************************************************************************ Ogre Battle 64 - Person of Lordly Caliber An FAQ/Walkthrough by CyricZ Version 2.9 E-mail: cyricz42@yahoo.com ************************************************************************ Table of Contents 1. Introduction 2. Preliminary FAQ 3. Menus and Basic Tips for Battle 4. Classes A. Male Human Classes B. Female Human Classes C. Undead Classes D. Demi-Human Classes E. Dragon Classes F. Monster Classes G. Golem Classes H. Demon Classes I. Enemy Character Classes 5. Special Characters 6. Items A. Helmets/Headgear B. Weapons C. Spellbooks D. Shields E. Body Armor F. Accessories G. Expendables H. Valuables 7. Story/Mission Overviews A. Prologue Scene 1 - The Southern Reaches (Tenne Plains) Scene 2 - Sparks (Volmus Mine I) B. Chapter 1 Scene 3 - First Assignment (Crenel Canyon I) Scene 4 - The Path Diverges (Mylesia I) Scene 5 - True Intentions (Zenobia Border) Scene 6 - The Revolutionary Army (Volmus Mine II) Scene 7 - A New Beginning (Gunther Piedmont) Scene 8 - The Infernal Aura (Dardunnelles, the Crossroads I) Scene 9 - Liberation of Alba (Alba) C. Chapter 2 Scene 10 - Idealism and Realism (Crenel Canyon II) Scene 11 - Warriors of the Fallen Kingdom (Mylesia II) Scene 12 - The Steadfast (Highland of Soathon) Scene 13 - Thoughts (Audvera Heights) Scene 14 - City of the Past (Sable Lowlands) Scene 15 - Uncertainty (Mount Ithaca) Scene 16 - A Legendary Land (Mount Keryoleth I) Scene 17 - Visitors from the West (Azure Plains) Scene 18 - The Grim Path (Wentinus I) D. Chapter 3 Legion FAQ Scene 19 - The Setting Sun (Dardunnelles, the Crossroads II) Scene 20 - Brigade of the Radiant Cross (Gules Hills I) Scene 21 - The Eastern Orthodox Church (Fair Heights) Scene 22 - Suspicion (Vert Plateau) Scene 23 - Mercenaries (Tremos Mountains I) Scene 24 - The Rebel (Capitrium, the Land of Advent) Scene 25 - The Bearer of Knowledge (Celesis, the Eastern Church) Scene 26 - No Man's Land (Tremos Mountains II) Scene 27 - Child of the Covenant (Temple of Berthe I) Scene 28 - Gateway to Another World (Temple of Berthe II) E. Final Chapter Scene 29 - The March to Latium (Gules Hills II) Scene 30 - Betrayal/Separate Ways (Romulus) Scene 31 - Royal Blood (Fort Romulus*) Scene 32 - The Disillusioned (Ptia, the Secluded Land) Scene 33 - Insanity (The Blue Basilica) Scene 34 - Lord of Remus Keep (The Tundra of Argent) Scene 35 - Denizens of the Netherworld (Barpheth) Scene 36 - Advocates of the Darkness (Tybell, the Wicked Land) Scene 37 - March on the Captial (Latium) Scene 38 - Promises (Winnea, Capital of Palatinus*) Scene 39 - The Battle Rages On (Aurua Plains I) Scene 40 - Pressure (Wentinus II) Scene 41 - Adversaries (Castle Talpaea*) Scene 42 - The Sleeping Goddess (Mount Keryoleth II) Scene 43 - Caliber (Aurua Plains II) 8. Endings 9. Advanced FAQ *Look here for info on Chaos Frame!!!* 10. Miscellany A. Elem Pedras B. Rare Items C. Birthdays D. Neutral Encounter List E. Scene Progression F. The Item Multiplier Bug G. Attack List H. Name Codes 11. Legal 12. Credits 13. Version Updates 14. The Final Word ************************************************************************ ************************************************************************ 1. Introduction Hi, there! Welcome to my second FAQ! This FAQ is for the new Atlus Strategy/RPG Ogre Battle 64: Person of Lordly Caliber. Now, having finally beat the game, I'm ready to accept anything and everything One last thing. If you have a question about the game, be sure to check BOTH, I say, BOTH FAQs to see if your question has been answered. Every email asking about something little means I have that much less time to put more of the good stuff in here. ^_^ For questions about Chaos Frame, go straight to the Advanced FAQ! That said, let's get down to that business thing. ~_^ ************************************************************************ ************************************************************************ 2. Preliminary FAQ Q: What is Ogre Battle 64? A: Ogre Battle 64 is a strategy/RPG developed by Quest and Atlus for the Nintendo 64. Q: Is this Ogre Battle like Ogre Battle PSX? A: No, this is not a remake of the original Ogre Battle. This is a brand new story and a brand new game setup. Q: How do I upgrade Soldiers? A: Check my section on Classes. Basically, keep fighting battles. Q: How do I use Elem Pedra? A: The Interrupt Meter at the top of the screen has to fill three times. Usually, the battle will start with the Interrupt Meter filled once. You won't be able to use Elem Pedra too much early in the game, because battles won't take a very long time. Q: Why can't I advance in class? A: There are several requirements to being able to advance in class. The very first thing you need to do is find the basic set of equpiment for your target class. What you want is to check shops whenever you enter a new area and find any equipment you have none of, then buy it. The other requirements are simple in comparison. You'll need to have reached specific levels in your physical attributes and experience level. Also, you'll need to be at a specific alignment for most classes. Q: Why can't I get (insert class here)? I have everything I need! A: Obviously, you don't. Remember, you need the proper stats, alignment, and equipment for a class to appear on the board. Q: Okay. I have all the stats, alignment, and equipment, but I STILL can't get the class! What's wrong? A: One last thing. Make sure your stats are not increased past their limit due to a weapon or armor modifying your strength. The class limits are derived from BASE stats, not one's increased to due to equipment. Q: How do I determing my Alignment? A: There's a small balance above the picture of your character that has a letter on it (C, N, or L). The numerical values roughly correspond to these postions of the balance. Very Chaotic: 0-14 Chaotic: 15-29 Neutral, toward Chaotic: 30-44 Neutral: 45-55 Neutral, toward Lawful: 56-70 Lawful: 71-85 Very Lawful: 86-100 Q: How can I adjust my Alignment? A: To lower your Alignment: Fight enemies of high Alignment (Clerics, Knights, Valkyries) Fight enemies that have collectively lower levels. Use an Urn of Chaos on a character. (doesn't do that much, though) Arrange low Alignment characters together. Probably the best way to lower a specific character's Alignment is to make a unit with a bunch of Undead and make that character the leader. Fight some Neutral Encounters and watch the Ali. fall... To raise your Alignment: Fight enemies of low Alignment (Wizards, Skeletons, Witches) Fight enemies that have collectively higher levels. Use a Scroll of Discipline on a character. (same as Urn of Chaos) Arrange high Alignment characters together. To raise a specific character's Alignment, stick that person with a largely Lawful unit, or with a bunch of Platinum Dragons or Bahamuts. Q: How can I find new non-human characters? A: Search areas that you've already cleared. You'll find many different characters in areas that you've beaten. To find out what you can find, enter the Stronghold you start the area in. When you enter, Hugo the Tactician will give you some info on characters in the area. One thing you can always find wherever you are is Hawkmen and their upgraded classes. You can always find these on roads in an area. Q: Where can I find (insert a Rare Item here)? A: Here's the deal. You can go the Edit command under Notepad or Wordpad and use the "Find" feature. Use Find and enter what you're looking for. If you use it and you find it, you're happy. If it's not in here, I don't know it, so I suggest not bothering to ask. Q: Where can I find (insert Non-Rare Weapon/Armor/whatever here)? A: A lot of the wacky stuff I find is from enemy units, and I believe that these item drops are random, largely. So, if you search for it, and find it in my Item List, but not in any Shop, or in a Hidden Item list, assume I got it from an enemy unit, in which case, you're on your own. Q: What is a Goethic? A: The Goethic is the Japanese name for the Archmage. I know that both classes are listed in the manual. This is obviously a typo. Q: How do I equip things on Magnus' unit? A: To collectively equip things or change stuff around, you should wait until you're between battles. You can access the Organize Screen from the World Map. Q: Someone died and they turned into a Zombie! Can I get them back? A: 'Fraid not... Zombies are irreversible... Q: Can I save to a Controller Pak? A: Sure can. Just hold Start as you turn on the game. Q: I have a choice between two or three directions. Which way should I go? A: Check the Scene Progression topic. In addition to seeing how the scenes are structured together, I explain, in plain English, the consequences of going each way. Q: What do Goblets of Destiny do? A: Goblets affect an invisible stat called Luck. Luck affects how often you'll perform a critical hit, and also how often you'll dodge attacks. Q: What's a Chaos Frame? A: Check the Advanced FAQ section. Suffice to say it's a major player throughout the game. ************************************************************************ ************************************************************************ 3. Menus and Basic Tips for Battle --- Menus Since a lot of people don't have the manual that came with the game, I'll cover how to use the menus in the game Main Menu - New Game: Start a new game to save Palatinus from evil. Load Game: Load a previously saved adventure or suspended data. Tutorial: Access the VERY HELPFUL tutorial. Stereo/Mono: Switch the Sound Mode --- World Map Menu (Press R on the World Map) Organize Screen (Eight small circles with an arrow): Access the all-important Organize Screen (see later for its menus) Hugo Report (Picture of Hugo): Access the Hugo Report -People: Take a closer look at important people in game. -Events: Replay some of the cutscenes you've seen in the game. -Miscellany: Learn some of the history of Palatinus in this section. New topics are added periodically. -Tips: Learn some VERY HELPFUL tips about the game. More are added as you learn new tactics (Legions, Seiging) Area Investigation (Magnifying Glass): On an already cleared area, you can further look at it to find items, talk to people, etc. Training (Muscle guy body-building): If you can access this, you'll pick a unit, and then enter into a battle with one of several pre-set "enemy" units. You'll fight until one side is knocked out. The enemy units are generally the same level as you, but unit structure becomes much more refined in later areas. You'll gain experience through these battles, but you cannot change class in battle with Training. Settings (sliding bars): Here you can change certain factors of the game. -Message Speed: (Slow, Normal, Fast) Sets the speed at which text is displayed. -Cursor Speed: (Slower, Slow, Normal, Fast, Faster) Sets the speed at which the cursor moves around the screen. -Help Display: (On, Off) If this is on, you'll get messages telling you what everything is that you do (gets annoying after a while). -Icon Name Display: (On, Off) If this is on, you'll get a small text under icons saying what they are. -Game Speed: (Slow, Normal, Fast) Sets the speed at which the game moves on the Field Map. -Legion Indicator: (On, Off) If this is on, there will be a numbered icon above each of your units in a Legion. -Destination Display: (On, Off) If this is on, when you select a destination for a unit to travel to, you'll get a small text describing the area. -Unit Report Type: Sets how your units report in. First Person: Your unit leader talks to you about what happens. Third Person: You get a simple alert text. None: You get no report. -Battle Action Name: (On, Off) If this is on, you'll get small text windows describing special and magical attacks in battle. -Battle Animation: (On, Off) If this is on, you'll get the full animation of attacks. If off, you'll just get a text description and a depiction of change in health. -Quick Exit: (On, Off) If this is on, you can press L to quickly exit the Organize Screen. -Cancel All: (On, Off) If this is on, you can press R to cancel all actions made on the Organize Screen. -Sound Settings: (Stereo, Mono) Allows you to change the sound. -Restore Defaults: Returns Settings to their original modes. Save (feather quill): Allows you to save your adventure to one of two save slots. --- Field Map Menu (Press R on the Field Map) Dispatch (square with an arrow): Allows you to select one of your units to deploy. Organize Screen (Eight small circles with an arrow): Access the all-important Organize Screen (see later for its menus) Use Item (pot): Allows you to use a Field Map item (Silver Hourglass, Dowsing Rod, Love and Peace) Elem Pedra (ankh): Allows you to view what Pedras you have and whether or not they are available for use. Settings (sliding bars): See Setting under World Map Menu Suspend (feather quill): Allows you to halt a game in the middle of a battle. This will be erased after you access it again, so it's highly recommended that you save normally using the World Map Menu. End (closed door): In Area Investigation, this will bring you back to the World Map. --- Unit Menu (Press A on a Unit) Commands (stick with two arrows): -Move (flag): Allows you to assign a destination for your unit. You may select up to three waypoints in one command. Your unit will take its best route to each waypoint. -Direction (stick with four arrows): Most useful for stationary units. This allows you to change which way your unit faces. Good for receiving enemy attacks. -Orders (little guy with a message bubble): This is only accessible by non-Magnus units. You can change the unit's Move and Wait Orders. Move Orders: Direct: Unit will not deviate from its course, period. Hit: Unit will initiate attacks if it gets close to an enemy unit. Evade: Unit will avoid enemy units while it moves. Wait Orders: Guard: Unit will not move from its spot. Initiate: Unit will move towards nearby enemy units. Retreat: Until will move away from approaching enemy units. -Display Destination (distant flag): Only accessible when a unit is moving, this displays its destination, in case you forget... -Retreat (square with a blue arrow): Only accessible when a non-Magnus unit is on the Headquarters. It will leave the battle and may be adjusted on the Organize Screen. Unit Commands (blue and white square): -Battle Strategy (crossed swords): Allows you to set your unit's Battle Tactics. Autonomous: Each character attacks whoever is most convenient for them. Attack Strongest: Each character will attack the target with the highest Hit Points. Mind you that your characters' attacking range may effect this. Attack Leader: If they can, each target will attack the Leader of the enemy unit. Attack Weakest: Each character will attack the target with the lowest Hit Points. Mind you that your characters' attacking range may effect this. -Formation (blue and white square with yellow lines): Allows you to adjust the formation of your unit. -Use Item (pot): Allows your unit to use any items they are carrying. -Change Leader (yellow medal): Allows you to select a new leader for the unit using the characters in the unit if one is eligible. Legion Commands (five green squares): Note: This is only accessible for the Legion Core -Formation (green squares changing position): Allows you to change the orientation of your Legion: Mobile Wall, Right Ahead, Left Ahead, Grand Arrow, Wedge Shift, Dual Wedge, Funnel Shift, Wing Shift -Division Placement (yellow, green and blue squares): Changes the placement of units in a Legion. Stronghold Commands (small fort): Note: This is only accessible when the unit is on a Stronghold -Enter Stronghold (arrow leading into a fort): Your unit gathers information from within the stronghold. -Stronghold Information (fort with a message bubble): Learn the Stronghold's name, allegiance, population and morale. -Exchange Characters (two units with arrows between them): If two units are on a stronghold, they may exchange characters. -Exchange Items (two bags with arrows between them): If two units are on a stronghold, they may exchange items. -Exchange Units (yellow, green, and blue squares): Allows a Legion (or more than one) to exchange units if another unit or Legion is on the stronghold. -Shop (house): Allows the unit to purchase items at the shop. The items may be directly placed with a unit, or they may be sent to the depot. -Witch's Den (dark house): Allows the unit to see the Witch, whereby they may revive deceased or petrified members of the unit. Camp (tent): Allows fatigued units to rest up if they're weary. Status (group of people): Allows you to check each character in a unit. --- Organize Screen Menus: Note: No commands may not be performed on dispatched units. For this reason, it's advisable that you perform most of your organize work between missions. Character Commands (little guy): -Equip Item (putting a hat on a head): Allows you to pick a character, and equip items to it. -Unequip Item (removing a hat from a head): Allows you to pick a character and return it to its default equipment. -Change Class (black figure with an orange flash): Allows you to pick a character, then possibly access the Class Change Menu, where you can pick a new class for it to change to. Class can only be changed by the user on human males or females (or Hawkmen) who are not leaders and who are not a special class (i.e. Magnus). -Discharge (skull): Allows you to remove any person (besides Magnus) from your battalion, forever. -Change Name (peg with script): Allows you to change the name of any non-Special Characters. Unit Commands (unit square): -Form Unit (diagonal facing unit square): Allows you to create a unit. There must be an eligible Leader in your reserves for this to happen. -Add Character (arrow pointing to a unit square): Allows you to add characters to a unit. -Remove Character (arrow pointing away from a unit square): Allows you to remove a character from a unit. -Formation (unit square with yellow lines): Allows you to adjust the formation of your unit. -Exchange Characters (two units with arrows between them): Allows you to exchange characters between two units. -Change Leader (yellow medal): Allows you to select a new leader for the unit using the characters in the unit if one is eligible. -Battle Strategy (crossed swords): Allows you to set your unit's Battle Tactics. Autonomous: Each character attacks whoever is most convenient for them. Attack Strongest: Each character will attack the target with the highest Hit Points. Mind you that your characters' attacking range may effect this. Attack Leader: If they can, each target will attack the Leader of the enemy unit. Attack Weakest: Each character will attack the target with the lowest Hit Points. Mind you that your characters' attacking range may effect this. -Carry Item (pot): Allows you to take items from your depot and give them to the unit for use in battle. Legion Commands (five green squares): -Form Legion (diagonal facing Legion setup): Allows you to create a Legion. There must be an eligible Legion Leader in your reserves for this to happen. -Add Unit (arrow pointing to a Legion setup): Allows you to add units to a Legion. -Remove Unit (arrow pointing away from a Legion setup): Allows you to remove a unit from a Legion. -Formation (green squares changing position): Allows you to change the orientation of your Legion: Mobile Wall, Right Ahead, Left Ahead, Grand Arrow, Wedge Shift, Dual Wedge, Funnel Shift, Wing Shift -Division Placement (yellow, green and blue squares): Changes the placement of units in a Legion. Class Commands (helmet): -List Class (peg with squares around it): You'll see how many of each class you have and how many (potentially) of each class you could have. Use the C buttons to move around your units. If you pick a class and the proper character with the C Buttons, you can change that character's clas. -Buy Equipment (coin pointing to a sword): You can buy a set of equipment for most classes. -Replace Soldiers (group of Soldiers): If any of your units has only one or two Soldiers in a spot, you can use this to replenish the Soldiers from the reserves. Item Commands (pot): -Use Item (arrow out of pot): You can use one of your expendables on a character or unit. -Remove Item (hat being removed from a head): You can pick an item, and it will be unequipped from everyone who has it, unless it's basic equipment. -List Item (yellow charts): You can look at all your items, and manually adjust their position in the list. -Sort Item (green to blue charts): You can sort your items according to Type, Stats, Cost, Element, Quantity, or Alphabetically, in ascending or descending order. -Sell Item (trash can): You can sell an item for cash if it's not equipped. Sort (green to blue charts): You can sort your units, reserves, and Legions according to Number, Level, Attack, Defense, Alignment, Movement Type, Class (reserves), or Element (reserves). Exit (closed door): Exits the Organize Screen --- Status Windows: Now, that we've covered all the menus, let's go over what everything in the Status Windows mean. Character Window: Sometimes you can see abridged versions of these in other situations (like observing a Unit's Status). This is the window you see in the Organize Screen. Top Row (left to right): -Number: This is the order at which the character joined the battalion. Magnus, naturally, is number one. -Legion Icon: Directly next to Number is an indication of whether or not the character is in a Legion. If so, you'll see the green squares, and the unit's place will be yellow. -Unit Icon: Next to that is the icon of whether or not the character is in a unit. -Level: The character's Exp. Level -Experience: Out of a 100, this is how far your character has to go to reach the next Exp. Level -Items Carryable: Next to the pot is a number (between 1 and 4) showing how many items this class can contribute to the unit's item load. -HP: This portrays the character's current and maximum HP. Second Row: (left to right): -Leader Icon: If empty, the character cannot be a leader. If there's a red medal, it can be a Unit Leader. If there's a blue medal, it can be a Legion Leader. -Element: The character's ruling element. Red flames for Fire. Yellow chevrons for Wind. Blue drop for Water. Green spikes for Earth. Some characters have no element. -Alignment: Represented as a vague balance. This icon gives you a general clue as to your Alignment: Very Chaotic: 0-14 Chaotic: 15-29 Neutral, toward Chaotic: 30-44 Neutral: 45-55 Neutral, toward Lawful: 56-70 Lawful: 71-85 Very Lawful: 86-100 -Name: Your character's top-secret handle. -Class: Your character's calling in life. -Movement Type: Your character's Terrain class. All characters must be of the same type for a non-Plains class to be effective. Third Row: (left to right): -Portrait: Your character's lovely visage. -Statistics: Your character's stats: Strength: How hard you hit. Vitality: How well you can take a hit. Intelligence: How well you can cast spells. Mentality: How well you can absorb spells cast on you. Agility: How fast you attack. Dexterity: How well you can dodge. -Attacks: From top to bottom, these are your front, middle, and back row attacks. From left to right, you have the description of the attack, the strength of the attack, and the number of times it can be used. You also have a sword or staff indicating that it's a non-magic or magic attack, respectively. -Physical Defense: This is the character's defense against physical attacks, modified by its equipment. -Magical Defense: This is the character's defense against magical attacks, modified by its equipment. Bottom Section: In the middle, you have your character as he/she/it appears in battle. Your weapon is the only thing that visibly changes. Around the character, you'll have your equipment. Upper Left: Main Weapon Lower Left: Shield, Spellbook, or some kind of Accessory Upper Right: Body Armor Lower Right: Helmet, or some kind of Accessory Not all characters use all of these equipment slots. ************************************************************************ Basic Tips READ THE INSTRUCTION MANUAL and USE THE TUTORIAL! Trust me on this one. You'll gain incredibly valuable information from these two sources. Starting the Game: In the beginning, balance your units. An average of two soldier units for each of your six units should be fine. In Battle: When you dispatch your units, always use the buddy system. Never send out units alone. Always, always, always have your Battle Strategy set to Attack Leader. Leaderless units are helpless, and a leaderless enemy boss is a won mission. Don't be afraid to Retreat if you're in trouble. Better to lose a round of combat than lose a person and have to pay for their resurrection. Know which way you and your enemy are facing. As you engage a certain way, your unit will be rotated. This can make for some serious complications during confrontations for the unit facing the wrong way. When reaching strongholds, you'll either liberate or capture them. You'll liberate them if the alignment of your group is close to the morale of the stronghold. Otherwise, it'll be captured. Liberating strongholds increase the people's attitude of you. Capturing decreases it. Also, you'll see strongholds that are controlled by neither you or the enemy. If you wish to maintain the people's view of you, leave them alone until after the battle. Only capture them if they have Witch's Huts or Shops that you absolutely need... Between Battles: Training really helps, but only really for units you want to have low Alignment. You can build up serious levels using this, but it's a real strain on your War Fund. As far as Training, and even regular battles go, keep an eye on your experience, because you cannot exceed 100. The experience you get from defeating enemies gets rolled back to zero when you gain a level, so if you're going for maximum return, don't try to engage an enemy you know you'll get a lot of experience from, because a lot of it will be wasted. Don't bother with Legions when you get them. They're far more trouble than they're worth. In-battle strategies submitted by Anthony Gargon: Both your parties and enemy parties tend to attack toward the center of each row, even if using attack leader as a strategy. If you have your leader in the front row, put him off to 1 side and they will receive 2/3rds of the potential hits. Melee attacks cannot go through an empty column to attack characters behind others. If you don't want a rear or middle row characters getting hit, make sure someone is in front of them. It doesn't matter if the center column is wide open. If you've got characters on all 4 corners, stick a 5th behind one of the other front line characters, don't leave him alone in the middle center. Magical attacks target rear row characters first. If you want your Zombies to become Skeletons or Golems to be petrified into Stone Golems or hardended into Baldr Golems, put them in the rear so they can get nailed by the appropriate magic. If you know you are going to lose a battle on damage dealt, or don't need to win the battle but want to wear down an enemy unit, pay attention to who gets initiative. If you attack first, the enemy will go next, then your characters with 2 or 3 attacks, then the enemy will go again. It is often possible to retreat before the enemy takes their 2nd attack, denying them a chance to hurt you more or heal damage if they have a Cleric. Hit Interrupt as soon as you use your last 2nd round attack. It is always possible to retreat before enemy units with 3 attacks use their 3rd hit. This won't deny you any experience points if you have killed an enemy. You WILL be denied soldier points for your leader and be forced to move back, even if you have dealt more damage. Still, I have found this tactic VERY handy. Even if you lose initiative it is still possible to retreat after you take your first turn if you were heavily damaged on the enemy's first turn. Using the buddy system you can soften up a superior force considerably with this tactic. ************************************************************************ ************************************************************************ 4. Classes This is really the heart of the game. The classes you pick to use in your battles decide how you progress through the game. Here's my setup for describing the classes... Class: The name of the unit and how he fits into the grand scheme of things. Appearance: What the character looks like so you can identify it. Terrain: The Terrain Class of this Character Equipment: This is the equipment a character needs to become this class. Right Hand: Usually the basic weapon the character uses. Left Hand: Could be one of a few things. Shield, Spellbook, or Accessory. Could also be empty. Body: The body armor the character uses. Head: Either a Headgear piece or an Accessory. Cost: General cost of purchasing a character's entire set of equipment straight off the rack. Attacks: Front: Attack used in the front row and relative strength to the others. Middle: Same as Front only for the middle row. Back: Same as Front only for the back row. Attacks will have a relative strength as a letter level. A is the strongest attack the unit can have. B is less strong. C is the weakest. These levels should be taken with a grain of salt, though, considering the letters are considering one attack and how it affects a single person. For instance, a Flarebrass' Crimson Note OBVIOUSLY does more damage overall than its Fire Breath, but on one person, the Fire Breath will hit harder. Assume attacks are physical unless marked with (*). Magic attacks will be rated separately, since their strength can be changed independently of physical attacks. Requirements: This covers the general alignment and statistics required for the class to be available. Note that not every stat requires a number for advancing. My thoughts: How generally useful I consider this character to be. Level Up Increases: How much a classes stats increase with each level up. Story: Specific to Special Characters only, I'll give a little background on these people, without giving away any spoilers. Okay. Let's start with Mr. (or Ms.) Basic. ************************************************************************ Class: Soldier (Basic Human Unit) Appearance: Little guy with a brown hat and a spear. Usually found in groups of three. Terrain: Plains Equipment: Right Hand: Short Spear *cannot change* Left Hand: N/A Body: Half Armor *cannot change* Head: N/A Cost: 0 (You always have an infinite amount of this equipment.) Attacks: Front: Thrust X 1 - A Middle: Thrust X 1 - B Back: Thrust X 1 - C My thoughts: What can I say? The only way to get new human units is through Soldiers. You're gonna have to use a lot of these little guys if you wanna get anywhere in this game, since most of the Leaders of your units will be human. Soldiers are in a character slot in groups of three. Their collective HP is divided into thirds for each Soldier. Once a Soldier group loses a third of it's HP, one dies, and after two-thirds, a second, and so on. Soldiers don't gain experience like other units do. There's a special way of upgrading them. Here's the lowdown. Whenever you win a battle (you end a round and you get the word "WIN"), each soldier that survives in your unit will earn 2 Soldier Exp for the unit leader. For instance, if your unit has six soldiers, winning a battle will earn that unit's leader 12 Soldier Exp. Now, when that unit's leader gains a total of 100 Soldier Exp., one of the Soldiers upgrades into the basic Human Unit that is the same gender as the unit's leader. For instance, a unit led by a Knight will produce a Fighter if a Soldier advances, while one led by a Valkyrie will produce an Amazon. One of the Soldiers immediately changes into that class, IF you have a spare set of equipment for that class. Then the remaining two Soldiers in that cluster of Soldiers will be returned to your reserves. A good strategy for letting Soldiers gain experience at more difficult points in the game is to put them in middle row behind another unit. They attack with a little less power (which isn't much to begin with), and they're shielded from physical attacks. You can ONLY promote Soldiers during actual battles. Neutral Encounters and Training won't do it... ************************************************************************ ************************************************************************ A. Male Human Classes Class: Fighter (Basic Male Human Unit) Appearance: Small guy in light armor with a small sword. Terrain: Plains Equipment: Right Hand: Short Sword Left Hand: Round Shield Body: Chain Mail Head: Iron Helm Cost: 190 Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C My thoughts: Yep. Your basic dude. These guys really aren't that bad, but, of course, you're only keeping them around so you can upgrade them to something better. Later on, this class will probably become entirely obsolete, since upgraded Soldiers will have high enough levels to immediately become stronger classes. Best strategy, naturally, is to put him in the front row. Level Up Increases: STR: +4 VIT: +3 INT: +3 MEN: +3 AGI: +2 DEX: +3 ************************************************************************ Class: Knight Appearance: Tall guy in full armor, with a big sword and shield. Terrain: Plains Equipment: Right Hand: Baldr Sword Left Hand: Kite Shield Body: Plate Armor Head: Armet Cost: 570 Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C Requirements: ALI: 40-100 STR: 72 VIT: 67 My thoughts: Combine one part fighter and two parts beefiness and what do you get? A Knight! In essence, this guy really is nothing more fancy than an upgraded Fighter. That's not a problem if that's what you're looking for, of course... His sword hits hard and he's generally pretty fast. He's got a good mix of offensive and defensive capabilities. I suggest getting several of these, like five or six. If there's only one problem with the Knight, it's that he's a pretty costly unit, as you can see from his listed Cost. ************************************************************************ Class: Berserker Appearance: Beefy, bearded thug with a horned helmet. Terrain: Plains Equipment: Right Hand: Francisca Left Hand: N/A Body: Leather Armor Head: Iron Helm Cost: 220 Attacks: Front: Strike X 2 - A Middle: Strike X 1 - B Back: Strike X 1 - C Requirements: ALI: 0-60 STR: 72 VIT: 67 My thoughts: This is, more or less, the Alignment opposite of a Knight. If you have a low Alignment unit that needs some front row muscle, this guy's your thug. He's got good power, with a little bit reduced magical defense. Get a couple of these for low Alignment units. Level Up Increases: STR: +5 VIT: +5 INT: +3 MEN: +4 AGI: +4 DEX: +3 ************************************************************************ Class: Fencer Appearance: Wears a pointy hat and carries a large, two-handed sword. Terrain: Plains Equipment: Right Hand: Bastard Sword Left Hand: N/A Body: Cloth Armor Head: Jin-gasa Cost: 250 Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C Requirements: ALI: 30-100 STR: 72 DEX: 62 My thoughts: I consider this guy the poor man's Knight. He's got generally the same attack power as a Knight, and a rather high Dexterity, but he's got a reduced defense. It's not that much of a change, though, so you might wanna consider having a couple if it'll keep expenses down. In fact, I suggest having about three or four to grab any good Greatswords... Level Up Increases: STR: +5 VIT: +3 INT: +3 MEN: +5 AGI: +5 DEX: +5 ************************************************************************ Class: Phalanx Appearance: Heavily armored guy carrying a sizable shield and a spear. Terrain: Plains Equipment: Right Hand: Spear Left Hand: Large Shield Body: Plate Mail Head: Iron Helm Cost: 570 Attacks: Front: Pierce X 2 - A Middle: Pierce X 1 - B Back: Pierce X 1 - C Requirements: ALI: 20-80 STR: 76 VIT: 70 My thoughts: This is Mr. Physical Defense. He's no more powerful attack-wise than a Knight, but he can take some serious hits and keep coming back for more. Definitely a good front row center man. Sadly, this power can kind of go to waste if he doesn't have a good attack. I suggest having no more than two or three to occupy your good spears... Level Up Increases: STR: +4 VIT: +4 INT: +3 MEN: +4 AGI: +3 DEX: +3 ************************************************************************ Class: Beast Tamer Appearance: Bearded man with wild hair, little armor, and a whip. Terrain: Mountains Equipment: Right Hand: Leather Whip Left Hand: N/A Body: Leather Armor Head: N/A Cost: 120 Attacks: Front: Lash X 2 - A Middle: Lash X 2 - B Back: Lash X 1 - C Requirements: ALI: 0-60 STR: 72 VIT: 67 My thoughts: Okay. This guy is only a decent fighter, but he does have a couple of special attributes. Put him in a unit with a monster of some kind, and that monster will fight better. A good tradeoff, I think. He's probably not good to be put in a fighting unit. If you feel like making a Beast Unit, put him in charge. Level Up Increases: HP: +5 STR: +5 VIT: +4 INT: +3 MEN: +3 AGI: +4 DEX: +4 ************************************************************************ Class: Doll Master Appearance: Robed man with a puppet sitting in front of him. Terrain: Plains Equipment: Right Hand: Marionette Left Hand: Amulet Body: Robe Head: Bandanna Cost: 210 Attacks: Front: Pull Strings X 2 - A Middle: Pull Strings X 2 - B Back: Pull Strings X 1 - C Requirements: ALI: 20-80 INT: 60 MEN: 66 DEX: 65 My thoughts: This guy's interesting. Basically, his hook is that he brings inanimate objects to life. A pretty good power, if you ask me. So, his main attack is animating the doll he's equipped with and attacking the enemy with it. It has decent power to it. The fact that he gets two attacks in the middle row makes him a good candidate for a middle row character. He's also got a decent magic defense, making him able to withstand magic attacks that are thrown his way while behind the front line. Another cool thing about him involves another kind of formerly inanimate object: Golems. Put a Doll Master in a unit with a Golem and the Golem will be stronger. Level Up Increases: HP: +4 STR: +4 VIT: +4 INT: +5 MEN: +4 AGI: +4 DEX: +5 ************************************************************************ Class: Ninja Appearance: Figure in ninja cloak-like garb, wielding claws. Terrain: Forests Equipment: Right Hand: Iron Claw Left Hand: N/A Body: Ninja's Garb Head: Hachigane Cost: 260 Attacks: Front: Rend X 2 - A Middle: Rend X 1 - B Back: Rend X 1 - C Requirements: ALI: 0-60 AGI: 52 DEX: 59 My thoughts: This guy's quick. He's a bit weaker than an average Knight, but he's got the Agility to make up for it. That's about all that's special. Have one or two for your low Alignment units. Level Up Increases: STR: +5 VIT: +3 INT: +4 MEN: +4 AGI: +6 DEX: +4 ************************************************************************ Class: Wizard Appearance: Bearded old man in a full robe and carrying a staff. Terrain: Plains Equipment: Right Hand: Scipplay Staff Left Hand: Spellbook Body: Robe Head: Amulet Cost: 190 Attacks: Front: Elemental Magic* X 1 - C Middle: Elemental Magic* X 1 - B Back: Elemental Magic* X 2 - A Requirements: ALI: 0-60 INT: 57 MEN: 63 My thoughts: Ah, yes. The male spellcaster. This is generally the only male unit you'll want in the back row. He can't take the physical hurt, but can stand magic to some degree. He'll cast different spells depending on his ruling element: Wind: Lightning Fire: Fireball Earth: Acid Vapor Water: Ice Blast Bane: Word of Pain Depending on the spellbook you equip, these spells can change. I suggest having about two or three or these to complement two or three Sorceresses. Level Up Increases: HP: +3 STR: +3 VIT: +3 INT: +6 MEN: +4 AGI: +3 DEX: +3 ************************************************************************ Class: Paladin Appearance: A knight looking fellow, wearing white, gold, blue, and purple armor, and helmet. Terrain: Plains Equipment: Right Hand: Blessed Sword Left Hand: Kite Shield Body: Baldr Armor Head: Baldr Helm Cost: 1060 Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Slash/Elemental Magic* X 2 - C/A Requirements: ALI: 60-100 STR: 123 VIT: 103 DEX: 89 My thoughts: Look! Up in the sky! It's a bird! It's a plane! It's Super Knight! These guys rock da house. They've got a lovely three attacks in front, and they can use magic in the back, so you don't have too many problems if you're back attacked. They have decent everything as far as skills go, so stock up on these holy boys! Any Knights you have should become these guys quickest, so you'll end up having about five or six, which is good. The magic is determined by the element of the sword you're using. Level Up Increases: STR: +6 VIT: +5 INT: +4 MEN: +5 AGI: +4 DEX: +4 ************************************************************************ Class: Black Knight Appearance: Horned Helmet, Black and gold armor, and a cape. Terrain: Plains Equipment: Right Hand: Satan's Bullova Left Hand: Valiant Mantle Body: Baldr Armor Head: Armet Cost: 940 (This is for everything but Valiant Mantles, which cannot be bought.) Attacks: Front: Cleave X 2 - A Middle: Cleave X 2 - B Back: Cleave/Elemental Magic* X 2 - C/A Requirements: ALI: 0-40 STR: 117 VIT: 112 My thoughts: A really, really nasty guy. He's the upgraded Berserker. He's good in the front or back, but you'll probably want to stick him in the front to maintain combat purposes. Take as many as you can get Valiant Mantles for, because this is the only truly decent front row Chaotic fighter. He'll hit VERY hard later in the game as his STR skyrockets. Finding Valiant Mantles: This can get tricky, because there's only one definite spot to find a Valiant Mantle in the entire game, and that's in the Sable Lowlands. You may, however, get lucky, and find a couple of Valiant Mantles from enemy groups in the same area. Level Up Increases: HP: +6 STR: +7 VIT: +6 INT: +5 MEN: +5 AGI: +4 DEX: +4 ************************************************************************ Class: Sword Master Appearance: Older guy in a brown robe holding his sword down at his side. Terrain: Plains Equipment: Right Hand: Claymore Left Hand: N/A Body: Cloth Armor Head: Hachigane Cost: 420 Attacks: Front: Slash X 3 - A Middle: Slash X 2 - C Back: Sonic Boom X 2 - B Requirements: ALI: 40-100 STR: 127 DEX: 117 My thoughts: Sonic Boom isn't a very good attack, in my opinion. The attack hits an enemy and hits the Sword Master in return. I say keep the bugger in the front. Like the Fencer, he has good attack power and evasion. Turn Fencers into these guys. Level Up Increases: STR: +5 VIT: +4 INT: +4 MEN: +4 AGI: +5 DEX: +7 ************************************************************************ Class: Cataphract Appearance: Large, heavily armored guy, carrying a big spear and a large shield. Terrain: Plains Equipment: Right Hand: Baldr Spear Left Hand: Tower Shield Body: Heavy Armor Head: Armet Cost: 1350 Attacks: Front: Pierce X 2 - A Middle: Pierce X 2 - B Back: Pierce X 2 - C Requirements: ALI: 30-80 STR: 124 VIT: 130 My thoughts: A walking brick wall! These guys are dynamos at physical defense. Like Phalanxes, these guys aren't very powerful on the attack, so only have a couple to use your good Spears. Level Up Increases: STR: +5 VIT: +7 INT: +3 MEN: +4 AGI: +3 DEX: +4 ************************************************************************ Class: Beast Master Appearance: White-bearded man with balding, little armor, and a whip. Terrain: Mountains Equipment: Right Hand: Rupture Rose Left Hand: N/A Body: Hard Leather Head: N/A Cost: 270 Attacks: Front: Lash X 2 - A Middle: Lash X 2 - B Back: Lash X 2 - C Requirements: ALI: 0-45 STR: 117 VIT: 103 My thoughts: Like the Beast Tamer, the Beast Master increases the power of your Beast unit. Only use him for that, because he's not all that hot a fighter. Level Up Increases: STR: +6 VIT: +6 INT: +3 MEN: +4 AGI: +4 DEX: +4 ************************************************************************ Class: Enchanter Appearance: Robed guy with long hair, and, of course, a doll. Terrain: Plains Equipment: Right Hand: Fool Left Hand: Amulet Body: Magician's Robe Head: Bandanna Cost: 500 Attacks: Front: Pull Strings X 3 - A Middle: Pull Strings X 2 - B Back: Pull Strings X 2 - C Requirements: ALI: 25-75 INT: 110 MEN: 106 DEX: 115 My thoughts: More or less the same deal as a Doll Master. He'll have more attacks in the front, but he'll be a bit more vulnerable. Sticking him with Golems will increase their ability, naturally. I suggest having no more than one or two to use Dolls for. Level Up Increases: STR: +4 VIT: +4 INT: +5 MEN: +5 AGI: +4 DEX: +5 ************************************************************************ Class: Ninja Master Appearance: A Ninja in dark brown clothing wearing a metal mask. Terrain: Forests Equipment: Right Hand: Baldr Claw Left Hand: N/A Body: Ninja Garb Head: Hannya Mask Cost: 510 Attacks: Front: Rend X 3 - A Middle: Rend X 2 - B Back: Ninja Art* X 2 - A Requirements: ALI: 0-40 INT: 94 AGI: 112 DEX: 99 My thoughts: Ninja Masters are pretty darn good. Their Ninja Art has really decent power, can hit just like an Archmage spell, and can change element regardless of the element of the Master. I like these guys, even though I only have one. You should have one or two yourself in case you run short on Black Knights for your frontlines... Level Up Increases: STR: +4 VIT: +4 INT: +5 MEN: +4 AGI: +6 DEX: +5 ************************************************************************ Class: Archmage Appearance: Bearded old man in a robe with an odd hat on and a staff. Terrain: Plains Equipment: Right Hand: Arc Wand Left Hand: Spellbook Body: Magician's Robe Head: Amulet Cost: 410 Attacks: Front: Elemental Magic* X 1 - C Middle: Elemental Magic* X 2 - B Back: Elemental Magic Plus* X 2 - A Requirements: ALI: 0-40 INT: 123 MEN: 107 My thoughts: These guys are beefed up Wizards. Magic Plus is area effect magic. Your Archmage attacks a target within a four square block and all enemies in that four square block are hit, or it'll attack a target and hit adjacent targets for lesser damage. Naturally, change any Wizards you have into Archmages and leave it at that. Wind: Thunder Flare Fire: Fire Storm Earth: Crag Press Water: Ice Field Bane: Dark Quest Level Up Increases: STR: +3 VIT: +3 INT: +7 MEN: +5 AGI: +3 DEX: +3 ************************************************************************ Class: Dragoon Appearance: Man wearing full gold armor, and pretty gold helmet, carrying a big sword. Terrain: Plains Equipment: Right Hand: Sword of Tiamat Left Hand: N/A Body: Dragon Armor Head: Dragon Helmet Cost: Cannot be bought normally. Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Slash X 2 - C Requirements: ALI: 0-100 STR: 127 VIT: 111 DEX: 95 My thoughts: A large quest is to be undertaken to get one of these guys, and you can have only one. The quest isn't especially hard, but it can only be completed rather late in the game. Dragoons have some serious attack power on them and they're very strong defense-wise. They're also very good at slaying Dragons. Getting one is seriously recommended by me. I suggest making him Chaotic, since there aren't many Chaotic fighters that have three attacks. Level Up Increases: HP: STR: +6 VIT: +6 INT: +3 MEN: +4 AGI: +4 DEX: +4 Starting the Dragoon Quest: Go to Idorf after finishing the Mylesia mission. You'll learn about Dragoons and the armorers who made stuff for them, AND their locations. Getting Dragon Helms: Go to Burgunny in Gunther Piedmont during the nighttime. Here, you'll see a drunk. Go back during the day, and an elderly woman will tell you about him and his wife, who lives in Senal in Volmus. Pay her a visit, then go back to Burgunny and you'll find the happy couple reunited. Visit one more time (during the day) and you'll be able to purchase a Dragon Helm for 250 Goth. Getting Dragon Armor: Go to Kynora in Mount Ithaca during the day, and you'll meet an old man who'll talk about Dragon Armor and will tell you about the ore, Condrite. You can find that ore in the market in Melphy, Dardunnelles on the 6th day of any month during the daytime (about 9:00 to 18:00). Buy the Condrite for 200 Goth and take it to the old man, who will fashion the armor free of charge. Getting the Sword of Tiamat: You MUST have received the pieces of armor through the side quests above, otherwise this won't work. Return to Idorf with these two items after starting Chapter 3. You'll be told about the barkeep in Elaine, Fair Heights. Go there after finishing the mission and he'll tell you about Grozz Nuy and he'll give you the Dragon Scale. He'll tell you he found the dragon in the forest outside Pinneg, Celesis. Enter the stronghold of Pinneg after you beat that scene with a unit whose leader you want to fight and you'll head into the forest, drop the Dragon Scale and fight Grozz Nuy. Fighting Grozz Nuy isn't that tough, since he only gets one attack per round, and if you're smart, you used someone with MORE than one attack per round. Just make sure your character can cause a good amount of damage and you'll win and get the Sword of Tiamat, and the Dragoon class will be open to you. One last note: I DON'T KNOW WHO STARTED THIS, BUT YOU DO NOT NEED A DRAGON SHIELD TO MAKE A DRAGOON!!! ************************************************************************ Class: Vampire Appearance: A guy with pointy ears wearing a purple fuzzy garment Terrain: Plains Equipment: Right Hand: N/A Left Hand: N/A Body: Count's Garment *cannot be changed* Head: Bloody Emblem *cannot be changed* Attacks: Front: Life Drain X 2 - A Middle: Life Drain X 2 - A Back: Life Drain X 2 - A Requirements: ALI: 0-50 VIT: 52 MEN: 63 AGI: 54 My thoughts: Vampires aren't all as one would expect them to be. There are several restrictions. The biggest one is that you can't move during the daytime if you have a Vampire in your unit. During the day, the Vampire must remain in his coffin, and he'll have a "Take a Peek" attack, which does nothing. Life Drain is merely an "okay" attack. Still, they're nearly invulnerable in their coffins, so Vampires may be good for a base defense unit. Level Up Increases: STR: +4 VIT: +4 INT: +5 MEN: +5 AGI: +4 DEX: +4 Getting the Bloody Emblem: Go to Elegorea, Mylesia with a Chaotic Male leader. You'll speak to Lestat the Undead. He'll ask you four questions to see if you're worthy of becoming a Vampire. Your answers will have to be as such based on the time of day: Time of Day Answer Order 00:00-01:29 1,1,1,1 01:30-02:59 2,2,2,2 03:00-04:29 1,1,1,1 04:30-05:59 2,2,2,1 06:00-07:29 1,1,2,1 07:30-08:59 2,2,1,2 09:00-10:29 1,1,2,2 10:30-11:59 2,2,1,1 12:00-13:29 1,2,1,1 13:30-14:59 2,1,2,2 15:00-16:29 1,2,1,2 16:30-17:59 2,1,2,1 18:00-19:29 1,2,2,1 19:30-20:59 2,1,1,2 21:00-22:29 1,2,2,2 22:30-23:59 2,1,1,1 You may return at any time (with someone besides Troi or one who already answered the questions) to get more Bloody Emblems. They can be sold for decent cash. Getting a Count's Garment: No store sells these, and the first place you can find one lying around is Aurua Plains, which is quite late in the game. You may, however, get lucky and find one earlier from an enemy. ************************************************************************ Class: Lich Appearance: Very thin person with skeleton hands, hunched over with a large staff and wearing a black cloak. Terrain: Plains Equipment: Right Hand: Kerykeion Left Hand: Book of Bane Body: Bloodstained Robe Head: Ring of the Dead *cannot be changed* Attacks: Front: Elemental Magic Plus* X 2 - C Middle: Elemental Magic Plus* X 2 - B Back: Elemental Magic Plus* X 3 - A Requirements: ALI: 0-30 INT: 24 MEN: 51 My thoughts: Amazing. Just amazing. These are the baddest guys out there. They've got extra magic stank on them, so they'll slam the enemies and not even break a sweat. Of course, they probably don't have sweat glands anymore, anyway... The only bad thing about Liches is that you can only get so many Rings of the Dead. I know how to get two. The really good thing is that you don't have to kill your Archmage or Siren to make one. Just go directly to the Class Change screen. Male Liches are exactly the same as female Liches. Guess they lose their gender. That's something I'd rather not dig too deep into. Level Up Increases: STR: +3 VIT: +3 INT: +7 MEN: +5 AGI: +3 DEX: +4 Getting the Ring of the Dead: Go to Banna Barra, Celesis. A young girl will give you the Dark Invitation. Go with Magnus to Quelluan, Zenobian Border, and you will receive the Ring. You can also find a ring in the first Tremos Mountains stage north of Congool. There seems to be some confusion about this, so let me just say that you do NOT have to kill someone to make a Lich. Once you have all the equipment and requirements, the Lich will appear as a class change on the class change screen and you can go from there. Getting a Kerykeion: No store sells these, but you can get one from fighting neutral Black Dragons in the forests of Mylesia II. Getting a Bloodstained Robe: No store sells these, but you can find one in Gules Hills. Check that mission for the location. ************************************************************************ Class: Centurion Appearance: Man with sword, shield, armor, and a large plume on his helmet. Terrain: Plains Equipment: Right Hand: Baldr Sword Left Hand: Kite Shield Body: Plate Armor Head: Armet Cost: 570 Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C Requirements: ALI: 0-100 VIT: 52 INT: 62 MEN: 52 DEX: 54 Must have promoted seven Soldiers. My thoughts: I don't consider Centurions all that great. You can go to the Legion FAQ for my opinion on Legions as a whole. If you really want a Legion, I'd use one of the special characters. Level Up Increases: STR: +5 VIT: +4 INT: +4 MEN: +5 AGI: +4 DEX: +4 ************************************************************************ ************************************************************************ B. Female Human Classes Class: Amazon (Basic Female Unit) Appearance: Blonde lady carrying a bow and wearing mostly white. Terrain: Forest Equipment: Right Hand: Short Bow Left Hand: N/A Body: Leather Armor Head: Bandanna Cost: 110 Attacks: Front: Shoot X 1 - A Middle: Shoot X 1 - B Back: Shoot X 2 - C My thoughts: Although her power is lowest in the back, the fact that she gets to attack twice more than makes up for it. Once again, this class will become obsolete as you gain levels and Soldiers can be directly upgraded. Level Up Increases: STR: +4 VIT: +2 INT: +3 MEN: +3 AGI: +3 DEX: +3 ************************************************************************ Class: Archer Appearance: Woman with a green feathered hat and costume, and a bow. Terrain: Forests Equipment: Right Hand: Great Bow Left Hand: N/A Body: Leather Armor Head: Leather Hat Cost: 190 Attacks: Front: Shoot X 1 - A Middle: Shoot X 2 - B Back: Shoot X 2 - C Requirements: ALI: 20-80 STR: 72 DEX: 69 My thoughts: This is for all you fans of the SATs. An analogy - Fighter : Knight :: Amazon : ? If you said Archer, you'd be right. This is nothing more fancy than a stronger Amazon, which is fine if that's what you desire. Since she attacks twice in the middle, she's one of the few good middle row units. Have a few of these for attacking from afar. Level Up Increases: STR: +5 VIT: +4 INT: +3 MEN: +4 AGI: +4 DEX: +4 ************************************************************************ Class: Dragon Tamer Appearance: Woman with the skull of a dragon on her head Terrain: Plains Equipment: Right Hand: Rapier Left Hand: N/A Body: Chain Mail Head: Bone Helm Cost: 200 Attacks: Front: Thrust X 2 - A Middle: Thrust X 1 - B Back: Thrust X 1 - C Requirements: ALI: 30-90 STR: 72 VIT: 57 DEX: 69 My thoughts: On the surface, this lady appears to be nothing more than a frontline swordswoman. Of course, the fact that she's called the Dragon Tamer denotes that she maintains power of those beasts so powerful that they have an entire type of class dedicated to them. As can be expected, putting Dragons in units with her will increase their power. Like the Beast Tamer, you should probably just keep her in a Dragon unit. Level Up Increases: STR: +5 VIT: +5 INT: +4 MEN: +4 AGI: +3 DEX: +4 ************************************************************************ Class: Valkyrie Appearance: Female soldier with wings on her head. Terrain: Snow Equipment: Right Hand: Spear Left Hand: Round Shield Body: Breastplate Helm: Plumed Headband Cost: 410 Attacks: Front: Cleave X 2 - A Middle: Cleave X 1 - B Back: Lightning* X 2 - A Requirements: ALI: 40-100 STR: 72 VIT: 57 INT: 62 My thoughts: This is a pretty versatile class. She's good in both front and back rows. She's also one of the few classes that has both physical and magic attacks. You should consider this your main combat femme. Three or four should be fine, in addition to Leia, whose Blaze Knight abilities mirror those of a Valkyrie. Level Up Increases: STR: +4 VIT: +4 INT: +4 MEN: +4 AGI: +4 DEX: +4 ************************************************************************ Class: Witch Terrain: Plains Appearance: A girl with a wand and a pointy hat Equipment: Right Hand: Scipplay Staff Left Hand: Spellbook Body: Witch's Dress Head: Pointy Hat Cost: 300 Attacks: Front: Effect Magic* X 1 Middle: Effect Magic* X 1 Back: Effect Magic* X 2 Requirements: ALI: 0-60 INT: 65 MEN: 68 DEX: 72 My thoughts: Okay. I used to think Witches were really bad, but they actually aren't that shabby. If you have an enemy unit with a really nasty character, a Witch that can use a Sleep or Paralyze spell may be just what the doctor ordered. Still, though, that's kind of specialized, so I suggest having no more than one or two on the sidelines... Anyway, here's her elements. Wind: Electroshock (Paralyze) Fire: Ray of Paralysis (Paralyze) Earth: Poison Cloud (Poison) Water: Slumber Mist (Sleep) Bane: Nightmare (Sleep) Level Up Increases: STR: +3 VIT: +3 INT: +6 MEN: +5 AGI: +4 DEX: +4 ************************************************************************ Class: Sorceress Appearance: Lady in tight-ftting outfit and high heels, wielding a wand Terrain: Plains Equipment: Right Hand: Scipplay Staff Left Hand: Spellbook Body: Witch's Dress Head: Amulet Cost: 240 Attacks: Front: Elemental Magic* X 1 - C Middle: Elemental Magic* X 1 - B Back: Elemental Magic* X 2 - A Requirements: ALI: 0-60 INT: 62 MEN: 65 My thoughts: This is the female version of the Wizard. She has more magical defense, but far less physical defense, which shouldn't matter, because you'll never put her in harm's way, right? Anyway, she uses the same elemental magic as the Wizard. Have two or three for the back of your Chaotic units. Wind: Lightning Fire: Fireball Earth: Acid Vapor Water: Ice Blast Bane: Word of Pain Depending on the spellbook you equip, these spells can change. Level Up Increases: STR: +3 VIT: +3 INT: +5 MEN: +5 AGI: +3 DEX: +3 ************************************************************************ Class: Cleric Appearance: Braided girl in a full hooded robe. Terrain: Plains Equipment: Right Hand: Light Mace Left Hand: N/A Body: Cleric's Vestment Head: Rosary Cost: 130 Attacks: Front: Healing X 1 - C Middle: Healing X 1 - B Back: Healing X 2 - A Requirements: ALI: 45-100 INT: 59 MEN: 62 My thoughts: Bow down to the Cleric. Bow down to her. This is the only major healing unit in the game. You'll learn to love her. She can heal you. Do I really need to say more? Okay, she's got a good magical defense, too. You should have one in every Lawful unit you have. Level Up Increases: STR: +3 VIT: +4 INT: +5 MEN: +5 AGI: +3 DEX: +3 ************************************************************************ Class: Diana Appearance: A girl wearing a body suit and an elaborate headpiece, and carrying a bow. Terrain: Forests Equipment: Right Hand: Ytival Left Hand: N/A Body: Hard Leather Head: Plumed Headband Cost: 480 Attacks: Front: Shoot X 1 - A Middle: Shoot X 2 - B Back: Shoot X 3 - C Requirements: ALI: 20-70 STR: 116 DEX: 124 Lunatikk's thoughts: Pretty much a beefed-up archer. They have really good power and decent defenses, but they make great back row characters since they can attack three times. Upgrade your Archers to these ladies. Level Up Increases: STR: +5 VIT: +5 INT: +4 MEN: +4 AGI: +5 DEX: +6 ************************************************************************ Class: Dragon Master Appearance: Woman wearing a headband with dragon wings and carrying a rapier. Terrain: Plains Equipment: Right Hand: Estoc Left Hand: N/A Body: Scale Armor Head: Plumed Headband Cost: 510 Attacks: Front: Thrust X 2 - A Middle: Thrust X 2 - B Back: Thrust X 2 - C Requirements: ALI: 50-90 STR: 127 VIT: 112 DEX: 113 My thoughts: This is the upgraded form of the Dragon Tamer. She's much better at controlling dragons, and what I really like about her is that she gets two attacks no matter where you put her, so you're really not losing much by sticking her in the back row. Use her for your Dragon Unit. Level Up Increases: STR: +6 VIT: +5 INT: +3 MEN: +4 AGI: +4 DEX: +4 ************************************************************************ Class: Freya Appearance: Woman wearing lots of metal armor, a metal helmet with wings, and carrying a spear. Terrain: Snow Equipment: Right Hand: Thunder Spear Left Hand: Buckler Body: Baldr Mail Head: Armet Cost: 730 Attacks: Front: Cleave X 2 - A Middle: Cleave X 2 - B Back: Cleave/Elemental Magic Plus* X 2 - C/A Requirements: ALI: 60-100 STR: 116 VIT: 101 INT: 106 My thoughts: These lovely ladies are Valkyries squared. To get her back row attack to be magic, you need an elemental spear, like the Thunder Spear. Put them in the back for a weaker version of a magic user. Level Up Increases: STR: +5 VIT: +4 INT: +5 MEN: +5 AGI: +4 DEX: +4 ************************************************************************ Class: Siren Appearance: Purple haired girl with a fur coat and a wand. Terrain: Plains Equipment: Right Hand: Arc Wand Left Hand: N/A Body: Fur Coat Head: Amulet Cost: 540 Attacks: Front: Elemental Magic* X 1 - C Middle: Elemental Magic* X 2 - B Back: Elemental Magic Plus* X 2 - A Requirements: ALI: 0-45 INT: 125 MEN: 128 By the same token as Archmages are better Wizards, Sirens are better Sorceresses. As before, Magic Plus is area effect magic. Your Siren attacks a target within a four square block and all enemies in that four square block are hit, or she attacks a specific target and all adjacent enemies are hit for lesser damage. Wind: Thunder Flare Fire: Fire Storm Earth: Crag Press Water: Ice Field Bane: Dark Quest Level Up Increases: STR: +3 VIT: +3 INT: +7 MEN: +5 AGI: +3 DEX: +3 ************************************************************************ Class: Priest Appearance: Looks a lot like a Cleric only yellowish-green. Terrain: Plains Equipment: Right Hand: Baldr Mace Left Hand: N/A Body: Robe of the Wise Head: Rosary Cost: 530 Attacks: Front: Healing Plus* X 1 - C Middle: Healing Plus* X 1 - B Back: Healing Plus* X 2 - A Requirements: ALI: 65-100 INT: 109 MEN: 112 My thoughts: Forget bowing. Get down on your knees and WORSHIP HER!!! This is the Super Cleric. Healing Plus is stronger than normal Healing, and it heals a four square block of characters for roughly the same amount, or she heals a character and all adjacent for a smaller amount. Definitely a must-have for any unit on the go. Level Up Increases: STR: +3 VIT: +4 INT: +5 MEN: +6 AGI: +3 DEX: +3 ************************************************************************ Class: Princess Appearance: Woman in full gown and crown, with a fan Terrain: Plains Equipment: Right Hand: Battle Fan Left Hand: Spellbook Body: Pure-White Dress Head: Dream Tiara *cannot be changed* Cost: Cannot be bought Attacks: Front: Elemental Magic* X 1 - C Middle: Elemental Magic* X 2 - B Back: Elemental Magic Plus* X 2 - A Requirements: ALI: 70-100 My thoughts: Worship her too!!! You can only have but one, but you'll definitely want to add this gem of royalty to your army. Sure, she seems just like another spellcaster, only high Alignment, but get THIS! Put in her in any unit as a leader, and every other character besides her will get an EXTRA ATTACK! SWEET!! This mean you can potentially have 18 attacks per round. Some are lucky to get 12... You should be grateful... ^_^ She can also lead a Legion. Level Up Increases: STR: +3 VIT: +2 INT: +5 MEN: +5 AGI: +3 DEX: +3 Getting the Pure-White Dress: Go to Bourdeux, Tenne Plains, with any female led group. You'll be told about dresses and silk. Go to Melphy, Dardunnelles on the 15th of any month during the daytime (9:00 to 18:00) and you'll find a peddler who will sell you a Bolt of Silk for 2000 Goth. Buy it, and take it to the dressmaker in Billney, Tenne Plains, with a female leader who will make it into a Pure-White Dress for 2500 Goth. Getting the Dream Tiara: Go to Clemona, Blue Basilica and an old man will tell you a tale about love never found. He'll give you the Package for Gelda. Take it to Boolem, Crenel Canyon, and you'll run into an old lady, who'll tell you to take it to Elle, Zenobia Border. An old man there will tell you her family moved to Soathon. Are we getting tired of this wild goose chase yet? Go to Tristle, and you'll get the Letter from Gelda. Head back to Clemona and the old man will give you the Dream Tiara. It's all quite a tearjerker... ;_; Getting a Battle Fan: No store sells these, but you can pick one up in Gules Hills as a Hidden Item. Refer to that mission to find out where. ************************************************************************ Class: Lich Appearance: Very thin person with skeleton hands, hunched over with a large staff and wearing a black cloak. Terrain: Plains Equipment: Right Hand: Kerykeion Left Hand: Book of Bane Body: Bloodstained Robe Head: Ring of the Dead *cannot be changed* Attacks: Front: Elemental Magic Plus* X 2 - C Middle: Elemental Magic Plus* X 2 - B Back: Elemental Magic Plus* X 3 - A Requirements: ALI: 0-30 INT: 24 MEN: 51 My thoughts: Amazing. Just amazing. These are the baddest guys out there. They've got extra magic stank on them, so they'll slam the enemies and not even break a sweat. Of course, they probably don't have sweat glands anymore, anyway... The only bad thing about Liches is that you can only get so many Rings of the Dead. I know how to get two. The really good thing is that you don't have to kill your Archmage or Siren to make one. Female Liches are no different from male Liches, by the way. Level Up Increases: STR: +3 VIT: +3 INT: +7 MEN: +5 AGI: +3 DEX: +4 Getting the Ring of the Dead: Go to Banna Barra, Celesis. A young girl will give you the Dark Invitation. Go with Magnus to Quelluan, Zenobian Border, and you will receive the Ring. You can also find a ring in the first Tremos Mountains stage north of Congool. There seems to be some confusion about this, so let me just say that you do NOT have to kill someone to make a Lich. Once you have all the equipment and requirements, the Lich will appear as a class change on the class change screen and you can go from there. Getting a Kerykeion: No store sells these, but you can get one from fighting neutral Black Dragons in the forests of Mylesia II. Getting a Bloodstained Robe: No store sells these, but you can find one in Gules Hills. Check that mission for the location. ************************************************************************ Class: Centurion Appearance: Woman with sword, shield, armor, and a large plume on her conical hat. Terrain: Plains Equipment: Right Hand: Baldr Sword Left Hand: Buckler Body: Plate Armor Head: Baldr Helm Cost: 590 Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C Requirements: ALI: 0-100 VIT: 52 INT: 62 MEN: 52 DEX: 54 Must have promoted seven Soldiers. My thoughts: I don't consider Centurions all that great. You can go to the Legion FAQ for my opinion on Legions as a whole. If you really want a Legion, I'd use one of the special characters. Level Up Increases: STR: +5 VIT: +4 INT: +4 MEN: +5 AGI: +4 DEX: +4 ************************************************************************ ************************************************************************ C. Undead Classes You can get low level Undead Classes in one of two ways. My preferred way is to find them in wilderness. The other way is to have one of your characters die. If they remain dead long enough, and you have equipment for them, they will become Undead. The really special thing about low level Undead (Zombie, Skeleton, Ghost) is that they will be revived after a battle if eliminated through standard means. They only way they can be completely destroyed is if the entire unit is wiped out, or they are attacked by a holy weapon. This doesn't work for Angel Knights or Seraphim, though... ************************************************************************ Class: Zombie Appearance: Looks like a dessicated human with green and white bandages Terrain: Plains Equipment: Right Hand: N/A Left Hand: N/A Body: Old Clothing Head: N/A Attacks: Front: Bite X 2 - A Middle: Bite X 1 - B Back: Bite X 1 - C My thoughts: Zombies are the most basic undead. Bite attacks don't do much damage. Really, probably the only thing you'll want Zombies for is to shield more powerful units. They'll automatically change to Skeletons if hit with a Fire magic attack. Level Up Increases: Male: HP: +5 STR: +4 VIT: +3 INT: +2 MEN: +3 AGI: +3 DEX: +3 Female: HP: +4 STR: +4 VIT: +2 INT: +2 MEN: +3 AGI: +3 DEX: +3 ************************************************************************ Class: Skeleton Appearance: A...uh...skeleton... Terrain: Plains Equipment: Right Hand: Halt Hammer Left Hand: N/A Body: Torn Cloth Head: N/A Attacks: Front: Strike X 2 - A Middle: Strike X 1 - B Back: Strike X 1 - C My thoughts: This is a good fighter. Not really much to this class but being the standard Undead fighter. This is what you get when the fighting type of Males get killed and turned Undead. What gives this guy an advantage over Zombies is that you can change his weapon. Level Up Increases: STR: +5 VIT: +2 INT: +2 MEN: +3 AGI: +4 DEX: +4 ************************************************************************ Class: Ghost Appearance: Basically a floating sheet Terrain: Sky Equipment: Right Hand: N/A Left Hand: N/A Body: Torn Cloth Head: N/A Attacks: Front: Nightmare* X 1 - C Middle: Nightmare* X 1 - B Back: Nightmare* X 2 - A My thoughts: Ghosts aren't as useful as Skeletons. Nightmare is okay and all for causing a Sleep effect, but it really kind of defeats the "use Undead to shield more powerful units" theory. If you hit a Skeleton with a combination Wind and Fire attack, it'll become a Ghost. Level Up Increases: STR: +2 VIT: +2 INT: +5 MEN: +3 AGI: +3 DEX: +3 ************************************************************************ Class: Angel Knight Appearance: Blonde girl with a rapier and a large shield. Also has a halo and wings. Terrain: Sky Equipment: Right Hand: Needle of Light Left Hand: Kite Shield Body: Plate Mail Head: N/A Attacks: Front: Pierce X 2 - A Middle: Banish X 1 - B Back: Banish X 2 - C Requirements: ALI: 50-100 STR: 60 VIT: 61 DEX: 57 My thoughts: Probably the hardest class to get, and there's an element of risk involved in getting her. This class is female specific. She has all around good skills, and a particularly high Dexterity rate. Banish is a Virtue attack where she tosses her halo at an enemy. Like many undead, a person has the chance of becoming an Angel Knight only if you kill a character. If you have the proper stats and equipment, you have a CHANCE of her becoming an Angel Knight when she turns undead. There's a much larger chance that she'll become a Zombie, at which point you'll have to try with another girl... One way to give yourself a better chance is to use Goblets of Destiny. If you see "LUK UP!" when you use it, you're in good shape. If you don't, reset. Also, I heard it through the grapevine that equipping Katreda's Angel Brooch on your character increases your chances... If you want my honest opinion, I think you should save your Love and Peaces for these people. You'll first run into a bunch of them in Celesis. Level Up Increases: STR: +4 VIT: +4 INT: +3 MEN: +4 AGI: +4 DEX: +5 Getting the Needle of Light: After Chapter 3 begins, go to Melphy, Dardunnelles, on the 21st day of any month, during the daytime (9:00 to 18:00). A peddler will try to sell you one for 350 Goth. Take it. ************************************************************************ Class: Seraph Appearance: Blue-haired angel with four wings and a rapier. Terrain: Sky Equipment: Right Hand: Needle of Light Left Hand: Kite Shield Body: Baldr Mail Head: N/A Attacks: Front: Pierce X 2 - A Middle: Banish X 2 - B Back: Jihad X 2 - C Requirements: Previously Angel Knight ALI: 75-100 INT: 108 MEN: 125 DEX: 127 My thoughts: Oh, man. These holy lovelies are SWEET! Angel Knights are really nothing compared to these. Jihad hits ALL enemies with Virtue-type damage and OBLITERATES Undead! It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +4 VIT: +4 INT: +4 MEN: +4 AGI: +4 DEX: +6 ************************************************************************ ************************************************************************ D. Demi-Human Classes These classes consist mostly of non-leaders. They're all 1 tile characters, so there's room for a few in a unit. Class: Hawkman Appearance: Winged man carrying an axe or hammer. Terrain: Sky Equipment: Right Hand: Halt Hammer Left Hand: N/A Body: Leather Armor Head: Bandanna Cost: 190 Attacks: Front: Strike X 2 - A Middle: Strike X 1 - B Back: Strike X 1 - C My thoughts: The Hawkman is a decent fighter. His biggest advantage is that he's a Sky unit. He swoops and soars with the best of 'em. Level Up Increases: STR: +3 VIT: +4 INT: +2 MEN: +2 AGI: +4 DEX: +3 ************************************************************************ Class: Vultan Appearance: Winged man with gold and silver armor with hair coming out of his helmet. Terrain: Sky Equipment: Right Hand: Baldr Club Left Hand: N/A Body: Hard Leather Head: Hachigane Cost: 490 Attacks: Front: Strike X 2 - A Middle: Strike X 1 - B Back: Wind Shot X 2 - C Requirements: ALI: 40-100 STR: 103 AGI: 97 DEX: 80 My thoughts: O holy Hawkman. He's your high alignment Hawkman. In my opinion, keeping him in the front is the best course of action. He'll hit for more power than the standard Hawkman, and he's got the sky thing goin' on. So, have him lead any flying unit you have. Level Up Increases: STR: +5 VIT: +4 INT: +3 MEN: +4 AGI: +7 DEX: +4 ************************************************************************ Class: Raven Appearance: Winged man wearing dark armor and a helmet Terrain: Sky Equipment: Right Hand: Baldr Axe Left Hand: N/A Body: Hard Leather Head: Armet Cost: 570 Attacks: Front: Strike X 2 - A Middle: Strike X 1 - B Back: Thunder Arrow X 2 - C Requirements: ALI: 0-60 STR: 99 AGI: 93 DEX: 77 My thoughts: This guy is a Hawkman gone bad. This is one of the few classes that's just as good in the front as it is in the back. The Thunder Arrow, naturally, hits best against earth elementals, and the physical attacks are quite damaging. Have him lead any flying unit you have. Level Up Increases: STR: +5 VIT: +5 INT: +3 MEN: +4 AGI: +5 DEX: +6 ************************************************************************ Class: Pumpkinhead Appearance: A kid with a pumpkin for a head. Terrain: Forest Equipment: Right Hand: N/A Left Hand: N/A Body: Plain Clothing Head: Glass Pumpkin *cannot be changed* Attacks: Front: Pumpkin Smash X 2 - A Middle: Pumpkin Smash X 1 - A Back: Pumpkin Shower X 1 - A My thoughts: These odd gentlemen are a very valuable find. This is a similar pumpkin that was fought in the original Ogre Battle. Created by Deneb, this kid has an amazing power. By throwing his head at enemies, he can take off half their health. This is great against guys of high HP, not so much against guys of low HP, naturally... The Pumpkin Shower is far more damaging. Several pumpkins rain down on the opposition, about five to seven times, and each takes off half the HP of a target. This targets all units in a four-square area. Unfortunately, this also takes off half the HP of the Pumpkinhead. So, if he's in a non-Cleric unit, put him in the front, and in the back if the unit has a Cleric. Level Up Increases: STR: +4 VIT: +5 INT: +1 MEN: +3 AGI: +4 DEX: +2 ************************************************************************ Class: Gremlin Appearance: It looks like a small bat with a big head and a pointy tail Terrain: Sky Equipment: Attacks: Front: Throw a Kiss X 2 - A Middle: Throw a Kiss X 1 - B Back: Abyss X 2 - A Lunatikk's thoughts: Semi-useful to have, but nothing special. Throw a Kiss reduces the attack power of whomever it hits, and Abyss hits for light damage putting them to sleep. They have low HP, but they dodge attacks like crazy, and have high magic defense. Level Up Increases: STR: +2 VIT: +4 INT: +6 MEN: +5 AGI: +5 DEX: +6 ************************************************************************ Class: Faerie Appearance: A little girl with wings Terrain: Sky Equipment: Right Hand: N/A Left Hand: N/A Body: Tiny Clothing *cannot be changed* Head: N/A Attacks: Front: Throw a Kiss X 1 - A Middle: Throw a Kiss X 1 - B Back: Magic Missle X 2 - C Lunatikk's thoughts: Not too useful unless you have nothing better to use. They use Throw a Kiss on your allies raising their attack power. Magic Missile hits for light damage, and is virtually useless. However, it is a Virtue based attack which can be somewhat handy when dealing with evil, or undead characters. Level Up Increases: STR: +1 VIT: +3 INT: +3 MEN: +7 AGI: +6 DEX: +5 ************************************************************************ ************************************************************************ E. Dragon Classes These are the epitome of all beasts. They have a large amount of class change available to them depending on their alignment and ruling element. They're two tile characters. ************************************************************************ Class: Young Dragon Appearance: A little, plump yellow rat with wings and a beak. Terrain: Mountains Attacks: Front: Bite X 2 - A Middle: Bite X 1 - B Back: Bite X 1 - C Lunatikk's thoughts: A good early game unit. Eventually, it will evolve into something more powerful, depending on its element and alignment. It's power is enchanced by Dragon Tamers and Masters. Level Up Increases: STR: +4 VIT: +5 INT: +1 MEN: +4 AGI: +2 DEX: +4 ************************************************************************ Class: Thunder Dragon Appearance: A purple dragon Terrain: Plains Attacks: Front: Bite X 2 - A Middle: Bite X 1 - B Back: Lightning Breath X 1 - C Requirements - Wind Elemental ALI: 20-80 AGI: 61 DEX: 81 My thoughts: Just like other mid level dragons, a decent fighter that should probably be in the front row. Eventually, it will become a Quetzalcoatl. Breath slightly damages adjacent characters. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. ************************************************************************ Class: Red Dragon Appearance: A red dragon Terrain: Mountains Attacks: Front: Bite X 2 - A Middle: Bite X 1 - B Back: Fire Breath X 1 - C Requirements - Fire Elemental ALI: 20-80 STR: 108 AGI: 61 My thoughts: Just like other mid level dragons, a decent fighter that should probably be in the front row. Eventually, it will become a Flarebrass. Breath slightly damages adjacent characters. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +6 VIT: +5 INT: +3 MEN: +4 AGI: +5 DEX: +4 ************************************************************************ Class: Earth Dragon Appearance: A green dragon Terrain: Plains Attacks: Front: Bite X 2 - A Middle: Bite X 1 - B Back: Acid Breath X 1 - C Requirements - Earth Elemental ALI: 20-80 VIT: 109 MEN: 98 My thoughts: Just like other mid level dragons, a decent fighter that should probably be in the front row. Eventually, it will become an Azhi Dahaka. Breath slightly damages adjacent characters. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +6 VIT: +5 INT: +3 MEN: +5 AGI: +3 DEX: +5 ************************************************************************ Class: Blue Dragon Appearance: A blue dragon Terrain: Marsh Attacks: Front: Bite X 2 - A Middle: Bite X 1 - B Back: Breath of Cold X 1 - C Requirements: Water Elemental ALI: 20-80 MEN: 98 DEX: 81 Lunatikk's thoughts: Just like other mid level dragons, a decent fighter that should probably be in the front row. Eventually, it will become a Hydra. Breath slightly damages adjacent characters. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +6 VIT: +6 INT: +4 MEN: +5 AGI: +3 DEX: +5 ************************************************************************ Class: Platinum Dragon Appearance: A white dragon Terrain: Snow Attacks: Front: Bite X 2 - A Middle: Bite X 1 - B Back: Sacred Breath X 1 - C Requirements: ALI: 65-100 VIT: 114 INT: 73 MEN: 101 Lunatikk's thoughts: Just like other mid level dragons, a decent fighter that should probably be in the front row. Eventually, it will become a Bahumut. Breath slightly damages adjacent characters. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. ************************************************************************ Class: Black Dragon Appearance: A black dragon Terrain: Plains Attacks: Front: Bite X 2 - A Middle: Bite X 1 - B Back: Rotten Breath X 1 - C Requirements: ALI: 0-35 STR: 112 INT: 73 My thoughts: Just like other mid level dragons, a decent fighter that should probably be in the front row. Eventually, it will become a Tiamat. Breath slightly damages adjacent characters. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. ************************************************************************ Class: Quetzalcoatl Appearance: An Eastern-looking dragon, snake-like in appearance. Terrain: Plains Attacks: Front: Lightning Breath X 2 - A Middle: Lightning Breath X 2 - B Back: Radiant Gale X 2 - C Requirements - Previously Thunder Dragon ALI: 25-75 AGI: 93 DEX: 121 My thoughts: A great class if you can get it, like the other high level dragons. In the back is my personal choice for course of action, as Radiant Gale hits all enemies and paralyzes them. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. ************************************************************************ Class: Flarebrass Appearance: A beefy, Western red dragon standing tall on two legs. Terrain: Plains Attacks: Front: Fire Breath X 2 - A Middle: Fire Breath X 2 - B Back: Crimson Note X 2 - C Requirements - Previously Red Dragon ALI: 25-75 STR: 156 AGI: 93 My thoughts: A great class if you can get it, like the other high level dragons. In the back is my personal choice for course of action, as Crimson Note hits all enemies and lowers their power. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +6 VIT: +6 INT: +3 MEN: +5 AGI: +5 DEX: +4 ************************************************************************ Class: Ahzi Dahaka Appearance: A brownish green dinosaur-type dragon on all fours and with scales. Terrain: Plains Attacks: Front: Acid Breath X 2 - A Middle: Acid Breath X 2 - B Back: Earthquake X 2 - C Requirements - Previously Earth Dragon ALI: 25-75 VIT: 157 MEN: 130 My thoughts: A great class if you can get it, like the other high level dragons. In the back is my personal choice for course of action, as Earthquake hits all enemies and lowers their power. Unfortunately, Earthquake doesn't hit any enemies of the Sky terrain type, unless they're asleep or paralyzed. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +7 VIT: +6 INT: +5 MEN: +5 AGI: +3 DEX: +5 ************************************************************************ Class: Hydra Appearance: A bright blue, five-headed dragon. Terrain: Marsh Attacks: Front: Breath of Cold X 2 - A Middle: Breath of Cold X 2 - B Back: Clear Disaster X 2 - C Requirements - Previously Blue Dragon ALI: 25-75 MEN: 138 DEX: 121 My thoughts: A great class if you can get it, like the other high level dragons. In the back is my personal choice for course of action, as Clear Disaster hits all enemies and puts them to sleep. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. ************************************************************************ Class: Bahamut Appearance: A big white dragon standing tall on its four legs. Terrain: Snow Attacks: Front: Sacred Breath X 2 - A Middle: Sacred Breath X 2 - B Back: Divine Ray X 2 - C Requirements: Previously Platinum Dragon ALI: 75-100 VIT: 162 INT: 105 MEN: 133 Lunatikk's thoughts: The evolved version of Platinum Dragon, and one of the Ultimate Dragon Forms. It's Sacred Breath is good and all, but Divine Ray blows it away. Divine Ray does moderate to heavy virtue type damage to all enemies twice in one fight. Plus, it looks pretty cool. Very powerful. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. ************************************************************************ Class: Tiamat Appearance: A wiry, yet muscular, black dragon standing on two legs. Terrain: Plains Attacks: Front: Rotten Breath X 2 - A Middle: Rotten Breath X 2 - B Back: Evil Dead X 2 - C Requirements - Previously Black Dragon ALI: 0-25 STR: 160 INT: 105 DEX: 124 My thoughts: A great class if you can get it, like the other high level dragons. In the back is my personal choice for course of action, as Evil Dead hits all enemies and puts them to sleep. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. ************************************************************************ ************************************************************************ F. Monster Classes These bad boys are 2 tile characters. They make up for the assuming the role of 2 characters by being about as strong as two characters. Most are quite strong or can attack multiple times. ************************************************************************ Class: Wyrm Appearance: A lizard that's more wing than body. Terrain: Sky Attacks: Front: Bite X 2 - A Middle: Bite X 2 - B Back: Bite X 2 - C My thoughts: The thing that sets this monster apart is it's flying ability. Other than that, he's a better-than-average attacker with a nasty set of teeth. ************************************************************************ Class: Wyvern Appearance: A bit more muscular than a Wyrm, and has a purple and white crest on its head. Terrain: Sky Attacks: Front: Bite X 2 - A Middle: Bite X 2 - B Back: Fire Breath X 2 - A Requirements: ALI: 10-55 STR: 140 AGI: 124 DEX: 102 Lunatikk's thoughts: Not too shabby of a flying character. Good attack from the front row, good defense. Fire Breath can hit multiple targets at once for a moderate amount of damage. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +6 VIT: +6 INT: +2 MEN: +4 AGI: +6 DEX: +4 ************************************************************************ Class: Griffin Appearance: An eagle's head and wings on a lion's body. Terrain: Sky Attacks: Front: Claw X 2 - A Middle: Claw X 1 - B Back: Wind Shot X 2 - A My thoughts: Wyrms are good for low alignment sky units, and Griffins are good for high alignment sky units. Have fun with them if you like sky units. Level Up Increases: STR: +4 VIT: +4 INT: +3 MEN: +3 AGI: +6 DEX: +4 ************************************************************************ Class: Opinincus Appearance: A bigger, blue-beaked, blue-clawed Griffin Terrain: Sky Attacks: Front: Claw X 2 - A Middle: Claw X 1 - B Back: Wind Storm X 2 - C Requirements: Previously Griffin, Partially Chaotic to Partially Lawful Alignment MEN: 105 AGI: 127 DEX: 91 My thoughts: The upgraded Griffins. These guys are probably better in the front because Wind Storm generally doesn't hit all that hard... It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +5 VIT: +5 INT: +4 MEN: +4 AGI: +6 DEX: +5 ************************************************************************ Class: Cockatrice Appearance: Looks like a chicken with a lizard's tail. Terrain: Sky Attacks: Front: Peck X 2 - A Middle: Peck X 1 - B Back: Petrify X 2 - C Lunatikk's thoughts: Ooh baby, these are good. Peck is alright, but put them in the back for some grade "A" damage. Petrify can hit multiple targets at once for moderate damage, and has a chance of Petrifying them. That's right. Instant kill. They are pretty good at evading, but they don't have very good defense. I would recomend getting at least one of these. My backup thoughts: Petrifying enemies doesn't get you any experience. Use caution when petrifying. ************************************************************************ Class: Sphinx Appearance: A beast with a woman's front and wings Attacks: Front: Claw X 2 - A Middle: Evocation X 1 - B Back: Evocation X 2 - A My thoughts: These beasts are great! Put them in the back and you have a beast spellcaster. They pick any element, like Ninja Masters, but they have the power of an Archmage or Siren, so all you're trading here is the space. Level Up Increases: STR: +4 VIT: +5 INT: +6 MEN: +5 AGI: +6 DEX: +5 ************************************************************************ Class: Hellhound Appearance: A wolf with two heads Terrain: Mountains Attacks: Front: Bite X 3 - A Middle: Bite X 2 - B Back: Bite X 1 - C My thoughts: This is a very powerful unit. The main reason for his power is the three attacks he gets. There's nothing much else special about him, though. ************************************************************************ Class: Cerberus Appearance: Looks like a pit bull with three heads Terrain: Mountains Attacks: Front: Bite X 3 - A Middle: Bite X 2 - B Back: Mesmerize X 2 - C Requirements: Neutral to Chaotic Alignment STR: 139 VIT: 138 MEN: 90 My thoughts: These guys are Hellhounds times ten! Well, actually, Hellhounds times one and a half. They have wonderful attack power and defense. I'd put these puppies on the front line. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +7 VIT: +6 INT: +5 MEN: +4 AGI: +4 DEX: +3 ************************************************************************ ************************************************************************ G. Golem Classes These rock boyos have their own class group. Not too bad for your troubles... ************************************************************************ Class: Golem Appearance: A large man-shaped cluster of rocks. Terrain: Mountains Attacks: Front: Crush X 3 - A Middle: Crush X 2 - B Back: Crush X 1 - C My thoughts: These guys can take serious hits. They're also pretty strong in their own right. One of the disadvantages I've found in this class is they don't always hit well. They can't have their status changed, though, so they can't be put to sleep, poisoned, or paralyzed. Level Up Increases: HP: +5 STR: +5 VIT: +6 INT: +3 MEN: +3 AGI: +3 DEX: +4 ************************************************************************ Class: Stone Golem Appearance: A gray-colored man-shaped cluster of rocks. Terrain: Mountains Attacks: Front: Crush X 3 - A Middle: Crush X 2 - B Back: Crush X 1 - C Requirements: Golem becomes petrified while... STR: 104 VIT: 129 My thoughts: This is what happens when a Golem is petrified. This is stronger and more agile than the standard version of Golem. Not much more to be said. The class change occurs automatically during battle, once the Golem is petrified. If your stats aren't at the proper levels, though, your Golem will simply be petrified. Level Up Increases: STR: +5 VIT: +6 INT: +3 MEN: +4 AGI: +3 DEX: +4 ************************************************************************ Class: Baldr Golem Appearance: A bluish-colored man-shaped cluster of rocks. Terrain: Mountains Attacks: Front: Crush X 3 - A Middle: Crush X 2 - B Back: Crush X 1 - C Requirements: Stone Golem gets hit with a wind/fire combo while... STR: 144 VIT: 185 My thoughts: Wind and Fire. Kinda like tempering the Golem, like you'd temper any metal. Anyhoo. These are the best Golems to have because they'll have increased stats of Stones... This class change occurs automatically during battle, if the Stone Golem is at the proper stat levels. ************************************************************************ ************************************************************************ H. Demon Classes This is the hidden set of classes. These are monsters from the Netherworld that have invaded the human world. ************************************************************************ Class: Goblin Appearance: Odd-looking toothy guy in plate mail. Terrain: Plains Equipment: Right Hand: Short Sword Left Hand: N/A Body: Plate Mail Head: N/A Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C My thoughts: Even for demons, I don't consider these guys worth the effort. They're not all that strong. As far as I know, they don't evolve, and by the time you can get them, you probably have guys that are much better. ************************************************************************ Class: Ogre Appearance: Huge grey-skinned humanoid carrying a massive hammer. Terrain: Plains Equipment: Right Hand: Warhammer Left Hand: N/A Body: Leather Armor Head: N/A Attacks: Front: Crush X 3 - A Middle: Crush X 2 - B Back: Crush X 1 - C My thoughts: Ogres have some considerable power to them. They're big characters, but they don't hit as often as most other characters... ************************************************************************ Class: Saturos Appearance: Goat-legged demon with horns and a big axe. Terrain: Plains Equipment: Right Hand: Evil Axe Left Hand: N/A Body: Hard Leather Head: N/A Attacks: Front: Strike X 2 - A Middle: Strike X 2 - B Back: Strike/Elemental Magic* X 2 - C/A My thoughts: If you notice similarities between this guy and the Black Knight, you're quite observant. A Saturos is pretty much a Black Knight for the demon crew. He's one of the few demons that can lead a unit, so he's quite useful to them. ************************************************************************ Class: Gorgon Appearance: Top half woman, lower half snake, and snakes for hair. Terrain: Plains Equipment: Right Hand: Baldr Bow Left Hand: N/A Body: Leather Armor Head: N/A Attacks: Front: Gaze of Terror X 1 - A Middle: Shoot X 1 - B Back: Shoot X 2 - C My thoughts: Gaze of Terror targets ALL enemies. Gorgons are unbelievably cheap, since they have the ability to completely petrify a unit in nothing flat. It will be blocked however, by any character with a shield, or any character not in the Gorgon's line of sight. ************************************************************************ ************************************************************************ I. Enemy Character Classes You cannot control these guys... Ever... Stop asking me if you can. These are special classes used by the enemy, mostly for story purposes. Only exception is Vad the Grappler, but he's a special one... ************************************************************************ Normal Enemies ************************************************************************ Class: Grappler Appearance: Dark-skinned fellow with claws and a headband. Attacks: Front: Rend X 2 - B Middle: Rend X 2 - C Back: Fatal Dance X 1 - A My thoughts: These guys are warriors of Nirdam, the Bolmaukans. They were forced into slavery in a joint venture by Lodis and Palatinus. They used to be a proud people, and now they fight just to survive. As you can see, Fatal Dance is more powerful than the Grappler's front line attack. Be cautious when fighting these guys, they can rack up damage really quick. ************************************************************************ Class: Knight Templar Appearance: Knight in full armor and a large shield. His helmet has an opening shaped like a cross. Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Slash/Elemental Magic X 2 - C/A My thoughts: In case you haven't noticed, these guys are just like Paladins. They have a bit of a higher defense and a lower offense, but they're more or less the same. These are the holy knights of the Lodis Empire. They fight for their beliefs in Lodisism. ************************************************************************ Class: Daemon Appearance: Blue skinned, winged guy. Pretty nasty looking. Attacks: Front: Strike X 2 - A Middle: Strike X 2 - B Back: Strike/Elemental Magic X 2 C/A My thoughts: Despite their fearsome appearance, these guys are really no worse than Saturoses. You'll only face a few of them. These guys are the Legion leaders of the demon army. Only thing is, you never see them lead a Legion... ************************************************************************ Class: Knight of Danika Appearance: Humanoid in full, oddly-shaped armor, carrying a sword. Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Slash X 2 - C My thoughts: These are the protectors of Danika's slumber. They were created from her limbs by the goddess Berthe. There are only four in the entire game. They're quite strong. 'Nuff said... The actual name of this class is "Gatekeeper", but the only Gatekeepers in the game are the Knights, so I made an executive decision and decided to call them, officially, Knights of Danika. ************************************************************************ Bosses ************************************************************************ Class: General - See Quass Debonair Who: Quass Debonair (Zenobia Border) ************************************************************************ Class: Vanity Appearance: Blonde nobleman carrying a thin sword. Attacks: Front: Thrust X 2 - A Middle: Thrust X 2 - B Back: Some kind of Magic* X 2 - A Who: Godeslas Branic (Alba) (uses Infest), Kerikov Barthes (Celesis) (uses Ice Field), Numitol Silvis (Argent) (uses Ice Field) My thoughts: Vanity's are pretty much fighting noblemen. They may have some inherent strengths, but largely they rely on their fellow soldiers. ************************************************************************ Class: Superior Knight Appearance: Knight without a helmet. Attacks: Front: Slash X 2 - A Middle: Slash X 2 - B Back: Slash X 2 - C Who: Eurynome Rhade (Mylesia II, Mount Ithaca), Xevec Nulaton (Romulus) My thoughts: Superior Knights can be pretty nasty. They have more power than a standard Knight. ************************************************************************ Class: Solidblade - See Ankiseth Gallant Who: Ankiseth Gallant (Highland of Soathon, Wentinus I) ************************************************************************ Class: Temple Command Appearance: An armored man standing with his sword out in front of him, or standing like a Knight Templar. Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Evocation* X 2 - A Who: Baldwin Glendale (Wentinus I, Wentinus II, Mount Keryoleth II), Pruflas Watts (Gules Hills I, Temple of Berthe I), Amazeroth Ludon (Ptia), Vapula Simburg (Blue Basilica), Thamuz Delville (Aurua Plains) My thoughts: It's interesting how they make TC's stronger only by moving them around. In the beginning, you face TC's in the middle row, where they are weakest. Then later on, you'll fight them in the front row, where they're stronger. Finally, for the last battle with Baldwin, he'll be in the back, where he can use Evocation, which can be quite nasty. ************************************************************************ Class: Dark Prince Appearance: Blonde man with a thrusting sword. Attacks: Front: Thrust X 2 - A Middle: Thrust X 2 - B Back: Dark Lore* X 2 - A Who: Amrius Dulmare (Fort Romulus) My thoughts: Amrius fights you twice in one scene. The first time, he's all alone in the middle. The second time, he has helpers and is in the back, where he can use Dark Lore, which is equivalent to using a Pedra of Bane. Nasty. ************************************************************************ Class: Flail Monarch Appearance: Bearded man with a scepter. Attacks: Front: ???? Middle: ???? Back: Lava Flow X 2 - A Who: Procus Dulmare (Winnea) My thoughts: The combination magic is a pain, but he's pretty wimpy, largely. Unfortunately, he's got two Ogres to be a pain. ************************************************************************ Class: Overlord Appearance: Purple haired young man. Attacks: Front: Thrust X 2 - A Middle: Thrust X 2 - B Back: Blue Spiral* X 2 - A Who: Yumil Dulmare (Winnea) My thoughts: It's not so much the fact that Yumil's tough, it's that he has two Knights of Danika as guards. ************************************************************************ Class: Death Templar Appearance: Noble-looking Temple Commander Attacks: Front: Slash X 3 - A Middle: Well, who cares. You can't knock him back... Back: Ditto... Who: Richard Glendale (Castle Talpaea) My thoughts: Richard's strong; stronger than even a Temple Command, but that's about all that's special. ************************************************************************ Class: Warlock - See Saradin Carm Who: Saradin Carm (Aurua Plains II) ************************************************************************ Class: Lord - See Destin Faroda Who: Destin Faroda (Aurua Plains II) ************************************************************************ ************************************************************************ 5. Special Character Classes There are many characters in the game that can't be picked up with normal means. These guys are usually quite a bit more powerful than your average Joe, and they have story potential, as well... ************************************************************************ Magnus Gallant Appearance: Purple-haired guy in armor, with his sword behind him. Starting Class: Gladiator Age: 18 Terrain: Plains Equipment: Right Hand: Short Sword Left Hand: Blue Sash *cannot be changed* Body: Plate Mail Head: N/A Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash/Elemental Magic* X 2 - C/A My thoughts: Magnus is odd in the sense that he can do two attacks in the front and back, but not middle. Still, since he's the only life this game really depends on, keeping him in the back is, by far, the best course of action early on. However, later in the game, after you get Priests and Healing is less of an issue (ALWAYS have a Cleric or Priest with Magnus), you might want to put him in front, as certain swords cause him to have magic attacks which are generally less effective than physical attacks. Story: Magnus joined the Palatinean military to escape his father and the humiliation of his father's past. He graduates the military academy and is almost immediately dispatched for the Southern Division. Level Up Increases: HP: +5 STR: +5 VIT: +3 INT: +4 MEN: +3 AGI: +3 DEX: +3 --- Second Class: Vanguard Terrain: Plains Equipment: Right Hand: Baldr Sword Left Hand: Blue Sash *cannot be changed* Body: Baldr Mail Head: N/A Attacks: Front: Slash X 2 - A Middle: Slash X 2 - B Back: Slash/Elemental Magic Plus* X 2 - C/A My thoughts: Like all second classes, Magnus becomes a Vanguard at the beginning of Chapter 3 and can command a Legion. The Elemental Magic Plus is a possibility depending on the element of equipped swords. --- Final Class: General Appearance: The same old Magnus, with heavy armor on. Equipment: Right Hand: Baldr Sword Left Hand: Blue Sash *cannot be changed* Body: Baldr Armor Head: N/A Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Blast X 2 - C My thoughts: Magnus becomes a General at the beginning of the Final Chapter. He can now use Full-Body Armor, and fire Blasts from his sword, which change depending on the element of the sword he uses. Physical: Sonic Blast Wind: Wind Blast Fire: Fire Blast Earth: Earth Blast Water: Aqua Blast Virtue: Holy Blast Bane: Dark Blast Even though it's a pretty new thing, the blasts aren't all that effective, and unless you're adamant about keeping Magnus in the back, you're probably better off with him in the front. ************************************************************************ Diomedes Rangue Appearance: Looks like a Knight without a helmet, and wears a blue sash. Starting Class: Gladiator Age: 19 Terrain: Plains Equipment: Right Hand: Baldr Sword Left Hand: Blue Sash *cannot be changed* Body: Plate Armor Head: N/A Attacks: Front: Slash X 2 - A Middle: Slash X 2 - B Back: Slash X 2 - C My thoughts: Dio's pretty powerful. You're still probably going to want to keep him in the middle instead of the front, because he is that valuable. Story: Not much is relevant about Dio's past. Suffice to say that he's a little cocksure of himself and his abilities. How to get him: He automatically joins in Scene 1. How to lose him: If you agree to fight him before Scene 1 starts, and if you say "..." when Rhade orders you to kill Frederick, he'll leave. Level Up Increases: HP: +5 STR: +5 VIT: +3 INT: +4 MEN: +3 AGI: +3 DEX: +3 --- Second Class: Warrior Terrain: Plains Equipment: Right Hand: Blessed Sword Left Hand: Blue Sash *cannot be changed* Body: Baldr Armor Head: N/A Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Slash/Elemental Magic* X 2 - C/A My thoughts: Like all second classes, Dio becomes a Warrior at the beginning of Chapter 3 and can command a Legion. The Elemental Magic is a possibility depending on the element of equipped swords. I'd go for front row in this case, for the sake of three attacks. ************************************************************************ Leia Silvis Appearance: Valkyrie without wings and having a long blonde ponytail. Starting Class: Blaze Knight Age: 17 Terrain: Snow Equipment: Right Hand: Spear Left Hand: Round Shield Body: Breastplate Head: N/A Attacks: Front: Cleave X 2 - A Middle: Cleave X 1 - B Back: Lightning* X 2 - A My thoughts: Leia's pretty much a Valkyrie. The only thing separating the two is the fact that she wears no headgear. Story: Leia joined the Palatinus Military to escape her father, whom she needs to separate herself from. She grew up amongst the nobility, but feels it is her place to be in the military. How to get her: She automatically joins in Scene 3. Level Up Increases: HP: +4 STR: +4 VIT: +4 INT: +4 MEN: +4 AGI: +4 DEX: +4 --- Second Class: Rune Knight Terrain: Snow Equipment: Right Hand: Thunder Spear Left Hand: Buckler Body: Baldr Mail Head: N/A Attacks: Front: Cleave X 2 - A Middle: Cleave X 2 - B Back: Cleave/Elemental Magic Plus* X 2 - C/A My thoughts: Like all second classes, Leia becomes a Rune Knight at the beginning of Chapter 3 and can command a Legion. Oddly enough, she loses her Lightning ability and gains a Elemental Magic Plus thing just like Magnus and Dio. Depending on the spear equipped, she'll do different attacks in the back. ************************************************************************ Troi Tyton Class: Phalanx Appearance: Gold-armored Phalanx Age: 16 Terrain: See Phalanx Equipment: See Phalanx Attacks: See Phalanx My thoughts: See Phalanx Story: There's not much to say about Troi. He's a pretty cheerful guy and shows a big interest in your battalion. How to get him: Go to Elgorea, Mylesia in Scene 4 (The Path Diverges). Troi will walk right up to you and ask to join, no matter what. ************************************************************************ Katreda Birall Class: Cleric Appearance: Pink-robed Cleric Age: 15 Terrain: See Cleric Equipment: See Cleric Attacks: See Cleric My thoughts: See Cleric Story: Katreda's a cheerful girl. She joins up to find her father, who was captured by the Southern Division. How to get her: Go to Cayes, Gunther Piedmont during Scene 7 (A New Beginning) and she will ask to join so that she can help her father. ************************************************************************ Asnabel Birall Class: Berserker Appearance: Purple-clothed Berserker Age: 38 Terrain: See Berserker Equipment: See Berserker Attacks: See Berserker My thoughts: See Berserker Story: Captured by the Southern Division, Asnabel was forced into labor at the mines of Gunther Piedmont. Once freed, he'll become a valuable asset to the team. He is known as Asnabel the Iron Hammer. How to get him: Katreda must have (at least) asked to join your party, when you finish liberating Gunther Piedmont in Scene 7 (A New Beginning). ************************************************************************ Aisha Knudel Class: Priest Appearance: Pink clothed, hoodless Priest. Age: 19 Terrain: See Priest Equipment: See Priest Attacks: See Priest My thoughts: See Priest Story: One of the visitors from Zenobia, Aisha is the daughter of the renowned Roshfel Priest, Foris. While Destin and his troops were on the Island of Avalon, Aisha joined to help fight Gares, son of Empress Endora. How to get her: You must not have said "..." at Frederick's execution. Go to Puld, Audvera Heights during Scene 13 (Thoughts), and she'll ask to join your party. ************************************************************************ Liedel Klein Class: Archer Appearance: Archer wearing red and having blonde hair. Age: 22 Terrain: See Archer Equipment: See Archer Attacks: See Archer My thoughts: See Archer Story: A former member of the Central Division, specifically the Red Branch. She believed that the Revolution was the cause of the demons. When she find out that this isn't the truth, she'll join to find out what is. How to get her: You must have a high Chaos Frame. Beat her in the Sable Lowlands mission and she'll ask to join your party. ************************************************************************ Vad Orok Zlenka Class: Grappler Appearance: Dark-skinned warrior wielding claws. Age: 29 Terrain: Plains Equipment: Right Hand: Touelno Left Hand: N/A Body: Thunder Chain Head: Hachigane Attacks: Front: Rend X 3 - A Middle: Rend X 2 - B Back: Fatal Dance X 2 - C My thoughts: Although Fatal Dance technically does less damage, Vad strikes several times, adding up damage, so Fatal Dance is actually stronger. It's up to you whether you want more attacks or a stronger attack. Story: Vad, like many other Bolmaukans, was forced into subjugation by the Lodis Empire. Although he worked for the Central Division, he strove to maintain his honor. How to get him: In the Mount Ithaca mission (Uncertainty), first go north and liberate Ketican, which will destroy the bridge. Once this is done, Vad will not move, and you must avoid attacking him. Do this, and he'll offer to join after the battle. You must have at least beat Audvera Heights or Sable Lowlands. ************************************************************************ Saradin Carm Class: Warlock Appearance: Non-hooded white-haired wizard-looking gentleman. Age: 61 Terrain: Plains Equipment: Right Hand: Hemlock *cannot be changed* Left Hand: Spellbook Body: Magician's Robe Head: Amulet Attacks: Front: Effect Magic* X 1 - C Middle: Elemental Magic* X 2 - B Back: Elemental Magic Plus* X 2 - A My thoughts: Saradin's got some stank on him. In the back he's an early Archmage, so stick him in the back for best results. You can't dequip his staff, the Hemlock, though... Story: Another of the visiting Zenobian fighters, Saradin was once a student of Rashidi, the Sage of Zeteginea. He turned against the Empire when he learned of Rashidi's evil. His student, Albeleo, turns him to stone, and Destin frees him on a mission to the Balmorian Ruins. How to get him: You must not have said "..." at Frederick's execution. Beat Scene 15 (Uncertainty) and he'll ask to join your party. ************************************************************************ Sheen Cocteau Class: Hawkman Appearance: Brown-haired Hawkman Age: 78 Terrain: See Hawkman Equipment: See Hawkman Attacks: See Hawkman My thoughts: See Hawkman Story: Sheen considers himself quite the ladies' man. He's a free-spirited Hawkman, and enjoys life. He's old by human standards, but Hawkmen are an elder race, and long-lived, so he still looks young. How to get him: You must have a low to neutral Chaos Frame. Go to Coppermine, Azure Plains, during Scene 17 (Visitors from the West), and he'll ask to join your party. ************************************************************************ Ankiseth Gallant Class: Solidblade Appearance: Similar to Magnus only taller and older looking. Age: 44 Terrain: Plains Equipment: Right Hand: Blessed Sword Left Hand: Blue Sash *cannot be changed* Body: Plate Mail Head: N/A Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Clay Assault* X 2 - A My thoughts: Good for either front or back rows. Ankiseth has Clay Assault in the back row regardless of what's equipped on him. When I got him, he was of quite a high level, so he towered over everyone else. He can lead a Legion. Story: Ankiseth the Steadfast has made quite a name for himself over the years. He's charged with protecting Prince Yumil, and is responsible for Magnus and Yumil becoming close friends since childhood. Unfortunately, his notoriety came back on him when he was forced to kill a nobleman attacking the Prince. This resulted in him falling from favor with the populus. How to get him: At the beginning of Scene 18 (The Grim Path), you must choose to meet with your father. Keep him alive for the battle, and, if you have a medium to high Chaos Frame, choose to have him join you after the battle. ************************************************************************ Meredia O'Keife Class: Siren Appearance: Blue-haired, white-clothed Siren Age: 18 Terrain: See Siren Equipment: See Siren Attacks: See Siren My thoughts: See Siren Story: Meredia has been friends with Leia ever since they were children. When Leia joined the military, Meredia decided to stay behind in their homeland of Argent. How to get her: At the beginning of Scene 21 (The Eastern Orthodox Church), Meredia will show up if Leia is still alive. She'll ask to join your party. ************************************************************************ Europea Rheda Class: Centurion (Female) Appearance: Red-haired Centurion without the goofy hat. Age: 25 Terrain: See Centurion (Female) Equipment: See Centurion (Female) Attacks: Front: Slash X 2 - A Middle: Slash X 2 - B Back: Slash X 1 - C My thoughts: Quite a bit better than a normal Centurion, actually. She has a lot of power to her. A good frontline female character. Story: Europea the Astral Knight is the head of the Berthan Sentinels of Celesis. As being such a holy knight, she is sometimes required to make difficult moral decisions. How to get her: Take Magnus to Fort Hillverich during Scene 22 (Suspicion). You'll speak to Europea and she'll head for the enemy headquarters. Make sure she doesn't die, and she'll offer to join you. ************************************************************************ Paul Lukische Class: Enchanter Appearance: Silver-haired Enchanter Terrain: See Enchanter Equipment: See Enchanter Attacks: See Enchanter My thoughts: See Enchanter Story: Paul, the Devil Child, stopped practicing magic after he turned his friend into stone. He blames himself for releasing the demons from the netherworld. How to get him: In Scene 23 (The Mercenaries), go to Condrio to learn about Paul. Go to Coongul and you will meet Paul. Say "Is that what you want?" and you'll leave. Beat the scene (answer the question Kageiye asks either way) and Paul will join you. ************************************************************************ Biske La Varet Class: Lycanthrope/Werewolf Appearance: Gruff-looking blonde man with little armor/Grey wolf man Age: 30 Terrain: Plains Equipment: Right Hand: Baldr Sword *cannot change while a wolf* Left Hand: N/A Body: Plate Armor *cannot change while a wolf* Head: N/A Attacks: Lycanthrope: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C Werewolf: Front: Claw X 3 - A Middle: Claw X 2 - B Back: Claw X 1 - C My thoughts: Biske is a Lycanthrope by day and a Werewolf by night. He's a vicious character, and hits much harder, and more often, in the wolf form. Story: Cursed with the blood of the wolf, Biske fought the Central Division. He was imprisoned by Ankiseth Gallant and sentenced to rot in a cell for the remainder of his life. How to get him: You must not have Aisha, Saradin, or Ankiseth. Fight him during Scene 24 (The Rebel). If you beat him, ask him to join you, and he will do so. ************************************************************************ Quass Debonair Class: General Appearance: Tall guy with long, blonde hair and a rather big sword. Age: 31 Terrain: Plains Equipment: Right Hand: Sonic Blade *cannot be changed* Left Hand: Tunic *cannot be changed* Body: Breidablick Head: N/A Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Sonic Blade X 2 - C My thoughts: Debonair's a great character. You're probably best off putting him in the front row. Sonic Blade hits a back row character, but not all that hard. You can't dequip his Sonic Blade or Tunic. He can also lead a Legion. Story: Debonair of the Wind was one of the four Devas of Zeteginea. He joined Destin's troop during the Zenobian War, while his troops were in Shangrila. He now joins Destin in the north to help the Revolution. How to get him: You need Aisha, Saradin, and a high Chaos Frame. In Scene 26 (No Man's Land), take Magnus to Ibu Deli. You'll run into Debonair there. If the requirements are met, he'll ask to join. ************************************************************************ Destin Faroda Class: Lord Appearance: Orange-haired guy with a rather large sword. Age: 27 Terrain: Plains Equipment: Right Hand: Sigmund Left Hand: Tunic *cannot be changed* Body: Phoenix Mail Head: N/A Attacks: Front: Slash X 3 - A Middle: Slash X 3 - B Back: Slash/Elemental Magic* X 2 - C/A My thoughts: Destin makes for an excellent front row combatant, so stick him there. He can also lead a Legion. Story: Many revolutions begin with one man. Destin Faroda was that man when, years ago, he rose up against the tyranny of Empress Endora of Zeteginea. He freed Zenobia and rid the land of the evil Sage, Rashidi. At the end of the Zenobian War, Tristran Zenobia became King and Destin his greatest general. He joins the Palatinean Revolution early. How to get him: In Scene 29 (The March to Latium), take Magnus' group to Kurashino, Gules Hills. If you have all the Zenobians (Aisha, Saradin, and Debonair) up to this point, Destin will join you. ************************************************************************ Gilbert Oblion Class: Beast Master Appearance: Yellow-clothed Beast Master Age: 51 Terrain: See Beast Master Equipment: See Beast Master Attacks: See Beast Master My thoughts: See Beast Master Story: One of Destin's closest advisors in this war, Gilbert is the former leader of the Beast Division of Zenobia. He's never far from Destin's side. He joined Destin early in the Zenobia campaign, when confronted by the winged warrior, Canopus. How to get him: In Scene 29 (The March to Latium), take Magnus' group to Kurashino, Gules Hills. If you have all the Zenobians up to this point (Aisha, Saradin, and Debonair), and a high Chaos Frame, Gilbert will join you. ************************************************************************ Carth Forleizen Class: Black Knight Appearance: Black Knight with a red cape with a cross on it. Age: 29 Terrain: See Black Knight Equipment: Right Hand: Boreas Left Hand: Valiant Mantle Body: Baldr Armor Head: Armet Attacks: See Black Knight My thoughts: See Black Knight Story: Carth was once a Knight of Lodis, who fought for the belief of Filarrh, the sun god. He became disillusioned when he learnt of Lodis', and the Brigade of the Radiant Cross' fall to the Infernal Aura, thus he earned the name Carth the Disillusioned. How to get him: You must have a low to medium Chaos Frame, and no Zenobians can join your party. In Scene 32 (The Disillusioned), go to Furge, and a young boy will tell you that a soldier is fighting all alone in the forest. Go to Torab Ni, and you'll meet Carth, where he'll take his unit and assault the Enemy Headquarters. Make sure he stays alive, and you can ask him to join. ************************************************************************ ************************************************************************ 6. Items Yeah. I think I have most of them, now... Here's the key: Description: The description of the item, as listed in the game. Stat Change: How the item changes your basic stats (STR, VIT, INT, MEN, AGI, DEX). Resistances: How the item changes your resistances to being struck or elements. Effect: A rare one, but some weapons have a status effect on an enemy. This also applies to descriptions of what certain valuables do. Effect Invalid: Another rare one. A few pieces of armor offer protection from certain status changes. Element: The ruling element of the weapon, if it's not Physical or Variable. Cost: The cost of the item. This does not necessarily mean you can buy it, but is used as a selling baseline. You can sell any item for 1/4 it's listed cost. Items in parentheses cannot be bought in shops. Shop: If the item can be bought in a shop, this is where. See Also: If there's a bigger story behind this item, this is where (in the FAQ you can find the info). If you want to know if something can be bought, just search the document to see if it shows up later in shops. Suffice to say that many of the stronger weapons/armors cannot be bought. I've arranged all helm/headgear/shields/body armor according to Strike Resistance modifier, then Cost, then Element. I've arranged all weapons according Strength modifier, then Cost, then Element. I've arranged all Accessories according to Cost first, then Element. I've arranged all Valuables according to their cost, then alphabetically. ************************************************************************ A. Helmets/Headgear Headgear -- Can be used by: Fencer, Doll Master, Ninja, Sword Master, Enchanter, Ninja Master, Amazon, Archer, Valkyrie, Witch, Diana, Dragon Master, Hawkman, Vultan Bandanna Description: Large piece of cloth wrapped around the head to improve one's courage. Stat Change: MEN+2 Resistances: Strike +1 Cost: 20 Shop: Tenne Plains, Volmus Mine, Gunther Piedmont, Alba, Mount Ithaca, Tremos Mountains I, Argent Plumed Headband Description: Headband adorned with white feathers, known to bring good luck. Resistances: Strike +1, Holy -1, Dark +3 Element: Virtue Cost: 60 Shop: Dardunelles, Mount Ithaca, Mount Keryoleth, Gules Hills, Vert Plateau, Temple of Berthe, Tybell Decoy Cap Description: Magical cap that attracts wild beasts by drawing their attention to the wearer. Resistances: Strike +1 Cost: (300) See Also: Miscellany, Rare Items Hachigane Description: Headband adorned with iron plates to protect its wearer. Resistances: Strike +2 Cost: 40 Shop: Volmus Mine, Mount Keryoleth, Barpheth Leather Hat Description: Popular leather headpiece. Resistances: Strike +2 Cost: 40 Shop: Mylesia, Gunther Piedmont, Gules Hills Jin-gasa Description: Broad, conical hat which protects the wearer from rain and snow. Stat Change: DEX+1 Resistances: Strike +2 Cost: 50 Shop: Zenobian Border Pointy Hat Description: Cone-shaped leather hat with a wide brim. The witch's trademark. Stat Change: INT+1 Resistances: Strike +2 Cost: 100 Shop: Alba, Audvera Heights Hannya Mask Description: The mask of Hannya, female demon portrayed as the incarnation of agony, hatred and rage. Stat Change: MEN+2, AGI+2 Resistances: Strike +3 Cost: 180 Shop: Barpheth See Also: Crenel Canyon II, Reward Burning Band Description: Headband made from the whisker of a firedrake. It protects its wearer from cold. Resistances: Strike +3, Fire -2, Water +5, Element: Flame Cost: (250) Ice Bandanna Description: Magical bandanna woven with the breath of a snow spirit. Resistances: Strike +3, Fire +5, Water -2 Element: Water Cost: (250) Celestial Veil Description: Beautiful veil that protects the wearer from darkness, Stat Change: INT+4 Resistances: Strike +4, Holy -4, Dark +8 Effect Invalid: Petrify Element: Virtue Cost: (550) Red Branch Description: Hat with red branches attached like antlers. It sharpens the wearer's concentration. Stat Changes: DEX+10 Resistances: Strike +5, Wind -1, Earth +4 Element: Wind Cost: (950) See Also: Miscellany, Rare Items --- Helms -- Can be used by: Fighter, Knight, Berserker, Phalanx, Paladin, Black Knight, Cataphract, Dragoon, Centurion(male), Dragon Tamer, Freya, Centurion(female), Raven Iron Helm Description: Iron skullcap that leaves portion of the head unprotected. Resistances: Strike +2 Cost: 30 Shop: Tenne Plains, Volmus Mine, Mylesia, Gunther Piedmont, Alba, Fair Heights, Tremos Mountains II, Ptia, Blue Basilica, Latium Bone Helm Description: Helm modeled after a dragon skull. Mostly ornamental, it does not offer much protection. Resistances: Strike +2 Cost: 50 Shop: Zenobian Border, Vert Plateau Armet Description: Iron helm that covers the entire head; it offers good protection, but decreases visibility. Resistances: Strike +4 Cost: 120 Shop: Mylesia, Audvera Heights, Azure Plains, Wentinus, Fair Heights, Tremos Mountains I, Tremos Mountains II, Temple of Berthe, Ptia, Blue Basilica Dragon Helm Description: Sturdy helm made of dragon skull. Very effective against dragon attacks. Resistances: Strike +4, Fire +4 Element: Fire Cost: 250 See Also: Classes, Dragoon Baldr Helm Description: Helm made of Baldr, a metal that increases one's magical ability. Stat Change: INT+1 Resistances: Strike +5 Cost: 170 Shop: Sable Lowlands, Romulus, Latium Helm of Thunderclap Description: Helm fabled to have originated from the war cry of the thunder god, Thor. Resistances: Strike +6, Wind -2, Earth +8 Element: Wind Cost: 410 Shop: Latium Helm of the Fearless Description: Helm worn by a swordmaster who has vanquished one hundred opponents. Stat Change: STR+20, AGI-15, DEX+5 Resistances: Strike +6, Holy +3, Dark -1 Element: Bane Cost: (1550) See Also: Miscellany, Rare Items Freude Helm Description: Holy helm, blessed by Filarrh, the sun god, that repels the power of evil. Stat Change: MEN+2 Resistances: Strike +7, Holy -4, Dark +10 Element: Virtue Effect Invalid: Sleep Cost: (700) Ogre Helm Description: Helm forged by the Ogre; It is very heavy, but provides exceptional protection. Stat Change: STR+5, INT-5 Resistances: Strike +8, Holy +10, Dark -5 Element: Bane Cost: (1200) ************************************************************************ B. Weapons --- Swords -- Can be used by: Fighter, Knight, Paladin, Centurion (male), Centurion (female), Goblin, Gladiator, Vanguard, General(Magnus), Warrior, Solidblade, Lycanthrope Short Sword Description: Sword popular for its ease of use. Stat Change: STR+3 Cost: 20 Shop: Tenne Plains, Volmus Mine, Gunther Piedmont, Alba Baldr Sword Description: Sword forged from Baldr, a metal that increases one's magical ability Stat Change: STR+5, INT+3 Cost: 150 Shop: Mylesia, Zenobian Border, Gunther Piedmont, Alba, Romulus Stone Sword Description: Sword chiseled from an ancient boulder, believed to contain the spirit of a god. Stat Change: STR+7, VIT+5 Resistances: Wind +4, Earth -1 Element: Earth Cost: 200 Shop: Vert Plateau Falchion Description: Curved single-edged sword with a broad blade designed to slash the opponent. Stat Change: STR+8 Cost: 400 Shop: Romulus, Aurua Plains Sword of Firedrake Description: A dragon slayer made from the scale of a firedrake. Stat Change: STR+8 Resistances: Fire -1, Water +4 Element: Flame Cost: 300 Shop: Latium See Also: Mount Ithaca, Reward Glamdring Description: Forged by an Elven blacksmith, the blade of this sword emits an unceasing red glow. Stat Change: STR+9 Resistances: Water +3 Element: Flame Cost: 400 Shop: Romulus Blessed Sword Description: Baldr sword blessed by a priest. Stat Change: STR+9, INT+3 Element: Virtue Cost: 400 Shop: Sable Lowlands, Mount Ithaca, Romulus, Latium See Also: Highland of Soathon, Reward Sum Mannus Description: Sword of lightning made from the scale of a thunder dragon. Stat Change: STR+11 Resistances: Wind -1, Earth +4 Element: Wind Cost: 500 Shop: Romulus, Latium See Also: Dardunnelles I, Reward Ice Blade Description: Sword chiseled from unmelting ice. Stat Change: STR+13 Resistances: Fire +4, Water -1 Element: Water Cost: 600 Shop: Latium See Also: Azure Plains, Reward Dainslaif Description: Bloodthirsty sword which urges the wielder to fight. Stat Change: STR+14 Resistances: Holy +4, Dark -1 Element: Bane Cost: (850) Noish's Promise: Description: The altered form of a young man, who transformed himself to search for the lost soul of his true love. Stat Change: STR+15, MEN+11 Cost: (3500) See Also: Miscellany, Birthdays Adamant Katana Description: Broad-bladed sabre tempered in the eastern kingdom of Zipang. Stat Change: STR+16 Resistances: Wind +8, Earth -3 Element: Earth Cost: (1500) See Also: Temple of Berthe I, Reward Evil Blade Description: Fiendish sword used by the swordsmen of the netherworld. Stat Change: STR+17 Resistances: Holy +8, Dark -3 Effect: Sleep Element: Bane Cost: (1500) See Also: Capitrium, Reward Flamberge Description: A greatsword with an undulating blade, often used for ceremonial purposes. Stat Change: STR+18 Cost: (1400) Penitence Description: Holy sword said to have been brought from the heavens by a fallen angel. Stat Change: STR+18 Resistances: Holy -1, Dark +4 Element: Virtue Cost: (1500) Laevateinn Description: The flaming sword of Surt, said to consume the world by fire at the time of Ragnarok. Stat Change: STR+18 Resistances: Fire -3, Water +8 Element: Flame Cost: (1600) See Also: Ptia, Reward Nephrite Sword Description: Sword made of jade which contains the power of unholy water. Stat Change: STR+18 Resistances: Fire +8, Water -3 Element: Water Cost: (1600) See Also: Blue Basilica, Reward Notos Description: Sword that holds the power of Notos, the god of the south wind. One of the four Relics of the Wind. Stat Change: STR+19, AGI+5 Resistances: Wind -2, Earth +7 Element: Wind Cost: (1750) Oracion Description: A shining sword of virtue which grants the wielder the ability to communicate with the gods. Stat Change: STR+21 Resistances: Holy -3, Dark +8 Element: Virtue Cost: (2100) See Also: Castle Talpaea, Reward Fafnir Description: The sword used by an ancient hero to slay the evil dragon, Fafnir. Stat Change: STR+22 Cost: (1850) --- Greatswords -- Can be used by: Fencer, Sword Master, Dragoon, General(Debonair, Sonic Blade only), Lord Bastard Sword Description: Common, large, double-edged sword designed to do damage by its sheer size. Stat Change: STR+6 Cost: 180 See Also: Dardunnelles I, Hidden Items Yomogi-u Description: Daito, exotic long sword of the East, that amplifies its wielder's power. Stat Change: STR+7, DEX+3 Resistances: Wind +4, Earth -1 Element: Earth Cost: (300) Claymore Description: Greatsword with an oversized guard. Stat Change: STR+9 Cost: 360 Shop: Mount Keryoleth See Also: Azure Plains, Hidden Items Glaive of Champion Description: The legendary warsword of Sigurd. Stat Change: STR+11 Cost: 500 Shop: Capitrium, Latium Kusanagi Description: Sacred sword found in the tail of a dragon. It looks tarnished, but emits bright light when brandished. Stat Change: STR+11 Resistance: Dark +2 Element: Virtue Cost: (550) Matsukaze Description: Daito, exotic long sword of the East, with the power to create blades of wind. Stat Change: STR+12, DEX+4 Resistances: Wind -1, Earth +4 Element: Wind Cost: (650) See Also: Winnea, Hidden Items Malachite Sword Description: Sword forged in the netherworld that freezes what it hits. Stat Change: STR+12 Resistances: Fire +4, Water -1 Element: Water Cost: (650) See Also: Winnea, Hidden Items Gram Description: Forged by an Elven blacksmith, the blade of this greatsword is made to slay dragons. Stat Change: STR +13 Resistances: Wind +8, Earth -3 Element: Earth Cost: (750) See Also: Romulus, Reward Kagari-bi Description: Daito, exotic long sword of the East, that becomes engulfed in flame when brandished. Stat Change: STR+13, DEX+4 Resistances: Fire -1, Water +4 Element: Flame Cost: (750) Sigmund Description: Sword tempered with lightning by Thor. Stat Change: STR+14 Resistances: Wind -3, Earth +8 Element: Wind Cost: (650) Durandel Description: The lost technology of the ancient Mistralians entrapped the power of bane in this sword. Stat Change: STR+14 Resistances: Holy +8, Dark -3 Element: Bane Cost: (700) Sonic Blade Description: Legendary long sword carved from a scale of the elder dragon. Stat Change: STR+15 Cost: (1000) Sword of Tiamat Description: Dragon slayer made of Tiamat's fang. Stat Change: STR+15 Cost: (1200) See Also: Classes, Dragoon Yu-giri Description: Daito, exotic long sword of the East, whose blade is bedewed at all times. Stat Change: STR+17, DEX+5 Resistances: Fire +8, Water -3 Element: Water Cost: (1500) See Also: Tremos Mountains I, Reward Balmung Description: Two-handed sword made from the claw of the evil dragon, Fafnir. Stat Change: STR+19 Cost: (1750) Chaladholg Description: Holy sword, also known as the Demon Slayer, for beheading countless evil beings. Stat Change: STR+22 Resistances: Holy -4, Dark +10 Element: Virtue Cost: (2100) See Also: Celesis, Hidden Items Ogre Blade Description: Gigantic weapon forged by the Ogre; its form is too irregular and unrefined to be acknowledged as a sword. Stat Change: STR+25, INT-4 Resistances: Holy +15, Dark -10 Element: Bane Cost: (2550) See Also: Tybell, Reward --- Thrusting Swords -- Can be used by: Dragon Tamer, Dragon Master, Angel Knight, Seraphim Rapier Description: Light, sharp-tipped sword designed to thrust at the joints in armor. Stat Change: STR+4 Cost: 30 Shop: Zenobian Border, Vert Plateau See Also: Crenel Canyon, Hidden Items Estoc Description: Light, sharp-tipped sword with a knuckle guard on its hilt. Stat Change: STR+6 Cost: 250 Shop: Mount Ithaca, Vert Plateau See Also: Alba, Reward Peridot Sword Description: Sword made from a frozen peridot Stat Change: STR+7 Resistances: Fire +4, Water -1 Element: Water Cost: 350 See Also: Tremos Mountains II, Hidden Items Needle of Light Description: Thin blade of virtue created by the element of virtue. Stat Change: STR+7 Resistances: Dark +3 Element: Virtue Cost: 350 See Also: Classes, Angel Knight Main Gauche Description: Dagger used for parrying attacks. It has a peculiar shape, but is very easy to handle. Stat Change: STR+8 Cost: 400 Shop: Vert Plateau, Latium, Aurua Plains Sword of Dragon Gem Description: Sword chiseled from a Dragon Gem, a jewel with the ability to communicate with dragons. Stat Change: STR+13 Cost: (600) See Also: Blue Basilica, Hidden Items --- One-Handed Axe/Hammer -- Can be used by: Berserker, Skeleton, Hawkman, Vultan, Raven, Saturos Halt Hammer Description: Hammer used for smashing rocks. Stat Change: STR+4 Cost: 110 Shop: Volmus Mine, Zenobian Border, Blue Basilica Francisca Description: Small hand axe that can be wielded with relative ease. Stat Change: STR+5 Cost: 130 Shop: Mylesia, Blue Basilica See Also: Tenne Plains, Reward Baldr Club Description: Cudgel made of Baldr, a metal that increases one's magical ability. Stat Change: STR+6, INT+3 Cost: 220 Shop: Highland of Soathon, Audvera Heights, Blue Basilica Baldr Axe Description: Axe made of Baldr, a metal that increases one's magical ability. Stat Change: STR+7, INT+3 Cost: 300 Shop: Highland of Soathon, Audvera Heights, Blue Basilica Evil Axe Description: Cursed axe used by demons to behead their foes. Stat Change: STR+8 Resistances: Holy +3 Element: Bane Cost: (410) Flame Flail Description: The flail of the Order of Alnari which emits heat and light when swung. Stat Change: STR+10 Resistances: Water +3 Element: Flame Cost: 490 Shop: Blue Basilica See Also: Gunther Piedmont, Reward Celestial Hammer Description: Holy hammer engraved with the ten commandments of Filarhh, the sun god. Stat Change: STR+10 Resistances: Holy -3 Element: Virtue Cost: (1800) Frozen Axe Description: Silvery axe suited for battle in cold climates, hence its nickname, Winter General. Stat Change: STR+11 Resistances: Water -1 Element: Water Cost: 500 Shop: Temple of Berthe, Aurua Plains Aqua Hammer Description: The beautiful hammer told to have arisen from the tear of Basque, god of the sea. Stat Change: STR+15 Resistances: Water -3 Element: Water Cost: (900) Euros Description: Hammer that holds the power of Euros, god of the east wind. One of the four Relics of Wind. Stat Change: STR+16, AGI+5 Resistances: Wind -1, Earth +6 Element: Wind Cost: (1050) Axe of Wyrm Description: Broad-bladed axe designed to slay dragons, often used for execution. Stat Change: STR+18 Resistances: Earth -3 Element: Earth Cost: (1550) See Also: Neutral Encounters, Earth Dragon Bloody Cleaver Description: Huge, blood-drenched cleaver. Stat change: STR+21 Resistances: Holy +10, Dark -4 Element: Bane Cost: (2200) Gramlock Description: The axe of flame forged at Muspellheim. Stat Change: STR+23 Resistances: Fire -5, Water +15 Element: Flame Cost: (2250) --- Two-Handed Axe/Hammer -- Can be used by: Black Knight, Ogre Warhammer Description: Pointed hammer designed to puncture armor. Stat Change: STR+7 Cost: (210) Satan's Bullova Description: Large axe resembling a scythe, sucks the soul from its foes. Stat Change: STR+8 Resistances: Holy +3 Element: Bane Cost: 360 Shop: Tremos Mountains I See Also: Sable Lowlands, Hidden Items Urdarbruun Description: Axe found in the fountain located at the very bottom of the world. Stat Change: STR+9 Resistances: Fire +3 Element: Water Cost: (450) See Also: Fair Heights, Reward Prox Description: Magical axe that spouts roaring flames at the wielder's will. Stat Change: STR+9 Resistances: Fire -1, Water +4 Element: Flame Cost: 450 Shop: Fair Heights, Tremos Mountains II, Ptia Mjollnir Description: Colossal hammer of Thor, the thunder god. Stat Change: STR+10 Resistances: Wind -1, Earth +4 Element: Wind Cost: (420) Sanscion Description: Hammer with the power of earth used by Galf, the general of the netherworld. Stat Change: STR+11 Resistances: Wind +4, Earth -1 Element: Earth Cost: (550) Paua Hammer Description: Hammer that draws out the full potential of its wielder. Stat Change: STR+13 Cost: (600) Boreas Description: Axe that holds the power of Boreas, god of the north wind. One of the four Relics of Wind. Stat Change: STR+17, AGI+5 Resistances: Wind -3, Earth +8 Element: Wind Cost: (1500) See Also: Ptia, Reward Yggdrasil Description: Huge wooden club carved from the branch of Yggdrasil, the world tree. Stat Change: STR+18 Resistances: Wind +10, Earth -4 Element: Earth Cost: (1700) Rune Axe Description: Axe engraved with runic inscriptions. Stat Change: STR+21 Resistances: Holy -4, Dark +10 Element: Virtue Cost: (2000) Heavy Axe Description: Steel axe capable of splitting a large tree in two with a single stroke. Stat Change: STR+23 Cost: (2350) See Also: Tybell, Hidden Items Dagda's Hammer Description: Hammer which arose from the blood of Dagda, god of life and death. One of the Arcane Instruments of Bane. Stat Change: STR+26 Resistances: Holy +15, Dark -5 Effect: Paralyze Element: Bane Cost: (2500) --- Spears -- Can be used by: Phalanx, Cataphract, Valkyrie, Freya, Blaze Knight, Rune Knight Spear Description: Steel, easy to use spear, capable of inflicting large amounts of damage. Stat Change: STR+5 Cost: 150 Shop: Dardunnelles, Fair Heights, Tremos Mountains, Temple of Berthe, Ptia Baldr Spear Description: Spear made of Baldr, a metal that increases one's magical ability. Stat Change: STR+7, INT+3 Cost: 230 Shop: Highland of Soathon, Audvera Heights, Wentinus, Fair Heights, Tremos Mountains II, Ptia See Also: Crenel Canyon I, Reward Thunder Spear Description: Magical spear with the power of thunder. Stat Change: STR+7 Resistances: Earth +3 Element: Wind Cost: 320 Shop: Azure Plains, Temple of Berthe See Also: Mount Ithaca, Hidden Items Osric's Spear Description: Osric, King of Zamora's spear of ice. Stat Change: STR+8 Resistances: Fire +4, Water -1 Element: Water Cost: 410 Shop: Temple of Berthe Volcaetus Description: Legendary spear discovered in Mount Volcana. Stat Change: STR+9 Resistances: Fire -1, Water +4 Element: Flame Cost: 460 Shop: Fair Heights, Tremos Mountains II, Ptia Earth Javelin Description: Javelin that draws power from the earth and enhances the wearer's ability. Stat Change: STR+12 Resistances: Wind +8, Earth -3 Element: Earth Cost: 550 Shop: Latium See Also: Volmus Mine, Reward Zephyros Description: Spear that holds the power of Zephyros, god of the west wind. One of the four Relics of Wind. Stat Change: STR+12, AGI+5 Resistances: Earth +6 Element: Wind Cost: (750) See Also: Temple of Berthe, Hidden Items Bentisca Description: Spear found in the lair of the dragon, Isebelg. Stat Change: STR+14 Resistances: Fire +8, Water -3 Element: Water Cost: (650) Culnrikolnne Description: Its spearhead is made from the horn of a unicorn, with divine inscriptions engraved on it. Stat Change: STR+15, INT+2 Cost: (750) Lance of Longinus Description: Lance of damnation that harms even the gods. Stat Change: STR+16 Resistances: Holy -1, Dark +4 Element: Virtue Cost: (1300) See Also: Barpheth, Hidden Items Evil Spear Description: Spear of an evil deity that absorbs grief and despair, and grants power to its wielder. Stat Change: STR+17 Resistances: Holy +6, Dark -2 Element: Bane Cost: (1500) See Also: Romulus, Hidden Items Holy Lance Description: Lance of pure silver, carried by the holy army when they descended from heaven. Stat Change: STR+18 Resistances: Holy -3, Dark +8 Element: Virtue Cost: (1600) See Also: Blue Basilica, Hidden Items Ignis Description: Blazing spear tempered with the eternal flame of the netherworld. Stat Change: STR+21 Resistnaces: Fire -3, Water +8 Element: Flame Cost: (2000) See Also: Barpheth, Hidden Items Brionac Description: Rare magical spear with a will of its own. Stat Change: STR+24, INT+6 Resistances: Holy +10, Dark -4 Effect: Sleep Element: Bane Cost: (2300) --- Whips -- Can be used by: Beast Tamer, Beast Master Leather Whip Description: Whip made of a sturdy strip of leather. Stat Change: STR+4 Cost: 60 Shop: Volmus Mine, Capitrium Rupture Rose Description: Whip of thorns made from a crimson rose. Stat Change: STR+5 Cost: 120 Shop: Sable Lowlands, Capitrium Whip of Exorcism Description: Whip that imparts evil thoughts to those it strikes. Commonly used by priests of the occult. Stat Change: STR+7 Cost: 210 Shop: Whip of Exorcism Scourge of Thor Description: Thor's whip that calls lightning when wielded. Stat Change: STR +9 Resistances: Earth +3 Element: Wind Cost: (380) Holy Comet Description: Sacred whip that leaves trails of pure white light when wielded. Stat Change: STR+11 Resistances: Holy -1, Dark +4 Element: Virtue Cost: (410) Blood Whip Description: Whip used by vampires to capture virgins. Stat Changes: STR+13 Resistances: Holy +4, Dark -1 Element: Bane Cost: (800) --- Claws -- Can be used by: Ninja, Ninja Master, Grappler Iron Claw Description: Iron claw attached to the forearm, primarily used in hand- to-hand combat. Stat Change: STR+5 Cost: 170 Shop: Volmus Mine, Barpheth Baldr Claw Description: Claw made of Baldr, a metal that increases one's magical ability. Stat Change: STR+7, INT+3 Cost: 280 Shop: Highland of Soathon, Audvera Heights, Barpheth Cyanic Claw Description: Dragon slayer made from the claws of the blue dragon. Stat Change: STR+8 Resistances: Fire +4, Water -1 Element: Water Cost: 320 Shop: Barpheth See Also: Neutral Encounters, Blue Dragon Black Cat Description: Cursed claw imbued with the spirit of a black cat. Stat Change: STR+11 Resistances: Holy +4, Dark -1 Element: Bane Cost: (500) See Also: Tremos Mountains I, Hidden Items; Latium, Reward Touelno Description: Thunder dragon's claw that courses with electricity. Stat Change: STR+12 Resistances: Wind -1, Earth +4 Element: Wind Cost: (550) Berserk Description: It is said that the wielder of this claw attacks with the ferocity of a wild beast. Stat Change: STR+13 Resistances: Wind +4, Earth -1 Element: Earth Cost: (600) Lfal Description: Demon's claw, tipped with a portion of hell's inferno. Stat Change: STR+14 Resistances: Fire -1, Water +4 Element: Flame Cost: (700) See Also: Latium, Hidden Items Vajra Description: Unique weapon that changes shape according to its wielder's will. Stat Change: STR+17, INT+5 Resistances: Holy -1, Dark +4 Element: Virtue Cost: (1550) --- Bows -- Can be used by: Amazon, Archer, Diana, Gorgon Short Bow Description: Small, light wooden bow that is portable and easy to handle, but lacks strength. Stat Change: STR+3 Cost: 30 Shop: Tenne Plains, Volmus Mine, Gunther Piedmont, Alba Great Bow Description: Long bow reinforced with yak horn. Stat Change: STR+4 Cost: 90 Shop: Mylesia, Gunther Piedmont, Mylesia, Gules Hills See Also: Tenne Plains, Hidden Items Baldr Bow Description: Bow made of Baldr, a metal that increases one's magical ability. Stat Change: STR+6, INT+3 Cost: 160 Shop: Mount Keryoleth, Gules Hills Ytival Description: Bow of pure silver, carried by the holy army when they descended from heaven. Stat Change: STR+7 Resistances: Holy -4, Dark +10 Element: Virtue Cost: 270 Shop: Mount Keryoleth, Gules Hills Bow of Sandstorm Description: Legendary bow of the ancient kingdom of Habiram. Its arrows never miss their mark, even in a sandstorm. Stat Change: STR+8 Resistances: Wind +8, Earth -3 Element: Earth Cost: 420 Shop: Gules Hills, Aurua Plains See Also: Sable Lowlands, Reward Bow of Thunderbolt Description: Bow of the thunder god Thor. The arrow becomes engulfed in lightning and penetrates the foe. Stat Change: STR+9 Resistances: Wind -3, Earth +8 Element: Wind Cost: (490) See Also: Tremos Mountains I, Hidden Items Composite Bow Description: Bow made from many materials, giving it more flexibility and durability. Stat Change: STR+10 Cost: (550) See Also: Neutral Encounters, Gorgon Conflagrant Bow Description: Blessed by the goddess of flame, this bow shoots explosive arrows. Stat Change: STR+12 Resistances: Fire -3, Water +8 Element: Flame Cost: (620) Bow of Tundra Description: Found within a massive block of ice, this bow freezes its targets instantly. Stat Change: STR+14 Resistances: Fire +8, Water -3 Element: Water Cost: (700) Crescente Description: Crescent-shaped bow used by a maiden to shoot an arrow to the heavens to deliver a love letter. Stat Change: STR+15, DEX+4 Resistances: Holy -3, Dark +8 Element: Virtue Cost: (850) Ji'ygla's Bow Description: Great bow made from the bone of Ji'ygla, who was promised eternal pleasure in exchange for his soul. Stat Change: STR+16, INT-2 Resistances: Holy +10, Dark -4 Effect: Petrify Element: Bane Cost: (1150) See Also: Barpheth, Reward --- Maces -- Can be used by: Cleric, Priest Light Mace Description: Light, compact mace that is easy to wield. Stat Change: STR+2, INT+3 Cost: 30 Shop: Crenel Canyon, Celesis See Also: Volmus Mine I, Reward Baldr Mace Description: Mace made of Baldr, a metal that increases one's magical ability. Stat Change: STR+3, INT+5 Cost: 180 Shop: Highland of Soathon, Audvera Heights, Celesis Gambantein Description: Mace blessed by Holp, the god of wisdom, with the power to pulverize the forces of evil. Stat Change: STR+3, INT+13 Resistances: Holy -3, Dark +8 Element: Virtue Cost: (1550) See Also: Argent, Hidden Items Celestial Mace Description: Holy mace that emits white light from the jewel mounted in its head. Stat Change: STR+4, INT+9 Resistances: Holy -1, Dark +4 Element: Virtue Cost: (600) --- Staves -- Can be used by: Wizard, Archmage, Sorceress, Witch, Siren, Lich, Warlock (Hemlock only) Scipplay Staff Description: Staff carved from the Scipplay Cypress tree. Stat Change: STR+1, INT+3 Cost: 20 Shop: Crenel Canyon, Alba, Audvera Heights Arc Wand Description: Wand favored by experienced spellcasters, which enhances the user's magical ability. Stat Change: STR+3, INT+5 Cost: 150 Shop: Azure Plains, Wentinus See Also: Mylesia I, Reward Hemlock Description: Staff carved from an ancient tree, whose roots spread throughout the continent of Zeteginea. Stat Change: STR+3, INT+11, MEN+1 Resistances: Wind +6, Earth -2 Element: Earth Cost: (800) Kerykeion Description: Staff of Hermes with two serpents intertwined around it. Stat Change: STR+4, INT+7 Resistances: Holy +8, Dark -3 Element: Bane Cost: (330) See Also: Neutral Encounters, Black Dragon Hraesvelg Description: Staff with a feather of the eagle Hraesvelg on its tip. It grants the holder mastery over wind. Stat Change: STR+4, INT+7 Resistances: Wind -3, Earth +8 Element: Wind Cost: 340 Shop: Aurua Plains See Also: Mount Keryoleth I, Reward Phorusgir Description: Staff which converts the magical power of its wielder into blades of ice. Stat Change: STR+4, INT+10 Resistances: Fire +8, Water -3 Element: Water Cost: (750) Jormungand Description: Staff made in the likeness of Jormungand, the gigantic serpent the encircles the world. Stat Change: STR+4, INT+15 Resistances: Wind +8, Earth -3 Element: Earth Cost: (2100) Airgetlam Description: Silver staff, told to have formed from the severed arm of Nuadu, that heightens its wielder's wisdom. Stat Change: STR+5, INT+12 Resistances: Holy -3, Dark +8 Element: Virtue Cost: (1400) See Also: Aurua Plains I, Hidden Items Totila Description: The staff that spews forth flame and incinerates evil. Stat Change: STR+6, INT+8 Resistances: Fire -3, Water +8 Element: Flame Cost: (420) --- Dolls -- Can be used by: Doll Master, Enchanter Marionette Description: Wooden doll, articulated with steel. Stat Change: STR+5 Cost: 120 Shop: Alba, Tremos Mountains I, Argent See Also: Gunther Piedmont, Hidden Items Fool Description: Peculiar doll resembling a jester that conceals numerous weapons. Stat Change: STR+7 Cost: 320 Shop: Mount Ithaca, Tremos Mountains I, Argent See Also: Audvera Heights, Reward Heaven's Doll Description: Angel doll very popular among children. Stat Change: STR+9 Resistances: Holy -3, Dark +8 Element: Virtue Cost: (430) Doll of Curse Description: A cursed soul is entrapped in this doll. Stat Change: STR+10 Resistances: Holy +8, Dark -3 Effect: Paralyze Element: Bane Cost: (600) See Also: Blue Basilica, Hidden Items Lia Fail Description: Statue set with the Stone of Destiny that confirms the sentience of a god. Stat Change: STR+13 Resistances: Holy -4, Dark +10 Element: Virtue Cost: (900) Gallant Doll Description: Doll given as a birthday present. Its power reflects the battalion leader's. Stat Change: STR+Magnus/20, VIT+Magnus/20, INT+Magnus/20, MEN+Magnus/20, AGI+Magnus/20, DEX+Magnus/20 Element: Same as Magnus' Cost: (20) See Also: Miscellany, Birthdays --- Fans -- Can be used by: Princess Battle Fan Description: Sturdy fan made of iron plates. Stat Change: STR+4 Cost: (750) See Also: Gules Hills I, Hidden Items Caldia Description: Ceremonial heart-shaped fan. Stat Change: STR+7, AGI+5 Resistances: Holy -1, Dark +4 Element: Virtue Cost: (1250) See Also: Tybell, Hidden Items ************************************************************************ C. Spellbooks -- Can be used by: Wizard, Archmage, Sorceress, Witch, Siren, Princess, Lich, Warlock Spellbook Description: Book of incantations that channels the power of one's guardian diety into magical spells. Stat Change: INT+1 Cost: 100 Shop: Crenel Canyon, Audvera Heights, Azure Plains, Wentinus Book of Wind Description: Book of incantations that channels the power of the wind god, Harnella, into magical spells. Stat Change: INT+4 Resistances: Wind -1, Earth +4 Effect: Changes spells to Wind Elemental Element: Wind Cost: 200 Shop: Alba Book of Flame Description: Book of incantations that channels the power of the fire god, Zoshonel, into magical spells. Stat Change: INT+4 Resistances: Fire -1, Water +4 Effect: Changes spells to Fire Elemental Element: Flame Cost: 200 Shop: Alba Book of Earth Description: Book of incantations that channels the power of the earth god, Berthe, into magical spells. Stat Change: INT+4 Resistances: Wind +4, Earth -1 Effect: Changes spells to Earth Elemental Element: Earth Cost: 200 Shop: Alba Book of Water Description: Book of incantations that channels the power of the water god, Grueza, into magical spells. Stat Change: INT+4 Resistances: Fire +4, Water -1 Effect: Changes spells to Water Elemental Element: Water Cost: 200 Shop: Alba Book of Bane Description: Book of incantations that channels the power of Asmodee, the God of Death, into magical spells. Stat Change: INT+5 Resistances: Holy +4, Dark -1 Effect: Changes spells to Bane Elemental Element: Bane Cost: 300 Shop: Audvera Heights Annihilation Description: Rare tome written by the ancient Drakonites. It casts a shower of flame to the earth. Stat Change: STR-2, INT+10 Resistances: Fire -5, Water +10 Effect: Changes spells to Annihilation Element: Drakonite Cost: Starts at 30000 and increases by 20 every day up to 60000 Shop: Alba See Also: Miscellany, Rare Items Meteor Strike Description: Rare tome written by the ancient Drakonites. It calls forth a meteor from the heavens. Stat Change: STR-2, INT+10 Resistances: Wind +10, Earth -5 Effect: Changes spells to Meteor Strike Element: Drakonite Cost: 50000 See Also: Miscellany, Rare Items; Dardunnelles, Aftermath Tempest Description: Rare tome written by the ancient Drakonites. It summons a violent thunderstorm. Stat Change: STR-2, INT+10 Resistances: Wind -5, Earth +10 Effect: Changes spells to Tempest Element: Drakonite Cost: (50000) See Also: Miscellany, Rare Items White Mute Description: Rare tome written by the ancient Drakonites. It instantaneously freezes the atmosphere. Stat Change: STR-2, INT+10 Resistances: Fire +10, Water -5 Effect: Changes spells to White Mute Element: Drakonite Cost: (50000) See Also: Miscellany, Rare Items ************************************************************************ D. Shields Small Shield -- Can be used by: Fighter, Valkyrie, Freya, Centurion (female), Blaze Knight, Rune Knight Round Shield Description: Small wooden shield attached to the forearm with a strap. Resistances: Strike +2 Cost: 20 Shop: Tenne Plains, Volmus Mine, Gunther Piedmont, Dardunnelles, Alba Buckler Description: Small metal shield used primarily to parry attacks. Resistances: Strike +5 Cost: 40 Shop: Azure Plains, Temple of Berthe See Also: Volmus Mine, Hidden Items Electric Shield Description: Small shield blessed with the blood of Nue, the thunder beast, that increases the power of wind. Resistances: Strike +8, Wind -3, Earth +8 Element: Wind Cost: 150 Shop: Tremos Mountains I, Latium See Also: Fair Heights, Hidden Items Flame Shield Description: Small shield forged by Efreet, the Flame Djinn, that increases the power of flame Resistances: Strike +8, Fire -3, Water +8 Element: Flame Cost: 150 Shop: Latium Terra Shield Description: Small shield of the Dryad, the forest nymph, that increases the power of the earth Resistances: Strike +8, Wind +8, Earth -3 Element: Earth Cost: 150 Ice Shield Description: Small shield made by Firbolg, the frost giant, that increases the power of water. Resistances: Strike +8, Fire +8, Water -3 Element: Water Cost: 150 Starry Sky Description: Shield emblazoned with the celestial map. The brilliance of its stars keeps darkness at bay. Resistances: Strike +12, Holy -12, Dark +50 Element: Virtue Cost: (1900) See Also: Miscellany, Rare Items --- Shield -- Can be used by: Knight, Phalanx, Paladin, Cataphract, Centurion (male), Angel Knight Hallowed Shield Description: Wooden shield made from the holy tree of Berthe that protects the wielder from status changes. Resistances: Strike +6, Wind +2 Effect Invalid: Poison, Paralyze, Sleep, Petrify Element: Earth Cost: (2250) See Also: Miscellany, Rare Items Kite Shield Description: Metal shield with the bottom half narrowed for increased maneuverability in combat. Resistances: Strike +8 Cost: 70 Shop: Mylesia, Romulus Large Shield Description: Large, circular shield. It is heavy, but allows the wielder to block attacks with ease. Resistances: Strike +10 Cost: 180 Shop: Dardunnelles, Fair Heights, Tremos Mountains II, Ptia Dragon Shield Description: Shield made of dragon scales. Resistances: Strike +10, Fire +7 Element: Flame Cost: (260) See Also: Auderva Heights, Hidden Items Baldr Shield Description: Shield made of Baldr, a metal that increases one's magical ability. Stat Change: INT+3 Resistances: Strike +12 Cost: 250 Shop: Sable Lowlands, Romulus Shield of Nue Description: Shield with the power of Nue, the thunder beast. When struck, it produces a sound similar to a beast's roar. Resistances: Strike +12, Wind -3, Earth +8 Element: Wind Cost: 500 Shop: Latium See Also: Fort Romulus, Hidden Items Shield of Inferno Description: Shield with the power of flame trapped deep within the earth. Resistances: Strike +12, Wind +2, Fire -3, Water +7 Element: Flame Cost: 500 Shop: Blue Basilica, Latium See Also: Mylesia II, Reward Crystal Guard Description: Beautiful shield made of a transparent, crystal-like substance. Resistances: Strike +12, Fire +8, Water -3 Element: Water Cost: (500) Saint's Shield Description: Shield inscribed with King Oberon's name, granting additional protection to the wielder. Stat Change: MEN+4 Resistances: Strike +15, Holy -5, Dark +15, Effect Invalid: Paralyze Element: Virtue Cost: (1750) See Also: Tybell, Hidden Items Tower Shield Description: A cumbersome rectangular shield which, in return, provides good protection. Resistances: Strike +16 Cost: 350 Shop: Wentinus, Fair Heights, Tremos Mountains II, Ptia Ogre Shield Description: Shield forged by the Ogre; it is very heavy, but provides exceptional protection. Stat Change: STR+10, INT-5 Resistances: Strike +20, Holy +10, Dark -5 Element: Bane Cost: (2100) ************************************************************************ E. Body Armor Light Armor -- Can be used by: Fighter, Berserker, Fencer, Beast Tamer, Ninja, Sword Master, Beast Master, Ninja Master, Amazon, Archer, Dragon Tamer, Diana, Dragon Master, Hawkman, Vultan, Raven, Saturos, Gorgon Cloth Armor Description: Armor fashioned from thick cloth. Its loose design is very comfortable. Stat Change: MEN+2, DEX+2 Resistances: Strike +1 Cost: 20 Shop: Zenobian Border, Mount Keryoleth Ninja's Garb Description: Garment worn by ninjas, with iron plates stitched in. Stat Change: AGI+2 Resistances: Strike +3 Cost: 50 Shop: Volmus Mine, Barpheth Leather Armor Description: Armor comprised of layers of leather. Resistances: Strike +3 Cost: 60 Shop: Tenne Plains, Gunther Piedmont, Alba, Gules Hills, Capitrium, Blue Basilica, Tybell Chain Mail Description: Armor made of interlocking metal rings. It is strong against slashes, but weak against thrusts. Resistances: Strike +5 Cost: 120 Shop: Tenne Plains, Volmus Mine, Gunther Piedmont, Alba, Vert Plateau Hard Leather Description: Armor made of leather hardened in boiling oil. Resistances: Strike +6 Cost: 150 Shop: Gunther Piedmont, Alba, Highland of Soathon, Audvera Heights, Mount Keryoleth, Gules Hills, Capitrium, Blue Basilica See Also: Tenne Plains, Hidden Items Scale Armor Description: Leather armor strenghtened with wyvern's scales. Resistances: Strike +7 Cost: 200 Shop: Mount Ithaca, Vert Plateau See Also: Audvera Heights, Hidden Items Ice Chain Description: Frozen chain mail that protects its wearer by emitting breaths of cold. Resistances: Strike +8, Fire +5, Water -2 Element: Water Cost: (350) See Also: Celesis, Hidden Items Thunder Chain Description: Chain mail charged with lightning that protects its wearer by periodically discharging electricity. Resistances: Strike +8, Wind -2, Earth +5 Element: Wind Cost: (350) See Also: Celesis, Reward Flame Leather Description: Leather armor branded with the seal of flame. It protects its wearer with a magical coat of flame. Resistances: Strike +8, Fire -3, Water +8 Element: Flame Cost: (350) Terra Armor Description: Hard leather engraved with the symbol of earth. It provides its wearer with the power of earth. Resistances: Strike +9, Wind +8, Earth -3 Element: Earth Cost: 250 Shop: Gules Hills Idaten's Mail Description: Mystical chain that makes its wearer nimble. Stat Change: AGI+13 Resistances: Strike +11, Wind -3, Earth +7 Element: Wind Cost: (1500) See Also: Miscellany, Rare Items Saint's Garb Description: Attire tailored by the followers of Light, made from fabric purified with holy water. Stat Change: MEN+4 Resistances: Strike +12, Holy -5, Dark +10 Element: Virtue Cost: (750) See Also: Tybell, Hidden Items --- Armor -- Can be used by: Phalanx, Valkyrie, Freya, Angel Knight, Seraph, Goblin, Gladiator(Magnus), Vanguard, Blaze Knight, Rune Knight, Solidblade, Lord Breastplate Description: Iron plate that covers only the chest area. Resistances: Strike +8 Cost: 180 Shop: Dardunnelles, Temple of Berthe Plate Mail Description: Iron-plated armor that covers the vital areas of the body. Resistances: Strike +9 Cost: 210 Shop: Dardunnelles, Fair Heights, Tremos Mountains II, Ptia, Latium See Also: Volmus Mine II, Hidden Items Baldr Mail Description: Plate mail made of Baldr, a metal that increases one's magical ability. Stat Change: INT+3 Resistances: Strike +11 Cost: 250 Shop: Azure Plains, Temple of Berthe, Latium See Also: Mount Ithaca, Hidden Items Titania Mail Description: Legendary armor stolen from the temple of the faerie queen Titania. Its wearer's agility is slightly increased. Stat Change: AGI+4 Resistances: Strike +13 Cost: (750) See Also: Gules Hills, Hidden Items Peregrine Mail Description: Armor created from a feather of Peregrine, the great winged beast. Resistances: Strike +15, Wind -4, Earth +10 Element: Wind Cost: 900 Shop: Latium See Also: Celesis, Hidden Items Phoenix Mail Description: Armor brought to this world by the Phoenix. Resistances: Strike +15, Fire -4, Water +10 Element: Flame Cost: (900) See Also: Temple of Berthe, Hidden Items Nathalork Mail Description: Armor made from the thick, rock like hide of the ferocious Nathalork. Resistances: Strike +15, Wind +10, Earth -4 Element: Earth Cost: (900) Hwail Mail Description: Armor modeled after Hwail, an enormous aquatic monster that dwells in the Sea of Oberro. Resistances: Strike +15, Fire +10, Water -4 Element: Water Cost: 900 Shop: Barpheth Bloodstained Armor Description: Armor dyed with black blood to gain the power of darkness. Evil spirits accompany the armor. Resistances: Strike +17, Holy +15, Dark -5 Element: Bane Cost: (1500) Angelic Armor Description: Legendary armor worn by the Angel Knight when she descended from the heavens. Stat Change: MEN+6 Resistances: Strike +18, Holy -5, Dark +12 Element: Virtue Cost: (1500) See Also: Hidden Items, Latium --- Full Body Armor -- Can be used by: Knight, Paladin, Cataphract, Dragoon, Gladiator(Dio), Warrior, General, Lycanthrope Plate Armor Description: Full-body armor consisting of shaped and fitted iron plates. It is heavy, but the weight is well-distributed over the entire body. Resistances: Strike +11 Cost: 230 Shop: Mylesia, Romulus, Latium Baldr Armor Description: Plate armor made of Baldr, a metal that increases one's magical ability. Stat Change: INT+3 Resistances: Strike +13 Cost: 420 Shop: Audvera Heights, Sable Lowlands, Tremos Mountains I, Romulus, Latium Dragon Armor Description: Full-body armor made out of a meteorite. It is especially effective against dragons. Resistances: Strike +13, Fire +4 Element: Flame Cost: (800) See Also: Classes, Dragoon Heavy Armor Description: Plate armor reinforced with additional metal plates. It is very heavy but provides excellent protection. Resistances: Strike +15 Cost: 650 Shop: Wentius, Fair Heights, Tremos Moutains II, Ptia, Latium Wind Armor Description: Magical full-body armor that protects its wearer with a strong whirlwind. Resistances: Strike +17, Wind -3, Earth +8 Element: Wind Cost: (1500) See Also: Wentinus II, Reward Breidablick Description: Mist emitted from this full-body armor hides its wearer from sight. Resistances: Strike +17, Fire +8, Water -3 Element: Water Cost: (1500) Rune Plate Description: Baldr armor engraved with runic inscriptions. Stat Change: INT+3 Resistances: Strike +18, Holy -4, Dark +10 Element: Virtue Cost: (1500) See Also: Fort Romulus, Reward Jeulnelune Description: Armor blessed by the god of hunting. It emits a gentle light, similar to the moon's. Resistances: Strike +18, Wind -4, Earth +10 Element: Wind Cost: (1800) See Also: Miscellany, Rare Items Southern Cross Description: Armor said to have been worn by the ancient gods. It is decorated with the Southern Cross. Resistances: Strike +20, Holy -1, Dark +3 Element: Virtue Cost: (2500) See Also: Miscellany, Rare Items Armor of Death Description: Full-body armor known to gradually absorb the life essence of its wearer. Resistances: Strike +21, Holy +15, Dark -5 Element: Bane Cost: (1900) Ogre Armor Description: Full-body armor forged by the Ogre; it is very heavy, but provides exceptional protection. Stat Change: STR+10, INT-5 Resistances: Strike +25, Holy +8, Dark -4 Element: Bane Cost: (2250) Diadora's Song Description: Armor imbued with the spirit of a girl separated from her lover. Her sorrowful singing can be heard within it. Resistances: Strike +26 Cost: (3200) See Also: Miscellany, Birthdays --- Robes -- Can be used by: Doll Master, Enchanter, Wizard, Archmage, Cleric, Priest, Skeleton, Ghost, Lich, Warlock Torn Cloth Description: Old, torn cloth that offers virtually no physical protection. Resistances: Strike +1 Cost: 10 Shop: Volmus Mine, Tybell Robe Description: Long, flowing robe. It is thin and light, but not very durable. Resistances: Strike +2 Cost: 30 Shop: Crenel Canyon, Audvera Heights, Tremos Mountains I, Argent Cleric's Vestment Description: Garment commonly worn by clerics, providing peace and serenity to its wearer. Resistances: Strike +2, Holy -1, Dark +5 Element: Virtue Cost: 50 Shop: Crenel Canyon, Celesis Magician's Robe Description: Robe woven with threads of Baldr, a metal that increases one's magical ability. Stat Change: INT+5 Resistances: Strike +3 Cost: 120 Shop: Mount Ithaca, Azure Plains, Tremos Mountains I, Argent See Also: Audvera Heights, Hidden Items Vestment of Wind Description: Replica of the robe worn by the Skyfarer, in an ancient relief. Stat Change: INT+5 Resistances: Strike +4, Wind -4, Earth +10 Element: Wind Cost: 400 Shop: Celesis See Also: Capitrium, Hidden Items Vestment of Flame Description: Cloak covered with firedrake scales, protecting the wearer from cold. Stat Change: INT+5 Resistances: Strike +4, Fire -4, Water +10 Element: Flame Cost: (400) Vestment of Earth Description: Magical garment that imparts the power of earth to the wearer. Stat Change: INT+5 Resistances: Strike +4, Wind +10, Earth -4 Element: Earth Cost: (400) Vestment of Water Description: Garment worn by priests of Titania, Queen of the faeries, blessed by the water elemental. Stat Change: INT+5 Resistances: Strike +4, Fire +10, Water -4 Element: Water Cost: (400) See Also: Dardunnelles II, Reward Robe of the Wise Description: Robe with crystals attached to it, heightening its wearer's magical ability. Stat Change: INT+8 Resistances: Strike +5 Cost: 300 Shop: Sable Lowlands, Celesis See Also: Highland of Soathon Phoenix Robe Description: Robe woven with feathers of the immortal Phoenix. Stat Change: INT+7 Resistances: Strike +5, Fire -5, Water +15 Element: Flame Cost: (750) Cloak of Oath Description: Cloak worn by those who dedicate their lives as a saint. Stat Change: INT+7, MEN+5 Resistances: Strike +5, Holy -4, Dark +10 Element: Virtue Cost: (750) See Also: Romulus, Hidden Items Robe of Abyss Description: Robe tainted by an unfathomable darkness from the realm of this world. Stat Change: INT+8, MEN+2 Resistances: Strike +5, Holy +50, Dark -17 Element: Bane Cost: (1750) See Also: Miscellany, Rare Items Bloodstained Robe Description: Robe drenched with demon's blood, shrouding everything near it in darkness. Stat Change: INT+10, MEN+5 Resistances: Strike +6, Holy +15, Dark -5 Element: Bane Cost: (1000) See Also: Gules Hills, Hidden Items --- Garments -- Can be used by: Sorceress, Witch, Siren, Princess, Zombie, Vampire (Count's Garment only), Faerie (Tiny Clothing only), Pumpkinhead Old Clothing Description: Tattered clothes which offer virtually no protection to its wearer. Resistances: Strike +1 Cost: 10 Shop: Volmus Mine, Tybell See Also: Tenne Plains, Hidden Items Tiny Clothing Description: Palm-sized garment made of cloth. Resistances: Strike +2 Cost: (10) Plain Clothing Description: Simple garment made of cheap cloth. Resistances: Strike +2 Cost: 30 Shop: Tybell Witch's Dress Description: Dress made for witches, adorned with a magical gem. Stat Change: INT+3 Resistances: Strike +2 Cost: 80 Shop: Crenel Canyon, Alba, Audvera Heights Count's Garment Descripton: Elegantly tailored garment for the nobility. Resistances: Strike +3 Cost: (200) See Also: Classes, Vampire Pure-White Dress Description: Pure white dress that only a noble, purehearted woman is permitted to wear. Stat Change: INT+5 Resistances: Strike +3, Holy +2, Dark +5 Element: Virtue Cost: 2500 See Also: Classes, Princess Fur Coat Description: Expensive coat made from the fur of a carnivorous beast. Stat Change: INT+5 Resistances: Strike +4 Cost: 250 Shop: Wentinus See Also: Mount Keryoleth, Hidden Items Feather Suit Description: Magical suit woven with feathers of the fabled giant condor, grants the protection of wind to the wearer. Stat Change: INT+7 Resistances: Strike +5, Wind -2, Earth +6 Element: Wind Cost: 400 Shop: Tybell See Also: Tremos Mountains II, Reward Heat-Tex Description: Crimson garment created with high-tech magic and a new synthetic material. Stat Change: INT+7 Resistances: Strike +5, Fire -2, Water +6 Element: Flame Cost: (400) Forest Tunic Description: Dark-green tunic tailored by the elves. It makes the wearer difficult to find in the forest. Stat Change: INT+7 Resistances: Strike +5, Wind +6, Earth -2 Element: Earth Cost: (400) Misty Coat Description: Mystical coat decorated with blue crystals that hold the magical power of water. Stat Change: INT+7 Resistances: Strike +5, Fire +6, Water -2 Element: Water Cost: (400) See Also: Romulus, Hidden Items Stardust Description: Beautiful dress bejeweled with fragments of a shooting star. Stat Change: INT+8 Resistances: Strike +7, Holy -3, Dark +8 Element: Virtue Cost: (1750) See Also: Tremos Mountains II, Hidden Items Spell Robe Description: Old garment inscribed with undecipherable text, considered to be worn in a ritual of some sort. Stat Change: STR-5, INT+15 Resistances: Strike +8, Holy +8, Dark -3 Cost: (1500) ************************************************************************ F. Accessories - Non-class specific Accessories -- Can be used by: Doll Master, Enchanter, Wizard, Archmage, Black Knight, Sorceress, Cleric, Siren, Priest Amulet Description: Necklace worn by sorcerers. Stat Change: INT+4 Cost: 40 Shop: Crenel Canyon, Audvera Heights, Mount Ithaca, Azure Plains, Wentinus, Tremos Mountains I, Argent Valiant Mantle Description: Durable mantle made of thick leather. Much effort is required to pierce it. Resistances: Strike +3 Cost: (40) See Also: Classes, Black Knight Rosary Description: Silver cross and beads carried by priests. Stat Change: INT+3 Resistances: Dark +2 Element: Virtue Cost: 50 Shop: Crenel Canyon, Celesis Ring of Eloquence Description: Magic ring that increases the potency of its wearer's incantations. Stat Change: STR-10, INT+10 Cost: 250 Shop: Tremos Mountains I, Argent, Aurua Plains Bell of Thunder Description: Cast-iron bell emblazoned with the crest of thunder. Provdies protection from thunder and lightning. Stat Change: INT+3 Resistances: Wind -3, Earth +8 Element: Wind Cost: 250 Shop: Celesis, Latium Fang of Firedrake Description: Charm made from firedrake fang. Grants the power of flame and the protection from heat wave. Stat Change: STR+3, Resistances: Fire -3, Water +8 Element: Flame Cost: 250 Shop: Latium See Also: Tremos Mountains I, Hidden Items Naga Ring Description: Magic ring that taps into the channel of power that runs deep underground. Stat Change: STR+5 Resistances: Wind +8, Earth -3 Element: Earth Cost: 250 Shop: Latium Snow Orb Description: Gem carved from the core of a massive unmelting block of ice. Stat Change: INT+5 Resistances: Fire +8, Water -3 Element: Water Cost: 250 Shop: Latium Runic Cape Description: Cape decorated with the script of a far eastern kingdom. Resistances: Strike +3, Wind +5, Fire +5, Earth +5, Water +5 Element: Physical Cost: (550) See Also: Miscellany, Rare Items Elder's Sign Description: Charm that grants its wearer vast amounts of knowledge, told to be as ancient as the gods themselves. Stat Change: INT+6 Resistances: Holy -4, Dark +10 Effect Invalid: Paralyze Element: Virtue Cost: (600) Ring of Branding Description: Unholy ring used to brand sinners with the insignia of the demon. Stat Change: STR-6, INT+13 Resistances: Holy +8, Dark -6 Element: Bane Cost: (1350) See Also: Blue Basilica, Hidden Items Feather of Archangel Description: Feather that bestows the protection of an archangel upon its onwer. Stat Change: INT+12 Resistances: Holy -5, Dark +15 Element: Virtue Cost: (1600) See Also: Celesis, Hidden Items Firecrest Description: Legendary red gem that holds the spirit of the Divine Dragon. Resistances: Strike +20, Wind +20, Fire +20, Earth +20, Water +20, Holy +20, Dark +20 Cost: (2550) See Also: Vert Plateau, Hidden Items Angel's Brooch Description: Brooch engraved with an angel, created by a renowned artisan. Resistances: Strike +1, Dark +2 Element: Virtue Cost: (2700) See Also: Miscellany, Rare Items Rai's Tear Description: Jewel worn by a Nirdamese Countess. This gem tells of the tragic fall of Nirdam. Resistances: Strike +2 Cost: (3300) See Also: Miscellany, Rare Items --- Class Specific Accessories *cannot be changed* -- Blue Sash Description: Piece of cloth draped across the shoulders. It is a traditional Indigan attire. Stat Change: MEN+1 Resistances: Strike +1 Classes: Gladiator, Vanguard, Warrior, Solidblade, General(Magnus) Cost: (30) Tunic Description: Sleeveless cloak worn over armor for decorative purpose. Resistances: Strike +3 Classes: General(Debonair), Lord Cost: (50) Glass Pumpkin Description: Magic pumpkin created by Deneb, the beautiful witch of Zenobia. Resistances: Holy +1 Classes: Pumpkinhead Cost: (170) Bloody Emblem Description: Emblem worn by the followers of the darkness. Stat Change: INT+4 Resistances: Holy -3, Dark +8 Element: Bane Classes: Vampire Cost: (1300) See Also: Classes, Vampire Dream Tiara Description: Crown that rewards its wearer with a noble heart and healthful body. Stat Change: INT+4 Resistances: Holy +8, Dark -3 Element: Virtue Classes: Princess Cost: (1500) See Also: Classes, Princess Ring of the Dead Description: Magic ring requisite to becoming immortal. Stat Change: INT+6 Resistances: Holy -4, Dark +10 Element: Bane Classes: Lich Cost: (2100) See Also: Classes, Lich ************************************************************************ G. Expendables --- Curatives -- Heal Leaf Description: Leaf of a curative herb that restores 100HP to a character. Cost: 10 Heal Seed Description: Seed of a curative herb that restores 300HP to a character. Cost: 50 Heal Pack Description: Curative herbs that restore 150HP to all members of a unit. Cost: 120 Power Fruit Description: Indigienous fruit that restores some stamina to all members in a unit. Cost: 80 Angel Fruit Description: Wondrous fruit brought to this world by an angel. Restores stamina to all members in a unit. Cost: 200 Revive Stone Description: Concoction made from a cockatrice tail that cures petrification. Cost: 500 Altar of Resurrection Description: Ancient altar that resurrects the dead. Cost: 1500 --- Supplementals -- Champion Statuette Description: Statuette, modeled after a famous hero, that raises the owner's experience level. Cost: (2550) Cup of Life Description: Cup that increases the Hit Points of the one who drinks from it. Cost: (2550) Sword Emblem Description: Emblem that compels the wearer's spirit and raises their strength. Cost: (2550) Bracer of Protection Description: Bracers that raise vitality and enhance wearer's resistance to physical damage. Cost: (2550) Crown of Intellect Description: Crown that communicates with the soul and raises the intelligence of the user. Cost: (2550) Mirror of Soul Description: Mirror that reflects the inner self and raises the mentality of the user. Cost: (2550) Stone of Quickness Description: Magic stone that enhances the physical attribute and raises the agility of the user. Cost: (2550) Crystal of Precision Description: Green Crystal that heightens a character's concentration and raises dexterity. Cost: (2550) Goblet of Destiny Description: Goblet that alters the destiny of the one who drinks from it. Cost: (2550) *NOTE* - What the Goblet of Destiny actually does is change your Luck. Luck is an invisible stat which factors into critical hits, getting hit, etc. Flag of Unity Description: Flag emblazoned with the battalion's emblem that bolsters harmony within the unit. Cost: (2550) Scroll of Discipline Description: Lawful scroll that raises the alignment of its reader. Cost: (2550) Urn of Chaos Description: Pandemonium contained in this urn lowers the alignment of the person who looks into it. Cost: (2550) --- Others -- Quit Gate Description: Item that warps the fabric of space and transports a unit back to headquarters. Cost: 150 Silver Hourglass Description: Magical hourglass that slows the passage of time. Cost: (300) Dowsing Rod Description: Pair of L-shaped sticks that points to the location where items are hidden. Cost: (600) Love and Peace Description: Potent magical item that persuades an enemy to join your army. Cost: (2000) ************************************************************************ H. Valuables Portable -- Ansate Cross Description: Cross that switches the gender of a soldier when promoted. Cost: (10) See Also: Zenobian Border, Aftermath Medal of Vigor Description: Medal that strengthens the leadership of a unit and hastens the growth of its leader and soldiers. Effect: Doubles the amount of Soldier Exp gained by the leader of a unit. Cost: (10) See Also: Miscellany, Birthdays Marching Baton Description: Baton used to maintain cadence and reduce fatigue when marching. Effect: Fatigue accumulates more slowly. Cost: (10) See Also: Miscellany, Birthdays Censer of Repose Description: Censer that generates refreshing scent and accelerates recovery from fatigue. Effect: Unit camps for a much shorter time. Cost: (10) See Also: Miscellany, Birthdays Figurine of Sleipnir Description: Figurine of Sleipnir, the eight-legged horse, that enables to holder to travel at great speed. Effect: Unit moves about twice as fast on the map. Cost: (10) See Also: Miscellany, Birthdays Manual of Warfare Description: Manual written by a renowned military officer, that confers more experience gained in combat. Effect: Unit gains double experience. Cost: (10) See Also: Miscellany, Birthdays Mastaba's Barrier Description: Item known to prevent its owner from becoming undead... But, does it really? Effect: Characters in a unit will not become zombies when incapacitated. Cost: (10) See Also: Miscellany, Birthdays Charge Horn Description: Horn used to command the troops in battle. All interrupt commands become available at the beginning of combat. Effect: You can Retreat or use Pedras at the beginning of combat. Cost: (10) See Also: Miscellany, Birthdays --- Treasures -- Bolt of Silk Description: Fabric made from the silk of the Sphagnum moth. Found: Melphy, Dardunnelles, after freeing the Dardunnelles, inquiring about dresses in Bourdeux, Tennes Plains, and visiting on the 15th of any month during the day. Cost: 2000 Condrite Description: Meteorite that fell to the surface when this world came into existence. Dragon armor is made from it. Found: Melphy, Dardunnelles, after freeing Mount Ithaca, and inquiring about Dragon Armor in Kynora, and visiting Melphy on the 6th of any month during the day, Cost: 450 Letter from Father Description: It is addressed, "To my dearest daughter, Selena." ...We shouldn't open the letter. Found: Muji, Gules Hills, after you agree to find the man's daughter. Cost: (10) Dragon's Scale Description: Charm given by the barkeep in Elaine. This is purportedly a scale of the legendary Divine Dragon. Found: Elaine, Fair Heights, after you receive the Dragon Helm and Armor, and talk to the old man in Idorf a second time. Cost: (640) Dark Invitation Description: Those who seek the ring of the lifeless, come to the tavern near the border. - Keeper of Dark Knowlege Found: Banna Barra, Celesis Cost: (10) Package for Gelda Description: Package from an old gentleman in Clemona to Gelda. Its content is unknown. Found: Clemona, Blue Basilica Cost: (10) Letter from Gelda Description: Letter from Gelda to the old man in Clemona. It is addressed, 'To whom I hold dear to my heart.' Found: Tristle, Soathon, after going around the world to deliver the Package. Cost: (10) ************************************************************************ ************************************************************************ 7. Story/Mission Overviews I haven't done some of the early levels, yet. I'll get back to them at a later date. Here's how I set it up... Location: (Where you are, natch) Prologue: (Any story played out before the battle) Strongholds: (The Strongholds, their population, morale, and anything in any shops) Enemy Opposition: (The enemy units you'll find in the scene) Enemy Commander: (The enemy commander, his class, if its special, and the reward you get from him) Battle Tactics: (How to survive in this battle) Epilogue: (Cutscenes that occur after the battle) Aftermath: (Anything special that can be done in the scene after you win) Hidden Items: (Items that can be found in the scene) Neutral Encounters: (Neutral enemies that can be found, and the items you get from them) Note: My formation setups are as such... ----- ----- ----- Back Row ----- ----- ----- Middle Row ----- ----- ----- Front Row * = Unit Leader % = Legion Leader This is how they look as you face them in combat as well, so I decided to use that format. Another note: Every shop in the game has these Expendable Items... Heal Leaf 10 Heal Seed 50 Heal Pack 120 Power Fruit 80 Angel Fruit 200 Revive Stone 500 Quit Gate 150 Abbreviation List - Sld - Soldiers Fig - Fighter Knt - Knight Bkr - Berserker Fen - Fencer Phx - Phalanx BsT - Beast Tamer DoM - Doll Master Nin - Ninja Wiz - Wizard Pal - Paladin BlK - Black Knight SwM - Sword Master Cat - Cataphract BsM - Beast Master Enc - Enchanter NnM - Ninja Master ArM - Archmage CeM - Centurion (Male) Dgo - Dragoon Ama - Amazon Arc - Archer DgT - Dragon Tamer Val - Valkyrie Sor - Sorceress Wit - Witch Cle - Cleric Dia - Diana DgM - Dragon Master Fre - Freya Sir - Siren Pri - Priest CeF - Centurion (Female) Prn - Princess Zom - Zombie Ske - Skeleton Gho - Ghost Vam - Vampire AnK - Angel Knight Ser - Seraph Lic - Lich Haw - Hawkman Vul - Vultan Rav - Raven Pmp - Pumpkinhead Gre - Gremlin Fae - Faerie YgD - Young Dragon ThD - Thunder Dragon Que - Quetzalcoatl RdD - Red Dragon Flb - Flarebrass EhD - Earth Dragon AzD - Azhi Dahaka BuD - Blue Dragon Hyd - Hydra PtD - Platinum Dragon Bah - Bahamut BkD - Black Dragon Tmt - Tiamat Wyr - Wyrm Wyv - Wyvern Hel - Hellhound Cer - Cerberus Grf - Griffin Opi - Opinincus Coc - Cockatrice Sph - Sphinx Gol - Golem SGo - Stone Golem BGo - Baldr Golem Gob - Goblin Ogr - Ogre Sat - Saturos Gor - Gorgon Grp - Grappler KtT - Knight Templar Dae - Daemon KDa - Knight of Danika Gen - General Van - Vanity SuK - Superior Knight SoB - Solidblade TmC - Temple Command Lyc - Lycanthrope/Werewolf DkP - Dark Prince FlM - Flail Monarch Ove - Overlord DTm - Death Templar Lor - Lord ************************************************************************ Opening: At the opening, your main character stands before Archbishop Odiron at his graduation ceremony. He asks you your name, the default of which is "Magnus". He'll then ask you your birthday. This will determine when your birthday occurs during the game. Next, he'll ask you six questions. These questions will determine your starting units. Each way you answer a question will earn you points for a certain group of characters for your units. NOTE: Once again, I've been told these numbers are wrong, so rely on them at your own risk... Question 1: "What dost thou hold within thy sword?" Ardor Passion Vigor Talent Belief Hatred Warrior 12 16 0 4 16 4 Magic User 16 0 4 8 4 16 Specialist 4 8 12 16 16 4 Tamer 8 12 16 0 4 16 Question 2: "What shalt thou sever with thy sword?" Hope Greed Order Silence Anarchy Control Warrior 12 4 12 16 0 4 Magic User 16 8 16 0 4 8 Specialist 4 16 4 8 12 12 Tamer 8 0 8 12 16 16 Question 3: "For what shall thou beseech the gods?" Triumph Purity Might Valor Trust Sacrfice Warrior 8 0 16 12 4 8 Magic User 4 16 12 8 8 4 Specialist 16 8 4 0 12 16 Tamer 12 4 0 16 16 12 Question 4: "What shalt thou offer the gods?" Freedom Glory Love Embrace Truth Lust Warrior 16 12 0 8 16 4 Magic User 12 8 16 4 4 16 Specialist 4 0 8 16 16 4 Tamer 0 16 4 12 4 16 Question 5: "What dost thou wish for?" Wealth Serenity Fertility Strife Peace Reform Warrior 8 12 16 0 4 12 Magic User 4 8 12 16 8 16 Specialist 16 0 4 8 12 4 Tamer 12 16 0 4 16 8 Question 6: "What shalt thou rid from this land?" Changes Honor Rule Ideal Law Chaos Warrior 0 4 12 16 16 8 Magic User 4 8 16 0 12 4 Specialist 12 16 4 8 8 16 Tamer 16 0 8 12 4 12 Okay. Add up all your scores from each of the four character categories. You should have four totals. The highest total will be the category your first unit is, and will be Unit 1 as listed for each category. Now, subtract 32 from the highest total, and take the new highest total, and do the same, this will determine your Unit 2. Then subtract 32 from the highest unit and continue until you get four units. Unit 1 - Warrior: Knight, 2 Fighters, 2 Soldiers Magic User: Sorceress, 3 Fighters, Soldier Specialist: Cleric, 2 Amazons, 2 Soldiers Tamer: Beast Tamer, 2 Fighters, 2 Soldiers Unit 2 - Warrior: Archer, Amazon, 3 Soldiers Magic User: Witch, 2 Amazons, 2 Soldiers Specialist: Fencer, Fighter, 3 Soldiers Tamer: Doll Master, Amazon, 3 Soldiers Unit 3 - Warrior: Berserker, 2 Soldiers Magic User: Sorceress, 2 Soldiers Specialist: Valkyrie, 2 Soldiers Tamer: Dragon Tamer, 2 Soldiers Unit 4 - Warrior: Phalanx, Golem Magic User: Wizard, Wyrm Specialist: Cleric, Griffin Tamer: Beast Tamer, Hellhound So, for instance, if you picked Ardor, Hope, Purity, Embrace, Serenity, and Changes, your scores will be 36, 76, 36, 56, respectively, for each of the categories. Your highest score is 76, so you'll get the Magic User Unit 1 (Sorceress). Subtracting 32 will get you 36, 44, 36, and 56. This puts Tamer at the top of your list, so you'll get the Tamer Unit for Unit 2, which is the Doll Master unit. Subtracting another 32 will get you 36, 44, 36, and 24. This gets you a Magic User unit for Unit 3, which is the Sorceress Unit. Subtracting the last 32 will give you 36, 12, 36, and 24, which leaves you with a tie. In the case of a tie, the first category gets honors, so you get the Warrior unit, which has the Phalanx. Now, these units (1, 2, 3, and 4) are actually Units 2, 3, 5, and 6 in your battalion. Unit 1 is Magnus' unit, which has 2 Fighters and 2 Amazons, and Unit 4 is Dio's unit, which has 3 Fighters and an Amazon. These units will also determine the items you'll start with. You'll get all of the equipment items for each of the leader classes in the four units, and you'll also get two items for the next class of the leader of Unit 1, so if you have a Knight for the leader of Unit 1, you'll get two Paladin items. In addition to those unit-specific items, you'll also get three sets of Fighter equipment, three sets of Amazon equipment, ten Heal Leaves, five Power Fruits, and an Ansate Cross. Odiron will ask you one final question: "What dost thou call on for help?" Swift Wind Raging Fire Solid Earth Serene Water This question will determine what Elem Pedra you start with. Which goes with which should be obvious... ************************************************************************ ************************************************************************ A. Prologue Casting their gaze on the ground, trudging along... General Godeslas Branic greets the graduates of the military academy and welcomes them to the Southern Division. He gives them a dressing down and hands the reins off to one of his Knights, who names the command candidates. Magnus is one of them. They're sent to meet with their advisors. Magnus' advisor is a calm, but strict old man named Hugo Miller. Hugo gets a good look at him, then dismisses him. He ushers in the next candidate, Diomedes Rangue, who gets a little miffed at the old coot, before he realizes he's the advisor. Hilarity ensues... ************************************************************************ Scene 1 - The Southern Reaches Location: Tenne Plains Prologue: Magnus and Dio arrive and Hugo gives them the battle plans. They're to go to Theodricus Mine and investigate a problem with the locals being attacked by wild beasts and bandits. Magnus is put in charge of the troops. Dio doesn't like this and wants to fight Magnus. This is actually an important decision in the game, and can affect whether or not Dio remains in your party. Either way, Hugo comes by and breaks up the fight. Zemio: (Starting Location) Population: 232 Morale: 76 Hou: (Allied, South of Zemio) Population: 167 Morale: 45 Witch's Hut Jadd: (Allied, Eastern edge) Population: 427 Morale: 52 Shop: Bandanna 20 Iron Helm 30 Short Sword 20 Short Bow 30 Round Shield 20 Leather Armor 60 Chain Mail 120 Buchanan: (Western edge) Population: 116 Morale: 38 Mulsuk: (Northwest corner) Population: 289 Morale: 50 Bourdeux: (Center of Map) Population: 248 Morale: 71 Billney: (Neutral, South edge) Population: 212 Morale: 50 Theodricus Mine: (Enemy Headquarters) Population: 50 Morale: 50 Enemy Opposition: ----- Wiz02*----- ----- ----- Knt02 Hel02 ----- ----- Location: Guarding Mulsuk ----- ----- ----- ----- ----- Wit03* Grf02 ----- ----- Location: On the crossroads south of Mulsuk ----- ----- Hel02 ----- ----- ----- Bkr03*----- ----- Location: Guarding Buchanan Grf02 ----- ----- ----- ----- ----- ----- Knt03*----- Location: Charging from Buchanan Enemy Commander: Stabilo ----- Bkr04*----- ----- ----- ----- Wyr04 ----- ----- Location: Theodricus Mine Reward: Francisca Battle Tactics: Okay. Your first battle. Scared? Don't be. This one's a breeze. First, send your collective units south to Hou, but send one out to Jadd to buy a few extra Heal Leaves. Next, send one of your more Lawful guys to Bourdeux to liberate it. At this point, you should see your first enemies. You shouldn't have any problems with them. Next, send anyone up to Mulsuk to liberate it, and one of your more Chaotic guys to Buchanan to liberate it. After you've taken care of all the enemies on the map, finish Stabilo and you should be fine. Forget about Billney. As a neutral town, you'll want to leave them alone until after the mission's over. Epilogue: Magnus interrogates Stabilo. He reveals that they were just a decoy. There's a revolution in town, and they're going to kill Prince Yumil. Magnus runs off to save him, and Hugo tells him that they're the only regiment nearby who can save him, so it's up to them. Aftermath: After Dardunnelles: Head to the town Bourdeux with a female lead unit. You'll be greeted by a woman who'll explain dressmaking, and how the market in Dardunnelles carries silk on the 15th day of every month. After Getting the Bolt of Silk: Go to Billney and talk to the dressmaker to get the Pure White Dress for 2500 Goth. Hidden Items: Baldr Sword: Between Hou and Bourdeux Altar of Resurrection: Northwest of Bourdeux Old Clothing: Northeast of Mulsuk Hard Leather: Midway between Zemio and Mulsuk Power Fruit: On the road between Hou and Billney Great Bow: Across the bridge south of Jadd Heal Leaf: Southeast of Theodricus ************************************************************************ Scene 2 - Sparks Location: Volmus Mine Prologue: The information is scanty. Hugo knows that Yumil is being held in this area, he just doesn't know where. You'll have to search the area and find him. Strongholds: Saukin: (Starting Location) Population: 268 Morale: 63 Senal: (South of Saukin) Population: 65 Morale: 40 Witch's Hut Dese: (Southwest of Senal) Population: 251 Morale: 48 Shop: Iron Helm 30 Hachigane 40 Short Sword 20 Iron Claw 170 Round Shield 20 Old Clothing 10 Ninja's Garb 50 Chain Mail 120 Berberah: (Neutral, East of Saukin) Population: 101 Morale: 62 Eldrett: (South of Dese) Population: 148 Morale: 55 Xeira: (South of Eldrett) Population: 245 Morale: 58 Shop: Bandanna 20 Short Bow 30 Leather Whip 60 Halt Hammer 110 Torn Cloth 10 Leather Armror 60 Ishro: (Southeast of Senal) Population: 310 Morale: 43 Volmus Mine: (Neutral, East of Xeira) Population: 50 Morale: 44 Enemy Opposition: ----- Knt03*----- ----- ----- ----- ----- YgD02 ----- Location: Guarding Senal ----- ----- ----- ----- Cle03*----- Sld-- ----- Sld-- Location: Charging from Senal ----- Fig02 ----- ----- ----- Cle02 Cle03*----- ----- Location: Charging from Dese ----- ----- ----- Wiz03*----- Wiz01 Sld-- ----- ----- Location: Guarding Dese ----- Knt02*----- ----- ----- ----- Fig02 ----- Fig02 Location: Guarding Ishro Grf02 ----- ----- ----- ----- ----- ----- Knt03*----- Location: Guarding Eldrett Enemy Commander: Qad ----- ----- ----- ----- ----- ----- Hel02 ----- BsM04* Location: Volmus Mine Reward: Leather Whip Battle Tactics: During the battle (once you liberate Ishro), you'll see a scene with Prince Yumil and his bodyguards, Eurynome Rhade and Jeal Veritte. A Knight will have happened by and will tell them about what happened. Rhade orders him to kill all the rebels. Rhade's got a nasty attitude. When one of the (unarmed) Rebels tries to escape, Rhade runs him through. At this point, it'll become clear that the Enemy Headquarters is Volmus Mine. Epilogue: Qad asks why Magnus doesn't kill him. Magnus replies that it's not his way. Later, Magnus delivers the tied up Qad to Yumil, Jeal, and Rhade. Rhade yells at Magnus, wondering why he didn't kill the rebel. Rhade beats the rebel, telling him that he's the problem with the country. Rhade decides to kill the rebel as an example. Magnus tries to stop him, punching Rhade, but he gets knocked aside. Just as Rhade brings his sword down, a strange knight rushes in and blocks his blade. A young girl runs up and unties the rebel, ushering him out. Jeal moves to attack, but another strange warrior stops him. He calls to someone named Saradin, who paralyzes Rhade and Jeal, allowing them to make their escape. Later, the mastermind of the assassination was executed. Later, it was revealed that the person executed may have been no one important at all. The rebels' actions intensified, and many people, including some members of the middle and upper classes, began to question the aristocracy's motives... Hidden Items: Heal Leaf: Forest east of Saukin Buckler: Northwest of Senal (across river) Quit Gate: West of Berberah (between highlands and river) Hard Leather: Southeast of Senal (across bridge) Light Mace: On the road between Ishro and Eldrett Heal Leaf: Forest northwest of Xeira ************************************************************************ ************************************************************************ B. Chapter 1 Unable to turn back - speechless and itinerant... Magnus is summoned to General Godeslas' chamber. Godeslas tells him that his achievements so far have been admirable, and he's being given the rank of Captain in the Southern Division, where he will command a battalion. He's given new orders to go to Crenel Canyon and subdue the rebels there. Godeslas tells him to set aside his personal feelings, and do what he needs for his king and country. ************************************************************************ Scene 3 - First Assignment Location: Crenel Canyon Prologue: Magnus and Dio are introduced to Leia Silvis. There's a smattering of dialogue, and hilarity ensues. It's at this point that you can name your company. Go nuts and pick a cool name. It can't be too long, unfortunately... Strongholds: Baldera: (Starting Location) Population: 108 Morale: 84 Kiefer: (Southwestern Corner) Population: 154 Morale: 28 Shop: Scipplay Staff 20 Light Mace 30 Spellbook 100 Robe 30 Cleric's Vestment 50 Witch's Dress 80 Amulet 40 Rosary 50 Movae: (Eastern Edge) Population: 193 Morale: 44 Boolem: (Western Edge) Population: 293 Morale: 22 Witch's Hut Carnot: (Northeastern Area) Population: 173 Morale: 42 Fort Tuatha: (Northern Edge, Enemy Headquarters) Population: 4 Morale: 50 Enemy Opposition: ----- Grf03 ----- ----- ----- ----- BsT04*----- ----- Location: Guarding Kiefer ----- DgT04*----- Nin03 ----- ----- ----- Nin03 ----- Location: Guarding Movae ----- ----- ----- ----- ----- Bkr04* Gol03 ----- ----- Location: Charging from Boolem ----- ----- Sor03 ----- ----- Wiz04* Sor03 ----- ----- Location: Charging from Carnot ----- ----- ----- Wiz04*----- Wiz02 Sol-- ----- ----- Location: Guarding Boolem Knt04*----- ----- ----- ----- ----- ----- ----- EhD03 Location: Guarding Carnot ----- Val04*----- ----- ----- Gre03 Nin03 ----- ----- Location: South of Fort Tuatha Enemy Commmander: Efeminette Ama03 Val05*Ama03 ----- ----- ----- Fig03 ----- Fig03 Location: Fort Tuatha Reward: Baldr Spear Battle Tactics: You're to split up in this mission. You'll have an extra unit with Leia's. Send her east to balance things out, because the Valkyrie unit will come down there, since you'll get east before you get west... Epilogue: Hugo informs Magnus of the fact that they now have two orders: Go to Mylesia and escort Prince Yumil, and go to the Zenobian Border and push back the last of the Revolutionaries there... Hidden Items: Breastplate: West of Baldera Heal Seed: West of Keifer Plumed Headband: On the road between Baldera and Kiefer Rapier: On the road between Boolem and Tuatha Bone Helm: Between Mountains and the river west of Movae ************************************************************************ Scene 4 - The Path Diverges Location: Mylesia Prologue: We see a flashback, where Magnus' father, Ankiseth Gallant, kills a man who tried to murder Prince Yumil. Ankiseth is cast out as a murderer. Back in reality, Hugo tells Magnus that the purpose of this mission is to escort Prince Yumil through the area that's now seized by the rebels. Magnus declines a request to visit the Prince, and leaves, but Dio stops him, and asks him what his deal is. Magnus tells him that the Prince is a childhood friend. Strongholds: Castle Dunkweld: (Starting Location) Population: 3 Morale: 19 Idorf: (Southeastern Corner) Population: 229 Morale: 41 Lehoboth: (West of Idorf) Population: 257 Morale: 69 Tubulk: (West of Dunkweld) Population: 205 Morale: 31 Witch's Hut Elgorea: (Northern Area) Population: 334 Morale: 49 Shop: Iron Helm 30 Leather Hat 40 Armet 120 Great Bow 90 Francisca 130 Baldr Sword 150 Kite Shield 70 Plate Armor 230 Phuntua: (East of Castle Burgund) Population: 288 Morale: 77 Harraive: (Southern Edge) Population: 396 Morale: 50 Taza: (Northeast of Burgund) Population: 24 Morale: 47 Castle Burgund: (Enemy Stronghold) Population: 4 Morale: 50 Enemy Opposition: BsT06*----- ----- ----- ----- ----- Hwk05 ----- Hwk05 Location: Charging from Tubulk ----- ----- ----- Fae05 DoM06*----- Sld-- ----- Sld-- Location: Guarding Tubulk ----- Arc05 ----- Wit06*----- ----- ----- ----- BsT05 Location: Guarding Lehoboth ----- Knt05 Bkr05 Arc06*----- ----- ----- ----- ----- Location: Charging from Phuntua ----- ----- ----- ----- Gre05 Hwk05 ----- DgT06*----- Location: Guarding Elgorea ----- ----- ----- Nin05 ----- Cle06* ----- Sld-- ----- Location: Charging from Taza ----- DoM06*----- ----- ----- ----- Sld-- Sld-- Sld-- Location: Guarding Harraive ----- ----- ----- ----- ----- ----- ReD05 ----- BsT06* Location: Guarding Phuntua BuD05 ----- Wiz06* ----- ----- ----- ----- ----- ----- Location: East of Castle Burgund Enemy Commander: Zhontac ----- Wiz07*----- ----- ----- ----- Hel06 ----- Grf06 Location: Castle Burgund Reward: Arc Wand Battle Tactics: Yumil's Unit: ----- BlK07 ----- BlK08 Ove02*BlK08 Items: Six Leaves ----- BlK07 ----- Yep. You're going to have to keep Yumil alive for this battle. Just move early and move often. You'll get there first. If you want to liberate all the towns in the area, you may have to send a unit over the highlands to liberate Harraive. The battle shouldn't be difficult. If you want to see a neat scene, let Yumil get to Zhontac first. Epilogue: Yumil and Magnus share a moment where Yumil confesses that he has no real power, and that he wants to change the world. Aftermath: Head for the town of Idorf. There, you'll recieve some valuable information about Dragoons. You'll learn that the ancient weapon makers left for Burgunny in Gunther Piedmont and Kynora on Mount Ithaca. After you get the Dragon Helm and Armor, and after you begin Chapter 3, return here and you'll learn about the Sword of Tiamat. Return to Elgorea with Troi. There, you'll meet his mom. She'll hand you the Hallowed Shield. Hidden Items: Spellbook: East of Lehoboth Robe: Peninsula South of Elgorea Heal Seed: East of Harraive Witch's Dress: Peninsula midway between Elgorea and Taza Scipplay Staff: On the road north of Harraive Pointy Hat: Small patch of plains midway between Burgund and Harraive Amulet: Southwest corner of the map, across a bridge ************************************************************************ Scene 5 - True Intentions Location: Zenobian Border Prologue: Battle Plans, and Hugo expresses concern about how the rebels seem to be leading a bunch of refugees and not concerned about holding this area. Strongholds: Ethawella: (Starting Location) Population: 137 Morale: 47 Shop: Bone Helm 50 Jin-gasa 50 Rapier 30 Halt Hammer 110 Baldr Sword 180 Spell Book 100 Cloth Armor 20 Karya: (Neutral, West of Ethawella) Population: 178 Morale: 50 Witch's Hut Quelluan: (South of Ethawella) Population: 256 Morale: 12 Dem Vidro: (South of Laguat) Population: 68 Morale: 45 Elle: (South of Quelluan) Population: 210 Morale: 52 Fort Crenel: (Enemy Headquarters) Population: 14 Morale: 50 Enemy Opposition: Fen07*----- Nin05 ----- Nin05 ----- Nin05 ----- ----- Location: South of Ethawella BuD05 ----- Val06* ----- ----- ----- ----- ----- ----- Location: West of Ethawella ----- ----- ----- ----- ----- Bkr06* BuD05 ----- ----- Location: Guarding Quelluan ----- Wiz05 ----- Wiz05 ----- Wiz06* ----- Bkr05 ----- Location: Guarding Laguat Wyr05 ----- ----- ----- ----- ----- ----- ----- Bkr06* Location: Charging from Dem Vidro ----- ----- ----- Fae05 DoM06*----- Sld-- ----- Sld-- Location: Charging from Elle Gre05 ----- ----- DgT06*----- Gre05 ----- ----- ----- Location: Guarding Elle ----- ----- ----- ----- ----- Bkr06* Gol05 ----- ----- Location: Guarding Dem Vidro Enemy Commander: Quass Debonair (General) Sor05 ----- ----- ----- Gen08*----- Knt05 ----- Knt05 Location: Fort Crenel Reward: Champion Statuette Battle Tactics: Just like Crenel Canyon, you'll have to split your units into two groups to cover all the bases. Since you probably still have seven units at this point, you'll have to make the call where you want the extra unit to go. Epilogue: Debonair concedes the battle to Magnus. He tells him the point of this battle was to get refugees out of this country and into Zenobia. Gilbert Oblion, leader of the Beast Division of Zenobia, shows up and tells Debonair that they're ready to leave. Magnus chases after them, and runs into the other three people he saw at Volmus. They are Destin Faroda, Saradin Carm, and Aisha Knudel, heroes of the Zenobian war. Both Magnus and Destin exchange words about who's right in this revolution, and Destin and his compatriots depart. If you've completed both of these missions, a messenger comes up to Magnus and tells him that the General wants him to return to Akka Castle. Note: You should complete any business you have in Mylesia or the Zenobian Border, because those areas will be temporarily closed off afterwards. Returning to Alba, Magnus speaks to Godeslas, who tells him that the he is to lead the forces at Volmus Mine, where the leader of the Revolution, Frederick Raskin, is rumored to be stationed. Rhade gives Magnus some words of "encouragement", and Magnus leaves. Aftermath: After the battle, head to Karya, where you'll find a group of hooligans (Two Fighters and a Berserker) terrorizing a young Cleric. You'll face off against them in a battle to the death. Once you beat them, (it's not hard at all) you'll be told by the Cleric to go Dem Vidro. Do so, and you'll get an Ansate Cross for your troubles... Hidden Items: Kite Shield: Southwest of Ethawella Plate Armor: Midway between Laguat and Quelluan Baldr Sword: On the road between Quelluan and Elle Armet: Southeast of Laguat Power Fruit: South of Laguat ************************************************************************ Scene 6 - The Revolutionary Army Location: Volmus Mine Prologue: In Akka Castle, Ariosh the Knight runs up to Godeslas, telling him that the Revolution has captured many strongholds in the area all at once. Volmus Mine, Mylesia, Crenel Canyon, the Zenobian Border, and the Tenne Plains were all taken over at once. All that remains is Alba, Gunther Piedmont, and the Dardunnelles. Godeslas insists that it can be done if Magnus' group can capture Frederick. Strongholds: Dese: (Starting Location) Population: 251 Morale: 48 Shop: Iron Helm 30 Hachigane 40 Short Sword 20 Iron Claw 170 Round Shield 20 Old Clothing 10 Ninja's Garb 50 Chain Mail 120 Eldrett: (South of Dese) Population: 148 Morale: 55 Xeira: (South of Eldrett) Population: 245 Morale: 58 Shop: Bandanna 20 Short Bow 30 Leather Whip 60 Halt Hammer 110 Torn Cloth 10 Leather Armror 60 Volmus Mine: (East of Xeira) Population: 