Walkthrough - Tactics Ogre: The Knight of Lodis
Walkthrough - Tactics Ogre: The Knight of Lodis
Walkthrough - Tactics Ogre: The Knight of Lodis
Version 3.1
Last Updated: 8/9/2002
Presented by bearsman6
>>>>>TABLE OF CONTENTS<<<<<
I. Revision History
II. Introduction to the Guide
III. Back story...
IV. Characters
V. Game Controls
VI. The Walkthrough!
1. Let it begin!
2. The chosen path... A
3. Chapter 2 (Path A)
4. Chapter 3 (Path A)
5. The chosen path... B
6. Chapter 2 (Path B)
7. Chapter 3 (Path B)
8. ENDINGS... **MAJOR SPOILERS**
VII. Quest Mode
VIII. Class Details
IX. Emblems
X. Items
XI. Cheats
XII. Misc. Questions
XIII. Credits and Disclaimer
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--------I. Revision History, Because History is Good For You!----------
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II. Introduction to the Ogre Battle Saga:
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This guide also should only be found on the following sites. Please note,
if you find it elsewhere, please email me, since i will then need to contact
someone about a little copyright problem. Thanks for your help.
www.gamefaqs.com
www.tacticsogre.com
www.gamespot.com
www.neoseeker.com
www.cheathappens.com
www.ign.com
www.mmxt.cjb.net
However, let me not digress. This FAQ is made for YOU. For anyone and
everyone who has a question about the game, I hope to be able to
provide some relief. But before we get straight into it, a few pieces
of advice that apply to MANY questions:
(1) THIS IS NOT THE SAME AS THE TACTICS OGRE FOR THE PLAYSTATION!!
Please, do not ask this question again. It has been overdone. It was
overdone two days after the game was released in English. Hell, it was
overdone days BEFORE it was released. So, please note: all of the people
answering questions ANYWHERE about this game are tired of answering that
question. It is a completely different game. Related, yes, but a new
and different game.... completely... 100%... all of it and, if possible,
even more. Thanks.
(2) Play through the game with the Help Messages on for the first few
battles. Think tutorial. Then, if you still have questions, check with the
"Pumpkinhead Help" set of menus. They are, by far, the best introductory
tools the game provides (unless you have the original Tactics Ogre: Let Us
Cling Together). These 'Tutorial' aids will teach you basically all you
need to know about navigating through menus, going through battles, and
even attacking, guarding, class changes, etc. So, final thought: JUST
USE THEM!! Save us the trouble of telling you something that is obviously
found there.
(3) Read through the instruction booklet. If you don't have one, then
this doesn't apply to you. However, if you DO, and you don't read it,
that is about as bad as ignoring the Tutorial. Both of those tools are
very helpful to someone who has never played an Ogre Battle game
before, and, honestly, they can teach you everything you know about the
basic game (not the total game, but how to start, how to play, just not
strategy).
(4) To save yourself some time, get used to the Ctrl-F function -- FIND.
All it requires is that you hold down the Ctrl key and hit F.
A new window will appear where you can type in a word, a set of words,
etc. and it will search the entire document for those words. This is
VERY helpful on a long page (such as this, or other FAQs)...
Just keep these basic lessons in mind, and now, let the learning begin!
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III. Only through knowledge of the past can you be prepared...
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Long ago,
there was a time
when strength ruled
and evil held
the world in
its vile clutches...
The age of Zeteginia...
The story is set TWENTY-THREE years before the events of Ogre Battle 64
(Chapter 6 in the grand saga) and the original Tactics Ogre (Chapter 7),
both of which occur at almost the same time. Its main focus will be on the
island nation of Lodis as well as the enigmatic land of Ovis. A traditional
antagonist that we all know and hate by now, Lodis is known in the other games
as the Holy Lodis Empire, where the church seems to be the true behind any and
all power that the nation has. The church itself is centered on the worship
of St. Lodis, who we will learn more about later.
Located northwest of Galicia, Lodis has been trying to "enlighten" its fellow
men lately, using horribly brutal tactics. This has been continuing for
nearly 15 years and has involved the conquering of many surrounding lands
and converting them to its religion, Lodisism. Fun stuff, don't you agree?
Anyway, the southern region of Ovis, Anser, initially resisted the changes and
forced conversion, it has actually grown to flourish due to the trade with the
mainland that Lodis provided. The northern region, Rananculus, which is
surrounded by lots of mountains and rivers (effectively hampering
communications and trade) accepted the subjugation without a fight. It is now
settled mostly by the aristocrats or landed elite, with inhabitable land being
a scarcity.
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IV. Getting to know your army: the players
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ALPHONSE LOEHER
A member of the Empire's top unit of knights, the Order of the Sacred Flame
at the quest's beginning, the 15-year-old Alphonse is only a new recruit. He
began his military training at 12, however, and became a knight at 14, but
this was the 'normal' path for the son of an aristocrat. He has trouble
accepting his 'new' family name, and is constantly forced to deal with the
problems within his family.
Sent to Rananculus with his good friend, and commander, Rictor Lasanti
supposedly to investigate an unusual occurrence and aid the southern territory
of Anser, he doesn't know that this will begin a journey to forever change his
path in life. Alphonse knows of war, but is still naiive. The good guy, and
your main character, Alphonse just wants to bring justice to his island home
of Ovis and figure out who he really is.
Class: Soldier
Description: A young man with blue/purple hair, light armor, and a blue sash.
To Recruit: Begin a new game
(Actual birthday: Tierra 22)
Element: Varies
Alignment: Varies
Fortune: Idleness. Don't slack off too much. Remember your original purpose.
Thoughts: Your basic hero, Alphonse has the potential to be one of the
strongest fighters in the land. He starts off doing relatively well
in the soldier class, which should tell you something right off the
bat. He can be a damned fine fighter in ANY class, and that says a
lot about him.
RICTOR LASANTI
ELEANOR OLATO
She first meets our hero, Alphonse, in the beginning of the game, lying on
a beach and near dead courtesy of an arrow wound. Eleanor cares a lot about
her new friend, but also wants to see him become something truly great, as she
knows he can. Originally a nun, aiding Father Hamen of the church in Solea,
her foster father, she truly is an innocent amongst warriors... She was an
orphan who never knew her real parents. She was raised by step-parents in the
town of Sotavento, after being found by a mermaid and delivered to them...
Perhaps this is why she loves to be alone on the beach... hoping that her
childhood playmate, that mermaid, might return...
Her relationship with Alphonse Loeher began when she found him lying
nearly dead upon a beach at the Church at Solea, but blossoms into much more.
Though slowly, she eventually becomes an advisor, and confidant, for the young
knight, a source of confidence and strength. What more could Eleanor and
Alphonse become? Only time can tell.
!!!SPOILER!!!
Class: Soldier
Description: A young, blonde girl wearing a white dress, trimmed with blue
and green. Also wearing a green ribbon in her hair.
To Recruit: Finish Chapter 1 on Path A (Cybil's path).
Birthday: Sombra 7
Element: Water
Alignment: N
Fortune: Endurance. Personal glory isn't everything. Think about what's
important.
Thoughts: Overall, not THAT bad... She comes equipped with a pearl necklace
but no weapon. She's helpless for the first little while, but then
she does get better. A natural warrior once she gets into it, you
won't regret using her in your party at all!
Final Note: If you get her INT above 170, she learns a special/super
technique called Star Tiara. It's incredibly powerful (like an Orb),
but is limited to one use per 'learning.' To relearn this spell, just
level up or beat a Quest (or battle, or training fight).
IVANNA BATRAAL
Like Alphonse, she is a very capable Knight, dressed in red, and her
determination to uncover the truth of the events from 15 years ago (when her
father died, presumably by the hand of her uncle, Naris) only make her the
more deadly. She escaped both her uncle and the White Fang Troops through
the aid of her weapons instructor...Perhaps her most useful talent early on
in the game is her ability to heal, but do not underestimate her prowess
physically.
Class: Knight
Description: A raven-haired woman clad in red armor.
To Recruit: Complete battle 3 (Vespa Hill) and Ivanna will ask to join you.
Birthday: Deus 9
Element: Earth
Alignment: L
Fortune: Self-contempt. Ignore the small things. Forget about your worries.
Thoughts: A very capable fighter, and a welcomed addition to your army,
especially so early in the game. With the added bonus of being
able to cast a healing spell (courtesty of her knight class), she
is incredibly versitile. Keep her around and you won't regret it!
FATHER HAMEN
Over-protective and often deluded priest who looks over Eleanor as if she
was his own daughter. He has cared for her since she was young, making sure
that she learned her lessons while also watching out for her well being. He
doesn't know about her past, but always looks toward her future. Though he
means only for the best, his judgement is often clouded by bouts of selfish
behavior and pride.
ORSON LAMIES
Class: Archer
Description: An old man wearing a green headband and blue clothes.
To Recruit: Choose path B at Urodela, going in search of Rictor. During the
next fight, Orson will offer to join you.
Birthday: Deus 20
Element: Wind
Alignment: L
Fortune: Discontent. Things may seem rather ordinary, but your comrades will
pull you through!
Thoughts: Any person that comes as an archer is either insanely good to
pull it off, or just crappy enough to fit the archer class. Orson
is actually good enough to pull this class off. Scary, isn't it?
NARIS BATRAAL
Current Lord of Rananculus, Naris used to be the head knight of the White
Fang Troops. He inherited the title of Lord from his brother, as the position
has been in their family for generations. The uncle of Ivanna, his
relationship with his neice is very shaky, especially since it is questionable
concerning his involvement with the previous Lord's death. His intentions are
unknown, but it is certain of his involvement in the continuation of the war
between Rananculus and Anser.
NICHART BRIFFAUT
Current leader of the White Fang Troops and a knight of Rananculus, Nichart
is striving to follow the orders issued down to him by Naris Batraal. A
devoted knight in the midst of a war between two adjoining nations, Nichart
just does what he is ordered to do, but he does it well.
MALICIA BATRAAL
A young, raven-haired woman. She hates her uncle, Naris Batraal, for reasons
not quite known yet. She calls him arrogant and greedy (pretty accurate,
really). Seemingly unknown to her, she is Naris' dead brother's daughter --
Ivanna's sister. She seems to have a very strong interest in Rictor Lasanti,
romantic, and the two are engaged for marriage in the undisclosed future. We
shall just have to see how that develops...
...Malicia Batraal died years ago, when she was 13 years old.
BERNARD LASANTI
Leader of the Knights of Felis during the Reformation 15 years ago, he was
believed to have been present, with the Order of the Sacred Flame, to sign
the treaty with the kingdoms of Ovis, or force their decision. Father to
Rictor, Bernard also seems to have ties with Naris Batraal, Lord of
Rananculus.
GLYCINIA
A fairy who decides to join Alphonse on his quest for justice after he saves
her life from attackers. Normally from the forest that separates the two
warring countries of Rananculus and Anser, Glycinia only left to search for
her sister, Lubina, who ran away from the forest a while ago. (She thought it
was boring there, go figure!) Although a fairy, Glycinia still has some decent
items equipped, and seems to just show that fairies can TRY to pull their own
weight.
Class: Fairy
Description: A fairy clad in a blue dress and with purple hair.
To Recruit: Return to Vespa Hill after battle 3 and another battle will take
place. Win this battle, while saving Glicina, and she will ask
to join your troops.
Birthday: Oceano 21
Element: Wind
Alignment: L
Fortune: Vivacity. Many opportunities to use your talents. Always do your
best.
Thoughts: Oi. You really can't expect that much from a fairy. I know this,
but she is a special character. Wouldn't you expect that to make
her at least a bit better? I would, but she isn't. Her only benefit
is that she comes with a glass pumpkin and some other decent
equipment. Blah. She learns a decent special talent after level
10, but by that time, you'll have far more capable fighters.
LUBINA
Class: Fairy
Description: A fairy, dressed in red and with purple hair.
To Recruit: In Graculla (Volcano area), defeat every enemy EXCEPT the lone
gremlin who won't attack your troops, named Lubinnia. Then,
with Glycinia in your party, move Glycinia right beside the lone
gremlin and Lubina will offer her services to join you!
Birthday: Oceano 21
Element: Water
Alignment: N
Thoughts: Another fairy? I already have ONE... and I really don't want to
have to take care of another... Gah. Oh well. Together the fairy
duo has one decent attack, but that really isn't worth using them
for. I guess they were just thrown in to increase the number of
hidden characters. Useful for bragging rights...
CYBIL ALINDA
Another early member of the party, Cybil rescues Alphonse from a cell at
Fort Formido. A war orphan sent to Galius at age 6 and educated to become a
member of the Hand of the Pope, Cybil has dedicated her life to the Church,
and is unafraid to show her strong will, overbearing personality, or incredible
abilities in battle to further the Pope's cause. She, unlike Alphonse, is
very in-touch with the current state of things, realizing how the Pope, the
Duke, and more are all in a politically destructive conflict. She is sent to
Ovis to retrieve its secret, and believes that the mermaids might hold the key.
Cybil lost her hometown during the Reformation. Born and raised on the
island, she joined Lodis out of faith, and because she had the skill. Her
determination also played a large part in this, though. She was driven from
her home after her parents were burned to death in front of her young eyes...
Now unafraid to devastate her opponents with her wind-elemental magic, Cybil
can be a good addition to any party.
!!!SPOILER!!!
Class: Sorceress
Description: A strong, brunette wearing a long, purple dress.
To Recruit: Choose path A at Urodela, then after the siege of Castle Ostorea
she will offer to join you.
Birthday: Preta 22
Element: Wind
Alignment: N
Fortune:
Thoughts: A very good character, if only for her spells. She can devastate
her enemies, and is immediately one of the strongest members of
your army when she joins you.
SHIVEN
Second in command to Cybil and one of the few people she trusts, Shiven is
skilled as both an assassin and in reconnaissance. Often used on intelligence
missions of great importance, Shiven follows Cybil wherever she goes. When
Cybil's path crosses with that of Alphonse, how will Shiven react, and will
he join the young knight who he might not always agree with?
Class: Ninja
Description: A ninja-like character in gray pants, a blue headband, and
strawberry blonde hair.
To Recruit: Choose path A at Urodela, and after the fight at Bison, he appears
and offers to join your troops.
Birthday: Tierra 8
Element: Fire
Alignment: C
Fortune: Overconfidence. Don't overestimate yourself or you may get hurt.
Decide carefully.
Thoughts: Getting another ninja is never a bad thing, but when he also comes
with a Kagari-bi and pre-equipped spell, it's that much sweeter.
Shiven is a great addition to any team, especially due to his skills
as a ninja. However, he can become an even greater Swordmaster if
you build him up that way. Still, he loses his unique appearance
outside of the ninja class, so I typically leave him there. ^_^
AERIAL
The strongest mermaid warrior still alive, Aerial is one heck of a powder
keg in terms of personality. She meets Alphonse and company at Rana, after
he saved the life of another mermaid. Even after this, however, Aerial
mistakes his intentions as purely greedy (which she views as how ALL humans
are), and attacks you. After her defeat, and a conference, however, she asks
to join his cause, hoping to one day undestand how someone can love so deeply
as to sacrifice the thing that means the most to them.
Class: Mermaid
Description: Mermaid with blue hair, golden horn-like ears, and a red lower
body of a fish...
To Recruit: Choose path A at Urodela, and after the long talk and battle at
Rana, she offers to join you in a cutscene at Arena. However,
she will NOT offer to join if Minerva died in the previous battle.
Birthday: Branca 2
Element: Wind
Alignment: N
Fortune: A strong will. You will bear many hardships, but do not dwell on
them.
Thoughts: A typical mermaid. Unfortunately, that isn't a good thing. She's
excellent in water combat situations, but on dry land Aerial just
cannot hold her own against such other attackers (like Shiven).
Still, what she lacks in physical skill she almost makes up for
with her Lullaby and Cheer talents... almost.
EUPHAIRE
The talented daughter of Elrik, Euphaire was born with a gift, magically
blessed beyond what most people dream of. However, this exceptional youth is
plagued by the choices of her father. All too recently, Elrik forced the
spirit of his departed wife, Euphaire's mother, into the body of the young
shaman. She then ran into hiding, haunting the region of her old home.
Class: Shaman
Description: Another blonde girl in a blue and white dress, but also wearing
a green hair band.
To Recruit: Choose Path A in Urodela and ...
Birthday: Ouro 11
Element: Fire
Alignment: C
Fortune: Slump. Relax and think things over. Sometimes it's better to wait.
Thoughts: A decent character, with good offensive magic capabilities. What
really makes Euphaire shine, however, is her unique ability, which
allows her to transfer MP to another character... at the cost of
her own HP. It is a great deal, though. It often allows for a huge
tactical advantage, granting a summon spell your very first turn!
ELRIK
A very talented warlock who joins Alphonse early on, Elrik uses a doll
to attack his foes when not conjuring powerful spells. Unusual for men of
the age, Elrik can even call forth summons, to destroy his foes. Some people
wonder how this mere man can conjure forth mighty golems from at a whim, but
they never really last long enough to get an answer. Also of note, Elrik is
the father of Euphaire, another strong ally.
Unfortunately, there is a tragic story behind this powerful man. Long ago,
he lost his beloved wife to death. Grieving her loss to an unhealthy degree,
he summoned her spirit to return... into the body of his daughter, Euphaire.
Too late, he now regrets the decision, but he is forced to live with it. In
joining Alphonse's troops he hopes to make up for past mistakes, while
righting things yet to come.
Class: Summoner
Description: A tall, blonde man wearing green shoes with white and blue robes.
To Recruit: Choose Path A in Urodela, at the beginning of Chapter 2, he will
offer to join after the Belleza (optional) battle.
Birthday: Fogo 24
Element: Water
Alignment: C
Fortune: Misunderstanding. Be cautious. Good intentions may be
misinterpreted.
Thoughts: Too sweet for words. This man can do it all, literally. He can
cast almost any spell in the game, including summons. He's one
of the best natural mages in the game. Use him, and use him often.
CIRVANTE
A powerful sorcerer, known for researching problems and finding solutions. Twin
to Lethe, together the twins make a formidably duo. Clad in all blue,
including
a cape and turban-like hat, this blonde-haired twin holds his own in any
battle.
Hired by Naris Batraal to research the Sacred Spear, Lonicolnis, particularly
in
the folklore of the island, his primary concern is to find and recover the
spear.
LETHE
When we are first told of the sorcerer Lethe, she is away, thinking about
something. Twin to Cirvante, she wears the exact same colors. Wow...
SAIA
LOBELIA
Another interesting story, Lobelia was drawn by the power of the fallen
angel to our plane.
DENEB RHODE
Class: Witch*
Description: A young witch with brown hair, beautiful face, but clad in RED!
To Recruit: (see cheats and tricks section!)
Birthday: Varies
Element: Varies
Alignment: C - N
Thoughts: Yes, it's official. Deneb has found her way into yet ANOTHER game
of this series. However, in this one, she was actually toned down
a little bit. Still a huge upgrade over the normal witch, Deneb
can cast summon spells(!) as well as the normal support spells all
witches use. She's definitely worth acquiring, especially seeing as
how that can be done as early as Battle 3. Worth adding to any army!
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V. For those who've lost control, or never had it...
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Basic Controls:
- L button -
Shortcut function on the field map.
In conjunction with A and/or B buttons can ease character selection.
- R button -
From any screen, displays Command Menu.
Allows you to give orders to troops, access help screens, options screens,
etc. General use button that brings up ANY menu bar.
Love this button!
- Control Pad -
Move characters or icons around on the screen (duh).
Use to select items, commands, characters, or position them.
- Start button -
Used to suspend data during a battle (save mid battle).
Also used to display a character's status.
- Select button -
Used to display Help messages on any screen.
In conjunction with A, can tell more about items, characters, abilities,
or literally anything you would like to know more about.
- A button -
Used to scroll messages, confirm choices, etc.
Your basic control button, along with B, this is the "positive" button.
- B button -
Used to cancel messages, cancel choices, etc.
Your basic control button, along with A, this is tthe "negative" button.
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VI. All you must do is walk this path....
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------PART 1------
< < LET IT BEGIN! > >
***
As the game begins, you are shown a scene where a young, dark-haired
warrior is walking down the street, accompanied by an older, well-dressed
knight. They carry on a conversation in the town's market, immediately
showing off the vibrant color scheme the game will use, as well as the
style of characters to expect.
Near the base of the stairs, the conversation will veer off as a hooded
fortune teller asks if you would like your fortune told. After a bit
more dialogue between Rictor and the blue-haired knight, and a bit of
concern from Rictor over your current state of being, he decides to
leave you. The warrior then talks to the fortune teller (with a nice
background score, might I add), who asks for your name and date of birth.
"Six fates determine your path in life, whispering in the recesses of your
mind... They take form and scream out, 'Let it begin!'"
Ah, you thought you got off that easy? As with ALL of the Ogre Battle and
Tactics Ogre games, the next step is the infamous "Questions." These will
determine a lot about what happens to you, initially at least. As you
might expect, these answers will be very important.
Question 1 (Knight)
The Bearer asks: "Bear which burden?"
Resolve = 0 points, Fire
*Truth = -1 point, Wind
Sacrifice = 1 point, Earth
Affection = -1 point, Water
Question 2 (Horse)
The Wanderer asks: "Walk which path?"
*Belief = -1 point, Neutral
Freedom = 0 points, Neutral
Wealth = 0 points, Lawful
Longevity = 1 point, Chaotic
Question 3 (Tower)
The Builder asks: "Design which plan?"
Strife = 1 point, Wind
*Wisdom = 1 point, Water
Hatred = -1 point, Fire
Prosperity = 0 points, Earth
Question 4 (Magician)
The Sage asks: "Swear which oath?"
*Purity = -1 point, Lawful
Revenge = 1 point, Chaotic
Victory = 1 point, Neutral
Fuition = 0 points, Chaotic
Question 5 (King)
The Leader asks: "Share which vision?"
*Sadness = 0 points, Neutral
Mercy = -1 point, Lawful
Bliss = -1 point, Chaotic
Terror = 1 point, Lawful
Question 6 (Queen)
The Almighty asks: "Shape which future?"
Glory = 1 point, Fire
Peace = 0 points, Water
*Change = 0 points, Wind
Control = -1 point, Earth
Once the set of figures is complete, and the answers are given, the crystal
ball vanishes. What you don't yet know, is that the points you just
accumulated will go toward your later stats (for the hero), troops, and
items!
6 to 4 points
< Hero Stats > HP + 10, STR + 10, AGI + 4
< Troops > Ninja, Archer, 2 Soldiers
< Items > Long sword, 20 cure leaves, 2 cure seeds, 3 altars of
resurrection
3 to 1 point
< Hero Stats > HP + 4, MP + 6, STR + 4, INT + 4, AGI + 6
< Troops > Wizard, Archer, 2 Soldiers
< Items > 20 Cure leaves, 2 magic leaves, 3 altars of resurrection
**0 to -3 points
< Hero Stats > HP + 4, MP + 6, STR + 4, INT + 4, AGI + 6
< Troops > Cleric, Ninja, 2 Soldiers
< Items > Rapier, 10 cure leaves, 4 magic leaves, 3 altars of
resurrection
-4 to -6 points
< Hero Stats > MP + 10, INT + 10, AGI + 4
< Troops > Wizard, Ninja, 2 Soldiers
< Items > 10 cure leaves, 6 magic leaves, 3 altars of resurrection
"A new day dawns, as roots dig deep into the earth
and water flows from its source...
Many years ago, the Lodis Empire began its imposition of Lodisism.
Troops from Galius andvanced into the regions that resisted.
It was more of an invasion than a reformation.
Many conflicts erupted as these territories were conquered.
But, some countries submitted and accepted Lodis' conditions.
Although supervised by Lodis, they were able to maintain autonomy.
The empire also pledged aid if problems were to arise.
Some rulers chose to surrender to avoid pointless sacrifice.
It was no surprised that they made that decision...
...although that did not stop small conflicts from occurring.
However, compared to the rest of the era, it was a time of peace."
Welcome to Tactics Ogre: the Knight of Lodis, an excerpt of the Ogre Battle
Saga.
Once again, we are taken to our hero, Alphonse, who we find on a docked ship.
He's concerned about the weather, and insists that they won't make it to the
island if it persists as it is. The ship is in need of repair, and it will
take some time... Rictor, agrees to the delay, but admits that they've been
drifting for so long that he's lost, and didn't expect the storms so soon.
Then, a normal soldiern rushes in. Unfortunately, he brings with him some
bad news....
"We're being attaced!"
**Enemy Units**
L - Bandit (M)
Soldiers (M) x 2
Soldier (F)
**Friendly Units**
Rictor (Guest), Orson (Guest), female Soldier (Guest), male Soldier (Guest)
As it turns out, your enemies are mercenaries, hired specifically to give your
group a warm welcome... Wonderful, isn't it? Still, it won't be too much of
a pain...
When the enemies get their first phase to move, Stan (the bandit leader)
begins to badmouth Alphonse, calling him a kid. Obviously, we won't take
that, so now we have some REAL incentive to kick his merc butt! However,
Rictor, the voice of reason, tells us to calm down, right before Stan calls
us chicken...
Oh, he will die... painfully.
In this battle, the only one you can control is Alphonse, so it's pretty
much a piece of cake. All you really have to do is keep yourself alive.
Now, of important note is that the two teams take TURNS in moving. Of
course, your allies and Alphonse move first, but then, after their turns,
all of the enemies move. It takes a bit of the strategy of TIMING out of
the game. The battle ends when you kill the bandit, punk that he is.
After the battle is over, Alphonse has some words with Rictor. Giving a
bit of history, Rictor explains that they were requested by the people of
Anser, and it must have been Northern forces of Rananculus that sent such
a loving welcome. Apparently, these two sectors have been at war for quite
some time, and only a forest (though sizable) separates the two forces.
In fact, this attitude and conflict has been going for hundreds of years...
If that wasn't enough, you learn that your mission is basically one to hold
steady the situation, and that your force is so small because Rictor's father
didn't feel that it required the main force. Lovely, eh? Still, you always
have the option to hire new soldiers, so in the end, the size of your force
doesn't really matter. Rictor closes by saying he isn't very inspired by
his father of late, especially since his stinginess after becoming Duke.
Then, however, another bandit shows up out of nowhere with a bow in his hands.
He aims his arrow carefully, then lets it fly. Alphonse, at the last second,
manages to push Rictor out of the way, but takes the bolt square in the chest.
He falls backward into the waters of below him...
One of the knights of your company sneaks up behind the bandit, killing him,
but the damage has been done. Rictor yells out for his company to find you,
but Alphonse is too far gone. As the screen fades to black, all you hear is
the whispering of the tides and the sound of Rictor yelling your name...
The color arises again and you see two birds flying over a small church.
A girl then walks out of the church and down toward the beach where we see...
Alphonse!
When next we see our hero, he is awakening in a bed inside a small room
of the church. The girl who saved him from the surf greets him, and after
a bit of small talk, she introduces herself as Eleanor. Explaining that
you're in the church in Solea, she continues, saying that she's a nun,
aiding the priest of the church.
She then suggests that a mermaid might have saved you, especially after
your own admission that you aren't much of a swimmer... Keep in mind the
fact that there aren't many mermaids left... It will be vital later.
Just then, a silver-haired, softspoken woman walks in, clad in red. The
woman, Ivanna explains that she was once a soldier of Rananculus, but now
she has gone out on her own. Asking Eleanor to leave, Alphonse asks if
Ivanna was a member of the White Fang Troops, "the cause of this island's
troubles."
Replying that that was 10 years ago, Ivanna, then gives you a glimmer of
hope. She reports that there have been sightings of men in unfamiliar armor
in Scabellum, suggesting that you head there to seek your friends. Also,
she tells that there are no organized troops in the South... Interesting.
When both of women leave, you are taken out to the world map. Now, unlike
many RPGs, you only get to see a literal map with lots of lines and dots on
it. The dots represent castles, towns, and strongholds. The lines are the
possible roads between them. Your position is shown by the hand icon, and
normally in blue. Blue icons are 'safe' havens, while a red one means that
you will have to do something there.
Now is a very good time to get accustomed to the menu system, though, so hit L.
You will really need to know this button well, since it will do a LOT for you.
Hitting L on the world map brings up the root menu.
The first option is to SAVE your game (red arrow pointing toward a box). The
second is to LOAD a game (both will be helpful). The third box is sort of
like your tutorial. You get to take lessons from a cool pumpkinhead. ^_^ The
fourth option is the OPTION menu. There you can control text speed along with
a million other things. The final box is RESET the game. I suggest you just
take my word on that. ^_^''
Normally, you would also have the option in the root menu to edit your party
or train, but since you don't HAVE a party, and you're just getting started,
the game doesn't think you really need that yet.
So, now that you're a bit more used to gameplay, it's time to throw you to the
wolves. Proceed to your next destination, Scabellum, shown in red on the map
and let's "FIGHT IT OUT!"
**Enemy Units**
L - Wizard (F)
Soldier (M) x 2
Soldier (F)
**Friendly Units**
Ivanna (Guest)
... later ...
Rictor (Guest)
Orson (Guest)
Upon arriving at the port city of Scabellum, you notice that it's very
quiet... A bit TOO quiet in fact. Before the battle actually starts, you'll
be introduced to Mullin, the leader and generally evil wizard. Ivanna explains
that she is likely a knight from Rananculus, a spellcaster (duh). However,
you're presented with a choice now about elements. You can take advantage
and question Ivanna about elements, or just go on with it. Either way, the
battle will begin, and it doesn't look like Ivanna and Alphonse will get an
easy time.
Outnumbered, you will have to coordinate your attack well. Unfortunately for
you, Ivanna has the guest AI, which means she is rather useless (except for
healing). On the bright side, however, the two soldiers and the archer don't
have that much offensive capability (your attacks do twice as much damage as
theirs, easily), and they start relatively far away from you. Also, the AI
for the siren seems rather... stupid... to be nice about it. She loves to
move away from you without attacking. Yay for idiotic bosses!
If all that weren't enough, at the beginning of your third turn, Rictor and
Orson show up to help you out. The battle just became ridiculously easy,
didn't it? Heh. You have to love it. Either way, don't slack off. The
boss can still cast one of two rather devastating spells, so beware.
After the battle, you have a long dialogue with Rictor. Apparentlly the Lord
of Rananculus, Lord Batraal, is directly responsible for the actions of the
White Fang Troops. The Batraals have ruled Rananculus for generations, and
currently Naris Batraal resides in the throne.
Rictor then unfolds his plan, which is basically to split up your forces for
a while, with Alphonse going through Vespa Hill and acting like a flank from
the west, while Rictor attacks from the southeast hoping to pinch on the
White Fang Troops. Rictor then gives you 3500 Goth to further the cause!
He says it's for supplies, but you might also want to consider hiring some
extra help. Let's do that later.
From now on, you can go through the main menu on the world map, which
includes MORE than just the save, load, tutorial, reset that you had before
this mission. From now on, you can train, shop (in towns), and even edit
your units. Sweet! Also note, as of now you actually HAVE units. Refer
to the "Fortuneteller's questions" mentioned earlier if you want to know
what units you will get.
Now, before you do anything else, get very accustomed to the edit screens,
the shop system (where you can RECRUIT people... hint hint: *hawkman*!!!),
and you might also want to equip some of the stuff you've won on one of your
new friends. ^_^ Yes, when you check out your unit screen, you see that
you've been assigned your own unit! Awesome, isn't it?
