Weapon, Gravity Jump, 10-kick Combo, Parry
Kanako: Parry, Standby, Omega Drive
Tomo: Friendly Kiss, Shield, Speed, Attack, Thunderstorm, Earthquake, Fireball x3, Sleep
Closing words
Thank you to VisualArts/Key for developing and publishing this game, and to the localisation team who translated the game from Japanese to English.

I planned my S-rank run as recorded in this guide by using information on a PlayStation forum[www.playstationtrophies.org] and a Japanese webpage[clannad-kouryaku.net] (read using Chrome translation). Both of them suggested different strategies for achieving an S-rank, which you may be interested in if you want to try to go for a 3 days clear run.

I hope you found the guide useful. If you want to provide feedback (greatly appreciated) or comment on something, please leave a comment below.
10 Comments
Manifusion 25 Mar, 2023 @ 12:07am 
Really useful guide, but for anyone who is struggling to get this like I had been, a little change that worked for me is investing all points for your fighters into Defense, and put Tomo on search and CW farming immediately.

When trying to follow the guide exactly, I would commonly have random character deaths due to bad rng or be ruined by having no weapons drop early on. It really was killing my motivation.

Also since I got so far on day 2 with these tweaks I ended up keeping my characters as the initial classes instead of swapping for knights. If I had been a little luckier on potion drops on one of the days I could have possibly even gotten through it in 4 days instead of 5. (Ran out of HP before finishing 45)

Seriously though I probably could not have done this as quickly as I finally did if not for having this guide as an idea of what milestones to shoot for in skill usage and whatnot, so thank you very much!

:fuko:
dende 30 Dec, 2022 @ 1:50am 
It's not about the guide, I think. First 10 floors are heavily RNG based and you are more likely to get rekt. After a few tries, you should be good to go.
Rantsi 1 Nov, 2021 @ 11:47am 
This guide is so RNG reliant that I'm starting to piss blood while trying to finish this.
Dethlane 20 Sep, 2021 @ 8:11am 
Doesn't work. 3rd floor battle ends - Tomo has 6 hp, Tomoya is rekt.
chaoticenigma 9 May, 2021 @ 12:35pm 
It's not necessarily bad. It just requires a bit of luck and reloading to get enough healing and equips to drop. The start is ridiculous cause you have no gear or items at the start.

There's an alternate strat where you go 2 fighters and 2 mages instead of the 3 fighters 1 mage used here. I don't know which is actually better since I couldn't get the start with either.

But it's either 3 fighters 1 mage or 2/2. I don't think 3 mage 1 fighter could work. And 4 of either also wouldn't.

I haven't been able to get this either yet due to not being able to actually get a good start. I really wish there were some 100% method for this.

An improvement that could be made is having a list of equipment you should absolutely have at the end of each day.
1.048596 14 Feb, 2021 @ 1:25pm 
also bad guide doesn't work
Deathbellows 16 Nov, 2019 @ 8:56pm 
This is easily the best and most comprehensive Realm of God guide out there, very well written and researched and the individual breakdowns of each level is excellent.
However, as is says in the introduction this is not a S-Rank guarantee.
This is a rocky road, and there will be numerous reloads either due to bad combat rolls, terrible item drops or just because the game decides its not your turn to win today :)
Three combat characters also means that you are hard pressed for carry weight and item drops.

If you do make it to final level with health, you have gotten yourself a free win, as everything just evaporated, and the Final boss not being immune to Sleep for some reason.

All in all tho, excellent guide, thank you for taking your time to do this writeup

Now if there was only a way to get a starfish....
https://imgur.com/5BBzcjS
SUDALV 3 Oct, 2019 @ 1:47pm 
Just got my S RANK, thanks! Sometimes i has troubles with the strategy because my characters were too weak, but finally i did it. Funny, but easiest day was day 7 (i got to 46 on day 6, but then i have retreated on floor 50 and start 46 with lvl33 characters)
Nicolas 14 May, 2017 @ 5:49pm 
Amazingly detailed guide. Personally I'll avoid reading strategies you used per-floor since I want to figure out the strategies myself. :P Thank you for sharing. I've written some of my own notes in the discussion forums in a thread called "Dungeons and Takafumis".
Qwertion 16 Feb, 2017 @ 2:42pm 
Nice guide, yet I wish you didn't spoil the amount of floors in the gude index or put some spoiler tag in the description. D&T seems really grindy and difficult, going at it without this kind of guide, though.