50 Morale: 44 Senal: (Northeast of Dese) Population: 65 Morale: 40 Witch's Hut Ishro: (Southeast of Senal) Population: 310 Morale: 43 Berberah: (East of Senal) Population: 101 Morale: 62 Kaezi: (Northwest Corner) Population: 150 Morale: 66 Saukin: (East of Kaezi) Population: 268 Morale: 63 Fort Bulan: (Enemy Headquarters) Population: 12 Morale: 50 Enemy Opposition: ----- ----- BkD06 Wit08*----- ----- ----- Bkr06 ----- Location: Guarding Senal ----- ----- ----- ----- ----- ----- DgT08*----- PtD07 Location: Charging from Suakin ----- Rav07*----- Hwk06 ----- Hwk06 ----- Hwk06 ----- Location: Charging from Mountains north of Dese ----- Wiz06 ----- Wiz06 ----- Wiz07* ----- Bkr06 ----- Location: Charging from north of Suakin ----- ----- Gol05 Cle07*----- ----- ----- ----- Gol05 Location: Guarding Suakin ----- PtD06 ----- ----- ----- ----- Val07*----- Val06 Location: Guarding Xeira ----- ThD05 ----- ----- ----- ----- Ama05 Wiz07*Ama05 Location: Guarding Kaezi ----- ----- BkD06 DoM08*----- ----- ----- ----- ----- Location: Charging Volmus Mine Hwk06 ----- ----- ----- Fen08*----- Hwk06 ----- Hwk06 Location: Charging Volmus Mine ----- Hwk06 ----- Knt07*----- Fig05 Fig05 Fig05 ----- Location: Charging Ishro Wyr05 ----- ----- ----- ----- Arc08* ReD05 ----- ----- Location: Charging Ishro Enemy Commander: Valna ----- Arc06 Arc06 ----- ----- ----- Phx06 Phx08*Phx06 Location: Fort Bulan Reward: Earth Javelin Battle Tactics: This mission's a little weird. In most of the other ones, you started at one end of the map and worked your way to the other. Here you sort of start in the middle and you can go south and liberate and also go to the northeast, where the headquarters are. You'll probably want to do both. The enemy units are pretty evenly split between north and south. If you have an odd number of units, send the odd one to the north. When you go south, be careful as you take units to Ishro and Volmus Mine, since two units will pop right next to those towns as you get close. Epilogue: Magnus has a conversation with the captured Frederick about the future. Dio shows up, announcing that Rhade and Godeslas are here. Godeslas and Rhade order Magnus to kill Frederick. This is a major turning point in the game. If you say "I can't do it." you'll take the sword, and cut Frederick's ropes. If you say "...", Dio will take the sword for you and do the same. Either way, Dio will hold them off while you and Frederick make your escape. Later, Magnus will be talking with Frederick about the decision he just made. Apparently, you're going to join the Revolutionary Army, and Hugo and Leia are coming with you. Dio will also come, but only if you said "I can't do it." If you said "...", you've lost him. At this point, the route to Alba will close, not that you could do anything there anyway... Hidden Items: Same as Volmus Mine I, but also... Plate Mail: South of Kazei ************************************************************************ Scene 7 - A New Beginning Location: Gunther Piedmont Prologue: Frederick commissions Magnus' battalion as a mobile force. This means you'll be on your own for much of the battle. Your first mission is to liberate the mine in Gunther, and free the man named Asnabel Birall, once known as the Iron Hammer of Palatinus. Strongholds: Takua: (Starting Location) Population: 263 Morale: 39 Shop: Bandanna 20 Iron Helm 30 Leather Hat 40 Short Sword 20 Baldr Sword 150 Short Bow 30 Great Bow 90 Round Shield 20 Leather Armor 60 Chain Mail 120 Hard Leather 50 Mosaka: (Southwest of Takua) Population: 203 Morale: 73 Burgunny: (Southeast of Takua) Population: 85 Morale: 47 Witch's Hut Kinseya: (South of Burgunny) Population: 159 Morale: 69 Cayes: (South of Mosaka) Population: 45 Morale: 57 Inekell: (East of Cayes) Population: 281 Morale: 31 Gunther Mines: (Enemy Headquarters) Population: 16 Morale: 50 Enemy Opposition: Val07 ----- Val07 ----- ----- ----- ----- Val09*Val07 Location: Guarding Burgunny ----- Knt10*Wiz07 ----- ----- Wiz07 Knt07 ----- ----- Location: Guarding Mosaka ----- Sld-- ----- Sld-- ----- Sld-- ----- Phx10*----- Location: Guarding Kinseya ----- Gol07 ----- ----- ----- ----- Gol07 ----- BsT08* Location: Charging from south of Kinseya (after lib. of Burgunny) ----- BsT08*----- ----- ----- ----- Hel06 ----- Hel07 Location: Charging from east of Kinseya (after lib. of Burgunny) Hwk07 ----- Fae07 ----- ----- ----- Hwk07 ----- Bkr08* Location: Guarding Inekell Wyr06 ----- ----- ----- ----- BsT08* ReD06 ----- ----- Location: Charging from north of Gunther ----- Gre07 Gre07 BsT08*----- ----- ----- ----- Hel07 Location: Charging from north of Gunther Enemy Commander: Makisi Wiz07 ----- Wiz07 Bkr07 ----- Bkr07 ----- Bkr09*----- Location: Gunther Mines Reward: Flame Flail Battle Tactics: Another split-up battle. Get used to these. A lot of Beast Tamer units will pop up in the highlands. They're Mountain units, so they'll be faster there. One thing you should do is head south to Cayes. You'll run into Asnabel's daughter, Katreda, who'll offer to join your unit. Once you have her, you can get Asnabel himself once you beat the mission. Aftermath: Mosaka is Dio's hometown. Head there and his little brother will talk to him. Burgunny is home to a manufacturer of Dragon Helms. After learning about Dragon armament in Idorf, you'll find the Armorer at night getting drunk in the bar. Go again in the day to find a person who'll tell you about his wife who lives in Senal at Volmus. Once you go to Senal, return here and the happy couple will thank you. Go back one more time to buy a Dragon Helm. Go to Inekell with Katreda the Cleric and you'll receive the Angel's Brooch, which was owned by Katreda's mother. It's not that useful, but it's worth quite a bit of Goth. It MAY have a use, but if it does, I dunno what it is... Go to Kinseya with Ansabel the Berserker and you'll receieve the Helm of the Fearless, which is QUITE nice. This'll be given to you by people Ansabel was a laborer with. Hidden Items: Spellbook: Road South of Mosaka Power Fruit: South of Kinseya Witch's Dress: East of Kinseya Heal Leaf: Southeast of Kinseya Marionette: Midway Between Cayes and Inekell Scipplay Staff: Southwest of Gunther Mines ************************************************************************ Scene 8 - The Infernal Aura Location: Dardunnelles, The Crossroads Strongholds: Romella: (Starting Location) Population: 120 Morale: 75 Shop: Plumed Headband 60 Spear 150 Round Shield 20 Large Shield 180 Breastplate 180 Plate Mail 210 Adigrat: (Neutral, South of Romella) Population: 169 Morale: 10 Bungasue: (East of Romella) Population: 192 Morale: 46 Melphy: (North of Romella) Population: 97 Morale: 61 Ramballene: (Southeast of Bungasue) Population: 91 Morale: 78 Dardunnelles: (East of Melphy) Population: 102 Morale: 50 Garu Kaio: (East of Dardunnelles) Population: 288 Morale: 20 Witch's Hut Fort Akkisis: (Enemy Headquarters) Population: 161 Morale: 50 Enemy Opposition: ----- DoM08 DoM09* ----- ----- ----- BuD08 ----- ----- Location: Charging from South of Romella ----- Wiz09*Gob10 ----- ----- ----- Gob10 ----- Ogr10 Location: Charging from Bungasue PtD08 ----- Fae10 ----- ----- ----- ----- Sor09*----- Location: Guarding Melphy ----- BsT09 Gob10 ----- ----- ----- Hel08 ----- Gob10 Location: Charging from West of Adigrat Fig07 Wiz08 ----- ----- ----- Fig07 ----- Knt08*----- Location: Guarding Bungasue ----- ----- BuD07 ReD07 ----- ----- ----- ----- Sor10* Location: Charging from Dardunelles ----- Hwk08 ----- Knt09*----- Fig07 Fig07 Fig07 ----- Location: Guarding Ramballene ----- Wit09*----- Pmp08 Knt08 Pmp08 Knt08 ----- ----- Location: Guarding Dardunnelles ----- DoM09*----- ----- ----- ----- Ogr11 ----- Gol08 Location: Charging East from Garu Kaio ----- ----- ----- ----- Bkr08*Gob10 Gob09 ----- Gob09 Location: Charging South from Fort Akkisis ----- ----- BkD08 DoM10*----- ----- ----- ----- ----- Location: Guarding Garu Kaio Enemy Commander: Ariosh ----- Phx08 Knt10* ----- ----- ----- Ogr20 ----- Phx08 Location: Fort Akkisis Battle Tactics: Yet another split-up mission. Send one unit south to take care of the bad guys around Adigrat, and split the rest up to take care of the two paths, sending more down the middle. There'll be a small cutscene on the way here. A Revolutionary Soldier happens upon a few dead Southern Division soldiers. Another calls for help, and he's being chased by large gray creatures. These are the eponymous Ogres. They're pretty nasty, especially in this mission, where their levels will be a couple higher than yours. Ariosh can be pretty nasty, too, considering that he's hiding behind a Phalanx and there's a whopping Level 20 Ogre with him. You're going to want to line up units to attack him. Odd thing about Ariosh is that, when I attacked him from behind and lost the battle, he started moving! Weird... Epilogue: Magnus interrogates his former officer, demanding to know where the monsters came from. Ariosh mentions the general. Destin tells Magnus that they may have succumbed to the Infernal Aura. He asks Ariosh if they came from the netherworld. Ariosh says that the general sacrificed the people who ate the fruit of the netherworld, and the Ogres came forth. Aftermath: In Melphy, if you enter the town on specific days of the month and times, you'll find a peddler who'll sell you some weird stuff. 1st 9AM-9PM: Altar of Resurrection - 1500 Goth 6th 9AM-6PM: Condrite - After talking to an old man in Kynora, Mt. Ithaca - 450 Goth 6th 6PM-9PM: Meteor Strike - 50000 Goth 15th 9AM-6PM: Bolt of Silk - After talking to a woman in Bourdeux, Tenne Plains - 2000 Goth 15th 6PM-9PM: Meteor Strike - 50000 Goth 21st 9AM-6PM: Needle of Light - After Chapter 3 begins - 350 Goth 21st 6PM-9PM: Meteor Strike - 50000 Goth Hidden Items: Rosary: Southeast of Melphy (across the river) Cloth Armor: Forest Northeast of Adigrat Bastard Sword: Forest East of Adigrat Heal Seed: Further East of Adigrat Heal Seed: Midway between Dardunnelles and Bungasue Heal Leaf: Southwest of Garu Kaio Altar of Resurrection: West of Ramballene Jin-gasa: Forest West of Garu Kaio Iron Claw: On the road between Dardunnelles and Fort Akkisis ************************************************************************ Scene 9 - Liberation of Alba Location: Surprisingly... Alba Prolouge: Hugo and Magnus talk about how the Central Division cut off the south to wash their hands of the incident involving the Ogres. Strongholds: Allada: (Starting Location) Population: 126 Morale: 55 Bowende: (North of Allada) Population: 213 Morale: 15 Witch's Hut Geohel: (East of Allada) Population: 297 Morale: 87 Shop: Bandanna 20 Pointy Hat 100 Scipplay Staff 20 Short Bow 30 Marionette 120 Book of Earth 200 Book of Water 200 Leather Armor 60 Witch's Dress 80 Edepar: (North of Bowende) Population: 206 Morale: 67 Vertze: (Northeast Corner) Population: 126 Morale: 87 Shop: Iron Helm 30 Short Sword 20 Great Bow 90 Baldr Sword 150 Book of Wind 200 Book of Flame 200 Annihilation 30000 + 20 X Days played up to 60000 Round Shield 20 Chain Mail 120 Hard Leather 150 Naroque: (West of Edepar) Population: 58 Morale: 68 Akka Castle: (Enemy Headquarters) Population: 54 Morale: 50 Enemy Opposition: ----- ----- Pmp08 ----- Wit09*----- Fig10 ----- Pmp08 Location: Guarding Bowende Wit08 Wit08 DoM09* ----- ----- ----- Wit08 ----- ----- Location: Charging from South of Edepar ----- Gre09 Gre09 ----- Hwk08 ----- ----- ----- Phx09* Location: Charging from Naroque ----- Sld-- ----- Sld-- ----- Sld-- ----- Phx11*----- Location: Charging from Edepar Sor09*----- ----- Wiz08 Sor08 ----- ----- Wiz08 ----- Location: Guarding Edepar ----- ----- Gol08 Cle09*----- ----- ----- ----- Gol08 Location: Guarding Geohel ----- Cle08 ----- Cle08 ----- Knt08 ----- Knt09*----- Location: Guarding Naroque ----- Wiz09*----- Gho08 ----- Ske08 ----- ----- ----- Location: Charging west from Vertze ----- Knt08 Bkr08 Arc09*----- ----- ----- ----- ----- Location: Guarding Vertze Enemy Commander: Godeslas Branic (Vanity) ----- Van08*----- Knt08 ----- Val08 Knt08 ----- Val08 Location: Akka Castle Reward: Estoc Battle Tactics: Most of the enemies will come from the north. Send two units to the east, and the rest to the north. Watch out for the Pumpkinhead unit. It can get really nasty... Epilogue: Frederick and Magnus consult on whether or not the right thing has been done. Frederick tells Magnus to believe in himself. A few days after the liberation of the Southern Region, the King sent word that the Western and Eastern Divisions were to eliminate the Revolution. The Western Division took arms and fought the Revolution in many minor skirmishes. The Eastern Orthodox Church remained silent. Aftermath: After finishing, head to Edepar with Magnus. The townspeople there will present you with the Medal of Vigor. Hidden Items: Heal Seed: East of Allada Spellbook: East of Boewende Ninja's Garb: North of Boewende Iron Claw: Northwest of Boewende Rosary: Northwest of Vertze Power Fruit: Northwest of Geohel (across the river) ************************************************************************ ************************************************************************ C. Chapter 2 In a world shrouded in darkness, no path can be found... Ankiseth Gallant and Prince Yumil talk about the future and how Yumil can please his father. Baldwin interrupts, and brings with him a girl and a holy sword of the royal family, in honor of him becoming a general. The girl is to serve his personal needs. She introduces herself as Mari Callan. In Akka Castle, Frederick holds a conference with his officers, including Magnus, Hugo, Destin, Saradin, and Xevec, leader of the Southern Tigers. They discuss the Western Division's recent animosity with the appointment of the new general. Xevec suggests freeing the Bolmaukans being held prisoner in Audvera Heights. This would give them an edge in fighting the Western Division and Lodis. Magnus objects, thinking that he's just planning to use them. Xevec seems to be a little hot-headed, don't you think? ************************************************************************ Scene 10 - Idealism and Realism Location: Crenel Canyon Prologue: You're passing through the canyon on the way to Mylesia. Suddenly, you stop on Crenel Canyon! It's an ambush! You've just run across a huge army! Fortunately, they don't know you're here, yet, so you have the element of surprise. Don't get cocky though, because they are in a good position to receive you... Strongholds: Baldera: (Starting Location) Population: 108 Morale: 84 Kiefer: (Southwestern Corner) Population: 154 Morale: 28 Shop: Scipplay Staff 20 Light Mace 30 Spellbook 100 Robe 30 Cleric's Vestment 50 Witch's Dress 80 Amulet 40 Rosary 50 Movae: (Eastern Edge) Population: 193 Morale: 44 Boolem: (Western Edge) Population: 293 Morale: 22 Witch's Hut Carnot: (Northeastern Area) Population: 173 Morale: 42 Fort Tuatha: (Northern Edge, Enemy Headquarters) Population: 4 Morale: 50 Enemy Opposition: ----- ----- Wiz10* ----- Gre09 Wiz09 Gre09 ----- ----- Location: Guarding Kiefer Sor10*----- ----- Wiz09 Sor09 ----- ----- Wiz09 ----- Location: Guarding Movae ----- Val09 ----- Nin09 ----- Nin09 Items: Two Leaves ----- Phx10*----- Location: Outside Movae (see Tactics) ----- Val09 ----- Val10*----- ----- ----- Knt09 Knt09 Location: Outside Kiefer (see Tactics) Val09 Val09 ----- Knt09 ----- Knt09 ----- Pal11*----- Location: Near Boolem Wiz09 ----- Wit11* Hwk09 ----- ----- Items: Two Leaves ----- ----- Hwk09 Location: Near Boolem ----- ----- Sor10* ----- Val09 ----- Val09 ----- Val09 Location: Boolem ----- BuD09 ----- ----- ----- ----- Nin09 ----- Fen10* Location: Carnot ----- ----- ----- BsT09 ----- BsT09 DoM09 BlK10*DoM09 Location: South of Carnot ----- Wiz09 ----- Wiz09 ----- Wiz10* Items: One Leaf ----- Bkr09 ----- Location: Forest South of Fort Tuatha Fen11*----- Nin09 ----- Nin09 ----- Nin09 ----- ----- Location: Southeast of Fort Tuatha Enemy Commander: Hagate Nin09 ----- Nin09 ----- NnM11*----- Fen09 ----- Fen09 Location: Fort Tuatha Reward: Hannya Mask Battle Tactics: Split your battalion into two equal parties. They should be of mixed alignment, since you'll be facing mixed alignments on both paths. First, take each of the neighboring towns. Once you do that, have two units sit on each of these towns while your rest go out north. The reason for this is because, once you cross the bridge on either side, a unit will pop up almost right on top of each of the towns you just liberated. The rest of the battle is pretty straightforward. No big surprises, except for the fact that you're meeting some of your first Master class units here, specifically the Paladin, the Black Knight, and the Ninja Master who runs the show. Epilogue: At this point, you'll realize that you're fighting members of the Revolutionary Army. These guys are only interested in fighting and don't like Frederick at all. Afterwards, you'll see a scene in Prince Yumil's palace. Rhade will show up and inform the Prince that they have reinforcements from Lodis. Ankiseth isn't too happy about this, wishing instead to fight the war in his own way. He rejects the offer, and Rhade goes off to fight alongside the Lodis crew on his own. Hidden Items: Same as Crenel Canyon I ************************************************************************ Scene 11 - Warriors of the Fallen Kingdom Location - Mylesia Prologue: In this assault on Mylesia, you'll be facing off against Rhade. The troops are well positioned to receive your attack. This mission is quite similar to the last assault on Mylesia, only you won't have to worry about the Prince this time... Strongholds: Castle Dunkweld: (Starting Location) Population: 3 Morale: 19 Idorf: (Southeastern Corner) Population: 229 Morale: 41 Lehoboth: (West of Idorf) Population: 257 Morale: 69 Tubulk: (West of Dunkweld) Population: 205 Morale: 31 Witch's Hut Elgorea: (Northern Area) Population: 334 Morale: 49 Shop: Iron Helm 30 Leather Hat 40 Armet 120 Great Bow 90 Francisca 130 Baldr Sword 150 Kite Shield 70 Plate Armor 230 Phuntua: (East of Castle Burgund) Population: 288 Morale: 77 Harraive: (Southern Edge) Population: 396 Morale: 50 Taza: (Northeast of Burgund) Population: 24 Morale: 47 Castle Burgund: (Enemy Stronghold) Population: 4 Morale: 50 Enemy Opposition: ----- Grf11 ----- ----- ----- ----- Items: Two Leaves Hwk11 Vul12*Hwk11 Location: SW of Dunkweld ----- Knt13*----- Grp11 ----- Grp11 ----- Grp11 ----- Location: Coming out of Tubulk Cle12*----- ----- ----- Sld-- ----- Fae11 ----- Sld-- Location: Guarding Tubulk ----- Rav12*----- Hwk11 ----- Hwk11 Items: Two Leaves, Two Fruits ----- Hwk11 ----- Location: Charging from the north near Elgorea Wyr11 ----- Rav12* ----- ----- ----- ----- ----- Wyr11 Location: Charging from the south near Idorf Fae11 ----- ----- ----- Hwk12 ----- Items: One Leaf, Two Fruits ----- Vul12*Hwk12 Location: Charging from the west near Phuntua Val11 Val12*Val11 ----- ----- ----- Grp11 ----- Grp11 Location: Guarding Lehoboth ----- NnM12*----- Fen11 Nin11 ----- Fen11 ----- Fen11 Location: East of Phuntua Gol11 ----- Gol11 ----- ----- ----- Items: Two Leaves ----- Wiz12*----- Location: East of Phuntua ----- BsT11 ----- BsT12 ----- BsT11 ----- BsM13*BsT12 Location: Guarding Puntua Grp11 ----- Grp11 ----- ----- ----- Grp11 Fen12*Grp11 Location: East of Burgund ----- Wit12*----- Grp11 ----- Grp11 ----- Grp12 ----- Location: Guarding Taza Bkr11 ----- Grp11 ----- Pal12*----- Items: Two Leaves Grp11 ----- Bkr11 Location: West of Taza Enemy Commander: Eurynome Rhade (Superior Knight) ----- SuK14*----- Grp11 ----- Grp11 Grp11 ----- Grp11 Location: Castle Burgund Reward: Shield of Inferno Battle Tactics: There are a couple of problems with this battle. The first and most obvious one is the large amount of enemy units in this battle. The second is the fact that, as you're reaching your first liberated towns, three Hawkmen units will come out from the north, south, and west. Keep a couple of units at the base and a couple more north and south on the road to intercept. This area also introduces, among the Beast Master and the Vultan, a brand new character called the Grappler. This guy is a nasty physically strong fighter, with a Rend attack in the front and the middle row, and an attack called Fatal Dance in the back. All are quite powerful. You'll be facing several of these guys during the battle, too... Epilogue: Rhade is a little bitter about losing, as you'd imagine, but, like the coward you know he is, he runs off, but not without some words about how much he thinks of the Revolution. Aftermath: After Wentinus: Return to Idorf to learn about the Sword of Tiamat, the final piece of equipment needed to become a Dragoon. He'll tell you it may be in the stomach of Grozz Nuy, the Dragon God. He'll give you a lead on a barkeep in Elaine in Fair Heights. Hidden Items: Same as Mylesia I ************************************************************************ Scene 12: The Steadfast Location: The Highland of Soathon Prologue: Magnus is upest due to Rhade's claims that the Revolutionary Army is the same as the Western Division, in that they're dragging the Bolmaukans into the war. Hugo urges him to keep using his sword to protect, and to put his worries out of his mind... Strongholds: Fort Celestus: (Starting Location) Population: 52 Morale: 50 Tristle: (Neutral, West of Celestus) Population: 243 Morale: 49 Shafferville: (Southeast of Celestus) Population: 162 Morale: 56 Shop: Baldr Mace 180 Baldr Club 220 Baldr Spear 230 Baldr Claw 280 Baldr Axe 300 Hard Leather 150 Cochran: (Western Edge) Population: 218 Morale: 46 Witch's Hut Kapiscau: (Center of the Map) Population: 262 Morale: 17 Jiram: (Southeastern Edge) Population: 80 Morale: 88 Castle Ziggiveld: (Enemy Headquarters) Population: 53 Morale: 50 Enemy Opposition: ----- Grp11 ----- Grp11 ----- ----- Items: Two Leaves ----- Grp12*Grp11 Location: South of Tristle ----- Rav12*----- Hwk11 ----- Hwk11 ----- Hwk11 ----- Location: Mountains East of Kapiscau Fae11 Gre12 ----- ----- ----- Fae11 ----- Phx12*----- Location: Guarding Shafferville Grp11 ----- Grp11 ----- ----- ----- Items: Two Leaves Grp11 Fen12*Grp11 Location: Charging from Kapiscau ----- Sld-- ----- Sld-- ----- Sld-- Items: Three Leaves ----- Phx14*----- Location: Bridge south of Shafferville ----- ----- ----- BsT11 ----- BsT11 DoM11 BlK12*DoM11 Location: Bridge south of Shafferville (Retreats) ----- Sor11 Sor11 Phx12*----- ----- ----- ----- Grp12 Location: Charging from Cochran ----- ----- ----- ----- ----- ----- DrT13*----- PtD12 Location: Guarding Jiram Fae11 ----- ----- ----- Hwk12 ----- ----- Vul12*Hwk12 Location: Mountains east of Cochran ----- Sor11 Sor11 Phx12*----- ----- ----- ----- Grp12 Location: Guarding Kapiscau ----- Val11 ----- Val12*----- ----- ----- Knt11 Knt11 Location: Guarding Cochran Enemy Commander: Ankiseth Gallant (Solidblade) Val11 ----- Val11 ----- SoB14*----- Items: Two Leaves Knt11 ----- Knt11 Location: Castle Ziggiveld Reward: Blessed Sword Battle Tactics: There are two issues with this battle... Issue #1: As you progress east, you'll spot the Black Knight unit. As soon as he sees you, he'll make for the other side of the bridge. As you touch the bridge, it'll explode. You'll have to take another way around. Issue #2: The two flying units. These guys aren't dumb. They'll go after any liberated strongholds. Be sure to keep a constant eye on them and try to incapacitate them early. Other than that, standard tactics apply. Epilogue: Magnus faces his father, Ankiseth the Steadfast. Neither are happy with what the other has become. Ankiseth leaves. Magnus returns to Hugo to find he has three choices now. He can follow orders and go south to Audvera Heights, where he'll free the Bolmaukans. He can defy orders and travel north to Mount Ithaca, which will make the upcoming battle with the main Western Division forces come sooner. He can also defy orders and head West, to an old Bolmaukan town in the Sable Lowlands. Later, Yumil dispatches some orders to one of his troops and leaves in a huff with Mari watching. After he leaves, an old crone teleports in. She tells Mari that she can be of service to the prince. She does this by awakening the sleeping power inside her... DUN DUN DUUUUN! Where to go: Going north will cut the other two areas off. Don't go north until you've beaten the other two areas, because you'll be missing out on some good stuff. Aftermath: Go to Jiram. In this town, either a woman will tell you about the death of her son's dog, or the kid himself will tell you. Bring a spare Hellhound to the town with you. If you don't have one, one can easily be found in the Barrens surrounding town. Return to him with the Hellhound in a unit and he'll accept the dog (after a couple of visits) and give you the Pedra of Bane. Very nice... Also, in Shafferville, an old man will speak of the great Nirdamese warrior, Vad, who's fighting against the Revolution. Bring Vad back here and you'll receive the Idaten's Mail. Hidden Items: Power Fruit: South of Tristle (across the river) Ninja's Garb: Piece of Land NW of Shafferville Witch's Dress: West of Shafferville Baldr Mace: South of Cochran Robe of the Wise: Northeast of Kapiscau Blessed Sword: Southwest of Kapiscau Book of Flame: East of Kapiscau Altar of Resurrection: East of Jiram ************************************************************************ Scene 13 - Thoughts Location: Audvera Heights Before we start: This mission plays out differently if you go to the Sable Lowlands first. For the sake of argument, we'll consider going to Audvera Heights first Phase 1, and going to Sable Lowlands before this Phase 2. Prologue - Phase 1: Hugo explains to Magnus how the base around the mines is heavily defended. There won't be much forefront attacking from the beginning. The priority for the beginning of the battle is defense... Prologue - Phase 2: The Audvera Mines are liberated, and the enemy retakes Castle Ziggiveld. They're largely charging from the Castle itself. Strongholds: Castle Ziggiveld: (Starting Location(1), Enemy Headquarters(2)) Population: 53 Morale: 50 Puld: (West of Ziggiveld) Population: 147 Morale: 69 Barrow: (Southeast of Ziggiveld) Population: 241 Morale: 32 Shop: Pointy Hat 100 Armet 120 Scipplay Staff 20 Spellbook 100 Book of Bane 300 Robe 30 Witch's Dress 80 Baldr Armor 420 Amulet 40 Naracrete: (South of Ziggiveld) Population: 67 Morale: 28 Bezelle: (South of Naracrete) Population: 273 Morale: 78 Shop: Baldr Mace 180 Baldr Club 220 Baldr Spear 230 Baldr Claw 280 Baldr Axe 300 Hard Leather 150 Chig Nik: (Southwest of Bezelle, Neutral(2)) Population: 226 Morale: 40 Seldovia: (West of Chig Nik, Neutral(2)) Population: 102 Morale: 21 Audvera Mine: (Enemy Headquarters(1), Starting Location(2)) Population: 103 Morale: 66 Enemy Opposition - Phase 1 BsT BsT Wit* --- --- Bkr --- Bkr --- Location: Guarding Barrow --- Grp BlK* --- --- DgT DgT Grp --- Location: Charging from Barrow ----- BlK13*----- Knt12 ----- Arc12 Knt12 ----- Arc12 Location: Charging from east of Puld ArM13*----- ----- ----- Wiz12 Sor12 Items: Three Leaves Wiz12 Sor12 ----- Location: Guarding Puld ----- ----- Sir12 Grp12 ----- ----- Items: Three Leaves, Two Fruits ----- Pal14*Grp12 Location: Charging from Naracrete Grp Enc*Grp --- --- --- --- BGo --- Location: Charging from Naracrete ----- ----- Pal12 ----- ----- ----- Grp12 Grp13*Grp12 Location: Charging from west of Naracrete Wit ArM*--- --- --- Wit Grp Grp --- Location: Charging from Naracrete ----- Wit13*----- ----- ----- Val13 Grp12 Grp12 Grp12 Location: Charging from Naracrete Knt12 Knt12 Bkr12 ----- Pal13*----- Bkr12 ----- ----- Location: South of Naracrete ----- ----- Pmp12 Arc13*----- ----- ----- Fig14 Fig14 Location: Southeast of Naracrete Wit12 ----- ----- Wit12 Wit12 ----- Items: Two Leaves ----- BlK13*Wit12 Location: South of Naracrete Grp12 Pri13*----- ----- ----- ----- Grp12 Grp12 Grp12 Location: Guarding Chig Nik Enemy Commander: Tuzt ----- ----- DoM14* ----- ----- ----- Items: Four Leaves, Two Fruits SGo12 ----- Gol12 Location: Audvera Mine Reward: Fool Enemy Opposition - Phase 2: Wit12 ----- ----- Wit12 Wit12 ----- Items: Two Leaves ----- BlK13*Wit12 Location: Charging from Bezelle ----- Wit13*----- ----- ----- Val13 Grp12 Grp12 Grp12 Location: Guarding Bezelle ----- ----- Sir12 Grp12 ----- ----- Items: Three Leaves, Two Fruits ----- Pal14*Grp12 Location: Charging from Naracrete ArM13*----- ----- ----- Wiz12 Sor12 Items: Three Leaves Wiz12 Sor12 ----- Location: Charging from Puld Grp12 Pri13*----- ----- ----- ----- Grp12 Grp12 Grp12 Location: Guarding Naracrete ----- ----- Pmp12 Arc13*----- ----- ----- Fig14 Fig14 Location: Guarding Puld Knt12 Knt12 Bkr12 ----- Pal13*----- Bkr12 ----- ----- Location: Guarding Baskirk ----- BlK13*----- Knt12 ----- Arc12 Knt12 ----- Arc12 Location: Southeast of Castle Ziggiveld ----- ----- Pal12 ----- ----- ----- Grp12 Grp13*Grp12 Location: Southwest of Castle Ziggiveld Enemy Commander: Tuzt ----- ----- DoM14* ----- ----- ----- Items: Four Leaves, Two Fruits SGo12 ----- Gol12 Location: Castle Ziggiveld Reward: Fool Battle Tactics - Phase 1: First, put some units out in front as a shield for your base. As you can see from the opposition list, you'll have a LOT of enemies on you FAST. Liberate towns slowly, and keep at least two units in your frontline towns. BIG HELP: Go to Puld. If you said that you couldn't execute Frederick, Aisha the Priest will show up, saying she got lost from her unit. It's a stroke of luck that'll be an incredible help later on. She'll sign on your crew and you'll be much the better for having her. For its difficulty, there really isn't much else to the battle. Just be very careful, as always. Try not to lose anyone, as the nearest Witch Hut is near the very end of the area. You're probably gonna want to pick up a Book of Bane, too, in the shop. Battle Tactics - Phase 2: The battle is FAR easier in this setup. There are less enemies, for one thing. Epilogue: Magnus refuses to recruit the Bolmaukans to use in the coming battles. Hidden Items: Scale Armor: On the road between Ziggiveld and Puld Estoc: On the road between Ziggiveld and Barrow Mirror of Soul: Forest south of Ziggiveld Magician's Robe: South of Naracrete Plumed Headband: West of Naracrete Fool: Midway between Barrow and Naracrete Book of Water: Northeast of Audvera (between highlands and a river) Dragon Shield: Northeast of the aforementioned Book of Water ************************************************************************ Scene 14 - City of the Past Location: Sable Lowlands Prologue: Battle Plans Strongholds: Temil: (Starting Location) Population: 273 Morale: 25 Shop Baldr Helm 170 Rupture Rose 120 Blessed Sword 400 Baldr Shield 250 Robe of the Wise 300 Baldr Armor 420 Quills: (South of Temil) Population: 236 Morale: 36 Kuva: (Northwest of Temil) Population: 193 Morale: 72 Shichidarui: (West of Temil) Population: 196 Morale: 16 Cotolus: (Northwest of Shichidarui) Population: 181 Morale: 69 Prilgi: (Southwest of Shichidarui) Population: 280 Morale: 25 Witch's Hut Baimuk: (South of Prilgi) Population: 157 Morale: 66 Castle Crotal: (Enemy Headquarters) Population: 27 Morale: 50 Enemy Opposition: ----- NnM13*Wiz12 Bkr12 ----- Wiz12 Bkr12 ----- ----- Location: East of Shichidarui ----- Wit13*----- ----- ----- Val13 Items: Five Leaves Grp12 Grp12 Grp12 Location: Charging from Quills ----- Dia14*----- Grp12 ----- Grp12 Grp12 ----- Grp12 Location: Guarding Quills Vul11 ----- Vul11 Vul12 Pal13*----- Vul12 ----- ----- Location: Southeast of Shichidarui ArM13*----- ----- ----- Wiz12 Sor12 Items: One Leaf Wiz12 Sor12 ----- Location: Guarding Shichidarui ----- Grp12 ----- Grp12 ----- Rav14* Grp12 Grp12 ----- Location: Guarding Prilgi ----- Nin12 ----- Nin12 NnM14*Nin12 ----- Nin12 ----- Location: Running towards the north (Messenger) BlK13*Rav12 Rav12 ----- Bkr12 ----- Items: Two Leaves Bkr12 ----- ----- Location: Charging from the North ----- Rav13*----- Hwk12 ----- Hwk12 Items: Four Leaves ----- Hwk12 ----- Location: Charging from the North Hwk12 ----- ----- ----- Fen14*----- Hwk12 ----- Hwk12 Location: Charging from the North Wyr12 ----- Rav13* ----- ----- ----- ----- ----- Wyr12 Location: Charging from the North ----- ----- Gre11 Fae11 DgT11*Fae11 ----- Gre11 ----- Location: Charging from the North for the base Hwk12 ----- Hwk12 ----- Vul13*----- Knt12 ----- Knt12 Location: Guarding Cotoltus PtD12 ----- Fae14 ----- ----- ----- ----- Sor13*----- Location: Guarding Baimuk Enemy Commander: Liedel Klein Sir12 Arc14*Sir12 ----- ----- ----- Knt12 Knt12 ----- Location: Castle Crotal Reward: Bow of Sandstorm Battle Tactics: The Ninja Master unit heading north will disappear once it reaches Kua. After that, five units will pop up in the north. You can go for the Ninja unit immediately and prevent this, or, if you're up to the challenge, take on the enemy units. If you go for the latter, you're going to want to send about four units to cross the mountains. The rest of the battle isn't too tough. Be sure to pick up the Black Knight equipment lying around, though, because you're not going to get another chance. Getting Liedel: To get Liedel to join you, you're going to need a high Chaos Frame. To be on the safe side, attack her with a high Alignment unit. Epilogue: A young Bolmaukan warrior thanks Magnus for his help and tells him to free the Bolmaukans in the mines in Audvera Heights. Hidden Items: Valiant Mantle: On the road between Temil and Shichidarui Baldr Armor: On the road between Shichidarui and Prilgi Armet: On the road between Shichidarui and Kuva Satan's Bullova: West of Cotoltus Book of Bane: Midway between Quills and Baimuk Quit Gate: Southwest of Prilgi Bracer of Protection: Southeast of Prilgi ************************************************************************ Scene 15 - Uncertainty Location: Mount Ithaca Prologue: Magnus desires to avoid battle with the Western Division. Just as he and Hugo are discussing how both sides could reach an agreement, a messenger from the Western Division shows up, that wishes to discuss terms of peace with the Revolutionary Army, from Prince Yumil himself. Following this meeting, word of an advancing troop force reaches the Rev. Army. It appears that Sir Rhade has not had enough punishment. Time to teach that upstart a lesson. Strongholds: Cybillgin: (Starting Location) Population: 91 Morale: 37 Witch's Hut Cactovich: (Allied, South of Cybillgin) Population: 289 Morale: 33 Shop: Bandanna 20 Plumed Headband 60 Estoc 250 Fool 320 Blessed Sword 400 Magician's Robe 120 Scale Armor 200 Amulet 40 Nakima: (East of Cybillgin) Population: 226 Morale: 52 Kynora: (Neutral, East of Nakima) Population: 125 Morale: 25 Lapidz: (Center of Map) Population: 229 Morale: 82 Bella Cula: (North of Cybillgin) Population: 123 Morale: 74 Lachook: (East of Lapidz) Population: 201 Morale: 21 Tilorro: (Northeast of Bella Cula) Population: 121 Morale: 19 Ketican: (North of Tilorro) Population: 48 Morale: 11 Fort Gullsvinter: (Enemy Headquarters) Population: 122 Morale: 50 Enemy Opposition: Wit13 ArM14*----- ----- ----- Wit13 Grp13 Grp13 ----- Location: Charging from Bella Cula ----- Grp13 BlK14* ----- ----- DgT13 DgT13 Grp13 ----- Location: North of Nakima Grp13 ----- Grp13 ----- ----- ----- Items: Two Leaves, Two Fruits Grp13 XXX15*Grp13 Location: North of Nakima ----- Rav14*----- ----- ----- ----- Items: Six Fruits Wyr13 ----- Wyr13 Location: South of Nakima ----- Grf13 ----- ----- ----- ----- Items: Two Leaves Hwk13 Vul14*Hwk13 Location: West of Bella Cula Grp13 Enc14*Grp13 ----- ----- ----- ----- BGo13 ----- Location: West of Bella Cula ----- ----- Grp13 ----- ----- Grp13 Items: Six Leaves Phx13 Cat14*Phx13 Location: North of Nakima BsT13 BsT13 Wit15* ----- ----- Bkr13 ----- Bkr13 ----- Location: Guarding Lachook Grp13 Pri14*----- ----- ----- ----- Grp13 Grp13 Grp13 Location: Guarding Ketican Enc14*----- ----- ----- ----- ----- Gol13 ----- SGo13 Location: South of Gullsvinter ----- Pri14*----- Fae13 Sor13 Fae13 Items: Two Leaves, One Fruit ----- ----- Sor13 Location: South of Lachook (See Tactics) ----- NnM14*----- ----- ----- ----- Items: Two Leaves Grf13 ----- Wyv13 Location: South of Tilorro (See Tactics) BlK14*Rav13 Rav13 ----- Bkr13 ----- Items: Six Leaves Bkr13 ----- ----- Location: North of Lachook (See Tactics) Enemy Commander: Eurynome Rhade (Superior Knight) Pal13 ----- Pal13 ----- SuK16*----- Items: Four Leaves, Two Fruits Cat13 ----- Cat13 Location: Fort Gullsvinter Reward: Sword of Firedrake Battle Tactics: Okay. You've got a few guys coming at you from the beginning. Watch the Raven unit down south, so that you can intercept it before it reaches your allied town. The north area is oddly sparsely populated, and with good cause, because, as you approach the bridge, it will be blown, preventing you from crossing. The XXX character in the normal enemies is the legendary Grappler, Vad. Getting him in your party is not as hard as some make it out to be. First, you have to have at least cleared out the Mines in Audvera Heights. Next, go north and liberate Ketican to destroy the bridge. When you go back, Vad won't move from his spot, so just avoid him. After the scene, he'll join you. Nice. As you progress inward from the south, you'll be forced to cross the bridge, as you cross it, three units will spring up from nowhere and attack (the one's marked on the list). Just bring a bunch of units in with you and you shouldn't have too much trouble, if you play it smart. Epilogue: Magnus will see off the oppressed Nirdamese. They return to their homeland. This means you'll not be seeing Grappler units again. Hooray! Afterwards, Destin Faroda will show up, saying he's going to leave the Revolutionary Army's cause because it's become more about abolishing the class system than independence from Lodis. If you refused to execute Frederick, Saradin decides to stay behind to help your cause. Aftermath: Head to Kynora. If you enter the stronghold during the day, and if you have spoken to the old man in Mylesia, you'll learn about Dragon Armor and Condrite. He tells you to go to the Dardunnelles and get some Condrite so he can make the armor. Hidden Items: Baldr Mail: Midway between Kynora and Cactovich Revive Stone: Pocket of forest inside mountains NW of Cybillgin Buckler: On the road between Bella Cula and Cybillgin Arc Wand: On the road between Bella Cula and Ketican Magician's Robe: Barrens NW of Kynora Stone of Quickness: Southeast of Ketican Thunder Spear: On the road NW of Lachook Book of Earth: South of Tilorro (Across the river) ************************************************************************ Scene 16 - A Legendary Land Location: Mount Keryoleth Prologue: If you lost Dio: Rhade swears revenge on the Revolution. Suddenly, Dio, who was thought to be dead, shows up. He kills Rhade and says he'll take Rhade's place. Hugo gives battle plans... Strongholds: Mursunny: (Starting Location) Population: 117 Morale: 35 Shop: Hachigane 40 Plumed Headband 60 Baldr Bow 160 Ytival 270 Claymore 360 Cloth Armor 20 Hard Leather 150 Natashkan: (East of Mursunny) Population: 188 Morale: 48 Dolbo: (Distant North) Population: 43 Morale: 28 Mingan: (Northeast of Natashkan) Population: 122 Morale: 39 Escaraba: (East of Natashkan) Population: 66 Morale: 80 Tananna: (Neutral, East of Escaraba) Population: 160 Morale: 41 Balera: (East of Mingan) Population: 171 Morale: 81 Gypsanville: (North of Mingan) Population: 86 Morale: 53 Witch's Hut Keryoleth: (Enemy Headquarters) Population: 31 Morale: 50 Enemy Opposition: ReD15 ----- ----- ----- ----- DgM16* Items: Six Leaves ----- Gob18 Gob18 Location: Charging from Natashkan Rav15 ----- Cat15 ----- Cat15 ----- Rav15 ----- Cat17* Location: Guarding Natashkan ----- Dia16*Pmp15 ----- ----- Gre18 Items: Five Leaves Pmp15 Gre18 ----- Location: Forest west of Dolbo Cer15 ----- NnM16* ----- ----- ----- ----- Nin15 Nin15 Location: Forest west of Mingan ----- BlK16*----- ----- ----- ----- BkD15 ----- Ogr18 Location: Charging from Escaraba Cok15 ----- Cok15 ----- ----- ----- Items: Four Leaves, Two Fruits Fre17*----- ----- Location: Southeast of Dolbo Gob17 Sir15*----- ----- ----- Gob17 Ogr17 ----- ----- Location: West of Mingan ----- Rav16*Rav15 DgM15 ----- ----- Rav15 ----- Rav15 Location: South of Mingan BkD15 ----- Tmt15 ----- ----- ----- ----- BlK17*----- Location: Guarding Mingan ----- ----- Grf15 Gob18 ----- ----- Items: Two Leaves ----- SwM16*Gob18 Location: South of Mingan Fre15 Fre15 ----- ----- ----- Fre17* Items: Five Leaves, Two Fruits Val15 ----- Val15 Location: Guarding Gypsanville ----- Sir16*----- ----- ----- ----- Ogr18 ----- Wyr15 Location: Guarding Balera ----- Enc16*----- ----- ----- ----- SGo15 ----- BGo15 Location: Southwest of Keryoleth Dia16*----- Arc15 Arc15 Knt15 ----- ----- ----- Knt15 Location: South of Keryoleth Enemy Commander: Giolse Gob17 ArM18*----- ----- ----- Gob17 Items: Four Leaves, Two Fruits Ogr17 ----- ----- Location: Keryoleth Reward: Hraesvelg Battle Tactics: First point of note... There's a different enemy standard you're fighting here. A grinning demon. What could it mean? You'll have dual problems in this battle. Both to the north and to the south. The southern problem is a simple problem of numbers. You've got many, many units to deal with set up in a wall near Mingan. Still, there's many exposed leaders, so fight smart and you shouldn't have too many problems. In the north, you'll face your first Cockatrice unit in this battle. Cockatrices, in the back row, can petrify your units, and will put them out of the fight just like that. It costs 500 Goth to revive someone petrified, too, with a Revive Stone, so it's worth your while to use this strategy. Equip someone, (Knight or Phalanx) with Troi's Hallowed Shield, put him with two Golems and send them into battle with the fowl demons. You're also gonna have some trouble with the Diana unit in the north, due to the two Pumpkinheads in the unit. Either send in a powerful spellcasting unit to take out the Diana quickly (who's the only other significant damage), or send in someone with a Priest. Clerics probably won't be as useful in this instance. After these problems are overcome, the mission is easily finished up. Epilogue: Magnus meets his father. They exchange words and Ankiseth Gallant challenges his son's motives about this revolution... Hidden Items: Fur Coat: On the road between Mursunny and Natashkan Plate Armor: On the road between Natashkan and Mingan Book of Wind: Midway between Escaraba and Tananna Arc Wand: On the road between Gypsanville and Dolbo Dragon Shield: North of Gypsanville Silver Hourglass: East of Balera Revive Stone: Northwest of Mingan (across river) ************************************************************************ Scene 17 - Visitors from the West Location - Azure Plains Prologue: Simple Battle Tactics on this one... Strongholds: Remella: (Starting Location) Population: 63 Morale: 42 Shop: Armet 120 Arc Wand 150 Thunder Spear 320 Spellbook 100 Buckler 40 Magician's Robe 120 Baldr Mail 250 Amulet 40 Frattelli: (North of Remella) Population: 270 Morale: 80 Kegu: (West of Frattelli) Population: 157 Morale: 14 Witch's Hut Quellorna: (South of Noistrien) Population: 129 Morale: 61 Dauphin: (Southwest of Remella) Population: 112 Morale: 86 Coppermine: (Southwest Corner) Population: 224 Morale: 83 Drumheller: (South of Remella) Population: 216 Morale: 58 Fort Noistrien: (Enemy Headquarters) Population: 27 Morale: 50 Enemy Opposition: Wyr14 ----- Rav15* ----- ----- ----- Items: Three Leaves, Two Fruits ----- ----- Wyr14 Location: Guarding Drumheller Wit14 KtT16*Sir14 Wit14 ----- Sir14 ----- ----- ----- Location: Guarding Frattelli Wiz14 Wiz14 ----- DgM14 ----- DgM14 Items: Three Leaves, Two Fruits ----- KtT15*----- Location: Charging from Dauphin Fae14 Gre15 ----- ----- ----- Fae14 ----- Phx15*----- Location: Guarding Dauphin Arc14 ----- Arc14 ----- KtT15*----- Items: Four Leaves, Two Fruits Pal14 ----- Pal14 Location: Charging from Kegu ----- Rav15*----- Hwk14 ----- Hwk14 Items: Four Leaves, Two Fruits ----- Hwk14 ----- Location: Charging from Mountains (See Tactics) Wyr14 ----- Rav15* ----- ----- ----- Items: Three Leaves, Two Fruits ----- ----- Wyr14 Location: Charging from Mountains (See Tactics) ----- Grf14 ----- ----- ----- ----- Items: Four Leaves, Two Fruits Hwk14 Vul15*Hwk14 Location: Charging from Mountains (See Tactics) ----- Rav15*----- ----- ----- ----- Items: Two Leaves, Two Fruits Wyr14 ----- Wyr14 Location: Charging from Mountains (See Tactics) Pri14 ----- Pri14 ----- ----- ----- Items: Five Leaves Cat14 KtT16*Cat14 Location: Guarding Kebu ----- Vul15*----- Vul14 ----- Vul14 Knt14 ----- Knt14 Location: Guarding Coppermine Wit14 Wit14 DoM15* ----- ----- ----- Items: Two Leaves Wit14 ----- ----- Location: Guarding Quellorna Enemy Commander: Robert Sir14 Sir14 ----- ----- ----- ----- Items: Three Leaves, Two Fruits Pal14 KtT16*Pal14 Location: Fort Noistrien Reward: Ice Blade Battle Tactics: A new adversary has joined the mix. You're taking down some members of the Holy Lodis Army here. This battle is quite straightforward, actually. You'll get a little surprise with a new unit, Knight Templar. They're pretty much just a bit beefier Knight, but not that much. Also, you'll get a nice surprise when you cross the bridge on the river. Four flying units will assault your headquarters. Of course, by now you'll have realized that that was their intention in the first place, so you'll have some units there, right? ^_^ In the southern reaches, near Coppermine, you may have the pleasure of running into Sheen Cocteau. He's a Hawkman who considers himself quite the ladies man. Sign him on. Epilogue: Same if you took this way first. Nothing if you went here second. Aftermath: Not much going on, but if you take Sheen to Frattelli, a woman there will tell him off... Hidden Items: Plumed Headband: Road between Remella and Drumheller Claymore: Road between Fratelli and Kegu Quit Gate: Road between Kegu and Fort Noistrien Ytival: Midway between Dauphin and Quellorna Bracer of Protection: Southeast of Kegu ************************************************************************ Scene 18 - The Grim Path Location: Wentinus Prologue: Magnus is torn between the decision of fighting the Western Division, with his father and childhood friend at the forefront. Here, you're given a choice of how you want to proceed. You can follow orders and fight, or you can try to make peace. Making peace: Magnus goes to meet his father. There's a small bit of tension between the two, and they go to the War Room. Just as they're beginning they're peace agreement, Dio bursts in with news that Yumil has been arrested for treason. A knight from Lodis took him. Ankiseth wants to sacrifice himself, but Magnus insists on rescuing him with the entire group. Following orders: Simple matter of battle plans. Strongholds: Salem: (Starting Location) Population: 140 Morale: 84 Silhouette: (Allied, Northeast of Salem) Population: 213 Morale: 55 Ellode: (Southeast of Salem) Population: 122 Morale: 33 Reliance: (North of Salem) Population: 187 Morale: 18 Parmel: (East of Silhouette) Population: 99 Morale: 15 Yves Guibiques: (North of Reliance) Population: 253 Morale: 67 Hopedale: (Northeast of Reliance) Population: 187 Morale: 78 Cartwright: (East of Hopedale) Population: 253 Morale: 79 Witch's Hut Badin: (Neutral, Northeast corner) Population: 236 Morale: 10 Timmins: (Northern Edge) Population: 238 Morale: 35 Shop: Armet 120 Arc Wand 150 Baldr Spear 230 Spellbook 100 Tower Shield 350 Fur Coat 250 Heavy Armor 650 Amulet 40 Igglurick: (Southeast of Castle Talpaea) Population: 244 Morale: 12 Castle Talpaea: (Enemy Headquarters) Population: 177 Morale: 50 Enemy Opposition: (With Ankiseth) ArM17*----- ----- ----- Wiz16 Sor16 Wiz16 Sor16 ----- Location: Guarding Reliance Knt16 Knt16 Bkr16 ----- Pal17*----- Items: Two Leaves Bkr16 ----- ----- Location: Guarding Cartwright ----- BlK17*----- Knt16 ----- Arc16 Items: Four Leaves, Two Fruits Knt16 ----- Arc16 Location: Charging from Ellode (for Ankiseth) ----- NnM17*----- Fen16 Nin16 ----- Fen16 ----- Fen16 Location: Guarding Ellode --- Legion 1: Funnel Shift Formation Sld-- CeM17%Sld-- ----- ----- ----- Items: Three Leaves, One Fruit ----- Wyv16 ----- Location: Charging from Yves Fen16 ----- Fen16 ----- SwM17*----- Nin16 ----- Nin16 Position: Right Side Knt16 BlK18*BlK16 ----- ----- ----- Items: Six Leaves BlK16 ----- Knt16 Position: Left Side --- Fre16 Fre16 ----- ----- ----- Fre18* Val16 ----- Val16 Location: Guarding Hopedale Dia16 Wit18*Dia16 ----- ----- ----- Cat16 ----- Cat16 Location: Guarding Yves ----- NnM17*Wiz16 Bkr16 ----- Wiz16 Bkr16 ----- ----- Location: Charging from bridge NE of Yves ----- Nin16 ----- Nin16 NnM18*Nin16 ----- Nin16 ----- Location: Retreating from Igglurick Arc16 Arc16 ----- ----- ----- ----- Phx16 Cat19*Phx16 Location: Guarding Igglurick --- Legion 2: Wedge Shift Formation ----- ----- ----- Sld-- CeF17%Sld-- Items: Two Leaves ----- ----- ----- Location: Charging from the North Wyv16 ----- ----- ----- ----- ----- Items: Two Leaves Rav17*----- Wyr16 Position: Right Side Pri18*----- ----- ----- ----- BGo16 Gol16 ----- ----- Position: Left Side --- Enemy Commander: Baldwin Glendale (Temple Command) Dia16 ----- Dia16 ----- TmC19*----- KtT16 ----- KtT16 Location: Castle Talpaea --- Enemy Opposition: (Without Ankiseth) Knt16 Knt16 Bkr16 ----- Pal17*----- Bkr16 ----- ----- Location: Guarding Cartwright ----- Wit19*Wit16 Pri16 ----- Pri16 ----- Pri16 ----- Location: Guarding Silhouette ----- BlK17*----- Knt16 ----- Arc16 Items: Six Leaves Knt16 ----- Arc16 Location: Charging from Ellode (for Ankiseth) ----- NnM17*----- Fen16 Nin16 ----- Fen16 ----- Fen16 Location: Guarding Ellode Fre16 Fre16 ----- ----- ----- Fre18* Val16 ----- Val16 Location: Guarding Hopedale --- Legion 1: Funnel Shift Formation Sld-- CeM17%Sld-- ----- ----- ----- Items: Three Leaves, One Fruit ----- Wyv16 ----- Location: Charging from Yves Fen16 ----- Fen16 ----- SwM17*----- Nin16 ----- Nin16 Position: Right Side Knt16 BlK18*BlK16 ----- ----- ----- Items: Six Leaves BlK16 ----- Knt16 Position: Left Side --- Dia16 Wit18*Dia16 ----- ----- ----- Cat16 ----- Cat16 Location: Guarding Yves Arc16 Arc16 ----- ----- ----- ----- Items: Two Leaves Phx16 Cat19*Phx16 Location: Charging from Igglurick ----- NnM17*Wiz16 Bkr16 ----- Wiz16 Bkr16 ----- ----- Location: Guarding Igglurick --- Legion 2: Wedge Shift Formation ----- ----- ----- Sld-- CeF17%Sld-- Items: Two Leaves ----- ----- ----- Location: Charging from the North ----- ----- ----- Knt16 Pal19*Knt16 Items: Six Leaves Pal17 ----- Pal17 Position: Right Side SwM17*----- Bah16 ----- ----- ----- NnM16 ----- NnM16 Position: Left Side --- Enemy Commander: Ankiseth Gallant (Solidblade) Dia17 ----- Dia17 ----- Sol19*----- Items: Five Leaves, Two Fruits Cat17 ----- Cat17 Location: Castle Talpaea Reward: Blessed Sword Battle Tactics (with Ankiseth): Ankiseth's Unit: Dia17 ----- Dia17 ----- Sol19*----- Items: Four Leaves, Two Fruits Cat17 ----- Cat17 Location: Silhouette Ankiseth will start out from Silhouette. He'll proceed along the road north and will liberate Cartwright, then he'll go to Igglurick to liberate that, and further on to Castle Talpaea to face Baldwin. There's nothing you can do to stop him. Just pray he doesn't croak on the way. You'll face your first Legion in this battle. Don't panic. Just attack and you'll see firsthand just how ineffective Legions actually are. The Legion Core is easily taken out. You'll