**Enemy Units**
L - archer (F)
soldier (M) x 2
soldier (F) x 2
bandit x 2
**Friendly Units**
Ivanna (Guest)
party members (limit 8)
When you first march into the Hills of Vespa, you're greeted by Cressida,
an archer from Rananculus. However, she has a good reason to want you dead.
She blames you (as a knight of Lodis) for the destruction of her village
and the deaths of her parents, which all happened 15 years ago. Needless
to say, she is a BIT upset. Her one quote that really stands out, however
is in reference to Alphonse telling her that it was a long time ago:
"It was a long time for the victor, but we still indure the painful
memories... Words can't describe it."
She then accuses you, and all people in Lodis, of being without remorse for
what their ancestors did. How dare we repeat the same mistakes again? And
then, in the final truth of the matter, she realizes that, in the end, the
teachings of Lodis are just another way to subjugate the people. Now, we
deserve to die... etc, etc, etc.
This battle is another fairly open one. The level is long and sprawling, but
without too many obstructions and obstacles. In fact, there are only a few
shrubs and rocks on this plain, so it is a very simple map.
Just a note to those keeping track: wide open maps normally mean little to
no advantage can be gained by positioning alone. Still, if you manage to,
you can hide your flank by sitting beside a rock and not allowing for back
attacks that way.
Allow me to give a few notes of caution here. The enemy party is surprisingly
balanced, and unless you've gone out and bought some backup (which I do suggest
you do, in the form of hawkment ^_^), you will be outnumbered. As before,
the female soldiers use bows to strike at you from long distance, as does the
archer (obviously). The two male soldiers both carry decent swords, too, so
their attacks are going to be stronger than yours. Also, the two bandits pack
axes, so be prepared to take some serious damage...
As you defeat the Cressida, she has one last thing to say:
"Never forget... You can fool yourself with your rationalizations,
but eventuallym you'll suffer the consequences."
How wise... This may come to haunt you in the future, don't you think?
After the battle, you see a small scene in camp. Alphonse is sitting by a
fire when Ivanna comes out of her tent to discuss a few... matters of
importance...
Ivanna tells you that she used to not only be in the White Fang Troops, but
she knows a great deal about them. They're the personal troops of the Lord
of Rananculus. Ivanna also gives a glimmer of truth into her character...
She left the Troops to learn about her father's death, and to avenge him.
Her full name: Ivanna Batraal. She is a member of the ruling family of
Rananculus and daughter of the Former Lord! This means that Naris is her
uncle!
Basically cutting out the 'blah blah blah' for those of you not interested
in history (shame on you), you're given the choice to take Ivanna along. In
other words, she finally joins you as a controllable member of your party
(getting rid of that damned Guest AI). She starts as merely a strong knight,
but don't sweat it, she can become so much more...
Now, if you want some real fun, leave the battlesite and go down to the
castle (either to buy supplies or something... just do it). Now, when you
are good and ready, walk back up to Vespa Hill again. When you get there,
you'll notice that "Fight it out" appears, as though it was another story
battle. Well, hold on to your socks, boys and girls, it is!
**Enemy Units**
Griffin x 3
Gremlin x 2
Fairy x 2
**Friendly Units**
Glycinia (Guest)
party members (limit 8)
**NOTE: From now on, the limit on the number of characters you can**
**bring into any battle (not counting guests) will be 8.**
Now, the entire premise behind this fight is that you've stumbled upon the
poor, defenseless, and miserably small fairy who is about to get destroyed
by all the bad creatures that just don't like her. < Sniffle > I feel for
the girl, ya know? So we're gonna save her! Yah!
Anyway, this battle is full of beasts, and as you will soon find out, they
deal considerably more damage than your normal human characters would.
Then, as if things needed to get worse, they can all fly as well. Wonderful,
isn't it? So just prepare to cover your own backs, and let's get this battle
under way!
Now, assuming you have a hawkman, this battle will be much easier. They
generally have a greater attack than your normal human warrior, and they
also have larger movement. Also, if you have a ninja, they will come in
VERY useful, since their greater movement range is also a great benefit.
The easiest way to beat this battle, that I have found, is to just focus
on the bigger enemies first.
In other words, kill the griffins, then the gremlins, and then the fairies
(unless you can get a fairy the first turn...). The griffins will do the
most damage to you, so it might be a big help to get them out of the way
first... (Still, the griffins aren't even that big a deal, since their level
is as low as yours...) After that, the battle is smooth sailing.
Also, if you have to, remember to use Ivanna to heal! It's a great ability,
especially if you didn't get a cleric in your original army.
After the battle you're treated to a small scene where Alphonse talks to
Glycinia. Basically, she's thankful to you for saving her from all the evil
beasties... Aren't you nice? She says that she comes from the forest,
searching for her sister. After all that jibba-jabba, it all boils down to
one thing:
"Can I join you?"
Though she is a fairy, she comes equipped with some decent armaments. I
would suggest taking her, since you have nowhere near your maximum number
of characters yet, and you can always take more. Besides, get her for he
equipment if nothing else. ^_~ Just say "Yes!" Heh.
Now, however, we get back to the normal swing of things. If you're anything
like me, you are probably taking your sweet time in getting to the next stage,
making sure that your army is balanced in levels. This is a good practice,
and one which might just save your life later. You see, the enemies you face
in any battle will be about the level of your highest character. Therefore,
if you have someone just falling behind, you're really in trouble, unless
you train them up to snuff.
**Enemy Units**
L - Knight (M)
Soldier (M) x 3
Archer (M)
Archer (F)
Cleric (F)
Wizard (M)
**Friendly Units**
party members (limit 8)
Prelude Story:
Finally, when Grimal begins to speak again, we learn the identity of our
tormentor: Nichart Briffaut himself! After Nichart insults Alphonse by
calling him yount, who appears but our hero himself! Nichart laughs at
you (mean bastard), refusing to withdraw to Naja, and leaves, telling Grimal
that this fortress is vital to their movement in the South. If that weren't
bad enough, Nichart then flatly says, "Shut up kid. I have no time for
you." Someone deserves an ass kicking! Let the battle begin!
Tactics:
In this battle, the terrain is definitely not your friend. You begin in the
lower right corner of the map, and immediately notice that you're going to
have to climb both up hill and toward a fortress. Yay. Still, my advice is
to take a hawkman (which you REALLY SHOULD HAVE RECRUITED BY NOW) and fly up
toward the archers and wizard. They have the capacity to hurt you from a
distance for good damage. Notably, the wizard has TWO spells, one earth
elemental and one water. Be very careful of how you deal with him... He can
be trouble after he charges enough MP.
Also, don't underestimate the knight, or any of the soldiers actually. The
soldier on the far right has a bow equipped, but they all have decent attack.
Also, let's not forget the fact that they're equipped pretty well (all CPU-
controlled enemies are). If you really want to have a bit of fun, try and
persuade the wizard... That should ease the battle quite a bit...
After you take care of the distance attackers, the battle proceeds much more
smoothly. If you need to, have Ivanna heal (a lot), or just use a cleric, if
you've got one. If not, I seriously recommend levelling up a character until
they meet the requirements. A cleric is _invaluable_ in the early stages...
After the battle, you find a small green book, the Numida Chronology, lying on
the battle field. This is your first book to allow you into Quest Mode, as
the game explains:
"Each text you acquire will open a new area in Quest Mode
where you can explore/earn treasure."
However, more on that in the Quest Mode section (after the Walkthrough)...
Alphonse begins talking to Ivanna about whether she recognized the warrior.
As it turns out, Grimal must have joined after she left. Either way, Alphonse
is worried about Rictor, and decides that there's nothing more you can do
unless you enter the fortress... You find it in shambles. It looks as though
they messily scrambled to remove what things of value they could before you
took it. As Alphonse heads toward the window, a young sorceress casts Slumber
Mist on him, putting him to sleep. As the screen fades to black, you're left
wondering the fate of our hero.
Luckily for us, the screen arises moments later, but only to find Alphonse
chained to a wall in a very dirty dungeon cell. "...I guess I was a little
careless." You think? Heh. These villains never think to clean, do they?
Oh well. Still, as he awakens, Alphonse is joined by Nichart and the
sorceress.
Nichart loves to mock Alphonse, who struggles to free himself, but to no avail.
He, like us, has to sit through this boring questioning, of course not telling
anything. Then, as though things couldn't get worse, Nichart decides it will
be fun to WHIP the poor boy, hoping to loosen his tongue. Yay and stuff.
Needless to say, Alphonse eventually passes out, and as the screen fades to
black, the sorceress slips him a potion to make him talk...
Awakening again, Alphonse's cell has now been flooded, but just up to his
chest... for now. This boy is going through a lot, don't ya think? Anyway,
a mysterious woman in a purple dress eventually appears. As is customary,
they have an incredibly long dialogue, including such events as how at high
tide you will DIE. She then tells you that she needs you, or more honestly
a soldier, but Alphonse will do. If you cooperate, she will FREE you. I
think you just got a sweet deal. Lucky bum.
The woman tells you her name is Cybil Alinda and that she enjoyed watching you
fight today... Interesting. She also summons a servant, Shiven, to report the
current state of some situation, likely the one you will be aiding with. He
says that a force has retreated to the north, and that Rictor's troops,
supposedly attacking from the south entered the Forest of Gryllus, but then
retreated to Scabellum. There is no explanation as to why... Cybil sends him
back to HQ to pass on his information, and then tells you to rest... You'll be
crossing the Meleagris Mountains at dawn. Without further reasons, she leaves.
Now, as that scene finally comes to a close, you are returned to the world map.
If you decide to move to the next location, you will have to travel over Vespa.
This time, however, you'll be taken to a scene from inside the throne room of
Ostorea Castle where Naris Batraal, Ivanna's father and also the head of the
governing body of Ovis, and a Young Sorceress are in conference... The
sorceress reports the situation to Naris, who then inquires about Rictor.
This is when you learn a little bit of the back story to what actually happened
15 years ago. As it turns out, 15 years ago the forces of Lodis stormed the
village of Blete, a town of "worshippers of nature" according to Naris. That
was the scene in the introduction... The forces of Lodis burned down the
village as a warning to others that might resist. Nearly all of the villagers
escaped to the forest, however, thinking they were safe. As if only to prove
their point, Lodis' forces then set the forest itself ablaze. According to
myth, the souls of those burnt to death still wander the forest...
You then get a bit of an inkling as to the true purpose of Lodis in this
region when Naris mysteriously refers to some 'it' that he's looking for.
Then, Naris is told of your escape, and unphased inquires about someone
named Malicia. When the scene finishes, you can FINALLY continue on to
your next area, Ardea!
**Enemy Units**
Hawkman x 3
Griffin x 2
Fairy x 2
**Friendly Units**
Cybil (Guest)
party members (limit 8)
By far the most difficult battle so far, as the screen brightens, you will
note that nearly ALL of the terrain is covered by water. This will be a test
of strategy. Be ready!
The enemies usually take a defensive stance to begin with, since they have
the low ground. However, on the second turn they'll start moving toward
you. Cybil is very good as she can do upwards of 80 damage to either a single
enemy or a group of enemies with her spells, just don't get her in enemy
hitting range =).
You'll actually have a pretty hard time with this battle due to your accuracy
and movement slightly decreasing due to water penalties. All the enemies can
fly, so it won't bother their movement. The fairies will stay in the back and
fire arrows at you, while the griffins and hawk men get in your attack range.
I would suggest you don't surround a group of bunched up enemies because
(1)you probably have a low chance of hitting them, and
(2)Cybil won't use her spells on them since it might hit allies in the range.
You should have some new classes by now, so try not to have more than two
generic soldiers (change their classes, duh!) and if you can't, have them be
at least a high enough level so that they will deal decent damage to your
enemies. Stay alive and do your best!
[/Haunter12O's section]
Most of what Haunter says is VERY good advice, and wise counselling. However,
one thing I have found to be a fairly effective strategy is to head toward the
larger land mass to the right of your initial position. On the second turn,
when the enemies begin to charge you, your troops will by then have reached
solid ground again, and won't be at quite so large a disadvantage.
Another thing to think about is whether you'd rather attack from behind and in
water, or from on land, risking a counter. In the water, your characters will
suffer a rather significant stat reduction, which might sway your thinking.
Oh well, just more to mull over during the battle. ^_^
After that battle, Alphonse confronts Cybil alone, on the lake's edge.
Basically, Alphonse just wants to know what exactly is going on, where they're
headed, what they're doing, etc. This is when Cybil reveals a bit more about
herself: she serves the Church of Lodis, and she's carrying the Mark of the
Pope.
Now that she has your attention, she explains that you're headed to the west,
to the Tinea region, sometimes called the "Paradise of the Beasts." In
further detail, you're going northwest to Urodela Cape at the foot of the
Meleagris Mountains. Cutting through the rest of it, you're going there to
search for a mermaid.
Yielding yet another hint, she tells the story from an old manuscript, saying:
"Beams of light from the Sacred Spear, wielded by a beautiful mermaid sent
hundreds of soldiers to their graves..." She is on the island, and has been
for a while, searching for such a spear. Unfortunately, your group from
Lodis, along with others, are after it.
Just then, Shiven reappears from his mission, telling you both that armed
soldiers, likely of Rananculus, have already arrived at Urodela Cape ahead of
you. Your new plan will involve driving away the soldiers so the locals will
aid you... Violent, but plausible... I like it!
Before heading back to the map, Alphonse seems to make another connection about
the true face of the Church of Lodis... to which Cybil only replies, "...It's
better that you don't know." She then walks off after a few more words...
After making whatever preparations you want to do (which might include some
serious purchasing in the local shop!), make your way over to Urodela, where
your next story battle awaits!
**Enemy Units**
L - Ninja (M)
Ninja (M) x 3
Ninja (F) x 2
Witch
**Friendly Units**
Cybil (Guest)
party members (limit 8)
Prelude Story:
Before the battle, you see a small dialogue between Cybil and Alphonse, mostly
dealing with your unfortunate timing. Apparently, Cybil really didn't want to
get to Urodela after sunset... And soon you will see why.
As the characters leap out of the shadows, you will notice that most of them
are ninjas. This should automatically tell you that they are (1) fast and (2)
going to have some serious long-range attacks. The black ninja and leader,
Sitri, tells you that the mermaids' spear is a treasure of the Batraal family,
so of course they won't just let you have it. Sitri then continues to ramble
on about how his family was killed by Lodis, etc, etc, etc... He has a lot of
pent up rage. ^_~
I say we just put him, and all of his groupies, out of their misery!
Tactics:
Ouch, you have another tactical nightmare ahead of you. You're climbing up a
hill, again, and, as always, your adversaries have the advantage over you in
terms of terrain.
Since almost all of the enemies have some form of long range attack, I would
suggest closing the gap between yourself and them as QUICKLY as possible. As
you might have noticed with your own experience with ninjas, their spells and
shurikens tend to deal more damage than their swords... Oh, final note here:
some ninjas in this level equipped bows... Watch for the long range attacks.
Next off, you have to worry about the witch. Once she charges up enough MP,
she can, and will, start unleashing status affecting spells upon your party.
As if that wasn't bad enough, her INT is high enough that her Slumber Mist
affects 5 squares... Ugh. Just stay out of her range, if at all possible.
When you finally decide to kill off the leader (hopefully after killing all
his compatriots to get their items), he dies with a call to his lost love on
his lips. Pathetic...
After the battle, Rictor and Orson show up. They're astounded to see you are
in Urodela, and actually seem pleased to see you. However, Alphonse by now
is a little bit wiser to the workings of Lodis, and asks about Rictor, how he
came to be there, and what his goals are.
You're told about how the undead from the Forest of Gryllus attacked and
wounded lots of his soldiers, how he retreated, and lots of other things you
had actually already heard from Cybil and Shiven. Then, Alphonse asks the
big question:
"What exactly are they looking for, and what is your true mission?"
To this, Rictor only dodges the question, saying he's glad you're safe...
Ugh. How predictably political. He merely says to talk to him later.
Finally, it seems, Alphonse has seen the truth. Enjoy this little cinema on
your own, because from now on, Alphonse has his destiny in his own hands!
After Cybil and Alphonse have had their little confrontation with Rictor, you
now understand how dispicable Rictor truly can be. He is really just blinded
by position, and ambition... It's sad that Alphonse didn't see it sooner.
Cybil and Alphonse hold a meeting in a small shed, discussing the current
situation. You learn that you need to find a boat, then head down to the Rana
Sea to find the mermaids' sanctuary. Your goal is, as it will be for a while,
to find the Sacred Spear.
Unfortunately, Alphonse still has his mind on Rictor, and makes up some excuse
about sailing in the rain. To this, Cybil merely responds that he needs to
take responsibility for his actions. Wise words...
"You can't have freedom without bearing the responsibility."
"Choosing not to decide is still a choice."
After that little pep talk, you're given a brief lecture by some fisherman
who basically tells you that the mermaids, and the sea, are not to be taken
lightly. He believes the mermaids are monsters... Bleh. He does give ONE
useful piece of advice though. If you want to meet the mermaids, capture one.
When she calls for help, just follow them to the sanctuary.
Will you follow her plan just to follow it, or will you go off and be a 'hero?'
It's crunch time kiddies, and NEITHER answer is "better" than the other.
What will you choose?
______________________________________________________________________________
------PART 2------
< < THE CHOSEN PATH: A > >
"I've no better ideas..."
For the time being, yoiu've chosen answer A. It seems to match his style
at the moment, and I know that I'll just replay the game and choose B. So,
now that you've passed your first branch of destiny, let's continue...
Basically, from now on, you're looking for a way to prevent this, but since
you don't know exactly what to do, you just promise that you'll try and find
some way.
Your next scene is Alphonse talking with Ivanna, mostly about the weather.
It doesn't bode well for our hero-to-be. You'll head toward the Rana Sea,
through Bison, but you aren't sure what to expect. At least you won't be
tracked, or expected...
Finally, you get a little dialogue telling a bit more about who Ivanna is,
and you see that she believes in both Alphonse and what he will do...
Awwww... Touching. But enough of that. Time to get going!
As you notice when you return to the world map screen, a new path has opened
up for you west of Urodela, leading to Bison.
**Enemy Units**
Blue Dragon x 2
Hawkman x 3
Fairy x 2
**Friendly Units**
party members (limit 8)
This battle is fought entirely over a swamp. There are only a few outlying
panels of relative stability and safety. My strategy here was almost always
to let the beasts come to me. Sure, the hawkmen and dragons hit hard, but
with a priest, Ivanna, and Alphonse as a knight, that's 3 healers. Besides,
you also deal out better damage from more solid ground.
On the enemy's first turn, they will likely just full-out charge your party.
Unlike us, they don't have any tactics worth mentioning, except full frontal
assault. This makes them easy targets for sniping action, either with a bow-
equipped character, or just with magic. Take your pick.
On the second turn, after you've damaged the beasts decently, and they've
finally closed the gap with your characters, it's time to take a bit of a
punishing. See, they all hit rather hard (well, except for the fairies which
CAN'T hit hard), and they tend to enjoy doing just that. Have a healer or two
ready, and just bear with the battle. Eventually, without healers, the
opposing force will die off.
That's about all it takes in this battle: endurance. With one healer, or two,
this battle is a snap. Just outlast your opponents and you'll finish with no
problem.
After the battle, a familiar voice catches up with Alphonse. As it turns out,
it's Shiven (the messenger that Cybil relied upon so much). Basically, Cybil
didn't quite trust us, so she sent Shiven along to babysit and watch over us.
How nice of her, or at least that's what Alphonse believes at first. However,
it's all good, because now you get another character!
**Enemy Units**
L - Damiel (Cleric - M)
Cassini (Knight - M)
Lendanto (Bandit - M)
Archer (M) x 2
Knight (M)
Bandit (M)
**Friendly Units**
Minerva (Guest)
Alphonse
Ivanna
6 party members
Prelude Story:
Before the battle, you have a scene between Alphonse and Ivanna, commenting
on the situation, and how close they are to the Sea. However, Ivanna spots
something a bit out of place... a boat flying the flag of Felis. You decide
it can't be Rictor, so who is it?
Going in for a closer look, all of a sudden Alphonse gets the "bad vibe"
feeling going on. No sooner do you look up than you see a Robed Man, a
knight, and a bandit all crouching over a lone mermaid. However, they all
seem disgusted by the creature. Poor thing is basically being tortured, all
because of the RUMORS of what her kind does! We won't stand for that!
However, after a bit more dialogue, we get a big shock. Damiel (the Cleric)
iss waiting for orders from "Commander Lasanti!" Could Rictor really be so
cruel as to be behind this?! I say it's time to find out! (Especially since
Lendanto the Bandit thinks the mermaid looks appetising O_o)
Alphonse steps out into sight, calling out all of his ex-teammates. They all
seem to love him as much as they love the mermaid. How could Alphonse ever
bear to put up with them at all? Still, it's time for battle, so the pansies
call out reinforcements. Typical... Just before the battle really begins,
however, you learn one piece of information that is interesting. According
to the records, Alphonse is "already dead." Is THAT how the justified his
leaving the Order of the Sacred Flame? That's it. No one calls ME dead!!
Fight it out!
Tactics:
Your first turn or so, you'll only be closing the gap between the two forces,
and basically crossing the river. However, you'll be taking decent cover fire
from the archers, so fast characters (or fliers) are valuable assets. This is
a great time to give Shiven a trial run. ^_^
If the fact that you'll be a sitting duck in the river after your first turn
wasn't enough, just look at who's waiting for you on the other side. Yay.
Get ready to feel the burn, because those knights and bandits pack a _serious_
punch. Just weather the damage, and take a cleric or priest in with you, and
you'll be fine. Just remember, however, that the enemies also have a healer
this round, so you have to FINISH an opponent, or they'll just be healed.
To top matters off, you have to PROTECT THE MERMAID. Now, as long as she's
in the water, that really isn't that hard a thing to do. Amazingly, she is
as decent in the water as you are out of it. Cool, eh? Still, you have to
make sure that you heal her, otherwise Minerva won't survive, and you'll
fail... Ugh...
Just hold your own, eventually taking down Damiel, and you'll have faced one
of the longer battles... Oh, and you'll have protected the mermaid, too.
Aren't you nice?
Before the fool dies, Damiel can only wonder how he lost to you again... Heh.
Good old Alphonse must have been his "rival," or that's what HE thought. Too
bad, really. Alphonse was ALWAYS out of his league.
After the end of the battle, you get a scene where Alphonse comforts Minerva,
making sure she's ok. Why he just lets her go, I don't really know, but I
suppose he isn't really into Cybil's plan... He had the perfect opportunity.
Anyway, on we go!
**Enemy Units**
**Friendly Units**
8 Party Members
Prelude Story:
As Alphonse finally approaches the coast, he sees that it's unlikely that
you'll be able to cross by boat. However, that's the least of your problems!
The camera whips to your right where, out of nowhere, 4 mermaids, 2 fairies,
and 2 octopi have just appeared. The leader, Aerial seems disgusted... How
dare she call US vulgar?! Did she even see the other losers we just beat
down?
Anyway, she basically wants to know why we're on their turf... but it's
unlikely that she will like our answer. Aerial makes it blatantly obvious
that we're not welcome...
So, guess what that means for you and me? Yep! Battle time... Fight it out!
(Small note: Aerial loves to brag... or at least just inject a bit of fear
with the, "I am the strongest of our kind" speech, but she isn't all that
bad...)
Tactics:
This is one of the few battles where I even considered using my fairy, since
her floating ability would help a lot... But then I thought better of it. I
just used my ninjas instead >;)
Basically, you want either flyers or ninjas who can move freely regardless
of the water. Then, you want some heavy hitters to take the landed routes,
hopefully taking care of the mermaids and occasional octopus you'll meet on
the way. Once you get to the higher ground, though, this battle becomes
cake. Therefore, I suggest you start your troops as far over to the right
as you can, and just make a mad dash for the natural bridge-thing.
Another thing to notice, or else figure out on your own (painfully) later is
that all the mermaids have SPEARS equipped. That means that you need to
stagger your troops when you close in on the enemy. Otherwise, you'll be
giving them an easy way to damage two of your characters at one time...
That's a very bad thing. They don't need any help killing you. Well, maybe
the octopi and fairies do, but still...
Unlike all the bosses before her, you don't actually have to take Aerial down
to 0 HP. Instead, just get her to under 10 or 15 and she will give up...
As her "last breath," she asks forgiveness of some Lady Chloeri
After the battle, however, you notice a VERY unusual scene. For once, the
victim is asking to die... I mean, when was the last time you heard any
sane person shout "Kill me now!!!"? The whole hitch, however, is that Aerial
just doesn't want to reveal the location of the sanctuary, especially not
to humans. That would be the ultimate disgrace, and the only one she will
not bear.
Alphonse acts like a hero again, promising not to kill her. Predictable?
I think so. Then, he insists with his original claim, that he merely wants
to speak with the leader of the mermaids. Aerial mistakes this generosity
as a display of pity, but Alphonse sets her straight, saying he just wants
to do this peacefully... only to be insulted for being soft.
(Do we see a pattern yet? Alphonse acts like a softy, then gets slammed for
it... By now, wouldn't he have learned??)
Just then, however, a normal mermaid swims up and says the leader agrees to
meet with you. O_O Aerial is in a state of denial. You're to be treated
like a guest, so behave! ^_^
You're taken before a beautiful blonde mermaid, Chloeri, the leader of the
mermaids (in that region of the ocean). Alphonse now tells her of his
mission, about his vow to Cybil, and how he is searching for the Sacred
Spear.
When she hears this, Chloeri begins to rant about the short lifespan of
a human, and how easily they make mistakes. What is her point? We shall
soon see. "Forgetting permits hope to return and strength to be rebuilt."
After a bit more small talk, Alphonse asks to hear the story of the Sacred
Spear. Now, pay attention little ones... This is important!
Mermaid Soldier: Commander, the humans have already entered the southern sea.
Mermaid Leader: "If I surrender, do you think the war will end?"
Soldier: "No. Even with your life in their hands, they'd continue to attack.
They are blood-thirsty goblins. They think everything in this world is
theirs for the taking. Why?! Why does God allow such creatures to exist
on this earth?"
"Don't do anything rash. We'll stand by you and protect this ocean."
Leader: "Chloeri, that kind of thinking will get us nowhere. What will remain
when the fighting is over? Instead, we must find a way to survive."
Chloeri (Soldier): "Are you saying that we should let hte humans win, that we
should endure that kind of humiliation?"
"God! Do you only side with humans? It is we who are the soul of the sea.
As such, we will eventually become one again with the water and wind. Are
we so insignificant? Answer me!!! Is there no place for us on this earth?
Will you turn your back on us and let us fade from existance?"
Later, when I returned from battle, our leader was gone, but instead I found
a spear. It was a beautiful black spear, bestowed upon us by God. It threw
out thunder and lightning, and could pierce metal armor. The war started
anew, and ten years passed...
Long and drawn out, I know, but it's worth reading in full, and I typed it up
just for you, so READ IT ALL!! ~_~
Basically, after losing the spear, the mermaids couldn't hold out any longer,
and they were forced to escape to the west where they have lived, protected by
nature, for so long. Long story short, "we don't have the Spear any more."
So, being naturally inquisitive, Alphonse asks about what happened to the
mermaid who fell in love with the human. Unfortunately, Chloeri doesn't know.
Wonderful. On a bright note, it was never heard from that the humans found
the spear, so it might still be safe. Your only clue is a feeling Chloeri
has... that the mermaid who stole the spear is still alive and can lead you
to it. Her name is Berevra, and she had golden scales... Chloeri's sister.
((Dun Dun DUNNNNNNNNN!))
After a LITTLE more dialogue, you're off, with a mermaid guide, to Urodela.
You have someone to speak to there *cough*Cybil*cough*.
However, backtracking over Arena, you run into a little cinema. As it turns
out, Aerial isn't quite through with you yet. This time, though, she's much
more understanding, and is actually trying to figure out how the Chloeri's
sister could care so much for someone as to sacrifice her own kind... Then,
she THANKS you for saving Minerva! "I think I misjudged you."
No, you think? Then, as if to just make it official (hey, any character with
this much development is important), she says:
"I'm going with you." And that, as they say, is that. With one more small
threat, you're on your way again with a new ally.
Arriving at Urodela, you go back to where you left Cybil in the storage
facility, and you report your findings. Apologizing for the amount of time
you took, you ask about Berevra, to which Cybil has no specific information.
Wonderful. It's sort of funny, though. You're looking for a mermaid, with
golden scales, who loves a human and wields a divine weapon of God... and no
one knows anything. Heh.
After more talking and telling of events passed, Cybil inquires why Alphonse
is even still here. Basically, you don't have anywhere else to go:
"They don't mean anything to me anymore."
Following that comment, Alphonse has a veyr deep realization about his own
character, and seems to already be trying to fix it. Our little hero is all
growing up on us! ^_^ Then, of course, Cybil has some further words of
wisdom, but we've already gone into enough detail on that...
Long convo short: Cybil says, "We are now equals, and I'll help you if you
need it." Cool.
Time to go looking for our golden mermaid... Which is when Alphonse remembers
the story that Eleanor once told him, when you first met her...
"It was a long time ago, but one i saw a beautiful mermaid.
Her whole body was covered in gold..."
That MUST be Berevra! It's time we headed to Solea (and Eleanor ^_~). Maybe
we'll find something there...
Now, you encounter a scene when you move, the area DIRECTLY after Arena and on
the way back to talk to Cybil. You encounter a fairy that has a Dowsing Rod.
She has 2 Blue Dragons and a Dragon tamer with her... As far as I know, it
is IMPOSSIBLE to persuade her without the persuasion + emblem, but you can
still get the Dowsing Rod as her drop treasure. Just FYI.
**Friendly Units**
Eleanor (Guest)
Alphonse
7 Party Members
Prelude Story:
When you arrive at Solea, it's late at night, but for some reason, Eleanor is
still up, and Alphonse finds her standing by the ocean. She's surprised to
see you, too, so she asks about what's going on...
What you couldn't see, but Alphonse asks about, is that Eleanor is bleeding.
Being the kind hero (and maybe more ^_~), you take care of her and listen.
When the screen rises again, Alphonse is asking about Father Hamen, because
apparently he hit her, or caused her to bleed somehow. Still, as with most
victims, Eleanor says it was her fault... She didn't do what she was supposed
to do, or something.
Then there's a dialogue about how long you'll stay, where you tell Eleanor
that you're no longer a knight, about Cybil and your current situation.
Then, as if to cut right to it, you ask about the golden mermaid she told
you about long ago. However, that was the wrong move...
Insulted, Eleanor says she has nothing to tell you. You came only to ask
about that mermaid (heartless!!). You're using her, and saying so, she storms
out of the room. Then, as if things couldnt get worse, Cybil tells you that
the White Fang Troops have arrived. Great...
Outside, Eleanor is met by a dragoon (Karcist), two archers, and a few dragons.
Confronted, they say that they want her to speak to Commander Briffaut. Then,
they try to abduct her! This is when Alphonse shows up and yells for them to
stop. Basically, he uses the overdone line, "you'll have to go through me
first," to which the dragoon just laughs and says OK. Oh boy, this is gonna
get nasty...
Tactics:
This battle introduces you to a new, and devastatingly powerful, class: the
dragoon. Do not underestimate Karcist. He has the ability to do some major
damage to ANYONE, and his level is normally around 19 or 20.
