You're going to die. A lot. Honestly, if you’re jumping into the Ys Oath in Felghana walkthrough expecting the breezy, button-mashing romp of Ys VIII or Ys IX, you are in for a massive reality check. This game is mean. It’s a 2005 remake of Ys III: Wanderers from Ys, and it carries that old-school Falcom DNA where a single boss pattern mistake sends you straight back to the title screen.
Adol Christin and his wall-of-meat best friend Dogi return to Dogi's homeland, only to find it's basically falling apart. Monsters are everywhere. The local Count is acting like a tyrant. There’s a giant statue that probably shouldn't be glowing. It’s classic Ys. But the mechanics? Those are where the real struggle lives.
The First Few Steps in Redmont
Once you step foot into the town of Redmont, don't just rush out. Talk to the NPCs. It feels like flavor text, but in this game, triggers for progression are often tied to specific conversations. You’ll head to Tigray Quarry first. This is your training ground.
Most people mess up the leveling here. In Oath in Felghana, being even one level under the recommended curve makes you deal chip damage to bosses. If you're hitting a boss and their HP bar isn't moving, stop. Go back. Grind two levels. It sounds tedious, but the scaling in this game is exponential. A single level can be the difference between a 15-minute slog and a 2-minute victory.
Mastery of the Elements
You get three bracelets throughout the game: Fire, Earth, and Wind.
The Fire Bracelet isn't just for lighting torches. It’s your primary ranged tool. Use it to kite enemies that have high physical defense. Then there’s the Wind Bracelet. You’ll use this for the "whirlwind jump" to reach platforms that seem impossible. Pro tip: if you’re struggling with the jump distance, try slashing in the air before activating the skill. It tweaks your momentum just enough.
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The Earth Bracelet is the one people forget about. It gives you a dash that breaks through certain walls, but more importantly, it provides a frame of invincibility. When a boss fills the screen with projectiles, don't jump. Dash through them.
Dealing with the Bosses
Let's talk about Chester. You’ll fight him multiple times, and he is a notorious "skill check." If you haven't mastered the art of jumping over his shockwaves, he will delete your health bar in seconds.
The boss of the Illburns Ruins, Galbalan’s creations, and even the mid-tier monsters in the Elderm Mountains require pattern recognition. This isn't a game where you can "tank" hits. Adol is made of glass. You have to treat every boss fight like a dance. Learn the tell. When the boss flashes red, move. When they hover, get ready to double jump.
The Ilburns Ruins and the Lava Zone
This is where the Ys Oath in Felghana walkthrough usually gets complicated. The ruins are a maze of verticality. You need the Fire Bracelet to progress, but you also need to manage your jumps perfectly.
Falling into the lava isn't an instant game over, but it’s close enough. If you’re playing on Hard or Inferno, the environmental damage is brutal. Make sure you’ve found the Spirit Vest in the ruins before you try to tackle the lower levels. It’s hidden behind a breakable wall that most players walk right past because they’re too busy dodging fireballs.
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The Grinding Reality
Grinding is a dirty word in modern gaming, but here? It’s a ritual.
The best place to power level mid-game is the Abandoned Mine. The enemies there drop a decent amount of Raval Ore. You need that ore. Don't sell it. Take it to the blacksmith in Redmont to upgrade your gear. A +1 sword is okay. A +3 sword is a necessity. If you’re heading into the Genos Island endgame with unrefined gear, you’re basically committing suicide.
Why the PC and PSP/Switch Versions Differ
If you're playing the Memoire version on Switch or the older PSP port, you have Double Boost and a few extra bells and whistles. The PC version is the "purest" but also the most unforgiving.
On the modern ports, you can toggle the "Inferno" difficulty or use the "Always Dash" feature. Use it. Your thumbs will thank you. The original game required a lot of rhythmic tapping that can lead to some serious hand cramps during the 10-hour campaign.
Late Game: Genos Island
The final stretch is a gauntlet. You'll face boss after boss with very little breathing room.
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The most important thing to remember for the final encounter is your accessory management. If you’re wearing the wrong ring, you’re dead. Switch to the Shield Ring if you’re struggling with survival, or the Power Ring if you’re confident enough to end the fight quickly.
Honestly, the final boss is one of the best-designed encounters in ARPG history. It’s fair, but it demands perfection. You have to use all three elemental bracelets in rotation to break his shields and avoid his screen-clearing lasers.
Actionable Steps for Your Playthrough
To actually finish this game without throwing your controller across the room, follow these specific steps:
- Prioritize Raval Ore: Never leave an area until you’ve found the chest containing the Raval Ore. Your equipment level is more important than your character level.
- The 2-Level Rule: If a boss kills you in three hits, go back to the nearest save point and grind exactly two levels. The math in the game’s engine shifts significantly at those intervals.
- Master the Whirlwind: Practice the Wind Bracelet jump in a safe area. You’ll need it for the final dungeon's platforming sections, which are surprisingly tight.
- Talk to Dogi’s Master: Late in the game, returning to certain NPCs rewards you with the best armor and shields. Don't just rush to the final island.
- Save Often: There is no auto-save. If you forget to save before a boss and lose, you might lose 40 minutes of progress.
Go get the Brave Sword. Upgrade it to the max. Keep your eyes on Chester's movements, and remember that every death is just a lesson in pattern recognition.