face the major concentration of enemies on the west side. The east will be relatively clear. Save two or three (preferably three) units to send east to liberate. Noting the Morale of that area, you're probably going to want them to be Chaotic for the most part. Cartwright has high Morale, but Ankiseth will take care of that. Make sure you stop by Timmins, too, to buy any of the Siren or Cataphract equipment, because you will NOT be returning here. Don't be caught off guard by the Legion that shows up to the north, although it shouldn't present too many problems. (I beat the whole thing back with one unit) Battle Tactics: (Without Ankiseth) Won't have to worry about him, so take your time in this mission. There are a few extra units to face, but there shouldn't be too much trouble. You'll face your first Legion in this battle. Don't panic. Just attack and you'll see firsthand just how ineffective Legions actually are. The Legion Core is easily taken out. You'll face the major concentration of enemies on the west side. The east will be relatively clear. Save two or three (preferably three) units to send east to liberate. Noting the Morale of that area, you're probably going to want them to be Chaotic for the most part. Cartwright has high Morale, but Ankiseth will take care of that. Make sure you stop by Timmins, too, to buy any of the Siren or Cataphract equipment, because you will NOT be returning here. Don't be caught off guard by the Legion that shows up to the north, although it shouldn't present too many problems. (I beat the whole thing back with one unit) Epilogue (With Ankiseth): Baldwin runs off to grab Yumil. As he's running off with him, Mari stops him, casting a bit of her newfound power on him. He's intrigued, but she's still no match for him. He knocks her down and runs off. Magnus arrives to an empty room, searching for Yumil. Epilogue (Without Ankiseth): Ankiseth, Magnus, and Yumil wonder why there is need to fight. Ankiseth tells his son that he's become strong, and to take Yumil into the Revolutionary Army. Suddenly, Baldwin comes up behind Ankiseth runs him through. He grabs Yumil and runs off. Ankiseth dies in his son's arms... Both Epilogues: Afterwards, there is heated discussion among the Revoultionary War commanders. The Western Division has ceded itself to the Revolution, but there's still the problem of the Central Division, the Eastern Orthodox Church, and Lodis. The Revolution pulls out of Wentinus soon after it's captured. Wentinus, Azure Plains, and Mount Keryoleth will no longer be accessible. Therefore, there's no listed Aftermath, yet. Hidden Items: Love and Peace: Road between Ellode and Silhouette Urn of Chaos: Midway between Yves and Hopedale Tower Shield: Southeast of Hopedale Heavy Armor: Road between Cartwright and Timmins Book of Bane: Road between Cartwright and Badin Armet: Northeast of Castle Talpaea Baldr Spear: Road between Igglurick and Timmins ************************************************************************ ************************************************************************ D. Chapter 3: As time passes, their backs break under their burdens... Opening: A secret meeting is taking place involving King Procus and his son, concerning the true power of the Progenitor. It's interrupted by Sir Richard Glendale of the Caliginous Order, along with his brother Baldwin, and their advisor, Thamuz Delville, who has delivered a decree that puts Palatinus under full control of the Holy Lodis Empire. Magnus, Frederick, Xevec, (and Ankiseth if you have him) are discussing the situation. Xevec is all for fighting, as it seems to be the easiest way to achieve victory. Frederick wants to talk peace with the Central Division, since their strengths are equal. If Ankiesth's here, then it's at this point, if you have a neutral to high Chaos Frame, that you can decide whether or not to take Ankiseth with you. If you refuse, you'll not have the ability to recruit him again. ************************************************************************ Legion FAQ Before I start, lemme just remind you that Legions will appear in the Hugo Report, and in the Tutorial, so check there for info. Q: Why can't I put units in my Legion? A: You need Soldiers in your Legion Core to add units. This refers to the fact that you need Soldiers to act as messengers to give order to units so that you can make formations. Q: Who can become a Legion Leader? A: Magnus, Dio, Leia, Ankiseth, Debonair, and Destin can be Legion Leaders. Also, Centurions can lead Legions. A Princess can, as well. Q: How can I make a Centurion? A: Either gender can become a Centurion. Besides the usual stat requirements, the person you want to be a Centurion has to have promoted ten Soldiers to either Fighters or Amazons. And, the big question... Q: Are Legions worth it? A: I can answer this with a resounding NO! The Legion is REQUIRED to maintain formation. The fact that you need to use Soldiers in the Core makes it very weak. The Centurion himself (or herself) is not a strong class at all. You can do pretty much the same thing with a small cluster of units, and you have much more freedom. ************************************************************************ Scene 19 - The Setting Sun Location: Dardunnelles, The Crossroads Prologue: Battle Plans! Strongholds: Romella: (Starting Location) Population: 120 Morale: 75 Shop: Plumed Headband 60 Spear 150 Round Shield 20 Large Shield 180 Breastplate 180 Plate Mail 210 Adigrat: (Neutral, South of Romella) Population: 169 Morale: 10 Bungasue: (East of Romella) Population: 192 Morale: 46 Melphy: (North of Romella) Population: 97 Morale: 61 Ramballene: (Southeast of Bungasue) Population: 91 Morale: 78 Dardunnelles: (East of Melphy) Population: 102 Morale: 50 Garu Kaio: (East of Dardunnelles) Population: 288 Morale: 20 Witch's Hut Fort Akkisis: (Enemy Headquarters) Population: 161 Morale: 50 Enemy Opposition: ----- Pri18*SwM16 ----- ----- ----- Flb16 ----- SwM16 Location: Guarding Melphy --- Legion 1 - Funnel Shift Formation Sld-- ----- Sld-- ----- CeM17 ----- Sld-- ----- Sld-- Location: Guarding Bungasue Rav16 ----- Cat16 ----- Cat16 ----- Items: Six Leaves Rav16 ----- Cat18* Position: Far Left Side Pal16 Pal18*Pal16 Knt16 ----- Knt16 ----- ----- ----- Position: Near Left Side ----- Pri18*SwM16 ----- ----- ----- Flb16 ----- SwM16 Position: Near Right Side Coc16 ----- Coc16 ----- ----- ----- Fre18*----- ----- Position: Far Right Side --- Wyv16 ----- ----- ----- ----- ----- Items: Three Leaves, Two Fruits Rav17*----- Wyr16 Location: Charging from Southeast Forest --- Legion 2 - Funnel Shift Formation ----- ----- ----- Sld-- CeF17%Sld-- Items: Two Leaves ----- ----- ----- Location: Charging from Dardunnelles Cle16 Pri18*----- Knt16 ----- Cle16 Items: Four Leaves ----- Knt16 ----- Position: Right Side ----- Cle16 Cle16 ----- ----- ----- Enc17*----- SGo16 Position: Left Side ---- ----- SwM18*----- SwM16 ----- SwM16 ----- Fen16 Fen16 Location: Guarding Ramballene Pri18*----- ----- ----- ----- BGo16 Gol16 ----- ----- Location: Guarding Garu Kaio Pri17*----- ----- Bkr17 Bkr17 ----- Bkr17 ----- Bkr17 Location: Southwest of Akkisis Enemy Commander: Ujeanne ----- Pri18*Fre16 Fre16 ----- ----- Items: Four Leaves, One Stone ----- Pal16 Pal16 Location: Fort Akkisis Reward: Vestment of Water Battle Tactics: Note the Cockatrice unit. Time to bring out your Cockatrice beating unit. You have been working on one, right? Send a few guys up north to deal with the second Legion, but keep the main force on the main path. There are a LOT of Priests in this lineup, so you may be focusing on spellcasting a lot. Other than that, there's really not much to this mission. Just watch out for the Raven unit that tries to sneak up on your base... Epilogue: Ujeanne reveals that Lodis already here, defending the Central Division. Magnus and crew decide to go get some help from the Eastern Orthodox Church. Afterwards, there's a scene in the East, where a warrior is forced to be killed, as she's possessed by the devil. Aftermath: Take Sheen to Garu Kaio, where you'll find a young girl who will give him the Decoy Cap. Hidden Items: Same as Dardunnelles I ************************************************************************ Scene 20 - Brigade of Radiant Cross Location: Gules Hills Prologue: Hugo informs Magnus that Lodis has annexed Palatinus, and will remain in control until the war is over. Both Magnus and Hugo realize that all they can do is continue to push forward... Strongholds: Fort Bergiga: (Starting Location) Population: 87 Morale: 82 Amdelm: (Neutral, Northeast of Bergiga) Population: 31 Morale: 87 Shop: Leather Hat 40 Plumed Headband 60 Great Bow 90 Baldr Bow 160 Ytival 270 Bow of Sandstorm 420 Leather Armor 60 Hard Leather 150 Terra Armor 250 Kurashino: (Northeast of Amdlem) Population: 48 Morale: 69 Mezzeni: (Neutral, Southeast Corner) Population: 61 Morale: 29 Muji: (Midwest Edge) Population: 182 Morale: 71 Colgeuff: (Mideast Edge) Population: 215 Morale: 40 Castle Echel: (Northwest Corner) Population: 95 Morale: 50 Novipoldt: (East of Echel) Population: 261 Morale: 64 Bellezoppo: (South of Guntherhaal) Population: 215 Morale: 34 Witch's Hut Guntherhaal: (Enemy Headquarters) Population: 83 Morale: 50 Enemy Opposition: KtT16 ----- KtT16 ----- KtT18*----- Items: Four Leaves KtT16 ----- KtT16 Location: Charging from Kurashino Arc16 ----- Arc16 ----- KtT18*----- Items: Two Leaves, Two Fruits, One Stone Pal16 ----- Pal16 Location: Charging from Kurashino ----- ----- KtT18* PtD16 ----- ----- ----- ----- Bah16 Location: Charging from Kurashino Pri16 ----- Pri16 ----- ----- ----- Items: Two Leaves, Two Fruits Cat16 KtT18*Cat16 Location: Charging from Muji ----- ----- Wit16 Wit16 ----- Knt16 Items: Four Leaves, Two Fruits Knt16 ----- Pal17* Location: Guarding Muji Vul17*----- Wyv16 ----- ----- ----- Items: Four Leaves, Two Fruits ----- Wyv16 ----- Location: Charging from East of Kurashino ----- ----- Opi16 Vul17*----- ----- Items: Four Leaves, Two Fruits ----- ----- Gri16 Location: Charging from East of Kurashino ----- Vul18*Fae16 ----- ----- Vul16 Items: Four Leaves, Two Fruits Fae16 Vul16 ----- Location: Charging from East of Kurashino Arc16 Arc16 ----- ----- ----- ----- Phx16 Cat19*Phx16 Location: Guarding Castle Echel --- Legion 1: Funnel Shift Formation ----- Sld-- ----- ----- CeF17%----- Items: Two Leaves, One Fruit ----- Sld-- Sld-- Location: Guarding Novipoldt EhD16 ----- ThD16 ----- ----- ----- Items: Five Leaves, Two Fruits ----- DgM17*----- Position: Right Side Wyv16 ----- ----- ----- ----- BsT16 Items: Two Leaves BsT16 BsM17*----- Position: Left Side --- Wit16 KtT18*Sir16 Wit16 ----- Sir16 Items: Three Leaves ----- ----- ----- Location: Charging from East of Kurashino Wit16 ----- ----- Wit16 Wit16 ----- ----- BlK17*Wit16 Location: Guarding Bellezoppo Fre16 KtT18*Fre16 ----- ----- ----- KtT16 ----- KtT16 Location: Charging from Guntherhaal Dia16 Dia16 Dia16 ----- KtT18*----- ----- ----- Cat16 Location: Charging from Guntherhaal Enemy Commander: Pruflas Watts (Temple Command) Fre16 ----- Fre16 ----- ----- ----- Items: Four Leaves, Two Stones KtT16 TmC19*KtT16 Location: Guntherhaal Reward: Heavy Armor Battle Tactics: Deploy your units, because the enemy will be out in force right away with four Templar units and three Vultan units on you in the first ten minutes of battle. If you've leveled up enough, problems should be minimal. Once you get rid of those units, there's surprisingly very few others. Just watch for the extra Templar units that pop up near Pruflas as you close in on him. Epilogue: Mari finds Yumil in the garden he said goodbye to Magnus in. He explains to her that he wants power. He wants to be strong to rule Palatinus. He feels he has nothing to help him as opposed to Ankiseth and Magnus. Mari can't believe what she's hearing, then Baldwin interrupts. He explains that Yumil has the power of the Progenitor deep inside him. If he used that power, even Lodis would kneel before him. Before he leaves, he addresses Mari, telling her that she should stay away from him, and that goes for Zeda, too. (The woman who gave Mari her power). After he leaves, Yumil says he wants the power of the Progenitor, and Mari pledges herself to help him find it. Aftermath: Go to Muji and you'll speak to a man who wants you to find his daughter in the Volmus Mine. Go to Volmus Mine and a woman will tell you she went to Mount Ithaca. Go to Cactovich, Mount Ithaca and you'll find the girl, who'll then give you the Pedra of Virtue. Hidden Items: Stone Sword: Road between Bergiga and Muji Altar of Resurrection: Road between Amdelm and Mezzeni Book of Bane: South of Colgeuff (across bridge) Quit Gate: North of Novipoldt (between two mountains) Dragon Shield: Road between Bellezoppo and Colgeuff Titania Mail: Forest Northeast of Castle Echel Bloodstained Robe: Road between Castle Echel and Novipoldt Battle Fan: Southwest of Bellezoppo (across river) ************************************************************************ Scene 21 - The Eastern Orthodox Church Location: Fair Heights Prologue: Magnus, Dio, and Leia discuss how Lodis is also in the area of the Eastern Orthodox Church. After the battle plans, Leia wonders why she was summoned to the meeting. Hugo explains that a friend of hers is here. The girl, a Siren, enters. Her name is Meredia O'Kiefe, and she explains how Count Silvis (Leia's father) is supportive of the Revolution, like some other members of the Central Division. She also asks to join your party. Strongholds: Dibnoe: (Starting Location) Population: 298 Morale: 35 Shop: Iron Helm 30 Armet 120 Spear 150 Baldr Spear 230 Prox 450 Volcaetus 460 Large Shield 180 Tower Shield 350 Plate Mail 210 Heavy Armor 650 Boulli: (North of Dibnoe) Population: 116 Morale: 65 Inze: (Northwest of Boulli) Population: 193 Morale: 81 Danillor: (Northeast of Boulli) Population: 142 Morale: 53 Rajisk: (North of Danillor) Population: 259 Morale: 44 Elaine: (Northwest of Rajisk) Population: 190 Morale: 25 Castle Gramm: (Enemy Headquarters) Population: 266 Morale: 50 Enemy Opposition: Arc17 Arc17 ----- ----- ----- ----- Phx17 Cat20*Phx17 Location: Guarding Boulli Wiz17 ArM19*Wiz17 ----- ----- ArM17 Items: Two Leaves, One Fruit ----- ArM19*----- Location: North of Boulli ----- ----- Vul17 ----- Pal18*Hwk17 Items: Four Leaves, Two Fruits Vul17 Hwk17 ----- Location: North of Boulli Fre17 Fre17 ----- ----- ----- Fre19* Items: Four Leaves, Two Fruits, Two Stones Val17 ----- Val17 Location: Northwest of Boulli Wyv17 ----- ----- ----- ----- ----- Items: Four Leaves, Two Fruits Rav18*----- Wyr17 Location: Charging from Mountains east of Inze ----- Que17 ----- ----- ----- ----- Items: Six Leaves DgM17 DgM19*DgM17 Location: Charging from Daniloff Knt17 BlK19*BlK17 ----- ----- ----- BlK17 ----- Knt17 Location: Guarding Inze --- Legion 1 - Funnel Shift Formation ----- CeM18%----- Sld-- ----- Sld-- Items: Two Leaves, One Fruit ----- Sld-- ----- Location: Guarding Daniloff ----- Enc18*----- ----- ----- ----- Items: Four Leaves, Two Fruits SGo17 ----- BGo17 Position: Right Side Grf17 ----- Opi17 ----- ----- ----- Items: Four Leaves ----- Fre18*----- Position: Left Side --- Coc17 ----- Coc17 ----- ----- ----- Fre19*----- ----- Location: Guarding Rajisk Bah17 ----- Phx17 ----- ----- ----- ----- Cat18*Phx17 Location: South of Castle Gramm ----- Pal17 Pal17 Cat17 ----- Cat17 ----- Cat19*----- Location: Guarding Elaine ----- ----- ----- Knt17 Pal20*Knt17 Pal18 ----- Pal18 Location: Southwest of Castle Gramm Enemy Commander: Jeal Veritte ----- BlK19*----- Cat17 ----- Cat17 Items: Four Leaves, Two Stones Cat17 ----- Cat17 Location: Castle Gramm Reward: Urdarbruun Battle Tactics: Yeah. You get a lot of units thrown at you, but it's a really very straightforward. If you've been keeping on top of levels, this mission is a snap. Don't forget about the Cockatrice unit. Epilogue: Hugo and Magnus learn that the Eastern Orthodox Church is under control of the Central Division now. Hugo discusses three possible routes. One goes to the Tremos Mountains (22), where there aren't any expected encounters (yeah, right), the other goes straight into Capitrium (23), where the battalion is sure to run into the Eastern and Central Divisions, and there's also the possibility of Vert Plateau, where a Berthan Sentinel has been sighted (21). Where to go: If you go to the Vert Plateau, you will then afterwards have to go Capitrium, and Tremos will not be available. If you go to Capitrium, you will then have to go to Vert Plateau. If you go to Tremos Mts., the other two will disappear. Aftermath: Part of the Dragon Quest: After you have the Dragon Helm and Armor, and have talked to the old man in Idorf again, go to Elaine, and you'll be given the Dragon Scale and told that Grozz Nuy is in Pinneg, Celesis. If you have Liedel, go to Inze after finishing this scene, and a former member of her unit will give her the Red Branch. Hidden Items: Electric Shield: On the road to Boulli Crystal of Precision: On the road south of Daniloff Cup of Life: In between two sets of mountains southeast of Inze Angel Fruit: In between Elaine and Castle Gramm Altar of Resurrection: By the river bank east of Daniloff Bloodstained Robe: Between the mountains and the river south of Daniloff Stone of Quickness: To the north of the point where the three rivers meet ************************************************************************ Scene 22 - Suspicion Location: Vert Plateau Prologue: Battle plans Strongholds: Sagith: (Starting Location) Population: 79 Morale: 47 Shop: Bone Helm 50 Plumed Headband 60 Rapier 30 Stone Sword 200 Estoc 250 Main Gauche 400 Chain Mail 120 Scale Armor 200 Estergum: (Northwest of Sagith) Population: 81 Morale: 52 Chrisalouis: (West of Estergum) Population: 208 Morale: 71 Queshay: (North of Estergum) Population: 179 Morale: 19 Fort Hillervich: (Northwest of Chrisalouis) Population: 141 Morale: 72 Dossoll: (Northeast of Queshay) Population: 122 Morale: 14 Sarisk: (Northwest of Queshay) Population: 234 Morale: 13 Witch's Hut Marrilaife Castle: (Enemy Headquarters) Population: 77 Morale: 50 Enemy Opposition: PtD19 ----- Bah19 ----- ----- ----- DgM20*----- ----- Location: Guarding Estergum BkD19 ----- Tmt19 ----- ----- ----- ----- BlK21*----- Location: Charging from north of Estergum Hyd19 ----- BsM19 ----- ----- ----- BsM19 BsM21*----- Location: Guarding Chrisalouis EhD19 ----- ThD19 ----- ----- ----- Items: Four Leaves, Two Fruits, One Stone ----- DgM20*----- Location: Charging from Queshay Sor19 ----- Sor19 ----- Fre21*----- Items: Four Leaves, One Fruit Fre20 ----- Fre20 Location: Charging from Queshay --- Legion 1 - Funnel Shift Formation ----- CeF20%----- Sld-- ----- Sld-- Items: Two Leaves, Two Fruits Sld-- ----- Sld-- Location: Charging from north of Queshay ----- ----- SwM20* ----- ----- ----- Items: Four Leaves, Two Fruits YgD19 ----- Opi19 Position: Near Right Side ----- Wiz19 ----- Wiz19 Wiz22*Wiz19 Items: Three Leaves ----- Wiz19 ----- Position: Near Left Side ----- Que19 ----- ----- ----- ----- Items: Four Leaves, Two Fruits DgM19 DgM21*DgM19 Position: Far Right Side AzD19 ----- EhD19 ----- ----- ----- ----- ----- Enc20* Position: Far Left Side --- Hyd19 ----- ----- ----- ----- Fre20* Items: Four Leaves, Two Fruits BuD19 ----- ----- Location: Guarding Fort Hillverich ----- ----- DgM20* Flb19 ----- ----- ----- ----- ReD19 Location: Guarding Sarisk ----- Enc20*----- ----- ----- ----- SGo19 ----- BGo19 Location: Southwest of Marrilaife Castle Enemy Commander: Fourierre Bah19 ----- DgM21* ----- ----- ----- Items: Five Leaves, Two Stones ----- PtD19 ----- Location: Marrilaife Castle Battle Tactics: The enemy's level has taken a bit of a jump here. This could cause some problems. Also of note is the fact that there are several venerable dragons in the ranks of the enemy. Be careful who you send where and watch their HP. Going to Fort Hillverich with Magnus will allow you to meet up with the Berthan Sentinel, Europea. She'll explain how the enemies in this area are after her, and she asks for your help. After Magnus agrees (automatic), she'll set out on her own for the Castle. Europea's Group: Fre19 ----- Fre19 ----- CeF20*----- Items: Four Leaves, Two Fruits, One Stone Pal19 ----- Pal19 Epilogue: (Taking Europea) The enemy commander doesn't say much. Europea agrees to tell the Revolutionary Army all she knows about the Eastern Orthodox Church and what has been going on there. She also offers to join the battalion. (She doesn't have to kill the enemy commander for getting her to join) AFter you finish this mission, Tremos Mountains will no longer be available. Aftermath: Take Europea back to Fort Hillverich and a lady there will give you the Starry Sky, a Small Shield. Hidden Items: Dragon Helm: On the road between Fort Hillverich and Chrisalouis Scroll of Discipline: Midway between Estergum and Fort Hillverich Book of Bane: Midway between Sarisk and Queshay Book of Bane: Midway between Queshay and Dossoll Heal Pack: Directly east of Queshay in the forest Firecrest: Small cul-de-sac of Plains northwest of Queshay Cyanic Claw: Patch of Barrens west of Sarisk ************************************************************************ Scene 23 - The Mercenaries Location: Tremos Mountains Prologue: While the troop marches toward Celesis, they're intercepted by a band of mercenaries hired by the enemy. Salavaat: (Starting Location) Population: 169 Morale: 63 Shop: Bandanna 20 Armet 120 Marionette 120 Fool 320 Satan's Bullova 360 Electric Shield 150 Robe 30 Magician's Robe 120 Baldr Armor 420 Amulet 40 Ring of Eloquence 250 Corpino: (Northwest of Salavaat) Population: 81 Morale: 87 Fort Vitzdar: (Northeast of Salavaat) Population: 253 Morale: 57 Schime: (North of Vitzdar) Population: 44 Morale: 44 Coongul: (North of Fort Bertuga) Population: 295 Morale: 87 Witch's Hut Fulmanobo: (Neutral, Northwest of Fort Bertuga) Population: 288 Morale: 19 Orremah: (Southwest of Fort Bertuga) Population: 212 Morale: 53 Fort Bertuga: (Enemy Headquarters) Population: 40 Morale: 50 Enemy Opposition: Legion 1: Dual Wedge Formation Sld-- ----- Sld-- ----- CeF24%----- Items: Two Leaves, Two Fruits Sld-- ----- Sld-- Location: Charging from south of Corpino SwM24*----- Bah23 ----- ----- ----- Items: Four Leaves, Two Fruits, One Stone NnM23 ----- NnM23 Position: Near Right Arc23 Arc23 ----- ----- ----- ----- Phx23 Cat26*Phx23 Position: Near Left Dia23 Wit26*Dia23 ----- ----- ----- Cat23 ----- Cat23 Position: Far Left NnM23 ----- ----- ----- Pmp23 SwM25* Items: Six Leaves NnM23 Pmp23 ----- Position: Far Right --- Legion 2: Dual Wedge Formation ----- CeF24%----- Sld-- ----- Sld-- Items: Two Leaves, Two Fruits Sld-- ----- Sld-- Location: Charging from South of Fort Vitzdar Vul23 Vul24*----- ----- ----- Vul23 Items: Two Leaves Fre23 Fre23 ----- Position: Near Right ----- Enc24*----- ----- ----- ----- SGo23 ----- BGo23 Position: Near Left ----- NnM24*----- ----- ----- ----- Fri23 ----- Wyv23 Position: Far Left ----- SwM25*----- SwM23 ----- SwM23 Items: Six Leaves ----- Fen23 Fen23 Position: Far Right --- Haw23 ----- Vul23 ----- SwM24*Vul23 ----- ----- Haw23 Location: Guarding Coongol Wit23 ----- Wit23 ----- Fen25*----- Fen23 ----- Fen23 Location: Across the Bridge near Fort Bertuga Knt23 BlK25*BlK23 ----- ----- ----- BlK23 ----- Knt23 Location: Guarding Corpino Fen23 ----- Fen23 ----- SeM24*----- Items: Two Leaves, Two Fruits Nin23 ----- Nin23 Location: Guarding Fort Vitzdar Enemy Commander: Kageiye NnM23 ----- ----- Fen23 ----- NnM23 Items: Four Leaves, Two Stones ----- SwM25*Fen23 Location: Fort Bertuga Reward: Yu-giri Battle Tactics: It's clobberin' time. The enemies levels have take a major jump here, and you're surrounded by two Legions from the get go. This is easily the hardest mission in the game. Don't panic. Since you should have ten units, send four to the north, four to the east, and leave two at your headquarters. There's a good chance you'll lose a couple of characters during the course of this mission. The good thing about the whole ordeal, is that once you finish with the two Legions, you're home free. There's a special character here, if you're interested. Go to Condrio, and you'll learn about the "Devil Child". Go to Coongul, and you'll meet him. He'll be moping over his friend, who's been turned to stone. When you talk to him, respond "Is that what you want?" You'll leave the conversation. Finish the mission, and the mercenary leader will offer his help. You can either accept or decline. Either way, the Devil Child, Paul Lukische the Enchanter, will join your party. Hidden Items: Scroll of Discipline: On the road between Fort Vitzdar and Salavaat Fang of Firedrake: On the road between Salavaat and Fort Bertuga Heal Pack: On the road between Fort Vitzdar and Fort Bertuga Black Cat: Between Orremah and Fulmanobo Ring of the Dead: Northwest of Coongul Bow of Thunderbolt: Midway between Condrio and Bertuga Angel Fruit: East of Coongul ************************************************************************ Scene 24 - The Rebel Location: Capitrium, The Land of Advent Prologue: Battle plans, Hugo cautions Magnus to be wary of the undead and demons that inhabit the area, and warns they're likely to face powerful units. Strongholds: Rososhi: (Starting Location) Population: 45 Morale: 87 Shop: Leather Whip 60 Rupture Rose 120 Whip of Exorcism 210 Glaive of Champion 500 Leather Armor 60 Hard Leather 150 Balta: (Southeast Corner) Population: 32 Morale: 31 Ellista: (North of Rososhi) Population: 161 Morale: 70 Purlova: (East of Ellista) Population: 62 Morale: 39 Witch's Hut Surina: (East of Purlova) Population: 208 Morale: 40 Pudozey: (Northeast of Ellista) Population: 227 Morale: 82 Luga: (Norheast Corner) Population: 237 Morale: 26 Castle Eundel: (Enemy Headquarters) Population: 296 Morale: 50 Enemy Opposition: ----- ArM19*----- Ske18 ----- ----- Items: Six Leaves Zom18 Zom18 Ske18 Location: Mountains Northeast of Rososhi Wyv18 ----- ----- ----- ----- ----- Items: Three Leaves, Two Fruits, One Stone Rav19*----- Wyr18 Location: Mountains Northeast of Rososhi Gho18 ----- Gho18 ----- Gho18 ----- Items: Three Leaves ----- BlK19*Gho18 Location: Moutains West of Purlova ----- Enc19*Ske18 ----- ----- ----- Ske18 ----- SGo18 Location: East of Balta ----- Gre18 ----- ----- ----- Gre18 Coc18 ----- Rav19* Location: West of Balta (After Balta's Liber.) ----- NnM19*----- ----- ----- ----- Grf18 ----- Wyv18 Location: Northeast of Surina ----- ----- Cer18 Hel18 ----- ----- Items: Six Leaves ----- ----- BsM20* Location: Southwest of Surina (After Liber.) Gho19 ----- Gho19 ----- Vam21*----- Ske19 Ske19 ----- Location: West of Luga (After Liber.) Wit19 Pmp18 ----- ----- Zom18 ----- Zom18 ----- Pmp18 Location: South of Luga (After Liber.) Ama21 ----- ----- ----- Dia19*Ama21 Zom18 Zom18 ----- Location: East of Luga (After Liber.) ----- ----- Opi18 Vul19*----- ----- Items: Four Leaves, Two Fruits ----- ----- Grf18 Location: North of Pudozey Coc18 ----- Coc18 ----- ----- ----- Fre20*----- ----- Location: South of Castle Eundel Opi18 ----- Grf18 ----- ----- ----- ----- Fre19*----- Location: East of Castle Eundel ----- Grf18 ----- ----- ----- ----- Items: Four Leaves, Two Fruits, One Stone Hwk18 Vul19*Hwk18 Location: West of Pudozey (After Liber.) Wyr18 ----- Rav19* ----- ----- ----- Items: Two Leaves, Two Fruits ----- ----- Wyr18 Location: East of Pudozey (After Liber.) Enemy Commander: Biske La Varet (Lycanthrope/Werewolf) ----- BlK19 BlK19 Bkr19 ----- ----- Items: Four Leaves, Two Fruits, One Stone ----- Lyc21*Bkr19 Location: Castle Eundel Reward: Evil Blade Battle Tactics: There's one really crummy thing about this battle. Almost every stronghold you liberate, at least one unit will attack you. Some will rise up out of nowhere. The levels in this mission aren't as bad as those on the Vert Plateau, but there are a lot of Undead to keep you busy, not to mention a Cockatrice unit and a Pumpkinhead unit. Biske is a Werewolf. Fighting him during the day will fight a human, while fighting him at night will have you fighting a man-beast. Biske the wolf is much tougher than Biske the man. Choose your fighting times wisely... Epilogue: Biske can't believe he was beaten twice. Magnus tells him to rest in peace, as his torment is over. If you have no Zenobians, and no Ankiseth, you have the option of recruiting him into your army. Later, in the Tremos Mountains, several Knights of the Caliginous Order force Yumil to eat the same fruit that Godeslas ate. He eats and becomes filled with the Infernal Aura, but that power, amplified by his own inherent power, caused him to kill all the Knights around him. Mari comes by and consoles him, telling him to accept the power, and that she'll always be at his side. Aftermath: If you have Biske, take him to Surina, and a nun will give him the Jeulnelune. Hidden Items: Dragon Shield: Road between Rososhi and Ellista Battle Fan: Between the two mountain ranges west of Purlova Silver Hourglass: Between Rososhi and Surina Book of Wind: Midway between Ellista and Castle Eundel Vestment of Wind: Between two forests southeast of Castle Eundel Heal Pack: On the road between Surina and Luga Revive Stone: Small stretch of plain between forest and barrens NW of Balta ************************************************************************ Scene 25 - The Bearer of Knowledge Location: Celesis, the Eastern Church Prologue: In Celesis, Prince Amrius grills Kerikov about finding the ultimate power in the Temple of Berthe. Kerikov refuses to divulge the information. At that point, Pruflas enters and catches Amrius in the act. Pruflas tells Kerikov that he's to delay the Revolutionary Army, which Kerikov believes is suicide. (With Europea): Magnus, Hugo, and Europea discuss the "ultimate power" that the Central Division is looking for. A messenger arrives to tell them that Lodis is now on the move to the South. Europea has a theory that the Temple of Berthe, where, legend has it, the power is contained, may be in the Tremos Mountains. Magnus says they must liberate Celesis and rescue Archbishop Odrion before doing anything else. Strongholds: Rubnui: (Starting Location) Population: 194 Morale: 62 Shop: Light Mace 30 Baldr Mace 180 Cleric's Vestment 50 Robe of the Wise 300 Vestment of Wind 400 Rosary 50 Bell of Thunder 250 Nedjinn: (Neutral, East of Rubnui) Population: 192 Morale: 57 Pinneg: (South of Rubnui) Population: 92 Morale: 79 Banna Barra: (South of Pinneg) Population: 169 Morale: 47 Kalla: (East of Banna Barra) Population: 243 Morale: 16 Cotlass: (East of Kalla) Population: 29 Morale: 74 Bollisk: (North of Kalla) Population: 232 Morale: 66 Witch's Hut Caraton: (West of Bollisk) Population: 136 Morale: 57 Celesis: (Enemy Headquarters) Population: 34 Morale: 50 Enemy Opposition: Pri21*----- ----- Bkr21 Bkr21 ----- Bkr21 ----- Bkr21 Location: Charging from Pinneg Pal20 Pal22*Pal20 Knt20 ----- Knt20 Items: Four Leaves, Two Fruits, Two Stones ----- ----- ----- Location: Charging from South of Pinneg BuD20 ----- ----- ----- ----- Val20 Val20 Pal21*----- Location: Guarding Caraton Vul19 ----- Vul19 Vul20 Pal21*----- Vul20 ----- ----- Location: South of Caraton ----- ----- PtD20 Val20 ----- ----- ----- Pal21*Val20 Location: South of Caraton? Vul20 AnK21*Vul20 ----- ----- ----- Items: Four Leaves, Two Fruits ----- Wyv20 ----- Location: Mountains East of Caraton? Fae20 AnK22*Fae20 ----- ----- ----- Items: Three Leaves, Two Fruits, One Stone AnK22 ----- AnK22 Location: Mountains East of Caraton Arc20 Arc20 ----- ----- ----- ----- Phx20 Cat23*Phx20 Location: Guarding Bollisk --- Legion 1 - Funnel Shift Formation Sld-- CeM21%Sld-- ----- ----- ----- ----- Wyv20 ----- Location: Southwest of Celesis Cle20 ----- Cle20 ----- Pri21*----- ----- Cle20 Cle20 Position: Right Side Cle20 Pri21*Cle20 AnK22 ----- AnK22 Items: One Leaf, Two Fruits ----- ----- ----- Position: Left Side --- Pri22*----- ----- ----- ----- BGo20 Gol20 ----- ----- Location: Guarding Kalla ----- Fae20 ----- Pri21*----- Fae20 Knt20 ----- ----- Location: Guarding Cotlass ----- Cle20 Cle20 ----- ----- ----- Items: Three Leaves, One Fruit Enc21*----- SGo20 Location: Southwest of Celesis Enemy Commmander: Kerikov Berthas (Vanity) AnK22 Van21*AnK22 ----- ----- ----- Items: Three Leaves, Two Fruits, Two Stones Knt21 ----- Knt21 Location: Celesis Reward: Thunder Chain Battle Tactics: Going straight through the east will trigger the appearance of the two units with question marks on their location. That's about all there is to this battle, besides the fact that this is the first place you see Angel Knights. Epilogue: Magnus interrogates Kerikov and finds out that he's the one who tried to make disorder in the East Ortho Church. He spills the beans and says that Lodis is now looking for the ultimate power in the Temple of Berthe. Odiron appears and explains that they must now head for Tremos Mountains to stop Lodis before they get that power. Kerikov sneaks off. Aftermath: Completing the Dragoon Quest: If you have the Dragon Scale, take a unit to Pinneg, Celesis. Make the person you want to fight the leader. You'll drop the scale in the forest and Grozz Nuy will challenge you. Fighting him is not that hard. He gets one attack per round. The attacks will be powerful, but even if you picked a two attack guy, if he's strong enough, you shouldn't have much trouble. Defeat him and you'll get the Sword of Tiamat and access to the Dragoon class. Ring of the Dead: Go to Banna Barra. A young girl will give you the Dark Invitation. Go with Magnus to Quelluan, Zenobian Border, and you will receive the Ring. Hidden Items: Book of Water: On the road between Pinneg and Banna Barra Urn of Chaos: Between Caraton and Nedjinn Heal Pack: On the road between Cotlass and Bollisk Ice Chain: Midway between Caraton and Kalla Chaladholg: Mountain pass east of Pinneg Peregrine Mail: Plain patch between mountains and river S of Caraton Feather of Archangel: Piece of land over the river SE of Caraton ************************************************************************ Scene 26 - No Man's Land Location: Tremos Mountains Prologue: In the mountains, the enemy attacks the battalion. They have the headquarters surrounded and it's not going to be easy to get out of this one... Strongholds: Palm: (Starting Location) Population: 114 Morale: 42 Shop: Iron Helm 30 Armet 120 Spear 150 Baldr Spear 230 Prox 450 Volcaetus 460 Large Shield 180 Tower Shield 350 Plate Mail 210 Heavy Armor 650 Ibu Deli: (Southwest of Palm) Population: 191 Morale: 69 Ulda: (East of Palm) Population: 172 Morale: 51 Witch's Hut Soshiba: (North of Palm) Population: 39 Morale: 75 Totban: (Northwest of Soshiba) Population: 56 Morale: 51 Savoir: (Enemy Headquarters) Population: 83 Morale: 50 Enemy Opposition: ----- BlK21*----- ----- ----- ----- Items: Five Leaves, Two Fruits Ogr24 ----- Ogr24 Location: Southwest of Palm NnM22*----- Gho21 Gre21 ----- ----- Items: Two Leaves, Two Fruits Gho21 Gre21 ----- Location: West of Palm Hwk21 ArM22*Hwk21 ----- ----- ----- Items: Two Leaves, Two Fruits ----- Ogr21 ----- Location: South of Palm ----- Sir22*----- ----- ----- ----- Ogr21 ----- Wyv21 Location: Guarding Soshiba ----- Enc22*Ske21 ----- ----- ----- Items: Two Leaves Ske21 ----- SGo21 Location: Charging from Soshiba BlK22 ----- BlK22 ----- ----- ----- Items: Four Leaves, Two Fruits, One Stone Ske21 BlK23*Ske21 Location: Northeast of Palm ----- Wit22*----- ----- ----- Gob21 Gob21 Gob21 Pmp21 Location: Guarding Ibu Deli Ske21 ArM22*----- ----- ----- Ske21 Items: Three Leaves, Two Fruits, Two Stones Ogr21 ----- ----- Location: East of Palm Gho21 ----- Gho21 ----- Gho21 ----- ----- BlK22*Gho21 Location: Guarding Ulda BlK22 ----- BlK22 ----- ----- ----- Items: Four Leaves, Two Fruits, One Stone Ske21 BlK23*Ske21 Location: North of Ulda AzD21 ----- ----- ----- ----- DgM22* ----- Gob21 Gob21 Location: Guarding Totban ----- ArM22*----- Ske21 ----- ----- Zom21 Zom21 Ske21 Location: South of Savoir Enemy Commander: Eudika Gob21 Sir24*Gob21 ----- ----- ----- Items: Four Leaves, Two Stones ----- Ogr21 ----- Location: Savoir Reward: Feather Suit Battle Tactics: Yep. You're surrounded. You're gonna be attacked on all sides by several units, most of which are evil or undead. There's really not a great strategy to this battle. Just hold them off. If you've fought well in the previous battles, this one shouldn't be too hard. You just have to be careful. Go to Ibu Deli with Magnus' unit and you'll discover the Zenobian general, Quass Debonair. If you have a high enough Chaos Frame, he'll offer to join your battalion. You'll also need Aisha and Saradin in your battalion. Hidden Items: Altar of Resurrection: NW of Palm in the small forest. Stardust: South of Palm, between Forest and Barrens Crystal of Precision: Between two mountain ranges west of Palm. Book of Bane: Midway between Palm and Ulda Cup of Life: Between Mountain and Forest North of Ulda Peridot Sword: Between Soshiba and Savoir ************************************************************************ Scene 27 - Child of the Covenant Location: Temple of Berthe Prologue: Pruflas enters the area where Yumil slaughtered the Templar Knights. All that remains is Mari, who refuses to speak. Magnus and Hugo go over battle plans. Strongholds: Vitegra: (Starting Location) Population: 188 Morale: 67 Shop: Plumed Headband 60 Armet 120 Spear 150 Thunder Spear 320 Osric's Spear 410 Frozen Axe 500 Buckler 40 Breastplate 180 Baldr Mail 250 Lugeph: (Neutral, North of Vitegra) Population: 109 Morale: 10 Kud Im Kalle: (Southeast Corner) Population: 197 Morale: 62 Sarrehart: (North of Lugeph) Population: 242 Morale: 33 Gremiha: (Northeast of Sarrehart) Population: 273 Morale: 45 Sermi: (North Edge) Population: 82 Morale: 47 So Kol: (West of Berthe) Population: 259 Morale: 37 Witch's Hut Temple of Berthe: (Enemy Headquarters) Population: 79 Morale: 50 Enemy Opposition: ----- ----- Opi21 Vul22*----- ----- Items: Four Leaves ----- ----- Grf21 Location: Charging from NE mountains ----- Gre21 ----- ----- ----- Gre21 Items: Six Fruits, Two Stones Coc21 ----- Rav22* Location: Charging from NE mountains Knt21 BlK23*BlK21 ----- ----- ----- BlK21 ----- Knt21 Location: Guarding Sarrehart Sir24*----- Sir22 ----- Sor21 ----- Items: One Leaf ----- Sir22 Sor21 Location: Charging from East of Sarrehart Sld-- ----- ----- ----- Sld-- ----- Items: One Leaf Sor22*----- Sld-- Location: Charging from West of Kud Im Kalle Wyv21 ----- ----- ----- ----- ----- Items: Two Leaves, Two Fruits Rav22*----- Wyv21 Location: Charging from East of Sarrehart ----- SwM23*----- SwM21 ----- SwM21 Items: Six Leaves ----- Fen21 Fen21 Location: Charging from Kud Im Kalle Arc21 ----- Arc21 ----- KtT23 ----- Pal21 ----- Pal21 Location: Guarding Kud Im Kalle ----- Grf21 ----- ----- ----- ----- Items: Five Leaves Hwk21 Vul22*Hwk21 Location: Patrolling Temple Perimeter (South) ----- Vul23*Fae21 ----- ----- Vul21 Items: Five Fruits, Two Stones Fae21 Vul21 ----- Location: Patrolling Temple Perimeter (North) Dia21 Dia21 Dia21 ----- KtT23*----- Items: Four Leaves, Two Fruits, Two Stones ----- ----- Cat21 Location: Guarding So Kol Arc21 Arc21 ----- ----- ----- ----- Phx21 Cat24*Phx21 Location: Guarding Gremiha KtT21 ----- KtT21 ----- KtT23*----- Items: Four Leaves, Two Fruits, One Stone KtT21 ----- KtT21 Location: Charging out of Berthe Fre21 KtT23*Fre21 ----- ----- ----- Items: Two Leaves KtT21 ----- KtT21 Location: Charging out of Berthe Pri21 ----- Pri21 ----- ----- ----- Cat21 KtT23*Cat21 Location: Charging out of Berthe ----- ----- KtT23* PtD21 ----- ----- Items: Four Leaves, Two Stones ----- ----- Bah21 Location: Charging out of Berthe Enemy Commander: Pruflas Watts (Temple Command) ----- ----- ----- KtT21 ----- KtT21 Items: Four Leaves, Two Stones KtT21 TmC24*KtT21 Location: Temple of Berthe Reward: Adamant Katana Battle Tactics: Okay. Things aren't all that bad in this battle. You've got several flying units, so keep a unit on all the strongholds. Watch when you get close to the Temple, as four Templar units dash out of it to treat you to some good old fashioned Lodis shiskabob... Epilogue: Pruflas is unable to break the seal on the Temple of Berthe. Magnus shows up and does him in. Afterwards, Magnus, Leia, and Dio look over the temple and decide to leave. Just as Magnus is about to leave, Yumil jumps out of his hiding place and goes to the center of the temple. He spills his blood on the ground and the ground opens up. Four odd-looking warriors surround him and they all disappear, just before Yumil tells Magnus he'll return. After he departs, the aura filling the temple turns dark, and demons begin to emerge. Magnus wants to fight, but Dio (or Hugo if you don't have him) leads him out. NOTE: The next mission takes place in this area as well, so you cannot leave, but you can still access the Organize Screen, Train, and Save. Hidden Items: Main Gauche: Between Sarrehart and Lugeph Phoenix Mail: Forest midway between Berthe and Vitrega Love and Peace: Mountain cul-de-sac north of Sarrehart Zephyros: On the road between Gremiha and Sermi Dragon Shield: In the small circular forest north of So Kol ************************************************************************ Scene 28 - Gateway to Another World Location: Temple of Berthe Prologue: Speaking with Saradin, Magnus learns that the Temple of Berthe is, in fact, a Chaos Gate, a portal to another world. Their objective now is to just close the gate. The fight is not just for Palatinus, now... If you don't have Saradin, Hugo recalls the legend of Chaos Gates... Strongholds: Gremiha: (Starting Location) Population: 273 Morale: 45 Vitegra: (Southwestern Corner) Population: 188 Morale: 67 Shop: Plumed Headband 60 Armet 120 Spear 150 Thunder Spear 320 Osric's Spear 410 Frozen Axe 500 Buckler 40 Breastplate 180 Baldr Mail 250 Lugeph: (North of Vitegra) Population: 109 Morale: 10 Kud Im Kalle: (Southeast Corner) Population: 197 Morale: 62 Sarrehart: (North of Lugeph) Population: 242 Morale: 33 Sermi: (North Edge) Population: 82 Morale: 47 So Kol: (West of Berthe) Population: 259 Morale: 37 Witch's Hut Temple of Berthe: (Enemy Headquarters) Population: 79 Morale: 50 Enemy Opposition: ----- Sir23*----- ----- ----- ----- Ogr22 ----- Wyv22 Location: Guarding Sarrehart AzD22 ----- ----- ----- ----- DgM23* ----- Gob22 Gob22 Location: Charging from Sarrehart --- Legion 1 - Wing Shift Formation ----- ----- ----- Sld-- ----- Sld-- Items: Three Leaves Sld-- CeM23%Sld-- Location: Charging from So Kol Gre22 Rav23*Gre22 Rav22 ----- Rav22 ----- ----- ----- Position: Near Left Gre22 Rav23*Gre22 ----- ----- ----- Items: One Leaf, Two Fruits ----- Opi22 ----- Position: Near Right ----- Flb22 ----- ----- ----- ----- Gob22 DgM24*Gob22 Position: Far Left Gre22 BlK24*----- ----- ----- Gre22 Opi22 ----- ----- Position: Far Right --- ----- Gre22 ----- ----- ----- Gre22 Items: Four Leaves Coc22 ----- Rav23* Location: Charging from Mountains SE of Sarrehart ----- BlK22*----- ----- ----- ----- Ogr24 ----- Ogr25 Location: Guarding So Kol Bah22 ----- BsM23* ----- ----- ----- ----- SGo22 ----- Location: Charging from Sermi ----- ArM23*----- Ske22 ----- ----- Zom22 Zom22 Ske22 Location: Charging from Sermi ----- Vul24*Fae22 ----- ----- Vul22 Items: Four Leaves, Two Fruits Fae22 Vul22 ----- Location: Charging from east of Sermi Ske22 ArM23*----- ----- ----- Ske22 Items: Five Leaves Ogr22 ----- ----- Location: Guarding Sermi NnM23*----- Gho22 Gre22 ----- ----- Items: Four Leaves Gho22 Gre22 ----- Location: Guarding Lugelph Enemy Commander: Dekarabia ----- ----- ----- Gob22 ----- Gob22 Items: Four Leaves, Two Stones Gob22 Sat25*Gob22 Location: Temple of Berthe Reward: Axe of Wyrm Epilogue: During the battle, your army runs into Richard and Baldwin. They're all for killing you off in the name of their god, but Destin and Gilbert, the remaining Zenobians, show up and fight them. Once the battle is completed, Baldwin and Richard retreat. A month later, the problems in Capitrium were subsided by the reinstitution of Archbishop Odiron. The Berthan Sentinels now were commissioned to protect Capitrium from the denizens of the netherworld, and Capitrium sided with the Revolution. Messages were sent about Latium's secession from Lodis, and the peace accord with the Revolution. Word has yet to be received from Latium... Aftermath: Go to the Temple of Berthe with Paul, and a Gorgon will give him the Robe of the Abyss... Hidden Items: See the previous scene. ************************************************************************ ************************************************************************ E. Final Chapter - The possible, the attainable, the hopeful... Opening: Richard and Thamuz (advisor to the Caliginous Order) discuss the situation on the ultimate power. With the Temple of Berthe destroyed, they have no choice but to rely on the western ruins. It turns out Zeda has been helping Richard and the Caliginous Order to find the ultimate power. Richard thanks Thamuz for all the help he's provided in keeping the Glendale name alive. Suddenly, demons burst into the room, followed by King Procus and Zeda. The scene fades... Baldwin stands in the main foyer of Latium. He's soon surrounded by three Templar Knights, including Vapula and Amazeroth. The nameless Knight Templar attacks Baldwin and Baldwin easily dispatches him. Prince Amrius sits at the throne. Baldwin demands to know what is going on. The Knight Baldwin slew gets up again, and Amrius starts laughing. Just then, Richard and Thamuz rush into the room to defend Baldwin. Richard explains that they've all succumbed to the Infernal Aura. The three of them rush out of the palace. Later, Frederick and company are speaking with Archbishop Odiron. Odiron regrets he has to decline joining the Revolution, as there is much help needed in Capitrium at the moment. Of Latium, a soldier reports have flared with Xevec's group and the Central Division, but there have been no major incidents yet. Of Lodis, the soldier says that they maintain official control over the Central Division, but not much else has changed, with the bulk of Lodis' force trying to quell the Bolmaukan uprising. This is being seen as the perfect time to confront the Central Division. Magnus, now a General, is being sent to the front lines to stop the Central Division from their evil intentions and freeing Palatinus once and for all. ************************************************************************ Scene 29 - The March to Latium Location: Gules Hills Prologue: Battle instructions Strongholds: Guntherhaal: (Starting Location) Population: 83 Morale: 50 Fort Bergiga: (Southwest Corner) Population: 87 Morale: 82 Amdelm: (Northeast of Bergiga) Population: 31 Morale: 87 Shop: Leather Hat 40 Plumed Headband 60 Great Bow 90 Baldr Bow 160 Ytival 270 Bow of Sandstorm 420 Leather Armor 60 Hard Leather 150 Terra Armor 250 Kurashino: (Northeast of Amdlem) Population: 48 Morale: 69 Mezzeni: (Neutral, Southeast Corner) Population: 61 Morale: 29 Muji: (Midwest Edge) Population: 182 Morale: 71 Colgeuff: (Mideast Edge) Population: 215 Morale: 40 Novipoldt: (East of Echel) Population: 261 Morale: 64 Bellezoppo: (South of Guntherhaal) Population: 215 Morale: 34 Witch's Hut Castle Echel: (Enemy Headquarters) Population: 95 Morale: 50 Enemy Opposition: Dia23 Dia23 Dia23 ----- KtT25*----- ----- ----- Cat23 Location: Charging from Bellezoppo Fre23 KtT25*Fre23 ----- ----- ----- Items: Four Leaves, Two Fruits, One Stone KtT23 ----- KtT23 Location: Charging from Bellezoppo ----- ----- KtT25* PtD23 ----- ----- Items: Six Leaves ----- ----- Bah23 Location: Charging from Bellezoppo Wiz23 Wiz23 ----- DgM23 ----- DgM23 Items: Five Leaves ----- KtT24*----- Location: Guarding Novipoldt Grf23 ----- Opi23 ----- ----- ----- ----- Fre24*----- Location: Northeast of Ambush Point (See Tactics) Sir26*----- Sir24 ----- Sor23 ----- Items: One Leaf ----- Sir24 Sor23 Location: Northwest of Ambush Point (See Tactics) Dia23 ----- ----- ----- ----- Dia23 Rav23 Vul24*Rav23 Location: Southwest of Ambush Point (See Tactics) Vul24*----- Wyv23 ----- ----- ----- Items: Four Leaves, Two Fruits ----- Wyv23 ----- Location: West of Ambush Point (See Tactics) ----- Coc23 ----- ----- ----- ----- Items: Four Leaves, Two Fruits Rav24*----- Opi23 Location: West of Ambush Point (See Tactics) Rav23 ----- Vul23 ----- Vul24*----- Items: Four Leaves, Two Fruits, Two Stones Vul23 ----- Rav23 Location: West of Ambush Point (See Tactics) Wyv23 ----- Wyv23 ----- ----- ----- Items: Four Leaves ----- BlK24*----- Location: Guarding Kurashino Hwk23 ----- Vul23 ----- SwM24*Vul23 ----- ----- Hwk23 Location: Charging from Castle Echel Pri23 ----- Pri23 ----- ----- ----- Cat23 KtT25*Cat23 Location: Pops out of Castle Echel Wit23 KtT25*Sir23 Wit23 ----- Sir23 ----- ----- ----- Location: Pops out of Castle Echel Enemy Commander: Rugale Fre23 ----- Fre23 ----- ----- ----- Items: Four Leaves, Two Fruits, Two Stones Cat23 KtT25*Cat23 Location: Castle Echel Reward: Glamdring Battle Tactics: There's a nice ambush that pops up once you go between the mountain pass on the trail to the Castle. You'll be quite surrounded, but it shouldn't be a problem if you brought decent units along. Send a couple of units to liberate the Southern quarter. A rather easy mission, for the most part. Bring Magnus' unit to Karushino, where you'll run into Destin and Gilbert. If you have the other three Zenobians, Destin will join your group. If you also have a high Chaos Frame, Gilbert will also join. Epilogue: The Templar, with his dying breath, threatens the group, telling him the Ogre Battle will return if they do not stop... ************************************************************************ Scene 30 - Betrayal/Separate Ways Location: Romulus Prologue: Battle plans, and Magnus wonders whatever became of Xevec's Southern Tigers... Strongholds: Lobini: (Starting Location) Population: 249 Morale: 44 Shop: Baldr Helm 170 Baldr Sword 150 Glamdring 400 Blessed Sword 400 Falchion 400 Sum Mannus 500 Kite Shield 70 Baldr Shield 250 Plate Armor 230 Baldr Armor 420 Norle: (Northwest of Lobini) Population: 85 Morale: 80 Ottochaz: (Center of Map) Population: 141 Morale: 11 Witch's Hut Murau: (Southwest Corner) Population: 43 Morale: 72 Bilce: (Northeast Corner) Population: 157 Morale: 11 Sceni: (Northwest of Ottochaz) Population: 70 Morale: 17 Fort Romulus: (Enemy Headquarters) Population: 112 Morale: 86 Enemy Opposition: ----- Grf24 ----- ----- ----- ----- Items: Four Leaves, Two Fruits Hwk24 Vul25*Hwk24 Location: Charging from West of Lobini ----- ----- Opi24 Vul25*----- ----- Items: Three Leaves, Two Fruits ----- ----- Grf24 Location: Charging from North of Lobini ----- SwM25*----- Nin24 ----- Nin24 ----- Gob25 Gob25 Location: South of Bilce ----- Vul26*Fae24 ----- ----- Vul24 Items: Two Leaves, Two Fruits Fae24 Vul24 ----- Location: Charging from North of Lobini ----- ----- PtD24 Val24 ----- ----- ----- Pal25*Val24 Location: Southwest of Norle Fre24 Fre24 ----- ----- ----- Fre26* Val24 ----- Val24 Location: Charging from West of Norle Arc24 Sir25*Arc24 Gob25 ----- ----- ----- Gob25 ----- Location: Guarding Bilce Arc24 Arc24 ----- ----- ----- ----- Phx24 Cat27*Phx24 Location: Guarding Ottochaz Gre25 Gre25 ----- Gob25 ----- ----- Pal25*Gob25 ----- Location: Guarding Ottochaz BsM25*----- ----- ----- ----- Opi24 Items: Four Leaves Grf24 ----- ----- Location: Charging from Sceni Fen24 ----- Fen24 ----- SwM25*----- Items: Two Leaves Fen24 ----- Fen24 Location: Guarding Murau