Also, since the goal of the battle is to protect Eleanor, you have to think
about it as "Defeat all Enemies" with a handicap. My first suggestion is to
bum rush a few of the dragons, before they get enough SP charged to hit you
with their breath attacks. Then, take out the archers. (I hate snipers!!)
Still, the entire time, you need to know exactly where Karcist is, because a
dragoon is always bad news (when an opponent). Keep a healer handy; you'll
need one.
Just before you kill the bastard, the dragoon asks you if Eleanor is worth
protecting. Is she worth making Briffaut your enemy? Of course, you know
the RIGHT answer, but does Alphonse? As he dies (and leaves you the Fafnir),
Alphonse goes to check up on Eleanor... who still seems upset at you.
Next, you see a scene where Alphonse and Eleanor get a little bit of a heart
to heart talk... About time. As it turns out, Cybil helped clear a few
things up, so you're not in hot water any more. Cool of her, I say.
As it turns out, Eleanor actually knows Berevra, and more imporantly, she
knows where the golden mermaid is! She shows you a necklace that Berevra
gave to Eleanor, and we learn a bit more about Eleanor's character. She
then tells you where Berevra went all those years ago... but only after you
tell her that you're going to go alone, that you care for her well being.
One of the more interesting sequences, however, comes when you say, "Don't
worry, Eleanor. I'll come back. I promise..."
Eleanor doesn't take that the right way, though. She won't stay, waiting for
you again. She won't go through it all again. In other words, "I want to be
with you..."
Now, you're given another IMPORTANT choice. Do you take her with you, or do
you continue to be a jerk and reject her? I'm sorry, but even I'm not mean
enough to say no to her. I mean, she is OBVIOUSLY the love interest, so why
not? ^_~ Still, here is the choice:
Do me a favor... Don't choose B. If you do, I won't have any specifics for
you, so you might be a bit out of luck if it changes the ending too much...
Sooo, without further ado, we just got another party member!
Not only do you take Eleanor with you, though, but she insists that you teach
her how to fight. In other words, she's going to be a good, strong, and
versitile character. Now, take it back out to the world map and let's check
out how things stand!
As you'll notice, a new area has appeared (Aquila) just to the East of the
fortress of Formido. Guess where you're going? Yep!
Now, what makes me a bit ill is that, despite that whole conversation, and
the emphasis placed on Eleanor coming with you, she isn't a controllable
member of your team yet. Ugh. Oh well, prepare for the next battle and
walk over to Aquila. FIGHT IT OUT!!
**Enemy Units**
Hawkman x 2
Gremlin x 2
Red Dragon x 2
Cerberus
**Friendly Units**
Eleanor (Guest)
Alphonse
7 Party Members
Prelude Story:
When you arrive at the volcano, Alphonse and Eleanor have a small dialogue
about the fact that they are PASSING THROUGH A VOLCANO. You know, I'm with
Alphonse here... It sounds _really_ insane. Still, Eleanor asserts that it
is necessary, as it's the shortest route.
Tactics:
The most imporant thing to notice about this level is all the LAVA. Lava
is an awful thing to have on a map, since no one can walk over it unless
they float. Therefore, the gremlins have a huge advantage in that respect,
but otherwise, they still suck. Don't worry too much about them, as they
are merely minor annoyances.
On a positive note, you're tactically in good standing (beside the lava),
especially since you have the higher ground on the volcano. All you have
to do is worry about the people who can close the gap on you quickly (any
flying enemy).
The real enemies to concern yourself with in this battle are the dragons,
especially since by the time the two forces clash, they will likely be ready
to hit someone with their fire breath attacks. This will be bad news if
you're not ready for it. Also, as usual the hawkmen are serious threats,
since they have strong attack as well as flight, so they can come right at
you immediately.
Basically, I suggest taking out the hawkmen first, which should be rather
easy seeing as they will bum-rush you. Then, focus on the cerberus, with
that annoyingly effective mesmerize... After they're all gone, the dragons,
with their insanely high HP and all, are ready to get their butts handed to
them. Who are we to say no? Then, finally, the annoying gremlins (who are
just one SMALL step above fairies in usefulness).
Still, if your team is strong enough, you might be able to take out the
gremlins before the dragons even reach you. In that case, by all means take
them out. No gremlins deserve to live for too long.
After the battle, Eleanor is overlooking a cliff, and she knows that somewhere
near there is where the golden mermaid went. "East of Aquila, where the mid-
summer sun warms the ocean."
However, just then a very familiar voice chimes in... demanding for you to
hand over Eleanor! As it turns out, Rictor followed you!! Well, more
specifically, Father Hamen asked him to find Eleanor... Damnit. It was
all in good intentions, but this is very bad. Then, Father Hamen himself
appears, validating everything that Rictor has been saying. Doh.
Then, that bastard Hamen starts talking trash about you. He says that it was
a bad idea to save your life from the surf. Oh, I'm really starting to hate
this guy... First hurting Eleanor, now this? To further my point, Hamen won't
accept Eleanor's answer:
"I'm not coming back to the church."
Then all hell breaks loose (or it SHOULD). Father Hamen smacks Eleanor.
Somehow, until this point, Alphonse remains motionless throughout this act.
What kind of father figure is this man? He loves her more than anyone?
That's bull, I say.
Finally, Alphonse approaches Hamen and gives him a piece of his mind... only
to be lectured, then commanded to "give my Eleanor back to me." This man
is so clueless, it's almost funny. Even after all the dialogue, though,
Hamen is as determined as ever. He will not let this reckless youth take
his beloved daughter from him.
He asks Rictor to take Eleanor FOR HIM. Oh no he did not.
Rictor seems to reassess you now, though. He realizes just how knowledgeable
you are of the situation. Furthermore, he seems to understand just how
determined you are, but unsure about on what PATH you lie.
You learn a bit of useful knowledge from this talk, though:
- The Sacred Spear is called the Longicolnis... (Why did they have to name
it so horribly?) and it was created from the horn of a fallen angel!
- It has actually pierced the Sacred Demon.
- Rictor's actual mission, the entire time on the island, was to find the
spear. He just withheld that information from you...
Now for the real shocker...
- Berevra is Eleanor's MOTHER!! O_o
Just then, a soldier approaches Eleanor, and Alphonse cries out. After some
bragging from Rictor, a second soldier approaches him and swings a sword at
him. Then, as if the situation needed no more excitement, Eleanor screams...
A tear drops from her face and all of a sudden, a purple-pink bubble envelops
her. All three foes are affected, blinking momentarily, and then collapsing
(presumably asleep).
Alphonse walks over to the now frightened Eleanor whose necklace, it seems,
is blinking. What power is this? Eleanor doesn't even complete a sentence
before Rictor stands again and two more soldires appear, ready for battle.
As Eleanor and Alphonse are backed up against the cliff, one question is all
that's needed: "Can you swim?"
The answer isn't really important, as both jump off the cliff and into the
water below anyway.
When the screen rises again, you see them both in a cave, safe, and with a
mermaid! It gets better though, as the mermaid is GOLDEN... Berevra!
She thanks you for protecting Eleanor, but denies what Rictor says about her
being Eleanor's mother. She then proceeds to tell you her history. (You all
can read it for yourselves =Þ)
One bit worth noting: she witnessed the burning of the town 10 years ago...
This was also when she found Eleanor, as a crying baby, wrapped in a blanket.
After yet MORE talk of history and origins, the issue of the Sacred Spear is
brought to light, and you're asked why you desire it. This is yet ANOTHER
important choice, as its answer may well determine how things END for you.
Now, if you're honest, you'll choose B. I did, so that's how this guide is
going to be written. Still, if you want to be a powerhungry bum, choose A.
I don't know what happens, so let me know when you do. ^_~
After you choose *B*, Alphonse gives a little shpeal about his promise, and
about how he trusts Cybil. He also goes on about how the world is, how the
island is, and why he can't let anyone have it outside of those he trusts.
After hearing all of this, you're told that it's hidden in a small shrine at
a beach, just north of your current location... You're only getting it,
though, because you cared enough for Eleanor to protect her. Awwww ^_^
Guess where we're going? Just not before we deliver one final message. After
all that, Alphonse tells Berevra that she can finally go home. This is such
good news that Berevra actually cries, thanking her sister for being so kind.
It is quite a touching scene... and it's also the end of the first chapter.
------PART 3------
< < CHAPTER 2 (Path A) > >
Introdution:
We first rejoin our hero in a meeting with Cybil a few advisors. As it turns
out, Rictor is moving north with a few subordinates, headed toward Naja. The
scout also reports that the rest of his troops not travelling with him will
return to Felis when the next boat arrives... What this indicates, Cybil says,
is that he is now acting on his own... and that Felis was also looking for
the spear (duh).
After a bit more talk of politics (which I never really enjoyed anyway), you
learn that a war might start between Felis and the Church over this spear, if
it's put into the wrong hands. To further the depth of all the scheming, it's
now very possible that the Duke of Felis was in league with with Lord of
Rananculus. Otherwise, how could Felis have ordered so many troops to the
island to "quell the rebellion?"
The whole situation reeks of politics and lies. Ugh. But then again, all of
this is guesstimation (though rather good guesstimation, might I add).
From Ivanna, we learn that one of the Batraals of old was actually the Lucius
who Berevra fell in love with! Wow, the twists the family trees have around
here. O_o To just emphasize the Batraal way, though, he wasn't talked about
much. 'Lucius' was seen as a coward for condemning war...
As it stands, you're headed north, supposedly after Rictor, and not very well-
informed, but that's just the way it's going to be. Let's see if we can't
stop in on that magician to see what's up, shall we? We're moving out!
One last cinema awaits us, though, before we can go. We catch up to Eleanor
and Alphonse, talking about the plans for movement. Apparently, Eleanor isn't
too crazy about going through the Naja Forest. She just says that Rananculus,
and the territory north of the forest, is VERY different. You don't know the
half of it, yet. Think snow... lots of snow....
Still, THIS whole conversation just boils down to ANOTHER question, one that
we've heard all too often. "Can I come with you still?" Of course, choose
option A, which allows her to join you, and you'll FINALLY get to control
Eleanor. Yay.
When you take it back out to the world map, though, you notice something new.
All of a sudden, you have a CHOICE of where to go! You can go to any of
three locations... But I'm going to have to do this one way...
From Formido, you now have the choice of going either south to Gryllus or
west to Vespa (which is your next 'official' destination, designated by the
blinking red pole). *I* Chose to go south first, since I will have to pass
through Vespa later anyway. I suggest you do the same...
The other path that opened up was to Belleza, north of Ardea, but since we
can't get there now, let's just leave that in the back of our minds for a
bit later. For now, head toward Gryllus, but beware. It might be useful to
buy a virtue spell or two in preparation for killing undead...
(hint hint: buy Exorcism or Faith)
---BATTLE 12A: GRYLLUS FOREST ---
Suggested Level: 19-20
**Enemy Units**
Ghost x 2
Undead Soldier (M) x 2
Undead Soldier (F) x 2
Undead Wizard (M) x 2
**Friendly Units**
Party Members (limit 8)
This is what you call an OPTIONAL battle. It isn't required, and yet it's a
very good idea to go through it. Trust me. Still, it's also quite difficult,
and not for obvious reasons. You shall see what I mean, though...
Just before the battle begins, you get a hint as to why things will be nasty
in this forsaken place as Alphonse comments about the souls of the dead
gathering here. Then he hints at something: you can't afford to stay long...
Figure it out (if you don't now, you will later).
Tactics:
Many of the little undead buggers you encounter will have bows equipped, so
be ready to deal with mid-range attacks. Also, the ghosts can teleport,
which means that nothing you can do will be able to "trap" them in a spot.
Back attacks galore from them should be expected.
On a brighter note, the river running through the battle field will slow down
all the normal undead enemies, leaving you plenty of time (normally) to deal
with the ghosts and first soldiers. However, the wizards do get pretty into
it once their magic charges.
The real challenge of this battle comes in the form of RESURRECTION. If you
take too long after felling one undead, it will revive itself a few turns
later, giving you fits (let me assure you). The best way to beat this level
is to weaken all the opponents you can without killing them. Then, all in
one turn, do a "blitzkrieg" style attack, killing everything. (Or re-killing
if you wish... get it? ghosts...)
Oh, and if you didn't listen to me before, the Exorcism spell would do
WONDERS if you have it...
When the battle finally ends, you see a few lines by Alphonse, and then get
your cheesy reward...
Well, again, you have the choice to go to another 'out of the way' battle,
in Blete, or to head on to Vespa, again. As I will ALWAYS suggest, go to
the optional battle. These normally yeild good results, though last time was
a definite fluke...
FIGHT IT OUT!!
**Enemy Units**
Euphaire
Warlock
Undead Knight x 3
Undead Wizard x 2
Zombie Dragon
**Friendly Units**
Party Members (limit 8)
Prelude:
As you enter the field of battle, you're met by a proud young spellcaster,
Euphaire. She seems a bit surprised that we've gone through the forest of
Gryllus unharmed, but she plans to make up for that. Wonderful, isn't she?
Then, Alphonse has one of those killer lines that makes you want to just die
laughing.
"...You smell like... death. Are you... alive?"
Heh. Funny enough, though, it is a good question. You see, Euphaire actually
has the soul of her dead mother inside her (long story). She, however, just
returns that he has the smell of blood on him as well. Finally, someone who
doesn't assume we're rookies, fresh for a beating.
Anyway, she's freaky, Alphonse is getting impatient, and the battle begins.
Let's do it!
Tactics:
First off, I want to point out that Euphaire has the Salamander summon spell,
and the wizards have Firestorm and Ice Field. To make the magical fun all the
more enjoyable, the Warlock has Flow Magic, which is used either to charge up
the magic of Euphaire (think SUMMON) or the other wizards (which hit multiple
targets). Also Euphaire can charge up the wizards as well, leaving the warlock
to charge her up, and then ALL be able to cast Salamander and a various
ensemble of quite painful spells their next turn. Be prepared to get hit HARD
quickly.
Needless to say, play this one defensively. You start off at a rather large
terrain disadvantage, having to climb up the fortress to Euphaire and her
wizards. My suggestion for party building would be, "think flight." If you
don't have the flight, get speed. Ninjas and hawkmen will do wonders on this
relatively small field.
Another good addition to this battle, as I always say, is a priest. You will
need all the healing you can get (so you might want a knight, too). As I said
earlier, you will take damage, so prepare adequately for it.
Basically, just go after Euphaire (or if you want the treasures, don't). In
all likelihood, you will want to take down the Knights first, while trying to
stay away from the Dragon Zombie. Then, focus all your forces on the warlock
and wizards. They're very capable of dealing huge damage to your party.
If during any part of the battle, you really are on the ropes, change all of
your character strategies toward attacking Euphaire. She loves to use Energy
Transfer, which takes some of her HP, so she will be weakened.
This isn't that hard a battle, but it can take some time...
After the battle, you get a dialogue between Euphaire, Ivanna, and Alphonse.
Basically, her mother's spirit left her body (the puff of smoke) and now she
is normal again. To make things even better, she offers to join you for all
your troubles! She asks to go with you to see her father, but still, it's
another great ally to add to your forces. Say yes before you do anything
crazy!
The next day, you see Eleanor and Alphonse walking through Blete, the town
she was born in. Not much to look at, is it?
"If something is forgotten, is it like it never existed?"
This is what prompts Alphonse to think of his father, who he had allowed to
fade from his thoughts. He doesn't remember him well, nor does he really
choose to remember him at all, but some day he will... oh yes, he will.
Now, however, it's time to proceed to Vespa (again) so that we can get back
on the track for story progression.
**Enemy Units**
L - Beastmaster (Surgat)
Cerberus x 3
Griffin x 2
Cockatrice x 2
**Friendly Units**
Party Members (limit 8)
Prelude:
When you get to Vespa Hills, another poor fool tries to hinder your progress.
The beast master is basically just a merc, hired by either Rananculus (or
maybe Rictor) solely to keep you back in Anser. He brought quite a few beasts
with him, so be prepared.
Tactics:
This is a deceptively hard battle. Why? Well the beastmaster will occasionally
lend support to the beasts, but also because of the beasts special abilities
themselves. The Cerberus can use a fire breath attack that can cause sleep
while damaging multipe enemies in a 4-panel T shape. Likewise the Cokatrices
can petrify multiple enemies in the same way (4 panel AOE). To make matters
ever worse, the Griffins also have a special attack, which can damage multiple
enemies, but it's also *long_range*. The petrification is especially annoying,
since it will put a charcter out of the battle, unless you cure them.
Either bring a cleric/priest with 'Cleanse', or a fairy with the status cure
special ability. You will take pretty good damage this fight, unless you're
of high enough level (as suggested).
My best suggestion is to focus on taking out the death chickens before they
gather enough SP to hit you with Petrifying Breath. This will take one of
your characters out of the fight for good (unless you cure with an item or
Cleanse). It's also a good idea to take out the hellhounds, since they can
put people to sleep. The griffins and beast master are of little threat,
since they only deal physical damage...
Pretty simply put, this battle isn't that hard. Just keep someone around who
can heal status ailments, or can heal (one or both works just as well), and
you'll breeze through it.
After the battle, you see Alphonse issue some quick orders to the troops,
emphasizing both the need for speed and to stick together.
You're then taken to Naja Forest, where you see a scene with Rictor (who is
accompanied by two knights). Rictor meets up with a "Mysterious Girl" with
short blue hair, who he apparently knows and calls Malicia. However, when
he approaches her, she runs off into the forest.
--- BATTLE 15A: BELLEZA ---
[Rough outline contributed by beyowulf]
Suggested Level: 21-22
**Enemy Units**
L - Elrik
Ninja (F) x 3
Valkerie x 2
Witch x 2
**Friendly Units**
Euphaire (suggested)
Other Party Members (limit 7)
Prelude:
Elrik says that he knows mistakes were made, and that he must correct them.
Unfortunately for our team, he thinks the only way to do this is to kill
poor Euphaire. Quite a loving father, isn't he?
Tactics:
Somewhat easier than your previous battles, your main concern will be with
the enemy leader, Elrik. The ninjas will rush you while the rest tend to pull
back and defend Elrik. The ninjas should be easily dealt with, primarily due
to their lower defense.
Elrik will be on a higher elvation than you, and he uses the Fenrir (water)
summon! It might take a while to get to him, especially with most of his
troops deployed in his defense, but bear with the attack... Flying units,
ninjas,and valkeries will be very handy here. He has a Golem summon, but
it's really more of a normal attack, as it doesn't hit but one character
(though with a range of 7 and decent power, it is still impressive).
Another VERY noteworthy problem with this battle is that you cannot allow it
to drag on too long. As your scouting should have shown you, Elrik has TWO
summon abilities at his disposal. One, Fenrir, is similar to the Salamander
spell you already have, while the other, Summon Golem, is only a single-target
style attack, with only one very powerful summon attacker.
Elrik _will_ cast at least two summons in this battle, one on each of the
second and third turn (much thanks to the witches who use fluid magic for the
bum). However, its up to you whether he will cast another after that. My
strongest advice is to take out the WITCHES FIRST. Without them, Elrik loses
an extra 20 MP each turn. In other words, he can't summon every turn.
Similarly, keep Euphaire and a priest in your ranks, allong with whoever has
the Salamander summon, so you can fight fire with fire.
After your second phase, Elrik taunts Euphaire a little bit, but only then
do we get the impression that he still mistakes her for her mother. He says
that she doesn't belong here... thinking that she's still undead. Now this
is starting to make more sense...
Anyway, the battle shouldn't take too long after the witches are gone, and
after that, your priest will be lazy for lack of work. Still, it is worth
your effort to keep one with you, just for the Salamander-per-turn advantage.
It took me 4 turns to kill every enemy and collect every treasure. If you
aren't intereseted in that, it should take maybe 3. Good luck!
After the battle, Elrik converses with both Euphaire and Alphonse (well, it's
more like Alphonse just observes the other two). Elrik says we have the right
to kill him, but asks if Euphaire is upset with him. When Euphaire responds
innocently and inquires about what he means, calling him "Father," it finally
dawns on Elrik that she is no longer possessed. He has his little girl back
again...
After another bit of conversation, where you learn that he was experimenting
with a spell of spiritual transference, he states that, "It's futuile to keep
the souls of the dead in this world." No, really? A bit more touching
dialogue follows, and blah blah blah...
...Elrik offers to join you. THIS is why this OPTIONAL battle is so worth
your effort! (Like you didn't see it coming though) Take note, for almost
ALL optional battles are VERY worthwhile in the long run. Don't be too quick
to progress the story.
Note: the next "story progression" battle is always marked with a RED POLE.
** All other battles before that will be optional, and it is my strong
** suggestion that you visit these BEFORE proceeding.
Interesting note, after battle, in the shop here, you can recruit Giants. I
myself didn't as I was short of cash, but it will be interesting to see what
they can do, later...
Further notes: Fairies are now decently useful. Their first special ability
cures any abnormal status, and their second gives a character an extra turn.
Decent, but not worth bringing a fairy into battle for...
**Enemy Units**
L - Siren (Grevis)
Wizard (F) x 2
Knight (F) x 2
Cleric (F)
Soldier (F)
Witch
**Friendly Units**
Party Members (limit 8)
Prelude:
When you arrive at Naja, you're greeted by a Siren, Grevis, who apparently has
some history with Alphonse. As it turns out, she's now with Rictor, and her
orders are, prepare to be shocked, to kill you! Wow, we didn't see that one
coming. < Sighs >
As predicted, though, Rictor went to meet the Lord of Rananculus, and he left
these troops behind under Grevis knowing full well you would follow him. In
short, we walked into an ambush. Still, we expected nothing less. Let's do
this!
Tactics:
Unfortunately, there isn't much to help you in this level. You have scattered
trees, a river, and a little bit of terrain height variance, but generally,
this is a simple map. As always, you start at a slightly lower altitude, but
in this fight that won't be of too much concern. Still, it is a rather large
map, and the clash between the armies will take some time... (normally on the
second or third player phase)
Now, on to the major concerns. Grevis packs some major firepower, but it's
all in the form of ONE SPELL. Yep, you've probably guessed it by now, but
she also carries a summon: Gnome. Also, if you scan the rest of her units (as
you should every battle), you'll see that she has a witch (which WILL do fluid
magic the second turn, readying Grevis for the 35 MP Gnome). As with all of
the Summon fights, take out that witch first, if you'd like the battle to be
greatly shortened.
Since the troops here are all female, if you have the inclination (and a few
male characters of corresponding classes), this would be an especially good
time to be persuading enemies. The knights themselves have decent equipment.
Platemail and Earth Shields to be exact (the latter of which you get as a war
trophy). The wizards only have (that are worth mentioning) their wands and
their spells. You get the Earth and Ice Wands as war trophies, so unless you
want to persuade just for spells... Still, you might consider persuading
the Witch, since you could really use a good Fluid Magic spell... Euphaire
is good and all, but having another magic juicer would be great!
In her dying breath, Grevis comments on your strength and wonders why you
didn't join Rictor. Then we are taken to a scene in Ostorea Castle.
Rictor appears before both Lord Naris Batraal and Nichart. It seems Nichart
is a bit worried about Rictor, but Naris doesn't seem to fear him. He points
out that Rictor only came with a few body guards... commenting that "He has
no inkling of the spear's true power."
As it turns out, Naris is willing to cooperate with Rictor, but only to gain
the spear. Once that happens, we will see... This is also when we get a
very brief introduction to 'the Twins,' Lethe and Cirvante, both sorcerers.
Nichart is apparently apprehensive about them as well, but Naris has had
enough of the incompetent general.
**Enemy Units**
L - Esquire (Nichart)
Knight (M) x 2
Valkerie x 3
Witch
Priest (M)
**Friendly Units**
Party Members (limit 8)
When you show up at the Sotavento, Nichart immediately recognizes you as "that
kid from the ruins." He could at least know the name of the guy destroying
all of his plans! He does seem to know lots ELSE about Alphonse, like where
his loyalties lie (with Cybil of Galius instead of Rictor of Felis). Then,
we share a few mutually stupid insults, and the battle begins. Yay.
One thing, though. Nichart makes one comment that might be more than just
foreboding:
"finding the Sacred Spear is just the beginning."
I wonder what he meant...
Tactics:
As you should know very well by now, the Euphaire-Summoner combo is something
to use EVERY battle. Keep this in mind also if you've managed to acquire a
Fluid Magic spell. They are very helpful!
Now, you're at another disadvantage in terms of terrain, but by now you should
have a good method for dealing with that (think flyers and magic). Also notice
that we're fighting right through the middle of a town, so you won't see too
many magic boosts by terrain. These are just more things to keep in mind...
The priest has a 'Resurrection' spell on him, so its a VERY good idea to
persuade him to your side before defeating any other characters. If you fail
to do this, however, and attack him hard instead, you still won't expect to
see many of these characters over and over again (because they won't be raised
by the priest once he builds the needed MP). However, if you leave the priest
alone, prepare for this fight to drag out for quite some time...
[Note that he drops the Resurrection spell as his war trophy!]
This battle really isn't that difficult, especially once you do something with
the priest. Just stick with it and cluster around any particular enemies that
you're having trouble with. Oh, and it might be wise to rid yourself of the
witch, since she loves to paralyze your party members. Good luck!
When you drop his HP down to 20 or below, Nichart does his usual thing and
flees. Pansy. However, he does challenge you to go to Ostorea Castle. He
says we will find the truth there. I think we'll find a trap, but oh well...
After the battle trophies are allotted, Eleanor takes Alphonse to her old
house. Remember, she originally lived in Sotavento... You learn a bit more
about her past, like how she was bullied by people because she wasn't the
real child of her two parents. Then, when they died, it only got worse...
Cut scene time!!
Now you see why she is so alone and afraid at times... Poor Eleanor. She can
only say that she wasn't running away, though. She was running for her life.
That day, she ran so far that she ran straight through the evil forest and
ended up in Solea, at Father Hamen's church.
We then see some more mushy stuff between Alphonse and Eleanor ^_^ It all
ends, though, with Eleanor offering you the necklace Berevra gave to her all
too long ago... Strange, but what a show of love, or trust...
You're then taken to a smaller cinema between Cybil and Alphonse, outside in
the midst of the town. Cybil inquires about Eleanor, tells you how good a man
you are, etc. Then, when you both leave, the snow begins to fall.
The two of you walk into a shring (the one Berevra said she hid the Spear in).
Apparently, though, someone has already found it... All you run across is a
small dagger. However, Alphonse has a plan... He tells Cybil to spread the
rumor that he found the Sacred Spear, hoping to attract the attention of both
Naris and Rictor. Then, as she goes off on her mission, he says that he is
headed to Ostorea, to see Rictor...
**Enemy Units**
L - Orson (Archer)
Archer (M) x 2
Ninja (M) x 2
Sword master x 2
Thunder Dragon
**Friendly Units**
Party Members (limit 8)
Prelude:
As you can bet, there is a decent bit of anger between Alphonse and Orson.
Orson, you see, has always been a very loyal man to Rictor. In fact, it
is surprising that Rictor sees you as so great a threat as to send Orson
after you. Still, the situation is better than that...
Of course, being our little hero that he is, Alphonse says that he is here
only to reveal the conspiracy between Rictor and the Duke of Felis. He then
makes a bit more conversation, ending in the fact that, should Rictor and the
Duke get the Spear, they would rebel against Lodis, which Orson just won't
accept. In the end, Orson says we should retreat, and as a friend, he won't
stop us. Too bad for him, but that just isn't in our game plan...
"It is an honor to fight with you, but I won't lose." -- Alphonse
Tactics:
First of all, I, as usual, suggest you bring a good priest into this battle.
You will take some good damage, and you will really want to have a priest
around to heal you up. Also, as usual, bring the Euphaire-Summoner combo to
make this battle move more swiftly.
A few enemies have some nice items here. An archer has a Flame Leather(Armor),
a ninja has an Yomogi-U (Earth Katana), and, above all others on this map, a
sword master has the Teleport spell!! This automatically makes him worth
persuading if you don't have this spell already, which you likely won't, and
besides that, he's a sword master! Still, should you chose NOT to, he will
drop the spell anyway...
You start at a very low elevation. The enemy is higher ground. You can try
to go right, but the incline is quite steep and not all characters can make
it.
It is preferable to head along the right hand side of the map to assault your
foes, unless you have the flyers, or teleport boots, to assault from the right
side. At the start, as the elevation is more gradual, you won't have much
trouble, but eventually, you will have to worry about where your characters
can move to...
However, from the very first turn, you will need to take a defense-relative
position. Remember that you enemies have THREE archers, including Orson, as
well as their two ninjas and two sword masters. In other words, almost all
of the opponents can hit you from long range. They will do so. Keep that
in mind, especially since you will not get close enough to hit them in your
first turn. Also, this means that the enemies, save the dragon, are all
quite FAST. This is just another thing to keep in mind...
It would be a wise suggestion also to bring several magicians with you beside
Euphaire and your summoner, because then you can also show a strong front from
a distance, and then later close the gap. Still, that is about all I can say
to help for this level, except that these bastards like to use curative items
to heal themselves... Good luck to you!
After the battle, you see a dialoge between Orson and Alphonse. You see,
even though they were enemies by orders, Orson always respected Alphonse...
A truly noble warrior, though naive. To these praises, Alphonse can only
come back with praise of Orson's archery skills. It would have been nice
had these two been allies, but fate determined that not to be... or did YOU?
In either case, Orson dies. It is truly a shame that such a warrior should
fall simply because he knew no better, but that is how it goes...
You later join Alphonse and Cybil in a dialogue at their pitched-tent HQ.
She basically wants to know what the strategy will be. Being the fool that
he is, though, Alphonse plans to charge in straight away. Then, you're hit
with a small twist: Cybil wants to leave you. Alphonse rants for about 10
message boxes, which really is important, but you CAN read... In the end,
Cybil is leaving her job up to you. Strange...
She says not to take offense, but she has one other matter to investigate
while on this, her home island. Finally, with a few 'be careful's, she
leaves.
When you are finally taken back out to the map screen, you might not notice
that, in actuality, TWO paths have opened up to you to explore. The obvious,
story-advancing level branches off directly from Haena to the northeast,
taking you to Ostorea Castle. However, for now we shall take the OTHER level,
which is a branch off from Formido (also to the northeast), taking us to
Gracula. Sure, it involves a bit of backtracking, but it's well worth it...
Remember, all optional battles have good rewards. I wonder what this one
will offer up... Fight it out!
**Enemy Units**
Cerberus x 2
Red Dragon x 2
Cockatrice
Gremlin x 2
Gremlin 3 (Lubinnya)
---> _Special_Note_: do not kill this gremlin, as it is really Glycinia's
friend in disguise. Also, make sure to bring Glycinia into this fight
or you might not get her to join. In other words, just make sure that
Glycinia joined your team and is still alive...
**Friendly Units**
Glycinia
Party Members (limit 7)
Despite the fact that this isn't a required stage, it still doesn't look very
special at all upon first glance. However, if you read my introduction to the
battle, you will see why it's worth visiting. Also, if that wasn't enough,
the fact that Glycinia tells you about as much with her introduction to the
level might just hint at the true purpose of the level...
There are no special challenges here. Flying units are good , and fairies,
priests/clerics with Cleanse are useful due to the petrification attacks.
Lubina joins after the battle if you have Glycinia with you. Also, have either
Glycinia attack Lubina (as the gremlin) or simply stand besideher to have the
identity of the mystery gremlin revealed!
