Ys: The Oath in Felghana is basically a masterclass in how to make a remake. It’s tough. It's fast. If you go into this thinking it’s a modern, hand-holding action RPG, you’re going to get your teeth kicked in by a bird-man in the first twenty minutes. This Ys Oath of Felghana walkthrough isn't just about telling you where to walk—it’s about how to survive a game that genuinely wants you dead.
Most people coming from Ys VIII or Ys IX are shocked by the shift. There's no party system here. It’s just Adol Christin, his literal rusted sword, and a jumping mechanic that feels like it was designed by someone who hates your thumbs. But man, when it clicks? It’s pure adrenaline.
Getting Started in Redmont
You arrive in Felghana with Dogi, the man who breaks walls for a living. First thing you do is talk to everyone. Seriously. Nihon Falcom loves their world-building, and if you don’t talk to Gardner at the gate or the townspeople in Redmont, you’re missing half the charm. Plus, you need to buy that Short Sword immediately. Don't even think about entering Tigray Quarry with your starting gear. You’ll deal chip damage, and the bugs will swarm you.
The quarry is your tutorial. It’s damp, it’s dark, and the music—"Introduction!!"—is an absolute banger. You’ll find the Ruby here. This is your Fire Magic. It’s not just for combat; you need it to light torches. If you’re stuck in a dark room, stop swinging your sword and start throwing fireballs.
The Difficulty Spike: Ellefale
Once you beat Ellefale, the first real boss, you might feel cocky. Don't. Ellefale is a warm-up. The game uses a "bump" system’s spiritual successor where positioning is everything. If you aren't jumping to avoid her shockwaves, you're toast. Pro-tip: don't spam your attacks. Hit three times, jump away. The recovery frames in this game are tight, but they exist, and the boss will punish you during them.
Finding the Ravine and the Ruins
After the quarry, the world opens up slightly. You’ll head toward the Illburns Ruins. The enemies here start using projectiles, which is a massive pain. You need to get used to the Whirlwind (Green Jewel) magic. It lets you glide. If you’re struggling with those long jumps over the lava pits, it’s probably because you haven't mastered the dash-jump-whirlwind combo.
Hold the jump button. Tap the magic button. Feel the momentum.
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The boss here, Chester, is a recurring nightmare. He’s Dogi’s old friend, but he fights like a demon. He’s fast. Like, "I didn't even see him move" fast. You have to watch his cape. When it flutters, he’s about to dash. If you try to trade hits with him, you will lose every single time. It’s a dance. Parry—well, there's no parry, so dodge—and strike.
The Mid-Game Grind
Let’s be honest: sometimes you just need to grind. If a boss is killing you in two hits, go back a screen and kill those flying gargoyles for ten minutes. Leveling up even once makes a huge difference in your defense stats. This isn't like Dark Souls where a Level 1 run is a common feat for mortals; in Felghana, the math is brutal. If your STR is lower than the enemy's DEF, you deal 1 damage. That's it. 1.
Abandoned Mine and the Earth Jewel
The Abandoned Mine is where the platforming gets "throw your controller" levels of annoying. You need the Yellow Jewel (Earth Magic). This gives you a dash-shield that breaks through certain walls. It also makes you invincible for a split second. Use this. Abuse this. When a boss is about to unleash an unavoidable screen-clearing attack, the Earth Shield is your best friend.
A lot of players miss the Spirit Necklace. You need it to revive once per death. It’s hidden in a chest that requires some tricky jumping near the lava zones. If you’re doing an Ys Oath of Felghana walkthrough run on Hard or Nightmare, this item isn't optional. It’s a requirement.
Dealing with the Mountains
The Genos Island section is the endgame. But before that, you have the mountains. The ice physics suck. Everyone hates ice levels, and Felghana is no exception. You need the Anti-Slipping Boots (officially the Stone Shoes). Without them, you’ll slide off every cliff and have to restart the climb.