Enc25*----- Wit25 ----- Wit24 ----- Wit25 ----- Wit24 Location: Guarding Sceni Gre25 Dia25*Gre25 Gob25 ----- ----- Items: Two Leaves ----- ----- Gob25 Location: Southeast of Fort Romulus ----- ----- DgM25* Flb24 ----- ----- Items: Five Leaves, Two Fruits ----- ----- ReD24 Location: Southwest of Fort Romulus Enemy Commander 1: Xevec Nulaton (Superior Knight) Sor24 ----- Sor24 ----- SuK27*----- Items: One Leaf, Two Fruits, One Stone Pal24 ----- Pal24 Location: Fort Romulus Reward: Ice Blade Enemy Commander 2: ???????? (Dragoon) Dia24 ----- Dia24 ----- ----- ----- Items: Two Leaves, Two Fruits, Two Stones BlK24 Dgo26*BlK24 Location: Fort Romulus Reward: Gram Battle Tactics: Watch the flying units that jump out of the mountains to converge on your headquarters. Other than that, this battle's a snap. NOTE: Like the Temple of Berthe, this has a second mission, so you cannot leave this area at the moment. Epilogue: If you lost Dio, guess who the Dragoon is? Yep. Dio reveals himself as fighting for the Central Division now. If you didn't lose Dio, you'll be facing Xevec, who betrayed the Revolution... Hidden Items: Evil Spear: Midway between Norle and Bilce Dowsing Rod: Cul-de-sac of plains to the east of Bilce Cloak of Oath: Midway between Bilce and Sceni Misty Coat: On the road between Sceni and Murau ************************************************************************ Scene 31 - Royal Blood Location: Fort Romulus Prologue: Battle Plans, Hugo explains about seiging a fortress. Enemy Opposition: ----- ----- Wit25 Wit25 ----- Knt25 Knt25 ----- Pal26* Location: Guarding Eastern Gate Knt25 Knt25 Bkr25 ----- Pal26*----- Items: Four Leaves, Two Fruits, One Stone Bkr25 ----- ----- Location: Guarding Western Gate Arc25 Sir26*Arc25 Gob26 ----- ----- ----- Gob26 ----- Location: SE of the Central Plaza Gre26 Dia26*Gre26 Gob26 ----- ----- Items: Two Leaves ----- ----- Gob26 Location: Far east of the Central Plaza Gre25 Gre25 Gre25 ----- ----- ----- Items: Three Leaves ----- Sat26*----- Location: East of the Central Plaza ----- Sat26*----- ----- ----- ----- Items: Two Leaves Ogr25 ----- Ogr25 Location: South of the Central Plaza Gre29 Sat27*Gre29 ----- ----- ----- Items: Four Leaves ----- Ogr27 ----- Location: West of the Central Plaza Gre25 Sat26*----- ----- ----- Gre25 Items: Four Leaves, Two Fruits Gob25 Gob25 ----- Location: SW of the Central Plaza ----- ArM26*----- Ske25 ----- ----- Items: Three Leaves, Two Fruits, One Stone Zom25 Zom25 Ske25 Location: Far West of the Central Plaza ----- BlK25*----- ----- ----- ----- Items: Six Leaves Ogr27 ----- Ogr28 Location: Guarding Second Gate Gre27 ----- Gob27 ----- Sat27*----- Gob27 ----- Gre27 Location: Charging out of house NE of Plaza Gob27 Sir25*----- ----- ----- Gob27 Ogr27 ----- ----- Location: Charging out of house NW of Plaza Gre26 Gre26 ----- Gob26 ----- ----- Items: Three Leaves, Two Fruits Pal26*Gob26 ----- Location: SW of Fort Romulus ----- Enc26*Ske25 ----- ----- ----- Ske25 ----- SGo25 Location: SE of Fort Romulus Enemy Commander: Amrius Dulmare (Dark Prince) First Fight: ----- ----- ----- ----- DkP27*----- Items: One Leaf ----- ----- ----- Location: Fort Romulus Second Fight: ----- DkP27*----- Sat25 ----- Sat25 Items: Four Leaves, Two Fruits Gob25 ----- Gob25 Location: Fort Romulus Reward: Rune Plate Battle Tactics: This is your first Siege level. The deal with this is that you'll need to break down the gates. Once you do that, the enemies behind will appear. There are no strongholds, only a plaza in the center where your guys can rest. Just keep pushing ahead. You also have a time limit here, but since I beat the area in three hours, it shouldn't be too hard to beat it within the limit. You'll have to fight Prince Amrius twice. The first time, he'll just be using a Slash attack, the second, he'll summon the Saturos' and the Goblins, and he'll move to the back row, where he'll use an attack called Dark Lore, which is basically like using the Pedra of Bane. Epilogue: Saradin tells Magnus and Hugo of the Infernal Aura, and that Prince Amrius was bound to it. Hugo explains that there are two routes to go now. Go to Blue Basilica and get one step closer to Latium, or go to Ptia to free the people of the Central Division. Hidden Items: Shield of Nue: Corner of roads west of the Central Plaza Thunder Chain: At the end of the road south of the Central Plaza ************************************************************************ Scene 32 - The Disillusioned Location: Ptia, the Secluded Land Prologue: In Winnea, King Procus berates one of his Paladins. He is interrupted by Yumil appearing, along with those unusual-looking Knights. Yumil explains how he is the one to lead Palatinus, now, since he has his power of birthright. He identifies the Knights as the Knights of Danika and explains how he has the power to rule, now. Hugo and Magnus discuss battle plans. Strongholds: Billemina: (Starting Location) Population: 268 Morale: 54 Shop: Iron Helm 30 Armet 120 Spear 150 Baldr Spear 230 Prox 450 Volcaetus 460 Large Shield 180 Tower Shield 350 Plate Mail 210 Heavy Armor 650 Sheesaku: (Neutral, South of Billemina) Population: 222 Morale: 50 Fort Guki: (Neutral, Southeast Corner) Population: 48 Morale: 27 Pacrats: (East of Billemina) Population: 103 Morale: 51 Witch's Hut Rete: (West of Billemina) Population: 67 Morale: 47 Furge: (North of Billemina) Population: 205 Morale: 76 Baya: (Southwest of Sheesaku) Population: 288 Morale: 81 Torab Ni: (Southwest Corner) Population: 50 Morale: 75 Agnault: (Western Edge) Population: 258 Morale: 50 Vitegith Castle: (Enemy Headquarters) Population: 295 Morale: 50 Enemy Opposition: Dia29*----- Arc28 Arc28 Knt28 ----- ----- ----- Knt28 Location: East of Billemina BsM29*----- ----- ----- ----- Opi28 Items: Three Leaves, Two Fruits Grf28 ----- ----- Location: East of Billemina Wiz28 ArM29*Wiz28 ----- ----- ArM28 Items: One Leaf ----- ArM28 ----- Location: East of Billemina ----- Rav29*----- ----- ----- ----- Wyr28 ----- Wyr28 Location: East of Billemina Gre28 Rav29*Gre28 ----- ----- ----- Items: Three Leaves, Two Fruits ----- Opi28 ----- Location: East of Billemina Gre28 ----- Gre28 Gob28 ----- ----- Items: Three Leaves, Two Fruits ----- KtT30*Gob28 Location: Guarding Rete Fre28 KtT30*Fre28 ----- ----- ----- KtT28 ----- KtT28 Location: Charging from Furge Dia28 Dia28 Dia28 ----- KtT30*----- Items: Four Leaves, Two Fruits, One Stone ----- ----- Cat28 Location: Charging from Furge ----- ----- KtT30* PtD28 ----- ----- Items: Six Leaves ----- ----- Bah28 Location: Charging from Furge Gre29 Gre29 ----- Gob29 ----- ----- Pal29*Gob29 ----- Location: Charging from Sheesaku Gob28 KtT30*Gob28 ----- ----- ----- ----- Ogr28 ----- Location: Charging from Agnault (Early) KtT29 Sat30*----- Gob28 ----- KtT29 ----- ----- Gob28 Location: Charging from Agnault (Later) ----- Sat30*KtT29 ----- ----- ----- Items: Four Leaves, Two Fruits KtT29 ----- Ogr29 Location: Charging from SW of Baya KtT29 ----- KtT29 ----- ----- ----- KtT29 Sat30*KtT29 Location: East of Vitegith Castle ----- KtT30*----- ----- ----- ----- Ogr28 ----- Ogr28 Location: South of Vitegith Castle Enemy Commander 1: Amazeroth Ludon (Temple Command) Sat29 ----- Sat29 ----- ----- ----- Items: Four Leaves, Two Fruits, Two Stones KtT29 TmC31*KtT29 Location: Vitegith Castle Reward: Laevateinn Enemy Commander 2: Carth Forleizen Val29 ----- Val29 ----- ----- ----- Items: Four Leaves, Two Fruits, Two Stones Cat29 BlK31*Cat29 Location: Vitegith Castle Reward: Boreas Battle Tactics: Probably the first thing you'll notice is the five units off to the east. Your best bet is to take care of these guys right away. Send several units out to deal with them, but keep a few in your base, because you'll be charged from the north by three Templar units. The rest of the area is surprisingly sparse. If you go here before Latium: If you enter Furge, a boy will tell you about a man facing a whole bunch of soldiers by himself. Go to Torab Ni, you'll run into a Black Knight, Carth. He'll go out and charge after Amazeroth. You can have his help regardless, but, if you desire to recruit him, it is required that you have a low CF, and none of the Zenobians, and that you keep him alive for the remainder of the battle. Carth's Unit Val29 ----- Val29 ----- ----- ----- Items: Four Leaves, Two Fruits, Two Stones Cat29 BlK31*Cat29 If you go here after Latium: Carth will not show up during the battle, but will at the end, to kill Amazeroth, then challenge you... Hidden Items: Electric Shield: Small piece of land sticking into Barrens north of Rete Bracer of Protection: Between Baya and Torab Ni Quit Gate: Between Barrens and a river SE of Agnault Dragon Shield: On the road between Fort Guki and Baya Meteor Strike: Between Highlands and Barrens SW of Furge Dragon Helm: Southwest of Agnalut ************************************************************************ Scene 33 - Insanity Location: The Blue Basilica Prologue: Battle plans, or the same as the prologue of the last scene if you took this one first. Strongholds: Fort Rugney: (Starting Location) Population: 115 Morale: 76 Pavia: (Southwest of Fort Rugney) Population: 102 Morale: 38 Witch's Hut Perg: (West of Fort Rugney) Population: 220 Morale: 60 Bespleme: (Southwest of Perg) Population: 163 Morale: 11 Cobigo: (South of Bespleme) Population: 225 Morale: 76 Zuinomo: (West of Perg) Population: 27 Morale: 70 Surite: (Southwest of Zuinomo) Population: 174 Morale: 50 Clemona: (Southwestern Corner) Population: 57 Morale: 87 Shop: Iron Helm 30 Armet 120 Halt Hammer 110 Francisca 130 Baldr Club 220 Baldr Axe 300 Flame Flail 490 Shield of Inferno 500 Leather Armor 60 Hard Leather 150 Castle Andvari: (Enemy Headquarters) Population: 233 Morale: 55 Enemy Opposition: ----- Sat27*----- Knt27 ----- Knt27 Items: Five Leaves ----- Pal27 ----- Location: Charging from Pavia ----- Que26 ----- ----- ----- ----- DgM26 DgM28*Dgm26 Location: Guarding Pavia BsM27*----- ----- ----- ----- Opi26 Items: Two Leaves Grf26 ----- ----- Location: Charging from East of Perg Wyv26 ----- ----- ----- ----- ----- Items: Three Leaves, Two Fruits Rav27*----- Wyr26 Location: Mountains south of Perg KtT27 Sat28*----- Gob26 ----- KtT27 ----- ----- Gob26 Location: Guarding Perg Gre26 ----- Gre26 Gob26 ----- ----- ----- KtT28*Gob26 Location: Charging from East of Cobigo ----- Flb26 ----- ----- ----- ----- Gob26 DgM28*Gob26 Location: Guarding Bespleme Gob26 KtT28*Gob26 ----- ----- ----- Items: Two Leaves ----- Ogr26 ----- Location: Charging from West of Perg ----- Sat28*KtT27 ----- ----- ----- KtT27 ----- Ogr26 Location: Northwest of Perg ----- ----- Opi26 Vul27*----- ----- Items: Three Leaves, Two Fruits, One Stone ----- ----- Grf26 Location: Charging from Bespleme ----- KtT28*----- ----- ----- ----- Items: Four Leaves, Two Fruits, Two Stones Ogr26 ----- Ogr26 Location: Charging from West of Perg Pri28*----- ----- ----- ----- BGo26 Gol26 ----- ----- Location: Guarding Cobigo ----- Enc27*----- Gre26 ----- ----- Vul26 Gre26 Vul26 Location: Guarding Zuinomo ----- SwM26 ----- ----- ----- Pmp26 Pmp26 Fre28*SwM26 Location: Charging from West of Cobigo Enemy Commander: Vapula Simburg (Temple Command) ----- ----- ----- Gob27 ----- Gob27 Items: Four Leaves, Two Stones KtT27 TmC29*KtT27 Location: Castle Andarvi Battle Tactics: This is probably one of the more straightforward battles you have this late in the game. Very simple. No tricks. No surprises Epilogue: A soldier reports with rumors about the demons trying to resurrect their goddess, Danika, who ate the fruit of the netherworld. Aftermath: Getting the Dream Tiara: Go to Clemona and an old man will tell you a tale about love never found. He'll give you the Package for Gelda. Take it to Boolem, Crenel Canyon, and you'll run into an old lady, who'll tell you to take it to Elle, Zenobia Border. An old man there will tell you her family moved to Soathon. Are we getting tired of this wild goose chase yet? Go to Tristle, and you'll get the Letter from Gelda. Head back to Clemona and the old man will give you the Dream Tiara. It's all quite a tearjerker... ;_; Hidden Items: Doll of Curse: On the road between Pavia and Cobigo Heal Pack: Midway between Bespleme, Perg, and Zuinomo Holy Lance: On the road between Cobigo and Clemona Ring of Branding: Southwest of Clemona Tempest: Southeast of Surite (across the river) Sword of Dragon Gem: Patch of land left of the road between Clemona and Castle Andarvi Angel Fruit: Northwest of Fort Rugney Altar of Resurrection: Southeast of Cobigo in a mountain cul-de-sac ************************************************************************ Scene 34 - Lord of Remus Keep Location: The Tundra of Argent Prologue: Battle Plans, after which Magnus and Leia have a rather touching scene where she's thinking of how it might be if she has to fight her father... Strongholds: Tezzla: (Starting Location) Population: 183 Morale: 36 Witch's Hut Orozei: (Southwest of Tezzla) Population: 253 Morale: 73 Shop: Bandanna 20 Marionette 120 Fool 320 Robe 30 Magician's Robe 120 Amulet 40 Ring of Eloquence 250 Meltaus: (West of Tezzla) Population: 235 Morale: 87 Fahno: (North of Tezzla) Population: 93 Morale: 35 Griena: (West of Orozei) Population: 37 Morale: 38 Caralla: (Northwest of Meltaus) Population: 93 Morale: 55 Troguil: (West of Caralla) Population: 74 Morale: 55 Remus Keep: (Enemy Headquarters) Population: 240 Morale: 50 Enemy Opposition: (Before Latium) ----- ArM30*----- ----- Zom29 Zom29 Zom29 ----- Ske29 Location: Charging from Meltaus Pmp29 Wit31*----- ----- Pmp29 Pmp29 Items: Two Leaves, Two Fruits, One Stone Pmp29 ----- ----- Location: Charging from Meltaus ----- Enc30*Ske29 ----- ----- ----- Items: Six Leaves Ske29 ----- SGo29 Location: Charging from Orozei ----- Sat31*----- Gob29 ----- Zom29 Items: Six Leaves Zom29 Gob29 ----- Location: Charging from Orozei Gho30 ----- Gho30 ----- Vam32*----- Ske30 Ske30 ----- Location: Charging from Fahno ----- Enc30*Zom29 ----- Zom29 ----- Zom29 ----- Zom29 Location: Charging from Fahno --- Legion 1 - Funnel Shift Formation Sld-- Sld-- ----- ----- Cen30%Sld-- Items: Two Leaves, Two Fruits, One Stone Sat29 ----- ----- Location: Charging from East of Fahno Gho29 ----- Gho29 ----- Gho29 ----- Items: One Leaf, One Fruit ----- BlK30*Gho29 Position: Right Side Ske29 ArM30*----- ----- ----- Ske29 Ogr29 ----- ----- Position: Left Side --- Legion 2 - Funnel Shift Formation Sld-- Cen30%Sld-- ----- ----- ----- Items: One Leaf, Two Fruits, One Stone ----- Flb30 ----- Location: Charging from north of Meltaus ----- ArM30*----- Ske29 ----- ----- Items: Three Leaves, Two Fruits, Two Stones Zom29 Zom29 Ske29 Position: Right Side Gho29 ArM30*Gho29 ----- Ske29 ----- Items: Four Leaves ----- ----- Ske29 Position: Left Side --- Legion 3 - Funnel Shift Formation Sld-- Cen30%Sld-- ----- ----- ----- Items: Two Leaves, Two Fruits ----- Hyd30 ----- Location: Charging from east of Griena NnM30*----- Gho29 Gre29 ----- ----- Items: Three Leaves Gho29 Gre29 ----- Position: Right Side Gho29 BlK30*Gho29 Gho29 ----- ----- Items: Two Leaves Gho29 ----- ----- Position: Left Side --- Enemy Commander: Reucharle ArM29 Lic32*ArM29 ----- ----- ----- Ske29 ----- Ske29 Reward: Altar of Resurrection Enemy Opposition: (After Latium) Wiz31 ArM33*Wiz31 ----- ----- ArM31 Items: One Leaf ----- ArM31 ----- Position: Charging from Meltaus Pmp31 Wit33*----- ----- Pmp31 Pmp31 Items: Two Leaves, Two Fruits, One Stone Pmp31 ----- ----- Location: Charging from Meltaus Gob33 Sir31*----- ----- ----- Gob33 Items: Five Leaves Ogr33 ----- ----- Location: Charging from Orozei Gre33 ----- Gob33 ----- Sat33*----- Items: Six Leaves Gob33 ----- Gre33 Location: Charging from Orozei ----- BlK31*----- ----- ----- ----- Ogr33 ----- Ogr34 Location: Charging from Fahno Gre35 Sat33*Gre35 ----- ----- ----- ----- Ogr33 ----- Location: Charging from Fahno --- Legion 1 - Funnel Shift Formation Sld-- Sld-- ----- ----- Cen30%Sld-- Items: Two Leaves, Two Fruits, One Stone Sat29 ----- ----- Location: Charging from East of Fahno Gre32 Gre32 ----- Gob32 ----- ----- Items: Two Leaves, Two Fruits Pal32*Gob32 ----- Position: Right Side ----- ----- Vul31 ----- Pal33*Hwk31 Vul31 Hwk31 ----- Position: Left Side --- Legion 2 - Funnel Shift Formation Sld-- Cen32%Sld-- ----- ----- ----- Items: One Leaf, Two Fruits, One Stone ----- Flb32 ----- Location: Charging from north of Meltaus ----- SwM32*----- Nin31 ----- Nin31 Items: Two Leaves, Two Fruits, Two Stones ----- Gob32 Gob32 Position: Right Side Wit31 ----- ----- ----- Sir32*----- Items: Three Leaves ArM31 Wit31 ArM31 Position: Left Side --- Legion 3 - Funnel Shift Formation Sld-- Cen32%Sld-- ----- ----- ----- Items: Two Leaves, Two Fruits ----- Hyd32 ----- Location: Charging from east of Griena Arc31 Sir32*Arc31 Gob32 ----- ----- Items: Four Leaves, Two Fruits ----- Gob32 ----- Position: Right Side Knt31 BlK33*BlK31 ----- ----- ----- Items: Two Leaves BlK31 ----- Knt31 Position: Left Side Enemy Commander: Numitol Silvis (Vanity) Sat33 Van31*Sat33 ----- ----- ----- Items: Four Leaves, Two Fruits, Two Stones ----- Ogr32 ----- Location: Remus Keep Reward: Ice Chain Battle Tactics: Note how the enemies are segregated into three groups. Split your battalion up accordingly, and launch your attack. You shouldn't have too much trouble. Just be sure to take a strong spellcasting unit against that Pumpkinhead unit. Note that if you go here before going to Latium, you'll face a ton of undead, while going after Latium will have you facing the regular demonic crew. Take this into account. Epilogue: Leia confronts Reucharle, asking about her father. He tells her Count Silvis took his own life to avoid succumbing to the Infernal Aura. OR Leia holds her dying father in her arms, telling him how much she loves him. Aftermath: Take Meredia to Meltaus and you'll recieve the Rai's Tear. Hidden Items: White Mute: Piece of land east of Caralla Mirror of Soul: On the road between Tezzla and Fahno Gambantein: On the road between Griena and Troguil Vestment of Wind: Patch of land SW of Tezzla Stone of Quickness: Patch of land North of Orozei ************************************************************************ Scene 35 - Denizens of the Netherworld Location: Barpheth Prologue: Battle Plans Strongholds: Castle Renevue: (Starting Location) Population: 228 Morale: 55 Shop: Hachigane 40 Hannya Mask 180 Iron Claw 170 Baldr Claw 280 Cyanic Claw 320 Ninja's Garb 50 Hwail Mail 900 Clemms: (Neutral, South of Renevue) Population: 206 Morale: 53 Glebming: (East of Renevue) Population: 117 Morale: 46 Kelmend: (Northwestern Corner) Population: 103 Morale: 32 Saro: (South of Kelmend) Population: 138 Morale: 31 Vitra: (South of Glebming) Population: 109 Morale: 54 Sondrio: (South of Clemms) Population: 52 Morale: 36 Fort Lebadeia: (Southern Edge) Population: 172 Morale: 11 Belce: (South of Saro) Population: 207 Morale: 77 Fort Viezey: (Enemy Headquarters) Population: 31 Morale: 50 Enemy Opposition: ----- Sat29*----- ----- ----- Sat27 Items: Two Leaves, Two Fruits Ogr27 ----- ----- Location: Charging from south of Renevue ----- ----- Sat29* ----- Gob27 ----- Gob27 ----- Gob27 Location: Charging from Glebming Gre31 Sat29*Gre31 ----- ----- ----- Items: Two Leaves ----- Ogr29 ----- Location: Charging from west of Renevue Sph27 ----- ArM29* ----- ----- ----- ----- Ogr27 ----- Location: Charging from east of Kelmend ----- BlK27*----- ----- ----- ----- Items: Two Leaves, Two Fruits Ogr29 ----- Ogr30 Location: West of Saro (After Lib) ----- Sat28*----- ----- ----- ----- Items: Four Leaves, Two Fruits, Two Stones Ogr27 ----- Ogr27 Location: SW of Saro (After Lib) Ske27 ArM28*----- ----- ----- Ske27 Items: Four Leaves, Two Fruits Ogr27 ----- ----- Location: South of Sondrio (After Lib) ----- Sir28*----- ----- ----- ----- Ogr30 ----- Wyr27 Location: NE of Belce (After Lib) ----- Sat28*----- ----- ----- ----- Ogr27 ----- Ogr27 Location: SW of Belce (After Lib) Sat27 Sat28*Sat27 ----- ----- ----- ----- Ogr27 ----- Location: NW of Fort Lebadeia (After Lib) ----- Sir28*----- ----- ----- ----- Ogr27 ----- Wyv27 Location: NE of Fort Lebadeia (After Lib) Enemy Commander: Mylmurre Sat27 ----- Sat27 ----- ----- ----- Items: Five Leaves, Two Stones Gob27 Gor30*Gob27 Location: Fort Viezey Reward: Ji'ygla's Bow Battle Tactics: This area is sickeningly simple. Even with the guys who spring out after you liberate towns, it's all too simple... The Gorgon, however, can ruin your day real quick. With her Gaze of Terror she'll turn everyone into stone almost immediately. Bring in you anti-Cockatrice unit for this. NOTE: Add three to the levels of the enemy if you went to Latium before this. Epilogue: Mylmurre says that demons are fighting alongside humans to bring back Lady Danika. She says that the blood of Danika and the Progenitor is related. Hidden Items: Lance of Longinus: On the road between Renevue and Kelmend Angel Fruit: On the road between Saro and Belce Mirror of Soul: End of road SW of Clemms Ignis: End of road east of Clemms Love and Peace: Piece of land in forest east of Belce Annihilation: Southeast of Sondrio ************************************************************************ Scene 36 - Advocates of the Darkness Location: Tybell, the Wicked Land Prologue: Apparently, although this area's controlled by the demons, people are flocking here because it's relatively peaceful. Strongholds: Pazano: (Starting Location) Population: 156 Morale: 52 Shop: Plumed Headband 60 Torn Cloth 10 Old Clothing 10 Plain Clothing 30 Leather Armor 60 Feather Suit 400 Raguza: (Neutral, Southeast Corner) Population: 280 Morale: 47 Chelefteu: (South of Pazano) Population: 243 Morale: 37 Kaless Ande: (West of Pazano) Population: 136 Morale: 85 Lokry: (Northwest of Pazano) Population: 89 Morale: 55 Letze: (South of Kaless Ande) Population: 218 Morale: 67 Witch's Hut Tricaeze: (West of Kaless Ande) Population: 268 Morale: 36 Castle Lloydgust: (Enemy Headquarters) Population: 29 Morale: 50 Enemy Opposition: Legion 1 - Dual Wedge Formation Sld-- Sld-- ----- ----- Cen31%Sld-- Sat30 ----- ----- Location: NW of Pazano Gob30 ----- Gob30 ----- Sat31*----- ----- Gob30 Gob30 Position: Near Right Side AzD30 ----- ----- ----- ----- DgM31* ----- Gob30 Gob30 Position: Near Left Side Gre30 BlK32*----- ----- ----- Gre30 Opi30 ----- ----- Position: Far Right Side --- ----- Gre30 Hwk30 Hwk30 ----- ----- Items: Two Leaves, Two Fruits ----- Rav31*Gre30 Location: Charging from North of Pazano Gob32 Sir30*----- ----- ----- Gob32 Ogr32 ----- ----- Location: Charging from SW of Pazano Gre32 ----- Gob32 ----- Sat32*----- Gob32 ----- Gre32 Location: Guarding Lokry ----- BlK30*----- ----- ----- ----- Ogr32 ----- Ogr33 Location: Guarding Lokry Sat30 Sat31*Sat30 ----- ----- ----- Items: Two Leaves, Two Fruits ----- Ogr30 ----- Location: Guarding Kaless Ande Gre31 Dia31*Gre31 Gob31 ----- ----- ----- ----- Gob31 Location: Charging from South of Pazano Gre30 Rav31*Gre30 Rav30 ----- Rav30 Items: Three Leaves, Two Fruits, One Stone ----- ----- ----- Location: Charging from SW of Pazano SGo30 ----- SGo30 ----- ----- ----- ----- Gor32*----- Location: Guarding Tricaeze ----- Sat31*----- ----- ----- ----- Ogr30 ----- Ogr30 Location: SE of Castle Lloydgust Gre30 Sat31*----- ----- ----- Gre30 Items: Three Leaves, Two Fruits Gob30 Gob30 ----- Location: SW of Castle Lloydgust Enemy Commander: Frohm BlK30 Dae33*BlK30 ----- ----- ----- Items: Four Leaves, Two Fruits, Two Stones Gob30 ----- Gob30 Location: Castle Lloydgust Reward: Ogre Blade Battle Tactics: Another battle with few surprises. Most of the enemies are Demons, again. Keep an eye on the Gorgon. Hidden Items: Heavy Axe: Midway between Pazano and Chelefteu Feather of Archangel: Patch of Plains between Highland and Barren NE of Pazano Saint's Shield: Forest East of Letze Saint's Garb: Mountains West of Raguza Caldia: On the road between Letze and Castle Lloydgust Chaladholg: Forest South of Lokry ************************************************************************ Scene 37 - March on the Capital Location: Latium Prologue: It's flashback time! We flashback to Magnus' and Yumil's youth where the two are young boys playing together, and how Yumil promises that Magnus will be his knight when he becomes King. Flash forward to a scene where a nobleman attempts to kill Yumil. Magnus tries to stop him, but the man throws him to the ground. Ankiseth runs in shortly and slices the killer up. Magnus hates himself for not being able to help. Now we see the same scene we saw in the beginning, where Magnus tells Yumil he's going to join the army. NOTE: This mission plays out differently depending on your Chaos Frame, and also if you go here before clearing out all the other optional areas prior to this. Strongholds: Latina: (Starting Location) Population: 291 Morale: 56 Witch's Hut Gaeta: (Neutral, SW of Latina) Population: 271 Morale: 49 Shop: Iron Helm 30 Baldr Helm 170 Helm of Thunderclap 410 Sword of Firedrake 300 Main Gauche 400 Blessed Sword 400 Sum Mannus 500 Glaive of Champion 500 Earth Javelin 550 Ice Blade 600 Electric Shield 150 Flame Shield 150 Shield of Inferno 500 Shield of Nue 500 Plate Mail 210 Plate Armor 230 Baldr Mail 250 Baldr Armor 420 Heavy Armor 650 Peregrine Mail 900 Bell of Thunder 250 Fang of Firedrake 250 Naga Ring 250 Snow Orb 250 Yen Vahagh: (SE of Latina) Population: 115 Morale: 51 Vulge: (South of Latina) Population: 112 Morale: 47 Gothpicci: (Southeast Corner) Population: 128 Morale: 88 Fort Toydebelt: (Enemy Headquarters #1) Population: 61 Morale: 50 Fort Toyderich: (Enemy Headquarters #2) Population: 45 Morale: 50 Winnea: (Enemy Capital, Will not be captured) Population: 174 Morale: 50 Enemy Opposition: Legion 1 - Dual Wedge Formation ----- Sld-- ----- Sld-- Sld-- Sld-- Items: Two Leaves, Two Fruits ----- CeF34%----- Location: Charging from Yen Vahagh Gob35 Sir33*----- ----- ----- Gob35 Ogr35 ----- ----- Position: Near Left Side Grf33 ----- Opi33 ----- ----- ----- Items: Four Leaves, Two Fruits ----- Fre34*----- Position: Near Right Side Sph33 ----- ArM35* ----- ----- ----- Items: Three Leaves, Two Fruits ----- Ogr33 ----- Position: Far Left Side Wiz33 ArM35*Wiz33 ----- ----- ArM33 Items: One Leaf ----- ArM33 ----- Position: Far Right Side --- Legion 2 - Dual Wedge Formation Sld-- CeF34%Sld-- ----- ----- ----- Items: One Leaf, Two Fruits, One Stone ----- Flb34 ----- Location: Charging from East of Latina ----- BlK33*----- ----- ----- ----- Items: Five Leaves, Two Fruits Ogr35 ----- Ogr36 Position: Left Side SwM33 ----- SwM33 ----- ArM34*----- Gre33 ----- Gre33 Position: Right Side --- Legion 3 - Dual Wedge Formation Sld-- CeM34%Sld-- ----- ----- ----- Items: Three Leaves, Two Fruits, One Stone ----- Hyd34 ----- Location: Charging from Vulge Fae33 ----- Hyd33 ----- ----- ----- Fae33 BsM34*----- Position: Left Side Gre34 Dia34*Gre34 Gob34 ----- ----- Items: Four Leaves ----- ----- Gob34 Position: Right Side --- Dia34*----- Arc33 Arc33 Knt33 ----- Items: Four Leaves, Two Fruits ----- ----- Knt33 Location: Guarding Vulge BkD33 ----- Tmt33 ----- ----- ----- ----- BlK35*----- Location: Guarding Gothpicci (Good Chaos Frame) Enemy Commanders: Knights of Danika (Gatekeeper) Sat34 ----- Sat34 ----- ----- ----- Items: Four Leaves, Two Fruits, Two Stones Sat34 KDa36*Sat34 Location: Fort Toyderich AnK34 ----- AnK34 ----- ----- ----- Items: Four Leaves, Two Fruits, Two Stones AnK34 KDa36*AnK34 Location: Fort Toydebelt Reward: Dragon Armor (Bad Chaos Frame) Enemy Commander 1: Ruolanair Dia34 ----- Dia34 ----- Pal35*----- Items: Four Leaves, Two Fruits, Two Stones ----- SwM34 SwM34 Location: Fort Toyderich Enemy Commander 2: Vesalus Fre34 ----- Fre34 ----- Pal35*----- Items: Four Leaves, Two Fruits, Two Stones ----- Cat34 Cat34 Location: Fort Toydebelt Reward: Black Cat Battle Tactics: Yep. You've got three Legions on you right from the start. Don't panic! This is pretty much all the enemy has. After the Legions are taken care of, there's just the two units guarding the towns, and the commanders at the forts. You'll have to defeat both commanders to finish the mission. BIG NOTE: If you go to Latium before you go to the other places, decrease every character's level by 2. Epilogue: A captured Knight tells how the Chosen will cleanse this land of evil. Later, Yumil, in Winnea, laughs to himself, saying how he's "almost there". Zeda and Mari enter the room... You'll notice you didn't take Winnea in this battle. That can mean only one thing, of course. You're gonna have to storm Winnea! Aftermath: After storming Winnea, return here and go to Vulge to learn about an Angel appearing in the church in Gothpicci. Take Magnus there Between 12 and 4 AM. The Angel will appear. If you have the Pedras of Bane and Virtue, the Ansate Cross from Zenobia border, a Dream Tiara, and a high Chaos Frame, you'll be given the Southern Cross. Hidden Items: Rune Plate: End of road SE of Yen Vahagh Lfal: On the road north of Gothpicci Crystal of Precision: Mountains Southeast of Geata Angelic Armor: West of Winnea Scroll of Discipline: East of Winnea ************************************************************************ Scene 38 - Promises Location: Winnea, Captial of Palatinus Prologue: If you have a high Chaos Frame, you'll see a scene where Procus approaches Yumil, wondering why he hasn't cast the all-powerful forbidden spell yet. Yumil says he can't do it with Magnus marching. He then kills his own father. If you don't, you'll just go over battle plans. NOTE: Like last mission, the enemy commander(s) will be different if you have a high or low Chaos Frame. Enemy Opposition: ----- ----- ----- Knt32 Pal35*Knt32 Pal33 ----- Pal33 Location: Guarding Second Western Gate ----- Hyd32 ----- ----- ----- ----- Items: Four Leaves, Two Fruits Pal32 Pal34*Pal32 Location: Patrolling Western Street Gre32 BlK34*----- ----- ----- Gre32 Items: Three Leaves, Two Fruits Opi32 ----- ----- Location: Patrolling Southern Street Gob32 ----- Gob32 ----- BlK34*----- Items: Four Leaves, Two Fruits BlK32 ----- BlK32 Location: Patrolling Southern Street Hwk32 ArM33*Hwk32 ----- ----- ----- Items: Four Leaves, Two Fruits ----- Ogr32 ----- Location: Guarding Second Southern Gate ----- Sir33*----- ----- ----- ----- Ogr32 ----- Wyv32 Location: House East of Second Southern Gate ----- Wit33*Pmp32 ----- ----- Gob35 Pmp32 Gob35 ----- Location: House West of Second Southern Gate AzD32 ----- EhD32 ----- ----- ----- ----- Sat33*----- Location: House West of Second Western Gate Pal32 Pal34*Pal32 Knt32 ----- Knt32 Items: Four Leaves, One Fruit ----- ----- ----- Location: Patrolling Eastern Street Sat33*----- Tmt32 ----- ----- ----- Items: Four Leaves, Two Fruits, One Stone ----- Cer32 ----- Location: House East of Second Eastern Gate Gre33 Gre33 ----- Gob33 ----- ----- Items: Four Leaves, Two Fruits Pal33*Gob33 ----- Location: Guarding Second Eastern Gate Pal32 Cat34*Pal32 ----- ----- ----- Items: Eight Fruits ----- Ogr32 ----- Location: Patrolling West of Main Street Sor33*----- YgD32 Gob32 ----- ----- ----- Gob32 ----- Location: House West of Main Street ----- Sat32 ----- Cat32 ----- Cat32 Items: Eight Fruits Cat34*----- Cat32 Location: Patrolling East of Main Street ReD32 ----- ----- ----- ----- DgM33* ----- Gob32 Gob32 Location: House East of Main Street ----- Dae34*Gho32 Gho32 ----- ----- ----- Ske32 Ske32 Location: Guarding Final Gate ----- Ogr32 ----- ----- ----- ----- Gob32 Dae34*Gob32 Location: South of the Royal Castle (Good Chaos Frame) Enemy Commander: Yumil Dulmare (Overlord) ----- Ove34*----- ----- ----- ----- Items: Two Leaves, Two Fruits KDa32 ----- KDa32 Location: Royal Palace Reward: Champion Statuette (Bad Chaos Frame) Enemy Commander 1: Procus Dulmare (Flail Monarch) ----- FlM34*----- ----- ----- ----- Items: Four Leaves, Two Fruits, One Stone Ogr32 ----- Ogr32 Location: Royal Palace Enemy Commander 2: Yumil Dulmare (Overlord) KDa32 Ove34*KDa32 ----- ----- ----- Items: Four Leaves, Two Fruits, Two Stones KDa32 ----- KDa32 Location: Royal Palace Battle Tactics: Fight this battle just like Fort Romulus. You should have plenty of time. Don't forget about the gardens lying around that can heal you if you rest in them. Epilogue: Challenging Yumil, Magnus defies his promise to become Yumil's knight. After he beats him, Mari protects Yumil. Yumil tells all. He is the Child of the Covenant. Long ago, the goddess Danika's body, queen of the netherworld, was split into five pieces. The arms and legs became the Knights of Danika, who guard the Chaos Gate. The Progenitor came across a Chaos Gate once and asked for ultimate power, in exchange for giving up one of his descendants to Danika. That descendant was Yumil. Yumil became the embodiment of Danika's power. Magnus rebukes Yumil, asking him if total destruction is what he really wants. Yumil wants to start over... Suddenly, Mari, overcome with some unstoppable force, takes a sword and runs Yumil through. Zeda shows up behind her. She rebukes the girl, telling her she's the last hope now, and teleports away with her. Yumil lies dying in Magnus' arms. He tells Magnus that, with the Knights and him dead, the only thing left will be the seal on the ruins. When that seal is broken, Danika will have the ability to conquer the world. The Ogre Battle will come once again. Magnus promises his childhood friend that, even though he's just an ordinary human, he'll do what he can. Later, in the meeting room in Winnea, Magnus, Hugo, and Frederick discuss matters. Magnus decides to leave to fulfill Yumil's request. Frederick gives his blessing. If you fought Procus, Yumil will kill him, unless you've sent away Ankiseth, in which case Ankiseth will kill him, and Yumil will send them both to the netherworld. Hidden Items: Silver Hourglass: East of the Eastern Outer Gate Matsukaze: West of the Royal Palace, at the end of a street. Malachite Sword: East of the Royal Palace, at the end of a street. ************************************************************************ Scene 39 - The Battle Rages On Location: Aurua Plains Prologue: Zeda drags Mari along the wilderness. Overcome with grief, Mari's having a tough time. The two encounter the remaining Knights of the Caliginous Order, Thamuz, Richard, and Baldwin. Zeda suggests a deal where the Lodis Knights help her break the seal and in turn get the blessings from their god. Strongholds: Fort Randrich: (Starting Location) Population: 15 Morale: 50 Le Vin: (Northwest of Randrich) Population: 252 Morale: 68 Landeck: (West of Le Vin) Population: 84 Morale: 57 Shop: Hraesvelg 340 Falchion 400 Frozen Axe 500 Ring of Eloquence 250 Brode: (West of Randrich) Population: 235 Morale: 82 Albesta: (Eastern Edge) Population: 133 Morale: 28 Zarbow: (Southwestern Corner) Population: 61 Morale: 20 Bartasake: (Northeastern Corner) Population: 278 Morale: 40 Tranus: (North of Landeck) Population: 94 Morale: 25 Witch's Hut Apertine: (West of Tranus) Population: 140 Morale: 28 Shop: Main Gauche 400 Bow of Sandstorm 420 Shield of Inferno 500 Kaysegg: (Northern Edge) Population: 99 Morale: 55 Anderout: (Enemy Headquarters) Population: 53 Morale: 50 Enemy Opposition: ----- BlK32*----- ----- ----- ----- Ogr34 ----- Ogr35 Location: Charging from West of Le Vin Arc32 Sir33*Arc32 Gob33 ----- ----- ----- Gob33 ----- Location: Charging from North of Le Vin Ske32 ArM33*----- ----- ----- Ske32 Ogr32 ----- ----- Location: Charging from West of Brode ----- SwM33*----- Nin32 ----- Nin32 ----- Gob33 Gob33 Location: Charging from North of Landeck --- Legion 1 - Dual Wedge Formation Sld-- Sld-- ----- ----- CeM33%Sld-- Items: Four Leaves Sat32 ----- ----- Location: Charging from Zarbow Gre32 ----- Gre32 Gob32 ----- ----- Items: Two Leaves ----- KtT34*Gob32 Position: Right Side ----- Sat34*----- Gob32 ----- Zom32 Zom32 Gob32 ----- Position: Left Side --- Legion 2 - Funnel Shift Formation ----- Sld-- ----- Sld-- CeF33%Sld-- Items: Three Leaves, One Fruit ----- KtT32 ----- Location: Charging from Apertine Gob32 KtT34*Gob32 ----- ----- ----- Items: Two Leaves ----- Ogr32 ----- Position: Right Side Gob34 Sir32*----- ----- ----- Gob34 Ogr34 ----- ----- Position: Left Side --- Legion 3 - Funnel Shift Formation Sld-- ----- Sld-- ----- ----- ----- Items: Four Leaves, Two Fruits KtT32 CeM33%KtT32 Location: Charging from Tranus NnM33*----- Gho32 Gre32 ----- ----- Items: Two Leaves, Two Fruits Gho32 Gre32 ----- Position: Right Side ----- KtT34*----- ----- ----- ----- Ogr32 ----- Ogr32 Position: Left Side --- Legion 4 - Dual Wedge Formation ----- Sld-- ----- Sld-- Sld-- Sld-- Items: One Leaf, One Fruit ----- CeF33%----- Location: Charging from Bartasake KtT33 Sat34*----- Gob32 ----- KtT33 Items: Six Leaves ----- ----- Gob32 Position: Right Side ----- Sat34*KtT33 ----- ----- ----- Items: Five Leaves, Two Fruits KtT33 ----- Ogr32 Position: Left Side --- ----- DoM33*----- ----- ----- ----- Items: Three Leaves, Two Fruits, One Stone Ogr35 ----- Gol32 Location: Southeast of Anderout (Ambush) Gre33 Dia33*Gre33 Gob33 ----- ----- ----- ----- Gob33 Location: Southeast of Anderout (Ambush) Enemy Commander: Thamuz Delville (Temple Command) KtT33 ----- KtT33 ----- TmC35*----- Items: Four Leaves, Two Fruits, Two Stones ----- Gob33 Gob33 Location: Anderout Reward: Peridot Sword Battle Tactics: Yep. You read that right. There are four Legions in this battle. Don't panic. Just deploy your units in teams. Two units should be more than enough to handle each of the three unit Legions. Watch out at the outskirts of Anderout. Like all Caliginous Order battles, there are a few hidden units near the headquarters. Epilogue: Thamuz begs Baldwin to go to Keryoleth to raise Danika. Thamuz gives his life for what's left of the Caliginous Order. Hugo tells Magnus that the Caliginous Order is now using Castle Talapea in Wentinus as their base. It is decided that they should take the castle first, since going to the mountains would expose themselves to attack from Wentinus. Hidden Items: Airgetlam: East of Tranus Count's Garment: Between Mountains NE of Zarbow Urn of Chaos: Piece of land West of Tranus Prox: Between Mountains NE of Zarbow Bell of Thunder: Mountains Southeast of Apertine Earth Javelin: Plains South of Le Vin Volcaetus: Between Mountains West of Albesta ************************************************************************ Scene 40 - Pressure Location: Wentinus Prologue: Baldwin tells Richard of Thamuz's death. Richard scolds him and sends him back to his post. When he leaves, Richard says that Thamuz's death will not be in vain, and Baldwin will be the one to gain ultimate power. Strongholds: Hopedale: (Starting Location) Population: 187 Morale: 78 Reliance: (Allied, Southwest of Hopedale) Population: 187 Morale: 18 Yves Guibiques: (North of Reliance) Population: 253 Morale: 67 Cartwright: (East of Hopedale) Population: 253 Morale: 79 Witch's Hut Timmins: (Northern Edge) Population: 238 Morale: 35 Shop: Armet 120 Arc Wand 150 Baldr Spear 230 Spellbook 100 Tower Shield 350 Fur Coat 250 Heavy Armor 650 Amulet 40 Igglurick: (Southeast of Castle Talpaea) Population: 244 Morale: 12 Castle Talpaea: (Enemy Headquarters) Population: 177 Morale: 50 Enemy Opposition: ----- Sat36*----- Gob34 ----- Zom34 Items: Two Leaves Zom34 Gob34 ----- Location: Charging from Yves Guibiques Gre34 ----- Gre34 Gob34 ----- ----- Items: Three Leaves, Two Fruits ----- KtT36*Gob34 Location: Charging from Yves Guibiques KtT35 Sat36*----- Gob34 ----- KtT35 Items: Four Leaves, Two Fruits, One Stone ----- ----- Gob34 Location: Guarding Yves Guibiques ----- Ogr34 ----- ----- ----- ----- Items: Two Leaves, Two Fruits Gob34 Dae36*Gob34 Location: Charging form Yves Guibiques Gob34 ----- Gob34 ----- Sat35*----- ----- Gob34 Gob34 Location: Charging from Cartwright ----- Sat36*KtT35 ----- ----- ----- Items: Four Leaves, Two Fruits KtT35 ----- Ogr34 Location: Guarding Cartwright ----- BlK34*----- ----- ----- ----- Ogr36 ----- Ogr37 Location: Charging from Igglurick KtT35 ----- KtT35 ----- ----- ----- Items: Four Leaves, Two Fruits, One Stone KtT35 Sat36*KtT35 Location: Guarding Igglurick ----- Sat35*----- ----- ----- ----- Items: Four Leaves, Two Fruits Ogr34 ----- Ogr34 Location: Charging from Timmins Gre35 Dia35*Gre35 Gob35 ----- ----- Items: Three Leaves, Two Fruits, One Stone ----- ----- Gob35 Location: Charging from Timmins Wiz34 ArM36*Wiz34 ----- ----- ArM34 ----- ArM34 ----- Location: Charging from Timmins Ske34 ArM35*----- ----- ----- Ske34 Ogr34 ----- ----- Location: Charging from Timmins Gob34 KtT36*Gob34 ----- ----- ----- Items: Four Leaves, Two Fruits, Two Stones ----- Ogr34 ----- Location: Charging from Talpaea ----- KtT36*----- ----- ----- ----- Items: Five Leaves, Two Fruits Ogr34 ----- Ogr34 Location: Charging from Talpaea Enemy Commander: Baldwin Glendale (Temple Command) Sat34 ----- Sat34 ----- TmC37*----- Items: Four Leaves, Two Fruits, Two Stones KtT34 ----- KtT34 Location: Castle Talpaea Reward: Wind Armor Battle Tactics: The kicker about this battle is just the fact that there are so many units in the towns. Watch the Templar unit to the west. They'll go after Reliance, and you don't want to lose it, so send someone to Reliance immediately. Preferably a flying unit. After all that's taken care of, just watch out for the charging Templar units from the Castle. This should come as no surprise to you, since every Caliginous Knight you've fought so far uses that tactic. ************************************************************************ Scene 41 - Adversaries Location: Castle Talpaea Prologue: Richard sends Baldwin to the ruins, saying he'll hold off the Revolutionary Army. Enemy Opposition: KtT34 ----- KtT34 ----- ----- ----- KtT34 Sat35*KtT34 Location: Guarding the Outer Gate ----- BlK34*----- ----- ----- ----- Items: Three Leaves, Two Fruits, Two Stones BkD33 ----- Ogr36 Location: SW of the Outer Gate ----- ----- Grf33 Gob36 ----- ----- Items: Four Leaves, Two Fruits, One Stone ----- SwM34*Gob36 Location: SE of the Outer Gate Sor34*----- YgD33 Gob33 ----- ----- Items: Two Leaves ----- Gob33 ----- Location: NW of Outer Gate ----- Sir34*----- ----- ----- ----- Items: Two Leaves Ogr33 ----- Wyv33 Location: Western side of Outer Street Gre33 Rav34*Gre33 Rav33 ----- Rav33 Items: Two Leaves ----- ----- ----- Location: Western Houses AzD33 ----- ----- ----- ----- DgM34* Items: Four Leaves, Two Fruits ----- Gob33 Gob33 Location: Eastern side of Outer Street ----- Gre33 Hwk33 Hwk33 ----- ----- Items: Four Leaves, Two Fruits ----- Rav34*Gre33 Location: Eastern Houses Gre33 BlK35*----- ----- ----- Gre33 Items: Two Leaves Opi33 ----- ----- Location: Near Archer Park AzD33 ----- EhD33 ----- ----- ----- Items: Two Leaves ----- Sat34*----- Location: Near Cavalier Park Sph33 ----- ArM35* ----- ----- ----- ----- Ogr33 ----- Location: Northwest of Archer Park (Reach it) ----- Flb33 ----- ----- ----- ----- Items: Two Leaves, Two Fruits Gob33 DgM35*Gob33 Location: East of Archer Park (Reach it) Cer33 ----- Sph33 ----- ----- ----- ----- Sat34*----- Location: NE of Cavalier Park (Reach it) Sat34*----- Tmt33 ----- ----- ----- Items: Four Leaves, Two Fruits, One Stone ----- Cer33 ----- Location: West of Cavalier Park (Reach it) KtT34 Sat35*----- Gob33 ----- KtT34 ----- ----- Gob33 Location: Guarding West Inner Gate ----- Sat35*KtT34 ----- ----- ----- Items: Two Leaves KtT34 ----- Ogr33 Location: Guarding East Inner Gate Gob33 KtT35*Gob33 ----- ----- ----- Items: Two Leaves ----- Ogr33 ----- Location: SW of Jasper Tower ----- KtT35*----- ----- ----- ----- Ogr33 ----- Ogr33 Location: SE of Jasper Tower Enemy Commander: Richard Glendale (Death Templar) Flb34 ----- AzD34 ----- ----- ----- Items: Four Leaves, Two Fruits, Two Stones ----- DTm35*----- Location: Jasper Tower Reward: Oracion Battle Tactics: Another castle storming scene. Watch for the two units on the southern road, and the two each that spring up whenever you reach one of the parks. Epilogue: Richard leaves after being defeated. He finds Baldwin in the forest. He asks why Baldwin has not broken the seal, yet. Baldwin says he's tired of living in Richard's shadow, and he runs Richard through with his sword. Hidden Items: Wind Armor: West of Cavalier Park Helm of Thunderclap: End of Road East of Jasper Tower (across wall) Sword Emblem: End of Road West of Jasper Tower (across wall) ************************************************************************ Scene 42 - The Sleeping Goddess Location: Mount Keryoleth Prologue: Zeda, Mari, and Baldwin approach the Ruins of Keryoleth. Zeda explains that Mari is now her loyal puppet, since her mind is gone from losing Yumil. A Templar runs up to Baldwin, reporting that your army is fast approaching. Baldwin leaves. Zeda gives Mari a sacred sword and tells her to resurrect Danika. Mari says she can't do it. Zeda's a little flustered, and tells her that she was born solely for this purpose. She is the daughter of the sage of Zeteginea, Rashidi, and this whole thing, including her love for Yumil, was planned from the moment she was born. Mari can't believe she's only a pawn in this, and stabs Zeda with the sword. Mari walks up to the ruins and cries out for Yumil. In anger and frustration, she stabs the ground with the sword, and collapses on the ground. Suddenly, blue light rises from the crack in the ground she created, and a figure arises from it... Have Destin: Later, in the War Room, Destin shows concern for Magnus. Magnus says he's alright. Destin explains this will probably be the last battle. They go over the plans. Destin gives Magnus words of encouragement, and we begin... Strongholds: Mursunny: (Starting Location) Population: 117 Morale: 35 Shop: Hachigane 40 Plumed Headband 60 Baldr Bow 160 Ytival 270 Claymore 360 Cloth Armor 20 Hard Leather 150 Natashkan: (East of Mursunny) Population: 188 Morale: 48 Dolbo: (Distant North) Population: 43 Morale: 28 Mingan: (Northeast of Natashkan) Population: 122 Morale: 39 Escaraba: (East of Natashkan) Population: 66 Morale: 80 Tananna: (Neutral, East of Escaraba) Population: 160 Morale: 41 Balera: (East of Mingan) Population: 171 Morale: 81 Gypsanville: (North of Mingan) Population: 86 Morale: 53 Witch's Hut Keryoleth: (Enemy Headquarters) Population: 31 Morale: 50 Enemy Opposition: ----- Dae36*Gho34 Gho34 ----- ----- ----- Ske34 Ske34 Location: Guarding Natashkan Sat34 Sat35*Sat34 ----- ----- ----- Items: Four Leaves ----- Ogr34 ----- Location: Charging from Natashkan ----- Sat35*----- ----- ----- ----- Items: Six Leaves Ogr34 ----- Ogr34 Location: Charging from Dolbo Gre34 Sat35*----- ----- ----- Gre34 Items: Two Leaves Gob34 Gob34 ----- Location: Charging from Mingan AzD34 ----- ----- ----- ----- DgM35 ----- Gob34 Gob34 Location: Guarding Dolbo Dia35*Gre34 ----- ----- ----- Gre34 Items: Four Leaves Gob34 Gob34 ----- Location: Charging from Escaraba Sph34 ----- ArM36* ----- ----- ----- ----- Ogr34 ----- Location: Guarding Mingan ----- Wit35*Pmp34 ----- ----- Gob37 Pmp34 Gob37 ----- Location: Guarding Escaraba Gre34 BlK36*----- ----- ----- Gre34 Opi34 ----- ----- Location: Charging from Tananna ----- Sat36*KtT35 ----- ----- ----- KtT35 ----- Ogr34 Location: Charging from Gypsanville KtT35 Sat36*----- Gob34 ----- KtT35 Items: Five Leaves, Two Fruits ----- ----- Gob34 Location: Charging from North of Balera Gob34 KtT36*Gob34 ----- ----- ----- Items: Four Leaves, Two Fruits, One Stone ----- Ogr34 ----- Location: Charging from Keryoleth ----- KtT36*----- ----- ----- ----- Items: Four Leaves, Two Fruits Ogr34 ----- Ogr34 Location: Charging from Keryoleth Enemy Commander: Baldwin Glendale (Temple Command) Dae34 TmC37*Dae34 ----- ----- ----- Items: Four Leaves, Two Fruits, Two Stones ----- Ogr34 ----- Location: Keryoleth Battle Tactics: Another straightforward battle for the most part. Many of the enemy units will charge from their towns before you get in range, so you may have to deal with a bunch of units on you at once. Don't sweat it, though. Epilogue: AGAIN, Baldwin runs. He heads to the ruins. He sees Zeda and Mari lying on the ground. Zeda says a few last words, turns into her true form, a Gorgon, and melts away. It is then that Baldwin notices Danika hovering above the ruins. He vows that Mari will never have that power and slays her. He stands before Danika, demanding to be blessed, that he have the ultimate power. Just then, Magnus runs up and yells for Baldwin to stop. Danika, with a nod of her head, knocks the impudent Baldwin to the ground. Magnus runs up to Danika, recognizing Yumil in her. She explains herself, that she was once the goddess of fertility, now the goddess of the netherworld. She had eaten the fruit of the Infernal Aura, and Berthe, her mother, put her to sleep. Yumil awoke her, though, with his power as the Child of the Covenant. She explains how she didn't want to awaken, but she felt so much sadness in Yumil that she felt she had to. Baldwin wakes and demands the power again. Danika suddenly is swallowed by the Infernal Aura, the power of the sage of Zeteginea, and the power of the Child of Covenant. This turns her into one freaky- looking thing... Magnus arms himself and attacks... Final Enemy: Danika ----- ----- ----- ----- XXX38*----- XXX38 ----- XXX38 The middle part of Danika uses Lava Shot twice. The plant parts use Rotten Breath and Acid Breath twice each. You'll fight a round against her. Just stay alive. Retreat if you have to. Don't bother with Pedras, they don't do a thing against her. Once you survive the first round (winning is doubtful), you, and the rest of your army, will be pushed back quite a distance. The area around Keryoleth will change form. The entire area will become marsh and swirly, malefic woods. Two gates to the netherworld will crop up south and southwest of Keryoleth, and enemy demon units will start spilling out. Ignore them, or push them out of the way, and just head straight for Danika, and keep attacking until she's defeated. The game ends here, normally. The only way to proceed to the next scene is to have a low Chaos Frame, and no Zenobians in your party. ************************************************************************ Scene 43 - Caliber (submitted by Freedan) Location: Aurua Plains Prologue: On his way back to Winnea for Frederick's coronation, Magnus' battalion is intercepted by a mysterious enemy. The scout's last words cast an ominous tone over the looming battle. Hugo tells Magnus to be prepared for anything. Strongholds: Tranus: (Starting Location) Population: 24 Morale: 94 Witch's Hut Albesta: (East of Tranus) Population: 133 Morale: 28 Landeck: (Southeast of Tranus) Population: 84 Morale: 57 Shop: Hraesvelg 340 Falchion 400 Frozen Axe 500 Ring of Eloquence 250 Brode: (South of Landeck) Population: 235 Morale: 82 Le Vin: (East of Landeck) Population: 252 Morale: 68 Fort Randrich: (Southeast of Le Vin) Population: 15 Morale: 50 Enemy Opposition: Sph36 ----- Sph36 ----- ----- ----- ----- BsM38*----- Location: Charging from Southeast of Tranus BlK36 Vam38*BlK36 ----- ----- ----- BlK36 ----- BlK36 Location: Charging from Northeast of Tranus AnK36 Ser38*AnK36 ----- ----- ----- AnK36 ----- AnK36 Location: Charging from highlands East of Tranus BlK36 ----- Pal36 ----- ----- ----- BlK36 Dgo38*Pal36 Location: Charging from Landeck Hyd36 ----- Que36 ----- ----- ----- ----- DgM38*----- Location: Charging from Albesta Sor36 Sir37*Sor36 ----- ----- ----- ----- Val36 Val36 Location: Charging from Le Vin Pum36 Wit38*----- ----- Pum36 Pum36 Pum36 ----- ----- Location: Guarding Landeck Tmt36 ----- AzD36 ----- ----- ----- ----- DgM38*----- Location: Guarding Le Vin SwM36 SwM37*SwM36 ----- ----- ----- SwM36 ----- SwM36 Location: Guarding Brode Coc36 ----- Coc36 ----- ----- ----- ----- BlK37*----- Location: Guarding Albesta Saradin's Unit Sir36 War39*Sir36 ----- ----- ----- NnM38 ----- NnM38 Location: Semicircle Northwest of Fort Randrich Gilbert's Unit ----- BsM39*----- ----- ----- ----- Sph38 ----- Cer37 Location: Semicircle Northwest of Fort Randrich Debonair's Unit Fre36 Gen39*Fre36 ----- ----- ----- Pal36 ----- Pal36 Location: Semicircle Northwest of Fort Randrich Aisha's Unit Ser37 Pri39*AnK38 ----- ----- ----- AnK38 ----- Ser37 Location: Semicircle Northwest of Fort Randrich Enemy Commander: Destin Faroda (Lord) Bah38 ----- FlB38 ----- ----- ----- ----- Lor41*----- Location: Fort Randrich Battle Tactics: This is it, the scene only accessible with a low Chaos Frame and no Zenobians. The enemy unit design has taken a big step up, although they still shouldn't be quite on par with your best units. Still, some of the enemies here will put up a good fight against just about anyone. In particular, the unit with two Sphinxes is rather nasty, as their Evocation actually works, and since they're so fast, they can pull out a 400-point combination spell before you can even blink. Your best bet is not to kill the leader, so he'll slow them down, hopefully exposing yourself to only one combination spell. Also, note the Cockatrice unit. You should be experienced in anti-Cockatrice tactics by now, but just make sure you know it's there. Other than that, it's pretty straightforward. It's a tiny map, and there aren't too many enemy units, but they are tough. Almost all the enemies are equipped with good elemental weapons, instead of their weak physical ones. Just be careful, and don't push your units too hard. When you near the enemy fort, you'll see the four Zenobians standing in a semicircle around the stronghold, guarding it from attack. You'll have to fight them all, but the fights are handled as boss battles, meaning if you kill the leader, everyone else falls as well. With this in mind, none of them are terribly difficult. Each has their own little speech condemning Magnus for his actions. After those pesky Zenobians have uttered their last words, you can take on Destin Faroda. There's a pretty long dialogue between him and Magnus, but the fight itself is easy, despite Destin's high level. Epilogue: Destin tells Magnus he can't stop him anymore, and tells him to be true to himself, before the mighty hero of Zenobia falls. After that, it's off to the low CF ending. ************************************************************************ ************************************************************************ 8. Endings There are many endings to this game, depending on your Chaos Frame, and who you have in your party. Here's my first ending. After Danika's beaten: Danika thanks Magnus for stopping her. She explains that, since she's both human and god, she constantly sways between good and evil. She explains that there are very few differences between humans and demons. Both are capable of good and evil. She gives him parting words that the one who planned this was born of this world, and that the Ogre Battle cannot be avoided. She leaves... --- CF of 0-33: Magnus is turned away from Winnea, being told he cannot be allowed in Frederick's prescence, since they believe he's possessed by the Infernal Aura. He turns away. In a few years, barbarians from the east attack, Frederick dies shortly, and Palatinus is reduced to rubble. One day, Kerikov finds the body of Mari lying beside the road. Suddenly, a baby crawls out from under her, and floats in the air. It says how good it feels to have the body of a god, and kills Kerikov. It's obvious that this is the new incarnation of the sage, Rashidi. --- If you have a CF higher than 33, you'll get the "standard" ending, where different things happen depending on who you have in your party. Have Destin: Destin explains that, even though Yumil's lost, the war has been won. He says that he's heading back to Zenobia to tell the King what has happened. Magnus tells him he'll stay and help rebuild Palatinus. CF of 34-66: Frederick becomes king of Palatinus and Magnus becomes a great hero in the new Palatinean army. He is referred to as a person of chivalry that owed allegiance to no one; not even his king. CF of 67-100: Frederick becomes king and dies shortly thereafter in battle. Magnus becomes the new king of Palatinus and leads his country to great victory over the Eastern Barbarian tribes in the future. Ending Scene 1: Gunther Piedmont Have Troi, Katreda, and Asnabel: Asnabel and Troi are leaving for war. Katreda wishes him luck. Ending Scene 2: Winnea Have Meredia: Hugo talks to Meredia about war. She says how she's scared, but she'll fight. Have Meredia, Liedel, and Biske: Meredia takes note of the fact that Liedel and Biske are a couple. Ending Scene 3: Azure Plains (or Tremos Mountains) Have Sheen: Sheen wonders what he should do with his life now. He thinks they're excluding him and he'll show 'em who's boss. Have Sheen, Carth and/or Paul: The same as above, only Carth and/or Paul confront him and convince him to come back (depending on whether you got both). Have Paul: Paul visits his petrified friend, says a few words, and heads off to the upcoming battle. Ending Scene 4: Mount Ithaca Destin (if you have him) arranges for war with the Bolmaukans (led by Vad, if you have him). Europea (if you have her) shows up and says that "he" and his comrades are coming. If you don't have her, it's just another Bolmaukan warrior. ************************************************************************ ************************************************************************ 9. Advanced FAQ Q: What's a Chaos Frame? A: We all thought the Reputation meter from the original Ogre Battle was removed. Turns out it's still there, but you can't check it. At the end of the game you get an analysis in the form of a numerical value from 0-100 of what the people thought of you. The higher the Chaos Frame, the better the ending. Q: How do I increase my Chaos Frame? A: There has been lots of talk about what affects Chaos Frame, but the biggest, and proven factor is whether or not you liberate towns as opposed to capturing them. To liberate a town, the enemy must have possession of it, first. Don't bother trying to liberate neutral towns because it won't work. Next, check the Morale of the town under Stronghold Information. You should see a number from 0-100. Match that number, roughly, with the average alignment in one of your units. Use that unit to go to the town and you'll liberate it. The process is fairly lenient. Any generally Chaotic unit will liberate a town with 0-33 Morale. Any genearlly Neutral unit will liberate a town with 34-66 Morale. Any generally Lawful unit will liberate a town with 67-100 Morale. Generally, given the average alignment of your unit. You'll have about a 20 point dispersal, so if you have someone dead 50, you can liberate anything between 30 and 70. This may seem like a rather wide dispersal, but you'll be thanking the Zeteginean Gods for it later on, when you have units at 100 or 0 alignment. There's been a lot of talk about other things affecting Chaos Frame. Things such as Magnus' Alignment, having Demons in your party, creating a Lich, totally wiping out enemy units, attacking units while they sleep. None of these have been proven to affect your CF, and I suggest you just relax and concentrate on liberation. One last note: Don't expect to just learn about Chaos Frame at, say, Tremos Mountains II, and be able to boost your Chaos Frame (which is probably around zero) enough to get Debonair. Raising Chaos Frame is a slow process, and it'll take a good 20 missions to get it up to 100, so it's best to start liberating early and often. Q: How does Love and Peace work? A: Very simple, really. During a battle you select it. You pick an enemy unit that's in sight and you'll use it on them. You have a chance for a member of that unit to come over to your side. That character disappears from the enemy unit and reappears in your reserves. I don't know the chance of it working, nor do I really want to bother to figure it out. Bottom line, you can use this item to try and get characters you don't have the time, patience, or items to get any other way. For instance, I used it to get an Angel Knight, because I didn't want to risk one of my characters. Characters you CANNOT use Love and Peace on: Grapplers Knights Templar Daemons Knights of Danika ANY Unit Leaders Q: What's the deal with Combination Magic and Attacks? A: Combination Attacks are only for Soldiers. If you have two or more groups of Soldiers in the same row, there's a chance that they'll attack together for increased damage. Combination Magic is much more fun. When you have two classes that can cast the same type of magic in the same row (Elemental, Effect), there's a chance that they'll join they're attacks and attack one target with a combined spell for increased damage. The only restriction is that the two spellcasting units cannot have opposing elements (Fire/Water, Wind/Earth) All combo magic (for single target spells) does what's called "splash damage". It hits the target and then hits all adjacent units for a small amount of damage. Combining same elements will simply increase the power of the spell and add splash damage. Here are some other combinations: Wizard/Sorceress Combos: Wind/Fire: Plasma Ball Fire/Earth: Lava Shot Earth/Water: Clay Assault Water/Wind: Ionosphere Bane/Wind: Infest Bane/Fire: Dark Blaze Combining one of the lower classes with one of the upper classes gives you one of the following spells in a four block area. Combining two upper classes gives you a spell over the entire battlefield. Wizard or Sorceress/Archmage or Siren Combos: Wind/Fire: Plasma Storm (Paralyze) Fire/Earth: Lava Flow (Paralyze) Earth/Water: Blue Spiral (Poison) Water/Wind: Atmosphere (Sleep) Bane/Wind: Inferno (Sleep) Bane/Fire: Dark Flame (Power Down) Witch Combos: Wind/Fire: Bind Flare (Paralyze) Fire/Earth: Poison Plant (Paralyze) Earth/Water: Deep Sleep (Sleep) Water/Wind: Poison Lime (Poison) Bane/Wind: Black Breeze (Poison) Bane/Fire: Doom (Sleep) NOTE: Combos are also available for classes that can cast specific spells, such as Black Knights with Word of Pain and Valkyries with Lightning, and even Ghosts with Nightmare. Also, combining Healing Spells, will produce a Healing Spell that can cure status ailments. Oh, and lastly, as nice as it would be, you can't combine Drakonite spells. Sorry... Q: How do I beat Cockatrices cleanly? When I attack a Cockatrice, you usually get petrified. To fix that, you need a revive stone which costs 500 GOTH!!! NO WAY! So... The best way to handle these beasts is to: Attack with golems. Altough the Cockatrices are "shooters" and like to attack the back row people which may have your leader, this is still a great way to handle them. What I do is put my leader in the front and Golems in the back and side, and then attack the Cockatrice, or reposition your men so that only your golem can be attack by the Cockatrice. Hey, the best thing is, the cockatrice can turn your Golems into Stone Golems. Pretty nice. Backup: It'll be even better if the leader of that group has a Hallowed Shield, then you're absolutely sure that your unit leader cannot be petrified under any circumstances... 2nd best: Attack with one or even better two Witches that can paralyze or sleep FAST! If the Cockatrices can't attack, they can't petrify. 3rd best: Find a way to attack the unit so that the Cockatrices are in the front. Circle around them, and distract them with another group, then close in for the kill. 4th best: Fight fire with fire. Attack Cockatrices w/ Cockatrices. They are hard to find, but they are good! If you are gonna do this, then make your Cockatrice faster then theirs so you can attack first. 5th best: Reposition your men so that each one of them isn't adajacent to each other. If they are, and they are attacked, then they may be all petrified. Pretty sucky... AND 6th best: Reposition your men so that a zombie or a stupid unit is the only one who can be hurt by the cockatrice. This strategy sucks, because if you go to these measures just to not be petrified, then WHY THE HELL ARE YOU ATTACKING THE COCKATRIACE ANYWAY! ************************************************************************ ************************************************************************ 10. Miscellany Didn't want to create a whole new chapter for EACH of these, so all the odd stuff goes here. ************************************************************************ A. Elem Pedras Elem Pedras are magical stones filled with the power of the gods. You'll be issued one at the beginning of the game. To use a Pedra, the Interrupt Gauge at the top of the screen must fill three times. Don't get discouraged if you can't use them early in the game. You'll be able to soon enough. Late in the game, you'll find you can use them just about every battle. At that point, you'll see it's not whether you can use Pedras, but WHEN... Anyway, there are six Pedras, each empowered by one of the gods with the power of a spirit. Here they are: Pedra of Wind - Stone that contains the power of Harnella, the goddess of wind. It is capable of summoning Thunderbird, the spirit of lightning. Pedra of Flame - Stone that contains the power of Zoshonel, the goddess of flame. It is capable of summoning Salamander, the spirit of flame. Pedra of Earth - Stone that contains the power of Berthe, the goddess of earth. It is capable of summoning Golem, the spirit of earth. Pedra of Water - Stone that contains the power of Grueza, the goddess of water. It is capable of summoning Fenrir, the spirit of ice. Pedra of Virtue - Stone that contains the power of Ishtar, the goddess of virtue. It is capable of summoning Fatuus, the spirit of light. Pedra of Bane - Stone that contains the power of Asmodee, the god of bane. It is capable of summoning Phantom, the spirit of darkness. Well, now you know what they are. So, I suppose you want to find them, eh? For finding the other three base elements, go to Mylesia, Mount Ithaca, and Gules Hills and fight several training battles as Magnus. Eventually, you'll face a two character unit with one of the characters being a High Level Dragon of the element of the Pedra. Defeat that group and you'll receive the Pedra. Pedra of Bane: Go to Jiram in the Highland of Soathon. In this town, either a woman will tell you about the death of her son's dog, or the kid himself will tell you. Bring a spare Hellhound to the town with you. If you don't have one, one can easily be found in the Barrens surrounding town. Return to him with the Hellhound in a unit and he'll accept the dog (after a couple of visits) and give you the Pedra of Bane. Very nice... Pedra of Virtue: Go to Muji, Gules Hills and you'll speak to a man who wants you to find his daughter in the Volmus Mine. Go to Volmus Mine and a woman will tell you she went to Mount Ithaca. Go to Cactovich, Mount Ithaca and you'll find the girl, who'll then give you the Pedra of Virtue. Okay, you've found them all... Now, how to use them? Well, there's an Interrupt Meter at the top of the screen. As soon as it fills three times, you can activate the Pedra menu, where you can select one to attack with. After which, the Pedra will need time to recharge. Now, this will be tough in the beginning, since the battles are far quicker. One way to try to stretch the battle out to maybe activate it is to Interrupt the battle after every attack, which may increase the Interrupt Meter enough. ************************************************************************ B. Rare Items At certain points in the game, you can get rare items from people. Some of these are gifts for particular characters, and you must visit the person with that character. Others you get with Magnus, or by performing special tasks at some point in the game. --- Special Character Gifts Hallowed Shield Character: Troi Ttyon Location: Elgorea, Mylesia Angel's Brooch Character: Katreda Birall Location: Inekell, Gunther Piedmont Helm of the Fearless Character: Asnabel Birall Location: Kinseya, Gunther Piedmont Red Branch Character: Liedel Klein Location: Inze, Fair Heights Idaten's Mail Character: Vad Orok Zlenka Location: Shafferville, Highland of Soathon Decoy Cap Character: Sheen Cocteau Location: Garu Kaio, Dardunnelles II Rai's Tear Character: Meredia O'Kiefe Location: Melthaus, Argent Starry Sky Character: Europea Rheda Location: Fort Hillverich, Vert Plateau Robe of the Abyss Character: Paul Lukische Location: Temple of Berthe, Temple of Berthe Jeulnelune Character: Biske La Varet Location: Surina, Capitirium Runic Cape Character: Carth Forleizen Location: Rete, Ptia --- Other Rare Items Note: Items for a specific class (or required to get items for a specific class) will not be here. Medal of Vigor (Portable, Valuable) - Go to Edepar, Alba with Magnus after the Alba mission. Annihilation (Spellbook, Drakonite) - Sold in Vertze, Alba. The price starts at 30000 and climbs by 20 Goth for every game day. It peaks at 60000 Goth. OR Found southeast of Sondrio, Barpheth. Meteor Strike (Spellbook, Drakonite) - Found in Melphy, Dardunnelles for 50000 Goth. Go there between 6 PM and 9 PM on the 6th, 15th, or 21st of any month. OR Between Highlands and Barrens Southwest of Furge, Ptia. Tempest (Spellbook, Drakonite) - Found Southeast of Surite, Blue Basilica. (across the river) White Mute (Spellbook, Drakonite) - Found near a piece of land east of Carella, Argent. Southern Cross (Armor, Full-body Armor) - After storming Winnea, return there and go to Vulge to learn about an Angel appearing in the church in Gothpicci. Take Magnus there Between 12 and 4 AM. The Angel will appear. If you have the Pedras of Bane and Virtue, the Ansate Cross from Zenobia border, a Dream Tiara, and a high Chaos Frame, you'll be given the Southern Cross. ************************************************************************ C. Birthdays Now, you knew you put your birthday in at the beginning for a reason, right? Well, it turns out you get a present on every one of your birthdays! To access your birthday, go to the Hugo Report, then to Events, and then find the scene called "Happy Birthday". Hit L to view the scene. Your friends will throw you a little party and you'll receive a present. Now, normally, these presents will be supplemental expendables. Every birthday that ends in 0, however, will get you a special item, indeed. 20th: Gallant Doll (Weapon, Doll) 21st - 29th: Scroll of Discipline, Urn of Chaos, Goblet of Destiny 30th: Marching Baton (Portable, Valuable) 31st - 39th: Stone of Quickness, Crystal of Precision 40th: Censer of Repose (Portable, Valuable) 41st - 49th: Bracer of Protection, Mirror of Soul 50th: Figurine of Sleipnir (Portable, Valuable) 51st - 59th: Sword Emblem, Crown of Intellect 60th: Manual of Warfare (Portable, Valuable) 61st - 69th: Champion Statuette, Cup of Life 70th: Mastaba's Barrier (Portable, Valuable) 71st - 79th: Dowsing Rod, Silver Hourglass, Flag of Unity 80th: Charge Horn (Portable, Valuable) 81st - 89th: Altar of Ressurection, Revive Stone 90th: Diadora's Song (Armor, Full-body Armor) 91st - 98th: Heal Leaf, Heal Pack, Power Fruit, Angel Fruit 99th: Noish's Promise (Weapon, Sword) ************************************************************************ D. Neutral Encounter List For convenience sake, I've decided to consolidate all possible Neutral Encounters in one location. I'm going to put it by monster, because let's face it, you're probably looking for a specific monster, or a specific item for free... Note: The more valuable items have less of a chance of showing up on the low level characters. Undead: Skeleton - Items: Halt Hammer, Torn Cloth Where: Volmus Mine II, Forests (Lv. 6) Dardunnelles I, Forests (Lv. 8) Sable Lowlands, Forests (Lv. 12) Dardunnelles II, Forests (Lv. 16) Capitrium, Forests (Lv. 18) Ghost - Items: Torn Cloth Where: Volmus Mine II, Forests (Lv. 6) Dardunnelles I, Forests (Lv. 8) Sable Lowlands, Forests (Lv. 12) --- Demi-human: Hawkman - Items: Halt Hammer, Bandanna, Leather Armor Where: Mylesia I, Highways/Plains (Lv. 5) Volmus Mine II, Highways/Plains (Lv. 6) Crenel Canyon II, Highways/Plains (Lv. 9) Vultan - Items: Baldr Club, Hachigane, Hard Leather Where: Wentinus I, Highways/Plains (Lv. 16) Dardunnelles II, Highways/Plains (Lv. 16) Wentinus II, Highways/Plains (Lv. 34) Raven - Items: Baldr Axe, Armet, Hard Leather Where: Wentinus I, Highways/Plains (Lv. 16) Dardunnelles II, Highways/Plains (Lv. 16) Aurua Plains, Highways/Plains (Lv. 32) Pumpkinhead - Items: Heal Leaf, Dowsing Rod Where: Highland of Soathon, Forests (Lv. 11) Ptia, Forests (Lv. 28) Gremlin - Items: Heal Seed, Quit Gate Where: Mylesia I, Forests (Lv. 5) Volmus Mine II, Plains (Lv. 6) Mylesia II, Forests (Lv. 11) Mount Ithaca, Forests (Lv. 13) Fair Heights, Forests (Lv. 17) Faerie - Items: Heal Leaf, Silver Hourglass Where: Mylesia I, Plains (Lv. 5) Mylesia II, Plains (Lv. 11) Sable Lowlands, Plains (Lv. 12) Mount Ithaca, Plains (Lv. 13) Fair Heights, Plains (Lv. 17) --- Dragons: Young Dragon - Items: Heal Seed Where: Tenne Plains, Forests (Lv. 2) Volmus Mine I, Forests (Lv. 2) Zenobian Border, Plains (Lv. 5) Alba, Forests (Lv. 8) Thunder Dragon - Items: Heal Seed, Sum Mannus Where: Dardunnelles I, Barrens (Lv. 8) Mount Keryoleth I, Barrens (Lv. 15) Gules Hills I, Barrens (Lv. 16) Celesis, Barrens (Lv. 20) Ptia, Snowy Barrens (Lv. 28) Latium, Barrens (Lv. 33) Red Dragon - Items: Heal Seed, Sword of Firedrake Where: Audvera Heights, Highlands (Lv. 12) Azure Plains, Highlands (Lv. 14) Fair Heights, Highlands (Lv. 17) Tremos Mountains II, Highlands (Lv. 21) Blue Basilica, Highlands (Lv. 26) Aurua Plains, Highlands (Lv. 32) Earth Dragon - Items: Heal Seed, Axe of Wyrm Where: Alba, Forests (Lv. 7) Mount Keryoleth I, Forests (Lv. 15) Azure Plains, Forests (Lv. 14) Vert Plateau, Forests (Lv. 19) Temple of Berthe II (Lv. 22) Blue Dragon - Items: Heal Seed, Cyanic Claw Where: Gunther Piedmont, Marsh (Lv. 7) Sable Lowlands, Highlands (Lv.12) Gules Hills I, Marsh (Lv. 16) Tybell, Marsh (Lv. 30) Platinum Dragon - Items: Heal Seed, Ytival Where: Crenel Canyon II, Barrens (Lv. 9) Highland of Soathon, Highlands (Lv. 11) Vert Plateau, Highlands (Lv. 19) Capitrium, Highlands (Lv. 18) Celesis, Highlands (Lv. 20) Barpheth, Snowy Highlands (Lv. 27) Argent, Highlands (Lv. 29) Black Dragon - Items: Heal Seed, Kerykeion Where: Mylesia II, Forests (Lv. 11) Tremos Mountains I, Forests (Lv. 23) Barpheth, Forests (Lv. 27) Tybell, Forests (Lv. 30) Ahzi Dahaka - Items: Bracer of Protection Where: Mount Keryoleth II, Forests (Lv. 34) Hydra - Items: Snow Orb Where: Wentinus II, Marsh (Lv. 34) Tiamat - Items: Angel Fruit, Goblet of Destiny Where: Aurua Plains, Forests (Lv. 32) --- Monsters: Wyrm - Items: Power Fruit Where: Tenne Plains, Barrens (Lv. 2) Mylesia I, Highlands (Lv. 5) Volmus Mine II, Highlands (Lv. 6) Mylesia II, Highlands (Lv. 11) Wyvern - Items: Cup of Life, Champion Statuette Where: Tremos Mountains I, Highlands (Lv. 23) Temple of Berthe II, Barrens (Lv. 22) Wentinus II, Highlands (Lv. 34) Griffin - Items: Power Fruit Where: Crenel Canyon I, Highlands (Lv. 3) Zenobia Border, Highlands (Lv. 5) Gunther Piedmont, Barrens (Lv. 7) Crenel Canyon II (Lv. 9) Mount Ithaca, Highlands (Lv. 13) Opinincus - Items: Angel Fruit, Crystal of Precision, Stone of Quickness Where: Temple of Berthe II, Highlands (Lv. 22) Romulus, Barrens, (Lv. 24) Tybell, Highlands, (Lv. 30) Cockatrice - Items: Revive Stone, Scroll of Discipline Where: Audvera Heights, Forests (Lv. 12) Mount Keryoleth I, Highlands (Lv. 15) Temple of Berthe II, Snowy Highlands (Lv. 22) Romulus, Highlands (Lv. 24) Mount Keryoleth II, Barrens (Lv. 34) Sphinx - Items: Angel Fruit, Altar of Resurrection Where: Argent, Forests (Lv. 29) Latium, Highlands (Lv. 33) Hellhound - Items: Power Fruit Where: Crenel Canyon I, Forests (Lv. 3) Zenobia Border, Barrens (Lv. 5) Highland of Soathon, Barrens (Lv. 11) Cerberus - Items: Angel Fruit, Goblet of Destiny, Flag of Unity Where: Gules Hills I, Forests (Lv. 16) Barpheth, Barrens (Lv. 27) --- Golems: Golem - Items: Heal Leaf Where: Tenne Plains, Highlands (Lv. 2) Volmus Mine I, Highlands (Lv. 2) Mylesia I, Barrens (Lv. 5) Gunther Piedmont, Highlands (Lv. 7) Stone Golem - Items: Kite Shield Where: Audvera Heights, Barrens (Lv. 12) Tremos Mountains II, Highlands (Lv. 21) Baldr Golem - Items: Baldr Shield, Baldr Armor Where: Tremos Mountains II, Snowy Highlands (Lv. 21) Romulus, Highlands (Lv. 24) Argent, Barrens (Lv. 29) --- Demons: Goblin - Items: Heal Leaf, Short Sword, Plate Mail Where: Mount Keryoleth I, Forests (Lv. 15) Tremos Mountains II, Forests (Lv. 21) Ptia, Forests (Lv. 28) Blue Basilica, Forests (Lv. 26) Latium, Forests (Lv. 33) Ogre - Items: Warhammer, Leather Armor Where: Tybell, Highway (Lv. 30) Gorgon - Items: Revive Stone, Composite Bow, Love and Peace Where: Ptia, Snowy Forests (Lv. 28) Latium, Forests (Lv. 33) ************************************************************************ E. Scene Progression This is how you can progress through the scenes in the game. 1 | 2 | 3 / \ 4---5 (must complete both missions) | 6 | 7 | 8 | 9 | 10 | 11 | 12 /|\ / | \ 13-14-15 (completing 15 moves you on, if you haven't /| completed 13 or 14, they close) / | 16-17 (can complete both 16 and 17) | / |/ 18 (after 18, 16, 17, and 18 close) | 19 | 20 | 21 /|\ / | \ 23 22-24 (must go to 24 after 22, or to 22 after 24) | | | / 26 25 | | 25 26 \ | \| 27 | 28 | 29 | 30 | 31 / \ 33--32 | | | 34 |\ | | \ | | 35 | |\ | | \ \ / 36 37 | 38 (after 38, you have the option of going to any | of the remaining 32-36) 39 | 40 | 41 | 42 | 43 (43 is only accesible if you have a low CF and no Zenobians) You'll start at Scene 1 and progress normally. When you finish Scene 3, you'll have two scenes to choose from (Mylesia and Zenobia Border). You will have to complete both scenes, and the order won't affect you one way or another. After those two scenes, you'll progress in a singular direction for some time. Eventually, you'll have a choice of three: Audvera Heights, Sable Lowlands, and Mount Ithaca. If you go to Mount Ithaca, the other two scenes will close if you haven't already visited them. Best course of action is to go to Audvera Heights and Sable Lowlands first. If you go to Sable Lowlands first, you'll attack Audvera Heights from the back. If you go to Audvera first, you'll attack from the front, and Sable Lowlands will be no different. Your next choice is between Azure Plains and Mount Keryoleth. You can go to both, but after you finish the next scene (Wentinus I), Wentinus, Azure Plains, and Mount Keryoleth will all close. Your next choice is probably your biggest, because you'll have to snub one or two scenes. You'll have three choices: Vert Plateau, Capitrium, and Tremos Mountains. IF you go to Vert Plateau, you'll go to Capitrium next, and Tremos Mountains will close. Afterwards you'll go to Celesis, Tremos Mountains II, and then on to the Temple of Berthe. IF you go to Capitrium, Tremos Mountains will close. You'll go to Vert Plateau next. Afterwards, you'll go to Celesis, Tremos Mountains II, then on to the Temple of Berthe. IF you go to Tremos Mountains, Vert Plateau and Capitrium will both close. Afterwards, you'll go to Tremos Mountains II, then Celesis, then on to the Temple of Berthe. Right, so which route (Vert/Capitrium or Tremos) should you pick? Well: Vert and Capitrium: You'll have the opportunity to get both Europea and Biske, as well as some good items like the Firecrest and the Evil Blade. See the Character section on how to get the characters. Tremos Mountains: You'll have the opportunity to get Paul, and to get a Ring of the Dead, which will allow you to create a Lich. It's your choice. Your next choice comes a while later, after you beat Fort Romulus. You have the option of going to Ptia or the Blue Basilica. Neither way will affect you greatly. What affects this, and the next three scenes (Argent, Barpheth, and Tybell) is when you go to Latium. Once you go to Latium, the remaining scenes (particularly Argent and Ptia) will change. Once you go to Latium, you can continue on to Aurua Plains, Wentinus, and Mount Keryoleth. If you have a decent Chaos Frame (33+) or any of the Zenobians (Aisha, Saradin, Debonair, Gilbert, or Destin), the game will end there and give you your ending. If you have a low Chaos Frame and no Zenobians, you'll finish with Aurua Plains II. ************************************************************************ F. The Item Multiplier Bug NOTE: I strongly suggest you go through the game normally before trying this trick to get the full experience, because this cheat makes the game far easier... Okay. Now that that's settled... The basic gist of this trick is that you can create 255 of a specific item. This works for Supplemental Expendables, and Portable Valuables. If anyone has proof it works on any other kind of item (or not for a specific one in this group), let me know... Okay. First, you're going to need at least one of the item you want to make 55 of. Sorry. No getting a billion Urns of Chaos right off the bat. Set up a unit, with one of the characters being able to carry only one item, and load it up with a bunch of items. Doesn't matter what. Heal Leaves work fine. Make the last two item slots blank. Put the item you want in the last slot, leaving the 2nd to last blank. Now, go to Remove Characters and remove a character that can carry just one item. This moves the item you want into the new last slot (previously blank), BUT it also creates a new item, which is put back into your depot. Now you have an extra item, but the fun doesn't stop there! Now, remove the item you want from that unit and back into the depot, using the Carry Item function. Since you already technically have zero equipped (according to the Item List), it'll roll over to 55. Now, you'll have 55/01 items (or 55/02, or however many you had before). Well, now you have 55 items, but you can't access them, because they're in the "equipped" slot. What you need to do now is go to the Sell Item screen, and sell one more than the second number next to the item. So, if the number's 55/01, sell two, if it's 55/02, sell three. This will cause the second number to roll over to 55. Now, leave the Organize Screen and come back, and you'll now have 0/55 of the item. This is actually 255, and the hundreds digit isn't visible. Now, you can use it to your heart's content, or sell them off for major cash. Only problem is that strange things can happen to those items after you save and shut the game off. For instance, I used it to get 55 Cups of Life, and after I went back to the game, I had 27. To the best of my knowledge, your items will never completely disappear, but the number may change. Really, there isn't a problem. You can just do the trick again for another 255. Okay... I've been told people have received infinite items because of this, and that there are problems with getting certain items. Folks, it's a bug... It's not the most easily explained thing in the world. If you start selling a jillion items, just wait until you're done selling... ************************************************************************ G. Attack List Here's a list of the attacks in the game and what they do, not to mention who can use them. --- Pure Physical Attacks These are straight bashing attacks with a weapon or whatever the character can use. Elemental based attacks can be used if the weapon equipped is of a specific element. There is generally only one target for attacks like these. Slash - Attacks the target with a Sword or a Greatsword. The most common attack. Classes: Fighter, Knight, Fencer, Paladin, Sword Master, Dragoon, Centurion, Goblin, Gladiator, Vanguard, General, Warrior, Solidblade, Lycanthrope, Lord Thrust - Attacks the target by thrusting its weapon towards the enemy. Classes: Soldier, Dragon Tamer, Dragon Master Strike - Attacks the target with a 1-handed Axe or Hammer. Classes: Berserker, Skeleton, Hawkman, Vultan, Raven, Saturos Pierce - Attempts to strike through the enemy's armor with a thin weapon. Classes: Phalanx, Cataphract, Angel Knight, Seraph Lash - Strikes the enemy with a Whip. Classes: Beast Tamer, Beast Master Pull Strings - Uses a Doll to attack the enemy. Classes: Doll Master, Enchanter Rend - Rakes the enemy with a set of Claws. Classes: Ninja, Ninja Master, Grappler Cleave - Slashes (or smashes) the enemy with a polearm-type weapon. Classes: Black Knight, Valkyrie, Freya, Blaze Knight, Rune Knight Shoot - Fires an arrow at the enemy with a Bow. Classes: Amazon, Archer, Diana, Gorgon Bite - Goes after the enemy with big, nasty, pointy teeth! Classes: Zombie, Young Dragon, Thunder Dragon, Red Dragon, Earth Dragon, Blue Dragon, Platinum Dragon, Black Dragon, Wyrm, Wyvern, Hellhound, Cerberus Pumpkin Smash - Drops a pumpkin on an enemy, halving it's HP. Classes: Pumpkinhead Pumpkin Shower - Drops six pumpkins on different enemies, halving HP with each hit. Also halves the HP of the attacker. Classes: Pumpkinhead Claw - Dashes towards the enemy, and slashes with claws. Classes: Griffin, Opinincus, Sphinx, Werewolf Peck - Uses a beak to slash and stab the enemy. Classes: Cockatrice Crush - Pounds the enemy with a large, two-handed weapon. Classes: Ogre Smash - Flattens the enemy with bare hands. Classes: Golem, Stone Golem, Baldr Golem Fatal Dance - Hits an enemy hard multiple times, for large amounts of damage. Classes: Grappler --- Breath Attacks These attacks are used with a beasts magical breath. They all hit multiple enemies. Lightning Breath - Spits lightning at a cluster of enemies. Element: Wind Classes: Thunder Dragon, Quetzalcoatl Fire Breath - Spits a bolt of flame at a cluster of enemies. Element: Fire Classes: Red Dragon, Flarebrass, Wyvern Acid Breath - Flings a ball of acid at a cluster of enemies. Element: Earth Classes: Earth Dragon, Ahzi Dahaka Breath of Cold - Spits a sheen of ice at a cluster of enemies. Element: Water Classes: Blue Dragon, Hydra Sacred Breath - Casts a blast of holy energy at a cluster of enemies. Element: Virtue Classes: Platinum Dragon, Bahamut Rotten Breath - Spits a bolt of decaying force at a cluster of enemies. Element: Bane Classes: Black Dragon, Tiamat Petrify - Breathes on a cluster of enemies, encasing them in stone. Classes: Cockatrice --- Blasts A type of attack specific to Generals. The General swings his sword at incredible speed, releasing the element contained within. The blast attacks one enemy. Sonic Blast - If the sword has no element, a deadly sound wave is generated. Wind Blast - A core of wind is cast towards the enemy. Fire Blast - A crescent of flame is cast towards the enemy. Earth Blast - A shockwave from the earth is flung towards the enemy. Aqua Blast - A blast of water is cast at the enemy. Holy Blast - A holy force is thrown at the enemy. Dark Blast - A core of decay is cast at the enemy. --- Physical-based Magic Attacks These attacks are not really physical, but they're not specifically magic attacks as indicated on the Organize Screen. Sonic Boom - Swings sword at high speed, breaking the speed of sound, but also causing damage to oneself. Classes: Sword Master Life Drain - Focuses undead energy on an enemy, draining HP and adding it to the attacker. Element: Bane Classes: Vampire Banish - Sends a halo which hovers above an enemy, and blasts it with holy energy. Element: Virtue Classes: Angel Knight, Seraph Jihad - Blasts the entire enemy unit with a giant ball of light. Element: Virtue Classes: Seraph Wind Shot - Focuses the power of wind and nails an enemy with it. Element: Wind Classes: Vultan, Griffin Thunder Arrow - Fires a ball of electricity at an enemy. Element: Wind Classes: Raven Throw a Kiss - Blows a mystic kiss at an enemy, lowering its power. Classes: Gremlin Abyss - Attacks the enemy with dark energy that can put it to sleep. Element: Bane Classes: Gremlin Throw a Kiss - Blows a mystic kiss at an ally, raising its power. Classes: Faerie Magic Missile - Creates a small ball of holy light, which hits an enemy. Element: Virtue Classes: Faerie Radiant Gale - Casts a storm of lightning and wind at the entire group of enemies. Element: Wind Classes: Quetzalcoatl Crimson Note - Generates a storm of fire that engulfs the entire enemy. Element: Fire Classes: Flarebrass Earthquake - Opens the earth and swallows the entire enemy. Flying characters are unaffected. Element: Earth Classes: Ahzi Dahaka Clear Disaster - Casts an ice storm that chills the entire enemy. Element: Water Classes: Hydra Divine Ray - Creates a ball of light that blasts the entire enemy with purity. Element: Virtue Classes: Bahamut Evil Dead - Summons a gate to the netherworld, releasing undead spirits on the entire enemy. Element: Bane Classes: Tiamat Wind Storm - Creates a vortex of wind which slams the entire enemy. Element: Wind Classes: Opinincus Mesmerize - An evil cloud damages a cluster of enemies and puts them to sleep. Element: Bane Classes: Cerberus Gaze of Terror - A ray pierces from the eye and petrifies all in the attacker's line of sight. Shielded characters are unaffected. Element: Bane Classes: Gorgon --- Elemental Magic These are the entry level spells. Magic-using Fighters can use spells if they're equipped with a weapon of the same element as the spell. Spellcasters can use these spells if they are the same element as the spell and are equipped with a Spellbook, or a book of the same element. All of these spells hit one enemy. Lightning - A bolt of lightning strikes an enemy. Element: Wind Classes: Wizard, Paladin, Black Knight, Archmage, Valkyrie, Sorceress, Siren, Princess, Saturos, Gladiator (Magnus), Warrior, Blaze Knight, Warlock, Lord Fireball - A ball of fire ignites an enemy. Element: Fire Classes: Wizard, Paladin, Black Knight, Archmage, Sorceress, Siren, Princess, Saturos, Gladiator (Magnus), Warrior, Warlock, Lord Acid Vapor - Acid clouds erupt from the ground and assault the enemy. Element: Earth Classes: Wizard, Paladin, Black Knight, Archmage, Sorceress, Siren, Princess, Saturos, Gladiator (Magnus), Warrior, Warlock, Lord Ice Blast - An frigid icicle spins in the air and impales an enemy. Element: Water Classes: Wizard, Paladin, Black Knight, Archmage, Sorceress, Siren, Princess, Saturos, Gladiator (Magnus), Warrior, Warlock, Lord Healing - Holy energy heals an ally. Element: Virtue Classes: Paladin, Black Knight, Cleric, Priest, Saturos, Gladiator (Magnus), Warrior, Lord Word of Pain - Dark energy inflicts pain on an enemy. Element: Bane Classes: Wizard, Paladin, Black Knight, Archmage, Sorceress, Siren, Princess, Saturos, Gladiator (Magnus), Warrior, Warlock, Lord --- Combination Elemental Magic This magic is invoked by two magic users who have been in the same unit for some time. They combine their two elements to create a more powerful spell that hits a cluster of enemies. Plasma Ball - A rolling cloud of plasma attacks the enemy. Element: Wind/Fire Lava Shot - A molten rock sails into the area. Element: Fire/Earth Clay Assault - A ball of clay bounces towards and attacks the enemy. Element: Earth/Water (Also used solely by Solidblade) Ionosphere - A ball of electricity assails the enemy. Element: Water/Wind Infest - Winds from the netherworld assault the enemy. Element: Bane/Wind Dark Blaze - A flame from the netherworld engulfs the enemy. Element: Bane/Fire --- Elemental Magic Plus This is higher elemental magic. It works the same way as Elemental Magic, and hits a cluster of enemies. If two spellcasters combo of the same element, they'll generate a spell of the same kind, only hitting the entire enemy force. Thunder Flare - A lightning storm strikes the enemy. Element: Wind Classes: Archmage, Freya, Siren, Princess, Lich, Vanguard, Warlock Fire Storm - A raging column of flame engulfs the enemy. Element: Fire Classes: Archmage, Freya, Siren, Princess, Lich, Vanguard, Warlock Crag Press - A giant boulder slams the enemy from above. Element: Earth Classes: Archmage, Freya, Siren, Princess, Lich, Vanguard, Warlock Ice Field - A chilling column of ice swarms the enemy. Element: Water Classes: Archmage, Freya, Siren, Princess, Lich, Vanguard, Warlock Healing Plus - A large field of holy energy heals allies. Element: Virtue Classes: Freya, Priest, Vanguard Dark Quest - Dark, undead forces swarm the enemy. Element: Bane Classes: Archmage, Freya, Siren, Princess, Lich, Vanguard, Warlock Ninja Art - Casts a Area Effect Elemental Magic spell of any element. Classes: Ninja Master Evocation - Uses mystical energy to hit the enemy with the Area Effect Elemental spell that will work best on the enemy (usually Dark Quest). Classes: Sphinx --- Combo Elemental Magic Plus This works the same was as Combo Elemental Magic. If a high and low level spellcaster combine, the spell will cover a cluster of enemies, while two high level combinations will result in the entire enemy force being hit. Plasma Storm - Gigantic balls of plasma electrocute the enemy. Element: Wind/Fire Lava Flow - A volcano erupts and sprays the enemy with lava. Element: Fire/Earth Blue Spiral - A geyser erupts, blasting the enemy with water. Element: Earth/Water Atmosphere - A globe of atmospheric energy hits the enemy. Element: Water/Wind Inferno - Dark gale forces from the netherworld strike the enemy. Element: Wind/Bane Dark Flame - Evil fire swarms through the enemy. Element: Fire/Bane --- Effect Magic This magic doesn't hurt an enemy directly, but can incapacitate them. Shock Bolt - Electricity paralyzes an enemy. Element: Wind Classes: Witch, Warlock Ray of Paralysis - Heated energy paralyzes an enemy. Element: Fire Classes: Witch, Warlock Poison Cloud - An insipid cloud poisons an enemy. Element: Earth Classes: Witch, Warlock Slumber Mist - A cloud of mist puts an enemy to sleep. Element: Water Classes: Witch, Warlock Nightmare - Dark energy puts an enemy to sleep. Element: Bane Classes: Witch, Ghost, Warlock --- Combo Effect Magic Just like any other Combo magic, this magic targets a cluster of enemies. Bind Flare - Rings of plasma surround the enemy, paralyzing them. Element: Wind/Fire Poison Plant - A large mushroom pops up, paralyzing the enemy. Element: Fire/Earth Deep Sleep - Small ghosts surround the enemy, putting them to sleep. Element: Earth/Water Poison Lime - Icicles pop from the ground, poisoning the enemy. Element: Water/Wind Black Breeze - Encases the enemy in a jelly, poisoning them. Element: Bane/Wind Doom - A dark hand grabs the enemy, putting them to sleep. Element: Bane/Fire --- Drakonite Spells All these spells target the entire enemy equally. Tempest - A massive storm strikes, blasting the enemy with lightning and wind. Element: Wind Classes: Wizard, Archmage, Sorceress, Witch, Siren, Warlock Annihilation - Raging bolts of fire strike from the heavens, incinerating the enemy. Element: Fire Classes: Wizard, Archmage, Sorceress, Witch, Siren, Warlock Meteor Strike - Massive meteors fall from the heavens and pound the enemy. Element: Earth Classes: Wizard, Archmage, Sorceress, Witch, Siren, Warlock White Mute - Ice storms blast the enemy and freeze them in a solid block of ice. Element: Water Classes: Wizard, Archmage, Sorceress, Witch, Siren, Warlock ************************************************************************ H. Name Codes There are two names you can enter on the New Game screen that'll "activate" new features. They're not huge, but they exist, so in the guide they go... DEL_DATA - Enter this and all data saved on the cart will be removed. MUSIC_ON - Enter this and you can access the Sound Test ************************************************************************ ************************************************************************ 11. Legal This FAQ was made 100% by me, Scott "CyricZ" Zdankiewicz. You may not take it in whole or in part and claim it as your own. You may not alter it in any way, even if you ask me first, and that includes putting it in HTML format. Please don’t post this on your site unless you have express consent by me. I’ve put a lot of time into this. Give me some credit... Currently, the following sites have permission to post my FAQ. www.gamefaqs.com vgstrategies.about.com rwartrow.yahoo.com www.cheatcc.com www.happypuppy.com www.cheatstop.com www.neoseeker.com www.gamespot.com www.ogrebattle64saga.8k.com ishibishi.8m.com www.gamesteronline.com www.gamexperts.com www.geocities.com/rpg0nline www.delphi.com/LordHeavyArms www.magnusgallant.cjb.net www.timsvault.com www.game-place.com http://members.xoom.com/3dmike1/matt/rpgsite If you find any sites that have this FAQ besides those listed, please let me know. ************************************************************************ ************************************************************************ 12. Credits CJayC - For putting this up on his site. Lunatikk - Was the first to give me a bunch of new classes: Paladin, Diana, Priest, Beast Master, Zombie, Ghost, Vultan, Raven, Pumpkinhead, Gremlin, Faerie, Wyvern, Cerberus, Young Dragon, Platinum Dragon, Blue Dragon, Sword Master, Ninja Master, Freya, Siren, Vampire, Bahamut, Cockatrice. Now, get out of my bushes! ^_^ MetroidMoo - For info on Golems. Brian Jones - For some info on besting the ever annoying Cockatrices... MtnRige - For Black Knight and Archmage Kami - For info on how to get Vad King Tut - THANK YOU, THANK YOU, THANK YOU for letting me use the class change stats on his website supergremlin - For telling me the enemy uses Revive Stones. Andrew - For the Baldr Golem class The Juggernaut - For pointing out to me a few tips on experience building. Duke Frederick - For supplying me with a preliminary strategy for Scene 23. Wicked Souls - For the excellent Witch combos! Eagles - For the definitive word on Alignment requirements. Eagles and Mighty Pang - For a good starter walkthrough for Tremos Mountains I. Adam Hutch, Freedan, Bumper, francis lapointe, mrputter - For supplying me with item info. MetroidMoo - For allowing me to use his FAQ for some of my items. Rashidi and Chameleon - For info on the Vanity and Superior Knight Class' attacks. Rashidi - For the Level Up Bonuses Celda - For a correction Anthony Gargon - For supplying some battle strategies. Freedan - For supplying me with extra birthday info, and the walkthrough for the bonus scene. Nintendo Power - For compiling the Opening values. IGNGuides - For publishing another set of Opening values... bearsman6 - For giving me proprietary stats for Wyverns. Darth Gecko - For some ending info Arctic - Help on a few random things. ultron, epic, EvanMacD, Otik2, poocho, Karl Hungus - For Netural Encounter info. Nash Blade and other users on the GameFAQs boards - For discovering the 55 Item Cheat. ************************************************************************ ************************************************************************ 13. Version Updates Version 2.9 - 9/8/2001 - Nice big old update, with menus and stuff... Version 2.8 - 2/23/2001 - I spoil you guys too much... If you'll check the Item List, you'll see what I mean... ^_^ Version 2.7 - 1/26/2001 - With Freedan sending in the last mission walkthrough, and the addition of Carth and Biske, this guide is largely complete. I don't think I'll be making any more updates soon. Also, I moved Lich and Vampire to the Human sections, where they show up in the game, and fixed the opening question values. Version 2.6 - 1/16/2001 - So, how was everyone's holiday? Few things corrected. Put up a Tremos Mts. Walkthrough and the info for Paul. I know how to get Biske and Carth, thank you all, but I'd like to get them on my own before I put the info in the FAQ. Version 2.5 - 12/20/2000 - God, I hate Finals week. Anyway, I finished pretty much all the missions on hidden items and whatnot. Just have to make myself a complete Tremos Mts. I walkthrough, and get that bonus mission, and we should be all done... Oh yeah... Got an interesting cheat up in the Miscellany section... And I'll be postponing updates for a while, until I get back from break. That'll be until about Jan. 13, so don't expect anything from me between those times... Version 2.4 - 12/9/2000 - Okay. Did a lot. Rearranged all the Items, and finished off a ton of missions with enemy levels and hidden items. Version 2.3 - 12/3/2000 - Well, that's pretty much all of the missions, except the bonus mission that you get for beating the game with no Zenobians and having a low Chaos Frame. Version 2.2 - 11/29/2000 - Such a short amount of time, but such a big update. I've added the Miscellany section, and consolidated all the Neutral Encounters into one section. Oh, and a few more missions, too. Version 2.1 - 11/26/2000 - Two more missions. One of them being the first, and one being the last. That's right. I beat the game, and I'm now accepting any and all pieces of info. Version 2.0 - 11/20/2000 - About four or so more missions. Version 1.9 - 11/17/2000 - Two more missions, and Tiamat thrown in for your troubles, not to mention numerical values for the Alignment requirements. Version 1.8 - 11/10/2000 - Five more missions, the Princess class, as well as Gorgon and Sphinx. Version 1.7 - 11/7/2000 - Two more missions, and I've added Debonair, Destin, and Gilbert. Happy day! Version 1.6 - 11/2/2000 - Three more missions, as well as Angel Knights and Seraphim added. Version 1.5 - 10/31/2000 - Two more missions, and I've changed the format once again. I will now have Hidden Items in the missions. Version 1.4 - 10/28/2000 - A couple more missions, and several of the master Dragon classes. Version 1.3 - 10/26/2000 - I know it's a little late to change the format, but I'll have to do it soon anyway, so I've added Level and items carried to each of the opposing units in my Mission Walkthroughs. Also, I'm building a small shrine to King Tut. He's a veritable god in my book. He allowed me to use information from his site: http://kalynuik-s.tripod.com. This allows me to put up stat requirements for all required classes! Yay! Version 1.2 - 10/22/2000 - See Version 1.1 ^_^ Version 1.1 - 10/19/2000 - More missions, and some more items. Version 1.0 - 10/15/2000 - Since it's actually starting to look like a real FAQ, we're above 1. Added the first Mission Walkthrough (for Scene 10) and some more classes, more items, etc... Version 0.5 - 10/14/2000 - The first bit. Intro, Legal, the Classes I had and Items and such... ************************************************************************ ************************************************************************ 14. The Final Word FAQ #2 out and ready. Phew. This one was a lot harder to do than the Perfect Dark FAQ. RPGs tend to be as such. Remember, if you want to submit to me, make sure you check to make sure your stuff isn't already in the FAQ. I'll take any info you got. Items, Neutral Encounters, the few Special Characters I have missing, whatever... One final note: Some people have asked me about how they're doing, or if their units are any good. Also, some ask me what my best teams are so that they can emulate me. Let me just say that there are a million and a half ways to play this game, and my best units are not going to be YOUR best units. Don't always go looking to me for answers. This is your war, not mine. You know how best you can fight it. I'm just giving you a road map. You have to make the journey. Have fun!