The most interesting aspect to this level is likely the terrain. You go
from active volcano on one end to a river. This makes for a wide variety of
problems when considering troop movement. Also, the way the opponents are
spread out makes it very easy to separate your own troops. I strongly suggest
against this, as it makes it much more difficult to recover either HP or from
a status affect.
If you need more tactical help, I'm really sorry... This isn't really that
hard of a battle. Good luck...
Just try not to die. A priest would help a lot with that.
Pre-fight Prelude:
You're greeted with a fairly cool scene between an 'Elegantly Dressed Woman,'
called Lady Malicia, and Rictor. Malicia is the neice of Naris Batraal, which
is why she resembles Ivanna in her picture... She wants to talk to Rictor,
apparently about nothings, though the conversation soon turns to the Sacred
Spear, and Rictor's failed attempts to gain its power.
The conversation then turns to betrayal. Malicia warns that Naris might try
something funny, to gain the power all for himself, but that she will always
be on Rictor's side. Could there be some sort of relationship between Malicia
and Rictor? I think Malicia would like for there to be, heh.
Just as they are about to take a romantic walk outside, Naris appears to talk
with Rictor. Malicia leaves them to go outside and wait for Rictor. However,
inside, Naris tells of his proctective position over Malicia, that he is all
the family she has. Then, they go to business (finally). Rictor is told of
Nichart's defeat at Sotavento, which somehow he can't believe.
Naris then turns the conversation toward Alphonse, asking if Rictor and he
were not old friends. After some more talking and insults, you learn of some
unknown enemy, Margret, who is waiting for your arrival. Rictor, it seems,
will also protect the castle. Yikes, this will be bad...
Finally, we are taken to a scene with Ivanna and Alphonse. You're told that
there are two separate entrances to the castle, and you'll be hitting both of
them at once. However, this means you'll have to divide into two parties. I
hope your troops are evenly balanced, because you will need strength in BOTH
parties here.
**Friendly Units**
Ivanna
Party Members (limit 7)
You are taken to a screen where Ivanna and Alphonse stand alone against snow-
covered ground. To the east, you see a fortress wall, where a lone woman
calls you out... or actually, calls Ivanna out! Yes, that's right. Margret
is the sword instructor Ivanna cared so much for and talks so much about.
This will be an interesting fight...
The fight commences after only a brief talk between Ivanna and Margret. Even
though the two share a great friendship, one has orders, and the other knows
what is best. Ivanna says she will not stand down. Let the fight begin!
Tactics:
This is a really tough battle, and there is no two ways about that. The
archers targeted my priest every single round. One of the archers has a
tundra bow which does lots of damage. Also, be weary of the following:
- One, they're shooting from a very high elevation, and from that height they
can target -anyone- on the screen!
- Two, the ground is 60% covered by snow. This will severely inhibit your
troops' movements.
- Three, the Tundra Bow in particular is ice elemental. Fire-elemental troops
will take more damage, as wellas those on snow covered ground...
I strongly suggest you leave your healer out of this battle, if you only have
one. If you are smart enough to have two, then by all means, split them
between the two missions. Still, should you only have one, you might not
need that boost of HP here. Save it for your next battle. Besides, Ivanna
has the capacity to heal, if you left her in her knight class (which I REALLY
hope you did).
With that in mind, however, you need to build this team so that your OTHER
team will still be strong. You really don't want the second battle to get
your units killed, and it will have that possibility. I might suggest using
a few of your flyers here, because in the next battle they won't be needed
quite so much. Also you need people with strong magic resistance in the NEXT
battle, so plan for that according to your own tastes...
For the record, I left my Euphaire-Summoner combo for the second fight, and
was quite glad I did, too... (another good reason to leave your priest for
the next battle, might I add).
A good strategy for this battle is to bring your troops to the bridge in the
center of the stage. Positions your front-liners there. Do not go past the
center of the bridge, which will otherwise cause Margret to walk towards your
location. Other troops however will move towards you. When they get to you,
pull back a few squares. When they again move forward, surround them and finish
them. The archers will tend to hang back though. Once you've taken care of
everyone else, and Margret is already on her way towards you, send a flying
unit up there to take care of the archers.
I would also suggest trying to persuade the Warlock because he has both decent
equipment and a good spell. Not only that, you never know when another good
character will come in handy. If for nothing else, just liquidate his items,
general inventory, and dismiss him. Still, try to persuade, as it will also
help ease this battle...
Victory Conditions: Defeat the Leader!
War Trophies: 600 Goth, Notos, Atropos, Saint's Shield, Healing Salve, Stone
of Swiftness, Grincer Coat, Sum Mannus, Crown of Intellect,
Sacred Ring.
------------
**Enemy Units**
L - Esquire (Nichart)
L - Venefika (Lethe)
"An intelligent and deceptive sorceress with a brazen attitude. It seems she
only uses her power for her own gain."
Duke Knight x 2
Siren x 2
Priest (F)
Witch
**Friendly Units**
Party Members (limit 8)
>>note that these cannot include any of the 8 party members used above<<
Prelude:
Cirvante and Lethe accompany Nichart to this battle field, though it appears
they aren't quite content with what they find. Cirvante comments on the
absence of Alphonse, and seems very disappointed. Lethe seems to mirror that,
telling about her knowledge of Alphonse. Nichart then chimes in, telling
them that they aren't really needed and that he can take care of things now
that Alphonse isn't around, but the Twins promptly remind him that he has
already lost twice... In other words, they're threatening him. Tisk tisk,
Nichart, you're a loser...
After a bit more dialogue, Cirvante, who is obviously put off by the absence
of Alphonse, leaves the battle field, saying that Lethe can have fun playing
with your troops. How rude! Still, it is good to see him go, because the
Twins when together are incredibly nasty foes to deal with.
Tactics:
This battle is somewhat easier than I though it would be, but only because
we came here second... Try to have a few flying units for this stage and send
them to deal with Lethe, who'll probably go either to either side of the
stage. While you're heading to the side Lethe chooses, harass the magic users
there as well. The Duke Knights are a threat, but not as a great as the mages.
Send maybe 2 front-liners after them, or as many as you feel you can spare.
The battle field is very similar to the West entrance, except with less snow
and an opposing orientation. A few things to keep in mind here:
As with the last battle, you need to pick up all the hidden items NOW, because
you won't be able to return to this area in training or neutral encounters to
do so later. Also, Nichart knows he has nothing to lose, and therein gives
everything he has to stop you. He uses magic from the safety of his elevated
wall, but when approached, weilds Osiric's Spear with deadly force, even from
two spaces away. Lethe is also a threat, if you don't get her out of the way
early. She can hit you in one of two ways:
(1) charge up the MP of the other spell casters around her...
(2) smack your troops with the Thunder Flare ability.
I'm not actually sure which is worse, because her fluid magic will provide so
much MP to her allies that they won't ever have to worry about that again.
Still, her Thunder Flare is very strong, thanks to her high INT. Great, isn't
it? Still, knock her HP down to 0 as quickly as possible and she simply
teleports out.
The Duke Knights seem big and impressive, but they really more a distraction.
They both have heal spells and both will use them. A good strategy is knock
them down a bit, and use summon magic to one first then the other to finish
them off. This ensures a kill, a prevents waste.
Ready for the third part of this marathon? Well, you'd better be. We're now
entering the throne room. Be prepared! The good news, however, is that you
have access to all your troops again, so it isn't nearly as difficult. You
can just use your super-powerful team of kick-ass warriors.
**Enemy Units**
L - High Priest (Rictor)
Knight (M)
Knight (F)
Duke's Knight x 2
Wizard (M) x 2
Witch
**Friendly Units**
Party Members (limit 8)
Prelude:
When you enter the throne room, you are met by Rictor, and Alphonse is NOT
glad to see that, let me tell you. However, Rictor is in a giving mood now,
and since we've made it this far, he says he will tell you everything:
"15 years ago, William, the former Lord of Rananculus, told my father about
the Sacred Spear. Since then, my father has been researching it secretly.
Naris Batraal knew nothing of the spear at that time, but at some point,
someone told him of its existence. This led to the incidents involving the
White Fang Troops.
Meanwhile, my father sent me to this island using the conflict as a cover,
and I began my search for the spear... This much, you must have guessed.
Well, now I'll tell you an older story. There was a man named Lucius in
the Batraal Family. He was the one who ran off with a mermaid a few hundred
years ago. Information regarding the stolen spear was recorded by her child."
(Yes, I'm typed all this up for a reason. Remember, Berevra said she didn't
HAVE a child, right?)
"That's right... There is no member of the Batraal Family who is half human,
half mermaid. The mermaid didn't know it, but Lucius had a child with a
human. After that child became the 4th lord, the document containing the
secret of the spear was passed down to each successor. If the Duke, Naris
Batraal, had killed his brother, he would have never have received that
information."
Then, your old friend, fool that he is, asks for Sacred Spear. Too bad we
won't give up what we don't have. Fight it out!
Tactics:
Not a hard battle, if you're prepared, just long and with lots of damage
involved.In my opinion, it is easily one of the most annoying in the game.
Rictor is still a high priest and therefore has the healing capability that
will make you hate him more than 1337-sp33k and al bhed combined. However,
on top of this, he also has the Ignis Fatuus Summon, which he uses
mercilessly, compliments of the witch's constant use of the Fluid Magic spell.
He also has two knights capable of casting heal, and they'll definetly cast
it if anyone even comes close to about half HP. Use a couple troops to
distract the Duke Knights, while one at a time try to take out the
spellcasters. Once that's done, concentrate on Rictor.
Still, the best approach might just be to take out Rictor first off, but I
wouldn't suggest it. You'll want some of the extra items dropped by the foes
here. Head for magicians first, especially the witch, and THEN take out the
knights. From there, you're free to have all the fun you're up for. It's
just getting past the initial onslought that might be a problem. Have at
least one good healer ready for some incredibly busy times.
Interlude:
One of the interesting parts to this battle is when Rictor moves beside
Alphonse, you see a small dialogue where Alphonse asks if he was just being
deceived the whole time, was it intentional, etc. Rictor responds that he
never even meant to deceive you, and that he would have told you should the
need arise, but you were the one who left! (He's still pretty upset over
that).
Also, at the beginning of the second phase, Alphonse asks another question:
"Are your father's orders the only reason you're here?"
His response is actually pretty interesting. He says that he wouldn't even
give the Spear to his own father, because all he wants are money and power.
Instead, he says, he would create his own country, defeating anyone who
resisted. His dream, basically, is for a paradise of both land, people, and
a strong belief in God and his teachings.
To this, Alphonse finally sees that even Rictor has been blinded by the
Spear's power, and now he can't give it to him, or anyone. "It has powers
that transcend those of humankind." He's planning to take it to the Church
of Lodis, to prevent its misuse. Of course, the Church might misuse it, but
he just can't see that. Oh well...
With one final insult from Rictor, the battle resumes...
Just want to point out that in the previous battle, the Throne Room, it seems
that the regular knights in addition to Duke knights cannot be persuaded. I'm
not sure about anyone else, but I just couldn't even get close to persuading
one.
Anyway, after the battle, Alphonse hold usthe Spear, showing it to Rictor, but
does something quite weird. He throws it beside Rictor, challenging him to
see if it was made by God. However, he soon reveals that it's just a normal
spear, made of iron. In other words, he told Rictor the truth, and that he
was fooled by rumor. Then, Rictor's told about how someone had already taken
the spear, that all we found was the rose crest.... the Lasanti Family
Crest!!
This is the serious part of the conversation now. Alphonse is telling Rictor
that he has been to the shrine outside Sotavento before! However, at the
very instant when Rictor might figure it out, Malicia walks in telling him
to 'pull himself together.' This is when Ivanna sees her...
Unfortunately, Alphonse either can't see her, or she is a ghost. You see,
Malicia is Rictor's fiancee, but Alphonse can't see her! Ivanna and Rictor
don't know how to explain it (nor do I, really, yet...). In a few more
moments, Ivanna finally realizes that even Malicia isn't the real Malicia,
and is only an illusion. That's when the fake Malicia hits Ivanna and
Alphonse with a shock wave, knocking them back. She then escorts Rictor out
of the chamber.
Now, for the final battle of Ostorea Castle, you're headed to the Crypt.
This will be another trying battle, with enough healing on the opposition
side to drive a sane mad to the brink. Now entering the Ostorea Crypt: sealed
by Naris 15 years ago, and for good reason.
**Enemy Units**
L - Rictor (High Priest)
Angel Knight x 2
Knight (M) x 2
Valkerie x 2
Warlock
**Friendly Units**
Ivanna
Party Members (limit 7)
Prelude:
You see a scene with Alphonse and Ivanna, standing outside the doors to the
Crypt, wondering if Rictor really was taken in there. Unfortunately, we all
know the answers to that. This is the crypt where the Batraal Family buries
their dead, which might just include someone we know... For some reason,
Naris ordered it closed 15 years ago, after the death of Ivanna's father.
This is also when we learn that Malicia died 7 years ago. The girl we saw
was either a ghost or an illusion of some other sort.
Also, Alphonse wonders if the Sacred Spear isn't buried in the crypt with the
Batraal Family members. What's more, we still can't forget that Rictor is in
there with the impostor... So we go to that scene.
'Malicia' and Rictor are in the crypt, and Malicia trying to push him to
remember the summer so many years ago, on the beach. He says that he dropped
it in the castle, all that time ago. Then, Malicia starts glowwing, a blue-
black flame surrounds her. Then, she starts to go insane. She yells for
Rictor to give the Sacred Spear back to her at once. This isn't good...
....which is why, just at that moment, Alphonse charges into the crypt,
demanding to know who she really is. That's when she leaves the fake body
of Malicia behind, turning into a blue fireball, and heads into Rictor's body.
Oh boy...
Interlude:
At the beginning of the second phase, Alphonse asks what happened to Rictor,
to which Shaher's only reply is "I HAVE RELEASED THE PAIN IN HIS HEART..."
I don't know about you, but I hate the guy now merely for the constant caps!
The fact that he's pure evil doesn't register until *after* that...
Actually, though, that isn't all that Shaher says. He tells that Rictor was
actually jealous of Alphonse, for his lack of concern with status, for his
ability to express himself, and for his knowledge and morality. It goes
without saying, though, that all of that was in caps, so I'll spare you me
telling you what you are bound to see anyway.... Heh.
Tactics:
No particular challenge here. One of the Male Knights has Cleanse, the other
has Heal. They're tending to heal itself alot making the battle a longer one
than normal. Still, just sticking with the Euphaire-Summoner combo and using
the Atropos skill (which you just got!) will make this battle go smoothly.
Also, if you rememeber to heal your own troops, this battle will go without
too much of a struggle.
Worth noting is that your troops are separated from Alphonse at the battle's
start, with the rest of them up on the steps. You're going to be at a large
disadvantage, especially with Alphonse out there by himself. The best
strategy will be to get rid of the knights first, then the angel knights.
Still, remember that Rictor/Shaher still has the Healing abilities and Ignis
Fatuus Summon from last time, which will always make the battle interesting.
One more difficulty to notice is that the knight with Cleanse also has a Warp
Ring equipped. This effectively negates the idea of 'surround for safety.'
Still, it is always best to swarm the enemies with numbers, so he should be
no problem. The next is that darned warlock. Like the witch from the
previous battle, his sole purpose for living is to use Fluid Magic and
charge Rictor's summon. Of course, this means that you'll see Ignis Fatuus
(the awesome squirrel!) multiple times, or at least until you take out the
Warlock. Do that ASAP! The summon can tear through your lines with the
efficiency of a starved wolf seeing his first meal in days...
Also worth noting here, because you CANNOT GO BACK is that you need to pick
up the Ring of the Dead NOW! It's located on tile (12,8) using the system
explained below in the Hidden Items section of the guide. Get it. Now. It's
one of the few you will ever see and it leads to the creation of a lich!
After the battle, Shaher apparently has some problems with Rictor, his host.
You see, we see an internal dialogue of sorts wherein Shaher claims that
even Rictor's heart is denying him. Then, we see the proof, as Rictor wants
the demon out of his body. Unfortunately, the only way Rictor knows of to
do that is... suicide. In the end, the black flame of Shaher hovers over the
slumped body of Rictor, fallen because of his valiant fight against evil.
Shaher then charges Alphonse with a task: to go north, use the black fragment
to break the seal guarding his body, and free him. Hah. Alphonse scoffs, but
then Shaher wonders why. Even he can feel that Alphonse wants power, offering
him all that he has to offer. It's quite an impressive speech, though all in
caps. Read it carefully, because it's amazingly persuading...
...In fact, it's so persuasive that Naris can't help but take Shaher up on
it. Yes, that's right, both Naris and Cirvante materialize and take the
fragment from Rictor's fallen body. Then, Cirvante teleports them both away.
Rictor appears to be not QUITE dead yet, though, so Alphonse and Ivanna go to
him. Still, all they hear are his last words. Sad, really, that so proud a
warrior had to fall like this. Still, due to the fact that Shaher did possess
his body for a while, he knows an awful lot about the current situation.
As it turns out, the black fragment was one that Rictor found in the temple
when playing with Malicia 15 years ago. However, he dropped it into the
crypt -- through the floor (don't ask, I don't know) -- and forgot about it.
However the fragment was itself a piece of the Sacred Spear, and now Shaher
needs both to return to his body. You see, he needs every piece of himself,
and without the fragment, he would have been lacking. Your mission, choose
to accept it or not, is to find Shaher's body and destroy it before he can
return and destroy all of humankind everywhere.
With Rictor dying in Alphonse's arms and Ivanna merely looking on, then the
screen fades to black and you end the chapter.
------PART 4------
< < CHAPTER 3 (Path A) > >
Once through that set of scenes, you're taken back to Ostorea Castle where
our hero is asking Ivanna for any more information she might have. You hear
a bit about her past, which is good for those of you who missed it before.
Also, you learn a bit more about Lethe and Cirvante, like how Naris must
trust them an awful lot to be giving them such important positions. But
that really doesn't help much. Oh well...
The scene then goes to a 'scholar' who was researching in the castle library,
and they actually found some interesting things. You hear a bit more about
the Batraal geneology, about Lucius and his wife Celena. These two had a
child, who later became lord when Lucius fell in love with Berevra and left.
This is, however, when you learn that the spear itself was BLACK. Doesn't
quite sound as holy any more, eh?
Then, a soldier has a bit more to add. According to legend, the island of
Ovis was created by God as a PRISON. Guessing what we've been through, the
answer to the obvious question (for who/what?) is obvious: Shaher. Shaher
was a 'sinful angel' who now sleeps in the mountain range in the north,
behind a wall of ice.
Now, cut to a scene between Alphonse and Eleanor on a balcony. How cute.
Well, it also turns out that Shaher was the legendary archangel, but he
betrayed God for some unknown reason. Gee, that sounds like fun... In fact,
the theory that the two of them come up with sounds a LOT like what Bartleby
discovers at the end of the movie Dogma. Shaher was the closest being to God,
the most brilliant, but he was confined to his job as an emissary to the
humans. Now do you see why he might hate us a bit? The angels fought _with_
the humans during the legendary Ogre Battle, but even that might have caused
a bit of resentment.
After all of that, we're finally taken back to the map screen. However, as
you see, we have an optional battle to go through, before we just jump into
it, though, let's take on a few extra tasks!
> First of all, if you head to Ardea, you will encounter a scene where an Angel
Knight will fly down toward Alphonse and basically offer her services to you.
Her name is Lobellia, and it's generally a good idea to take her (if only to
turn her into a snapdragon weapon later).
> Secondly, head to Arena if you haven't already to collect the spear from the
queen of the mermaids.
> Finally, head to Solea (where Eleanor's old church is), and you will be shown
a scene between Eleanor and Alphonse. You'll also be presented with a choice.
Either way, you'll get a decent item, but one way is OBVIOUSLY more caring than
the other... The choice is yours (don't blow it ~_~).
After all that is done, you now have my permission to proceed on to the next
battle, even though it isn't a story battle. Also, yes, you needed my
permission, get over it, ok? Head up to Rebanada, and fight it out!
**Enemy Units**
Rimmon(???/Unknown)
2 Male Zombie Knights
2 Zombie Dragons
3 Ghosts
**Friendly Units**
Elrik
Party Members (limit 7)
Prelude:
When you walk into the cave, Alphonse comments that it can't possibly be
natural, to which Elrik responds by telling a story. Apparently, the company
passed by an abandoned town on their way to Rebanada. There was once a man
who lived there, but he lost his wife and sister to sickness. Apparently, he
was pretty distraught and cursed God for not caring, etc. Then, he took
himself into a form of exile, isolating himself from the world he no longer
cared to be a part of, ever cursing God. Finally, the man went insane, ran
screaming from his house, and began killing villagers like a demon. Luckily,
a priest was able to seal him.... in this cave. Yay. Guess who we get to
fight now! He's turned into some kind of 'abomination,' but it's still that
man-demon, a being without a soul... Sad. Fight it out!
Tactics:
Nothing really tough about this stage. The undead are high level, but fall
easily to exorcism or banish. Rimmon is freakishly strong, but he can only
attack one character at a time. Patience will win the day here, assuming
you've got the healing capability to stay alive.
As usual, use the timeless Euphaire-Summoner trick, or now that you have
Cybil, you could just give her teleport and send in your strongest character
(preferably with Atropos) to take out the enemies as they come. Also worth
noting is that the undead leave lots of room for 'banish' and 'exorcism.'
Treasures to know about: One of the dragon zombies has a necklace of resist...
This will make it much more difficult to get rid of, as it is now immune to
all spells and effects... Also, the ghosts easch have status-affecting
spells, which do a great job of annoying me...
Still, a few summons and an Atropos should finish this battle rather quickly.
As you deliver the final blow, it seems that Rimmon gets his human heart back
after all, realizing that his conscience has been ignored and screaming. After
the battle, Elrik has some sage words to give, but they're really just his
pity directed at the fool of a man who traded his soul for power.
It is now suggested that you backtrack at least one level. You'll understand
why in a little bit. You see, by doing so, you unlock another secret battle,
except this time it occurs where you just fought. The new enemy that you find
there is none other than the infamous demon SAIA! He's drawn to the caves by
their last occupant, who you so politely destroyed. Now, however, he's ready
to fight you, to test your might, if you will.
There are two possible options here. One is that he CAN join your forces, and
the other, obviously, is that he dies. Now, the choice is up to you, except
it is a bit more complicated than normal. You have to make a decision about
who you want: Saia, the unique demon, or Lobelia, the angel knight. They
cannot coexist, and Saia won't offer to join you if Lobelia is on your team.
For all intents and purposes, we will assume that you (somehow) got rid of
Lobelia for this battle, and that Saia can join you. My suggested method for
this is to turn her into a snapdragon sword. Having a virtue-element sword
later on will be a GREAT asset. Trust me...
**Enemy Units**
L - Lesser Daemon (Saia)
Hawkman x 2
Gorgon x 3
Vrtra x 2
**Friendly Units**
Party Members (limit 8)
Tactics:
One thing to remember here is that the gorgons can paralyze anyone in their
sight path, thanks to their lovely Evil Eye ability. The only way to stop
this effect, however, is to equip a shield... Just keep that in mind. My
advice is to take out the Gorgons first. If you wish to make any sort of run
at winning this battle, take them out ASAP!
**Enemy Units**
L - Venefic (Cirvante)
L - Venefica (Lethe)
Daemon x 2
Gorgon x 2
Giant x 2
**Friendly Units**
Party Members (limit 8)
Prelude:
You finally meet up with the two Twins together. Lucky you...
Tactics:
An easy battle. The Daemons fall easily enough, especially to any magical
barrage, and the Giants can hardly hit -anything-. What you may have to
watch for is the Gorgons who have an attack that affects all they face,
though it misses enough that its not really a cause for worry. Still, keep
an eye on them, and try to spread your units out on the field.
Cirvante has Fiend's Grip and Lethe has Fluid Magic, a dangerous combo.
What's more annoying than anything is that the two bosses have monstrous
agility. They will block most physical attacks, even from behind. Use
anyone you have with area effect spells(which have 100% effectiveness
always). That tactic will make the battle go 100 times faster. One other
possible method is to try and paralyze the Twins, but if you actually get
one of those spells to hit, you're lucky enough to not have to worry about
the effect... Still, a well-placed swallow's daze might just work!
NOTE! You can get a RARE Ring of the Dead from one of the demons! Simply
kill them with a virtue attack!
Victory Conditions:
War Trophies: 500 Goth, Sugar Cane, Fiend's Grip, Ring of the Dead
------------
**Enemy Units**
L - General (Naris Batraal)
"The current lord of Northern Ovis, Naris Batraal, has been proclaimed 'Lord
Protector' of Rananculus in honor of his bravery. Weapons: Axe"
Duke's Kight x 3
Dragon Tamer
Mushu
Priest (F) x 2
**Friendly Units**
Party Members (limit 8)
Not an especially hard battle, but gets tricky because of the presence of the
two priests. Either persuade them to your side, or get rid of them, but they
will otherwise make this harder than it should be. Naris himself strikes hard,
and has a few multi-target attacks, one which causes damage and sometimes
sleep, plus he's also has at his disposal Ray Of Paralysis.
Recruiting a gorgon from the previous battle, and using her in this battle
helped immensely. I am unsure whether or not if it was luck, but on the first
time I used petrifying gaze, it stoned, both Priests, the Mushus, and two
Duke's Knights. The remaining Duke's Knight used items to return his comrades
to normal but it still gave me a leg-up in this battle.
**Enemy Units**
L - Lich (Mycale)
Dragon Zombie
Undead Wizard (F)
Undead Knight (M) x 2
Ghost x 2
Daemon
**Friendly Units**
Party Members (limit 8)
Victory Conditions:
War Trophies: 0 Goth,
------------
**Enemy Units**
L - Female Angel Knight (Judecca)
Warlock x 2
Angel Knight (M) x 2
Daemon x 2
Giant
**Friendly Units**
Party Members (limit 8)
Victory Conditions:
War Trophies: 0 Goth,
------------
**Enemy Units**
L - Daemon (Rahouart)
Fallen Angel (M)
Fallen Angel (F)
Swordmaster x 2
Gorgon x 2
Vrtra
**Friendly Units**
Party Members (limit 8)
Watch out for the Gorgons. They're the only ones who represent any really
significant danger to your troops.
Victory Condtions:
War Trophies: 0 Goth,
------------
**Enemy Units**
L - Fallen Angel (Shaher)
Daemon x 3
Angel Knight (M)
Angel Knight (F)
Fallen Angel (M) - (Cirvante)
Fallen Angel (F) - (Lethe)
**Friendly Units**
Party Members (limit 8)
Some friendly advice. Between here and the next stage, you won't be able to
change party members, so do yourself a favor, bring two priests to this
battle. You'll need it for the next stage. Also, you don't need the Sacred
Spear to damage Shaher at this stage, normal attacks will work. You will need
it next stage though...
Victory Conditions:
War Trophies: 0 Goth, Anbicion,
------------
**Enemy Units**
L - Sacred Demon (Shaher)
"The embodiment of evil, residing in an unknown realm, he weilds the power of
bane and blankets light with his black wings"
Dark Stalker x 2
"An invisible evil assailant that camouflages itself in darkness and attacks
unexpectedly. It is said that Dark Stalkers are kin to vampires and
werewolves,
but no one knows the truth."
Hell Gigantes x 2
"Summoned from the depths of darkness in an unknown realm, the Hell Gigantes
is a blood-thirsty giant with terrifying destructive power. Its iron-like
body and powerful fists more than compensate for its low intelligence."
**Friendly Units**
Party Members (from last battle)
Shaher will need to be hit with the Secret Spear before his barrier will come
down. Once thats done, normal attacks will work on him. I suggest using
Atropos on him, preferably having someone strictly dedicated to healing the
person using Atropos. Shaher has 5 abilities. 'Shear', which does 50-100
damage to those standing right next to him. 'Day Of Judgement' which attempt
to afflict everyone with a status ailment. Those with shields will
automatically resist this, those without shields may resist anyway.
'Apocalyspe,' which hits one person for about 80-90 damage, and 'Cataclysm,'
which hits *everybody*, even enemies, for 80-100 damage.
Victory Conditions:
War Trophies: 0 Goth,
------------
[FULL WALKTHROUGH NOW, BUT MUCH MORE EDITING TO COME IN FURTHER UPDATES!!!]
***just remember: im only human, and this is a LONG process***
______________________________________________________________________________
------PART 5------
< < THE CHOSEN PATH: B > >
"It doesn't seem right."
Like many other before you, you've taken the "heroic" route. Congratulations.
You want a cookie? < mumbles > do-gooder punk < /mumbles >
Anyway, what happens is that Alphonse says he's tired of putting up with the
secrecy, the unexplained orders, and all of what Cybil is doing. He basically
says that he will repay his debt to her, but he is not her puppet (bravo)!
Finally, he'll find the sanctuary on his own, then return to her with details
about the spear.
Cybil, who is awfully quiet during that rant, merely says that she will trust
you, but you don't have any time to waste. Alphonse then makes clear that,
after this mission, you will part company. Ouch, insulting! I like it!!
As with path A, your next scene is Alphonse talking with Ivanna, mostly about
the weather. However, on this path, you'll be heading toward the Temple of
Sufrir, off the tip of the Numida Peninsula. Ivanna then recalls that it once
sank into the ocean...
Finally, you get a little dialogue telling a bit more about who Ivanna is,
as well as the REAL reason you might be heading this way, you see that she
believes in both Alphonse and what he will do... Awwww... Touching. But
enough of that. Time to get going. We have still to reconcile with Rictor,
then fulfill our promise to Cybil!
Once you go back out to the world map, you'll notice that a new path opened
up to the south, beside Solea. When you head in that direction, you will pass
over Solea itself, and get stopped by a story event...
You find Alphonse and Eleanor talking outside the church. Eleanor simply
wonders why you've returned. Alphonse, giving the MOST OFTEN USED LINE IN
RPG HISTORY, says, and I quote: "......" Wow. Isn't it amazing?
Seriously though, the conversation does go places, despite Alphonse being anti-
social. Eleanor thinks something must have happened, and appears to hug our
hero. Do I detect a love interest?? ^_~
When the screen rises again, apparently Alphonse told Eleanor everything, and
she just wonders if he's sure about himself. Of course he isn't, but he won't
admit it... He explains his reasonings, and even tells a lot about his past,
and she listens attentively. "You can't always run away from difficult
situations."
Then, as if to confirm the obvious, he suggests that talking with her makes him
want to stay there forever (awwww), but he has obligations still to fulfill.
So, like the typical guy, he just leaves Eleanor after having HIS problems
solved, leaving her wondering if she will ever see him again. Poor thing...
However, the game does have a heart, and gives you a RATHER EASY CHOICE:
If you have a heart, you'll choose the first one. Obviously. Eleanor seems
very content by this, and asks that you take care. It is apparent that there
will be MUCH more to this love story than was disclosed here...
As you walk off, Eleanor whispers to herself something that should only prove
the above all the more blatantly...
However, should you choose the other option, you'll just make the poor girl
cry... Heartless bastard! Anyway, I hope you are only reading this for
kicks, because otherwise, you're just mean. *sniffle*
**Enemy Units**
Gremlin x 3
Thunder Dragon x 2
Earth Dragon x 2
**Friendly Units**
Orson (Guest)
Party Members (limit 8)
Prelude:
When you enter into the dark catacombs, Alphonse sees his foes and makes a
rather dumb comment. However, he is then met by a 'familiar voice.'
