With only a few days left until Fate/Grand Order's 3rd anniversary, the one thing standing between players and the celebration is a brand new story chapter. Following the collapse of the Russian Lostbelt several months ago and several GUDAGUDA events, Chaldea now heads towards the location of a transmission sent by someone who also survived Proper Human History being wiped out. The path, however, will take them right into the second Lostbelt, Gotterdammerung which proves to be anything but a winter wonderland.

Lostbelt 2 is set in an alternate Scandinavia where the events of Ragnarok never fully played out. As a result, the surviving gods and giants live in the present day while humans didn't move past old traditions. To triumph over the enemies in this Lostbelt, masters and their servants will have to contend against several Nordic heroic spirits that stand in their way.

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Main Enemies

In most of the chapters, players will face Berserker and Assassin-class enemies while not fighting bosses. Because of this, a strong AOE caster such as Sieg can make short work of multiple waves. Later on, there will also be fights with Rider and Caster-class foes, so keep an Assassin, Rider, Berserker, or Alter Ego servant ready for those nodes.

Chapter 2

Fight 1: Sigurd (Saber) - 2 Health Bars

  • Mental Debuff Immunity (ex. Charm)
  • Sigurd uses his Extra Attack instead of NP at full charge

The battle automatically ends once Sigurd performs his Extra Attack or loses 50-percent of his first health bar. Stall against Sigurd for 4 turns or use Archers and Berserkers to burst him down.

Fight 2: Sigurd - 2 Health Bars

  • Mental Debuff Immunity
  • Sigurd uses his Extra Attack instead of NP at full charge

This time, the battle only ends when Sigurd's first health bar is removed. At the beginning, the player's party will get permanent buffs to Critical Damage and Star Generation. A single-target Archer works best especially Euryale since her NP deals extra damage to male enemies.

Chapter 6

Fight 1: Sigurd - 2 Health Bars

  • Mental Debuff Immunity
  • Increased Debuff Resistance for 3 turns
  • Sigurd uses his Extra Attack instead of NP at full charge
  • 1st Health Bar Break: Sigurd gains damage cut for the next five attacks and Guts

Bring Archers and Berserkers but be careful about using debuffs during the first 3 turns. Once Sigurd loses his first health bar, he will gain temporary damage reduction and Guts so stall him out or bring a servant that can remove buffs before using NPs and damage boosts.

Fight 2: Sigurd - 2 Health Bars

  • Mental Debuff Immunity
  • Permanent Crit Damage buff
  • 1st Health Bar Break: Sigurd gains 1 NP charge and a 1-time NP damage buff
  • Afterwards, Ophelia occasionally gives Sigurd an Attack buff
  • Ophelia will sometimes debuff Sigurd if he hits Mash

Sigurd now uses his NP. Additionally, Sigurd will sometimes use his servant skills that increase his own crit damage or gives a Guts and Buster buff. Fate/Grand Order players should still be using Archers and the forced Napoleon support but be careful when breaking Sigurd's first health bar because it could fully charge his NP at a bad time and one-shot any servant without an evade or invincibility. Since Mash must be used in the starting lineup, taunting Sigurd's NP is good choice especially since there's a high chance he'll be debuffed after.

fate grand order sigurd final ascension

Chapter 11

Fight 1: Thrud (Lancer) - 2 Health Bars

  • 1st Health Bar Break: Enemies gain a Crit Chance buff and a random party servant is taunted

Hildr (Lancer) - 2 Health Bars

  • 1st Health Bar Break: Enemies gain an Attack buff

Ortlinde (Lancer) - 2 Health Bars

  • 1st Health Bar Break: Enemies gain a Defense buff

Players should bring AOE NP Sabers like Mordred to quickly burst through the 3 Valkyries' health bars. Note that their NP has a sure-hit buff that will damage servants through evades. The recommended kill order is Hildr, Ortlinde, then Thrud because the random taunt could lead to a support servant being killed off early.

