With only a few days left untilFate/Grand Order’s3rd 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 severalGUDAGUDAevents, 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 asSiegcan 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
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
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
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.
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 Orderplayers 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.

Hildr (Lancer) - 2 Health Bars
Ortlinde (Lancer) - 2 Health Bars
Players should bring AOE NP Sabers likeMordredto 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
Hildr - 2 Health Bars
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.
Ortlinde
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
Once again, Napoleon or Brynhildr have to be used as a frontline support. Single-targetArcherslike 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
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
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.
Fight 1: Scathach-Skadi - 3 Health Bars
Ortlinde - 2 Health Bars
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
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, verify servants have their NPs fully charged and plan to end the fight before the Attack buff stacks too high. If prepped, a Rider likeSakamoto Ryoumacan heavily damage or one-shot Sombrero’s last life.
Fate/Grand Orderis available on iOS and Android.