It appears that Orson has finally caught up with your unit, hoping to help in
your travels! Actually, it seems that Rictor sent him to help you out, which
is rather kind of him. However, you have this battle to deal with first off,
and those dragons don't seem to happy...
Tactics:
The dragons are very slow, but have decent strength when they get in close.
Also, be wary of their breath attacks, which affect a 'T-shaped' set of four
panels in front of them. When they charge up enough SP, this battle really
gets tough.
Stick with what works here. Attack the beasts with long range spells or bows
if possible, then move in to start pounding. When the worst comes to worst,
use your healer until exhaustion, and don't be afraid to use items (if you
really have to, though, you are too low in level). Hawkmen are a blessing,
as are faster classes, like ninjas and valkyries.
Final thought here: take out the dragons before they can charge their breath
attacks. The gremlins just do too little damage to hit them first. The battle
took me just over 6 turns. It isn't that hard with good tactics. Good luck!
After the battle, Orson offers to join you for good. It seems that Rictor sent
him after he learned we had left Urodela. Apparently, Orson was dismissed from
the troops so that he could join you without penalty. Rictor's last order was
for Orson to help you, "even though you made yourself [Rictor's] enemy."
**Enemy Units**
L - Mermaid (Minerva)
Mermaid x 3
Hawkman x 2
Octopus x 2
**Friendly Units**
Party Members (limit 8)
This is tough battle, mostly fought in water, while raining, facing sea
enemies. Do yourself a favor, and go straight for the boss. However, do
not kill her! Trust me on that...
**Enemy Units**
L- Mermaid (Aerial)
3 Mermaids
2 Octopi
2 Fairies
**Friendly Units**
Party Members (limit 8)
Park your party on the island to your right, and wait for the enemy to come
to you. Use range attacks to weaken the leader. If your lucky, she'll pop
up onto the island where you are and give you a chance to nail her.
**Enemy Units**
L - Dragoon (Karcist)
Archer (F) x 2
Thunder Dragon
Blue Dragon
Earth Dragon
Red Dragon
**Friendly Units**
Party Members (limit 8)
One of the archers has a Sherwood Hat. The Water Dragon has the Dragon
Eyes, so either persuade, or kill them.
**Enemy Units**
Red Dragon x 2
Gremlin x 2
Hawkman x 2
Cerberus
**Friendly Units**
Party Members (limit 8)
A mostly fire stage, with some fire creatures, so you might even the odds
with Summon Tempest. Other than that, a mostly straightforward battle.
**Enemy Units**
Undead Wizard (M) x 2
Undead Soldier (M) x 2
Undead Soldier (F) x 2
Ghost x 2
**Friendly Units**
Party Members (limit 8)
What seems a straightforward battle, after a few turns more undead will
appear in the form of either ghosts, or male or female undead
soldiers. You will need either Exorcism or Faith to finish this battle.
Victory Conditions: Defeat All Enemies!
War Trophies: 100 Goth,
------------
**Enemy Units**
L - Beastmaster (Surgat)
Cerberus x 3
Griffin x 2
Cockatrice x 2
**Friendly Units**
Party Members (limit 8)
Prelude:
When you get to Vespa Hills, another poor fool tries to hinder your progress.
The beast master is basically just a merc, hired by either Rananculus (or
maybe Rictor) solely to keep you back in Anser. He brought quite a few beasts
with him, so be prepared.
Tactics:
This is a deceptively hard battle. Why? Well the beastmaster will occasionally
lend support to the beasts, but also because of the beasts special abilities
themselves. The Cerberus can use a fire breath attack that can cause sleep
while damaging multipe enemies in a 4-panel T shape. Likewise the Cokatrices
can petrify multiple enemies in the same way (4 panel AOE). To make matters
ever worse, the Griffins also have a special attack, which can damage multiple
enemies, but it's also *long_range*. The petrification is especially annoying,
since it will put a charcter out of the battle, unless you cure them.
Either bring a cleric/priest with 'Cleanse', or a fairy with the status cure
special ability. You will take pretty good damage this fight, unless you're
of high enough level (as suggested).
My best suggestion is to focus on taking out the death chickens before they
gather enough SP to hit you with Petrifying Breath. This will take one of
your characters out of the fight for good (unless you cure with an item or
Cleanse). It's also a good idea to take out the hellhounds, since they can
put people to sleep. The griffins and beast master are of little threat,
since they only deal physical damage...
Pretty simply put, this battle isn't that hard. Just keep someone around who
can heal status ailments, or can heal (one or both works just as well), and
you'll breeze through it.
**Enemy Units**
L - Elrik
Ninja (F) x 3
Valkerie x 2
Witch x 2
**Friendly Units**
Euphaire (suggested)
Other Party Members (limit 7)
Prelude:
Elrik says that he knows mistakes were made, and that he must correct them.
Unfortunately for our team, he thinks the only way to do this is to kill
poor Euphaire. Quite a loving father, isn't he?
Tactics:
Somewhat easier than your previous battles, your main concern will be with
the enemy leader, Elrik. The ninjas will rush you while the rest tend to pull
back and defend Elrik. The ninjas should be easily dealt with, primarily due
to their lower defense.
Elrik will be on a higher elvation than you, and he uses the Fenrir (water)
summon! It might take a while to get to him, especially with most of his
troops deployed in his defense, but bear with the attack... Flying units,
ninjas,and valkeries will be very handy here. He has a Golem summon, but
it's really more of a normal attack, as it doesn't hit but one character
(though with a range of 7 and decent power, it is still impressive).
Another VERY noteworthy problem with this battle is that you cannot allow
it to drag on too long. As your scouting should have shown you, Elrik has
TWO summon abilities at his disposal. One, Fenrir, is similar to the
Salamander spell you already have, while the other, Summon Golem, is only
a single-target style attack, with only one very powerful summon attacker.
Elrik _will_ cast at least two summons in this battle, one on each of the
second and third turn (much thanks to the witches who use fluid magic for
the bum). However, its up to you whether he will cast another after that.
My strongest advice is to take out the WITCHES FIRST. Without them, Elrik
loses an extra 20 MP each turn. In other words, he can't summon every turn.
Similarly, keep Euphaire and a priest in your ranks, allong with whoever has
the Salamander summon, so you can fight fire with fire.
After your second phase, Elrik taunts Euphaire a little bit, but only then
do we get the impression that he still mistakes her for her mother. He
says that she doesn't belong here... thinking that she's still undead. Now
this is starting to make more sense...
Anyway, the battle shouldn't take too long after the witches are gone, and
after that, your priest will be lazy for lack of work. Still, it is worth
your effort to keep one with you, just for the Salamander-per-turn advantage.
It took me 4 turns to kill every enemy and collect every treasure. If you
aren't intereseted in that, it should take maybe 3. Good luck!
After the battle, Elrik converses with both Euphaire and Alphonse (well, it's
more like Alphonse just observes the other two). Elrik says we have the right
to kill him, but asks if Euphaire is upset with him. When Euphaire responds
innocently and inquires about what he means, calling him "Father," it finally
dawns on Elrik that she is no longer possessed. He has his little girl back
again...
After another bit of conversation, where you learn that he was experimenting
with a spell of spiritual transference, he states that, "It's futuile to keep
the souls of the dead in this world." No, really? A bit more touching
dialogue follows, and blah blah blah...
...Elrik offers to join you. THIS is why this OPTIONAL battle is so worth
your effort! (Like you didn't see it coming though) Take note, for almost
ALL optional battles are VERY worthwhile in the long run. Don't be too quick
to progress the story.
Note: the next "story progression" battle is always marked with a RED POLE.
** All other battles before that will be optional, and it is my strong
** suggestion that you visit these BEFORE proceeding.
Interesting note, after battle, in the shop here, you can recruit Giants. I
myself didn't as I was short of cash, but it will be interesting to see what
they can do, later...
Further notes: Fairies are now decently useful. Their first special ability
cures any abnormal status, and their second gives a character an extra turn.
Decent, but not worth bringing a fairy into battle for...
**Enemy Units**
Euphaire
Warlock
Undead Knight x 3
Undead Wizard x 2
Zombie Dragon
**Friendly Units**
Party Members (limit 8)
Prelude:
As you enter the field of battle, you're met by a proud young spellcaster,
Euphaire. She seems a bit surprised that we've gone through the forest of
Gryllus unharmed, but she plans to make up for that. Wonderful, isn't she?
Then, Alphonse has one of those killer lines that makes you want to just die
laughing.
"...You smell like... death. Are you... alive?"
Heh. Funny enough, though, it is a good question. You see, Euphaire actually
has the soul of her dead mother inside her (long story). She, however, just
returns that he has the smell of blood on him as well. Finally, someone who
doesn't assume we're rookies, fresh for a beating.
Anyway, she's freaky, Alphonse is getting impatient, and the battle begins.
Let's do it!
Tactics:
First off, I want to point out that Euphaire has the Salamander summon spell,
and the wizards have Firestorm and Ice Field. To make the magical fun all the
more enjoyable, the Warlock has Flow Magic, which is used either to charge up
the magic of Euphaire (think SUMMON) or the other wizards (which hit multiple
targets). Also Euphaire can charge up the wizards as well, leaving the
warlock to charge her up, and then ALL be able to cast Salamander and a
various ensemble of quite painful spells their next turn. Be prepared to get
hit HARD quickly.
Needless to say, play this one defensively. You start off at a rather large
terrain disadvantage, having to climb up the fortress to Euphaire and her
wizards. My suggestion for party building would be, "think flight." If you
don't have the flight, get speed. Ninjas and hawkmen will do wonders on this
relatively small field.
Another good addition to this battle, as I always say, is a priest. You will
need all the healing you can get (so you might want a knight, too). As I said
earlier, you will take damage, so prepare adequately for it.
Basically, just go after Euphaire (or if you want the treasures, don't). In
all likelihood, you will want to take down the Knights first, while trying to
stay away from the Dragon Zombie. Then, focus all your forces on the warlock
and wizards. They're very capable of dealing huge damage to your party.
If during any part of the battle, you really are on the ropes, change all of
your character strategies toward attacking Euphaire. She loves to use Energy
Transfer, which takes some of her HP, so she will be weakened.
This isn't that hard a battle, but it can take some time...
After the battle, you get a dialogue between Euphaire, Ivanna, and Alphonse.
Basically, her mother's spirit left her body (the puff of smoke) and now she
is normal again. To make things even better, she offers to join you for all
your troubles! She asks to go with you to see her father, but still, it's
another great ally to add to your forces. Say yes before you do anything
crazy!
The next day, you see Eleanor and Alphonse walking through Blete, the town
she was born in. Not much to look at, is it?
"If something is forgotten, is it like it never existed?"
This is what prompts Alphonse to think of his father, who he had allowed to
fade from his thoughts. He doesn't remember him well, nor does he really
choose to remember him at all, but some day he will... oh yes, he will.
**Enemy Units**
L - Siren (Grevis)
Knight (F) x 2
Soldier (F)
Wizard (F) x2
Witch
Cleric (F)
**Friendly Units**
Party Members (limit 8)
Unlike the 'A' route, this time enemies have a stronger magical offense
than physical, by replacing the ninjas with wizards. Try to bring two
clerics into this battle, as the witch will use 'Fluid Magic' on Grevis to
charge up her Gnome summon, and the other wizards are nothing to sniff
at. Like on 'A' route, the enemy has good equipment so persuade some
enemies if you can.
**Enemy Units**
L - Duke Knight (Khodar)
Duke Knight x 3
Earth Dragon
Dragon Tamer
Dragoon x 2
**Friendly Units**
Party Members (limit 8)
Prelude:
...
Tactics:
__Information on Khodar__
Class: Duke Knight
Level: 20 (max, which is why suggested is 22+)
Element: Earth
Alignment: Lawful
Equipment: Gram, Tower Shield, Brigandine // Exorcism, Heal
A battle of medium complexity, this should be rather simple if you've got any
skilled spellcasters. As you see, the enemy has no spellcasters at all (worth
mentioning is that the Dragoons can cast spells, but not very well), and only
one of the Duke Knights carries a bow. This means you've only got to get
close to your foes for them to be able to touch you!
However, this battle can be quite difficult, because all these guys have high
defense, lots of HP, and most if not all of the Duke Knights have the Heal
spell equipped. To simplify fighting this battle, bring in the now-infamous
Euphaire-Summoner team. Have two characters equipped with Fluid Magic if you
want the battle to go even faster still, and charge Euphaire or the summoner
up so that they can use their Summons. Target one enemy at a time and they
should be toast in no time.
Side Note: ALL of the enemy characters have pretty nice equipment, so I very
strongly suggest you take them all out. Here is a list, though, so you can
pick and choose which ones are the most important to you:
Dragoon1 - Dragon armor
Dragoon2 - Ice blade
Earth Dragon - Dragon eyes
Dragon Tamer - Dragon Gem sword
Duke Knight1 - Ice shield
Duke knight2 - Winged shoes
Duke knight3 - Heavy armor
Victory Conditions:
War Trophies: 1000 Goth, Gram, Dragon Armor, Ice Blade, Dragon Eyes, Dragon
Gem Sword, Ice Shield, Winged Shoes, Heavy Armor.
------------
**Enemy Units**
L - Swordmaster (Margret)
Duke Knight x2
Archer (M) x2
Hawkman x 2
Warlock
**Friendly Units**
Ivanna
Party Members (limit 7)
Tactics:
This is a really tough battle, and there is no two ways about that. The
archers targeted my priest every single round. One of the archers has a tundra
bow which does lots of damage. Also, be weary of the following:
- One, they're shooting from a very high elevation, and from that height they
can target -anyone- on the screen!
- Two, the ground is 60% covered by snow. This will severely inhibit your
troops' movements.
- Three, the Tundra Bow in particular is ice elemental. Fire-elemental troops
will take more damage, as wellas those on snow covered ground...
I strongly suggest you leave your healer out of this battle, if you only have
one. If you are smart enough to have two, then by all means, split them
between the two missions. Still, should you only have one, you might not need
that boost of HP here. Save it for your next battle. Besides, Ivanna has the
capacity to heal, if you left her in her knight class (which I REALLY hope you
did).
With that in mind, however, you need to build this team so that your OTHER
team will still be strong. You really don't want the second battle to get
your units killed, and it will have that possibility. I might suggest using
a few of your flyers here, because in the next battle they won't be needed
quite so much. Also you need people with strong magic resistance in the NEXT
battle, so plan for that according to your own tastes...
For the record, I left my Euphaire-Summoner combo for the second fight, and
was quite glad I did, too... (another good reason to leave your priest for
the next battle, might I add).
A good strategy for this battle is to bring your troops to the bridge in the
center of the stage. Positions your front-liners there. Do not go past the
center of the bridge, which will otherwise cause Margret to walk towards
your location. Other troops however will move towards you. When they get to
you, pull back a few squares. When they again move forward, surround them
and finish them. The archers will tend to hang back though. Once you've taken
care of everyone else, and Margret is already on her way towards you, send a
flying unit up there to take care of the archers.
I would also suggest trying to persuade the Warlock because he has both decent
equipment and a good spell. Not only that, you never know when another good
character will come in handy. If for nothing else, just liquidate his
inventory and dismiss him. Still, try to persuade, as it will also help ease
this battle...
**Enemy Units**
L - Esquire (Nichart)
L - Venefica (Lethe)
Priest (F) x 2
Duke Knight x 2
Siren x 2
Witch
**Friendly Units**
Party Members (limit 8)
>>note that these cannot include any of the 8 party members used above<<
Prelude:
Cirvante and Lethe accompany Nichart to this battle field, though it appears
they aren't quite content with what they find. Cirvante comments on the
absence of Alphonse, and seems very disappointed. Lethe seems to mirror
that, telling about her knowledge of Alphonse. Nichart then chimes in,
telling them that they aren't really needed and that he can take care of
things now that Alphonse isn't around, but the Twins promptly remind him
that he has already lost twice... In other words, they're threatening him.
Tisk tisk, Nichart, you're a loser...
After a bit more dialogue, Cirvante, who is obviously put off by the absence
of Alphonse, leaves the battle field, saying that Lethe can have fun playing
with your troops. How rude! Still, it is good to see him go, because the
Twins when together are incredibly nasty foes to deal with.
Tactics:
This battle is somewhat easier than I though it would be, but only because
we came here second... Try to have a few flying units for this stage and
send them to deal with Lethe, who'll probably go either to either side of
the stage. While you're heading to the side Lethe chooses, harass the magic
users there as well. The Duke Knights are a threat, but not as a great as
the mages. Send maybe 2 front-liners after them, or as many as you feel you
can spare. The battle field is very similar to the West entrance, except with
less snow and an opposing orientation. A few things to keep in mind here:
As with the last battle, you need to pick up all the hidden items NOW,
because you won't be able to return to this area in training or neutral
encounters to do so later. Also, Nichart knows he has nothing to lose,
and therein gives everything he has to stop you. He uses magic from the
safety of his elevated wall, but when approached, weilds Osiric's Spear
with deadly force, even from two spaces away.
Lethe is also a threat, if you don't get her out of the way early. She can
hit you in one of two ways:
(1) charge up the MP of the other spell casters around her...
(2) smack your troops with the Thunder Flare ability.
I'm not actually sure which is worse, because her fluid magic will provide so
much MP to her allies that they won't ever have to worry about that again.
Still, her Thunder Flare is very strong, thanks to her high INT. Great,
isn't it? Still, knock her HP down to 0 as quickly as possible and she
simply teleports out.
The Duke Knights seem big and impressive, but they really more a distraction.
They both have heal spells and both will use them. A good strategy is knock
them down a bit, and use summon magic to one first then the other to finish
them off. This ensures a kill, a prevents waste.
**Enemy Units**
L - High Priest (Rictor)
Knight (M)
Knight (F)
Duke Knight x 2
Wizard (M) x 2
Witch
**Friendly Units**
Party Members (limit 8)
Prelude:
When you enter the throne room, you are met by Rictor, and Alphonse is NOT
glad to see that, let me tell you. However, Rictor is in a giving mood now,
and since we've made it this far, he says he will tell you everything:
"15 years ago, William, the former Lord of Rananculus, told my father about
the Sacred Spear. Since then, my father has been researching it secretly.
Naris Batraal knew nothing of the spear at that time, but at some point,
someone told him of its existence. This led to the incidents involving the
White Fang Troops.
Meanwhile, my father sent me to this island using the conflict as a cover,
and I began my search for the spear... This much, you must have guessed.
Well, now I'll tell you an older story. There was a man named Lucius in
the Batraal Family. He was the one who ran off with a mermaid a few hundred
years ago. Information regarding the stolen spear was recorded by her child."
(Yes, I'm typed all this up for a reason. Remember, Berevra said she didn't
HAVE a child, right?)
"That's right... There is no member of the Batraal Family who is half human,
half mermaid. The mermaid didn't know it, but Lucius had a child with a
human. After that child became the 4th lord, the document containing the
secret of the spear was passed down to each successor. If the Duke, Naris
Batraal, had killed his brother, he would have never have received that
information."
Then, your old friend, fool that he is, asks for Sacred Spear. Too bad we
won't give up what we don't have. Fight it out!
Tactics:
--Both the Male & Female Knights are special characters. They have death
--poses and death quotes. They can't be recruited, and the Female Knight has
--the Dragon Shield, and the Male Knight has the Dragon Helm. The witch has
--the petrifying cloud spell, so don't miss that.
Not a hard battle, if you're prepared, just long and with lots of damage
involved.In my opinion, it is easily one of the most annoying in the game.
Rictor is still a high priest and therefore has the healing capability that
will make you hate him more than 1337-sp33k and al bhed combined. However,
on top of this, he also has the Ignis Fatuus Summon, which he uses
mercilessly, compliments of the witch's constant use of the Fluid Magic spell.
He also has two knights capable of casting heal, and they'll definetly cast
it if anyone even comes close to about half HP. Use a couple troops to
distract the Duke Knights, while one at a time try to take out the
spellcasters. Once that's done, concentrate on Rictor.
Still, the best approach might just be to take out Rictor first off, but I
wouldn't suggest it. You'll want some of the extra items dropped by the foes
here. Head for magicians first, especially the witch, and THEN take out the
knights. From there, you're free to have all the fun you're up for. It's
just getting past the initial onslought that might be a problem. Have at
least one good healer ready for some incredibly busy times.
Interlude:
One of the interesting parts to this battle is when Rictor moves beside
Alphonse, you see a small dialogue where Alphonse asks if he was just being
deceived the whole time, was it intentional, etc. Rictor responds that he
never even meant to deceive you, and that he would have told you should the
need arise, but you were the one who left! (He's still pretty upset over
that).
Also, at the beginning of the second phase, Alphonse asks another question:
"Are your father's orders the only reason you're here?"
His response is actually pretty interesting. He says that he wouldn't even
give the Spear to his own father, because all he wants are money and power.
Instead, he says, he would create his own country, defeating anyone who
resisted. His dream, basically, is for a paradise of both land, people, and
a strong belief in God and his teachings.
To this, Alphonse finally sees that even Rictor has been blinded by the
Spear's power, and now he can't give it to him, or anyone. "It has powers
that transcend those of humankind." He's planning to take it to the Church
of Lodis, to prevent its misuse. Of course, the Church might misuse it, but
he just can't see that. Oh well...
With one final insult from Rictor, the battle resumes...
**Enemy Units**
L - General (Naris)
Duke Knight x 4
Priest (F)
Knight (F)
Knight (M)
**Friendly Units**
Party Members (limit 8)
Tactics:
Not a difficult battle, but keep the balance of your party favored towards
melee fighter, as a number of the enemy are equipped with powerful elemental
weapons. Naris himself likes to use Ray Of Paralysis, and it works enough
of the time to be a threat, so bring a priest with Cleanse, and Heal Plus.
As usual, I highly recommend bringing a Summoner to this party. Be careful
and you should have no trouble.
______________________________________________________________________________
------ PART 8: ENDINGS!! ------
[From paths A and B -- SPOILERS!]
Now, the tricky part to this section is figuring out what endings you could
get. There are a total of 3 separate endings you could get simply from making
different decisions from the Angel Headstone battle onward, which is why this
section is here. Below I will detail every ending, as well as how to get it.
Be warned once again, however, that there are MASSIVE spoilers below:
ENDING A
Requirements: Path A, have Eleanor in your party for the final battle.
Game Text:
ENDING B
Requirements: Path B, have Eleanor in your party for the final battle.
Game Text:
ENDING C
Requirements: Path A, but without Eleanor in the final battle.
Game Text:
ENDING D
Requirements: Lose the final battle to Shaher...
Game Text:
-----------------------------------------------------------------------
VII. Quest Mode (or how to get the items hidden on secret maps)
-----------------------------------------------------------------------
Well, I would give you a general rundown of what Quest Mode is exactly, but
the game itself does a fine job of that... So here is what it has to say!
"Quest Mode is an optional mode based on your saved data from the central
adventure. The purpose of this mode is to explore and strengthen your
troops while collecting treasure. On the map, numerous enemies will block
your path. The treasure you earn depends on the outcome of the battle.
If you defeat the enemy quickly, without taking much damage, you will be
better rewarded. Experience points cannot be earned in this mode."
When?
After you've beaten the second battle (Port Scabellum) and save your game,
on the main menu screen, before you even say to continue your game, you are
presented with a new option: Quest Mode!
What?
Basically, this is just a way for you to go back and explore maps you've
already battled on, finding hidden items, etc. It's a very nice addition to
the play mode options, and it allows for some very powerful stuff early on...
How?
Quest mode can be accessed only in a special manner. By clearing some battles,
you have a chance of obtaining a special book. Books will allow you to explore
lots of different scenarios, which is what Quest Mode is.
So?
In Quest mode, you have the chance to find rare items and build up your funds.
Also, these items return to your saved data file, so you can use them in your
normal games.
And?
Another bonus for Quest mode is the ability to exchange items and characters
with other players by way of the game link cable. Nice eh?
NOTE: After you complete each stage the first time, the enemy party will
change for each subsequent visit.
on the first quest, defeating all enemies in 10 turns got me a tundra bow,
leviathan mail, and abyss robe. I thought that was pretty good. Better than the
rings and wands I was getting from just defeating the leader ^_^"
Well said, and an excellent tip... Besides, it's worth it, even though it will
take you longer, for the extra prizes.
Cost: 0 Goth
Level: Swamp
Victory Condition: Defeat the Leader (or) Defeat All!
Default Limit: 20 Turns
Party Maximum: 5 characters
Opponents' Level: 15
Suggested Level: 14+
As the level opens, the ninja leader, Calais, wonders if you came to the swamp
by way of hearing the rumor of the treasure. She then tells the obvious, that
she won't just give it to you. Well, I was sort of hoping not. ^_^
Fight it out!
If you've done any scouting at all (read: looked at the level), you'll see that
the majority of the battlefield is composed of one massive swamp, typically 2
steps deep. This can be a MAJOR problem tactically, unless you brought some
flyers with you (which I suggest). Also note that the opponents are all level
15! However, there was one bright spot. For me, all but ONE character (the
archer) was of the water element. Fire spells anyone?
Still, getting started, you'll see that the opposing force is content just
staying where they are, and where they have the advantage. My suggestion is
taking a few characters equipped with bows, a magician (or two), and a healer.
You will NEED the healer, if for no reason other than any archer or ninja will
do some heavy damage early. Another problem here is that these classes are
insanely fast. But then again, that could just be the fact that she's LEVEL
15, and you won't be anywhere near that when you first get the Numida Chron.
No matter what, I strongly suggest you focus all your attacks on the ninja
(leader). Your only goal is to defeat her, and once you do, you'll be
rewarded greatly! I did it my first time with the 20 day option, finishing
WELL under that time limit, and got 200 Goth and a Fire Wand.
Defeat Leader:
1- 3 Turns: Level 5 Prize, 1200 goth
4- 5 Turns: Level 5 Prize, 1000 goth
6- 7 Turns: Level 5 Prize, 700 goth
8- 9 Turns: Level 4 Prize, 500 goth
10-11 Turns: Level 4 Prize, 400 goth
12-15 Turns: Level 3 Prize, 300 goth
16-20 Turns: Level 3 Prize, 200 goth
21-25 Turns: Level 2 Prize, 100 goth
26-30 Turns: Level 1 Prize, 50 goth
31-99 Turns: Level 1 Prize, 25 goth
Defeat All:
1- 9 Turns: 2x Level 4 Prize, 1x Level 3 Prize, 1200 goth
10-12 Turns: 2x Level 4 Prize, 1x Level 3 Prize, 1000 goth
13-15 Turns: 1x Level 4 Prize, 2x Level 3 Prize, 700 goth
16-18 Turns: 2x Level 3 Prize, 1x Level 2 Prize, 500 goth
19-21 Turns: 1x Level 3 Prize, 2x Level 2 Prize, 400 goth
22-25 Turns: 2x Level 2 Prize, 1x Level 1 Prize, 300 goth
26-30 Turns: 1x Level 2 Prize, 2x Level 1 Prize, 200 goth
31-99 Turns: 1x Level 2 Prize, 2x Level 1 Prize, 150 goth
So, to summarise... you will never get the top, level 5 prizes for your
quest if you pick Defeat All. It's good if you want lots of half decent
items, but if you want the best (Glass Pumpkins from the 2nd quest, for
example), you want a low turn Defeat Leader.
Thanks Terence!
This battle is only difficult because of the lava dripping down the volcano's
surface (and subsequently filling lots of places on the battle field). My
best suggestion to anyone on this level is to use FLYING characters, or the
warp shoes/ring (if you have them).
The enemies all start off to the right hand side of the volcano, with your
troops gathering on the left. Really, just move as quickly toward the other
side as you can, then just unleash any attacks you know of or have. There
really isn't much strategy to this quest, but that's not really news...
A very good strategy is to take Euphaire and ANYONE with a Summon spell into
this battle. Euphaire's Shaman skill, energy transfer, allows for a first turn
summon if you do it right. Still, you won't be able to reach the opponents
until your second turn, so youre just building more MP (never a bad thing).
Then, with your second turn, the Summon alone should be able to take down the
relatively weak valkyrie... Piece of cake!
Defeat All:
1-2 Turns: 2x Level 4 Prize, 1x Level 3 Prize, 5000 goth
*NOTE: You can only get ONE Necromancy Spell by any method in this Quest.
Also, this spell is only acquired once you win 10k Goth in one Quest.
- On the first successful completion of this Quest, you get the book
for the Batraal Chronology!
Defeat Leader:
1-3 Turns: Level 3 Item, Necromancy*, 10000 Goth*
5-10 Turns: Level 2 Item, Necromancy*, 5500 Goth
Defeat All:
1-3 Turns: 2x Level 3 Prize, 1x Level 2 Prize, Necromancy*, 10000 Goth*.
Defeat Leader:
1-3 Turns: 22000 Goth, Lachesis*, random item.
10 Turns: 12000 Goth, Lachesis*, random item.
The strategy for this battle was the exact same as with Quest 3. Teleport
your Atropos swordsman to the leader and in two turns, he should be dead (the
enemy leader I mean...)
*NOTE: You can only get as many Lachesis Scrolls from this Quest as you need.
However, you can teach it to only one character. This is the tricky bit:
When you beat the level, you get the scroll, but if you use it, you cannot
get it again...
Lachesis is a skill for bows.
Defeat Leader:
1-3 Turns: 40,000 Goth, Clotho*, random item.
6 Turns: 30,000 Goth, Clotho*, random item.
Easily the hardest part of this battle is the fact that the priest has a
Firecrest equipped. Add this to her shield and very strong defensive items
and high level, well, you've got a good bit of work cut out for you. Still,
use the Teleport-Atropos method and this will go smoothly.
Also worth noting, the Gorgon can be a problem if the battle doesn't end
quickly, so again, I strongly suggest the Teleport-Atropos method. It might
seem cheap (because it is), but it will guarantee you a victory.
This battle is easily won, even at a slightly lower level than 35, if you
remember to bring in a few summoners with you. Then, after the initial turn's
Teleport-Atropos, you can charge them up (and by the third turn, they should
be in range).
*NOTE: You can only get as many Clotho Scrolls from this Quest as you need.
However, you can teach it to only one character. This is the tricky bit:
When you beat the level, you get the scroll, but if you use it, you cannot
get it again...
Clotho is a skill for spears and thrusting swords.
-Euphaire
Class: Shaman
Spells: Firestorm, Salamander, Energy Transfer
Equipment: (Irrelevant)
-Alphonse
Class: Swordmaster
Spells: Constrain, Pelting Fury, Swallow's Blade (I didn't give Atropos to
him...)
Equipment: High Defens Armor (Movement isn't very important), Same Element
Katana
- your Summoner
Class: anything that can summon
Spells:...Summons
Equipment: Intellegence Raising items
Your Turn:
DO THIS FIRST, get Eupharie to energy Transfer your Witch. Once your witch
has its energy, move it to either Your Draggon or Swordmaster, or to Alphonse
and teleport him to right beside the Leader of the enemy group. When you're
next to the enemy, use either a swallow's Daze (Paralyse the enemy), Atropos,
or Just a Regular attack. Maybe move your summoner in some if you have a
teleporting summoner or flying. DO NOT MOVE YOUR OTHER MELEE CHARACTER!!
End your turn.