Fight 2: Thrud - 2 Health Bars

  • Permanent Quick buff and Defense debuff
  • 1st Health Bar Break: Enemies gain a Crit Chance buff, Defense debuff, and a random party servant is taunted

Hildr - 2 Health Bars

  • Permanent Quick buff and Defense debuff
  • 1st Health Bar Break: Enemies gain an Attack buff and Defense debuff

3 weak Rider-class clones will be accompanying the 2 Valkyries. The same strategy with AOE Sabers still applies but the fight should be finished as soon as possible because of the ramping damage once health bars are broken.

fate grand order valkyrie final ascension

Chapter 12

Fight 1: Sigurd - 2 Health Bars

  • Mental Debuff Immunity
  • Permanent Crit Damage buff
  • 1st Health Bar Break: Sigurd gains a 1-time NP buff

Ortlinde

  • 1st Health Bar Break: Charge all enemies' NP by 1

Players are forced to take either Napoleon or Brynhildr as a support, but Napoleon is recommended because he can do some effective damage against Sigurd. Bring single-target Sabers and other Archers to deal with Ortlinde and Sigurd respectively. Ortlinde should be killed first because of her AOE evade-piercing NP. Sigurd is more easily dealt with especially using taunts and defensive skills since he is all single-target damage.

Fight 2: Sigurd - 3 Health Bars

  • Mental Debuff Immunity
  • Permanent Crit Damage buff
  • Sigurd's attacks have a chance to inflict Burn
  • 1st Health Bar Break: Sigurd gains a Crit Chance buff
  • 2nd Health Bar Break: Sigurd fully charges his NP while gaining a Crit Damage buff and Guts

Once again, Napoleon or Brynhildr have to be used as a frontline support. Single-target Archers like Euryale are the only viable choice that can deal effective damage and take Sigurd's attacks without dying to the burn afterwards. Note that taunt servants that can survive for more than one turn like Mash are extremely valuable in buying time for the player's damage dealers.

Chapter 13

Surtr (Saber) - 3 Health Bars

  • Mental Debuff Immunity
  • Surtr's attacks have a chance to inflict Burn

The battle ends once Surtr's first Health Bar is broken, so bring Archers to quickly burst him with NPs. Note that Surtr's attacks hit the whole party so Berserkers and stall teams are not recommended.

Chapter 16

Surtr • Fenrir (Saber) - 3 Health Bars

  • Mental Debuff Immunity
  • Immune to all debuffs until Turn 4
  • Surtr has a chance to inflict Burn and Star Generation debuffs when attacking
  • 1st Health Bar Break: Apply Nullify Buff to all enemies
  • 2nd Health Bar Break: Apply Skill Seal to all enemies

Players are forced to take Sigurd as a support for this fight. However, Sigurd has his own special buffs which make him deal massive damage to Surtr with his attacks and NP. Additionally, the party will get permanent buffs to Quick, Crit Damage, and HP regen over the first 3 turns. Remember to preemptively use Sigurd's third skill on an important party member which provides debuff immunity to one of Surtr's break bar effects. Ultimately, the fight is a race to defeat Surtr using single-target Archers and Sigurd before the ramping AOE damage and burns kill the entire party.

fate grand order in-game screenshot of surtr

Chapter 17

Fight 1: Scathach-Skadi - 3 Health Bars

  • At the start of the fight, fully charge own NP
  • 1st Health Bar Break: Stuns the party while inflicting a Star Generation and Defense debuff
  • 2nd Health Bar Break: Fully charge enemy party's NP

Ortlinde - 2 Health Bars

  • 1st Health Bar Break: Enemies gain a Crit Chance buff

Kill Ortlinde first using a single-target Saber so she can't benefit from Scathach-Skadi's buffs. Even by herself, Scathach-Skadi is a tough opponent but she's only a support so multiple Riders will eventually take her down.

Fight 2: Tree of Emptiness Sombrero - 3 Health Bars

  • Inflict HP Regen and NP Gain debuffs to frontline servants every turn
  • 1st Health Bar Break: Stops inflicting HP Regen debuff and now applies a Defense buff to itself
  • 2nd Health Bar Break: Stops applying NP Gain debuff and now applies an Attack buff to itself.

Bring Riders to steadily chip away at Sombrero's health in the first phase. A support servant with debuff removal and NP charge is valuable for enabling the party to enter stage 2 quicker and stabilizing afterwards. Once the tree begins stacking Defense buffs, Riders with their own Attack buffs and high NP levels are essential for bursting through to its final health bar. While transitioning, make sure servants have their NPs fully charged and plan to end the fight before the Attack buff stacks too high. If prepped, a Rider like Sakamoto Ryouma can heavily damage or one-shot Sombrero's last life.

Fate/Grand Order is available on iOS and Android.

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Source: Fate/Grand Order