The boss of the ice zone, Guillen, is a giant wyrm. Stay on the move. If you stand still for a second, the ice pillars will catch you. This is where your Fire Magic needs to be leveled up. Go see the blacksmith in town and dump your crystals into your Ruby. The faster your magic recharges, the faster you can melt this overgrown lizard.
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Why the Bosses are Legendary
We have to talk about Galbalan. He is the final boss, and he is a monster. He has multiple phases, and if you haven't collected all the Ravals to max out your armor, he will shred you.
- Phase One: Aim for the hands. Use your Earth Magic to tank the lasers.
- Phase Two: It’s a bullet hell. Switch to Whirlwind to stay airborne.
- Phase Three: This is the tennis match. He throws orbs; you hit them back.
If you mess up the timing on the orb reflects, the fight resets or he heals. It’s frustrating, but it’s one of the most satisfying wins in the entire Ys series. Honestly, beating Galbalan on Inferno mode is a badge of honor in the JRPG community.
Hidden Secrets and Side Content
Most people miss the Nightmare Mode bosses or the hidden arena. If you talk to the girl, Elena, at specific points in the story, she gives you items that flesh out the lore. Also, don't forget the Pikkard sidequest. Finding those little pig-creatures is actually useful because the rewards help with your gear upgrades.
There's also the matter of the Music. If you’re playing the PC or PSP/Switch versions, you can usually toggle between the original PC-88 soundtrack, the X68000 version, and the modern arrangement. The modern one is great, but the PC-88 synth has a certain "retro-suffering" vibe that fits the difficulty perfectly.
Tactical Advice for the Modern Player
If you're playing the Memoire version released recently, you have access to "High-Speed Mode." Use it for traveling, but turn it off for bosses. The timing in this game is frame-dependent. You cannot react to Chester’s projectiles at double speed unless you have the reflexes of a cat on espresso.
Also, save often. There are no auto-saves in the traditional sense when you're deep in a dungeon. If you fall into a pit and lose twenty minutes of progress, that's on you. The save statues (monuments) also heal you, so use them as a home base for grinding loops.
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Critical Gear Checklist
Don't leave Redmont for the final stretch without these:
- Maxed Brave Sword: You need those Raval ores.
- Silver Chimes: Necessary for the undead enemies in the castle. Without these, they just keep getting back up. It’s a nightmare.
- Amulet: Protects against various status effects. Getting "Heavy" or "Confused" during a boss fight is a death sentence.
The game is short—maybe 8 to 12 hours depending on how much you die—but it’s dense. There is no filler. Every room has a purpose, every enemy is a threat, and every boss is a puzzle that requires both pattern recognition and raw mechanical skill.
How to Optimize Your Run
To truly master the game, you have to understand the Combo Multiplier. When you hit enemies, a percentage bar goes up. This increases your XP gain and gold drops. If you want to avoid grinding, you need to keep that combo alive. This means jumping from one enemy to the next without taking a break. It turns the game into a high-speed rhythm-action hybrid.
If you drop your combo right before a big XP-drop enemy (like the large knights in the castle), you're losing out. Try to kite smaller enemies toward the big ones so you can keep the meter running.
Final Steps for Success
Success in Felghana comes down to three things:
- Mastering the jump-spin: It's your best movement tool.
- Elemental awareness: Know when to swap from Fire (damage) to Wind (mobility) to Earth (defense).
- Patience: You will die. A lot. The "Retry" button is your most-used feature.
Once you’ve cleared the main story, try the Boss Rush. It strips away the leveling and forces you to win on pure skill. It’s the ultimate test of everything you learned during the walkthrough. Go give Galbalan hell.
Check your inventory for any missing Raval Ore before heading to the island. Talk to the blacksmith one last time to ensure your shield is at maximum level. If you've missed any of the three main jewels, go back to the ruins or the mine now, as the final point of no return is very literal. Ensure your heal items are mapped to a button you won't hit by accident but can reach in a panic. You are ready to face the island.