Their turn:
Everyone on the other team (unless they're alot of magic users) should attack
the guy next to the leader. This is why i use a Dragoon. Every hit should
be weak because of his insane defense, so he'll sit there, wondering why the
enemy doesn't attack him. if the leader attacks you, then you'll whittle his
health down even more (he just is asking for death).
Your turn:
If the map is small and easy for your summoner to navigate, get Euphaire to
Energy transfer your summoner. Now, get your summoner into a close enough
position, if you can. SUMMON THE LEADER!! If the leader is still alive, get
your witch to teleport the other melee character in, and attack the leader.
IF HE IS STILL ALIVE, hit him with Atropos. IF HE IS ALIVE AFTER ALL THAT...
you shouldn't be trying to beat this quest yet. It is amazing if any character
can withstand 2 ATROPOS, and a Strong atack, and a SUMMON!
If you wanna keep going, fine. Just be warned... some of your people may
die, especially if you use two atropos, thus cutting the efficency of the
your killing ability. If you think this is the case, you may wanna subsitute
the summoner for a priest, and heal your front liners.
This is a good Strategy to get the leader killed in 1-3 turns (If you're
Strong enough). You get your troops in their, and deal high level damage,
and the first three quests (I haven't tried the batrall Chronology, wanna save
up for Firecrest first) Have pretty weak leaders in terms of abilities. this
also, if your fast enough, keeps wizards and warlocks from charging up and
using spells on you, mainly because they, or their leader, is dead before they
can even say hocus-pocus, and shoot magic at you. This, however, isn't a good
Defeat all strategy (I haven't tried it on defeat all at least).
-----------------------------------------------------------------------
VIII. Character development... How do I...?
-----------------------------------------------------------------------
For the record, and because many people have asked for this information,
the classes that allow for the greatest stat growth are as follows:
Please note, however, that these may not be the most USEFUL classes when
it comes to battle, but they are merely the classes that offer the greatest
bonuses (for level building)...
Male:
The Warlock class allows for likely the most balanced stat growth of any,
as well as boasting some of the higher gains. It can handle itself well
in the magical realm as well as being an adept swordsman.
Female:
There are actually two classes, each devoted to different things, that best
suite female growth. The first, the knight class, is easily the best class
for a female fighter. The second, the siren class, is one of the best
spellcasting classes in the game. They aren't very well balanced, and in
the case of the physical class, a Valkyrie normally is more useful, but for
stat-boosting alone, the knight and siren classes are better.
--
Soldier
--
Appearance: Much like the soldiers from the N64 incarnation of the series,
soldiers are just humans, lightly armored (more like padded), and
with a hat, which is actually how you differentiate between the
two sexes. Males have a blue hat while females wear silver.
Game Text: The basic class where all characters begin. With evenly
distributed abilities, these characters are quite versitile.
Requirements: Available to any human character
Alignment: L, N, C
Movement Type: Walking/Wading (M), Walking/Semiaquatic (F)
Base Move: 5
Preferred Weapon: Sword or Bow
Talents: None
Thoughts: The soldier is the basic class for all human characters. It
has fairly balanced stats, and is accessible to either sex.
Unfortunately, the soldier class allows for no strengths, but
that also implies no true weaknesses (save its low stat bonuses).
Keep this in mind, because it will definitely limit how much
time you leave a character there. In my opinion, soldiers are
good for the first few battles and that's it...
*Level Bonuses*
HP: +8
MP: +2
STR: +3
INT: +4
AGI: +5
PAttack: +3
PDefense: +4
MAttack: +4
MDefense: +4
--
Archer
--
*Level Bonuses*
HP: +7
MP: +3
STR: +4
INT: +3
AGI: +7
PAttack: +4
PDefense: +4
MAttack: +3
MDefense: +3
--
Ninja
--
*Level Bonuses*
HP: +5
MP: +3
STR: +4
INT: +5
AGI: +6
PAttack: +4
PDefense: +4
MAttack: +4
MDefense: +4
--
Wizard
--
*Level Bonuses*
HP: +5
MP: +6
STR: +3
INT: +6
AGI: +4
PAttack: +3
PDefense: +3
MAttack: +7
MDefense: +7
--
Cleric
--
*Level Bonuses*
HP: +5
MP: +5
STR: +3
INT: +6
AGI: +4
PAttack: +3
PDefense: +3
MAttack: +7
MDefense: +7
--
Knight
--
Appearance: Armored up and ready to brawl, the knight looks his role.
They're equipped in heavy mail, which slows them down a bit,
but are all shiny and use big swords! Oh, and don't forget
the plume on the back of their visored helmets... SWEEEEET!
Game Text: Knights display unwavering courage and value courtesy, honor,
and pride. They surpass normal soldiers in ability and can cast
certain spells of virtue.
Requirements: 51 Strength, 53 Agility
Alignment: L, N
Special Reqs: Knight's Certificate Emblem
Movement Type: Walking/Wading
Base Move: 5
Preferred Weapon: Sword (or Thrusting Sword)
Talents: The knight actually has a talent slot, which is used as support
to heal themselves and then lay even more devastation down
upon their enemies.
Thoughts: The actual talent of the knight lies solely in its ability to
kick SERIOUS ass physically, while not being TOO slow (like
beasts). Sure, they don't counter as often as other classes,
and by the end of the game they're replaced by sword masters in
terms of dominance (who isn't?), but they're about as well
rounded as you can get without being completely useless.
*Level Bonuses*
HP: +8
MP: +3
STR: +6
INT: +4
AGI: +6
PAttack: +7
PDefense: +9
MAttack: +4
MDefense: +4
--
Priest
--
*Level Bonuses*
HP: +6
MP: +6
STR: +4
INT: +6
AGI: +4
PAttack: +4
PDefense: +4
MAttack: +6
MDefense: +6
--
Beast Tamer
--
--
Warlock
--
Appearance: These look a LOT like the old doll mage classes from
The N64 version of Ogre Battle. Clad in a green jacket,
a green headband is the identifying feature of this class,
holding back the long hair.
Game Text: A male spellcaster, deceivingly harmless in appearance, who in
reality manipulates awesome magical power. A Warlock can fight
bravely at the front lines or sustain the troops with support
spells from the rear.
Requirements: 78 MP, 90 Strength, 76 Intelligence
Alignment: L, N
Special Reqs: Male only, The Pen and the Sword Emblem
Movement Type: Walking/Wading
Base Move: 4
Preferred Weapon: Sword
Talents: Barren Soul, (Supplemental Spell) x 2
Thoughts: Surprisingly enough, the Warlock reprises his role from the
original game as a decent combination fighter. With 2 talent
slots available for support magic to slow and inhibit your foes,
another slot used for an attack, which automatically deals
damage to the target of its opposite element, and surprisingly
decent physical attack, the warlock is one of the most balanced
classes in terms of ways of inflicting damage. He can immobilize,
burn you with magic, or just flat out pound you physically. Think
of him as your utility infielder... a character that can do it all
pretty well, but none of it really spectacularly.
*Level Bonuses*
HP: +7
MP: +5
STR: +5
INT: +5
AGI: +5
PAttack: +5
PDefense: +6
MAttack: +5
MDefense: +5
--
Swordmaster
--
*Level Bonuses*
HP: +6
MP: +3
STR: +6
INT: +3
AGI: +5
PAttack: +5
PDefense: +5
MAttack: +3
MDefense: +3
--
Dragoon
--
Appearance: By far the coolest looking class in the game, the dragoon
comes styling in his GOLD armor, complete with full helmet
adorned with two feathers about the ears (like wings).
They also have a blue cloth around their waste, but generally,
if you see gold, it's likely a dragoon.
Game Text: Also known as dragon slayers, these powerful male warriors can
overwhelm dragons, or any creature, for that matter. They can
use missile type spells.
Requirements: 215 HP, 109 Strength, 94 Agility
Alignment: N, C
Special Reqs: Male only, Dragon's Scale Emblem
Movement Type: Walking/Wading
Base Move: 5
Preferred Weapon: Sword or Spear
Talents: (Attack Spell)
Thoughts: Dear lord, these guys are sweet. Equipped with either a spear
or sword (they're good with either), the dragoon can also
use an attack spell. They also do increased damage to dragons
(a definite plus), and have probably the highest strength and
defense of any human class in the game. However, they do fall
down in one respect: their magical attack and defense are a bit
weak, so the sword master may actually win this battle... O_o
*Level Bonuses*
HP: +7
MP: +2
STR: +6
INT: +3
AGI: +5
PAttack: +6
PDefense: +7
MAttack: +3
MDefense: +3
--
Valkyrie
--
Appearance: Like an amazon with wings in her hair, the valkyrie dresses
lightly, with a blue skirt and green tunic. The wings on
their heads are definitely the defining feature.
Game Text: Valkyries are versatile female warriors who fight well both on
land and water. They supplement their physical abilities with
low level attack magic.
Requirements: 38 Strength, 41 Intelligence
Alignment: L, N
Special Reqs: female only, Lancer Emblem
Movement Type: Snow-Walking/Semiaquatic
Base Move: 6
Preferred Weapon: Spear
Talents: (Attack Spell) x 2
Thoughts: Doing fair amounts of damage with a spear, the valkyrie also
gets two talent slots devoted to attack magic! These gals are
easily the best female attacking class, and are also amazingly
well rounded. Use them, especially if you want a physical-
attacking female. Also worth noting: all male allies withing 3
panels of a valkyrie get +1 on their mental gauge.
*Level Bonuses*
HP: +6
MP: +3
STR: +5
INT: +5
AGI: +5
PAttack: +6
PDefense: +6
MAttack: +5
MDefense: +5
--
Siren
--
*Level Bonuses*
HP: +5
MP: +7
STR: +3
INT: +7
AGI: +3
PAttack: +3
PDefense: +2
MAttack: +7
MDefense: +7
--
Witch
--
*Level Bonuses*
HP: +5
MP: +6
STR: +3
INT: +4
AGI: +6
PAttack: +
PDefense: +
MAttack: +
MDefense: +
--
Dragon Tamer
--
*Level Bonuses*
HP: +6
MP: +3
STR: +4
INT: +4
AGI: +5
PAttack: +4
PDefense: +4
MAttack: +4
MDefense: +4
-- SPECIAL CLASSES --
--
Angel Knight
--
*Level Bonuses*
HP: +6
MP: +3
STR: +5
INT: +6
AGI: +6
PAttack: +5
PDefense: +5
MAttack: +5
MDefense: +5
**for more info on this class, see the Random Questions section**
--
Lich
--
*Level Bonuses*
HP: +4
MP: +6
STR: +2
INT: +7
AGI: +4
PAttack: +
PDefense: +
MAttack: +
MDefense: +
-- UNDEAD CLASSES --
--
Ghost
--
Appearance:
Game Text: An undead character whose soul exists outside of a physical body.
Ghosts are unaffected by physical attacks. They can use low level
bane spells, and though they may run out of HP, they will resurrect
after a certain amount of time.
Requirements: Transforms when Necromancy is cast on a knocked out character.
Alignment: L, N, C
Movement Type: Teleporting/Floating
Base Move: 7
Preferred Weapon: Staff
Talents: (Bane Spell) x 3, Life Suck
Thoughts: Another ick. If you should happen to lose a character to a ghost,
it really is an awful loss. Sure, they can fly, but that's about
their only advantage. They have two taltent slots with are used on
a pathetic bane attack spell (pathetic due to their stats), and
life suck, which is only decent if you're getting rocked in the HP
damage.
*Level Bonuses*
HP: +5
MP: +5
STR: +4
INT: +6
AGI: +4
PAttack: +
PDefense: +
MAttack: +
MDefense: +
Undead Soldier
Appearance: Same as the normal soldier, except all colors are turned to grays.
Game Text: Undead soldiers are restless souls which hae been granted the
power of darkness and the ability to resurrect. While they have
the same abilities as they possessed before death, their first
attacks now have poison.
Requirements: Transforms when Necromancy is cast on a knocked out character.
Alignment: L, N, C
Movement Type: (Same as normal soldier)
Base Move: (Same as normal soldier)
Preferred Weapon: Sword, Bow
Talents: None
Thoughts: The only thing worse than a soldier is an undead soldier. Wow,
these guys suck awfully. Their sole benefit is the ability to
inflict poison damage with their swords or bows. Yay....
Undead Wizard
Appearance: Same as the normal wizard, except all colors are turned to grays.
Game Text: Undead wizards are restless souls which have been granted the
power of darkness and the ability to resurrect. While they have
the same abilities as they possessed before death, their first
attacks now have poison.
Requirements: N/A
Alignment: L, N, C
Movement Type: (Same as normal wizard)
Base Move: (Same as normal wizard)
Preferred Weapon: Staff or Wand
Talents: (Attack Spell) x 3
Thoughts: Surprisingly good for an undead class, it is a shame you can't get
one. Oh wait, no it isn't... Undead characters suck. Similarly to
Undead Soldiers, these bastards can inflict poison with their
physical attacks. Boooo to that.
-- DEMI-HUMAN CLASSES --
--
Hawkmen
--
Appearance: With a blue headband under some scraggly hair and a pair of
wings on their backs, hawkmen are pretty easy to spot...
Game Text: These valiant, winged fighters crave battle. They live much
longer than humans, but maintain a youthful appearance. Because
of their wings, terrain is not a factor.
Requirements: Hire, Persuade
Alignment: L, N, C
Movement Type: Flying/Wading
Base Move: 6
Preferred Weapon: Hammer
Talents: Thunder Arrow (level 10+)
Thoughts: Flight! This is by far their most useful ability, that they
can soar above any obstacle and land further away on the map.
Another advantage to the hawkman is that he is treated basically
like a human warrior, but with wings. Sure, he can't equip as
much armor, and his customization is limited, but still!
Hawkmen can also learn the thunder arrow talent, which only
make them that much more useful! Definitely get one!
*Level Bonuses*
HP: +7
MP: +2
STR: +6
INT: +3
AGI: +5
PAttack: +6
PDefense: +6
MAttack: +3
MDefense: +3
--
Fairy
--
*Level Bonuses*
HP: +3
MP: +6
STR: +3
INT: +4
AGI: +8
PAttack: +3
PDefense: +2
MAttack: +4
MDefense: +4
--
Gremlin
--
Appearance: Ugly little green dude, about the size of a fairy, but
with horns, a tail, and some evil-looking bat wings.
Game Text:
Requirements: Persuade
Movement Type: Flying/Floating
Base Move:
Talents: Abyss
Thoughts: Without the fact that the gremlin flies, it would be terrible.
It relies upon two talents, both of which are weak, that
can cause confusion or petrify the opponent. Wow < sarcasm >.
Awful in combat, except for their status effects.
*Level Bonuses*
HP: +4
MP: +5
STR: +4
INT: +4
AGI: +7
PAttack: +
PDefense: +
MAttack: +
MDefense: +
--
Mermaid
--
Appearance: Half fish, half woman, and with some coral sticking out
above her ears. Typical mermaid, really.
Game Text: A demi-human whose upper body is human and lower body is fish.
Mermaids live in the sea and can swim competently. Echoing
from craggy shorelines, their voices can revitalize listeners.
Requirements: Persuade, (special character)
Movement Type: Snow-Trudging/Aquatic
Base Move: 4
Preferred Weapon: Spear
Talents: Speed Up, Lullaby (level 10+)
Thoughts: A class that, unfortunately, only does really well in water.
The mermaid has one talent slot for a skill that increases
speed, while another uses a lullaby (guess what that does).
Not amazing, and actually rather disappointing. Oh well...
*Level Bonuses*18
HP: +6
MP: +2
STR: +4
INT: +4
AGI: +4
PAttack: + (142)
PDefense: + (102)
MAttack: + (106)
MDefense: + (147)
--
Gorgon
--
Appearance: Think Medusa. The gorgon has snakes for hair and a body (below
the torso) to match. Half snake, half woman, and all evil.
Game Text: A monster with a snake-like body and snakes protruding from its
head. Gorgons have the power to petrify enemies. Don't forget
to equip a shield when facing them.
Requirements: Persuade
Preferred Weapon: Bow
Movement Type:
Base Move: 5
Talents: Evil Eye
Thoughts: The gorgon actually is a decent character. In fact, they are
some of the FEW demihumans even remotely worth your time in
adding to your army. With their Evil Eye ability, they can
petrify even the worst of baddies.
*Level Bonuses*
HP: +5
MP: +4
STR: +5
INT: +6
AGI: +4
PAttack: +
PDefense: +
MAttack: +
MDefense: +
--
Giant
--
[contributed by Invisible]
Appearance: A giant, muscular man who wears a bear skin.
Game Text: Giants, while not intelligent enough to equip weapons, can swing
their arms like logs and their fists like rocks to wreak havoc
among the enemy.
Requirements: Persuade, Hire
Preferred Weapon: (Can only equip accessories)
Movement Type: Snow-Trudging/Wading
Base Move: 3
Talents: Titan Crush
Thoughts: ...No. Please, don't bother, unless you just want one for the sake
of 'completeness.' They don't equip anything, save accessories, and
even those can't make them worthwhile. Just let them be... Awful.
*Level Bonuses*
HP: +
MP: +
STR: +
INT: +
AGI: +
PAttack: +
PDefense: +
MAttack: +
MDefense: +
-- BEAST CLASSES --
--
Octopus
--
--
Griffin
--
Appearance: Think about a lion with an eagle's head and wings. They're a
smooth golden color, save their white heads and yellow beaks.
Cool looking, but hardly worthwhile...
Game Text: A magical winged beast with the body of a lion and head of an
eagle. Through Griffins' attack power is not high, they have
a unique attack, Windstorm, that draws on the power of their
wings. They are unaffected by terrain type.
Requirements: Persuade, Hire
Movement Type: Flying/Wading
Base Move: 4
Talents: Windstorm (level 10+)
Thoughts: With one talent slot devoted to wind storm (a decent, ranged
area-effect skill), griffins can be useful at times. They have
similar attack power to humans or hawkmen, and generally are
less versatile. Get a hawkman if you want a flying attacker...
*Level Bonuses*
HP: +7
MP: +3
STR: +4
INT: +5
AGI: +3
PAttack: +
PDefense: +
MAttack: +
MDefense: +
--
Cockatrice
--
*Level Bonuses*
HP: +8
MP: +3
STR: +4
INT: +3
AGI: +5
PAttack: +
PDefense: +
MAttack: +
MDefense: +
---
Cerberus
--
Appearance: Think two-headed dog and you will soon get the picture.
Very purple, with a sweet, fire-like mane.
Game Text: A mythical two-headed, four-legged canine whose breath can
put foes to sleep.
Requirements: Persuade/Hire
Movement Type: Walking/Wading
Base Move: 5
Talents: Mesmerize
Thoughts: Another large character that is only decent, the cerebrus
uses its one talent on a fire mesmerize attack that can also
induce sleep. Like all beasts, stronger attack than a human,
but otherwise less useful...
*Level Bonuses*
HP: +6
MP: +3
STR: +6
INT: +5
AGI: +4
PAttack: +
PDefense: +
MAttack: +
MDefense: +
-- DRAGON CLASSES --
--
Thunder Dragon
--
*Level Bonuses*
HP: +8
MP: +4
STR: +8
INT: +4
AGI: +3
PAttack: +8
PDefense: +9
MAttack: +4
MDefense: +4
--
Earth Dragon
--
Appearance: Think about the typical Dragon, except this one is GREEN,
and it is centered on the Earth element. Hmm... Difficult,
I know, but you can do it.
Requirements: Earth elemental
Alignment: L, N, C
Movement Type: Trudging/Wading
Base Move: 3
Talents:
Thoughts:
*Level Bonuses*
[ SAME AS THUNDER DRAGON ]
HP:
MP:
STR:
INT:
AGI:
PAttack:
PDefense:
MAttack:
MDefense:
--
Red Dragon
--
*Level Bonuses*
[ SAME AS THUNDER DRAGON ]
HP:
MP:
STR:
INT:
AGI:
PAttack:
PDefense:
MAttack:
MDefense:
--
Blue Dragon
--
Appearance: See Red Dragon, except replace all instances of the words
"Red" with "Blue," and "Fire" with "Water." Done!
Requirements: Water elemental
Alignment: L, N, C
Movement Type: Trudging/Wading
Base Move: 3
Talents: Cold Breath
Thoughts:
*Level Bonuses*
[ SAME AS THUNDER DRAGON ]
HP:
MP:
STR:
INT:
AGI:
PAttack:
PDefense:
MAttack:
MDefense:
**SPECIAL NOTE**
The following dragons are evolutions of the 'base level' dragons. As such,
they automatically have the skill of whatever class they were previously.
Therefore, if a Thunder Dragon evolves into a Vrtra, it will retain the
Thunder Breath attack of the Thunder Dragon, even in the Vrtra form.
[Thanks to Questionable for that information!]
--
Mushus
--
Appearance:
Requirements: dragon, 259 HP, 130 Strength, 69 Agility
Alignment: L
Movement Type: Trudging/Wading
Base Move:
Talents: Automatically comes with Charisma emblem.
Thoughts:
*Level Bonuses*
HP: +9
MP: +4
STR: +8
INT: +5
AGI: +4
PAttack: +7
PDefense: +8
MAttack: +5
MDefense: +5
--
Naga
--
*Level Bonuses*
HP: +9
MP: +4
STR: +8
INT: +5
AGI: +4
PAttack: +7
PDefense: +8
MAttack: +5
MDefense: +5
--
Vrtra
--
Appearance: A purplish dragon, standing on his hind legs, and with two
powerful wings behind him.
Game Text: An evil dragon with pitch black scales, Vrtra inspires fear
with its daunting wings. Its breath has the power of its element.
Requirements: Dragon, 259 HP, 130 Strength, 69 Agility
Alignment: C
Movement Type: Trudging/Wading
Base Move: 6
Talents: Flight! That's right, the Vrtra can fly! Also, it has the breath-
attack according to its element and comes with the Blood Reign
emblem preloaded.
Thoughts: A decent ally, but an even better foe. Yes, the Vrtra is another
of those creatures where the computer seems to get an upgraded
version of what we get. Unfortunate, but true, these things rock
for the computer and are only marginal for us...
*Level Bonuses*
HP: +10
MP: +4
STR: +7
INT: +5
AGI: +4
PAttack: +8
PDefense: +9
MAttack: +5
MDefense: +5
--
Dragon Zombie
--
Appearance: A large, pruple dragon, complete with freaky eyes and a boney
structure. Walking on all fours, the wings on its back are
very pronounced, flapping up and down as it moves.
Game Text: A dragon that's been revived after death. Terrifying and violent,
Dragon Zombies attack using venom. They will also resurrect after
being slain in battle.
Requirements: Transforms when Necromancy is cast upon knocked out dragon
Alignment: N/A
Element: Bane
Movement Type: Trudging/Wading
Base Move: 4
Talents: Rotten Breath
Thoughts: Think undead version of a dragon. That's what this is. It has the
slightly worse stat growth, as well as Rotten Breath as its sole
talent, but it automatically revives after a few turns of death.
Nice, if you think about it. Still, I prefer the normal, living,
regular and GOOD dragons. This is just if one happens to die...
*Level Bonuses*
HP: +7
MP: +4
STR: +7
INT: +4
AGI: +3
PAttack: +
PDefense: +
MAttack: +
MDefense: +
-- UNIQUE CLASSES --
--
Sorceress (Cybil Alinda)
--
Appearance: In a long and flowing purple dress to compliment her long blonde
hair, cybil is both beautiful, and imposing. Her eyes are stern,
as is her control over the wind elemental spells...
Game Text: Beautiful, solitary, and wise, a Sorceress is experienced in
casting elemental and high level bane spells.
Requirements: Only Cybil can be of this class.
Alignment: L, N, C
Movement Type: Walking/Wading
Base Move: 5
Preferred Weapon: Fan (or Wand)
Talents: (Attack Spell) x 3
Thoughts: Simply amazing. The fact that you get Cybil early in the game only
makes her that much more incredible. WIth three openings for
attack spells and strong stats in a lot of areas, she is easily one
of the more useful characters you find.
*Level Bonuses* 6
HP: + 157
MP: + 58
STR: + 41
INT: + 88
AGI: + 47
PAttack: + 60
PDefense: + 44
MAttack: + 88
MDefense: + 98
--
High Priest (Rictor Lasanti)
--
--
Shaman (Euphaire)
--
--
Summoner (Elrik)
--
--
Witch* (Deneb Rhode)
--
Appearance: Dressed all in red, stylishly might I add, Deneb isn't an uncommon
sight in ANY Ogre Battle or Tactics Ogre game. In fact, she has
been in ALL of them. Still, her regular witch attire is merely
complemented by the fact that its ALLLLLL RED! Very nice.
Game Text: A Witch and THE Witch, Deneb, are totally different, as different
as pumpkin and squash! Do you understand how different they are?
Don't get confused!
Requirements: Only Deneb can be of this class, though there is no "obvious"
difference between this and the 'normal' witch class.
Alignment: N,C
Movement Type: Trudging/Wading
Base Move: 4
Preferred Weapon: Staff (or Wand)
Talents: Temptation, (Status or Summon Spell) x 2
Thoughts: She has slightly better level up gains than do normal witches, and
she can also cast summon spells. If that weren't enough, with Deneb
in your army, you now have access to a "secret shop" where you can
sell some items for MUCH LARGER PRICES (read: glass pumpkins)! The
shop also carries items found nowhere else, so check that out. Oh
and Deneb is no slouch in battle either. To make her even better,
Deneb also gets an incredibly useful (and effective) 'super-charm'
type skill. See for yourself, but it hits multiple targets and with
above average accuracy. Very nice indeed!
--
Lesser Daemon (Saia)
--
Appearance: Looks pretty much like a gargoyle, complete with two small horns
atop his completely slate-gray appearance. The two wings mounted
on his back only make him look all that much cooler.
Game Text: Evil warriors that are loyal only to their own desires. Lesser
Daemons are not as powerful as other daemons and can only use
lower level bane spells. They are about as intelligent as humans.
Requirements: Only Saia can be of this class.
Alignment: N/A
Movement Type: Snow-Walking/Wading
Base Move: 6
Preferred Weapon: Hammer, Axe
Talents: (Bane Spell) x 2
Thoughts: Better than Lobelia, and since that's your choice, get him. In
fact, get him and turn Lobelia into a snapdragon sword. YES!
-- ENEMY CLASSES --
For the record, all of the classes in this section can only be accessed
by the computer enemy. Please, do not ask me how to acquire them. Also,
notice that NONE OF THEM HAVE REQUIREMENTS. That is, again, because you
cannot get them. Don't try to persuade them, it will not work. Thanks
in advance...
--
Bandit
--
Appearance: The first boss of the game, Stan, is a bandit. As you soon
see, these guys are very... purple. They look like Vikings,
complete with their own set of horns on their helmets. Yay
for ugly costumes!
Movement Type: Walking/Semiaquatic
Base Move: 5
Preferred Weapon: Axe
Thoughts: Even equipped with an axe, the bandit doesn't have incredibly
high attack. Still, his defense is decent, and he is a worthy
adversary... sort of.
--
Duke Knight
--
Appearance: Very similar to a knight, meaning that they are clad from head
to toe in silver armor. The duke's knight, however, has no
opening for his face to shine through (probably lucky for us).
They also wear a blue cape on their back.
Game Text: A knight that serves and defends the family of the Duke of
Rananculus.
Duke Knights are loyal retainers and well acquainted with both sword
technique and spell casting. They cannot be persuaded.
Movement Type: Walking/Wading
Base Move: 6
Preferred Weapon: Sword
Thoughts: Interesting enough, these guys are pretty good foes. Strong,
decently fast, and evil as all get out, a duke knight is no
force to be ignored... at first.
--
Esquire (Nichart)
--
Appearance: A tall, blonde man, heavily armored in various blues and black.
Game Text: A servant of Naris Batraal, this knight is a master of the spear,
which he proudly uses to salute his lord.
Movement Type: Walking/Wading
Base Move: 6
Preferred Weapon: Spear
Element: Water
Thoughts: An imposing foe, Nichart uses his mastery of the spear to strike both
swiftly and powerfully at his enemies. Armed with attack magic also,
the Esquire can be a hand full at times.
--
Swordmaster (Margret)
--
Appearance: A fair-haired woman, clad in silver plate mail, but wearing a red
dress with white trim underneath.
Game Text: Because of her rare talent with the sword, she has been educated in
even the most coveted sword techniques. A swordsman like her only
comes along once in a generation.
Movement Type: Snow-Walking/Wading
Base Move: 7
Preferred Weapon: Sword
Element: Wind
Thoughts: She comes with the Atropos skill. What do you think I think of her?
Margret is incredible, but especially with her sword. Her reputation
is not without cause, as you will learn before she is done with you.
Trying to stay away is the best course of action, but she will hit
you,
and when it happens, you will hurt. A lot.
--
Venefika (Lethe,Cirvante)
--
Appearance: A fair-haired woman, clad in silver plate mail, but wearing a red
dress with white trim underneath.
Game Text: An intelligent and deceptive sorceress with a brazen attitude. It
seems she only uses her power for her own gain. -- (Lethe)
- A deceptive two faced sorceror who only acts in his own best
interest. He is an intelligent and powerful foe. -- (Cirvante)
Movement Type: Walking/Wading
Base Move: 6
Preferred Weapon: Wand
Element: Wind
Thoughts: The Twins are two of the strongest spellcasters in the game. Both
are adepts, and they seem to function the best when together.
Luckily you won't see that often, assuming that you make the right
choices.
--
??? Unknown (Rimmon)
--
Appearance: The boss from the Rebanada Caverns, this is your typical ugly
demon.
Possessed by pure evil, this brute has transformed into a
gray-skinned
killing machine with no soul. At least he still has that cool
looking
set of shackles (or whatever they are) and shredded cloak.
Game Text: Once human, Rimmon was driven to the brink of insanity where he was
possessed by an evil fiend, a demon that clashed with humans in
ancient
times over rule of the land.
Movement Type: Snow-Trudging/Wading
Base Move: 5
Preferred Weapon: None (fists)
Thoughts: Even without any weapon of sorts, this demon has 315 STR (at level
32).
He will hit your troops hard, but luckily he only can hit one at a
time.
He also has equipped the Goblin Helm and some Heavy Armor, so he's
pretty well suited for defense. He's truly a bastard, dishing out
lots
of damage just because he can... Still, killing him is that much
more
gratifying.
--
Daemon
--
Appearance:
Game Text: Denizens of the Netherworld that can be summoned by wizards. Their
evil spirited nature, rather than their grotesque appearance, causes
aversion
Movement Type: Walking/Wading
Base Move: 5
Preferred Weapon: Axes, Hammers
Thoughts: With average stats in most areas, including some pretty monumental
HP,
probably the worst aspect of these dudes is that they have the
ability
to equip any spell. Luckily, you won't see them with that much
variety.
--
Dark Angel
--
Appearance:
Game Text: A fallen angel at odds with God and exiled from heaven. Their
feathers, like their hearts, have been stained black with
corruption.
Movement Type: Flying/Wading
Base Move: 5
Preferred Weapon: Thrusting Swords
Thoughts: Unlike their holy counterparts, these badboys (and girls) use MP in
the
place of SP in their spells. They also come with pretty good stats,
which isn't fair considering all we losers get is the Angel Knight...
Why couldn't the Angel Knight use real spells? Dang...
--
Dark Stalker
--
Appearance:
Game Text: An invisible, evil assailant that camouflages itself in darkness and
attacks unexpectedly. It is said that Dark Stalkers are kin to
vampires and werewolves, but no one knows the truth.
Movement Type: Acrobatic/Water-walking
Base Move: 7
Preferred Weapon: Katana
Thoughts: Think the evil version of the ninja, and that's what these buggers
are.
Luckily, they have fairly low strength, which also mimics the ninja.
Of course, they're weak against virtue attacks, but they dodge damned
near everything, so they can be large pains in the ass...
--
Hell Gigantes
--
Appearance:
Game Text: Summoned from the depths of darkness in an unknown realm, the Hell
Gigantes is a blood-thirsty giant with terrifying destructive power.
Its iron-like body and powerful fists more than compensate for its
low intelligence.
Movement Type: Trudging/Wading
Base Move: 4
Preferred Weapon: None (fists)
Thoughts: Oi... So this is what happens when giants use steroids? These punks
have way more strength than they will ever need, and they like to use
it... a lot. Luckily, they're slower than molasses on a cold day, so
you should be able to avoid their blows. If they land them, though,
you'll wish that they had been a tank instead...
-----------------------------------------------------------------------
IX. All you ever wanted to know about EMBLEMS!!
-----------------------------------------------------------------------
Emblems are one basic way of increasing a character's cool points. ^_^
No really, emblems are earned occasionally, along with experience points
and levels, for performing extraordinary actions on the battle field.
There are 32 emblems in total, some good, some bad. No one character can
have all of them (since some vary from species to species), but humans can
have some shape or form of all 32. Still, some emblems are negative, so why
would you desire those, besides for bragging rights?
While some emblems are awarded for disgraceful deeds, most are very noble
rewards, and worth collecting. In fact, many are prerequisites for specific
class changes. If you want to be a sword master, for example, you must have
the Book of Initiation emblem to access the class.
Animal Hunter
Arbitration
Archangel's Feather
--->As one helpful contributor just pointed out to me, it seems nearly
impossible to get this for Alphonse. However, here is a guaranteed
strategy!
Buy a Sacred Stone of Bliss from Pumpky's shop and give it to Alphonse. Kill
him in actual battle and he will automatically revive (the game will not end)
and get the emblem. It is sort of depressing paying 6400 goth for an emblem,
but it is a guaranteed way to get it to work, without the threat of seeing
"GAME OVER."
Berserk
Blood Reign
Bogus Hero
Book of Initiation
Broken Heart
Appearance:
Game Text:
Requires: Fail to persuade female enemies 10 times
Effect: Decrease average biorhythm value
Bullpen Ace
Centurion
Appearance: A blue banner flag, lined with gold, and flapping in the
wind on a golden pole.
Game Text: A tribute to one who defeats all enemies on the battlefield.
Increase power.
Requires: Have one character deliver finishing blow to all enemies
in a stage (In Vs. Battle, opposing team must consist of
at LEAST 3 characters).
Effect: Strength +20.
Charisma
Don Quixote
Dragon's Scale
Embodiment of Desires
Exorcist
Fist Fight
Appearance:
Game Text:
Requires: Go through all 8 classes; Dragons only.
Effects: Mental Gauge becomes permanently fixed at +2.
Heavenly Spirit
Knight's Certificate
Lucky Soldier
Mark of Valor
Miracle
Philosopher's Stone
Relix's Emblem
[Contributed by mogmaster]
Appearance:
Game Text: Prestigious for men who use their talents effectively and gain
experience in all classes. Recovers fear and fosters success
in battle.
Requires: Go through all 14 classes; Male characters only.
(for Alphonse only, clear the game)
Effects: Mental Gauge becomes permanently fixed at +2.
Ripple's Emblem
[Contributed by Terence]
Appearance:
Game Text: A tribute to women who use their talents effectively and gain
experience in all classes. Removes fear and fosters success
in battle.
Requires: Go through all 14 classes; Female characters only.
Effects: Mental Gauge becomes permanently fixed at +2.
Self Preservation
Sniper
Veteran Soldier
Vixen's Whisper
Appearance: Purple witch's hat with a red brim and a red heart floating
off to the upper left of the hat.
Game Text: Awarded for using feminine persuasions to befriend enemies.
Required to become a Witch.
Requires: Successfully persuade a Male enemy; Accessible to female
characters only
Effect: Prerequisite for Witch class.
War God
-----------------------------------------------------------------------
X. Everything you hoped you'd never know about Items or Magic
-----------------------------------------------------------------------
- SNAPDRAGON -
Drakonite Spellbook. Permanentely changes the caster into a sword.
Found as buried treasure or recieved from fallen foes, the weapons forged
from these books are the most powerful in the game.
- Healing Leaf -
Curative herb that restores 50 HP to a single character.
- Healing Seed -
Herb used to restore 100 HP to a single character.
- Healing Salve -
Herb salve used to restore 150 HP to a single character.
- Healing Essence -
Curative extract that restores single character to full HP.
- Magic Leaf -
Curative herb that restores 25 MP to a single character.
- Magic Seed -
Herb used to restore 50 MP to a single character.
- Magic Salve -
Herb salve used to restore 150 MP to a single character.
- Wisdom Fruit -
Fruit that restores 100 HP and 100 MP to a single character.
- Angel Fruit -
Fruit that restores full HP and MP.
- Altar of Resurrection -
Ancient altar used to bring back dead characters.
- Antidote -
Herb used to cure Poison.
- Revive Stone -
Chimera tail/dragon fang pill that cures Petrification.
- Sacrificial Doll -
Item that can be equipped to prevent Instant Death.
- Spirit Fruit -
Fruit of Titania the Fairy Queen that cures abnormal status.
- Transferring Stone -
Gem that allows the user to exit a battle.
- Dowsing Rod -
One-handed weapon, Power 0. Strange wooden rod that senses the number of
hidden treasures on the satage and deals corresponding damage.
- Orb -
Crystal orb containing the formidable power of the elements.
(Found only in the Secret Shop, accessed with Deneb, or as a very rare item
in Quest Mode)
- Savage Bugle -
Bugle of barbaric Gallaba Trive that summons a storm.
- Tathlum -
Two-handed missile attack (Bane); Range 7, Power 44; Magic Stone whose
name means "Light Speed."
- Stone of Swiftness -
Magic stone that raises AGI, increases speed.
- Sword Emblem -
Sword-shaped item that raises STR, increasing power of attack.
- Cup of Life -
Cup of mysterious liquid that increases the max HP of the user.
- Crown of Intellect -
Crown that raises INT, affecting the soul.
- Sorcerer's Cup -
Cup of mysterious liquid that increases the max MP of the user.
- Urn of Chaos -
Causes pandemonium and lowers user's alignment.
- Tome of Discipline -
Lawful scroll that raises reader's alignment.
[SWORDS/GREATSWORDS]
- Short Sword -
One-handed; Power 30; Good sword for beginners.
- Long Sword -
One-handed; Power 40; A large hacking sword.
- Claymore -
Two-handed; Power 48; A ring is attached to the hilt of this large
Sword with V-shaped hilt.
- Ice Blade -
One-handed (Water); Power 52, Fire RES +5; Frozen sword of ice.
- Sum Mannus -
One-handed (Wind); Power 54, Earth RES +5; A lightning sword.
- Firedrake Sword -
One-handed (Fire); Power 56, Water RES +5; A flaming sword.
- Gram -
One-handed (Earth); Power 58, Wind RES +5; Elven sword that shines because
of its unique forging.
- Fafnir -
One-handed; Power 58, Attack PWR up VS dragons; Used by Sigurd to
defeat the dragon Fafnir.
- Laevateinn -
One-handed (Fire); Power 60, Water RES +5; Flaming sword of Surt, destine
to consume the world in fire.
- Notos -
One-handed (Wind); Power 62, Earth RES +5; Double-edged sword of Notos,
god of the South Wind. 1 of 4 Relics of the Wind.
- Oracion -
One-handed (Virtue); Power 71, INT +8, Bane RES+5, Banish effect; Rumored
to allow communication with the gods. 1 of 4 Divine Armaments.
[RAPIERS]
- Rapier -
One-handed; Power 35; Flexible sword designed to pierce armor joints.
- Estoc -
One-handed; Power 40; Slender thrusting sword with a knuckle guard on
the hilt to protect user's hand.
- Inca Rose -
One-handed (Fire); Power 52, Water RES +5; Thrusting sword known as the
"Rose of the Desert."
- Peridot Sword -
One-handed (Water); Power 60, Fire RES +5; One-handed cold peridot sword.
- Needle of Light -
One-handed (Virtue); Power 60, Bane RES +5; Thrusting sword that draws on
sacred energy and light.
- Sword of Tiamat -
One-handed; Power 60, Attack PWR up VS dragons; Dragonslayer created
from the fangs of Tiamat.
- Balmung -
One-handed; Power 64, Attack PWR up VS dragons; Dragonslayer created
from the claws of the dragon Fafnir.
[KATANAS]
- Kagari-bi -
Two-handed (Fire); Power 52, AGI +4, Water RES +5; Far Eastern katana
that glows with searing flames.
- Matsukaze -
Two-handed (Wind); Power 52, AGI +4, Earth RES +5; Far Eastern katana
that produces blades of wind.
- Yomugi-u -
Two-handed (Earth); Power 52, AGI +4, Wind RES +5; Far Eastern katana
that intensifies the user's power.
- Yu-giri -
Two-handed (Water); Power 52, Fire RES+5; Far Eastern katana that gleams
with dew.
- Answere -
One-handed (Bane); Power 68, Virtue RES +5, Bane RES -5; Assassin sword
whose name means "to answer." 1 of the 4 Netherworld Weapons.
[BOWS]
- Short Bow -
One-handed missile attack; Range 5, Power 20; Wooden bow that isn't
exceptionally powerful, but lightweight.
- Bow Gun -
One-handed missile attack; Range 6, Power 30, AGI +1; Accurate wooden bow.
- Great Bow -
Two-handed missile attack; Range 5, Power 35; Yak horn bow.
- Composite Bow -
Two-handed missile attack; Range 7, Power 44, AGI +1; Bow reinforced by
flexible metal.
- Sandstorm Bow -
Two-handed missile attack (Earth); Range 6, Power 48, Wind RES +5; Bow
passed on from the time the ancient kingdom Habiram sank into the desert.
- Thunder Bow -
Two-handed missile attack (Wind); Range 6, Power 50, Earth RES +5; Bow of
Thor, god of thunder.
- Flame Bow -
Two-handed missile attack (Fire); Range 6, Power 52, Water RES +5; Arrows
so fast that they burst into flame.
- Tundra Bow -
Two-handed missile attack (Water); Range 6, Power 54, Fire RES +5; Bow
found in a pillar of ice and freezes foes instantly.
- Sherwood Bow -
Two-handed missile attack; Range x, Power 54, PWR up VS beasts & dragons;
Wooden bow that masks the bowman's presence, leaving target off guard.
One of 4 Enchanted Hunting Wares.
- Crescente -
Two-handed missile attack (Virtue); Range x, Power 60, AGI +8, Bane RES +5,
Paralysis effect; Bow once used by a lovestruck girl to send a love letter
to the stars.
[STAVES/WANDS]
- Sugar Cane -
One-handed; Power 16; Sweet candy cane, decorated with red and white food
coloring, that tickles the minds and tastebuds of small children. Be careful
not to gain too much weight!
- Scipplay's Staff -
One-handed; Power 20, INT +10; Wooden staff made from Scipplay Cypress.
- Ice Wand -
One-handed (Water); Power 20, INT +20, Fire RES +5, Ice Field effect; Magic
staff that Ice King Horribus is sealed in. Fixed chance of breaking.
- Wind Wand -
One-handed (Wind); Power 24, INT +19, Earth RES +5, Thunder Flare effect,
fixed chance of breaking; Staff used by fairies.
- Fire Wand -
One-handed (Fire); Power 26, INT +17, Water RES +5, Firestorm effect;
Magical staff that Firebird, the spirit of fire, is sealed in. Fixed chance
of breaking.
- Earth Wand -
One-handed (Earth); Power 26, INT +18, Fire RES +5; Staff that draws on
the spiritual power of the Earth.
- Kerykeion -
One-handed (Bane); Power 32, INT +28, Virtue RES +5, Dark Quest effect;
Staff of the god Hermes, decorated with entwined serpents.
[FANS]
- Battle Fan -
One-handed; Power 44,; Iron-plated fan.
- Caldia -
One-handed (Virtue); Power 52, AGI +8, Bane RES +5; Heart-shaped fan used
by dancing maidens to worship the goddess of beauty.
- Hyacinth Fan -
One-handed (Wind); Power 54, Earth RES +5; Translucent hyacinth metal fan
that shines gold in sunshine.
[AXES/HAMMERS]
- Francisca -
One-handed; Power 40; Small, light axe.
- Halt Hammer -
One-handed; Power 40; Stone-crushing hammer.
- Frozen Axe -
One-handed (Water); Power 56, Fire RES +5; Shining silver axe known as the
"Winter General" and useful in cold.
- Hammer of Tears
Two-handed (Water); Power 62, Fire RES +5; Stunning hammer formed from a
tear of Basque, god of the sea.
- Euros -
[Contributed by NeoFlare]
Two-handed (Wind); Power 62, Earth RES+5; Hammer with the power of Euros,
god of the East Wind. 1 of 4 Relics of Wind.
- Prox -
Two-handed (Fire); Power 64, Water RES +5; Two-handed flaming axe.
- Boreas -
One-handed (Wind); Power 70, Earth RES +5; Deadly axe with the power of
Boreas, god of the North Wind. 1 of 4 Relics of the Wind.
- Bloody Cleaver -
One-handed (Bane); Power 72, Virtue RES +5, LifeForce effect; A huge
butcher's knife with the LifeForce effect.
[WHIPS/FLAILS]
- Leather Whip -
Two-handed; Power 45; Leather whip.
- Beast Whip -
Two-handed; Power 52, Range 2, Beast handling effect; Whip that allows
communication with beasts.
- Flame Flail -
Two-handed (Fire); Power 60, Water RES +5; Two-handed chain flail.
- Rapture Rose -
Two-handed (Bane); Power 66, Virtue RES +5; Thorn whip made from rose vines.
- Holy Comet -
Two-handed (Virtue); Power 62, Range 2, Bane RES +5; Sacred whip that
emits a brilliant light.
[SPEARS]
- Pike -
Two-handed piercing; Power 42; Metal spear with high attack power,
despite its slenderness.
- Trident -
Two-handed piercing; Power 55, AGI +3; Spear with 3-pronged tip.
- Volcaetus -
Two-handed piercing (Fire); Power 64, Water RES +5; Spear retrieved from
the once active volcano of Mt. Aquila.
- Osric's Spear -
Two-handed piercing (Water); Power 66, Fire RES +5; King Zamora's ice spear.
- Earth Javelin -
Two-handed piercing (Earth); Power 68, Wind RES +5; Spear that draws its
power from the Earth.
- Zephyrus -
Two-handed piercing (Wind); Power 70, Earth RES +5; Spear of Zephyrus, god
of the West Wind, which never misses. 1 of 4 Relics of the Wind.
- Longicolnis -
Two-handed piercing; power 74; Black spear created from the horn of the
fallen angel. It can pierce the skin of the Sacred Demon.
- Chocolate Shield -
One-handed; PHYS DEF 10, Spell DEF 5, PHYS RES +15; Shield made from sugar
and cocoa beans.
- Tower Shield -
One-handed; PHYS DEF 15, Spell DEF 5, PHYS RES +10; High defensive power,
but slows movement.
- Dragon Shield -
One-handed; PHYS DEF 20, Spell DEF 5, PHYS RES +20; Def up VS dragons;
When equipped, user is transformed into a dragon.
- Ice Shield -
One-handed (Water); PHYS DEF 20, Spell DEF 10, PHYS RES +25, Fire RES +20;
Shield of the frost giant Firbolg.
- Flame Shield -
One-handed (Fire); PHYS DEF 20, Spell DEF 10, PHYS RES +25, Water RES +20;
Shield forged by the fire djinn Efreet.
- Earth Shield -
One-handed (Earth); PHYS DEF 20, Spell DEF 10, PHYS RES +25, Wind RES +20;
Shield of Dryad, the forest nymph.
- Thunder Shield -
One-handed (Wind); PHYS DEF 20, Spell DEF 10, PHYS RES +25, Earth RES +20;
Shield of the thunder beast Nue.
- Saint's Shield -
One-handed (Virtue); PHYS DEF 20, Spell DEF 15, PHYS RES +25, Bane RES +25;
Shield protected by Oberon. 1 of 4 Divine Armaments.
*** Armor ***
- Hard Leather -
Armor made of an animal hide.
PHYS DEF 9, Spell DEF 5, PHYS RES +3.
- Robe -
Light robe that isn't very durable.
PHYS DEF 3, Spell DEF 10, PHYS RES +1.
- Spell Robe -
Heavy cloak woven with metal fibers; Enhances spell power.
PHYS DEF 12, Spell DEF 15, INT +5, PHYS RES +4.
- Fur Coat -
Expensive coat made from animal pelts.
PHYS DEF 15, Spell DEF 5, INT +5, PHYS RES +5.
- Robe of Abyss -
Robe of vast darkness.
PHYS DEF 15, Spell DEF 20.
- Cloak of Oath -
Cloak given to those ordained as saints.
PHYS DEF 15, Spell DEF 20.
- Earth Garb -
Robe with the power of the Earth.
PHYS DEF 15, Spell DEF 20, INT +5, PHYS RES +5, Wind RES +10.
- Wind Garb -
Replica of the robe worn by Skyfarer, as depicated in an ancient relief.
PHYS DEF 15, Spell DEF 20, INT+5 PHYS +5, Earth RES+10.
- Fire Garb -
Robe which was found buried in volcanic ash.
PHYS DEF 15, Spell DEF 20, INT +5, PHYS RES +5, Water RES +10.
- Water Garb -
Garmet worn by priests of Titania, queen of the fairies, protected by
the spirit of water.
PHYS DEF 15, Spell DEF 20, INT +5, PHYS RES +5, Fire RES +10.
- Cloak of Authority -
Cloak designed to resist the effects of elements.
PHYS DEF 15, Spell DEF 30, PHYS RES +5, Wind RES +5, Fire RES +5,
Earth RES +5, Water RES +5.
- Pure-White Dress -
White dress worn only by noble, purehearted women (Virtue). Its godliness
repels impurity.
PHYS DEF 15, Spell DEF 25. INT+15, PHYS RES+5, Virtue RES+5, Bane RES+10.
- Chain Mail -
Armor made of woven chain links and reinforced iron plates.
PHYS DEF 18, Spell DEF 5, PHYS RES +6.
- Grincer Coat -
Camouflage cloak dyed in the colors of the forest; 1 of 4 Enchanted
Hunting Wares; PHYS DEF 18, Spell DEF 5, PHYS RES +6, Earth RES +2,
DEF up VS beasts.
- Saint's Garb -
Blessed clothing tailored by the disciples of light.
PHYS DEF 18, Spell DEF 10.
- Earth Leather -
Enchanted hard leather bearing the emblem of Earth.
PHYS DEF 18, Spell DEF 10, PHYS RES +6, Wind RES +10.
- Ice Chain -
Enchanted chain mail that uses the strength of Ice.
PHYS DEF 18, Spell DEF 10, PHYS RES +6, Fire RES +10.
- Thunder Chain -
Enchanted chain mail that uses the power of Lightning.
PHYS DEF 18, Spell DEF 10, PHYS RES +6, Earth RES +10.
- Flame Leather -
Enchanted armor that uses the power of Fire.
PHYS DEF 18, Spell DEF 10, PHYS RES +6, Water RES +10.
- Cursed Garment -
Cursed clothing tailored by the disciples of darkness.
PHYS DEF 18, Spell DEF 10, PHYS RES +6, Virtue RES +10.
- Candy Armor -
Delectable armor made from hardened sugar.
PHYS DEF 24, Spell DEF 5, PHYS RES +8.
- Plate Mail -
Upper-body armor composed of iron plates.
PHYS DEF 30, Spell DEF 10.
- Brigandine -
Armor made of leather and plate, but lighter than plate.
PHYS DEF 30, Spell DEF 10, AGI +5, PHYS RES +10.
- Southern Cross -
Lucky armor with the emblem of the Southern Cross, rumored to have
been worn by the gods. 1 of 4 Divine Armaments.
PHYS DEF 30, Spell DEF 30.
- Heavy Armor -
Heavy plate armor reinforced with additional plates.
PHYS DEF 39, Spell DEF 10, PHYS RES +13.
- Black Armor -
Armor stained in black blood and guarded by evil spirits.
PHYS DEF 39, Spell DEF 15, PHYS RES +13, Virtue RES +15.
- Rune Plate -
Blessed, full-body armor with runic inscriptions.
PHYS DEF 39, Spell DEF 15, PHYS RES +13, Bane RES +15.
- Leviathan Mail -
Armor modeled after Leviathan, an enormous creature of the Oberron Sea.
PHYS DEF 39, Spell DEF 15, PHYS RES +13, Fire RES +15.
- Phoenix Mail -
Armor hewned from the legendary Phoenix.
PHYS DEF 39, Spell DEF 15, PHYS RES +13, Water RES +15.
- Peregrine Mail -
Armor made of the feathers of the eagle Hraesvelg.
PHYS DEF 39, Spell DEF 15, PHYS RES +13, Earth RES +15.
- Nathalork Mail -
Armor fashioned from the hide of the ferocious Nathalork.
PHYS DEF 39, Spell DEF 15, PHYS RES +13, Wind RES +15.
*** Helmets ***
- Bandanna -
A light, cloth headwrap.
PHYS DEF 3, Spell DEF 2, INT +5, PHYS RES +1.
- Leather Hat -
A tanned leather hat.
PHYS Def 6, Spell DEF 2, PHYS REF +2.
- Sherwood Hat -
Hat adorned with a branch from Sherwood Forest. 1 of 4 Enchanted
Hunting Wares. Improves attentiveness.
PHYS Def 6, Spell DEF 5, AGI +5, PHYS RES +2.
- Plumed Headband -
Lucky plumed headband.
PHYS DEF 6, Spell DEF 5, AGI +5, PHYS RES +2, Bane RES +4.
- Pointy Hat -
Wide-brimmed, conical hat.
PHYS DEF 6, Spell DEF 10, INT +5, PHYS RES +2.
- Candy Helm -
Sweet helm made of hardened honey.
PHYS DEF 21, Spell DEF 2, PHYS RES +7.
- Holy Crown -
Blessed crown used by priests.
PHYS DEF 21, Spell DEF 10, INT +5, PHYS RES +7, Bane RES +5.
- Goblin Helm -
Helmet worn by a legendary sword master who defeated 100 foes.
PHYS DEF 21, STR +20, AGI +5, PHYS RES +7, Virtue RES +20.
- Iron Helm -
Iron helmet that leaves portions of the head unprotected.
PHYS DEF 30, Spell DEF 2, PHYS RES +10.
- Dragon Helm -
Helmet crafted from the skull of a dragon. Transforms user into a dragon.
PHYS DEF 30, Spell DEF 5, PHYS RES +10, repels dragon breath attacks.
- Freude Helm -
Sacred helm of Filarhh. 1 of 4 Divine Armaments.
PHYS DEF 30, Spell DEF 10, PHYS RES +10, BANE RES +10, repels darkness.
- Amulet -
Necklace known as the "Eye of the Basilisk."
Prevents petrification; Spell DEF 20, INT +7.
- Armlet of Wisdom -
Bracelet that enlightens its wearer.
Spell DEF 10, INT +15.
- Circlet of Wisdom -
Circlet adorned with a crest of wisdom.
PHYS DEF 15, Spell DEF 15, INT +10, PHYS RES +5.
- Cassowary Feather -
Feather of extinct Cassowary.
Beast handling effect; Spell DEF 10.
- Dark Ring -
Ring confining a fairy who fell victim to evil temptation (Bane).
Spell DEF 10, INT+8, Virtue RES+5, Dark Quest effect.
Fixed Chance of breaking (**Note** Dark Quest is Fiend's Grip**)
- Dragon Eyes -
Gem ring resembling dragon eyes. Wearer transforms into a dragon.
Prevents abnormal status; Spell DEF 15, INT +8.
- Dragon Gem -
Orb created by the Drakonites and used to communicate with dragons.
Dragon handling effect; Spell DEF 10.
- Earth Ring -
Earth crystal ring (Earth).
Spell DEF 10, STR+4, INT +4, Wind RES+5, Crag Crush Effect. Fixed chance
of breaking.
- Firecrest -
Red gem confining the soul of the Divine Dragon. A sacred treasure.
PHYS RES +30, Wind RES +30, Fire RES +30, Earth RES +30, Water RES +30,
Virtue RES +30, Bane RES +30.
(Found only in the Secret Shop for 32000 Goth)
- Firedrake Ring -
Fire crystal ring (Fire).
Spell DEF 10, STR+4, INT +4, Water RES+5, Firestorm Effect. Fixed chance
of breaking.
- Forest Boots -
Silent walking boots. 1 of 4 Enchanted Hunting Wares.
PHYS DEF 9, Spell DEF 2, AGI +4, PHYS RES +3.
- Glass Pumpkin -
The witch Deneb's lucky magic pumpkin. Rumor has it that one shop in
particular will buy it for a good price.
PHYS DEF 15, Spell DEF 15, PHYS RES +5, Wind RES +5, Fire RES +5, Earth
RES +5, Water RES +5, Virtue RES +5, Bane RES +5.
- Greasy Boots -
Boots known as "black beetle feet."
Enable water walking; AGI +4, PHYS RES +3.
- Necklace of Resistance -
Far Eastern necklace said to resist spell effects.
INT +10, Bane RES +5.
- Pearl Necklace -
Rare lavender pearl necklace that gleams softly.
Prevents abnormal status; Spell DEF 20, Fire RES +10.
- Ring of Flight -
Ring crafted from the wings of a Chimera.
Enables wearer to fly; Spell DEF 5, INT +3, AGI +4.
- Ring of Flotation -
Ring crafted by priests of the Basque Sect which enables wearer to walk
on water; Spell DEF 5, INT+3, AGI+4.
- Sacred Ring -
Healing ring blessed by the Archangel Eustus.
Spell DEF 10, INT +8, Bane RES +5, Heal effect.
- Snow Boots -
Leather-soled boots that prevent slipping on ice.
PHYS DEF 9, Spell DEF 2, AGI +4, PHYS RES +3.
- Warp Ring -
Ring made by fairies that enables movement between dimensions.
Allow teleport-style movement; Spell DEF 5, INT +3, AGI +4.
- Warp Shoes -
Shoes crafted by mischievous fairies.
Allow teleport-style movement; PHYS DEF 9, Spell DEF 2, AGI +4,
PHYS RES +3.
- Wind Ring -
Wind crystal ring.
Spell DEF 10, INT +4, AGI +4, Earth RES +5, Thunder Flare effect.
- Air Blade -
Missile; 6 MP, Range 7, Area of Effect (AOE) 1; Spinning ring of wind.
- Harnella's Influence -
Global Support; 10 MP; Strengthens Wind, weakens Earth.
- Thunder Flare -
Area-Effect; 12 MP, Range 6, AOE 1-5; Lightning strike damages foes...
AOE increases with caster's INT.
- Summon Tempest -
Global Support; 15 MP; Summons storm.
- Haste -
Support; 20 MP, Range 7, AOE 1; Temporarily increases speed and allows
movement beyond normal range.
- Teleport -
Support; 25 MP, Range 1, AOE 1; Teleports ally.
- Fireball -
Missile; 6 MP, Range7, AOE 1; Fireball that damages foes, burns fields,
and melts snow.
- Zoshonel's Influence -
Global Support; 10 MP; Strengthens Fire, weakens Water.
- Firestorm -
Area-Effect; 12 MP, Range 6, AOE 1-5; Pillars of fire damage foes,
burn fields, and melt snow.
Area of Effect increases with caster's INT.
- Ray of Paralysis -
Support; 15 MP, Range 7, AOE 1-5; Paralyzing ray...
Area of Effect increases with caster's INT.
- Clear Sky -
Global Support; 15 MP; Drives away wind and rain.
- Molten Blade -
Support; 20 MP, Range 7, AOE 1; Temporarily strengthen ally's weapon.
- Acid Vapor -
Missile; 6 MP, Range 7, AOE 1; Vapor that corrodes target.
- Berthe's Influence -
Global Support; 10 MP; Strengthens Earth, weakens Wind.
- Crag Crush -
Area-Effect; 12 MP, Range 6, AOE 1-5; Damages foes with falling boulder.
Area of Effect increases with caster's INT.
- Constrain -
Support; 20 MP, Range 7, AOE 1; Temporarily lowers speed and restricts
movement by changing target's movement type.
- Hurdle Wall -
Support; 20 MP, Range 7, AOE 1; Moves ally to adjacent panel regardless
of elevation.
- Ice Javelin -
Missile; 6 MP, Range 7, AOE 1; Piercing ice spear.
- Purify -
Support; 10 MP, Range 7, AOE 1; Recovers target from abnormal status
(paralysis, charm, sleep, confusion, poison).
- Grueza's Influence -
Global Support; 10 MP; Strengthens Water, weakens Fire.
- Ice Field -
Area-Effect; 12 MP, Range 6, AOE 1-5; Damages foes by freezing the air.
Area of Effect increases with caster's INT.
- Slumber Mist -
Support; 15 MP, Range 7, AOE 1-5; Foes lured to sleep by chilling breeze.
Area of Effect increases with caster's INT.
- Poison Squall -
Support; 20 MP, Range 6, AOE 1-5; Saturates air with toxic elements,
damaging and poisoning foes.
Area of Effect increases with caster's INT.
- Lightning Bow -
Missile; 6 MP. Range 7, AOE 1; Bolt of electrical energy hits target.
- Heal -
Support; 8 MP, Range 7, AOE 1; Recovers HP of living character, excludes
undead.
- Cleanse -
Support; 10 MP, Range 7, AOE 1; Recover from abnormal status.
(stone, paralysis, charm, sleep, or confusion)
- Heal Plus -
Support; 12 MP, Range 6, AOE 1-5; Multiple characters recover HP, excludes
undead.
Area of Effect increases with caster's INT.
- Faith -
Global Support; 15 MP; Hearts are purified by God's greace, and the undead
that are about to revive are banished.
- Tranquillize -
Global Support; 15 MP; Negates support/fear effects.
- Full Heal -
Support; 18 MP, Range 1, AOE 1; Recovers target's HP fully (not undead).
- Exorcism -
Area-Effect; 25 MP, Range 5, AOE 1-5; Banishes undead (can't resurrect).
Spell does not affect undead that are reviving.
Area of Effect increases with caster's INT.
- Divine Radiance -
Effect; 30 MP, Range 7, AOE 1; Delivers massive damage.
- Ignis Fatuus -
Summon; 35 MP, Range 5, AOE 13; Summons Ignis Fatuus, the spirit of light.
Number of summons depends on caster's INT.
- Nightmare -
Area-Effect; 8 MP, Range 7, AOE 1; Foe drifts into unconsciousness and is
damaged by malignant visions.
- Fluid Magic -
Support; 8 MP, Range 7, AOE 1; Transfers MP to an ally.
- Cursed Existence -
Global Support; 15 MP; The undead are immediately resurrected by the evil
god, Asmodee.
- Brain Sap -
Area-Effect; 15 MP, Range 4, AOE 1; Absorbs MP.
- Enfeeble -
Area-Effect; 15 MP, Range 4, AOE 1; Absorbs HP.
- Fiend's Grip -
Area-Effect; 18 MP, Range 6, AOE 1-5; Damages foes by the hand of an evil
spirit. Area of Effect increases with caster's INT.
- Time Flux -
Support; 25 MP, Range 6, AOE 1; Allow second turn.
- Necromancy -
Support; 25 MP; When cast before battle's end, revives dead characters as
undead.
- Salamander -
Summon (Fire); 35 MP, Range 5, AOE 13; Summons Salamander, spirit of Fire.
Number of summons depends on user's INT.
- Fenrir -
Summon (Water); 35 MP, Range 5, AOE 13; Summons Fenrir, the spirit of Ice.
Number of summons depends on user's INT.
- Thunderbird -
Summon (Wind); 35 MP, RNG 5, AOE 13; Summons Thunderbird, the spirit of
lightning. Number of summons depends on user's INT.
- Gnome -
Summon (Earth); 35 MP, RNG 5, AOE 13; Summons Gnome, the spirit of earth.
Number of summons depends on user's INT.
- Ignis Fatuus -
Summon (Virtue); 35 MP, RNG 5, AOE 13; Summons Ignis Fatuus, the spirit of
light. Number of summons depends on user's INT.
- Atropos -
Power 60; Special sword technique (sword/katana/axe) in exchange for HP.
- Cold Breath -
Breath Attack (Water); 20 SP, AOE 1-4; Damages foes with breath of cold.
Fixed chance of sleep. Area of Effect increases with caster's INT.
- Fascination (Witch) -
Area-Effect (Bane); 15 MP, Range 7, AOE 1-5; Charms enemies with a little
flirtatious batting of the eye lashes so that they join your troops.
Area of Effect increases with caster's INT.
- Fire Breath -
Breath Attack (Fire); 20 SP, AOE 1-4; Damages foes with breath of fire.
Fixed chance of confusion. Area of Effect increases with caster's INT.
- Lullaby (Mermaid) -
Effect (Wind); 15 SP, Range 6, AOE 1-5; Listeners will be lulled to sleep
by this peaceful melody.
Area of Effect increases with caster's INT.
- Poison Breath -
Breath Attack (Earth); 20 SP, AOE 1-4; Damages foes with toxic breath.
Fixed chance of poison. Area of Effect increases with caster's INT.
- Rotten Breath -
Breath Attack (Bane); 20 SP, AOE 1-4; Damages foes with putrid breath.
Fixed chance of decreased equipment ability.
Area of Effect increases with caster's INT.
- Thunder Breath -
Breath Attack (Wind); 20 SP, AOE 1-4; Damages foes with breath of
lightning. Fixed chance of paralysis. AOE increases with caster's INT.
-----------------------------------------------------------------------
XI. Cheaters do prosper, at least in this game...
-----------------------------------------------------------------------
- DENEB -
One of the major secrets in the Knight of Lodis is the ability to recruit
Deneb, the seeminly immortal witch who has appeared in every Ogre Battle and
Tactics Ogre game to date.
How does this trick work? Well, simple:
(2) Next, in battle, persuade a male character to join your forces, giving
Deneb the Charm Emblem necessary to become a Witch.
(3) Finally, gain the necessary stats for the Witch class transformation, and
go through with it. Upon completion, the portrait picture for the witch
should change, and you no longer have just any old character.
Congratulations! You now have added Deneb Rhode to your squad. She has
slightly better level up gains than do normal witches, and she also has extra
abilities. If that weren't enough, with Deneb in your army, you now have
access to a "secret shop."
*NOTE*
Once you change the character into the Witch class, you will be UNABLE to
undo the change. You do get a pretty funny comment from the Witch herself,
though, should you try it. Check it out, if you so desire...
- SECRET SHOP! -
First of all, this trick can only be accomplished after you have added Deneb
to your army, which means you have to have done the above (hint hint).
After that has been done, go to the Scabellum level on the world map.
Entering into the Shop command with Deneb in your army, you will notice
some changes. Most notably, there is now a Pumpkinhead behind the counter
of the shop
Also, the inventory of the shop will have changed quite a bit...
Particularly worth noting in the inventory are the items known as Orbs. Yes,
they are very expensive, but they're worth every Goth... Trust me.
First, you'll need 2 clerics with heal. This needs to be their only spell
(or at least no attack spells). Next, unequip them of all their weapons and
shields. Now, start training mode with one cleric per side and no one else.
Set them both to computer players and let it play. Your clerics won't do near
enough damage to come close to killing each other, and if they ever DO, the
computer AI will probably just use cure and recover it all anyways. You can
leave this on as long as you want, you don't need to worry at all. They'll
continue to gain experience from curing and hitting each other, AND in the
meantime pick up several medals and hidden items throughout the level, and
without a hint of thought from the player. After they've reached a desirable
level, press R and leave training. Now startup training again with the two
clerics on a team, and your other characters on another team (Make sure you
control both sides and that everyone is unequiped of weapons). Have the team
of non-clerics simply attack the clerics from behind. If the clerics get low
on life, make them cure themselves. In no time at all, all your characters
will be at equal levels to your clerics. Just remember to requip everyone
after battle ;)
**My Thoughts:**
Yes, very simple to do, but very time consuming... Quick might not be the
appropriate word...
- GAME NAMES -
And now, a few minor codes, that everyone typically knows, but still need to
be included... Yay! For both of these, you simply need to name your MAIN
CHARACTER or any RECRUITED CHARACTER the following... I believe that the caps
are also important, so keep the caps lock on.
MUSIC_ON
Allows for you to enter into the music test option. (If you don't know
what that does, it basically allows you to preview/hear all the songs
and musical tracks in the game)
***NOTE!!! THIS CODE ONLY WORKS ON THE JAPANESE VERSION OF THE GAME***
MUSIC.ON
Allows for you to enter into the music test option. American version.
DEL_DATA
Deletes all saved data. Pretty self-explanatory... I would hope.
***NOTE!!! THIS CODE ONLY WORKS ON THE JAPANESE VERSION OF THE GAME***
DEL.DATA
Deletes all saved data. Pretty self-explanatory... American version.
- HIDDEN ITEMS -
*NOTES:* All coordinates take the BOTTOMMOST corner of the map to be (0,0)
On some maps, (0,0) will be impossible to get to; if this is the case, then
the co-ordinate for the bottommost deployment square will be given to the right
of the dimensions of the map; you must then use that as an offset to find the
correct tiles.
Also, the coordinate system reads as follows:
(X,Y) = (push UP X times, push LEFT Y times) for Type A
(X,Y) = (push RIGHT X times, push UP Y times) for Type B
Each co-ordinate can give you a certain treasure. Most of the time, you will
find one of the three groups of Random Treasure; these groups give you
different
items depending on your biorhythm and the actual group. Group 1 is mainly low-
level weapons with a few healing items. Group 2 is mainly items that can raise
your stats permenantly, but you will still find a few healing items and rarely
one or two weapons. Group 3 is the rarest and has the most expensive and
interesting items; you will find stuff that can change elements and alignments
here, as well as Seraph's Plumes (increases movement), Orbs and so on.
Locations that will always yeild the SAME TREASURE are marked with ALL CAPS!!
Levels that have been checked over and are correct have been marked with a *.
Lutra (14x13)*
( 2, 1): Group 1 Random Treasure (2s Ground)
( 7, 7): Group 1 Random Treasure (2s Ground)
(13, 4): Group 1 Random Treasure (2s Rocks)
(13,10): GLASS PUMPKIN (7s Ground)
Scabellum (18x16)*
(6,12): Group 2 Random Treasure (9s Ground)
(8, 2): Group 1 Random Treasure (2s Stone Floor)
(12,6): Group 1 Random Treasure (7s Ground)
(15,2): DRAGON SHIELD (4s Ground)
Solea (22x13)*
(13,1): Group 1 Random Treasure (2s Sand)
(15,7): Group 3 Random Treasure (8s Plain, BURN)
(19,0): Group 1 Random Treasure (4s Ground)
Vespa (14x18)*
( 2,11): Group 2 Random Treasure (3s Plain, BURN)
( 6, 3): GLASS PUMPKIN (3s Ground)
( 6,13): Group 2 Random Treasure (6s Plain, BURN)
(11, 9): Group 2 Random Treasure (7s Plain, BURN)
Formido (13x13)*
( 0, 6): Group 2 Random Treasure (4s Plain, BURN)
( 3, 1): Group 1 Random Treasure (2s Rocks)
( 9, 6): Group 1 Random Treasure (9s Ground)
(12,12): DRAGON GEM SWORD (18s Stone Floor)
Ardea (18x14)*
( 3,11): Group 1 Random Treasure (6s Ground)
( 4, 0): Group 2 Random Treasure (3s Plain, BURN)
(17, 5): Group 1 Random Treasure (5s Gravel)
Urodela (13x15)*
(3,13): HYACINTH FAN (2s Ground)
(7, 5): Group 1 Random Treasure (5s Ground)
(7,12): Group 3 Random Treasure (8s Plain, BURN)
(12,0): Group 1 Random Treasure (5s Ground)
Bison (13x19)*
( 0, 1): Group 1 Random Treasure (3s Ground)
( 0, 7): Group 1 Random Treasure (3s Ground)
( 0,12): Group 3 Random Treasure (2s Plain, BURN)
( 1,18): Group 1 Random Treasure (3s Ground)
(12,12): Group 2 Random Treasure (2s Plain, BURN)
Sufrir (13x19)*
( 0,10): Group 3 Random Treasure (6s Stone Floor)
( 1,13): Group 1 Random Treasure (9s Rocks)
( 3, 6): Group 1 Random Treasure (4s Rocks)
( 8, 9): Group 1 Random Treasure (6s Rocks)
(11,16): ICE WAND (16s Rocks)
Arena (15x13)*
(2,11): Group 2 Random Treasure (3s Ground)
(7, 1): Group 1 Random Treasure (2s Ground)
(11,8): Group 1 Random Treasure (3s Gravel)
(12,1): Group 1 Random Treasure (2s Ocean)
Rana (21x17)*
( 3,15): Group 1 Random Treasure (2s Rocks)
(11,10): Group 1 Random Treasure (2s Ground)
(16, 1): ICE BLADE (2s Ground)
(16,13): Group 3 Random Treasure (3s Ground)
Aquila (17x15)*
( 2, 2): VOLCAETUS (2s Ground)
( 8,11): Group 2 Random Treasure (14s Ground)
( 9, 3): Group 2 Random Treasure (7s Ground)
(11, 7): Group 1 Random Treasure (14s Ground)
Gryllus (13x20)*
(1,17): Group 2 Random Treasure (7s Plain, BURN)
(5, 7): GLASS PUMPKIN (3s River/Lake)
(6, 2): Group 1 Random Treasure (3s Gravel)
(7, 6): Group 1 Random Treasure (3s River/Lake)
(9, 9): Group 2 Random Treasure (5s Plain, BURN)
Blete (18x14)*
( 6, 6): Group 1 Random Treasure (9s Rocks)
( 7,12): Group 2 Random Treasure (12s Plain, BURN)
(10, 1): Group 2 Random Treasure (3s Ground)
(17, 1): Group 1 Random Treasure (8s Rocks)
Belleza (14x12)*
( 0,11): SNAPDRAGON (4s Plain, BURN)
( 1, 7): Group 2 Random Treasure (4s Ground)
( 3, 2): Group 3 Random Treasure (3s Ground)
( 6, 9): Group 3 Random Treasure (11s Ground)
(11, 0): Group 2 Random Treasure (4s Ground)
Naja (22x16)*
( 4, 1): Group 1 Random Treasure (2s Ground)
( 7,13): Group 1 Random Treasure (4s Plain, BURN)
(13, 2): Group 1 Random Treasure (2s Gravel)
(18,14): Group 1 Random Treasure (5s Gravel)
Sotavento (14x13)*
( 0,12): Group 3 Random Treasure (8s Ground)
( 3, 6): Group 1 Random Treasure (4s Gravel)
( 9, 6): Group 1 Random Treasure (7s Ground)
(12, 0): SNAPDRAGON (6s Gravel)
(13,10): Group 2 Random Treasure (11s Ground)
Haena (19x13)*
( 0, 5): Group 1 Random Treasure (6s Ground)
( 6,10): Group 1 Random Treasure (11s Ground)
(12, 8): Group 1 Random Treasure (14s Ground)
(14, 0): Group 3 Random Treasure (13s Plain, BURN)
Gracula (16x22)*
( 2,11): Group 2 Random Treasure (3s Ground)
( 4, 3): Group 3 Random Treasure (2s Ground)
( 5,17): Group 1 Random Treasure (8s Ground)
(14, 8): Group 2 Random Treasure (10s Ground)
>Crypt (20x16)*
(12, 8): RING OF THE DEAD (1s Stone Floor)
>Ostorea (18x14)*
( 6, 7): Group 1 Random Treasure (3s Ground)
(12, 4): Group 1 Random Treasure (4s Ground)
Rebanada (17x16)*
( 5, 6): Group 3 Random Treasure (8s Ground)
( 7,14): Group 3 Random Treasure (14s Ground)
(15, 2): TATHLUM (9s Ground)
Harmonia (17x21)
( 3, 4): Group 3 Random Treasure (4s Snowy Field, BURN)
( 7,10): Group 1 Random Treasure (4s Ground)
( 9,16): Group 1 Random Treasure (5s Snowy Plain, BURN)
(14, 3): Group 3 Random Treasure (5s Snowy Field, BURN)
Charadrius (14x19)
( 2,17): Group 3 Random Treasure (11s Snowy Plain)
( 3, 5): Group 3 Random Treasure (8s Snowy/Icy Plain)
( 9, 4): Group 3 Random Treasure (8s Snowy/Icy Plain)
( 9,11): Group 3 Random Treasure (10s Snowy/Icy Plain)
(13, 5): Group 3 Random Treasure (13s Snowy Plain)
??? (12x12)
No Treasures
-----------------------------------------------------------------------
XII. All your random questions are belonging HERE!
-----------------------------------------------------------------------
______
Q: "Mental Gauge?!?! What is it? What does it do? Etc!"
A: From my play experience, and what I have read, the mental gauge is more
than just luck, it's a measure of attitude of the character.
It works on a scale from -2 to +2, measuring the character's possible
performance in a battle situation. The (+) numbers run more along the lines
of bravery, meaning that the character will deal higher damage, might counter
more often, and might evade more. The (-) numbers imply cowardice, which
would be the opposite of the effects I just mentioned ^_~
A: Absolutely nothing.
A huge rumor about the biorhythm concept is that it's the same as the mental
gauge, which I have found to be incorrect (with a little bit of help, mind
you). The two concepts are not related, in any way. Sorry for the confusion.
A: Oh boy... For this answer, I'm going to go straight to Terence, who just
gave a damned fine answer on the GameFAQs boards.
"The biorhythm in KoL is thus a hidden sine wave whose statistics are different
for each character. Some character's have a sine wave that repeats more often,
some have one that varies more, some have one that start at a different date,
etc., etc.
Thus, there are three definitions that are important here:
Biorhythm: The above hidden sine wave thingimajig. By using your biorhythm and
the current date, you determine your Luck.
Luck: A hidden stat that is *never* told to you and the results of which are
never shown to you *before* you make a move. For example, a 99% hit rate might
be a lot lower if you had bad Luck, but it would still show 99%.
Fortune: What you see when you press Select on someone's name. This is not the
same as Luck. It is not the same as Biorhythm. What it does is give you an
indication of what your current position along the biorhythm is (but only
roughly), as well as give you basic stats on what your biorhythm is set up as.
Of course, most of this information is useless unless you know the whole list
of fortunes, but the FAQ I just submitted should change that."
[Note to all -- see his FAQ for future information on this subject]
______
Q: "What is the training mode? How does it work?"
A: Training is basically a way for you to level up your troops by pitting them
against each other. I know that sounds a bit weird, but in reality, it's an
awesome tool. Instead of actual combat, though, you don't have to worry about
some uncertainties... You can make it so you control both teams, or just one,
or even neither. It's all up to you. You also get to choose the teams. It's
really a great way to level build.
You can train in any location that you've visited, assuming that you are
currently standing there... The training mode is only available upon
completion of your second battle. Don't ask about it, or even try to train
before then. Still, after those twenty minutes it takes to go through those
two battles, you can train whenever you like.
______
Q: "Can you permanently lose any of your characters (should they die) while
training? Also, can you gain exp in this manner? items?"
______
Q: "I don't understand the significance of the fortuneteller. What does it
do, and what affect does it have on the game?"
______
Q: "What is persuasion and how does it work?"
First, you have to weaken him/her. Yes, much like in that darned pokemon
game, you can only persuade when the HP of your target is low. I think this
is because you're showing your strength to the opponent, making them want to
join such a strong group.
Second, you have to confront them. Now, what this basically means is that
you have to be standing beside them. You cannot persuade from 2 squares
away, 3 squares away, or even 20 squares away. You have to be right next to
them.
Finally, and here's the really hard part (right...), you have to talk to them.
Now, the reason I called this "flirt" was simple: it is always easier to
persuade with a member of the opposite sex. ALWAYS. (Sort of makes sense
though, doesn't it?) This will count as your action for the turn, and you
cannot change your direction afterward, but trust me, if successful, that
won't really be a concern.
Another kinky twist in this system seems to, yet again, follow the "flirt"
method. Creatures and characters of like species seem to persuade others of
their species well. For example, use a hawkman to persuade a hawkman. Also,
humans of similar classes will persuade each other much more effectively. In
other words, trying to persuade a magic user (e.g. a wizard) with a soldier
will not work as well as trying to persuade the same wizard with a siren, or
witch, or wizard of your own.
I guess the whole "flirt" thing really DOES work well ^_~ I'm brilliant!
Now, if all of that has been done correctly, and the target is low enough HP,
you'll get a new addition to your army! Congratulations!
______
Q: "What are some of the advantages/disadvantages of persuading an enemy?"
A: Besides the addition of another person to your army, you get a few perks.
For example, when you persuade a person in battle, they IMMEDIATELY join you,
which means that they can then help you win the REST of the battle. This is a
huge benefit, especially if you have already lost a character, or are merely
outnumbered.
Another very important benefit is that they come FULLY EQUIPPED. That's
right, anything that the character has on them, or has learned, comes with
them when persuaded. This is a huge deal, especially when, later in the game,
the enemies have incredible weapons to steal and such.
The only real disadvantage that I see from persuading is that, for the rest
of the battle, the persuaded character has the Guest AI and with the low HP
you've given... Yes, the Guest AI really bugs me, as it should you. Even with
that, however, you've now got another person to fight with you, so that will
always be good...
______
Q: "Can you connect the English version of TO:KoL with the Japanese version
of the game? If so, what are the limitations?"
A: [Contributed by evilwasabi]
"I have both and tried it, and for switching all items, except the
Longiculnis, it works. You cannot switch players though, even if the name
of the player on the japanese version is in english. Versus is bugged. You
can make it so player 1 will always win and player b will get a draw if you
do the following:
Have the player 1 part of the link plugged into the system running a US cart,
and plug the 2nd player part into the japanese, then in setting up the fight,
make the japanese unit go first. The battle will begin, but immediately flake
out, and all the players on the US side will get lucky soldier emblems, if
they haven't already recieved them, and the fight will end. If you try hooking
them up any other way the game will simply conk out."
[/Contribution]
______
Q: "What do all the different types of Movements mean? How do they work?
And what's with the second movement type?"
A: There are two categories of movement: Active and Passive. Each of these is
the subdivided again into 5 different categories. Just for simplicity's sake,
here they all are:
ACTIVE MOVEMENT:
1 - Walking
Walking characters are your basic kind of movement. They can move vertically
2 steps up or drop 3 steps down. Thee warrior classes generally take this
movement style. These are just your simple style of walking, like a soldier
has.
2 - Trudging
The second most common style of active movement, trudging characters are
generally heavier and have less movement. Dragons, beasts, and spellcasters
generally fall into the trudging category. They are limited in vertical
movement to 1 step up and dropping only 2 steps.
3 - Acrobatic
The most nimble of characters fit into this style of active movement. These
characters can jump up to 3 steps upward and drop up to 4 down. Ninjas are
the most common example of this category.
4 - Flying
Winged creatures and characters employ this style of active movement. Very
helpful in combat, flying characters don't have to worry about height at all
when moving. They do have to worry about walls and rocks, however, which
might block their paths of movement.
5 - Warping
The ability to move to any destination instantly, and that with no movement
cost, warping avoids terrain, obstacles, and ANYTHING in its path. A
character with this movement style can move freely to anywhere withing their
movement range. Unfortunately no ordinary human has this ability...
PASSIVE MOVEMENT:
1 - Wading
The most typical category, characters are not very good at moving in water,
although they sure try their hardest and can move up to one step below the
water's surface. Movement in water will make their attack and defense
greatly drop.
2 - Semi-Aquatic
Characters in this category are able to move in water up to one step below
the surface (like wading), except that their attack and defense only go down
slightly, as compared to wading characters which go down significantly.
3 - Waterwalking
Instead of sinking in water, these characters have the ability to stand on
its surface as though it was land. Still, as with semi-aquatic characters,
the attack and defense do suffere a bit from this exertion. (Walking on water
is not easy work!) Ninjas are the prime example of this category.
4 - Aquatic
Aquatic characters specialize in movement in water. They can move one step
below the surface without losing much energy. However, they are not capable
when it comes to movement OUTSIDE of the water. Mermaids and octopi are
examples...
5 - Floating
As this type sounds, characters do not touch the land they are on. They never
touch ground, even over water, and can move and stop anywhere, except where
there are obstacles. Fairies, gremlins, and ghosts are examples...
______
Q: "What are the elements in this game? How are they used?"
A: Ok, there are 6 key elements in any Ogre Battle game. They've been the
same in all of them, and this is no different. However, just to humor you,
here they all are:
- Wind -
Goddess Harnella (goddess of the sea) controls this element. Mainly, it
influences a character's agility and the weather. Wind is opposite the Earth
element, so it does more damage to (but also recieves more damage from) earth.
- Fire -
Goddess Zoshonel controls this element. It influences the weather along
with all things created by humans. It strongly opposes Water...
- Earth -
Goddess Berthe (goddess of the harvest) leads the Earth. It influences
the land and stongly opposes Wind...
- Water -
Goddess Grueza is the embodiment of Water. It controls rivers and oceans
as well as having the effect of purifying, driving evil away. It strongly
opposes the Fire element.
- Virtue -
Ishtalle, goddess of light and war, controls Virtue. It gives "new life
to people and repels the poewr of darkness (bane)."
- Bane -
The only male god, Asmodee, controls the powers of Bane. This element can
influence the very essence of time, also capable of bending people's minds
against their wills (or the wills of the gods). It strongly opposes Virtue.
______
Q: "Where do you get necromancy? I can't find it anywhere!"
A: [Contributed by evilwasabi]
One confirmed location for the necromancy spell was found in Quest Mode,
In the Batraal Crypt. Some have said that you need to Defeat Leader in
under 10 rounds (which is rather simple).
______
Q: "What can you tell me about angel knights?"
A: [Contributed by TetraFluoride]
On Transmigration
When a character transmigrates he/she does receive a small amount of
experience points. This does not happen when a character is normally
revived. I had my priest with 0 biorhythm transmigrate 6 out of 12 times,
that seems about right. Angel Knights use SP so any current MP the character
had is converted into SP. Also, all spells that were equipped are removed
and placed in the inventory.
On Angel Knights
An Angel Knight has no alignment, only an element. One really weird thing
involves giving an Angel Knight the dragon equipment (Dragon Shield, Dragon
Armor, Dragon Helm, Dragon Eyes). Normally this gives the user the
corresponding elemental breath attack at the price of 20 MP/SP. They are:
Wind- Thunder Breath, Water- Cold Breath, Fire- Fire Breath and Earth- Poison
Breath. Because the Angel Knight is Virtue I wasn't sure what was going to
happen but after transmigrating/testing/resetting five times she had the
Thunder Breath each time. My priest was Water elemental which makes me
believe that Thunder Breath is the "default."
As you probably know, Alphonse cannot become an Angel Knight, but he can
still get the emblem. Alas, when he dies you get a game over screen before
anything else can happen. Alphonse (and any other character) can get the
Archangel's Feather emblem in Training mode with any of the normal ways to
revive. Therefore, there is no need to waste a Sacred Stone of the Bliss
(which is quite expensive...)
That's it, unfortunately. After their 'death message,' you will either see,
or not see, another text box pop up, indicating their transmigration to the
angel knight class. If no such box pops up, revive your character again and
keep on trying. Sooner or later, the odds favor the change to angel knight.
Sooner or later...
______
Q: "Where can I find a Ring of the Dead?"
- After defeating Rimmon at Rebanada (Chapter 3), return to Rebanada and fight
Saia. After the battle, tell Saia that you fight for peace (Choice B) and he
will give you the ring. Doing this means you CAN NOT get Saia, you MUST do
this before getting Lobelia in Ardea. If Lobelia is with you when you begin
this battle Saia just dies at the end and you can't get Saia or the ring.
______
Q: "How do I get the emblems that require you to be all the classes? For
humans,
doesn't that require you to be both a lich and angel knight? Help!"
A: Yes, it does require just that. Here is one set of solutions, provided by
a nice contributor. Keep in mind that this is NOT the only way to do it,
but it is one way...
______
Q: "What do people mean when they refer to 'Set Items?'"
A: The so-called Set Items are the items that come IN SETS. Here, the easiest
way to explain this is to just list them all, and their benefits.
- Dragon Set -
**Contributed by Tetra via email (who is the MAN)**
Effect: Gives the user the 'breath attack' of their element. A character that
wears the Dragon Set also gives dragons and other wearers of the
Dragon
Set that are on the same team +1 to their mental gauges if they are
within 3 spaces. This is identical to the Dragon Tamer's ability. In
fact, if a Dragon Tamer adorns the Dragon Set she will give +2 to her
corresponding allies!
**NOTE: For Bane- and Virtue-elemental characters, the breath attack will
depend
on the terrain they're standing on.**
Fire Breath -- Gravel, Tar
Cold Breath -- River/Lake, Ocean, Channel, Ice Field, Snowy/Ice Plain
Poison Breath -- Ground, Stone Floor, Stone Roof, Rocks
Thunder Breath -- Plain, Swamp
Includes:
Dragon Shield
Dragon Armor
Dragon Helm
Dragon Eyes
- Candy Set -
Effect: Restores to the user 10% of max HP after any turn (when damaged).
*** Thanks to Mike82819 and Tetra for confirming this! ***
Includes:
Sugar Cane
Candy Armor
Chocolate Shield
Candy Helm
-- Ummm, yeah!
-- For right now, just the randomness of these comments will have to do!
-- w00t! I'll update later!
________________________________________________________________________
************************************************************************
************** (XIII) A Few Final Comments to All of You **************
************************************************************************
________________________________________________________________________
If you have an idea for a question to add, or just have a question you
want answered, before you submit them to me, make sure you check to
make sure they are not already in the FAQ.
I'll be more than happy to take any questions and answers that you may
find useful, but please, make sure, before you send it my way, that
I don't already have it in here. It is such a pain to sort through
all the mail as it is.
One of the first people to really help me out gave me a bit of info on both
the story and the introductory segments. Landon (from www.tacticsogre.com)
helped me by giving the numbers and points for the Fortune Teller questions
as well as their effects. He has also provided an extra host for the FAQ.
If that wasn't enough, the simple maintenance of his site, and the continual
update of information on there has been of insanely high value to me. Then,
to top all that off, he contributed almost an entire set of class level-up
bonuses. Wow. I just don't know what I would have done without his extra
resources. Thanks Landon!!
Another huge figure in this, with lots of knowledge on the OB/TO universe and
a near-encyclopedic obsession with figuring it all out, Rashidi has been
invaluable. He knows, easily, the most on this series I have ever witnessed,
except perhaps goukei (with whom I talk very little, unfortunately). Still, he
has been a great help, especially filling me in on what history I really should
know. Thanks a million Rashidi!
As if to finish what Haunter started, beyowulf came along and began doing a
really great job with some of the battles, greatly aiding my walkthrough
progress. All in all, he actually took the A Path through to completion in
a much shorter time than I did. However, he also added significantly less
commentary. Still, he did a GREAT job, and he really helped me out...
More great help came from both DeadS and Terence, who wrote up a lot of
the hidden item locations for me. Without that, I am SURE it would have
taken a lot longer to put in this guide... Both of you did an outstanding
job, and thank you so much!
Another notorious shout out is for the man called Questionable. Especially
after the first release of the FAQ (version 2.0), he did some hardcore
gaming to help fill in the gaps for stat increases. Going beyond the call
of duty, he gave complete stats for several questions, as well as a few
item descriptions. Then, as if he was just a contributing machine, he aided
me in lots of other ways, such as finding flaws in the guide, filling in more
spells that I had missed, and just generally doing LOTS of useful things, all
to make this more complete. Overall, he was just a great contributor!
And now, due to a MAJOR oversight, I am quite pleased to add to this list the
man known as Tetra! He has provided far too many contributions for me to list,
but among the list should be a serious job of editing, some outstanding emblem
contributions, and even more that I just can't remember due to my own small
memory. ^_~ Either way, huge amounts of thanks to Tetra, and an apology for
not doing this earlier!
I suppose after that it is only right to thank the major contributors, who I
have taken quotes from or asked specific help of:
...and everyone else who helped me compile questions, answers, and just
generally, on both the GameFAQs boards or those who just contributed ideas
in emails and IMs.
Last but definitely not least, I'd also like to thank every member of
the two Ogre Battle and Tactics Ogre Boards on GameFAQs.com, for either
directly or indirectly you have contributed to this. Even if you just
asked one simple question once, or flamed someone else, you have helped
me somehow.
You could take all my advice and just take my word for everything, but still,
I learned all this from going out and doing it, playing the game, and having
fun. That is, and has always been, the best way to figure out the answers to
your own questions. I suggest you get to it. good luck
Have fun! That is what this game is meant for. If you find yourself
starting to hurt your controllers and throwing them across the room in
a fit of anger, why not take a break for a bit? Come online, go to the
boards, and let the vets flame your aggression out of you. It will be fun
(for us), I promise. If that doesn't float your boat, then just remember:
This guide should only be found on the following sites. Please please please
let me know if you find it elsewhere, since i will then need to contact
someone about a little problem...
www.gamefaqs.com
www.tacticsogre.com
www.gamespot.com
www.neoseeker.com
www.cheathappens.com
www.ign.com
www.mmxt.cjb.net
This FAQ is the property of bearsman6, Sean Sexton, and the rest of his
numerous personalities. Any use of this FAQ without his (our) permission is
strictly prohibited. If you would like to get in touch with him,
please direct all comments and email to bearsman6@hotmail.com.
If that wasn't enough, you can almost always find me on the game boards at
www.gamefaqs.com. I am constantly patrolling the board for this game,
especially, though under various names. If you have a question, just post
there and address it to bearsman6 and I will answer in one of my many forms.
Fine fine, here is the list so far: bearsman6 (the obvious choice of
champions), Sixx, BLEEP (don't ask, please), prose, Iguana Lightblade, nine11,
something xzotic, and another, but you don't need to know that one.
Thank you again, to all that contributed and helped along the way, especially
all my awesome vets at the OB boards. Without you, I would never have cared
enough, really(c) to write this... Thanks again.