,'ŻŻŻŻŻŻŻŻŻ\ _,ŻŻŻŻŻŻŻŻŻŻŻŻ/ | _,-, /Ż \ ,----, ,'Ż |/ / /ŻŻŻŻ \) ,'Ż \ / / /| ,' \ / / ____ ____/ |_ ____ ____ / /ŻŻŻŻ\ ) /\ _,_ ___, / ( Ż)_ | ,_} _|/| ,_) __\ ( ( ) )ŻŻ ) { ) ( \ /| || | | | | | | \ \ ( ( ) )|Ż| | |Ż| {) | \ \____/) (_)( |_/) |\| | |_/)_) ) \ \____/ / |_| | ( | _/) \ / \__/\)__/|__/|_|\__/___/ \ _/\___ |\/ \__/ \_____/ THE KNIGHT OF (( LODIS \___,-' / / \) {,'ŻŻŻ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Spoiler-free FAQ/Walkthrough by Shotgunnova (P Summers) | shotgunnova@gmail | |_________________________________________________________|___________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS Attack Elevation.................................................. ATKL Spears and Whips.................................................. SPRW Missile Attacks................................................... MSLA Knockback......................................................... KNBK Persuasion........................................................ PRSN Summon Spells..................................................... SMNS MP and SP......................................................... MNDS Terrain Change.................................................... TRRN Terrain Bonuses................................................... TRBN EXP & Leveling-up................................................. XLVL Status Abnormalities.............................................. STTS Element / Alignment............................................... LMNT Weapon Proficiency................................................ WPNF Mental Gauge...................................................... MTLG Character's Luck.................................................. CHRL Buried Treasure................................................... BRDT Quest Mode........................................................ QSTM Tips N Tricks .................................................... TPST III. WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT 00) Start 'Er Up.................................................. WK00 01) Lutra Islands................................................. WK01 02) Scabellum..................................................... WK02 03) Vespa......................................................... WK03 04) Formido....................................................... WK04 05) Ardea......................................................... WK05 06) Urodela....................................................... WK06 07) Bison ........................................... [Path A] ... WK7a Sufrir .......................................... [Path B] ... WK7b 08) Arena ........................................................ WK08 09) Rana ......................................................... WK09 10) Solea ........................................................ WK10 11) Aquila ....................................................... WK11 12) Gryllus ....................................... [Optional] ... WK12 13) Blete ......................................... [Optional] ... WK13 14) Vespa [II] ................................................... WK14 15) Belleza ....................................... [Optional] ... WK15 16) Naja ......................................................... WK16 17) Sotavento .................................................... WK17 18) Haena ........................................................ WK18 19) Gracula ....................................... [Optional] ... WK19 20) Ostorea Preparations .......................... [Optional] ... WK20 21) Ostorea West ................................................. WK21 22) Ostorea South ................................................ WK22 23) Ostorea Throne Room .......................................... WK23 24) Ostorea Crypt ................................................ WK24 25) Rebanada ...................................... [Optional] ... WK25 26) Harmonia ..................................................... WK26 27) Charadrius ................................................... WK27 28) Angel's Headstone ............................................ WK28 29) Hall of Corruption ........................................... WK29 30) Garden of Memories ........................................... WK30 31) Hall of Conviction ........................................... WK31 32) Nether Region ................................................ WK32 IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN Class Overview ................................................... CLSS Equipment List ................................................... EQPT Emblem Guide ..................................................... MBLM Spell/Skill Listing .............................................. SPLK Buried Treasures ................................................. BRTR Quest Mode ....................................................... QSTM Endings .......................................................... NDNG V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ VI. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I. CONTROLS [CNTR] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Button configs can't be changed. However, in-battle shortcuts can be made by using the Options menu. By "extra information," it means that button can be used to see extra info on stats, terrain, enemy information, and so on. It's a real useful tool! ___________ _____________________________ _________________________________ | BUTTON | NORMAL FUNCTION | BATTLE FUNCTION | |ŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | D-Pad | Used in navigating menus | Used in navigating menus | | Start | --------------------------- | Bring up suspend data option | | Select | See extra information | See extra information | | A-Button | "Select" button for menus | "Select" button for menus | | B-Button | "Cancel" button for menus | "Cancel" button for menus | | L-Button | --------------------------- | Use battle-related shortcut | | R-Button | Bring up world map menu | Use battle-related shortcut | |___________|_____________________________|_________________________________| _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ II. TH' BASICS [THBS] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Most of this can be found in-game, but lots of people don't harness the hints and such, so now it can be found here! _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ATTACK ELEVATION [ATKL] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Elevation and weapon range dictates how advantageous a position can be for the player. Spears and whips can reach two panels to attack an enemy, with restrictions being 3s (steps) up and 4s down. Swords, rapiers, and other one -handed weapons can only hit 2s (steps) up or 3s down. This means if an enemy has a one-handed weapon and is attacked from 3s above it, it won't be able to counterattack. Attacking from behind is another way to 'ensure' that the enemy won't counterattack, although it can still BLOCK the attack at times. To see if an enemy can counterattack, select an enemy as a target to bring up the stats menu where it shows the projected damage, Hit% and such. Look at the the arrow between them. If it is blue, that unit's safe and the enemy is not able to counterattack; if it's red, a counterattack is possible. _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ SPEARS AND WHIPS [SPRW] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Spears and whips are able to hit two panels from where they stand, thus being able to hit up to two enemies (pierce through) and/or earn the Lancer emblem, which is gained through hitting two enemies with one weapon attack. Unlike one-handed weapons, their height restrictions aren't as poor, letting them hit 3s (steps) up and 4s downward. They can still pierce two enemies even at a slant, but only if both are within the 0-4s range. This is what the tutorial means when it says "the range may change depending on the height." _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MISSILE ATTACKS [MSLA] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Missile attacks (bows, crossbows) fire projectiles which have a certain range set into them. Pretend that an Archer and a target are on even (0s) ground. The archer attacks and the range is 4 panels. The set range ONLY applies to flat elevation, despite what's displayed! This means that a higher elevation, an archer can shoot outside its range due to the projectile falling at a slant. Using the same example above, if the archer moves onto a 1s panel and attacks an enemy on a 0s panel, it's range will still be shown as 4 but it can shoot one more panel beyond, making the actual range 5. For enemies that can fly (Fairies, Hawkmen) and secure the highest positions with ease, their range will be boosted to a high degree. The only problem with shooting outside the range is that obstacles are NOT taken into account in the displayed Hit%. If there is a pillar in between the target and shooter, it may show 100% hit rate but it'll be 0% in actuality, y'dig? _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ KNOCKBACK [KNBK] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Knockback (or recoil, as the game calls it) occurs when a unit is attacked in such a way that it's displaced from its current position, moving to another panel. Critical hits can make a unit move one space backwards, and shields're capable of doing this at a much HIGHER rate but with much LESS damage. Either way, knockback is a strategic maneuver that should be used with much consideration. Y'see, recoiling characters can suffer extra damage if there is an obstacle behind them and they bump into it; and, if knockback moves a unit off a large height, such as the castle wall at Ostorea West, they can suffer tremendous fall damage. Units that can inherently fly do not suffer fall damage, just as characters who are granted flight temporarily (through equipment) do not. However, units that can Warp, such as ghosts or those with Warp Rings/Boots on, still CAN suffer fall damage. Knocking people off walls may be rather cheap, but for a game that basks in strategic maneuvers, equipping a shield can be worth that extra weight. Oh, and one more thing: characters cannot be recoiled onto spaces otherwise untraversable to them. For instance, a Ninja can water-walk and would thus be able to be recoiled onto Ocean panels, unlike soldiers which would simply be 'knocked back'...just without moving. _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ PERSUASION [PRSN] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Persuasion is another 'passive' way of defense, in which an ally unit tries to recruit an enemy unit onto the team. If it's successful, that enemy unit can become a permanent ally member (guest for that battle). However, if the persuasion fails, a counterattack is suffered. Lowering the target's HP'll increase the chance of inviting that unit into the ranks. Ally units have easier times persuading if they are the same class as the target. So, a Soldier can persuade enemy soldiers better than, say, a witch. The 'Arbitration' emblem gives a bonus to future persuading, and the 'Vixen's Whisper' emblem is obtained when an ally female unit recruits an enemy male unit. A Vixen's Whisper is also needed to become a witch, by the way. However, some units cannot be recruited no matter the odds stacked in one's favor. Naturally, units marked with 'Leader' status (i.e. bosses) cannot be recruited under any circumstances, nor can special enemies like: • Duke Knight • Daemon • Dark Angel • Bandit • Dark Stalker • Predator • Hell Gigantes I'm sure there are more non-playable characters, but the above ones are found naturally in the game. _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ SUMMON SPELLS [SMNS] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Summons are special spells that have high MP costs but attack multiple times on multiple targets. However, their usage is better for single targets since the damage is centralized on that one person. These magicks are special enough that only some certain classes can use them. I'd call them by name, but to preserve spoiler-free atmosphere, I'll just go by class: • Sorceress • High Priest • Shaman • Summoner • Witch <3 The normal class 'Siren' can also use summons, and is restricted to females only, so that's another option. You'll have to go through the paeans of class ascension to get one, though. LICHES CANNOT SUMMON. Just thought I'd say that. Oh, and one weird thing about summons. If a summon is used and there aren't any enemies in range, it'll attack the summoner! Seriously, watch out! _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MP AND SP [MNDS] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MP and SP are the 'currency' by which abilities are used. Magic abilities and summons use strictly MP, and those are restricted mostly to special units. Some demi-human classes (Hawkman) and monsters use special skills, which is where SP is used. Again, they ONLY use SP. The dichotomy between MP and SP is this: MP can be recovered naturally or by synthetic means (items), while SP can only be recovered naturally. _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ TERRAIN CHANGE [TRRN] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Inclement weather can change the terrain, and this applies to quite a lot of battle sites. There are two types, being rain and snow. Here's the lowdown. • RAIN - Rain on its own doesn't affect anything; however, continuous rain in battlefields with bodies of water can rise 1s (step), washing out the previous dry land. Units that are in the water at this time will still be there, but if they are not a water-type creature, will have lowered attack power. This change is often temporary, as waterlines can recede eventually. When this happens, it happens between turns. Some terrain types, such as 'Plain', will undergo elemental changes at this time with any positive number gaining +5 resistance and the negative numbers losing 5 more resistance. Flooding can only happen once (1s) and no more. • SNOW - Snow is a seasonal occurance and happens on most battlefields. Note that this CANNOT happen during battle. Instead of attack power being reduced, movement is reduced. Enemies that can fly, warp, or snow- -walk (thanks to Snow Boots) can bypass its effect. Indoor b'fields, ones with lava, and towns will often now reflect this change. This can be a problem for treasure-hunters, since terrain underneath is still the same, i.e. one has to melt and then burn Plain panels to check underneath. The problem is, when it's snowing, panels can be re-covered with snow again. This makes treasure-hunting in places like Ostorea an exercise in annoyance. Use global weather-affecting spells like Clear Day to make the sun come out. One more cool thing about snow. If there is a light snowfall and the support ability 'Summon Tempest' is used, it changes the weather into a venerable blizzard! _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ TERRAIN BONUSES [TRBN] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Terrain bonuses result in better elemental defense if you're looking out in that area, or can leave you with less defense against a certain element. To find out the defenses in-game, hover the movement cursor over a piece of the geography and it can tell its defenses in the upper-right corner. Also, use the select button to see the name of the terrain. I won't list where all the terrain types can be found, 'cause that'd just be overkill. Enjoy! _________________ ______ ______ ______ ______ ______ ______ | NAME | FIRE | WIND | ERTH | WATR | BANE | VIRT | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ| | Carpet | | -10 | +10 | | | | | Channel | -10 | | | +10 | | | | Gravel | +10 | -10 | +10 | -10 | +05 | -05 | | Ground | | -10 | +10 | | | | | Ice Field | -15 | | | +15 | | | | Icy Swamp | -05 | +05 | -05 | +05 | +05 | -05 | | Lava | +15 | | | -10 | +10 | -10 | | Mold | -05 | -05 | +05 | +05 | +05 | -05 | | Ocean | -10 | | | +10 | | | | Plain | -10 | +15 | -15 | +10 | -10 | +10 | | Plain | -05 | +10 | -10 | +05 | -05 | +05 | | River/Lake | -10 | | | +10 | | | | Rocks | +05 | -10 | +10 | -05 | +10 | -10 | | Roof | | -10 | +10 | | | | | Sand | +10 | | | -10 | | | | Snowy Field | -10 | | | +10 | -05 | +05 | | Snowy Pavement | -10 | | | +10 | -05 | +05 | | Snowy Plain | -10 | | | +10 | -05 | +05 | | Stone Floor | | -10 | +10 | | | | | Stone Roof | | -10 | +10 | | | | | Swamp | -10 | +15 | -15 | +10 | +05 | -05 | | Tar | +15 | | | -15 | +15 | -15 | | Wooden Floor | | -10 | +10 | | | | |_________________|______|______|______|______|______|______| Rainy weather may further increase elemental boosts/weaknesses, and some patches may add/subtract 5 points. The above is usually what the tiles will be found as. _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ EXP & LEVELING-UP [XLVL] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ EXP is gained through taking action in battle, whether it be using items, attacking, or counterattacking. This applies to friend or foe, mind you. When one hundred (100) experience is obtained on a unit, s/he will go a 'level-up' and have augmented stats in accordance with their class. As levels increase, attacking low-level units results in lower EXP, which forces more action vs. harder units to gain better experience. The maximum level is fifty (50). In addition, new special abilities (ones that use SP) can be obtained, unlike normal human-type classes which never learn new class abilities. As stats rise and certain quotas are met, magicks will broaden their range. Some start at one target and raise to a plus-shaped (+) area that can hit five panels at once, for instance. _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ STATUS ABNORMALITIES [STTS] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Status, or the current health of a unit, may change when support spells, attack spells, or special abilities are used. Units marked as a 'Leader' are immune to all status effects, and this includes Alphonse. The following can be inflicted on everyone else: • PETRIFY - The unit turns to stone and can take no further action during the battle. A 'game over' occurs if all units become petrified, which is a rare occurance. • PARALYZE - The character becomes temporarily incapacitated and cannot take action, nor can it counterattack. Since the unit's defenses are lowered, they also take damage much easier. It recovers naturally and may recover quickly or slowly, depending on a random chance. A character cannot recover DURING a phase, only in-between. • SLEEP - Sleeping is, as most games have it, temporarily incapacitating a character. A character cannot attack during this state and has lowered defensive/evasion capabilities. When damage is incurred, the unit wakes up, unlike paralysis which remains even if damage is taken. There's a relatively high chance of it wearing off on its own, too, at least in comparison to paralysis. • CHARM - Moves like Fascination can inflict this status, where an enemy unit (or ally, depending on who uses it) temporarily changes sides and attacks its friends. It generally has a short duration and can recover naturally, or after receiving damage. • CONFUSE - Confusion makes a character's brain fall out of whack, and acts like 'Charm' in a way. Unfortunately, the unit becomes out of control and attacks enemy and ally alike, often randomly, until it wears off or s/he receives damage. • POISON - Poison eats at a character's HP at the ally/enemy phase's start, and does not wear off naturally. Items or magic must be used to remove it. • KO'd - If a character's HP falls to zero (0), it will disappear from the battle. Guests and some storyline enemies cannot be KO'd, but for everyone else, they can 'die.' Only the Resurrection spell or Altars of Resurrection can bring them back to life. Ending battle also removes all of these statuses. REMEMBER: If a unit ends the battle KO'd, s/he will be gone FOREVER. This includes special allies!! _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ELEMENTS & ALIGNMENT [LMNT] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ All units, whether they friend or foe, have an elemental alignment with one of six elements. They are Fire, Water, Earth, Wind, Virtue, and Bane. Opposed elements (fire <-> water, earth <-> wind, virtue <-> bane) do more damage to each other. Elements can be boosted in three ways: • Weapon • Equipment • Battlefield Panels Alignment, in the second sense, is the natural predisposition of the unit. This is represented by three categories, ranging from good to bad: Lawful -> Neutral -> Chaos Although this probably won't come into play very much, some units have to be of a certain alignment before they can undergo a class change. Use an Urn of Chaos to move a unit once step closer toward 'Chaos,' and a Tomb of Discipline to move one step back towards 'Lawful.' _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ WEAPON PROFICIENCY [WPRF] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Some classes have a built-in preference, and although the game doesn't tell this overtly, fighting for awhile with different weapons may make it clear. Fighting with these 'preferred' weapon types may make 'em perform better in battle, and as far as I know, here is what they are: • Soldier - Swords Anyway, these are the units that have the • Archer - Bows ability to equip weapons. Their weapons • Ninja - Katana preference is mostly based off of some • Witch - Stave/Wand slight testing I've done and what they'll • Valkyrie - Spears always appear with in game (99%), which • Mermaid - Spears to me is indicative of what they prefer • Dragoon - Swords/Spears to use. Ever see a Ninja with a Fan? No, • Knight - Swords didn't think so. • Angel Knight - Rapier • Fairy - Bows Even so, it's not exactly the most sound • Cleric - Stave/Wand way to test, so if anyone knows formulae • Priest - Stave/Wand regarding this, do send it in and I'll • Lich - Stave/Wand stick it this section. • Warlock - Sword • Swordmaster - Sword/Katana NOTE: If you choose 'Ideal Equip' from the • Ghost - Stave/Wand unit's equipment screen, it usually leans • Hawkman - Hammer towards the class' predisposition in this • Summoner - Wand area, not necessarily best equips. Useless • Shaman - Wand piece of info to be sure, but still... • Sorceress - Fan • High Priest - Rapiers • Lesser Daemon - Axes • Beast Tamer - Whip • Swordmaster - Swords • Wizard - Stave/Wand • Siren - Fan • Dragon Tamer - Rapier _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MENTAL GAUGE [MTLG] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The Mental Gauge relates to a unit's mindset and directly influences whether or not that unit performs well in battle. To find it, go to their status screen in-battle (cannot do this out of battle!) and hit the select button to see the individual data. Go to that rainbow-colored bar beneath the unit's sprite to find the Support/Fear stat. It's set at '0' out-of-battle because there is nothing to support/frighten it, but in-battle, this can fluctuate from -2 to +2. Obviously, the negatives indicate fear and lower that unit's performance. The opposite increases the unit's performance, which is tantamount to more precise attacks, better blocking/counterattacking, evasion, etc. Here are emblems that can influence the gauges: • CHARISMA (+1 to ally gauges within three panels) • CYCLE OF LIFE (+1 to ally zombies within three panels) • BLOOD REIGN (-1 to gauge for non-undead foes within three panels) • EXORCIST (-1 to gauge for enemy zombies within three panels) • RELIX'S EMBLEM (Own gauge set at +2 permanently; males only) • RIPPLE'S EMBLEM (Own gauge set at +2 permanently; females only) • GROZZ NUY'S EMBLEM (Own gauge set at +2 permanently; dragons only) NOTE: See Emblems section for obtaining these! _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ CHARACTER'S LUCK [CHRL] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ A.k.a. Biorhythm. A character's luck has some degree of influence on whether or not s/he does well in battle. On the character status screen, inspect the unit's name to find out their current fortune. This will tell how well their biorhythm/luck is doing. If the fortune sounds good, they'll perform better in battle; if it's downright bad, they'll probably do poorly despite what they've got to work with. To put it simply, it's a small governing force that can help or impair units. This is associated with the passage of time, meaning as the months roll on a unit's biorhythm will change. But, I really can't explain this very well past that. Read Terence's Biorhythm FAQ for more information. http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_biorhythm.txt _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BURIED TREASURE [BRDT] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Sometimes a buried treasure will be unearthed when a unit, friend or foe, moves onto a certain panel. A random treasure will then be obtained, and I believe luck/biorhythm factors into this. Either way, it can only be gotten once and some rare items come about this way. Sometimes an item will be under grass or snow, which prevents a unit from getting the booty. Use a fire spell to burn the terrain and cleanse it of any clutter in order to get to it. [Note that in snowfall, uncovered tiles can be re-covered by the weather.] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ QUEST MODE [QSTM] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Sometimes after a storyline battle, you'll obtain a 'book' that won't appear in the inventory. In actuality, this 'book' is a new map for the Quest Mode, and allows a party to fight some enemy setups. This is useful for quite a few reasons: 1) Build a party's level outside of the storyline mode 2) Earn treasures based on how fast you fulfill the winning conditions, and the time limit set to do so 3) Accumulate extra funds, which is awfully hard in the storyline _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ TIPS N TRICKS [TPST] _____________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Here's a list of tips (not covered in-depth above) that should help new and old players alike. If a reader has a good tip to send in here, I'll put it here if it's useful 'nough -- all credit, natch. Until then, all the rest are just ones I've thought of randomly as I play. • When using weapon attacks, positioning is key. Striking from behind gives the biggest chance of success and damage, not to mention the lowest chance of counterattacking/blocking. Striking head-on gives the opposite of the above, and isn't preferable in any situation save trying to get the Knight's Certificate emblem. Magic-users have the same situation to a degree, which can be important for summoners trying to hit high-AGL targets. • In Quest Mode, petrification can be a good way to quickly eliminate units while still achieving the "kill all enemies" goal. It won't work on the leaders, and foes can still cure their comrades, but in certain situations, it may be preferable. • Summons are powerful spells, but they work best when targeting only 1-2 targets; any more than that dilutes the spell's damage by spreading it too thin to be significant. Naturally there are exceptions, particularly where foes have poor magic defense (like giants). • Always scan the enemy ranks for classes or equipment you might want. A defeated enemy only drops 1 item; an invited enemy retains all equipment (if s/he survives battle). Some enemies, particularly beasts, may drop non-equipment items like a Tome of Discipline or Urn of Chaos; these can't be obtained if invited. This really doesn't matter though unless they're able to drop, say, a Snapdragon. _________________________ ___________________________________________________/ III. WALKTHROUGH [WLKT] |_ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 00) Start 'Er Up [WLKT] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ A few notes 'fore we begin: • Like all tactics games, there are many avenues to win the battle so there is no reason to stick to the walkthrough 100% of the time. It's only a... suggestion for the most part. Don't beat yourself up if you don't have a certain class/emblem yet -- just go and get it! • Enemy levels shown in the walkthrough are based on the author's (SGN's) party average. If you're lower/higher than what's projected, the average will change to reflect it. Bosses will usually be a couple levels ahead of that average, though. So why have it at all? To show what levels are acceptible to stand a good chance. (Guests will not level up to the party average, however). • The winning objective is to defeat all enemies/the leader unless mentioned otherwise; the losing condition is always the death of the ally leader (Alphonse) unless stated otherwise. If these conditions change, the guide will mention 'em in someway. • Enemy stats listed in each section are approximate, just as levels may be slightly off depending on one's team's own levels. The difference isn't as impacting as it would be in Tactics Ogre (SNES) though, so it shouldn't matter too much. --- Two key players are introduced in this 'prologue' type section, being Rictor Lasanti and Alphonse Loeher. Alphonse is the main character and can be named whichever the player wishes, although the guide'll be using the default for obvious purposes. A fortune-teller will talk to Alphonse and, per other Ogre Battle games, this will influence some things later on. ========================================= #01 - THE BEARER ASKS: Bear which burden? ========================================= ~ Resolve (+0 Pts, Fire Element) ~ Truth (-1 Pts, Wind Element) ~ Sacrifice (+1 Pts, Earth Element) ~ Affection (-1 Pts, Ice Element) =========================================== #02 - THE WANDERER ASKS: Wander which path? =========================================== ~ Belief (-1 Pts, Neutral alignment, Miracle emblem) ~ Freedom (+0 Pts, Neutral alignment, Arbitration emblem) ~ Wealth (+0 Pts, Lawful alignment, Embodiment of Desires emblem) ~ Longevity (+1 Pts, Chaotic alignment, Fist Fight emblem) ========================================== #03 - THE BUILDER ASKS: Design which plan? ========================================== ~ Strife (+1 Pts, Wind Element) ~ Wisdom (+1 Pts, Ice Element) ~ Hatred (+1 Pts, Fire Element) ~ Prosperity (+0 Pts, Earth Element) ====================================== #04 - THE SAGE ASKS: Swear which oath? ====================================== ~ Purity (-1 Pts, Lawful alignment) ~ Revenge (+1 Pts, Chaotic alignment) ~ Victory (+1 Pts, Neutral alignment) ~ Fruition (+0 Pts, Chaotic alignment) ========================================== #05 - THE LEADER ASKS: Share which vision? ========================================== ~ Sadness (+0 Pts, Neutral alignment) ~ Mercy (-1 Pts, Lawful alignment) ~ Bliss (-1 Pts, Chaotic alignment) ~ Terror (+1 Pts, Lawful alignment) ============================================ #06 - THE ALMIGHTY ASKS: Share which future? ============================================ ~ Glory (+1 Pts, Fire Icement) ~ Peace (+0 Pts, Ice Element) ~ Change (+0 Pts, Wind Element) ~ Control (-1 Pts, Earth Element) The choices ultimately end up deciding Alphonse's starting characteristics, and also his initial inventory and ally units. ___________ _____________ ___________________________ _____________ | PT. TOTAL | TROOPS | ITEMS | STAT BOOSTS | |ŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 6 -> 4 | Ninja [M] | Long Sword | HP +10 | | | Archer [F] | Cure Leaf x 20 | STR +10 | | | Soldier [M] | Cure Seed x 2 | AGI +04 | | | Soldier [F] | Altar of Resurrection x 3 | | |-----------+-------------+---------------------------+-------------| | 3 -> 1 | Wizard [F] | Cure Leaf x 20 | HP +04 | | | Archer [M] | Magic Leaf x 2 | MP +06 | | | Soldier [M] | Altar of Resurrection x 3 | STR +04 | | | Soldier [F] | | INT +04 | | | | | AGI +06 | |-----------+-------------+---------------------------+-------------| | 0 -> -3 | Cleric [M] | Rapier | HP +04 | | | Ninja [F] | Cure Leaf x 10 | MP +06 | | | Soldier [F] | Magic Leaf x 4 | STR +04 | | | Soldier [M] | Altar of Resurrection x 3 | INT +04 | | | | | AGI +06 | |-----------+-------------+---------------------------+-------------| | -4 -> -6 | Wizard [M] | Cure Leaf x 10 | MP +10 | | | Cleric [F] | Magic Leaf x 6 | INT +10 | | | Soldier [M] | Altar of Resurrection x 3 | AGI +04 | | | Soldier [F] | | | |___________|_____________|___________________________|_____________| Is there any preferable choices to make in this section? Perhaps. Having Al start with Arbitration can make early recruiting more than a pipe dream. The rest of the emblems can't really compete at this stage, either. The units received are up to the player's style. Following, the ship sets sail, but not before running aground...encountering some bandits. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01) LUTRA ISLANDS [WK01] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ NOTE: Health values are approximate and often vary slightly more/less. DIFFICULTY: 1/10 _____ _______________________ MAP ------: 13x11 | HP | SPOILS | GOTH -----: ----- |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 1 Soldier [M] | 130 | Leather Hat | Lv. 1 Soldier [F] | 130 | Healing Leaf | Lv. 1 Soldier [M] | 130 | Cup of Life | [L] Lv. 3 Bandit [M] | 151 | Francisca | |-----+-----------------------' GUESTS ---: Lv. 3 Rictor [M] | 173 | Lv. 2 Justin [M] | 140 | Lv. 2 Orson [M] | 116 | Lv. 2 Lara [F] | 139 | |_____| As far as I know, this battle is impossible to lose. All enemies will start to target the leader (Stan the Bandit) if he's in range, while Rictor slings Lightning Bow shots and Heals when necessary. He's got the party upkeep in good hands, so this acts more like a tutorial battle, with hints being given when the first action is taken, if an emblem is earned, when friends attack, and so on. Just some tips for this rather easy battle: • Protect your unit's back! Enemies naturally try to attack from the most advantageous position, and there is less chance of counterattacks and the attack being guarded if struck from behind. Alphonse should try to attack from behind as well. There's no sense worrying about allies in this stage, however, as all are "special" and can escape unscathed (due to a certain equippable) should their HP hit zero. • The leader is Lv. 3, meaning any low-level unit that attacks him will get more experience than normal. Try to have Alphonse get a few hits in, 'cause most allies will be gunning for him as well. In comparison, Alphonse gets about 6 EXP for successfully attacking a Lv. 1 Unit; he'll get about 18ish for hitting Stan. This applies to counterattacks too, so retaliations can get help on this end (which is good since Al won't have enough movement to hit Stan until Turn 3). Dealing a killing blow to a higher-levelled unit gives roughly 200% bonus EXP. • If an enemy is defeated, they'll often leave an 'item bag' behind. Should you see one, snag it! They often contain permanent stat-raising items or useful curative medicines. Enemies can take them as well, so try to improve the inventory if you find one. Note that bags laying around at the end of battle are RETAINED and added to the 'War Trophy' list -- it's not like Tactics Ogre (SNES) where there's fear of any spoils being left behind. Some scenes later, Alphonse joins up with an ex-Rananculus Knight (Ivanna) and they both head towards the nearby town of... _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 02) SCABELLUM [WK02] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_02.png Ivanna can give Alphonse a mini-tutorial on the elements if he wants here. DIFFICULTY: 2/10 _____ _______________________ MAP ------: 18x16 | HP | SPOILS | GOTH -----: ----- |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 2 Soldier | 139 | Stone of Swiftness | Lv. 2 Soldier | 136 | Healing Leaf | Lv. 2 Soldier | 136 | Short Bow | [L] Lv. 3 Wizard | 115 | Thunder Flare | |-----+-----------------------' GUESTS ---: Lv. 3 Ivanna | 141 | Lv. 3 Orson | 121 | Lv. 4 Rictor | 181 | |_____| • Unlike in Tactics Ogre, Knights can use low-level virtue spells, making Ivanna a decent healer early on. She'll often hang back and take care of Al's upkeep, letting him be more than a little reckless if he so desires. Note that guests won't obtain experience or emblems, so it's just as well she lets the protagonist get more of the experience. • On Turn #3, Rictor and Orson show up in the eastern part of the map, which levels the playing field, not to mention adds another healer (although he mostly spams Lightning Bow due to his lame movement). Basically, these two may end up doing much of the dirty work! • Other advice? Stay on terrain that gives penalties to lightning-type techs, such as Stone Floor or Ground. Oddly enough, being in the water doesn't give any lightning bonuses...although it won't matter too much here. • There's a Dragon Shield buried at tile [15,2], in the eastern section near the barrels. It can't be gotten this early without a flying unit (fairy, hawkman) or water-walker (ninja). By the way, at the [7, 12] coordinate, it's possible to unearth a Claymore or Great Bow, so feel free to use Training for that purpose. NOTE: While most maps can be replayed in Training, some are one-time-only and can't be -- it's best to collect rarities when the chance is given. [This won't be applicable for awhile, though.] AFTERMATH ŻŻŻŻŻŻŻŻŻ After the battle, Rictor and Alphonse meet up and our dark-haired hero will be given [3500 GOTH] to recruit some troops. On the world map, the Shop, Organize, and Training options will now be possible. The units that were decided back at the fortune-teller will now be in the party as well. Other info at this time: • Lutra, a southern map dot, is now open for fighting random enemies. It's not the same map as the game's first battle, though. They're good for experience, but don't forget to have your soon-to-be priest healing people, or people eating stat-boost items (like Crown of Intellect) for a leg-up on getting to those future classes. • When hiring units, there's always male and female soldiers and a third type that varies. If hawkmen are available, definitely get one -- they can fly and are better than many early classes (like archers). However, don't buy any garbage units like the octopus, which sucks at land-battling. Now's a great time to start making Deneb, the unique witch from many Tactics Ogre games, too. [See her file in the class section for more info.] Just make sure any hawkmen invited are of the wind element, which gives 'em a bonus to their special ability come Lv10. • A few soldiers are obtained automatically in accordance with how the fortune-telling section went way back when. If there's a ninja available, get that Dragon Shield by training in Scabellum! If y'can get a Claymore from the other treasure tiles, it can be a good way to get the Berserk emblem early on. • Alphonse and any new male soldier should change to Beast Tamer, then back to whatever they were normally. The reason being that the class is available early but becomes permanently blocked once 5 animals are slain, which sucks for those who wanted to sample all classes. [Females can't be beast tamers, but can be dragon tamers instead, although the class isn't accessible this early. The same prevention strategy applies, though.] Before heading to the next destination, outfit the party with the basic equips that some may lack. If you need money, remember persuasion! Invite people into the party at the end of battle, strip them of their equipment, and kick 'em to the curb. Sell their basic junk to get some extra goth. Shields in particular will benefit some fighter units, as well as anyone who can become a Knight (for extra healing). When ready, head north to the grassy knoll. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 03) VESPA [WK03] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_03.png Wait, haven't I heard about a grassy knoll somewhere before...? Eek! DIFFICULTY: 3/10 _____ _______________________ MAP ------: 14x18 | HP | SPOILS | GOTH: ----: 500 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 5 Bandit | 164 | Stone of Swiftness | Lv. 5 Bandit | 163 | Cup of Life | Lv. 5 Soldier | 163 | Healing Leaf | Lv. 5 Soldier | 163 | Sword Emblem | Lv. 5 Soldier | 167 | Healing Leaf | Lv. 5 Soldier | 160 | Crown of Intellect | [L] Lv. 6 Archer | 142 | Great Bow | |-----+-----------------------' GUESTS ---: Lv. 4 Ivanna | 155 | |_____| • The most notable thing here is that no foes have magic-casting ability, so terrain won't factor in as much as previous or forthcoming stages (at least where elements are concerned). This means sticking together in a big group is actually advised, letting proximal units guard flanks/backsides, and also provide healing without trekking across the map. • One soldier has a Long Sword, which can good to obtain through persuasion in lieu of digging up a Claymore at previous maps. • Ivanna will heal if necessary but it's quite possible for one unit to get swamped by 4+ enemies and get in critical health. Make sure to have a good supply of healing items on-hand, and have any mage units keep their distance to avoid such a circumstance. • Archers rely on high ground to gain the advantage -- their attack ranges decrease if they try to shoot higher than where they stand. Driving Cressida and any other archer downhill, by blocking off routes back uphill and by pushing them with shields (etc.), while taking the high ground oneself is always a good strategy. Ivanna also reminds Alphonse that persuading enemy units is an alternative to decapitating them, and keep that in mind if you find the forces a bit overwhelming. Whittle their HP down and try to invite 'em with a person of similar class. AFTERMATH ŻŻŻŻŻŻŻŻŻ After making camp, the choice to let Ivanna join the troops permanently comes up. Choose " Yes. Let's go together." to get her in the party; decline her invitation by picking the alternative. She may or may not be the first actual healer obtained, so it's always good to take her with. Just note that she's a knight by storyline purposes; she doesn't have the requisite stats to _BE_ the class yet. Thus, if you change her from knight to something else, she won't be able to change back until her stats are just right. • [GLYCINIA SIGHTING #1] can now happen at Vespa, but only before going to Formido. She's a special fairy who happens to get in heapin' helpings of trouble quite often. Her equipment changes depending on when she's invited into the party, with her best stuff coming later, so inviting her now's not too useful. Her equipment now is Short Bow, Ice Chain, Dragon Gem, and Glass Pumpkin -- not too awesome. She always comes with a pumpkin, by the way. [This random battle appears 100% of the time at Vespa, so if y'don't want to do it, y'can't fight there until later!] • It's possible to dig up a Glass Pumpkin in Vespa at tile [06,03], which is a good accessory to have. It's part of a special shop quest as well, so having it is a lot better than, say, throwing it away or selling it to the wrong vendor! • Check to see if any females can become Dragon Tamers yet. This class is pretty useless unless you're going to have a dragoncentric party, but like it's "sister" class Beast Tamer, it's quite easy to get locked out of it without knowing. In this case, killing even one dragon prevents someone from using it! Change now, change back, and rest easy that the unit hasn't been prevented from the try-all-classes emblem...yet? Head towards Formido when ready. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 04) FORMIDO [WK04] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_04.png DIFFICULTY: 3.5/10 _____ _______________________ MAP ------: 13x13 | HP | DROP: | GOTH -----: 1500 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 6 Soldier | 171 | Healing Leaf | Lv. 6 Soldier | 170 | Cup of Life | Lv. 6 Soldier | 165 | Sword Emblem | Lv. 6 Archer | 148 | Stone of Swiftness | Lv. 6 Archer | 139 | Crown of Intellect | Lv. 6 Cleric | 134 | Cleanse (S) | Lv. 6 Wizard | 129 | Crag Crush (S) | [L] Lv. 8 Knight | 180 | Chain Mail | |_____|_______________________| This can be a fun map to play due to the height. Note that the leader is a knight but doesn't know Heal -- sucker! • Units travel downhill easily; going up can be quite difficulty for slower classes, however, like mages. Ninja, with their high movement rate, and hawkmen, who can fly over obstacles, are ridiculously useful on this map. • Play opportunistically! A good example is using the shield's knockback coupled with the castle wall where most fighting takes place. Knocking a unit 11s will almost assuredly kill them, which can be a good way to get those pesky archers, wizards, or even Grimal out of the way. If they manage to live (depends on levels), then they're stuck below and can be picked off by ranged units. • The wizard and cleric drop the Crag Crush and Cleanse spells, respectively, and neither is buyable at this time. Definitely don't slay Grimal until they're dead! [A hawkman archer can easily claim high ground here!] • One odd thing I've seen is that the cleric seems to prioritize the leader's health over other comrades. If separated far enough, she may forego healing allies altogether and take the low route to get closer to Grimal. This is definitely stupid AI at work, and makes her a sitting duck. I guess they don't teach smarts in cleric school... [Don't have a dedicated healer yet? Try to invite her, then.] • There is a Dragon Gem Sword buried at tile [12,12], the high corner opposite the origin [0,0]. It's quite annoying to get without using a ninja or hawkman, but it's managable. Unfortunately it's just a thrusting sword, but some classes -- like knights or dragon tamers -- have them as preferable weapons. AFTERMATH ŻŻŻŻŻŻŻŻŻ Following some scenes, Alphonse will be in Cybil Alinda's employ, and the route east to Ardea is now open. • The Numida Chronology book obtained for defeating Formido can be accessed through the Quest Mode option. Here, the player can play a certain map and win prizes (for use in the main game) depending on the performance. It's a good way to get rare items, either for use or for extra cash. [N.C. has no usage fee, so there's no reason _not_ to try it a few times!] • Shops have been updated with new items (Long Sword!) and area-effect magic, so outfit the team accordingly. • Glycinia can still be recruited at Vespa at this time, but her equipment hasn't changed so there's no reason to pursue her yet. Her time will come... _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 05) ARDEA [WK05] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: Ugh, I hate the swamps! DIFFICULTY: 3/10 _____ _______________________ MAP ------: 18x14 | HP | DROP | GOTH -----: 100 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 7 Griffin | 178 | Cup of Life | Lv. 7 Griffin | 177 | Savage Bugle | Lv. 7 Hawkman | 166 | Sorceror's Cup | Lv. 7 Hawkman | 161 | Sword Emblem | Lv. 7 Hawmkan | 156 | Crown of Intellect | Lv. 7 Fairy | 122 | Stone of Swiftness | Lv. 7 Fairy | 117 | Healing Leaf | |-----+-----------------------' GUESTS ---: Lv. 6 Cybil | 155 | |_____| • This is a watery swamp, so characters with trudging/walking type movement will always lag behind, no matter how Cybil orders 'em not to. The water level will also rise 1s during rainstorms, making things even deeper! Only ninja and hawkmen will find navigation easy here. • The enemies are all flying types, which means surround-and-pound strategies aren't that helpful, mages always have to watch their back, and they beat a fast retreat (making pursuing a pain). 100%-success spells, like Thunder Blade and Ice Field, are quite helpful here. • Cybil's Thunder Blade skill can hit five panels thanks to her high INT, so she can quickly deteriorate clumped foes (like the hawkmen who advance first). Despite any formed strategy, it's likely she'll start murdering -- don't let her rob everyone of experience! • One hawkman drops a Sorceror's Cup, which permanently increases a unit's max MP. It's unlikely another foe will steal it, but err on the side of caution anyway. Also, two hawkmen have yet-unbuyable Chain Mail, if inviting them's an option... • If one's leveled enough to make the enemies Lv10+, they'll have obtained their class-specific moves: Thunder Arrow (Hawkmen), Windstorm (Griffins). These can be quite annoying, especially the latter which may hit in a plus- -shaped AoE. Either way, the recommended course of action is to stay at the land's end, where everyone starts out. This way, when the water rises, everyone can still manage to avoid the power-down effect of being in the stuff. Cybil is a guest, so naturally she won't follow Alphonse's command -- use everyone else to plug up the corner so that the flying-types can't sidle in and back-attack ya. Any time you can force enemies to attack from the water, remember their defensive powers will ALSO decrease! Human types should fight from the land always, unless water-walking is enabled. It's possible to just "rush" forward, using stepping stones as bases, but in reality, this just sets up situations where the hawkmen can surround a unit; or, the rising water level makes movement even harder (no preventative measure available yet!). Going on the warpath from the get-go just exacerbates the battle; let the foes seek your team out to make it all easier. One of the Hawkmen drops a 'Sorceror's Cup,' which permanently increases a unit's MP. Don't leave the battle without it...not like Cybil will let anyone out of her Thunder Flare's sights. Don't let an enemy pick it up, though... AFTERMATH ŻŻŻŻŻŻŻŻŻ Nothing too important. To Urodela! • If one's obtained Deneb by now, the secret shop in Scabellum permanently opens (i.e. if she's killed or dismissed, it remains). It sells some rare items, like the candy equipment and certain accessories. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 06) URODELA [WK06] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_06.png Lots of things happen under the cover of night... Any spare Claymores you have should go to your Knights/Soldiers, since they can really flay some flesh off the enemies ahead... DIFFICULTY: 3/10 _____ _______________________ MAP ------: 13x11 | HP | DROP: | GOTH -----: 500 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 7 Ninja | 154 | Sword Emblem | Lv. 7 Ninja | 151 | Cup of Life | Lv. 7 Ninja | 151 | Necklace of Resist | Lv. 7 Ninja | 149 | Altar of Resurrection | Lv. 7 Ninja | 147 | Healing Seed | Lv. 7 Witch | 140 | Magic Seed | [L] Lv. 9 Ninja | 163 | Matzukaze | |-----+-----------------------' GUESTS ---: Lv. 7 Cybil | 159 | |_____| • Ninja have high AGI and large movement areas, letting them encircle and gang up on weaker units. The best course of action is to hit them with a debilitating status effect (sleep, paralysis) and then gang up on THEM so they can't escape to heal -- a tactic that will start emerging as the game goes on. Non-projectile magic, like Thunder Blade and Crag Crush, never misses and is a good option, too. • The Witch here can inflict charm (Fascination) and sleep (Slumber Mist), so taking her out makes the battle that much easier. She also has a so-far- -unbuyable Spell Robe, which might be worth inviting her for. Note that people emulating the game may run into the Fascination glitch, where if it's used successfully, the game simply freezes irreperably. This applies to Deneb's Temptation tech, too. • One ninja has a Necklace of Resist, which turns her magical damage, both dealt and received, to zero (0). This is an excellent item for units that can't use magic, such as dragons or other beasts, so definitely kill her before the day's done. Since the boss Sitri rushes headlong into inevitable demise, it may be necessary to heal him to reach the far side. • Treasure-wise, there's a 100%-drop Hyacinth Fan at the lone [3,13] pond tile, which can be quite damaging. In one game, my Lv9 earth-element ninja was doing 100 damage with it...and it's wind-elemental! All these can be obtained in Training, of course. AFTERMATH ŻŻŻŻŻŻŻŻŻ After battle, Cybil and Alphonse discuss their options inside a fisherman's shack. This is the part where the story splinters permanently into two paths, as the answer to Cybil's question changes the allies you get later on, as well as the special equipment that's available. When she asks, here is what to say depending on what road you wish to travel: Path A --> "I've no better ideas..." Path B --> "It doesn't seem right." Alphonse will head towards Bison, the "Paradise of the Beasts" if he is on Path A; or, if he's on Path B, will choose to head west through Sufrir near Solea. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 07) BISON [PATH A] [WK7A] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_07a.png The first battle on Path A goes west of Urodela to the "Paradise of Beasts," a swampy tract no one in their right mind would go through... DIFFICULTY: 3.5/10 _____ _______________________ MAP ------: 13x19 | HP | DROP | GOTH -----: 100 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 10 Fairy | 128 | Sword Emblem | Lv. 10 Fairy | 127 | Crown of Intellect | Lv. 10 Hawkman | 181 | Healing Seed | Lv. 10 Hawkman | 197 | Tower Shield | Lv. 10 Hawkman | 189 | Antidote | Lv. 10 Blue Dragon | 218 | Coral Harp | Lv. 10 Blue Dragon | 217 | Dragon Eyes | |_____|_______________________| Unlike Sufrir on Path B, this map's quite boring and unfun to replay... • The terrain here puts up more of a fight than the foes, with numerous water tiles to box in mages and swampy tiles that give movement penalties to just about everyone. Only floating/flying types will be free of the land's grip, making them great for surrounding or pursuits. On the flipside, the enemy dragons suffer penalties, too. • It's not a bad idea to hang back near the starting point, forcing the foes to fight on dry ground. The reasons why this is helpful should be self- -explanitory. • Don't fight in the water if possible -- one incurs attack/defense penalties. This also applies to enemies, too, making them easier to gang up on. Defeating all the foes finishes the battle. AFTERMATH ŻŻŻŻŻŻŻŻŻ Two things before the next fight. • Shiven, Cybil's ninja helper, asks to join the party after beating Bison. Pick option A ("Sorry. I said to much.") to let him help, or the alternative to do the opposite. While he's a special character in a way, he's won't be particularly powerful as a ninja, so it may help to change classes now or later, if y'wanna use him. He does come with the rare Kagari-bi katana, though, so that's always a reason to let him join. • Make sure to equip that Dragon Eyes accessory on an important unit, like a healer, since it prevents all status abnormalities. Remember that Alphonse's Leader designation already blocks negative statuses, so he won't need it. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 07) SUFRIR [PATH B] [WK7B] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_07b.png Instead of going through Rana, west of Urodela, on Path B, Alphonse and his crew take the southern route through Sufrir, east of Solea. While passing through Eleanor's church's area, she has a conversation with Al which has future repercussions. A: "Of course I'll be back." B: "I make no promises..." Answering correctly -- in this case, to fall in love with Eleanor -- will result in a unique item (Circlet of Wisdom) later on. Answering incorrectly results (later) in a crappy Orb or Warp Ring, neither of which is unique. So, get those hearstrings snappin', folks. ^___^ Now, onto Sufrir... DIFFICULTY: 4/10 _____ _______________________ MAP ------: 11x18 | HP | DROP | GOTH -----: 500 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 11 Earth Dragon | 207 | Crown of Intellect | Lv. 11 Earth Dragon | 214 | Mirror of the Gods | Lv. 11 Thunder Dragon | 220 | Cup of Life | Lv. 11 Thunder Dragon | 225 | Sword Emblem | Lv. 11 Gremlin | 151 | Sorceror's Cup | Lv. 11 Gremlin | 153 | Stone of Swiftness | Lv. 11 Gremlin | 151 | Stone of Swiftness | |-----+-----------------------' GUESTS ---: Lv. 08 Archer [Orson] | 153 | |_____| A rather fun battle in a replayable map. • Dragons are a new foe. They get great HP and STR gains, plus have a great elemental breath attack that inflicts a status effect. As their INT grows, the breath changes from one panel to four (T-shaped AoE). Because they're quite powerful, it helps to use magic and ranged weapons to weaken 'em before the close-range fighters do the coup de grace. • Gremlins, by contrast, are less imposing and are basically "evil fairies" -- high AGI ensures physical attacks miss a lot, and as fliers, they can get up to typically unreachable nooks to rain down arrows. Like usual, there's three good ways to deal with 'em: (1) 100%-success magic (2) status effects that debilitate long enough for attackers to bring the smackdown (3) other fliers, like hawkmen, who can be good as pursuit units. • Once the dragons' range have been identified, spread out if required, so that they can hit only one unit with their breath attacks. This helps immensely, particularly if they reach a weaker mage unit. Also, being the trudging type means they can't get up the cliffs -- any flying unit or good jumper can hide up there and take potshots! • Make sure there's a dedicated healer with Cleanse about, as poison and paralysis aren't going to be the life of the party. Item healing can be done also, if needed. • Although it's unlikely to be worthwhile, if the team's powerleveled enough that the Dragoon class is open, one of those can occasionally get an instant kill on dragons (weapon attack only). Not only is this a good elimination tactic but it makes getting the War God and Berserk emblems a cinch. • Remember that any female who slays a dragon is permanently blocked from the Dragon Tamer class! If so-and-so hasn't sampled it yet, do so before battle so they're not completely screwed out of the "Ripple's Emblem"! • Orson doesn't have a Transferring Stone equipped like most guests, so if he dies and isn't revived (Altar of Resurrection) before battle ends, he's permanently lost! There's also an Ice Wand buried at the clifftop [11,16] tile, although a flying unit will be required to get it this early. AFTERMATH [SUFRIR] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Picking "Sorry I doubted you" allows Orson to permanently join the troops, while "I can't allow that" dismisses him. Arena is the next stop. • Orson will be noticeably weaker than homegrown units, perhaps because he's got an archer build. Try to boost his STR, by the Centurion/Veteran Soldier emblems or Sword Emblem items, to make him more viable. If not, he'll be hitting 10-20 damage on most enemies...quite piddly. • Shops have updated once again to allow a bit more items and spellbooks. Of particular interest is the Clear Sky ability, which is typically useless but can be quite worthwhile in the next map. • [GLYCINIA SIGHTING #2] is now available at Sufrir, although like before, the main incentive for inviting her is to the rare equipment she comes with. She currently has a Dragon Gem Sword, Hard Leather, Cassowary Feather, and Glass Pumpkin -- not exactly worthwhile at this point. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 08) ARENA [PATH A/B] [WK08] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_08a.png DIFFICULTY: 3/10 _____ ____________________ ____________________ MAP ------: 14x12 | HP | PATH A DROPS | PATH B DROPS | GOTH -----: 200 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 12 Archer | 162 | Stone of Swiftness | ------------------ | Lv. 12 Archer | 170 | Crown of Intellect | ------------------ | Lv. 12 Bandit | 201 | Cup of Life | ------------------ | Lv. 12 Bandit | 204 | Armlet of Agility | ------------------ | Lv. 12 Knight | 196 | Tome of Discipline | ------------------ | Lv. 12 Knight | 206 | Sword Emblem | ------------------ | [L] Lv. 14 Cleric | 175 | Robe of the Wise | ------------------ | Lv. 12 Octopus | 231 | ------------------ | Urn of Chaos | Lv. 12 Octopus | 231 | ------------------ | Cup of Life | Lv. 12 Hawkman | 195 | ------------------ | Ice Shield | Lv. 12 Hawkman | 199 | ------------------ | Healing Seed | Lv. 12 Mermaid | 181 | ------------------ | Sword Emblem | Lv. 12 Mermaid | 172 | ------------------ | Stone of Swiftness | Lv. 12 Mermaid | 177 | ------------------ | Crown of Intellect | [L] Lv. 14 Mermaid | 187 | ------------------ | Water Ring | |-----+--------------------|--------------------| GUESTS ---: Lv. 09 Mermaid | 158 | Water Ring | ------------------ | |_____|____________________|____________________| The map is played differently, depending on which path the player takes. On Path A, a cleric and his cronies will be harassing a mermaid (Minerva), who then becomes a guest that assists. [Her survival isn't imperative, however, and if killed, she drops a Water Ring.] On Path B, Alphonse's team will fight a bunch of mermaids and their aquatic friends, where the goal is to simply slay everyone. Tips: • Bringing someone with Clear Sky magic helps a lot in this fight, especially on Path B -- it robs the aquatic types of extra sea panels and lets wading units move around better (albeit slightly). However, on Path A, where one's ally is Minerva, flooding can actually help -- all foes get penalized in the water, and fortifying near the start is a boon to allies. [The weather often rains constantly, so there's often no reason to induce a storm via Summon Tempest/Coral Harp. Flooding typically occurs after the first turn!] • [Path B:] Priority should be given to the mermaids who, at Lv10, have a sleep-inducing Lullaby technique that can be quite annoying (given how many there are). Only Minerva is likely to have enough INT to have the full panel effect, though, if there's any upside. Thunder Arrow & Strangling Tentacles (which may inflict confusion) are less important but still a threat. • On either path, the starting point is the same and all entrances can be blocked to prevent trudging/wading units from entering, not to mention the "island" is safe from flooding. Fortifying here is a good idea on Path A, where all enemies get an attack/defense penalty (and Minerva is in her natural habitat), but works more as a preemptive strategy on Path B, where going into the water with slow units is a bad idea. • Water units do better in their natural habitat, so the best circumstances have both them and the attacker on dry land. The opposite (both in water) is a situation to avoid, if possible. Bombarding them with ranged weapons and magic is always fine, though. • This is one battle where it's easy to get enemies to clump together for area-effect magic. This happens naturally, but by making enemies waste their turns curing status effects, they move into a nice proximity as well. Note that enemies have "infinite" healing and restorative items, so this can go on for quite some time. [On Path A, status effects are a good way to make Damiel concentrate on alleviating them, rather than using Heal Plus.] • [Path A:] Surrounding foes is a great idea, as Damiel (cleric) has the Heal Plus spell early, letting him heal many adjacent allies. If surrounded, he won't bother to help his comrade, though -- that would mean assisting the enemy. • [Path A:] Cassini the Knight can't be invited, because his semi-significance as an acquaintance of Alphonse's prevents that. This happens at least once more later on; just an aside, mostly. • This is just personal experience (on Path A), but I couldn't uncover any buried treasures during mandatory play. If this is the case for a reader, they should be available if Training's done there. On Path A, defeating Damiel ends battle; on Path B, killing everyone does the same thing. The latter has better regular enemy drops (Ice Shield) so don't end battle prematurely -- get those things first! AFTERMATH ŻŻŻŻŻŻŻŻŻ Nothing important. Onward! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 09) RANA [PATH A/B] [WK09] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_09.png DIFFICULTY: 4.5/10 _____ _______________________ MAP ------: 20x16 | HP | DROP | GOTH -----: 200 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 13 Octopus | 237 | Cup of Life | Lv. 13 Octopus | 233 | Healing Seed | Lv. 13 Fairy | 134 | Stone of Swiftness | Lv. 13 Fairy | 142 | Cassowary Feather | Lv. 13 Mermaid | 192 | Sword Emblem | Lv. 13 Mermaid | 178 | Sorceror's Cup | Lv. 13 Mermaid | 191 | Crown of Intellect | [L] Lv. 15 Mermaid | 208 | 2000 Goth | |_____|_______________________| • Like the previous battle, this map has a lot of water tiles and can be flooded during rainstorms (much to trudging units' chagrin). Thus, make sure someone has Clear Sky magic in order to change the weather, should it take a turn for the worst. [Unlike previous map, it doesn't start out rainy; pay attention for it later.] • It's not a bad idea to wait on the starting island and make the enemies come to everyone, hopefully drawing them on dry land to surround-and-pound 'em. Mermaids will almost certainly have Lullaby by this point (if they're at Lv10) and Aerial may have Cheer as well, although it probably won't see much use. They'll probably have bloomed into 5-panel (plus-shaped) AoEs, too, so try not to stand so close to minimize their effects. • Due to the wideness between stepping stones, it's good to play this map with ninja and hawkmen, who can quickly reach the farther, drier cliff and use it as a base of operations. Mermaids are "snow-trudging" characters, so they can go one space up or two spaces down -- basically they suck at climbing rocky terrain, so they won't be as much of a problem with lots of space between. • Remember that being in water (or on water, in ninjas' case) gives penalties to attack and defense, so any land-based unit -- which should be everyone unless an octopus or mermaid was recruited -- should try to attack from on land. The inverse is true, too: water units get attack/defense penalties on land. Area-effect magic doesn't matter too much on this end, though. • Using status effects to make the mermaids waste their turns, or clump to- -gether, is a pretty fun strategy, and can buy precious time for getting into position. Just watch out for fairies, who'll use their long-range movement to quickly alleviate the statuses! • There's an awesome Ice Blade buried at tile [16,01], and it's definitely worth seeking out here or during Training. Even if there's no water-type units to use it, it's still better than Claymores and Long Swords -- AND it's one-handed! Shields can be back in action for those Claymore users. • Because this battle can be long -- not just due to terrain, but because of long attack animations -- it may be best to just cut through the crap and KO Aerial after the best spoils are obtained. Battle ends when Aerial's KO'd or brought to critical health. AFTERMATH ŻŻŻŻŻŻŻŻŻ • Upon reaching Arena, a conversation with Aerial can let her join the party. Answer "Alright" to allow her presence, or "I appreciate it, but..." to keep her out. It's true she won't be that useful in the plentiful land battles coming up, but at very least, she has some useful equipment to pass around on other allies. After visiting Cybil in Urodela, it's time to pay another trip to Eleanor in Solea... _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 10) SOLEA [PATH A/B] [WK10] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_10.png DIFFICULTY: 4.5/10 _____ _______________________ MAP ------: 21x12 | HP | DROP | GOTH -----: 1000 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 13 Fire Dragon | 235 | Cup of Life | Lv. 13 Blue Dragon | 232 | Dragon Eyes | Lv. 13 Earth Dragon | 240 | Altar of Resurrection | Lv. 13 Thunder Dragon | 240 | Sword Emblem | Lv. 13 Archer | 170 | Stone of Swiftness | Lv. 13 Archer | 178 | Sherwood Hat | [L] Lv. 15 Dragoon | 239 | Fafnir | |-----+-----------------------' GUESTS ---: Lv. 12 Soldier | 213 | |_____| After all the rainy battles, there's finally another land-based one. Whee! • The map terrain plays into the allies' advantage: Alphonse starts atop the hill, and placed allies are on the steps leading there. Only Eleanor is begins away from there but will backpedal when given the chance. Because there's only two paths to the church's door, mages can rain destruction from up there without repercussion; or, waste foes' time as they endlessly pursue, by constantly keeping one's distance. • Dragoons can occasionally get instant-kill physical attacks on dragons, so any allied dragons one may have should stay clear away -- no sense in wasting precious Altars of Resurrection on something that can be avoided, aye? Also, they have great defense so using magic or attacks boosted by Molten Blade (support magic) can work to great effect. • Besides the mandatory Fafnir drop, two other great items can be found here: (1) the unique Sherwood Hat can only be obtained in this battle, and is part of the Sherwood equipment set (2) the Blue Dragon's "Dragon Eyes" accessory fortifies INT and prevents all abnormal statuses, an excellent addition for any unit who should always be fit for duty, like a healer. "Dragon Eyes" is not a unique accessory, but is still part of a Dragon equipment set that, when equipped, gives a unit a dragon breath attack of their element! • A funny note is that a hawkman (or other flying unit) can alight to the church's roof and rain down arrows on pretty much anyone. Probably won't be too useful but it's still viable if battle's closer to the building than map's center. • Remember that any female who kills a dragon is permanently blocked from the (albeit lame) Dragon Tamer class, and thus Ripple's Emblem. If y'haven't tried the class yet just to get around this circumstance, do so before battle. This'll be the last time it's mentioned on this path. • One last caveat: the battle's objective isn't to defeat all foes or Karcist, but protect Eleanor. This means if her health bottoms out, it's game over! Always have someone waiting in the wing in case the dragons manage to get in some good hits! She typically won't get too far away from Alphonse's position, but y'never know... It doesn't help that she starts without a weapon. AFTERMATH ŻŻŻŻŻŻŻŻŻ Following, Eleanor can join tag along (not as playable unit) by picking "OK. Let's go together." instead of "If you're so serious...". As stated before, picking the options that kindle a relationship with her will give a great item down the line, so when in doubt, pick option A! • Shops now carry better equipment, with some new spellbooks (Haste, Heal Plus) being ones that'll pay off bigtime in the future. Faith and Exorcism are also usable coming up but don't have to be bought now. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 11) AQUILA [PATH A/B] [WK11] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_11.png DIFFICULTY: 3/10 _____ _______________________ MAP ------: 17x15 | HP | DROP | GOTH -----: 200 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 14 Hawkman | 224 | Sorceror's Cup | Lv. 14 Hawkman | 210 | Healing Seed | Lv. 14 Cerberus | 220 | Cup of Life | Lv. 14 Red Dragon | 251 | Mirror of the Gods | Lv. 14 Red Dragon | 240 | Sword Emblem | Lv. 14 Gremlin | 164 | Stone of Swiftness | Lv. 14 Gremlin | 160 | Crown of Intellect | |-----+-----------------------' GUESTS ---: Lv. 13 Soldier | 220 | |_____| One of the more simple mandatory battles, the allies start at the volcano's highest corner with the enemies starting far below. There're lava rivulets to use as natural borders and, better yet, nothing can land on 'em besides those that float. Just a few helpful hints here: • The terrain's gaps and lava rivulets ensure natural borders, with nothing able to cross them 'cept fliers and those who can jump the gaps. Obviously, standing at the border can prevent foes from leaping over, which is a good way to keep dragons at bay. Speaking of which, that Fafnir sword can see some good use here with its dragon-slaying bonus. • Eleanor will almost assuredly go off on her own down the left border and try to scrap with some enemies. The Hawkmen and Gremlins may go after her, so try to send a Knight or someone with her to act as a healer. She WON'T heal herself in critical condition, so she's really using that Transferring Stone as a crutch. • The "Grueza's Influence" support spell can help here, strengthening panels' water terrain bonuses and weakening fire ones. It only helps by +5, but when the monsters are either of fire alignment or have fire-elemental skills, you may find some use for it. • The Cerberus monster makes its debut here, and has a fire-type Mesmerize attack that can inflict sleep. Make sure to have a healer on hand in case someone's caught napping. • As shown previously in Sufrir, gremlins have fairylike agility and can move long distances, as well as float over lava. If y'wanna hit 'em, it's often best to use 100%-success magic. • On the subject of rarities, the fiery Volcaetus spear is buried at [02,02] in the corner lava pool, and one Hawkman carries a Thunder Shield. Said shield can be obtained in Quest Mode but there's no reason to pass it up now, eh? Use someone good at invitation (Arbitration emblem?) for the deed. AFTERMATH ŻŻŻŻŻŻŻŻŻ • Beating this map opens the "Epic of Tinea" book for Quest Mode. Unlike the first book, this one has an entry fee but the rewards are greater...if y'can set a reasonable goal and hit it spot-on! During the scenes with Berevra, she poses a question to Alphonse about why he wants the spear. If one wants to obtain the Circlet of Wisdom unique item from Eleanor later, the 2nd (lower) option must be chosen. It's probably the easiest step to screw up. Following, the first chapter ends. Eleanor can join the party permanently (pick "I misunderstood...") or left behind ("No, I can't allow that). She's worth taking with, just for the fact she learns a unique skill, Star Tiara, at 170 INT -- it does global holy damage to all enemies and banishes undead instantly. Pretty potent stuff, if she's raised right. There's a downside but y'can cross that bridge when it arrives. The mandatory map dot at Vespa is the next stop, but there's a optional quest to visit Blete, a town burned down 15 years prior, and that takes place past Gryllus. • [GLYCINIA SIGHTING #3] now occurs at Aquila, where she carries a Short Bow, Peregrine Mail, Dragon Gem, and Glass Pumpkin. The special mail can be won in Quest Mode so don't bother recruiting her now, either. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 12) GRYLLUS [OPTIONAL] [PATH A/B] [WK12] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_gryllus.png This is the forest where Rictor's team went through in their attempt to reach Formido...and, well, we know how badly they got sent packing. Before one even tries to take on this place, have a Cleric/Priest on-hand. Give them these abilities: • Heal Plus (heal 1-5 panels) • Exorcism (Instantly kill undead) • Faith (Instantly kill any undead waiting to be revived) Greasy Boots also helps healers A LOT (lets them water-walk). One healer is recommended, although two would be best -- if y'don't have a readymade cleric on-hand, Eleanor fits the bill nicely, particularly since she's already immune to status effects. DIFFICULTY: 6/10 _____ _______________________ MAP ------: 13x20 | HP | DROP | GOTH -----: ????? |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 14 Ghost | 184 | Undead units can't | Lv. 14 Ghost | 181 | drop items, as they | Lv. 14 Undead Soldier | 188 | don't perish when HP | Lv. 14 Undead Soldier | 186 | is depleted! | Lv. 14 Undead Soldier | 185 | | Lv. 14 Undead Soldier | 185 | | Lv. 14 Undead Wizard | 157 | | Lv. 14 Undead Wizard | 158 | | |_____|_______________________| Okay, you've decided to undertake this place. I wouldn't be lying if I said it was one of the more annoying battles for two reasons, being that undead revive automatically if left alone; and, that more undead enemies trickle into battle after awhile. So, we'll need to work quick. Two healers makes this battle more palatable, but with cost issues, one _should_ suffice. Here are the hints to make this battle easier: • The 'undead trick' where healing things do damage does not work in this game, sorry. It'll either heal 0 or have 0% chance of hitting, depending on what you use (or both!). However, item healing still has the inverse effect, so weaker units can simply sling a Healing Seed to deal mucho pain. In fact, for as degraded as the undead units' DEF is, item healing 'em to death may be the most viable strategy! • Flying/teleporting units are great for this level, as they can quickly get into enemy territory, get surrounded, and escape, leaving the foes in a great Exorcism formation. This level may go very fast with successful mass exorcisms by this method. • There is a river running through the entire map, cutting it in two. Ninja and those with Greasy Boots can make this thing a bit easier, but anyone else will probably get bogged down eventually. There's a ford spot upriver but that take awhile. No matter what, at all costs, DO NOT LET THE RIVER FLOOD! Have a Witch [etc.] use the 'Clear Sky' spell when it rains to ensure the battlefield remains unchanged beyond its normal capacity. It's just as well to bring Clear Sky and a non-status magic, since undead types are immune to status abnormalities! • New enemies only enter battle when old ones have been eradicated. Thus, it is best to weaken many and kill on the same turn, getting the most out of Faith. This also helps the next turn, because undead can revive themselves 1-3 turns after their semi-demise. • To be honest, I found 'Faith' a lot more useful in this battle than any other spell. Exorcism works in a small 1-5 area panel, and with enemies 'dying' all over the place, this eradicates them before they can rise up again. When an undead unit has its HP reduced to 0, they quit being able to register as a 'target,' thus making Exorcism unable to work on 'em. • Only Ghosts can be persuaded; don't bother with the rest. Inviting a ghost doesn't count as a "death," so its presence won't be replaced with someone else. This can make cutting through this level a bit easier...although it's probably not necessary with a good cleric/priest setup. • Eleanor learns the ability 'Star Tiara' at 170 INT. It's a Virtue spell w/ 60 ATK power backing it. Plus, it has the global (hit all) effect that can banish undead units. This means you can win the battle in one turn, if she knows it! Chances are she won't and you won't want to wait that long, but this is always an option. • Killing an undead actually counts as a 'kill' even if they don't fully die! This means the dishonorable 'Gibe of the Fallen Angel' can be gotten accidentally, and the 'Blood Reign' emblem is easily obtained! Exorcising undead counts only as an 'exorcism kill,' not a regular one, meaning a crappy healer unit can get Centurion w/o getting Gibe of Fallen Angel! • Enemy reinforcements always arrive after the allies' turn but before the enemies act. This means killing foes with counterattacks on their turn works into the allies' favor more than usual. • A Glass Pumpkin is always buried at tile [5,7], deep in the river. Anywho, the enemies all have HP less than their normal 'living' classes, so the problem lies more in killing them off faster than they can regenerate. I hope the tips above can help, 'cause if they don't...you may be joining the dead soon. There are actually two ways to win the battle, though: 1) Destroy (eradicate) all enemies on map 2) Reduce all eight enemies' HP to 0, thus un-registering them as targets AFTERMATH ŻŻŻŻŻŻŻŻŻ Blete is now available in the southeast. • Replaying Gryllus typically gives a battle with a witch and some ghosts. The witch seems to drop a Sorceror's Cup (Max MP +5) with astounding frequency, making it a good map to replay and pad that stat, especially if one's aiming to get a Priest/Siren early. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 13) BLETE [OPTIONAL] [PATH A/B] [WK13] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_blete.png DIFFICULTY: 4/10 _____ _______________________ MAP ------: 17x13 | HP | DROP | GOTH -----: ----- |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 14 Warlock | 215 | Sword Emblem | Lv. 14 Undead Wizard | 160 | --------------------- | Lv. 14 Undead Wizard | 159 | --------------------- | Lv. 14 Dragon Zombie | 243 | --------------------- | Lv. 14 Undead Knight | 204 | --------------------- | Lv. 14 Undead Knight | 202 | --------------------- | Lv. 14 Undead Knight | 197 | --------------------- | Lv. 16 Shaman | 172 | Salamander (Summon) | |_____|_______________________| • The leader Euphaire (Shaman) looks like a girl in pudgy overalls, but she hides fearsome abilities: Energy Transfer and the Salamander summon. The former gives one-fourth of her HP to another unit as MP, which weakens her but provides quick casting -- basically an early Fluid Magic spell. The latter inflicts repeated fire damage on its target(s), but unlike other games' summons, the damage isn't fixed on an area. This means summons work best when they target 1 person, as all hits are concentrated on him/her. Clumping together ensures Salamander doesn't reach its full potential. • Speaking of magic, the Warlock has it as his support spell and will use it to feed gobs of MP to Euphaire (for summoning). It's best to either take him out early on, to break the cycle, or try to invite him. Fluid Magic's not available until Sotavento, making it an early spell worth obtaining. • This is one of the few times when there's a Dragon Zombie present, and it's such a great unit, don't pass up this chance to invite one! Its Rotting Breath attack degrades equipment power (like an anti-Molten Blade) so they incur more damage. • One pitfall here is that trudging mage units (witches, clerics, etc.) can get 'trapped' in-between houses, forcing them to go south and around if they want to rejoin the fray. Do this beforehand or you can pay for it later, especially since it cuts into Exorcism's range. Defeating Euphaire finishes battle. AFTERMATH ŻŻŻŻŻŻŻŻŻ Following, Euphaire can join the party ("Alright.") or be left behind ("I'm afraid not."). The choices differ depending on if Elrik was invited at the other optional map, Belleza, prior to this, but either way, option A lets her into the fold. Either way, Euphaire is probably the first truly special unit obtained -- her Shaman class can use two of any spell, attack or otherwise, EXCEPT Virtue/Bane (although Necromancy is fine). She's quite a gal and you'd have to be a fool to pass 'er up! Note that the Shaman class replaces Siren in her lineup. • If you invited the Dragon Zombie, give it the Necklace of Resist from back in Urodela -- this makes it impervious to magic! The only way it can die is by banishment and the maps where that's possible are few and far between. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 14) VESPA [II] [PATH A/B] [WK14] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_12.png Ugh...not one of...th-th-THOSE!! Don't start without Cleanse and/or Purify! DIFFICULTY: 3/10 _____ _______________________ MAP ------: 14x18 | HP | DROP | GOTH -----: 500 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 15 Griffin | 242 | Stone of Swiftness | Lv. 15 Griffin | 241 | Crown of Intellect | Lv. 15 Cockatrice | 230 | Urn of Chaos | Lv. 15 Cockatrice | 228 | Tome of Discipline | Lv. 15 Cerberus | 229 | Wisdom Fruit | Lv. 15 Cerberus | 226 | Sword Emblem | Lv. 15 Cerberus | 225 | Cup of Life | [L] Lv. 17 Beast Tamer | 224 | Beast Whip | |_____|_______________________| • Surgat, the Beast Tamer leader, himself sucks, but mostly exists as an augment to his beastie friends -- anyone with three panels gets +2 on their mental gauge! Having the Blood Reign emblem kicks that down to +1, but either way, it ain't the end of the world. • Cockatrices debut in this fight and are the first foes who can inflict that annoying status...petrification! Their AoE is T-shaped like normal breath attacks, and they can fly, making them the number one priorities in this battle. If yer not gonna invite one, turn it into KFC pronto! • Monsters often don't pay attention to their comrades' upkeep, so using a lot of status effects can put the kibosh on their offensive strategy. It's not pretty when 7-8 monsters all use their special attacks on the same turn! Keep spread out to (hopefully) avoid a few people getting ganged up on. • If Fluid Magic was picked up off the warlock in Blete, it can be used to continuously fuel Euphaire's summoning strategy. Just remember to target 1-2 monsters per spell to avoid spreading the damage too thinly. Surgat has a movement of 6.6 (!) and often rushes headlong towards his foes, which sets up an easy surround-and-pound strategy. It's worth prolonging the battle to get some of the better spoils (Urn of Chaos, Tome of Discipline, Wisdom Fruit, Cup of Life) however. AFTERMATH ŻŻŻŻŻŻŻŻŻ Naja is the new target, but a pitstop in Belleza is worth your time... Oh, and Glycinia will now (re)appear at Vespa again. She'll have a Glass Pumpkin, Cassowary Feather, Hard Leather, and the great Holy Comet (whip). If you're a fan of that weapon, this may be right up your alley. She'll appear here until you've passed the Haena stage. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 15) BELLEZA [OPTIONAL] [PATH A/B] [WK15] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_belleza.png NOTE: If Euphaire is with you currently, you do NOT have to use her, despite her appearing in the initial lineup! DIFFICULTY: 4/10 _____ _______________________ MAP ------: 14x12 | HP | DROP | GOTH -----: ----- |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 15 Valkyrie | 198 | Trident | Lv. 15 Valkyrie | 196 | Plumed Headband | Lv. 15 Ninja | 191 | Warp Shoes | Lv. 15 Ninja | 191 | Sword Emblem | Lv. 15 Ninja | 190 | Stone of Swiftness | Lv. 15 Witch | 179 | Spell Robe | Lv. 15 Witch | 176 | Pointy Hat | [L] Lv. 17 Summoner | 202 | Fenrir (Summon) | |_____|_______________________| Let's muss up this harem! • This battle's basically the same as Euphaire's invitation "test," except the terrain spires upward and is a hard climb for trudging classes. It's a good idea to use some ninja/hawkmen to quickly get into position. • One ninja has Warp Shoes, which changes movement type to teleportation. It need not be said that it's a great addition to any trudging class, factoring out height in their movement equation. • Speaking of which, slow-moving mages aren't going to get very far in this map. It's best to say towards the base and try to use whatever range is available to slap the ninja/valkyries around. • Elrik stays mostly towards the top, dropping his Fenrir summon down on whoever's coming up. The battle in Blete was mostly flat ground so clumping together was a cinch; here, the ranks may be thinner and give the summon a bit more bite. Have Heal Plus (etc.) ready! [Naturally, taking out Elrik's Fluid Magic witch makes this fight ridiculously easier. Hawkmen should be able to get up there pretty quick.] • Tile [0,11] contains a Snapdragon item, which can be used to turn a living character into a sword! Of course, doing this permamently loses the unit involved, so it's not to be taken lightly. See the Snapdragon section for more info on the subject. [This is the 1st location to find one, by the way] • Taking out the Fluid Magic witch -- such as by getting a first-turn Ray of Paralysis and letting a hawkman beat on her -- basically prevents Elrik from summoning Fenrir. Instead, he'll use his special skill 'Summon Golem' when it becomes available, since it's MP cost is lower. It's also funny to see him wait turns to use it, only to have the golem blow up prematurely en route... :) AFTERMATH ŻŻŻŻŻŻŻŻŻ Elrik can join afterwards, although the options change a bit depending on if Euphaire was recruited (option A invites, option B dismisses). Is there any reason to leave him behind? Not really. Summoners are basically male Shamans, and he gets the same magic-equip pros/cons that Euphaire does, namely anything is fair game except Virtue/Bane (sans Necromancy). Since he's water type, the Fenrir summon is in good hands... The next destination's Naja. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 16) NAJA [PATH A/B] [WK16] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_13.png DIFFICULTY: 3.5/10 _____ _______________________ MAP ------: 22x16 | HP | DROP | GOTH -----: 500 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 16 Wizard | 173 | Earth Wand | Lv. 16 Wizard | 172 | Ice Wand | Lv. 16 Knight | 234 | Earth Shield | Lv. 16 Knight | 234 | Sword Emblem | Lv. 16 Soldier | 248 | Stone of Swiftness | Lv. 16 Cleric | 185 | Cleanse (spell) | Lv. 16 Witch | 186 | Water Garb | [L] Lv. 18 Siren | 203 | Gnome (summon) | |_____|_______________________| Grevis (Leader, Siren) has the Gnome summon so if you've done Belleza already, you'll be familiar with how the surround-'n'-pound strategy works. The far-off witch knows Fluid Magic and should be killed pronto, which is a double whammy 'cause she knows Ray of Paralysis as well. It helps that Grevis has no other spells to fall back on, making her do nothing for turns on end. Other than that, power in numbers! Summons' damage is diluted when a crowd's targeted, and the enemy AI will almost always try to hit the most people. Just a few more tidbits: • The Cleric only has Heal Plus, so if you surround units one-by-one, she'll refrain from healing that person due to healing enemies as well. Also, by endangering the cleric's life -- such as sending a hawkman to back-attack her each turn -- she may prioritize her own health over comrades', making it easier to slay them. [Of course the knights can still heal, but those are single-serve.] • Grevis' Caldia (fan) weapon may inflict Charm if it lands a hit. Attack from behind or long-range to avoid this incredibly annoying occurance. • The leader is a fire-type using an earth-elemental summon. This mismatch'll mean it's not as powerful as it could be initially. But, if you wander onto panels that give earth boosts, it can do 20+ per hit or more. Stay on grass 'Plain' tiles! Of course, each hit misses quite a lot, even on trudging low-AGI characters. ;) • Speaking of which, any allied summon user can hedge their damage by hitting debilitated units (sleep, petrify, paralysis, etc.) as their evasion is always zero percent. AFTERMATH ŻŻŻŻŻŻŻŻŻ Nothin' to speak of. Sotavento's right down the yellow brick road... _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 17) SOTAVENTO [PATH A/B] [WK17] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_14.png The boys are back in town! DIFFICULTY: 4/10 _____ _______________________ MAP ------: 14x13 | HP | DROP | GOTH -----: 1000 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 17 Knight | 245 | Sword Emblem | Lv. 17 Knight | 237 | Sword Emblem | Lv. 17 Valkyrie | 207 | Altar of Resurrection | Lv. 17 Valkyrie | 200 | Stone of Swiftness | Lv. 17 Valkyrie | 200 | Stone of Swiftness | Lv. 17 Priest | 193 | Resurrection (spell) | Lv. 19 Esquire | 265 | 1000 Goth | |_____|_______________________| Ah, town battles are always the most interesting. Nichart (leader, Esquire) usually refrains from close-range fighting unless his AI is tipped off to a low-HP ally, so he goes for Ice Javelin missiles quite a lot. The rest of the crowd (valkyries, knights) will rush down to meet everyone while the Priest holds back at midfield to dole out the curatives. The witch here has no support role and often casts Fascination -- beware, especially if you're playing on an emulator where it can freeze the game if successful. Take her out ASAP! The other 'main mark' to look out for is the Priest, which is handy with a Heal Plus. This one has the 'Resurrection' spell, a one-of-a-kind ability and unique to Path A. Couple of other tidbits: • The Priest won't use Heal Plus on an enemy if it's surrounded, due to the AI healing the player's allies. Those pesky knights will then have to fend for themselves! Also, the Priest never uses Resurrection, although this may have roots as a gameplay mechanism (repeatedly obtaining dropped items). It's not a bad idea to invite instead of slaying him, so one can have an extra priest for the upcoming party-dividing portion (two battles from now). • There is a 'Snapdragon' item buried at [12,0] and is one of only four in the game. I won't go in-depth for what they do, but make sure that an ally unit claims it before an enemy stumbles upon it. (NOTE: You can get this in the training mode as well). • Random asides: The witch has a Knight's Certificate. This isn't important, it's just a weird emblem for a mage class... Also, if Ivanna attacks the leader, there's a short scene talking about her disgraced knighthood. If you're using Elrik/Deneb, Euphaire's Energy Transfer ability allows for quick summoning, and this skirmish is pretty standard as a stalling battle. When Nichart's defeated, he flees and tells Alphonse to follow him to Ostorea Castle where he "won't leave in one piece." AFTERMATH ŻŻŻŻŻŻŻŻŻ Once the reminiscing is done, Eleanor gives Alphonse her Pearl Necklace, which prevents status effects on the wearer. [If one tried to remove it from her earlier, she wouldn't allow it.] Unfortunately, Alphonse, as the Leader, is immune to status effects like that so it should be put on someone else who's vital to the frontline. Can't live a gift horse in the mouth! Additionally, Fluid Magic and Full Heal can now be bought in every shop. Yayee! March off to Haena, to the sound of war drums... _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 18) HAENA [PATH A/B] [WK18] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_15a.png MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_15b.png DIFFCULTY: 5/10 _____ ____________________ __________________ MAP -----: 18x12 | HP | PATH A DROPS | PATH B DROPS | GOTH ----: 700 (1000 Path B) |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES -: Lv. 19 Thun. Dragon | 281 | Sorceror's Cup | ---------------- | Lv. 19 Swordmaster | 219 | Teleport (Spell) | ---------------- | Lv. 19 Swordmaster | 221 | Crown of Intellect | ---------------- | Lv. 19 Ninja | 203 | Yomogi-u | ---------------- | Lv. 19 Ninja | 210 | Thunder Chain | ---------------- | Lv. 19 Archer | 217 | Forest Boots | ---------------- | Lv. 19 Archer | 203 | Flame Leather | ---------------- | [L] Lv. 21 Archer | 229 | Thunder Bow | ---------------- | Lv. 19 Dragon Tamer | 235 | ------------------ | Dragon Gem Sword | Lv. 19 Earth Dragon | 290 | ------------------ | Dragon Eyes | Lv. 19 Dragoon | 273 | ------------------ | Ice Blade | Lv. 19 Dragoon | 266 | ------------------ | Dragon Armor | Lv. 19 Duke Knight | 281 | ------------------ | Heavy Armor | Lv. 19 Duke Knight | 276 | ------------------ | Ice Shield | Lv. 19 Duke Knight | 270 | ------------------ | Winged Shoes | [L] Lv. 21 Duke Knight | 279 | ------------------ | Gram | |_____|____________________|__________________| This hilly place is the site of the 15th battle, whose enemy lineups change depending on the path taken back at Urodela. On Path A, the team faces off against Orson and his band of weak-DEF units; on Path B, the opposition's composed of DEF-heavy knight types, including Duke Knights [special foe-only unit who get 2 spell slots.] Obviously, Path B's is innately harder, but neither's pull-your-hair-out hard. • [Path B] Most units are DEF-heavy, battle-hardened vets in addition to spells (Duke Knights) or possible instakill physical attacks versus dragons (Dragoons). Because of this, using summons -or- the surround-n'-pound strategy helps to quickly dispose of targets, preventing them from escaping to heal. Use Molten Blade, too, if able. • If y'think the enemies will fall for the trick of advancing down to the lower plateau's base, think again -- they're smarter than that! That means a team must take the initiative in advancing since the foes simply idle around where they start otherwise. • The terrain works against mage units here, and if they want to get into the map's middle -- where battle no doubt centralizes -- they've got to circle the lower plateau. Alternately, they can stay down below and trade safety for flexible spell range. [Jumpier units can leap right up the cliffside.] • [Path B] Normally, undead units can be great distractions for the real threats, but here, Khodar can use Exorcism to banish them. The Necklace of Resist will stifle that threat but cripples most undead types...except Dragon Zombies. [Their skills aren't affected by the no-magic-damage rule.] On that subject, Dragon Zombies are the only dragons worth bringing to the fight -- with dragoons and their instakill physical attacks, they're ineffectual at best, liabilities at worst. [DZs get by with self-reviving trait, but still have horrible move and might not be worth bringing either.] • Every unit here has a rare or yet-unbuyable drop, so it's worth slaying the entire team! Out of everything, only the Dragon Armor [Path B] and Forest Boots & Teleport spell [Path A] are truly unique, however. Basically, don't leave those treasure sacks laying around where an enemy can accidentally grab one. [Forest Boots can technically be obtained in Vs. Mode, but that's usually not viable for most players, so it's counted as unique in this walkthrough.] Defeat Orson or Khodar to end the fight. AFTERMATH ŻŻŻŻŻŻŻŻŻ Two maps now open: Ostorea Castle, the destination, and Gracula, an optional dot on an eastern island. Like in Tactics Ogre (SNES), castles are home to consecutive maps -- in this case, four! One has to prepare thoroughly before committing, as there's no saving inside and it would be a shame to reach the end and have to redo everything! Gracula is part of Glycinia's sidequest, so if she's not invited yet, don't bother. • Speaking of which, Glycinia now appears at Haena, with her penultimate setup: Ripple's Staff, Glass Pumpkin, Dragon Gem, Hard Leather. The player should make a choice at this time: should I invite Glycinia now and get the unique staff, or wait until later and get the best bow (Crescente)? The bow isn't unique because another can technically be obtained during the last set of dungeons via invitation, but there's no saving during then so it may be moot. The deciding factors typically come down to the staff's item ability (casts Divine Radiance) and the Crescente being used with the special bow ability Lachesis, obtainable later. Anyway, now's the time to prepare for Ostorea! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 19) GRACULA [OPTIONAL] [PATH A/B] [WK19] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_gracula.png DIFFICULTY: 1/10 -or- 2/10 _____ ____________________ ____________________ MAP ------: 16x22 | HP | DROP (w/o Glycin.) | (With Glycinia) | GOTH -----: 200 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 19 Gremlin | 181 | Tome of Discipline | ------------------ | Lv. 19 Gremlin | 185 | Sacrificial Doll | ------------------ | Lv. 19 Gremlin | 182 | Sacrificial Doll | ------------------ | Lv. 19 Gremlin | 187 | Sacrificial Doll | ------------------ | Lv. 19 Gremlin | 175 | Sword Emblem | ------------------ | Lv. 19 Gremlin | 180 | Sword Emblem | ------------------ | Lv. 19 Gremlin | 183 | Sacrificial Doll | ------------------ | Lv. 19 Gremlin | 179 | Sword Emblem | ------------------ | ENEMIES --: Lv. 19 Gremlin | 181 | ------------------ | Great Bow | Lv. 19 Gremlin | 185 | ------------------ | Glass Pumpkin | Lv. 19 Gremlin | 182 | ------------------ | 1000 Goth | Lv. 19 Red Dragon | 285 | ------------------ | Mirror of the Gods | Lv. 19 Red Dragon | 280 | ------------------ | Urn of Chaos | Lv. 19 Cerberus | 262 | ------------------ | Sword Emblem | Lv. 19 Cerberus | 253 | ------------------ | Cup of Life | Lv. 19 Cockatrice | 258 | ------------------ | Tome of Discipline | |_____|____________________|____________________| There's nothing difficult about fighting a bunch of measly Gremlins, besides the obvious pursuit in catching them. The terrain here is composed of lava and ocean, a weird mish-mash you'll find nowhere else, so said pursuit can be a bit annoying if it goes to extremes. • The reason to play this map is part of Glycinia's quest. If she's been recruited, she'll have a quote about Lubina being around somewhere. Bring her along in battle and move adjacent to the gremlin "Lubinnya" to uncover Glycinia's incognito sister. Simply beat the map and Lubina can join the party, too. [NOTE: Lubina does not appear in the map if Glycinia hasn't been invited, and the event only happens when Gracula's first played, so the sis can be permanently missed.] • Even without foreknowledge, it'd be easy to figure out where Lubina is -- she's the only gremlin who doesn't attack at all, not to mention the alias is a dead giveaway. If murdered, she drops 1000 goth...but it shouldn't be worth it, you meanie! • Note that battle ends when all foes are destroyed, not when Lubina's guise is revealed. It may be best to kill all regular enemies and let Glycinia do her unveiling act then -- this allows the fairies to safely finish battle without being targeted. AFTERMATH ŻŻŻŻŻŻŻŻŻ If Lubina isn't invited at first, Glycinia will want to leave to escort her back to "the forest," so both fairies can end up leaving here (worst-case scenario). Is it worth getting Lubina anyway? Perhaps. She and her sis have a double attack (i.e. move adjacent to one another) called Magic Missile that does magic damage with a banishing effect. It self-damages too, expectedly. Lubina joins with: Sherwood Bow, Hard Leather, Amulet _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 20) OSTOREA PREPARATIONS [OPTIONAL] [PATH A/B] [WK20] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This will be the hardest series (4) of fights you'll fight for awhile. The first two will be fought with the troops SEPARATED, meaning you'll have to divide 'em as they attack two fronts (like Bethla Garrison in FFT). Saving is impossible until every last battle has been completed, which can make this stretch of sword-clashing horribly annoying for people barely winning by the skin on their teeth. There is a trick, though. If your ranks are small enough to put everyone in one battle, the other gate battle will be skipped completely. This is not a recommended tactic as it misses items and, worse, the Atropos special skill (if you take the Ostorea South route). This aside, the walkthrough's duty is to go the 'normal' route that most will go. Think about visiting Quest Mode to stock up on rare equipment and such -- it can really help here. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> For those with few allies, or those who will just have a poor time splitting the party up evenly, there's a way to 'pad' one side a bit: undead allies! No enemies within Ostorea will be able to banish (i.e. completely irreversably destroy) these types in the first three battles on Path A. Plus: • They are immune to status effects • Ghosts can teleport (no movement penalties) • They automatically revive themselves with ample HP • Ghosts can use nagging bane spells • With Cursed Existence (revives w/ full HP), you'll never be short-handed This is the most obvious way, since ghosts are the only undeads that are easy to find. If you have not been to Blete yet (must clear Gryllus), there's one more undead to get: a Dragon Zombie! These CAN have their status changed but with a Necklace of Resist, be completely invincible in a sense. Their Rotting Breath ability can also lowers equipment power. You may not want undeadies after the first two battles, but they ARE a very good way to get troops that are completely self-sufficient and need no real strategies. Ghosts can only be encountered in Gryllus, though, and can't be hired by the normal means. After clearing the forest (see strategy far above) just find a few ghosts and invite 'em. The Arbitration ability helps to get the first; ghosts persuade fellow ghosts easier, too. Just remember to invite ghosts who start with the Enfeeble spell since it's not buyable and will be more useful than, say, Brain Sap in the long run. Cursed Existence is alright, but if you've got an Angel Knight, they're not too bad a supplement. "Poignant Melody" allows them to return HP and MP/SP to the above two classes, which normally are unable to be healed by normal methods. One Angel Knight should suffice. As always, this is just a RECOMMENDATION, but the possibilities are great if you bring four or five ghosts into battle. It's really a flawless, near-cheap strategy. =) <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> So, which allies should you send where? It's really up for grabs, but here's a good guideline: [OSTOREA WEST] [OSTOREA SOUTH] • Alphonse • Ally w/ Heal Plus • Knight w/ Heal • Priest • Knight w/ Heal • Knight/Swordmaster • Ally w/ summons • Knight/Swordmaster • Ally w/ Heal Plus • Ally w/ support spells • Ally w/ Hurdle Wall? • Knight/Swordmaster • ????? • ????? • ????? • ????? This is what I consider the 'essentials.' Hurdle Wall is useful here, unlike most maps, because the castle wall is impassable except for flying/warping units. Hurdle Wall ignores elevation and places a unit up above, allowing a unit to ambush the archers. Fill in the "?????" blanks with units of your choice, which I suggest ghosts/dragon zombies. >___> Don't forget to bring someone with fire-elemental spells if you want to find treasure -- snow will be covering lots of spaces. NOTE: Use Teleport instead of Hurdle Wall if you have it. Equip a Necklace of Resist on those undeads and watch 'em rattle down the street! <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> Both gates are open at once, but Ostorea West can get tackled first. As long as you know that sending troops to one makes those unavailable for the 2nd... Onward, Lodis Soldiers! NOTE: If you haven't revisited Rana to get the Zephyrus spear, that can help! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 21) OSTOREA WEST [PATH A/B] [WK21] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_16.png DIFFICULTY: 7/10 _____ _______________________ MAP ------: 23x16 | HP | DROP | GOTH -----: 600 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 19 Archer | 218 | Grincer Coat | Lv. 19 Archer | 215 | Stone of Swiftness | Lv. 19 Warlock | 242 | Sacred Ring | Lv. 19 Duke Knight | 270 | Saint's Shield | Lv. 19 Duke Knight | 274 | Sum Mannus | Lv. 19 Hawkman | 245 | Healing Salve | Lv. 19 Hawkman | 238 | Crown of Intellect | Lv. 21 Swordmaster | 264 | Notos | |_____|_______________________| Ahh, one of the harder battles yet fought, and the harder of the two gate battles. Margret (Leader, Swordmaster) has the Atropos spell and uses it to inflict 100+ damage to a target, thus why anyone with even a regular heal spell does good here. This also damages her, though, making her not so hard of a target to bring down. Just make sure to keep mage units away 'cause she may OHKO some of them, no joke. If you want to defeat everyone and get the rare items, here's the 'order of operations': 1: Bring Down Duke Knights! ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ These are the 'closest' technically, so the player'll probably tango with one or two of these while trying to accomplish the first objective. They loiter by the gate and don't stray until enemies approach; they're drawing you into the archers' sights, y'see. Try to draw them into the water ('Channel' panels) to reduce their defensive capabilities, 'cause they are pretty decent on that end, and incapacitate them in some manner. Surround the one that knows Heal Plus first because he won't cure himself at the expense of doing the same to the allies; when he's gone, surround-'n'-pound the second Duke Knight. [Using ghosts to surround helps since the terrain is hard on units without the snow-walking ability.] These feats will net the Sum Mannus & Saint's Shield rarities, both useful. 2: Slay the Hawkmen! And a Warlock? ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ If you have Teleport, and you should if you're on Path A, sending in a lone unit up on the castle wall makes little sense since these guys will gang up on it. They're the only flying units, and have pretty crappy defense to boot. Once they're dead, give the Swordmaster (or bowman) a clear target at the enemies below. I gave my swordmaster Orson's Thunder Bow and it worked to great effect. [Once they're gone, teleporting mage units to the upper wall is an awesome tactic, though.] NOTE: The warlock may be close enough to die. He's inconsequential in the grand scheme of the battle 3: March to the Archers! ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Archers stay up top on the wall, and gain tremendous range due to the height of the dang thing. Hurdle Wall places a character up there but only if s/he's standing adjacent; Teleport lets anyone teleport anywhere. Bows work horribly when shooting at an uphill level, meaning a unit with a bow can get the upper (no pun intended!) hand by getting on the even HIGHER spots (29s). Margret's ability can't reach up there, so they'll be safe. Start plugging the archers from there, and maybe that warlock, too, which isn't of any consequence to be honest (Sacred Rings can be won in Quest Mode). Maybe persuade him for to get an extra ally...? :D That Grincer Coat is part of the 'Enchanted Hunting Wares' set, and although it's very good, it's NOT one-of-a-kind. More can be won in Quest Mode, so if you want to skip it, go ahead. Same goes for the Tundra Bow, which is /not/ dropped. 4: Death to Margret! ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ NOTE: Margret doesn't seem to heal herself...? With only Margret and maybe the warlock left, long-range attacks can really pay off. Throughout the battle she'll keep her distance as long as allies are not too close to the castle wall, and she often idles near the righthand-side stairway. Use Teleport to get bowmen/Swordmasters in position for their long- -range attacks, and use the unit with the highest HP/defense to eat Atropos' damage. This weakens her as well, remember? Better yet, use an undead enemy as bait to make her weaken herself. It's really ingenious. If you want to find treasure on the map, make sure you do so before Margret gets on your tail, 'cause she can't be Teleport-ed around. However, the spell I just mentioned is good for evading her illustrious sword talents for awhile, at least. In a snowstorm, panels can be turned into 'Snowy Plain' types so be sure to bring a 'Clear Sky' spell to change the weather! (A 'Coral Harp has the same effect as Clear Sky, remember). Oh, and if you still don't have a leg-up, Margret's movement only has an up/ down ratio of 2:3, meaning you can stall her with undeads if you have some, like I did here: http://img.photobucket.com/albums/v242/Shotgunnova/Margretmove.png If she kills one, just use Cursed Existence to bring her back. Those undeads are really expendible, but so lovable, too. =p OTHER TIPS ŻŻŻŻŻŻŻŻŻŻ • If you want to be a badass, wait for an archer to stand on the outcropping of the castle wall and teleport a unit (or have an innately teleporting unit) onto the wall. Remember that hitting someone with a shield produces knockback? Doing that to an archer on the edge will send them off, killing them from the ridiculous fall damage. Another method how those "disposable" ghosts can earn their battle stripes! • If you're looking for treasure, remember that snowfall will re-cover the burnt tiles. Make sure to use Clear Sky/Coral Harp to keep the weather clement (although besides the Phoenix Mail, the tiles are normal ones). And as a curio, summoning a tempest in snowy weather produces a snowstorm, so if you wanted to make some kind of silly flooding tactic, that ain't gonna fly. • Bringing a swordmaster in with Molten Blade can pay off in spades just on counterattacks alone (particularly in the early going). Although, if it's between that and Teleport, go with the latter. • Tile [20,5] is a crucial point for units ascending/descending the upper wall -- putting an ally here, prevents Margret from getting back up or keeps her up there, securing safe passage for ascending allies. It's not that feasable without teleporting/flying units, but can certainly be useful in the right situations. AFTERMATH ŻŻŻŻŻŻŻŻŻ When Margret's defeated, she'll pass on her 'Atropos' special skill to one human unit of the player's choice. It can be ANYONE in EITHER party that can learn it -- there is no restriction besides the normal ones (monster units cannot learn it, fr'instance). Alphonse is probably the best target, although Ivanna, a Swordmaster, or such would be a prime candidate, too. Let me iterate this in case you didn't catch it: YOU CAN ONLY LEARN THIS NOW AND HAVE ONE CHANCE TO TEACH IT TO SOMEBODY! Note that anyone in your team can learn the ability -- including those not in the battle party, such as those at the other gate (if you did it already) -- provided they fulfill the requirements. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 22) OSTOREA SOUTH [PATH A/B] [WK22] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_17.png DIFFICULTY: 4/10 _____ _________________________ MAP ------: 22x15 | HP | DROP | GOTH -----: 1400 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 20 Siren | 202 | Cloak of Authority | Lv. 20 Siren | 201 | Caldia | Lv. 20 Witch | 201 | Stone of Swiftness | Lv. 20 Priest | 201 | Divine Radiance (spell) | Lv. 20 Duke Knight | 280 | Healing Salve | Lv. 20 Duke Knight | 268 | Firedrake Sword | Lv. 20 Venefica | 240 | 1000 Goth | [L] Lv. 22 Esquire | 298 | Osric's Spear | |_____|_________________________| Defeating Nichart will end the battle, but there's SO much to do before then! The Priest has the one-of-a-kind 'Divine Radiance' spell, a powerful offensive VIRTUE spell for healers. The Venefic (Lethe) often ignores using Fluid Magic on the priest if you mount the stairs from the right side, so that's what you should do. ...But, before that, taking out those Duke Knights is well worth it. They're the only physical fighters besides Nichart and can be a thorn in the side if they're let run rampant. Surround-'n'-pound the one with a Heal spell and use summons (Euphaire has Energy Transfer, remember) to take it out of the picture before the Priest can heal it; which, if it's surrounded, she won't. Drawing the Dukes towards the party is as easy as staying put for three turns. (NOTE: If you're playing on an emulator, you'll want to kill that witch first since Fascination can freeze up the game and make the player reset!). If you can inflict paralysis/sleep, summons will never miss! Abuse Energy Transfer and Fluid Magic to really drive the nearby enemies into the ground, stake-style. This is an easy way to take out the sirens/witch appearing on either side of the field. Lethe teleports out when her HP is depleted (no spoils). Nichart's an agile opponent, doing 50+ often enough due to the terrain and his weapon/innate element bonuses -- ice! Basically none of the panels give a negative impact to water/ice, so standing on normal ground is good enough. Surround him so he can only hit one ally with his two-panel attack, and chip away. Be sure to keep a Heal Plus'r on-hand since he can really damage those of the opposite element (or with crap defense). When his HP dips below 100, he starts to heal. Interestingly enough, he's already got a 'Don Quixote' emblem which gives him -10 INT. Laff! Other things: • There's a buried Leviathan Mail at tile [0,15], which is an isolated space covered by snow -- it'll require a flying or warping character to get it once the preparations are done. This can be won in Quest Mode, too, so no reason to get bent out of shape if y'can't get it. When he's defeated, he drops an Osric's Spear and 1000 Goth, which must be a kicker 'cause no one leaves behind two spoils in the game. The parties will now rejoin into a solitary collective now, meaning the worst is over. AFTERMATH ŻŻŻŻŻŻŻŻŻ The party rejoins to assault the throne room. Remember to equip the team with new stuff once y'get there! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 23) OSTOREA THRONE ROOM [PATH A/B] [WK23] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_18.png Hey, even those allies from the very first battle in the game are back! Kewl! DIFFCLTY: 3/10 _____ __________________________ MAP : 12x19 | HP | DROPS | GOTH : 2500 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES : Lv. 20 Wizard | 195 | Water Garb | Lv. 20 Wizard | 195 | Sorceror's Cup | Lv. 20 Witch | 204 | Petrifying Cloud (spell) | Lv. 20 Knight | 259 | Dragon Helm | Lv. 20 Knight | 268 | Dragon Shield | Lv. 20 Duke Knight | 280 | Warp Ring | Lv. 20 Duke Knight | 282 | Sword Emblem | [L] Lv. 22 High Priest | 294 | 1000 Goth | |_____|__________________________| Although it may look a little grim, this battle's really not as hard as it seems...if you want to just get on with it. The Witch has the one-of-a-kind Petrifying Cloud spell, the male knight has the only Dragon Helm in the game, and, of course, Rictor has the game's only virtue summon: Ignis Fatuus. These (except for last, which is obtained automatically) are what should be sought after. A Duke Knight has a Warp Ring, too, but that can be obtained in Quest Mode. If you choose to go after it, though, it'll probably one of the last to get gork'd. Going after the mages first is recommended, as Atropos should be able to OHKO them pretty easily...at most, two attacks. The Witch feeds MP through Fluid Magic to Rictor -- a strategy we're all familiar with -- so taking her out is very recommended, not to mention her petrification magic will be her prime attack once /her/ MP gets higher. To boot, Rictor himself is an pushover; he only carries a simple Heal spell, which while doing 100+, is no match for Atropos. He's got decent magic defense, though, so physical attacks are the best avenue o' destruction. Collecting the other objects is harder, though. Because so many units have single-serve healing capabilities, much damage has to be done per turn. Using status effects is recommended (especially on the Duke Knight who warps around and can't be surrounded) to waste opponent turns. There are no useful terrain bonuses indoors, either... One at a time, surround-'n'-pound the units since this is the only sure way to victory. Preface that strategy with a dose of summoning for that extra boost of damage. Other things: • The unit with the Dragon Helm is immune to dragon breath attacks, but this doesn't apply to the female knight with the Dragon Shield! • [Path A] The Atropos-user can immediately start wreaking havoc by having someone teleport him/her to the enemy mages' area. Since the foes are so piddly, and the user isn't really in any life-threatening danger (at least until Ignis Fatuus becomes available), it's a good way to get a leg-up on the competition. • Random aside: Lara and Justin can't be invited, probably because they have loyalty issues to Rictor. A similar situation happened back at Arena [Path A] too, if y'remember. Defeat Rictor to end battle. AFTERMATH ŻŻŻŻŻŻŻŻŻ Only one chamber left... _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 24) OSTOREA CRYPT [PATH A/B] [WK24] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_19a.png MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_19b.png DFFCLTY: 4.5/10 _____ ____________________ ____________________ MAP ---: 17x14 | HP | DROP | PATH B DROPS | GOTH --: ----- |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES: Lv. 23 Angel Knight | 270 | Needle of Light | ------------------ | Lv. 23 Angel Knight | 266 | Earth Shield | ------------------ | Lv. 23 Knight | 280 | Healing Salve | ------------------ | Lv. 23 Knight | 277 | Warp Ring | ------------------ | Lv. 23 Valkyrie | 238 | Plumed Headband | ------------------ | Lv. 23 Valkyrie | 241 | Earth Javelin | ------------------ | Lv. 23 Warlock | 255 | Crown of Intellect | ------------------ | [L] Lv. 25 High Priest | 302 | Ignis Fatuus | ------------------ | Lv. 23 Duke Knight | 303 | ------------------ | Laevateinn | Lv. 23 Duke Knight | 306 | ------------------ | Sword of Tiamat | Lv. 23 Duke Knight | 300 | ------------------ | Healing Salve | Lv. 23 Duke Knight | 294 | ------------------ | Sword Emblem | Lv. 23 Knight | 289 | ------------------ | Magic Salve | Lv. 23 Knight | 272 | ------------------ | Tome of Discipline | Lv. 23 Priest | 232 | ------------------ | Reincarnation | [L] Lv. 25 General | 339 | ------------------ | Bloody Cleaver | |_____|____________________|____________________| The chapter's nightcap battle can be quite a fun one! Naris Batraal himself will take up arms on Path B, surrounding himself with some trusted allies. Except for that guy he killed. He was a meanie. [Can you believe Naris is of lawful alignment? What a crock!] On Path A, Rictor and his lackeys put up a last stand...unfortunately, most of the units are DEF-weak meaning Alphonse's powerhouse team should be able to steamroll 'em. • [Path A] Like the previous fight, Teleport can quickly tip the scales in the allies' favor. Rictor's Ignis Fatuus spell is the main damage-dealer on his end, but slaying his Fluid-Magicking Warlock with Atropos puts the kibosh on that. [Warlocks have better DEF than normal mages, so one may need to use Molten Blade first.] • [Path A] Obviously don't bring any undead units with unless you've got a plan to take out those Angel Knights and their Banish skill! Necklaces of Resist don't block skills, remember. • [Path B] Naris has mammoth DEF/STR, a powerful weapon (Bloody Cleaver), and can use Ray of Paralysis to annoy everyone. Additionally, he's got a no-MP special ability "Hell's Gate" that may instantly slay the unit(s) it targets. He's no slouch, so make sure mages stay far, far away. The rest of the units are pretty average, just Duke Knights -- who should now be easy pickins with summons, Atropos, and Divine Radiance on the table -- and a few others. The priest will babysit Naris, so it helps to get her out of the way early in the battle to avoid her presence's prolonging effect. [She only has Heal Plus, though, so any surrounded unit will never get her powers' attention...!] • There's a Ring of the Dead buried at tile [12,8], one of the few available in the game. It's part of the method to make a character a Lich, so don't leave this crypt without it! Defeat Naris to end the battle. AFTERMATH ŻŻŻŻŻŻŻŻŻ Once the crypt segment is done, the second chapter comes to a close. Ostorea Castle is now in Alphonse's hands, which means it's open for Training and the shop's available, too. Cybil and Rictor can now join permanently, on Path A and Path B, respectively. [Pick the first option to accept, the other to decline.] Cybil's basically a trumped-up siren with access to all spells but virtue, while Rictor's a priest who can cast only (3) virtue spells but any within that skillset. Neither special character can change class, however -- there's no substitution like with Euphaire's Siren and Elrik's Warlock jobs. NOTE: Thunderbird and Ignis Fatuus are equipped to Cybil and Rictor, respectively. Not allowing them to join means the summon is permanently missed! • Beating the Crypt earns the 'Cave Exploration' map for Quest Mode, which in turn opens up new item gain possibilities! See the appropriate section for more details. • Sufrir or Bison, whichever wasn't accessible on the current path, will now be available in southern Anser. Shouldn't be too important but Sufrir's a good place to fight dragons, for instance. • Shops have updated again, with new things like Snow Boots and Plate Mail available. • Revisiting Solea gives a special scene with Eleanor, if she's still in the party, and she gives an item to Alphonse depending on previous answers he'd given her. The Circlet of Wisdom can be gotten on either path but only if certain answers were given during 3 (4 if on Path B) past conversations. See the equipment section for more info. • Visiting Ardea gives the option to let Lobelia the Angel Knight join the party (pick option A). She comes with a Needle of Light, Cloak of Oath, Snow Boots, and an Amulet. Note that you cannot get Saia (at Rebanada's 2nd battle) if she's currently in the party. However, dismissing her -- or using a Snapdragon on her, which is a popular choice -- is fine if you want Saia. Two maps are open: Rebanada and Harmonia. The former is an optional map that can be played twice (not consecutive battles); the latter is the compulsary destination. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 25) REBANADA [OPTIONAL] [PATH A/B] [WK25] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_rebanada_1st.png Dark and damp, this murky cave faces the northern Rananculus sea. And, once inside, we learn that someone who went insane over his sister's illness still wanders the shadows... Don't enter battle without the means to permanently eliminate undead types (Exorcism, Faith, Banish, and/or Star Tiara). DIFFICULTY: 3/10 _____ _______________________ MAP ------: 16x13 | HP | DROP | GOTH -----: 200 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 25 Ghost | 239 | --------------------- | Lv. 25 Ghost | 239 | --------------------- | Lv. 25 Ghost | 237 | --------------------- | Lv. 25 Undead Knight | 268 | --------------------- | Lv. 25 Undead Knight | 268 | --------------------- | Lv. 25 Dragon Zombie | 343 | --------------------- | Lv. 25 Dragon Zombie | 329 | --------------------- | [L] Lv. ?? (Unknown) | 320 | Goblin Helm | |_____|_______________________| Obviously, since undead types don't 'die' there's no drops to be found. One Dragon Zombie has a Necklace of Resist, however; persuade it to join and it will bring it with. This battle's relatively simple on the normal front -- just use Exorcism/Faith and destroy the undeads as they approach. Rimmon (Unknown, Leader) is a different story. His physical defense will be higher than anything you've ever seen, topping in at 700+ even at these mid- -ranged levels. In comparison, his magic defense and attack're horrible, with the former being the main route of damage (Atropos can do below 50!). Because His movement type is also snow-walking, which means he can go down two steps or up one -- he's a fatty! If you can manage to get him up on a ledge, it's really quite easy to make him take some fall damage. It's really a battle of attrition when it gets down to it; just keep him away from the mages. His two emblems (War God, Berserk) may aid him a bit here... Oh, and there's a buried 'Tathlum' crossbow at the [15,02] panel. It's the only one in the game, but can be gotten later, too. It's bane-elemental, so that's appealing, yeah? AFTERMATH [BATTLE #1] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Defeating this map opens up a special event next time it's entered, where a new character (Saia, Lesser Daemon) can be obtained. This goes hand in hand with events relating to getting Lobelia, an Angel Knight. Only one can be obtained (at least in original form), so you'll have to make the decision. If you choose not to invite her, she gives a Seraph's Plume as a reward. =/ Visit Ardea and accept Lobelia's help to get her in the party; re-enter the map to enter the battle below (remember, this is OPTIONAL)... MAP: db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_rebanada_2nd.png DIFFICULTY: 3/10 _____ _______________________ MAP ------: 16x13 | HP | DROP | GOTH -----: 200 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 25 Vrtra | 312 | Snapdragon | Lv. 25 Vrtra | 321 | Sword Emblem | Lv. 25 Hawkman | 284 | Ring of Flotation | Lv. 25 Hawkman | 287 | Earth Leather | Lv. 25 Gorgon | 258 | Flame Bow | Lv. 25 Gorgon | 263 | Rapture Rose | Lv. 25 Gorgon | 264 | Stone of Swiftness | Lv. 27 Lesser Daemon | 299 | Earth Dragon Axe | |_____|_______________________| Out of all the new enemies, the Gorgons are probably the ones that need to be defeated first. Their 'Evil Eye' spell inflicts petrification on allies who do not have shields, and this is especially annoying because the ones who don't carry shields often are mage types (bye, Cleanse). The other enemy that's probably new is the Vrtra. They have normal breath attacks but inspire fear (-1 to mental gauge) in those within a range of three. These are great ones to persuade, if possible. The Vrtra nearest the party drops a Snapdragon (finite item) upon defeat, so invite the OTHER one if you have to. This is a regular old fight besides that, although the enemies may heal 100 damage instead of the normal 50. There's just no complex strategies to do ever since Atropos came to town... AFTERMATH [BATTLE #2] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ After defeating Saia, he'll pose a question to Alphonse. "I fight for myself" -> Saia joins party (with Amulet, Chain Mail, Enfeeble) "I fight for peace " -> Saia does not join party; obtain Ring of the Dead If you get Saia, you CANNOT get Lobelia the Angel Knight. But, Saia is great as a character who prefers axes and can use two minor bane spells. That Ring of the Dead is useful, too, so choose wisely! It's possible to get Saia, take all of his stuff, dismiss him, and still get Lobelia (this works vice versa too, if you already got Lobelia). _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 26) HARMONIA [OPTIONAL] [PATH A/B] [WK26] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_20.png Finally, some vindication. And two leaders, to boot! Make sure to put shields on units to protect against petrification (or Amulet accessories)! DIFFCLTY: 4.5/10 _____ _______________________ MAP : 17x21 | HP | DROP: | GOTH : 500 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES : Lv. 25 Giant | 341 | Snapdragon | Lv. 25 Giant | 346 | Wind Ring | Lv. 25 Daemon | 279 | Boreas | Lv. 25 Daemon | 282 | Ring of the Dead | Lv. 25 Gorgon | 259 | Sandstorm Bow | Lv. 25 Gorgon | 267 | Urn of Chaos | [L] Lv. 27 Venefic | 283 | Fiend's Grip (S) | [L] Lv. 27 Venefica | 276 | Sugar Cane | |_____|_______________________| Both Cirvante and Lethe (Venefic and Venefica, respectively) have to be done in here to complete the objective. Because the entire field is designed just for snow-walker types -- which your party won't be full of, I guarantee -- it can be quite a nuisance for any trudging types. Thus, using warping / flying types here is the best way to get around (and Teleport. Can't forget that). At least snow-covered panels give slight plus-five bane resistance... The two new units here are the Giant and Venefic. Giants get colossal growth in the strength and physical defense departments, but end up having very poor accuracy for their only skill 'Titan Crush.' It's got 90 ATK power but rarely hits, thus making them a bit lop-sided (they can't equip weapons either). The Venefic is like Lethe, but has the powerful Fiend's Grip AOE spell. Unlike his 'sister' he can also use Summon Darkness to bring more undead human types into battle. Speaking of which, there's quite a few spoils worth seeking out. One daemon has the unique Boreas axe, while two other enemies drop a Ring of the Dead & Snapdragon, both available in finite quantities. If you're going to get three drops, those are the ones to snag -- the others are available through other avenues of gameplay. Because both leaders are trudging types, it's incredibly easy to pick off the enemies nearby. Fluid Magic and summons work on Turn 2, after all, and that's without moving from the SW corner the party starts in. Some stray too close? Just kick out Atropos. After about 5~6 turns, the leaders will be in range to use their spells, so make sure Fiend's Grip is unable to hit more than a few people at a time -- it's 55 ATK, the most powerful AOE one in the game! One 'small' difference here, that you've seen before probably, is that enemy units will start to heal 100 HP when in critical condition. Nothing big, but if any Gorgon gets away from the pack, Evil Eye's unlimited range will come into play. Teleport really rules the battlefield here, hands-down. Use it on the unit who has Atropos and go to town. [Without Teleport, warping will have to suffice.] Order of operations? Take out Cirvante first to prevent more Daemons from being summoned into battle. He's got decent defense so you'll have to gang up on him or at least corral him (w/ Atropos) towards where the allies are. After that (or during), the Gorgons have to go. No other enemy provides much of a challenge, but boy, those bosses have 200+ AGI making physical accuracy a bust for the most part. 100%-hitting spells will work well here, but not that well due to magical defense. So what to do? Attacking from behind gives the highest hit percentage, and is basically the chink in their annoying armor. Stick him on a snow panel (so he doesn't get a bane bonus) and use Atropos from behind a few times. Should not be too hard to take him down if you get the advantageous positioning. AFTERMATH ŻŻŻŻŻŻŻŻŻ Afterwards, the route creeps closer to the mountains. The base of the range is at Charadrius... _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 27) CHARADRIUS [PATH A/B] [WK26] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_21a.png MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_21b.png DFFCLTY: 4.5/10 _____ ____________________ ___________________ MAP ---: 14x19 | HP | PATH A DROPS | PATH B DROPS | GOTH --: 1000 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES: Lv. 27 Duke Knight | 339 | Flame Shield | ----------------- | Lv. 27 Duke Knight | 333 | Freude Helm | ----------------- | Lv. 27 Duke Knight | 319 | Sum Mannus | ----------------- | Lv. 27 Dragon Tamer | 297 | Amulet | ----------------- | Lv. 27 Priest | 249 | Crown of Intellect | ----------------- | Lv. 27 Priest | 244 | Tome of Discipline | ----------------- | Lv. 27 Mushus | 332 | Dragon Gem | ----------------- | [L] Lv. 29 General | 369 | Bloody Cleaver | ----------------- | Lv. 27 Angel Knight | 306 | ------------------ | Needle of Light | Lv. 27 Angel Knight | 288 | ------------------ | Nathalork Mail | Lv. 27 Daemon | 297 | ------------------ | Euros | Lv. 27 Daemon | 282 | ------------------ | Leviathan Mail | Lv. 27 Vrtra | 341 | ------------------ | Sword Emblem | Lv. 27 Witch | 238 | ------------------ | Time Flux (Spell) | Lv. 27 Wizard | 227 | ------------------ | Earth Ring | [L] Lv. 29 Sorceress | 267 | ------------------ | Thunderbird (Su.) | |_____|____________________|___________________| On Path A, Naris Batraal and his cronies put up a last stand on the lake. Naris has great attack and all-around defense, not to mention the harrowing Hell's Gate skill (spearlike range) that can inflict sleep or outright death on those it targets. He's not to be trifled with; keep mages far, far away! The rest of the units aren't that hard, although this is the only time a Mushus appears in mandatory play -- its +1 mental gauge to friendlies might be enough reason to invite it! The Path B version of Charadrius features an old friend turned betrayor, who will have a cadre of evil beings to defeat. This will probably be the first time an Angel Knight's seen (discounting Lobelia), and they can be formidable, although a little underpowered for all their laurels. Since they can instantly defeat undead creatures with their Banish skill, don't bring any of your fave zombie types here or y'risk losing 'em forever! Other things: • [Path A] This is the only time two priests are found, and they can back up Naris' evil ambitions! It's not a bad idea to Teleport the Atropos-user (or anyone with Clotho/Lachesis) behind them and start slaying! Note that one priest has Divine Radiance, one of only two obtainable in the game (and exclusive to Path A), so it's worth inviting her instead of the alternative, particularly if one didn't get Ripple's Staff as Glycinia. • [Path A] This may just be a fluke, but man, I had more spoils stolen in this fight than the entire game combined. Those Duke Knights will often be able to move right into position in this respect, so if y'want their stuff -- most of which is rare but can be gotten in Quest Mode -- prepare ahead! • [Path B] The cheap shot done pre-battle leaves Alphonse poisoned coming into the fight regardless of status prevention (which should be everything, since he's leader). Cure it early so it's not a nagging problem. • [Path B] Hanging back towards the start draws the flying units (Vrtra, Angel Knights) forward, setting up their demise early in the fight. Remember that Vrtras give an automatic -1 Fear Gauge within three panels, so it's good to get them out of the way. • [Path B] There are two particular unique items to obtain here, besides the mandatory Thunderbird summon: the Euros hammer and Time Flux spell. The latter is unique to Path B and by expending 25 MP, allows the target to have a second turn! Yes, that is insanely awesome, almost making up for not getting Teleport on this path. • [Path B] Daemons' Summon Darkness ability lets them call undead types into battle, complicating things further. [However, they only do this when there's less than 8 allies available, and usually when their team's dwindling.] Defeating them early on can save hassle later. Defeating the leader ends the battle. AFTERMATH [PATH B] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Immediately after, the fabled Longicolnis spear is obtained, the most powerful of its type, too. It's necessary for one of the endings, so don't throw it away or anything stoopid like that, eh? • Glycinia finally settles at Charadrius for the rest of the game, and can be invited there after being saved. She carries a Crescente along with her usual stuff (Dragon Gem, Glass Pumpkin, Hard Leather). Once Angel's Headstone is started, there's no leaving until the events are all finished, so come prepared. It's not a bad idea to run through Quest Mode and get great items/skills, or even just buy Firecrests from Pumpkinhead's shop in Scabellum (as part of Deneb's quest). _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 28) ANGEL'S HEADSTONE [PATH A/B] [WK28] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_22.png DIFFICULTY: 3/10 _____ _______________________ MAP ------: 23x13 | HP | DROP | GOTH -----: ----- |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 29 Daemon | 317 | Urn of Chaos | Lv. 29 Undead Knight | 291 | --------------------- | Lv. 29 Undead Knight | 290 | --------------------- | Lv. 29 Undead Wizard | 199 | --------------------- | Lv. 29 Ghost | 250 | --------------------- | Lv. 29 Ghost | 251 | --------------------- | Lv. 29 Dragon Zombie | 349 | --------------------- | [L] Lv. 30 Lich | 256 | --------------------- | |_____|_______________________| It took awhile, but the game finally broke an enemy Lich out. Mycale (leader) is an undead wizard transmigrated via a Ring of the Dead, giving him insane defense of both types and three spell slots. He also brought some like-minded cronies with...but none that know Fluid Magic, unfortunately for him! • Besides the leader and Daemon, everyone's undead and can be eliminated via normal means. However, the Dragon Zombie has a Necklace of Resist, making his only achilles' heel Banish (Angel Knight) or Star Tiara (Eleanor). And although the boss is undead, he isn't subject to any instakill methods like the others -- no liches are, even ally ones. It's a good idea to take out the Daemon early so he can't call any other zombies in via Summon Darkness. • If y'want buried treasures, they're all buried under snow, so bring someone with non-summon fire magic. • The left hand "stairway" by the abyss tiles can't be bypassed by trudging characters, which can be a problem if stronger units warped/flew ahead to corner Mycale. Keep the battle local, if possible, or go all the way around (ugh). • If Mycale ends up curing 100 HP each turn, and no one has the strength to do more than that, even when ganging up, use Time Flux to give an extra turn to the strongest character! Even Mycale can't smooth over two Atropos hits a turn, for instance! Overall, the lich's presence does little to disguise the normality of this battle, which is probably less stressful than the one at Gryllus. Because no enemy drops anything important, including the boss, it's not a bad idea to just gun for him -- surround-n'-pound and all that. AFTERMATH ŻŻŻŻŻŻŻŻŻ Like at Ostorea, Alphonse is determined to split the team again: one party goes to the Hall of Corruption, the other the Garden of Memories. Those going to the latter should bring a good healer and status-inflictor, while the former should get units with shields (blocks petrify) and another healer. If y'haven't been using Rictor, now's a good time to let him quit warming the bench. [Also, whichever map is picked first, Alphonse has to be the leader of it!] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 29) HALL OF CORRUPTION [PATH A/B] [WK29] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_23.png DIFFICULTY: 3/10 _____ _______________________ MAP ------: 15x21 | HP | DROP | GOTH -----: ----- |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 29 Dark Angel | 302 | Healing Essence | Lv. 29 Dark Angel | 317 | Angel Fruit | Lv. 29 Gorgon | 290 | Crown of Intellect | Lv. 29 Gorgon | 284 | Crown of Intellect | Lv. 29 Swordmaster | 289 | Stone of Swiftness | Lv. 29 Swordmaster | 292 | Spirit Fruit | Lv. 29 Vrtra | 368 | Sword Emblem | [L] Lv. 31 Daemon | 317 | --------------------- | |_____|_______________________| Probably the easier of the two battles, this is the one that should get only a few awesome units with some others to pad the ranks (ghosts?). Remember to bring everyone with a shield to prevent the gorgons' Evil Eye attack! They'll try to "snipe" the party with it and it's rather annoying. Other things: • Undead units are recommended highly for this fight because, unlike their holy counterparts, Dark Angels don't get any special skills like Banish to heckle the ranks; instead, they get a few slots to use an assortment of magics. [Dragon Zombies can't use shields however, so they're not that great to bring here.] • The foes' drops in this level are pretty much crap, with only the Healing Essence being of any real use. Because of this, it's not a bad idea to just skip the foreplay and kill the boss first thing, getting this level over with. [However, a few foes do have rare items equipped, like the Robe of Abyss, so inviting them's still an option.] Battle ends when Rahouart's slain. AFTERMATH ŻŻŻŻŻŻŻŻŻ The units that weren't picked for this battle can then proceed to do the other route's (or vice versa). _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 30) GARDEN OF MEMORIES [PATH A/B] [WK30] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_24.png DIFFICULTY: 4/10 _____ _______________________ MAP ------: 18x18 | HP | DROP | GOTH -----: ----- |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 29 Daemon | 302 | Cup of Life | Lv. 29 Daemon | 310 | Sword Emblem | Lv. 29 Giant | 380 | Altar of Resurrection | Lv. 29 Warlock | 315 | Amulet | Lv. 29 Warlock | 306 | Healing Essence | Lv. 29 Angel Knight | 321 | Spirit Fruit | Lv. 29 Angel Knight | 321 | Sorceror's Cup | [L] Lv. 31 Angel Knight | 323 | --------------------- | |_____|_______________________| This battle's only harder than the Hall of Corruption by a hairbreadth, really. The leader Judecca (Angel Knight) is the target to defeat here, and he makes it rather easy, flying down to the fray without much hesitation. Other things of note: • The enemies here all carry decent-to-rare equipment and while their drops are nothing spectacular, it can be worth it to invite them in the party. Of particular interest is the Angel Knight with a Crescente longbow, which is the best type in the game. Most of the other rarities can be obtained via Quest Mode, luckily. • Don't bring undead units to this fight 'less you want them eradicated via Banish. Avoiding this scenario should be reflexive by now, hopefully. • The snowy landscape can be rather hard on trudging characters, so if there isn't a lot of Snow Boots to pass around, and flying/warping isn't an option, do the next-best thing: stick in a group for mass healing purposes. • The enemies here can be wily, able to pop into range to attack or retreat to heal 100 health -- such tactics prolong battle quite a lot. Because of this, make sure to use debilitating attacks (paralysis/petrify work best) to make summons' accuracy 100%! • Remember to use the Divine Radiance spell if you get in a bind! It does ridiculously powerful percentage-based damage, and while it won't work on the leader or debilitated foes, it can be great for taking foes out in a flash. Time Flux helps since its success rate's rather mediocre. • Bringing Saia to this fight gives a special dialogue between him and the leader...it's kinda funny. AFTERMATH ŻŻŻŻŻŻŻŻŻ The paths rejoin in order to assault Shaher's resting place... _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 31) HALL OF CONVICTION [PATH A/B] [WK31] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ NOTE: The units used in this battle have to be used in the final, so choose wisely and don't forget to keep everyone alive! Fatalities leave one quite short-handed coming up... DIFFICULTY: 6/10 _____ _______________________ MAP ------: 22x14 | HP | DROP | GOTH -----: ----- |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 29 Angel Knight | 303 | Healing Salve | Lv. 29 Angel Knight | 315 | Healing Essence | Lv. 29 Daemon | 302 | Crown of Intellect | Lv. 29 Daemon | 300 | Orb | Lv. 29 Daemon | 306 | Revive Stone | Lv. 29 Dark Angel | 321 | Angel Fruit | Lv. 29 Dark Angel | 326 | Spirit Fruit | [L] Lv. 31 Fallen Angel | 454 | Anbicion | |_____|_______________________| This should be an interesting fight. Shaher himself takes up arms here and he's quite formidable, indeed. He has three abilities: (1) Ice Requiem, a 30- -SP, 50-power, water-type global skill that damages all his foes and may add sleep (2) Anbicion, a 90-power, single-target, virtue-elemental spell that just does damage (3) Descent, a bane-type spell that summons another ally to battle when his cronies' numbers start dwindling. Summoned units are either Dark Angels or Angel Knights. Other things about this battle: • If you've been going straight for the boss' jugular recently, that tactic blows here -- there's a lot of flighty foes that can quickly muck up that strategy. It's best to take it slow and pick off the nearest foes (daemons) and work forward, killing the angel types as they come. Shaher will get in some annoying Ice Requiems en route, even with Teleport, so have the allies ready to Heal Plus. [One reason why it's good to clump together.] • Speaking of which, any important units should have accessories that guard against status abnormalities (priests, for instance). Remember that Alphonse is immune to them automatically as Leader, so he doesn't need one. • Descent is used when Shaher's ranks start depleting, and there's two things about this: (1) petrified units still count towards his side, so if they're far enough away from the others, they can become deadweight in the allies' favor (2) killing foes fast enough forces Shaher to Descent each turn, an easy way to make him waste time. Divine Radiance can help slay foes quickly in this manner. Note that Descent-summoned units act immediately, meaning the petrify-and- -leave-to-rot strategy can backfire, as the foe almost always cures the comrade upon action. In the late battle, it's best to kill each unit summoned, keeping Shaher using Descent, rather than petrifying or whatnot. • Like most angel types, if put in a life-threatening condition, Shaher will fly far away and heal (if his allies don't do it for him!) If on Path B, pairing Time Flux with Atropos -- or other skills learned in Quest Mode -- can be a great help. Just make sure to attack from behind if possible, as he'll counterattack for ~70 damage and that's about how much self-damage is incurred usually. [This doesn't count Firecrests or the like.] • Allies summoned by Descent either drop Angel Fruits (fully restore HP/MP) or Altars of Resurrection, for Dark Angels and Angel Knights, respectfully. Prolonging battle to get a few extra Angel Fruits isn't a bad idea, really. Shaher's defenses are quite good, and even with a double turn of Atropos, it's likely to only knock off 120-150. Because of this, it's best to slowly weaken him, forcing him to Descent all the while, and when he's almost in critical HP, do a huge strike against him: Atropos and other skills, summons, regular attacks, etc. With some strategizing and a li'l luck, he should fall. AFTERMATH ŻŻŻŻŻŻŻŻŻ The next battle starts immediately, using the same units that participated in this one. Make sure everyone has a shield! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 32) NETHER REGION [PATH A/B] [WK32] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_26.png DIFFICULTY: 7/10 _____ ______________________ MAP ------: 11x11 | HP | DROP | GOTH -----: ----- |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| ENEMIES --: Lv. 30 Hell Gigantes | 415 | -------------------- | Lv. 30 Hell Gigantes | 418 | -------------------- | Lv. 30 Dark Stalker | 260 | -------------------- | Lv. 30 Dark Stalker | 265 | -------------------- | [L] Lv. 32 Sacred Demon | 617 | -------------------- | |_____|______________________| The immobile final boss picks a corner to take root in, and from there, the remaining allies will have to advance and take him out. Two new foes are introduced here: Dark Stalkers and Hell Gigantes. The former are basically evil ninja, except they're easily killed, while the latter are "evil giants," who are a bit harder to slay. They're not that important in the long run besides nagging the foes. Shaher has four (!) attacks he uses: • DAY OF RECKONING: [Global] This skill inflicts status effects on all the allies...or, rather, those without shields! Make sure everyone has a shield or is immune to status changes before coming into battle, and render this attack harmless all-around. • APOCALYPSE: [Single] One target is struck by a bolt of negative energy. It hurts, but since it's single-target, it's easily smoothed over. Definitely one of the better attacks to be struck with, if there's such a thing. [PWR: 90] • CATACLYSM: [Global] Hits all units for about 100 damage and gives knockback, annoyingly. The thing about this skill is that it hits even the foes, doing some of the allies' work for 'em. [PWR: 60] • DESCENT: [Single] This was seen in the previous battle as a technique for summoning another ally into battle. However, in this case, it summons up to FOUR allies who act immediately! [Predators, similar to evil dragoons, can also be summoned in this way.] Max enemy limit: 4. • SHEAR: [Adjacent] This ability isn't in his file, but he has it. This is only used when there's an ally within one panel of his -- Shaher viciously swipes at 'em to cause damage. Normally this would be an alright event but it DOESN'T count as his action for that turn! Avoid this needless damage by not getting close to him; or, getting close and Time Fluxing out after. FIRST OFF, Shaher cannot be damaged until he's struck with the Longicolnis spear -- this breaks his barrier and allows him to be damaged by normal types of abilities. Regarding enemies, it's highly suggested to just ignore Hell Gigantes and Dark Stalkers. Despite their stats, they typically suck and end up as a mere nuisance instead of a real threat. However, when Descent is used, it can bring a "Predator" into battle. These shouldn't be much of a threat, but they come with a Brionac spear which has an instant death effect -- definitely take them out immediately if one appears! [If left alone, Cataclysm will probably take foes out itself, making it a double-edged sword.] Basically, with preparation, two of Shaher's attacks can be non-issues. The best setup for this fight is to make a "blockade" of allies two spaces away, with one behind the middle person to make a T-shape -- this is for healing purposes. [Since HP values are the same from the previous fight, it's best not to wait until advancing to take care of upkeep, however.] The formation leaves one person out but serves its basic purpose: preventing foes from approaching to heal, and even "barricading" weaker units in. Now, Shaher has pretty good defenses, so it pays to strike from long range: this means Clotho, summons, 100% magic, and especially ENFEEBLE! Yes, that measly little bane spell is ridiculously powerful in this battle. Why? Because it ignores defense and does consistant damage. The wonderful thing is that there's no need to gimp one's offense to bring in ghosts (etc.) to use it -- it's the item effect of the Bloody Cleaver! That means on Path A, the person holding it can be Time Flux'd to use it twice a turn. SUMMARY: Enfeeble will be the single-most damaging attack in this fight, so anyone with it or the Bloody Cleaver should be on offense; everyone else heals HP/MP and attacks the remaining foes. Baiting Shaher into using Descent is often as simple as eliminating half the foes. And of course, HEAL EVERYONE (HEAL PLUS) EVERY TURN IF YOU LIKE LIVING! :) Aside: Shaher is an aquatic type in this battle...which is good, since your team's deep-six him! Ahahaha...water humor. AFTERMATH ŻŻŻŻŻŻŻŻŻ The final battle is finalized! Following the credits, the obtained ending plays -- which one is found is based off certain choices made (see Ending section for details). Also, post-ending, the game autosaves over the last save with the Angel's Headstone items, like the Anbicion, so the player can keep playing. Angel's Headstone is accessible again, if one wants to tackle it again. _________ _______ _______ _ ______ _ \__ __/|\ /|( ____ \ ( ____ \( ( /|( __ \ ( ) ) ( | ) ( || ( \/ | ( \/| \ ( || ( \ )| | | | | (___) || (__ | (__ | \ | || | ) || | | | | ___ || __) | __) | (\ \) || | | || | | | | ( ) || ( | ( | | \ || | ) |(_) | | | ) ( || (____/\ | (____/\| ) \ || (__/ ) _ )_( |/ \|(_______/ (_______/|/ )_)(______/ (_) _______________________ _____________________________________________________/ IV. APPENDICES [APND] |_ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ CLASS OVERVIEW [CLSS] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Before the in-depth stuff, here's a quick chart of the prerequisite stats & emblems for the "main" classes and dragons, which are set apart from the rest because animals (beasts) cannot change classes. This information won't be included in the in-depth portions for overlap reasons, so eat it up, y'all! ________________ _____ ______________________________ ______________________ | CLASS | SEX | HP MP STR INT AGI ALI | EMBLEM | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Angel Knight | MF- | 215 66 89 81 88 L-- | Archangel's Feather | | Archer | MF- | --- --- --- --- 37 --- | -------------------- | | Beast Tamer | M-- | 142 --- --- --- 34 --- | -------------------- | | Blue Dragon | --D | --- --- --- --- --- --- | -------------------- | | Cleric | MF- | --- 18 --- 28 --- LN- | -------------------- | | Dragon Tamer | -F- | 142 12 --- --- --- --- | -------------------- | | Dragon Zombie | --D | --- --- --- --- --- --- | -------------------- | | Dragoon | M-- | 215 --- 109 --- --- -NC | Dragon's Scale | | Earth Dragon | --D | --- --- --- --- --- --- | -------------------- | | Ghost | MF- | --- --- --- --- --- --- | -------------------- | | Knight | MF- | --- --- 51 --- 53 --- | Knight's Certificate | | Lich | MF- | --- 118 --- 134 --- --- | -------------------- | | Mushu | --D | 259 --- 130 --- 69 L-- | -------------------- | | Ninja | MF- | --- --- 36 --- 37 --- | -------------------- | | Priest | MF- | --- 76 --- 96 --- LN | Heavenly Spirit | | Red Dragon | --D | --- --- --- --- --- --- | -------------------- | | Siren | -F- | --- 60 --- 60 --- --- | Philosopher's Stone | | Swordmaster | M-- | --- --- 95 --- 111 --- | Book of Initiation | | Thunder Dragon | --D | --- --- --- --- --- --- | -------------------- | | Valkyrie | -F- | --- --- 48 41 --- LN- | Lancer | | Vrtra | --D | 259 --- 130 --- 69 --C | -------------------- | | Warlock | MF- | --- 78 90 76 --- LN- | The Pen & the Sword | | Witch | -F- | --- 38 --- 35 --- -NC | Vixen's Whisper | | Wizard | MF- | --- 16 --- 26 --- -NC | -------------------- | |________________|_____|______________________________|______________________| NOTES: - PATK, PDF, MATK, MDF aren't listed -- they're based off stats that are. - Movement ratings are based off units I tested, but fluctuate a bit. However the whole number matters more than the decimals, meaning 5.1 and 5.9 MOV will still give only 5 panels in-battle - Stat gains usually have a base value that fluctuates 20% on either side, meaning 80% or 120%. I rounded up when calculating. - Remember that entering a map from different locations may cause the enemy formations to differ. Advancing the chapters has this effect, too. For instance, in Chapter 2, one can find witches in Gryllus; in Chapter 3, those are replaced by sirens. - There WILL be spoilers beyond, naturally. |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | ANGEL KNIGHT [ELEMENT: Virtue] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 215 HP, 66 MP, 81 INT, 88 AGL, Lawful ALI | HP : 5 ~ 8 | EMBLEM: Archangel's Feather | SP : 2 ~ 4 | EQUIPS: Thrusting Sword, Shield, Heavy Mail, Helmets | STR : 4 ~ 6 | SKILLS: Poignant Melody, Banish | INT : 4 ~ 6 | MAGICS: --- | AGL : 5 ~ 7 | MOVMNT: 7.x [Flying/Wading] |_____________| UNIQUE: No Angel Knights are human units with flight capabilities, plus two great skills to their name. Poignant Melody (Virtue; 20 SP, RNG 6, AOE 1-5) is one of the only ways to make undead units recover HP/MP/SP, while Banish (Virtue; 25 SP, RNG 7, AOE 1-5) has the main purpose of eradicating the undead instantly. They're one of the few classes of the Virtue element, making them rather special in that regard. Getting Angel Knights can be a bit harder. The first step is obtaining the Archangel's Feather emblem by "dying" and being brought back to life, either through an Altar of Resurrection or the Resurrection spell. This must be done during battle; units remain dead permanently if battle finishes when they're still KO'd. The 2nd and final step is transmigrating, done by dying AGAIN -- there is a certain chance of automatically changing into the class if all prerequisites have been filled. The higher the unit's biorhythm, the higher the chance of transmigration. Two notes about this process: - The character must be LAWFUL to start out with, THEN change to Angel Knight - Special characters who turn into Angel Knights are considered "dead" for storyline purposes, so keep that in mind. Lobelia is the only "special" Angel Knight who can join, obtainable by visiting Ardea after clearing Ostorea Castle events. She asks to join here (if Saia is not in the party) and gives a Seraph's Plume if her company is refused. If the event plays while Saia is in the party, she gives advice and leaves without doing anything. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #19: Ostorea Crypt [Path A] • Battle #21: Charadrius [Path B] • Battle #24: Garden of Memories [Path A/B] • Battle #25: Hall of Conviction [Path A/B] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | ARCHER [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 37 AGL | HP : 6 ~ 7 | EMBLEM: --- | MP : 2 ~ 4 | EQUIPS: Bowgun/Longbow/Light Armor/Boots/Light Headgear | STR : 3 ~ 5 | SKILLS: --- | INT : 3 ~ 4 | MAGICS: --- | AGL : 5 ~ 7 | MOVMNT: 7.x [Walking/Wading] |_____________| UNIQUE: No Archers are one of the first classes available, and once longbows start to be available, a bit better. Their AGL growth is decent but they're mostly for physical supporting as they can't use any magic. Their movement range is very good and coupled with teleportation equipment, they can quickly get out of harm's way and to the high ground. Like all longbows, the higher up a unit becomes, the larger range one gets. Give one the Lachesis spell and things'll be hunky dory. The downside to this class is that they have weak counters (semi-fixable with Fist Fight emblem), aren't that powerful innately, and are quickly outclassed by stronger units. For instance, a Swordmaster with a bow would be better in almost any category, while a Hawkman with a bow would suffice on that same end, plus it has a special ability. I believe Archers' damage formulae factor in SPD or AGL. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #01: Lutra Islands [Guest] • Battle #03: Vespa • Battle #04: Formido • Battle #08: Arena [Path A] • Battle #10: Solea [Path A/B] • Battle #15: Haena [Path A] • Battle #16: Ostorea West [Path A/B] • Randomized: Ardea, Lutra, Naja |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | BANDIT [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : ----- | EMBLEM: Don Quixote, Embodiment of Desires | MP : ----- | EQUIPS: Axes, Swords, Light Armor, Helmets | STR : ----- | SKILLS: --- | INT : ----- | MAGICS: --- | AGL : ----- | MOVMNT: 5.x [Walking/Semi-Aquatic] |_____________| UNIQUE: Yes This enemy-only class only inhabits two seaside maps in the game, which is why they are of the rarer "Semi-Aquatic" movement type. They specialize in axes but will appear with upgraded armor & swords toward the late game. As they have no spell slots and aren't particularly difficult, they pose little challenge in general. All enemies of this class have the "Don Quixote" and "Embodiment of Desires" emblems but have no other slots. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #01: Lutra Islands • Battle #03: Vespa • Randomized: Arena, Lutra |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | BEAST TAMER [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 142 HP, 34 STR, No more than 1 beast killed | HP : 5 ~ 7 | EMBLEM: --- | MP : 2 ~ 2 | EQUIPS: Whips, Light Armor, Light Headwear, Boots | STR : 4 ~ 6 | SKILLS: --- | INT : 3 ~ 4 | MAGICS: --- | AGL : 4 ~ 6 | MOVMNT: 7.x [Walking/Wading] |_____________| UNIQUE: No Roughly the male-only equivalent of the Dragon Tamer, Beast Tamers are useful for teams with lots of beast units...but not too much else, since they can't use magic. Beast units are classified as non-demonic, non-dragon, non-humans, meaning anything from a Griffon to Cerberus but discounting demihumans like Hawkmen and Fairies. The power up surfaces in a +1 mental gauge to monsters within three panels, which helps them fight better. All in all, not too different from the similar unit from Ogre Battle 64. This unit is also known for having a drawback to its usage, being that as soon as so-and-so kills 2 beast-type monsters, he can't become this class. The long-term effect is it prevents the class from getting the Relix's Emblem (permanent +2 mental gauge), so it's wise to experience the class as soon as possible -- which is just changing into it and then changing back. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #12: Vespa [Path A/B] • Randomized: Ardea, Arena |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | BLUE DRAGON [ELEMENT: Water] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 6 ~10 | EMBLEM: --- | SP : 3 ~ 5 | EQUIPS: Accessories | STR : 6 ~ 8 | SKILLS: Cold Breath | INT : 3 ~ 5 | MAGICS: --- | AGL : 3 ~ 4 | MOVMNT: 4.x [Trudging/Wading] |_____________| UNIQUE: No A basic dragon of the water element, this creature excels at STR & HP gains, as well as having a skill that matches its element. Cold Breath (Water; 20 SP, AOE 1-4) has the ability to put its targets to sleep sometimes, which is one of the worst of the dragon abilities. To expound, all enemies have infinite "Spirit Fruit" that alleviate statuses, and since sleep is the worst of the inconveniences possible, there's no accolades to give. It doesn't help that the breath attacks themselves do lame damage, often in the mid double digits. To change a dragon into another basic type, a Mirror of the Gods must be used on it. So, if a dragon wants to become water-elemental, the mirror must be used by a unit that's already water-elemental. Note that Virtue/Bane elements cannot be transferred to a dragon in this way. NOTE: Blue Dragons can't get the following emblems: Exorcist, The Pen and the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's Whisper/Broken Heart, Sniper, Fist Fight. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #07: Bison [Path A] • Battle #10: Solea [Path A/B] • Randomized: Bison, Charadrius, Haena, Harmonia |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | CERBERUS [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 6 ~ 8 | EMBLEM: --- | MP : 3 ~ 4 | EQUIPS: Accessories | STR : 5 ~ 7 | SKILLS: Mesmerize [Lv. 10] | INT : 4 ~ 6 | MAGICS: --- | AGL : 4 ~ 6 | MOVMNT: 5.x [Walking/Wading] |_____________| UNIQUE: No The cerberus is a multi-headed, fire-elemental dog that appears in a select few maps. Their main attack Mesmerize is basically the same as a Red Dragon's Fire Breath, except it inflicts sleep instead of confusion. Because of their scarcity and inability to chance classes, the class isn't that useful outside of theme parties. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #11: Aquila [Path A/B] • Battle #12: Vespa [Path A/B] • Optional -: Gracula [Path A/B] • Randomized: Aquila |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | CLERIC [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 18 MP, 28 INT, L/N ALI | HP : 4 ~ 6 | EMBLEM: --- | MP : 4 ~ 6 | EQUIPS: Robes | STR : 5 ~ 7 | SKILLS: --- | INT : 6 ~ 8 | MAGICS: x3 Virtue [non-summon, plus a few exceptions] | AGL : 3 ~ 5 | MOVMNT: 5.x [Trudging/Wading] |_____________| UNIQUE: No In a strategy games, any healing unit will be beneficial; luckily, Clerics're available from the get-go. These healers specialize in Virtue-type spells -- HP restoration ones in particular -- and are crucial for certain levels like Gryllus. Because they never lose their usefulness throughout the game, they are often at equal level as Alphonse (the most-used unit) due to all the healing possible. The class' magic abilities are somewhat restricted, through. They can't use the Ignus Fatuus summon, Divine Radiance, the awesome Resurrection, or (for some reason) the Tranquillize spell. Everything else, from Heal to Exorcism to Full Heal, is fair game. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #04: Formido • Battle #08: Arena [Path A] • Battle #13: Naja [Path A/B] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | COCKATRICE [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 6 ~10 | EMBLEM: --- | MP : 3 ~ 4 | EQUIPS: Accessories | STR : 3 ~ 5 | SKILLS: Petrifying Breath [Lv. 10] | INT : 3 ~ 5 | MAGICS: --- | AGL : 4 ~ 6 | MOVMNT: 4.x [Flying/Wading] |_____________| UNIQUE: No If you've played an RPG before, you probably already know of this bird and already fear its power! They're pretty pathetic until they learn their only technique Petrifying Breath (25 SP, AOE 1-4) which, as the name implies, can petrify its targets. Like all breath attacks, its AOE turns from 1 to 4 by increasing INT. It can fly as well, which means terrain penalties don't get in the way. However, the downside is mostly the petrification itself: those enemies affected don't drop items! Although they get pushed to the side in the face of the Gorgons' incredible Evil Eye skill, they're beast-type and fit into thematic parties as such. Make sure to prioritize when facing them and go for the jugular before all else! NOTE: These birds can't get the following emblems: Exorcist, The Pen and the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's Whisper/Broken Heart, Sniper, Fist Fight, The Cycle of Life, or any race-specific one. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #12: Vespa [Path A/B] • Optional -: Gracula [Path A/B] • Randomized: Ardea, Aquila, Gracula, Harmonia |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | DAEMON [ELEMENT: Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : ----- | EMBLEM: --- | MP : ----- | EQUIPS: Axes, Hammers, Heavy Armor | STR : ----- | SKILLS: Summon Darkness | INT : ----- | MAGICS: x2 Slots (??? Type) | AGL : ----- | MOVMNT: 6.x [Snow-Walking/Wading] |_____________| UNIQUE: Yes Daemons are a special enemy-only class that appears towards the endgame. They're not particularly difficult but carry powerful weapons, as well as owning the Summon Darkness (Bane) ability, which can suck another Gorgon or Daemon into battle. Their HP growth is decent and they're used as tanks, simple as. Expect to see late-game versions carrying the Fiend's Grip spell, too. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #20: Harmonia [Path A/B] • Battle #22: Angel's Headstone [Path A/B] • Battle #23: Hall of Corruption [Path A/B] • Battle #24: Garden of Memories [Path A/B] • Battle #25: Hall of Conviction [Path A/B] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | DARK STALKER [ELEMENT: Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : ----- | EMBLEM: Blood Reign, Sniper | MP : ----- | EQUIPS: Swords, Armor, Armlets | STR : ----- | SKILLS: --- | INT : ----- | MAGICS: --- | AGL : ----- | MOVMNT: 8.x [Acrobatic/Water-Walking] |_____________| UNIQUE: Yes [Enemy-Only] Best described as an "evil ninja" with ridiculous base movement, this class mostly serves to annoy the party when facing off against the last boss. Good thing anyone with half-decent DEF takes little damage from their attacks! They're quite easy to defeat, just like their playable counterparts. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #26: Nether Region [Path A/B] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | DRAGON TAMER [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 140 HP, 14 MP, 1 or fewer dragons killed | HP : 5 ~ 7 | EMBLEM: --- | MP : 3 ~ 4 | EQUIPS: Thrusting Sword, Shield, Light Armor, Light Headwear | STR : 3 ~ 5 | SKILLS: --- | INT : 3 ~ 5 | MAGICS: x1 Elemental [projectile-type only, non-Virtue/Bane] | AGL : 4 ~ 6 | MOVMNT: 7.x [Walking/Semi-Aquatic] |_____________| UNIQUE: No Arguably one of the more useless specialty classes, Dragon Tamers are open to females only. They use thrusting swords and light armor, and can use a single projectile spell (Fireball, Acid Vapor, etc.) to some effect. Their main purpose is giving +1 to allied dragons' mental gauges if they're within three panels. This helps dragon units perform better in battle, but that's the only thing going for this class. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #15: Haena [Path B] • Battle #21: Charadrius [Path A] • Randomized: Bison, Harmonia |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | DRAGON ZOMBIE [ELEMENT: Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: Use 'Necromancy' on defeated dragon enemy | HP : 6 ~10 | EMBLEM: --- | SP : 3 ~ 5 | EQUIPS: Accessories | STR : 6 ~ 8 | SKILLS: Rotten Breath | INT : 3 ~ 5 | MAGICS: --- | AGL : 3 ~ 4 | MOVMNT: 3.x [Trudging/Wading] |_____________| UNIQUE: No Dragon Zombies are great to have, but are thwarted by a two main things: the horrible innate move and movement type, and how often they appear. On the first point, 3.9 is pretty crappy on flat ground, and with elevation factored in, it's far less stellar. One of the accessories it equips should be some kind that changes its movement to teleporting (such as Warp Ring). The other point is that Dragon Zombies rarely appear in-game for capture, and finding Necromancy in Quest Mode can be a pain as well -- it's just all- -around scarcity. However, they're one of my favorite units because they're undead (which has a long-lasting trait to it) and do well as attackers. They're a bit weaker than their elemental counterparts, but Rotten Breath (Bane; 20 SP; AOE 1-4) has a chance of reducing all the target's equipment's stats, which makes it easier to do damage. Naturally, this attack is cut off at the knees when it faces enemies who have no equipment (primarily animals). Did I mention their physical attacks can inflict Poison sometimes? No? They do. NOTE: Dragon Zombies can't get the following emblems: Exorcist, The Pen and the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's Whisper/Broken Heart, Sniper, Fist Fight. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #22: Angel's Headstone [Path A/B] • Optional -: Blete [Path A/B] • Optional -: Rebanada [Path A/B] - 1st Battle |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | DRAGOON [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 215 HP, 109 STR, 94 AGL, N/C ALI | HP : 6 ~ 8 | EMBLEM: Dragon's Scale | MP : 2 ~ 2 | EQUIPS: Spears, Heavy Armor, Helmets | STR : 5 ~ 7 | SKILLS: --- | INT : 3 ~ 4 | MAGICS: x1 Elemental [projectile only, non-Virtue/Bane] | AGL : 4 ~ 6 | MOVMNT: 7.x [Walking/Wading] |_____________| UNIQUE: No Unlike Ogre Battle 64, there's little rigamarole in order to obtain this beefy class. They excel mostly at DEF but are great sword- and spear-handlers as well. Like some other fighting classes, they can use a single elemental projectile spell (Fireball, Acid Vapor, etc.) but don't excel on this end. Their special ability is being able to sometimes instantly KO dragons, which they do by throwing their sword in the air and slashing. This is great on its own, but it also earns the Berserk emblem with ease. Some people like to knock this class in comparison to Liches or Swordmasters, but it can hold its own easily...just don't use it for its magic capabilities... APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #10: Solea [Path A/B] • Battle #15: Haena [Path B] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | DUKE KNIGHT [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : ----- | EMBLEM: Charisma, Knight's Certificate | MP : ----- | EQUIPS: Swords, Heavy Armor, Helmets | STR : ----- | SKILLS: --- | INT : ----- | MAGICS: x3 Healing/Offensive | AGL : ----- | MOVMNT: 5.x [Walking/Wading] |_____________| UNIQUE: Yes One of the special units that serves the Duke of Rananculus, this enemy-only class is well-acquainted with spells and attacks. Their HP growth is pretty good and they can become quite an annoyance in later chapters since they're always decked out with special equipment. They have three slots for healing and offensive spells (Heal Plus, Crag Crush, etc.) but usually carry one into battle, at least as far as my observations have shown. All have the Charisma and Knight's Certificate emblems innately. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #15: Haena [Path B] • Battle #16: Ostorea West [Path A/B] • Battle #17: Ostorea South [Path A/B] • Battle #18: Ostorea Throne Room [Path A/B] • Battle #19: Ostorea Crypt [Path B] • Battle #21: Charadrius [Path A] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | EARTH DRAGON [ELEMENT: Earth] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 6 ~10 | EMBLEM: --- | SP : 3 ~ 5 | EQUIPS: Accessories | STR : 6 ~ 8 | SKILLS: Poison Breath [Lv. 5] | INT : 3 ~ 5 | MAGICS: --- | AGL : 3 ~ 4 | MOVMNT: 4.x [Trudging/Wading] |_____________| UNIQUE: No A basic dragon of the earth element, this creature excels at STR & HP gains, as well as having a skill that matches its element. Poison Breath (Earth; 20 SP, AOE 1-4) has the ability sometimes poison its targets, which makes it better than Cold Breath but worse than Thunder Breath -- middle of the pack, status-wise. Like all normal dragons, its movement is typically poor to offset its "tank" build, and it's not well-suited to environments with large height differentials. To change a dragon into another basic type, a Mirror of the Gods must be used on it. So, if a dragon wants to become earth-elemental, the mirror must be used by a unit that's already earth-elemental. Note that Virtue/Bane elements cannot be transferred to a dragon in this way. NOTE: Earth Dragons can't get the following emblems: Exorcist, The Pen and the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's Whisper/Broken Heart, Sniper, Fist Fight. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #07: Sufrir [Path B] • Battle #10: Solea [Path A/B] • Battle #15: Haena [Path B] • Randomized: Ardea, Charadrius, Sufrir |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | ESQUIRE [ELEMENT: Water] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : ----- | EMBLEM: Knight's Certificate | MP : ----- | EQUIPS: Spears, Heavy Armor | STR : ----- | SKILLS: --- | INT : ----- | MAGICS: x1 Projectile [non-Virtue/Bane] | AGL : ----- | MOVMNT: 6.x [Walking/Wading] |_____________| UNIQUE: Yes A special class used only by Nichart, this class is very good HP- and STR-wise and decent in everything else. Because his INT isn't that good, his projectile magic attacks are easily tolerable. There's not much to say about him since he only appears twice in-battle, but he's definitely formidable. Keep mages away from his spear! APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #14: Sotavento [Path A/B] • Battle #17: Ostorea South [Path A/B] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | FAIRY [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 3 ~ 4 | EMBLEM: --- | SP : 5 ~ 7 | EQUIPS: Bows, Robes, Boots, Helmets | STR : 3 ~ 4 | SKILLS: Fairy's Kiss, Fairy's Embrance, Magic Missile | INT : 3 ~ 5 | MAGICS: --- | AGL : 6 ~10 | MOVMNT: 7.x [Flying/Floating] |_____________| UNIQUE: No Fairies are tiny floating units with little battle prowess, but they get insane agility and movement, not to mention some rather cool special skills that can make them worth keeping around (...maybe). Fairy's Kiss (learned at Lv10) refreshes a unit's status and heals HP numbering the user's level; Fairy's Embrace (learned at Lv15) gives the target a second turn, not unlike the unique Time Flux spell. Finally, Magic Missile (learned at Lv20) does straight virtue damage. Normal fairies aren't much to worry about, but Glycinia is a special fairy that can be stumbled upon constantly. Throughout the game, as long as she hasn't been encountered, she appears at certain places with different item setups. Glycinia is necessary to get the character Lubina in Chapter 2-3, also. - Battle #03-07a/b -----------> Vespa - Battle #07a/b-11 -----------> Bison or Sufrir (whichever's available) - Battle #11-12 --------------> Aquila - Battle #12-15a/b -----------> Vespa - Battle #15a/b-21a/b --------> Haena - Battle #21a/b-22 -----------> Lutra It's advised to put off getting her until Haena or Lutra, where she can come with the rare Ripple's Staff and Crescente longbow, respectively. Getting her early has little payoff since her equipment's pretty lame. Note: Because fairies can't change class, they can't get Gibe of Fallen Angel, The Cycle of Life, or Ripple's Emblem. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #05: Ardea • Battle #07: Bison [Path A] • Battle #09: Rana [Path A/B] • Optional -: Gracula [Path A/B] -- Only if Glycinia's been invited • Randomized: Ardea, Arena, Bison, Naja |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | GENERAL [ELEMENT: Fire] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : ----- | EMBLEM: See below | MP : ----- | EQUIPS: Axes, Heavy Armor, Boots | STR : ----- | SKILLS: Hell's Gate | INT : ----- | MAGICS: x3 Supportive | AGL : ----- | MOVMNT: 6.x [Snow-Walking?/Wading] |_____________| UNIQUE: Yes Naris Batraal's class is exceptional indeed, having a special ability that can kill targets instantly and owning a Blood Cleaver, a special unbreakable weapon that can cast Enfeeble on a target. He also has a slew of emblems to his name: Centurion, War God, Knight's Certificate, Lucky Soldier, Mark of Valor, Veteran Soldier. To boot, his mental gauge is permanently fixed at +2. His HP and STR are incredible, while his other stats are, at worst, decent. Very formidable and not to be trifled with. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #19: Ostorea Crypt [Path B] • Battle #21: Charadrius [Path A] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | GHOST [ELEMENT: Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: Use 'Necromancy' on defeated unit | HP : 4 ~ 6 | EMBLEM: --- | MP : 4 ~ 6 | EQUIPS: Wands, Robes + Can't use Boots | STR : 3 ~ 5 | SKILLS: --- | INT : 5 ~ 7 | MAGICS: x3 Bane [except Fiend's Grip] | AGL : 3 ~ 5 | MOVMNT: 7.3 [Teleporting/Floating] |_____________| UNIQUE: No Ghosts aren't one of the best classes in the game strength-wise, but when it comes to durability and fortitude, these guys have staying power. This is due to a few things: they're undead and revive infinitely, they can teleport and float to avoid terrain effects, and use annoying bane spells that drain HP & MP. The "Cursed Existence" spell can raise all defeated ghostly units (this includes Dragon Zombies) automatically, which means anyone who fancies the idea of an undead army will find the upkeep is very easy. Like all undead units, the only weakness is being eradicated completely. This applies almost primarily to Angel Knights, whose Banish spell has that effect. The good news is they appear mostly toward the endgame stages, so 'til then, feel free to use ghosts to pad the army (particularly for Ostorea chapters, if you're short on allies). NOTE: Special characters turned into ghosts via Necromancy are considered to be 'dead' storywise, for all intents and purposes. Obviously don't do this without knowing the consequences. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #22: Angel's Headstone [Path A/B] • Optional -: Gryllus [Path A/B] • Optional -: Rebanada [Path A/B] • Randomized: Gracula, Gryllus, Rebanada, Sufrir |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | GIANT [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 7 ~11 | EMBLEM: --- | SP : 3 ~ 4 | EQUIPS: Accessories | STR : 6 ~10 | SKILLS: Titan Crush [Lv. 10] | INT : 2 ~ 2 | MAGICS: --- | AGL : 3 ~ 5 | MOVMNT: 4.x [Snow-Walking/Wading] |_____________| UNIQUE: No Giants appear towards the end of the game, and are basically the embodiment of meat-headed units specializing in brute strength. Their attack and defense are typically good but their magic defense redlines hard, letting them get walloped whenever they appear. Its Titan Crush ability has one of the highest base powers (90) in the game but it's so inaccurate that it's more of a con than a pro. Many people raise giants, not as an awesomely useful unit, but as a snapdragon candidate. NOTE: Giants can't get the following emblems: Exorcist, The Pen and the Sword, Gibe of Fallen Angel, Lancer, Berserk, Vixen's Whisper or Broken Heart, Sniper, Fist Fight, The Cycle of Life, or any race-specific one. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #20: Harmonia [Path A/B] • Battle #24: Garden of Memories [Path A/B] • Randomized: Charadrius, Harmonia |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | GORGON [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 5 ~ 7 | EMBLEM: --- | SP : 3 ~ 5 | EQUIPS: Bows, Spears, Mail | STR : 4 ~ 6 | SKILLS: Evil Eye | INT : 5 ~ 7 | MAGICS: --- | AGL : 3 ~ 5 | MOVMNT: 5.x [Trudging/Wading] |_____________| UNIQUE: No Although some demihumans are useful for attacking (Hawkmen, primarily), if there is one unit who typifies how good they can be, it's the Gorgon. Why? The Evil Eye ability (Bane; 30 SP) which can petrify any enemy without a shield. Its range is unlimited, which doesn't mean a "global" effect, just that it extends all the way across the screen. The diagram describes the range, with the [G] being the gorgon and the [X] being the panels affected in the direction she looks. [X] ...and so on. Think of it as a breath attack that only [X][X] gets larger as it goes. There are some downsides to [X][X][X] this incredible ability, though. It can petrify allies [G][X][X][X][X] as well as enemies, petrified enemies don't leave [X][X][X] battle spoils, and it can STILL miss even under the [X][X] most opportune of circumstances. Obviously a shield'll [X] rend the attack useless (this tactic comes into play for another skill in the game) so always equip one! Gorgons also have a natural immunity to petrification, another thing that sets 'em apart from normal monsters. NOTE: Gorgon's cannot get Gibe of Fallen Angel, The Cycle of Life, or any race-specific emblem. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #20: Harmonia [Path A/B] • Battle #21: Charadrius [Path A] • Battle #23: Hall of Corruption [Path A/B] • Optional -: Rebanada [Path A/B] • Randomized: Rebanada, Sufrir |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | GREMLIN [ELEMENT: Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 3 ~ 5 | EMBLEM: --- | SP : 5 ~ 7 | EQUIPS: Bows, Heavy/Light Armor | STR : 3 ~ 5 | SKILLS: Fairy's Kiss [Lv. 10], Fairy's Embrace [Lv. 15] | INT : 3 ~ 5 | MAGICS: --- | AGL : 6 ~ 8 | MOVMNT: 7.x [Flying/Floating] |_____________| UNIQUE: No If fairies represent the forces of good, these guys are their polar opposite. Of similar stature and weapon affinities, they can't use any spells but have two abilities instead. Fairy's Kiss (Bane; 15 SP, RNG 1, AOE 1) will do small damage and confuse its target, while Fairy's Embrace (Bane; 25 SP, RNG 1, AOE 1) damages & petrifies its target. These enemies actually have decent HP growth and fairy-like evasion, which makes them semi-useful as ally archers and very annoying as enemies. However, since their SP skills are close-range, they don't get used to often on Alphonse's crew. NOTE: Gremlins cannot get the Gibe of Fallen Angel, Vixen's Whisper/Broken Heart, The Cycle of Life, or any race-specific emblem. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #07: Sufrir [Path B] • Battle #11: Aquila [Path A/B] • Optional -: Gracula [Path A/B] • Randomized: Aquila, Gryllus, Sufrir |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | GRIFFIN [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 6 ~10 | EMBLEM: --- | SP : 3 ~ 4 | EQUIPS: Accessories | STR : 3 ~ 5 | SKILLS: Windstorm | INT : 4 ~ 6 | MAGICS: --- | AGL : 3 ~ 5 | MOVMNT: 5.x [Flying/Wading] |_____________| UNIQUE: No Griffins are flying beasts that appear almost everywhere, making them easy to find should one want to recruit 'em. At Lv10, they get the Windstorm ability [Wind; 40 PWR, Range 7, AoE 1-5] that lets 'em drop a magical tornado on an enemy. Unfortunately, this class is too generic to be of much use in the long run -- dragons like the Vrtra or Dragon Zombie have more staying power. NOTE: Griffins can't get the following emblems: Exorcist, The Pen and the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's Whisper/Broken Heart, Sniper, Fist Fight, The Cycle of Life, or any race-specific emblem. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #05: Ardea • Battle #12: Vespa [Path A/B] • Randomized: Ardea, Arena, Aquila, Bison, Charadrius, Gracula, Haena, Lutra |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | HAWKMAN [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 6 ~ 8 | EMBLEM: --- | SP : 2 ~ 2 | EQUIPS: Hammers, Heavy Armor, Helmets | STR : 5 ~ 7 | SKILLS: Thunder Arrow [Lv. 10] | INT : 3 ~ 4 | MAGICS: --- | AGL : 4 ~ 6 | MOVMNT: 8.x [Flying/Wading] |_____________| UNIQUE: No Hawkmen are one of the game's demi-human classes, and are obtainable fairly early into the game, whether hired and raised from scratch or encountered in the wild. Their most defining feature is their wings, which unlike Cockatrice units, can actually be used for flying. They're best with hammers or longbows, but can handle themselves with sword types as well. Their special skill Thunder Arrow (Wind; 15 SP, RNG 7, AOE 1) plays off their long-ranged skills, and isn't so shabby -- it is, however, STR-based which makes it even better. Like all demi-humans, Hawkmen can collect most emblems but can't change their class. Gender-wise, they're always male. NOTE: Hawkmen can't obtain Gibe of Fallen Angel, The Cycle of Life, or Relix's Emblem, for obvious reasons. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #05: Ardea • Battle #07: Bison [Path A] • Battle #08: Arena [Path B] • Battle #11: Aquila [Path A/B] • Battle #16: Ostorea West [Path A/B] • Optional -: Rebanada [Path A/B] -- 2nd Battle • Randomized: Ardea, Arena, Aquila, Bison, Gracula, Lutra |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | HELL GIGANTES [ELEMENT: Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : ----- | EMBLEM: Blood Reign, Berserk | MP : ----- | EQUIPS: Armlets | STR : ----- | SKILLS: --- | INT : ----- | MAGICS: --- | AGL : ----- | MOVMNT: 4.x |_____________| UNIQUE: Yes [Enemy-Only] Best described as an "evil giant," this beefcake appears only in the final battle in the game. Unlike his counterpart, this one gets more HP and STR at the expense of a usable skill, making it quite useless and not even that powerful (against a team with decent DEF). Overall, it's a waste of time. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #26: Nether Region [Path A/B] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | HIGH PRIEST [Element: Virtue] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 5 ~ 7 | EMBLEM: Heavenly Spirit | MP : 5 ~ 7 | EQUIPS: Thrusting Sword, Robes | STR : 4 ~ 6 | SKILLS: --- | INT : 4 ~ 6 | MAGICS: x3 Virtue [any] | AGL : 4 ~ 6 | MOVMNT: 5.x [Trudging/Wading] |_____________| UNIQUE: Yes Rictor Lasanti is the only High Priest in the game, obtainable on "Path B" from Urodela. He's like a typical generic Priest, able to use any Virtue spell in the game. This gives him a large versitility, not to mention it's always good to get a free Priest character. His stat growth is rather even and adequate for fighting or magic usage. Besides Deneb and Euphaire, he's the only one able to use the Ignis Fatuus summon (which works better since he is of the same element). The raging debate is whether Cybil or Rictor is the best specialty mage. The former gets access to more spells, including the best Fiend's Grip, but can't use Virtue types; Rictor only has access to Virtue types, but this includes some of the most useful in the game, like Resurrection and Divine Radiance. Stat-wise, Cybil gets better MP and INT growth while Rictor gets better HP and STR (they're even in other areas). In this case, it's more wise to judge which path to take on the whole rather than just the person obtained. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #01: Lutra Islands [Guest] • Battle #02: Scabellum [Guest] • Battle #18: Ostorea Throne Room [Path A/B] • Battle #19: Ostorea Crypt [Path A] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | KNIGHT [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 51 STR, 53 AGL, L/N ALI | HP : 6 ~ 8 | EMBLEM: Knight's Certificate | MP : 3 ~ 4 | EQUIPS: Swords, Thrusting Swords, Heavy Armor | STR : 5 ~ 7 | SKILLS: --- | INT : 3 ~ 5 | MAGICS: x1 Virtue [Heal, Cleanse, Lightning Bow] | AGL : 4 ~ 6 | MOVMNT: 6.x [Walking/Wading] |_____________| UNIQUE: No Knights are one of the most durable classes in the game, and one of the only physically-inclined units to have Virtue-spell healing capabilities. They're obtained fairly early into the game, and until it's possible to switch to Swordmasters, it's always good to keep someone as one in a pinch. Because they're so useful and "even" in their fields, it's not surprising that the opposition employs a few of them. Because the best swords in the game are normal type, it's usually recommended to abstain from thrusting types (which aren't that good anyway). APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #04: Formido • Battle #08: Arena [Path A] • Battle #13: Naja [Path A/B] • Battle #14: Sotavento [Path A/B] • Battle #18: Ostorea Throne Room [Path A/B] • Battle #19: Ostorea Crypt [Path A/B] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | LESSER DAEMON [ELEMENT: Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: Let him join at Rebanada II (Lobelia cannot be with) | HP : 6 ~ 8 | EMBLEM: --- | MP : 3 ~ 5 | EQUIPS: Axes/Hammers | STR : 4 ~ 6 | SKILLS: --- | INT : 4 ~ 6 | MAGICS: x2 Bane [except Fiend's Grip] | AGL : 4 ~ 6 | MOVMNT: 6.x [Snow-walking/Wading] |_____________| UNIQUE: Yes Saia is the only Lesser Daemon in the game. After defeating Ostorea Castle's events, visit Rebanada and complete the optional battle. Thereafter, return once more and Saia will be there. Defeat him and the option to have him join is given -- agree to get him, disagree to get a Ring of the Dead (a finite item used for Lich class, mind you). The only caveat is that if Lobelia has already been invited, and is still considered 'alive', he can't enter the party. This counts for likewise, too. As his description states, this class is about as smart as a human and there isn't much to differentiate the two besides the predisposition for axes and hammers. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Optional -: Rebanada [Path A/B] -- 2nd Battle |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | LICH [ELEMENT: Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 118 MP, 134 INT, Chaotic ALI | HP : 4 ~ 6 | EMBLEM: --- | MP : 6 ~ 8 | EQUIPS: Wands, Robes | STR : 2 ~ 2 | SKILLS: --- | INT : 6 ~ 8 | MAGICS: x3 Elemental [non-summon, non-Virtue] | AGL : 4 ~ 6 | MOVMNT: 5.x [Trudging/Wading] |_____________| UNIQUE: Semi Liches are the most powerful mages in the game, able to use the best spell (Fiend's Grip) and any non-summon elemental magic. And as a surprise upset, they have GREAT DEF/MDEF, putting any other mage to shame. To obtain one of these hellions, equip a Ring of the Dead to a unit and die in battle (it must be for real; training doesn't count!) to automatically resurrect as the undead mage, assuming all prerequisites are met. The rings are destroyed when the transmigration occurs, however -- because of that, I'd classify them as semi-unique since the accessory needed is in finite quantity. One more great thing about the Lich: even though it's technically undead, its battle classification is like a normal unit. In layman's terms, it means Banish, Exorcism, and other nasty spells don't work. On the flipside, it's subject to normal KO conditions and must be revived with Resurrection or an altar. Other notes: - Units who become liches are considered "dead" for storyline purposes - Units who become liches cannot change to any other class ever again! APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #22: Angel's Headstone [Path A/B] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | MERMAID [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 5 ~ 7 | EMBLEM: --- | SP : 4 ~ 6 | EQUIPS: Spears, Light Armor, Light Headgear [no footwear] | STR : 3 ~ 5 | SKILLS: Lullaby [Lv. 10], Cheer [Lv. 15] | INT : 4 ~ 6 | MAGICS: ---- | AGL : 4 ~ 6 | MOVMNT: 5.x [Snow-Trudging/Aquatic] |_____________| UNIQUE: No The only other class well-suited to water movement inherently besides octopi, these half-human, half-fish units can actually put up a decent fight if given a chance. Naturally they do better in coastal maps -- Rana, Arena, Gracula -- but these are in short supply and out-of-the-way normally. Lullaby (Wind; 15 SP, RNG 6, AOE 1-5) can inflict mass sleep on enemy groups, while Cheer (Wind; 22 SP, RNG 5, AOE 1) will increase a unit's AGI a lot. And although it's not that important, because the game's maps take place in the Winter Campaign, the rare "Snow-Trudging" type is a bit more well-suited for those battles. This class can't equip footwear for obvious reasons. Aerial is a special mermaid who can join the party following the battle at Arena. There's little special about her except the portrait, but she does come with an Eye of the Basilisk and Thunder Chain, which is reason enough to invite her. NOTE: Mermaids can't get Gibe of Fallen Angel, The Cycle of Life, or Ripple's Emblem, for obvious reasons. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #08: Arena [Path B] • Battle #09: Rana [Path A/B] • Randomized: Arena |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | MUSHUS [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 259 HP, 130 STR, 69 AGL, Lawful ALI | HP : 7 ~11 | EMBLEM: --- | SP : 3 ~ 5 | EQUIPS: Accessories | STR : 6 ~10 | SKILLS: Breath attack (depending on element) | INT : 4 ~ 6 | MAGICS: --- | AGL : 3 ~ 5 | MOVMNT: 5.x [Snow-Trudging/Wading] |_____________| UNIQUE: No A Mushus is a silvery dragon of the rare snow-trudging variety (works better on snow). It has wings but is classified as flightless, meaning one can simply surround and gang up on it should the need arise. Like the Vrtra, it has an effect on mental gauges, this time a +1 to allied units. Other than that, its single breath attack is based off its element. Oddly enough, it's seen in mandatory combat only once. NOTE: A mushus can't get any of the following emblems: Exorcist, The Pen and the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's Whisper/Broken Heart, Sniper, Fist Fight. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #21: Charadrius [Path A] • Randomized: Harmonia |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | NAGA [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 259 HP, 130 STR, 69 AGL, Neutral ALI | HP : 7 ~11 | EMBLEM: --- | SP : 3 ~ 5 | EQUIPS: Accessories | STR : 6 ~10 | SKILLS: Breath attack (based on element) | INT : 4 ~ 6 | MAGICS: --- | AGL : 3 ~ 5 | MOVMNT: 5.x [Trudging/Aquatic] |_____________| UNIQUE: No Like the ham in a Mushus-Vrtra sandwich, Naga represents the middle ground, a compromise on the abilities. And, like all compromises, they end up decent but without a special trait. While they are expected to have a breath attack based off its element, and the aquatic type is special among the dragons, it has no affect on the mental gauges like the other two upgraded dragons (not counting Dragon Zombie here). Since levels with bodies of water aren't in abundance, this may just become a pitstop before changing to the Vrtra or Mushus class. The one true saving grace to this class is its DEF growth, the best among the dragons and rivalling even most human units. Aesthetically, it may be the best also, but no one's counting that... NOTE: Nagas can't get any of the following emblems: Exorcist, The Pen and the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's Whisper/Broken Heart, Sniper, Fist Fight. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Randomized: Arena |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | NINJA [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 36 STR, 37 AGL | HP : 4 ~ 6 | EMBLEM: --- | MP : 3 ~ 4 | EQUIPS: Katana, Light Armor | STR : 3 ~ 5 | SKILLS: Shuriken Barrage | INT : 3 ~ 5 | MAGICS: x1 elemental projectile/area [Fireball, Firestorm, etc] | AGL : 6 ~ 8 | MOVMNT: 9.x [Acrobatic/Water-walking] |_____________| UNIQUE: No Ninja are one of the best classes to get early, not because they dominate with their strength (mediocre compared to classes like Knights or Swordmasters), but because they have great AGL and movement, plus can use projectile magic. Shuriken Barrage is a long-range physical attack that usually does paltry damage to armored classes, but it makes a difference for mage types. The other cool thing about Ninja is that they're one of the few classes who can water-walk, meaning their movement isn't impeded on water tiles even if their ATK/DEF decreases a bit (although it may not be noticeable if attacked by someone who is waist-deep). They're masters of terrain movement and not too bad in a pinch, either -- evasion's pretty decent. The only special ninja who can join is Shiven on the Path A route, but he only carries a semi-rare katana and has a unique portrait. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #06: Urodela • Battle #15: Haena [Path A] • Optional -: Belleza [Path A/B] • Randomized: Bison, Naja |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | OCTOPUS [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 6 ~10 | EMBLEM: --- | SP : 1 ~ 2 | EQUIPS: Accessories | STR : 5 ~ 7 | SKILLS: Strangling Tentacles [Lv. 10] | INT : 3 ~ 4 | MAGICS: --- | AGL : 3 ~ 4 | MOVMNT: 3.x [Trudging/Aquatic] |_____________| UNIQUE: No Octopi are another one of the water-dwelling creatures who excel at ocean maps and less so on land. They get fantastic HP growth and decent strength, but really aren't that spectacular besides. Their Strangling Tentacles skill (25 SP, AOE 2) is competent though, and has a fixed chance of inflicting Confusion...which is usually doesn't. Still, for a theme party or just for a lark, these guys can be fun to have around. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #08: Arena [Path B] • Battle #09: Rana [Path A/B] • Randomized: Arena, Lutra |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | PREDATOR [ELEMENT: Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : ----- | EMBLEM: War God, Knight's Certificate, Blood Reign | MP : ----- | EQUIPS: Brionac, Black Armor | STR : ----- | SKILLS: --- | INT : ----- | MAGICS: --- | AGL : ----- | MOVMNT: 6.0 |_____________| UNIQUE: Yes [Enemy-Only] Essentially an "evil dragoon," this killer isn't known for his skill per se, but rather his equipment choice. Predators come with the Brionac spear which carries a chance of instant death, making it quite a nuisance in the final battle should it work. On the flipside, this class only makes an appearance via the Descent skill so it's quite possible no debut's made at all. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #26: Nether Region [Path A/B] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | PRIEST [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 76 MP, 96 INT, Lawful/Neutral ALI | HP : 4 ~ 6 | EMBLEM: Heavenly Spirit | MP : 5 ~ 7 | EQUIPS: Hammers, Robes | STR : 3 ~ 5 | SKILLS: --- | INT : 5 ~ 7 | MAGICS: x3 Virtue (except Ignus Fatuus) | AGL : 3 ~ 5 | MOVMNT: 5.x [Walking/Wading] |_____________| UNIQUE: No Priests are one of the most dignified classes in the game, and are able to use any non-summon Virtue spell, and are the only generic units who can use the lauded Resurrection and Divine Radiance spells. The most prominent downside to the class isn't even about the class itself: it's unlocking it! To become a priest, a unit must not have the 'Gibe of Fallen Angel' emblem awarded to clergymen who slay living beings. Killing three units with normal attacks earns it, and prevents further development -- oops! The upside to this, if any, is that undead enemies don't count towards the dishonorable emblem, so using Faith/Exorcism is perfectly fine. It's amazing how many people end up having their first cleric(s) shut out of this class because they can't stop their warring ways past the switch-over. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #14: Sotavento [PATH A/B] • Battle #17: Ostorea South [PATH A/B] Because the main draw to this class _IS_ the Resurrection spell, it's worth noting that the only one in the game is carried by the enemy Priest fought at Sotavento. It will always drop the spell upon death, but many people will opt to invite the guy into the party. Similarly, the only Divine Radiance spellbook in the game is carried by the priest at Ostorea South. |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | RED DRAGON [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 6 ~10 | EMBLEM: --- | SP : 3 ~ 5 | EQUIPS: Accessories | STR : 6 ~ 8 | SKILLS: Fire Breath [Lv. 5] | INT : 3 ~ 5 | MAGICS: --- | AGL : 3 ~ 4 | MOVMNT: 4.x [Trudging/Wading] |_____________| UNIQUE: No A basic dragon of the fire element, this creature excels at STR & HP gains, as well as having a skill that matches its element. Fire Breath (Fire; 20 SP, AOE 1-4) has the ability to confuse its targets sometimes, which makes it one of the better statuses dragons can inflict. Like all of the normal elemental dragons, their movement is typically substandard. To change a dragon into another basic type, a Mirror of the Gods must be used on it. So, if a dragon wants to become fire-elemental, the mirror must be used by a unit that's already fire-elemental. Note that Virtue/Bane elements cannot be transferred to a dragon in this way. NOTE: Red Dragons can't get the following emblems: Exorcist, The Pen and the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's Whisper/Broken Heart, Sniper, Fist Fight. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #10: Solea [Path A/B] • Battle #11: Aquila [Path A/B] • Optional -: Gracula [Path A/B] -- Only if Glycinia's been invited • Randomized: Aquila, Gracula |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | SHAMAN [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 3 ~ 5 | EMBLEM: Philosopher's Stone | MP : 6 ~ 8 | EQUIPS: Wands, Robes | STR : 3 ~ 5 | SKILLS: Energy Transfer | INT : 6 ~ 8 | MAGICS: x2 Elemental [see stipulations below] | AGL : 4 ~ 6 | MOVMNT: 5.x [Walking/Wading] |_____________| UNIQUE: Yes Although the class has a prerequisite (54 MP, 70 INT, Philosopher's Stone), it's unique to Euphaire and she won't have to bother reaching the quotas. In short, this class is the first truly special unit that can be obtained, and it's one of the best. Euphaire can use any normal elemental magic and any summon; she's barred from other Virtue/Bane spells, except Necromancy. Basically, she's like a suped-up Siren with a spell slot exchanged for a unique skill. In fact, this class replaces Siren on her status menu. The crown jewel of Euphaire's skills though, arguably, is the Energy Transfer skill, which is an early self-damaging form of the Fluid Magic spell. This allows her to expend one-fourth of her HP and instantly give that same amount to an ally's MP. It's inferior to Fluid Magic but since she can't use that ability, it's a tiny workaround. The most obvious way to flaunt this ability is to pick a summon-capable unit (can't pick herself), give them MP, have someone heal her, then unleash the summon on an unsuspecting unit. NOTE: Euphaire can't obtain The Cycle of Life or Ripple's Emblem. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Optional -: Blete [Path A/B] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | SIREN [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 60 MP, 60 INT | HP : 4 ~ 6 | EMBLEM: Philosopher's Stone | MP : 6 ~ 8 | EQUIPS: Fans, Robes | STR : 3 ~ 4 | SKILLS: --- | INT : 6 ~ 8 | MAGICS: x3 | AGL : 3 ~ 4 | MOVMNT: 4.x [Trudging/Wading] |_____________| UNIQUE: No The female-only spellcasters are a step up from wizards in basically every way, which is the main reason to raise female wizards into this class. They are the only generic class who can use summons, and to supplement that, all normal attack magics are available as well. There's not much else to tell, except if one wants to catch a "wild Siren," they don't appear in too many places. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #13: Naja [Path A/B] • Battle #17: Ostorea South [Path A/B] • Randomized: Charadrius, Gryllus, Haena |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | SOLDIER [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 6 ~10 | EMBLEM: --- | MP : 2 ~ 4 | EQUIPS: Sword, Thrusting Sword, Shield, Light Armor/Headgear | STR : 3 ~ 5 | SKILLS: --- | INT : 3 ~ 5 | MAGICS: --- | AGL : 4 ~ 6 | MOVMNT: 6.x [Walking/Wading] |_____________| UNIQUE: No Soldiers are the "building blocks" of all classes, meaning everyone has that option available at all times, no exceptions. Although the stats are evenly distributed, it's better to get a unit on the track to a specialty, which is why there's little reason to keep a person as this class. In addition, this is the only human class that can be recruited (bought) from shops, with more money payed to start with higher levels. Since this is such a basic class, expect to see them all throughout the game. Eleanor, a special character who has no definitive class, starts as a Soldier when she first joins. Unlike characters who are special because they have a bit of dialogue in the story or a unique portrait, Eleanor has the unique skill "Star Tiara" first learned at 170 INT. It'a a virtue-element spell that affects all foes on the field, which damages and eradicates any undead types. The downside is that she can only use it once per battle -- UNLESS she gains a level during battle, which lets her use it once more. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #01: Lutra Islands • Battle #02: Scabellum • Battle #03: Vespa • Battle #04: Formido • Battle #13: Naja • Randomized: Ardea, Gryllus, Naja, Vespa |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | SORCERESS [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: Only obtainable on Path A | HP : 4 ~ 6 | EMBLEM: Philosopher's Stone | MP : 6 ~ 8 | EQUIPS: Fan, Robes | STR : 3 ~ 5 | SKILLS: --- | INT : 6 ~ 8 | MAGICS: x3 Any [including summons but no Virtue-types] | AGL : 4 ~ 6 | MOVMNT: 5.x [Trudging/Wading] |_____________| UNIQUE: Yes Simply put, the Sorceress class (Cybil) is one of the best spellcasters in the game, available only on the Path A route. They have three magic slots and can cast anything, including summons, but are barred from any virtue-element spells -- so no Ignus Fatuus, Divine Radiance, etc. -- and certain bane spells (like Cursed Existence, Enfeeble, Necromancy, etc.) However, spells like Fluid Magic and Fiend's Grip are fine. A small downside, but a great ally to have nonetheless. The raging debate is whether Cybil or Rictor is the best specialty mage. The former gets access to more spells, including the best Fiend's Grip, but can't use Virtue types; Rictor only has access to Virtue types, but this includes some of the most useful in the game, like Resurrection and Divine Radiance. Stat-wise, Cybil gets better MP and INT growth while Rictor gets better HP and STR (they're even in other areas). In this case, it's more wise to judge which path to take on the whole rather than just the person obtained. Note: Because she can't change classes, Cybil can't get Gibe of Fallen Angel, The Cycle of Life, or Ripple's Emblem. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #05: Ardea [Guest] • Battle #06: Urodela [Guest] • Battle #21: Charadrius [Path B] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | SUMMONER [ELEMENT: Earth] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 63 MP, 100 STR, 88 INT / Invite him at Belleza | HP : 5 ~ 7 | EMBLEM: The Pen and the Sword | MP : 4 ~ 6 | EQUIPS: Wands, Thrusting Swords, Shields, Light Armor/Headgear | STR : 4 ~ 6 | SKILLS: Summon Golem | INT : 5 ~ 7 | MAGICS: x2 Elemental [including summons; else non-Virtue/Bane] | AGL : 4 ~ 6 | MOVMNT: 5.x [Walking/Wading] |_____________| UNIQUE: Yes Elrik is the second truly special character that can be obtained, and like his daughter Euphaire, is a great spellcaster. In fact, she mimics his form: access to all spells (including Necromancy) and summons but no other Virtue and Bane magic. His special ability is Summon Golem (Earth; 20 MP, 7 RNG, AOE 1) which makes a tiny doll kamikaze on an enemy. The cool thing about this ability is that the doll runs to the enemy, and if the ground is too rocky or unstable, it detonates prematurely. Besides being the source of the Fenrir summon, it's notable that Elrik's good with weapons too -- not that much of a surprise, considering this class replaces the Warlock job, also known for its versatility. NOTE: Euphaire can't obtain The Cycle of Life or Relix's Emblem. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Optional -: Belleza [Path A/B] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | SWORDMASTER [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 95 STR, 111 AGL, Book of Initiation | HP : 5 ~ 7 | EMBLEM: Book of Initiation | MP : 3 ~ 4 | EQUIPS: Swords, Katanas, Light Armor, Boots | STR : 4 ~ 6 | SKILLS: Pelting Fury, Swallow's Daze | INT : 3 ~ 4 | MAGICS: x1 Support | AGL : 5 ~ 7 | MOVMNT: 7.x [Walking/Wading] |_____________| UNIQUE: No When it comes to the generic male-only classes, there can only be one true champion, and this is it. First, they're monsters in battle, having great STR and HP gains. Pelting Fury (RNG 7, AOE 1) is a long-range physical attack and is better than the ninja's Shuriken Barrage; Swallow's Daze (RNG 1, AOE 1) is an attack made with katanas, which may paralyze the target. In addition, the magic slot allows for a support spell, such as Time Flux, Fluid Magic, or Teleport -- the good stuff! Finally, Swordmasters make great targets for learning the special skills such as Atropos or Clotho. Since they are owners of exceptional base movement as well, they really put most male classes to shame. The downsides are obvious: they can't use healing spells and females don't have access to the class. Later in the game, there is a special female Swordmaster who is basically the same, but is Snow-Walking type and has the 'Atropos' skill.' NOTE: Swordmaster also refers to the female boss Margret (Battle #16) who's of this same class, and carries the Atropos skill. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #15: Haena [Path A] • Battle #16: Ostorea West [Path A/B] • Battle #23: Hall of Corruption [Path A/B] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | THUNDER DRAGON [ELEMENT: Wind] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : 6 ~10 | EMBLEM: --- | SP : 3 ~ 5 | EQUIPS: Accessories | STR : 6 ~ 8 | SKILLS: Thunder Breath | INT : 3 ~ 5 | MAGICS: --- | AGL : 3 ~ 4 | MOVMNT: 4.x [Trudging/Wading] |_____________| UNIQUE: No A basic dragon of the wind element, this creature excels at STR & HP gains, as well as having a skill that matches its element. Thunder Breath (Wind; 20 SP, AOE 1-4) has the ability sometimes paralyze its targets, making it the best breath attack of all the elemental dragons. However, like its brethren, its movement is typically poor and not suited well to maps with large and/or varied heights. To change a dragon into another basic type, a Mirror of the Gods must be used on it. So, if a dragon wants to become wind-elemental, the mirror must be used by a unit that's already wind-elemental. Note that Virtue/Bane elements cannot be transferred to a dragon in this way. NOTE: Thunder Dragons can't get the following emblems: Exorcist, The Pen and the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's Whisper/Broken Heart, Sniper, Fist Fight. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #07: Sufrir [Path B] • Battle #10: Solea [Path A/B] • Battle #15: Haena [Path A/B] • Randomized: Harmonia, Sufrir, Vespa |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | UNDEAD KNIGHT, UNDEAD WIZARD, UNDEAD SOLDIER [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : ----- | EMBLEM: --- | MP : ----- | EQUIPS: Whatever their normal class has | STR : ----- | SKILLS: --- | INT : ----- | MAGICS: Whatever their normal class has | AGL : ----- | MOVMNT: Whatever their normal class has |_____________| UNIQUE: Yes [Enemy-Only] Although technically unique because the player can never get them, these undead units are worth talking about, I s'pose. They are identical to their normal counterparts -- as far as skills, movement, and equip types go -- but their first attacks now can poison (sometimes). All normal undead-related effects apply: they will auto-revive eventually, can only truly be killed by eradication-type skills, and never have the chance to drop items. There are a few cool things about these classes, though: all are stripped of emblem slots (except for Knight's Certificate) and Knights will never have virtue spells equipped. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Optional -: Gryllus [Path A/B] • Randomized: Gryllus, Rebanada |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | VALKYRIE [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 48 STR, 41 INT, L/N ALI | HP : 5 ~ 7 | EMBLEM: Lancer | MP : 2 ~ 2 | EQUIPS: Spears, Light Armor, Light Headwear | STR : 4 ~ 6 | SKILLS: --- | INT : 4 ~ 6 | MAGICS: x2 Elemental [non-Virtue/Bane] | AGL : 4 ~ 6 | MOVMNT: 7.x [Snow-Walking/Semi-Aquatic] |_____________| UNIQUE: No Valkyrie are a balanced female-only class, and the versatility shows: not only can they attack and use magic that isn't restricted to projectiles, but they get two rare movement types, allowing them to fight better than most in land or sea. Additionally, they give +1 mental gauge to male units within three spaces. That's about the extent of their uniqueness though. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #14: Sotavento [Path A/B] • Battle #19: Ostorea Crypt [Path A] • Optional -: Belleza [Path A/B] • Randomized: Bison, Naja |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | VENEFIC, VENEFICA [ELEMENT: Earth, Wind] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: --- | HP : ----- | EMBLEM: Gibe of Fallen Angel, Philosopher's Stone, Vixen's W. | MP : ----- | EQUIPS: Wands, Robes | STR : ----- | SKILLS: Summon Darkness [Venefic-only] | INT : ----- | MAGICS: x2 Supportive/Bane | AGL : ----- | MOVMNT: 6.x [Trudging/Wading] |_____________| UNIQUE: Yes Two special bosses toward the end of the game, they're basically the same class, just of different genders. They're exceptionally gifted at sorcery, and one even has the Fiend's Grip spell in-battle. Summon Darkness (Bane) is a special skill with no MP cost that teleports a new monster into battle, often a Gorgon or Daemon. [As for their class name, it's appropriately named after the archaic term for poisoning.] APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #17: Ostorea South [Path A/B] -- Venefica Only • Battle #20: Harmonia [Path A/B] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | VRTRA Element: Non-Bane/Virtue / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 259 HP, 130 STR, 69 AGL, Chaotic ALI | HP : 7 ~11 | EMBLEM: --- | SP : 3 ~ 5 | EQUIPS: Accessories | STR : 6 ~10 | SKILLS: Breath attack (depending on element) | INT : 4 ~ 6 | MAGICS: --- | AGL : 3 ~ 5 | MOVMNT: 5.2 [Flying/Wading] |_____________| UNIQUE: NO Vrtra are dangerous-looking black dragons whose breath attack depends on what element they are (earth types have Poison Breath, and so on). In addition to the expected skill, they also impose a -1 Mental Gauge penalty on any enemy within three panels. They're also the only dragon type that can fly, which places them a cut above the others' who are trudging types. As far as dragons go, this is definitely the one to be. Also of note on a general level, Vrtra found in random battles often drop an 'Urn of Chaos' item which moves a unit's alignment one notch towards Chaotic. These are normally obtained through storyline battle spoils, buried items, or Quest Mode -- this can actually be an easier way in general. Not foolproof, but hey... NOTE: Vrtras can't get any of the following emblems: Exorcist, The Pen and the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's Whisper/Broken Heart, Sniper, Fist Fight. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #21: Charadrius [Path B] • Battle #23: Hall of Corruption [Path A/B] • Optional -: Rebanada [Path A/B] -- 2nd Battle • Randomized: Sufrir |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | WARLOCK [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 78 MP, 90 STR, 76 INT, L/N ALI | HP : 5 ~ 7 | EMBLEM: The Pen and the Sword | MP : 4 ~ 6 | EQUIPS: Sword, Light Armor, Footwear | STR : 4 ~ 6 | SKILLS: Barren Soul | INT : 4 ~ 6 | MAGICS: x2 Supportive [non-Virtue; no Necromancy] | AGL : 4 ~ 6 | MOVMNT: 5.x [Walking/Wading] |_____________| UNIQUE: No Warlocks are the equivalent of male witches, except they're better physical attackers. They can use two supportive/impairing skills (example: Petrifying Cloud, Teleport) like their female counterpart. To give even more versitility in attacking, their unique ability Barren Soul (25 MP, RNG 1, AOE 1) inflicts damage of the element the opponent is weak against. So, if it's earth-element the sword that materializes will be wind-element. If a Swordmaster isn't available, these might be a good consolation class. The main difference between this and the Witch class -- besides what's been stated -- is they have better movement APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #16: Ostorea West [Path A/B] • Battle #19: Ostorea Crypt [Path A] • Battle #24: Garden of Memories [Path A/B] • Optional -: Blete [Path A/B] • Randomized: Naja, Rebanada |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | WITCH [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 38 MP, 35 INT, N/C ALI | HP : 4 ~ 6 | EMBLEM: Vixen's Whisper | MP : 5 ~ 7 | EQUIPS: Wands, Robes | STR : 3 ~ 4 | SKILLS: Fascination | INT : 3 ~ 5 | MAGICS: x2 Supportive [non-Virtue, non-Bane except Fluid Magic] | AGL : 5 ~ 7 | MOVMNT: 5.x [Trudging/Wading] |_____________| UNIQUE: No Like their male counterpart in the Warlock, Witches are best as supportive units. They have two slots for annoying magic like Ray of Paralysis or Fluid Magic, while their special skill Fascination (Bane; 15 MP, RNG 7, AOE 1-5) can inflict mass Charm on hapless units -- capped at around 50% chance, I believe. Either way, it's a decent unit to have but is mostly a stepping stone on the way to Siren, which is where the real spellcasting is at for females. Notable for being one of the first units who can use Fluid Magic, which gives a lot of MP to a target for very little cost to self. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #06: Urodela • Battle #13: Naja [Path A/B] • Battle #14: Sotavento [Path A/B] • Battle #17: Ostorea South [Path A/B] • Battle #18: Ostorea Throne Room [Path A/B] • Battle #21: Charadrius [Path B] • Optional -: Belleza [Path A/B] • Randomized: Ardea, Haena It's worth mentioning that the witch at Charadrius [Path B] drops the unique spell Time Flux, which gives a character a second turn. It arrives late but it's ridiculously awesome for plinking away at high-defense targets. |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | WITCH <3 [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 38 MP, 35 INT, N/C INT | HP : 4 ~ 6 | EMBLEM: Vixen's Whisper | MP : 5 ~ 7 | EQUIPS: Wands, Robes | STR : 3 ~ 4 | SKILLS: Temptation | INT : 5 ~ 7 | MAGICS: x2 Elemental - See below | AGL : 5 ~ 7 | MOVMNT: 5.x [Trudging/Wading] |_____________| UNIQUE: Technically The "Witch <3" class is specific to Deneb, a recurring character throughout the Ogre Battle games. She has two magic slots and can use any summon and any normally available to generic witches (supportive magic like Ray of Paralysis, Zoshonel's Influence, Petrifying Cloud, Faith, etc.). Her awesome Temptation skill (15 MP, 7 Range, AOE 1-5) is like a super version of Fascination, and has a higher chance of charming the target (up to 99% instead of 49%) ...although if playing on an emulator, it may freeze the game! Now, to get Deneb, there is a specific order that has to be done. Note that if she dies or is used in a Snapdragon, another can be created with this same process. However, once Deneb changes to her specialty class, she can't change to any others! 1) Create a generic female soldier of any element 2) Give her the name "Deneb" just as it's written here 3) In battle, earn the Vixen's Whisper emblem so she can become a witch 4) Change her into a witch to become the specialty class Some people complain when they try to get her, and this is usually due to a few things: • Her name is misspelled or not capitalized properly • Her alignment is Lawful; she must be anything but Lawful to change over • In the JP version (only) Deneb must be fire-elemental Once Deneb is in the party, if the player tries to shop in Scabellum, there will be a specialty store run by Pumpkinhead available. It sells candy-type equipment (which all belongs to a set) and, after selling 5 Glass Pumpkins, the best item in the game can be bought for a whopping 32000 goth: Firecrest! It heavily increases all defenses and resistances...and costs no movement penalty! The game can give the player four special summoners in the game (Euphaire, Elrik, Cybil, Rictor) but none are earth-elemental, leaving the Gnome summon mismatched whenever it's used. It's not a bad idea to make Deneb that very type instead of giving it to an earth-type siren, for instance. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • None! [Must be player-created] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ | WIZARD [ELEMENT: Non-Virtue/Bane] / |___________________________________________________________________________/ | STAT GROWTH | | | PREREQ: 16 MP, 26 INT, N/C ALI | HP : 4 ~ 6 | EMBLEM: --- | MP : 5 ~ 7 | EQUIPS: Wands, Robes | STR : 3 ~ 4 | SKILLS: --- | INT : 5 ~ 7 | MAGICS: x3 Elemental [non-supportive, non-Virtue/Bane] | AGL : 3 ~ 5 | MOVMNT: 5.x [Trudging/Wading] |_____________| UNIQUE: No Their name alone probably conjures up images of magic usage! Wizards are a class available to either sex and uses low-level elemental spells, ranking it as the lowest available mage type. They can only use offensive spells such as Crag Crush and Firestorm, and are barred from supportive (Ray of Paralysis, etc.) and Virtue/Bane types. As their INT goes up, some of their spells' AOE increases (from 1 to 5) in a plus-shaped formation. It's always good to have a few of these guys in the early going; later, they can be upgraded to sirens and liches, or swapped out for special classes, like Euphaire or Cybil. APPEARANCES IN-GAME ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #02: Scabellum • Battle #04: Formido • Battle #13: Naja [Path A/B] • Battle #18: Ostorea Throne Room [Path A/B] • Randomized: Charadrius, Lutra, Naja _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ EQUIPMENT LIST [EQPT] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01) Swords ............................................................ EG01 02) Bows .............................................................. EG02 03) Spears ............................................................ EG03 04) Staves/Wands ...................................................... EG04 05) Hammers/Flails .................................................... EG05 06) Shields ........................................................... EG06 07) Katanas/Axes ...................................................... EG07 08) Whips/Fans ........................................................ EG08 09) Helms ............................................................. EG09 10) Armor ............................................................. EG10 11) Accessories ....................................................... EG11 _____________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 01) Swords [EG01] | |_____________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -------- Anbicion -------- "One-handed weapon (Virtue). Sacred sword that King Anbicion received in a covenant with God. AGI: +5 PWR: +68 VIRT RES: -5 BANE RES: +15 EFFECT: Anbicion MOVE: -0.4 SELL: Can't Sell GET: Clear Angel's Headstone - Hall of Conviction [Path A] -------- Answerer -------- "One-handed weapon (Bane). Assassin sword whose name means 'to answer.' PWR: +68 SELL: 1900 G GET: Versus Mode Only ------- Balmung ------- "Two-handed weapon. Attack power up VS dragons. Dragonslayer created from the claws of the dragon Fafnir." PWR: +64 MOVE: -0.7 SELL: 1560 G GET: Can be won in Quest Mode -------- Claymore -------- "A large, two-handed sword with a V-shaped hilt. A ring is attached to the hilt." PWR: +48 MOVE: -0.6 SELL: 600 G GET: All shops after clearing Sotavento [1200 G] : Can be unearthed as a buried treasure : Common equip for knight-type characters [obtain via invitation] ---------------- Dragon Gem Sword ---------------- "One-handed weapon. Dragon Handling effect. Sword with jeweled hilt adorned with a dragon's gem. Enables communication with dragons." PWR: +48 MOVE: -0.4 SELL: 440 G GET: Initially equipped to Glycinia [Sufrir -- Path B] : Dragon Tamer at Haena [Path B] : Obtain in Quest Mode ----- Estoc ----- "One-handed weapon. Slender thrusting sword with a knuckle guard on the hilt to protect the user's hand." PWR: +40 SELL: 320 G GET: All shops after clearing Urodela [640 G] : Possible buried treasure ------ Fafnir ------ "One-handed weapon. Attack power up VS dragons. Used by Sigurd to defeat the dragon Fafnir." PWR: +58 MOVE: -0.5 SELL: 800 G GET: Clear Battle in Solea : Warlock at Garden of Memories [Path A/B; Invite] --------------- Firedrake Sword --------------- "One-handed flaming sword (Fire)." PWR: +56 WATR RES: +5 MOVE: -0.5 SELL: 720 G GET: Warlock at Ostorea West [Path A/B; Invite] : Duke Knight at Ostorea South [Path A/B] : Can be won in Quest Mode --------- Fragarach --------- "Two-handed weapon (Bane). Sword with a cross-shaped hilt whose name means 'revenge'. 1 of 4 Netherworld Weapons." PWR: +75 VIRT RES: +5 BANE RES: -5 SELL: 1900 G GET: Versus Mode Only ---- Gram ---- "One-handed weapon (Earth). Elven sword that shines because of its unique forging." PWR: +58 WIND RES: +5 MOVE: +0.0 SELL: 1125 G GET: Clear battle at Haena [Path B] --------- Ice Blade --------- "One-handed frozen sword (Water)." PWR: +52 FIRE RES: +5 MOVE: -0.5 SELL: 720 G GET: Dragoon at Haena [Path B] : Buried treasure at Rana [Path A/B] --------- Inca Rose --------- "One-handed weapon (Fire). Thrusting sword known as the 'Rose of the Desert'." PWR: +52 WATR RES: +5 MOVE: +0.0 SELL: 550 G GET: Rictor's initial weapon [Path B] ---------- Laevateinn ---------- "Two-handed weapon (Fire). Flaming sword of Surt, destined to consume the world in fire." PWR: +60 WATR RES: +5 MOVE: -0.5 SELL: 1560 G GET: Duke Knight in Ostorea Crypt [Path A] ---------- Long Sword ---------- "One-handed weapon. A large hacking sword." PWR: +40 MOVE: -0.5 SELL: 350 G GET: All shops carry after Formido [700 G] --------------- Needle of Light --------------- "One-handed weapon (Virtue). Thrusting sword that draws on sacred energy and light." PWR: +60 BANE RES: +5 MOVE: -0.2 SELL: 720 G GET: Angel Knight in Ostorea Crypt [Path A] : Angel Knight in Charadrius [Path B] : Initially equipped to Lobelia : Can be won in Quest Mode ----- Notos ----- "Two-handed WPN (Wind). Double-edged sword of Notos, god of the South Wind. 1 of 4 Relics of Wind." PWR: +62 ERTH RES: +5 MOVE: -0.6 SELL: 1560 G GET: Clear Battle at Ostorea West ------- Oracion ------- "Rumored to allow communication with the gods. Banish Effect. 1 of 4 Divine Armaments." TYPE: One-handed PWR: 71 INT: +8 EFFECT: Banish BANE RESIST: +5 MOVE: -0.6 SELL: 2000 G GET: Can be won in Quest Mode ------------- Peridot Sword ------------- "One-handed cold peridot sword (Water)." PWR: +0 FIRE RES: +5 GET: Can be won in Quest Mode ----------- Short Sword ----------- "One-handed weapon. Power 30. Good sword for beginners." PWR: +30 MOVE: +0.0 SELL: 180 G GET: All shops carry from game's beginning ---------- Snapdragon ---------- PWR: +85 |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| STR: One-half of snapped ally's base STR -.-| TIP: Use stat-boosting items | INT: One-half of snapped ally's base INT | | before snapping to increase | AGI: One-fifth of snapped ally's base AGI -' | residual bonuses! | MOVE: -0.2 |______________________________| SELL: n/a (can't be sold) GET : Have an ally use a Snapdragon item in-battle To obtain a Snapdragon, have a unit use a Snapdragon item in-battle. This PERMANENTLY transforms them into a one-handed sword that gives bonuses based off their original base stats (STR, INT, AGI only). Naturally the bonuses are higher if a Lv50 character uses it, instead of a Lv01 person. All Snapdragons are named after the character who was sacrificed -- there is no "Snapdragon" sword technically unless you name a homegrown character Snapdragon. :p Additionally, depending on the class "snapped," the sword is imbued with a special characteristic. • ANGEL KNIGHT: +1 Mental Gauge to nearby allies • BEAST TAMER : +1 Mental Gauge to nearby beasts • DRAGON TAMER: +1 Mental Gauge to nearby dragons • DRAGOON : Gives bonus when attacking dragon-type enemies • FAIRY : Luck increases • GORGON : Prevents petrification • KNIGHT : Prevents Fear (Mental Gauge can't go lower than 0) • LICH : +1 Mental Gauge to nearby zombie types • SWORDMASTER : Gives an Instant Death effect to sword • PRIEST : Prevents Instant Death (i.e. Hell's Gate skill) • VALKYRIE : +1 Mental Gauge to nearby male units There are only four Snapdragons that can be obtained in the game (2 buried in Belleza & Sotavento; 2 dropped at Rebanada's 2nd battle and Harmonia). Thus, there's no room for screwing around! The stat bonuses should dictate which class gets the Snapdragon, also. If the person sacrificed gave a huge INT bonus, why not give it to your Lich or Siren? ---------- Sum Mannus ---------- "One-handed lightning sword (Wind)." PWR: +54 ERTH RES: +5 MOVE: -0.5 SELL: 720 G GET: Duke Knight at Ostorea West [Path A/B] Duke Knight at Charadrius [Path A] --------------- Sword of Tiamat --------------- "Two-handed weapon. Attack power up VS dragons. Dragonslayer created from the fangs of Tiamat." PWR: +60 MOVE: -0.6 SELL: 1125 G GET: Duke Knight in Ostorea Crypt [Path B] _____________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 02) Bows [EG02] | |_____________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------- Bow Gun ------- "One-handed weapon for missile attack. Short-range, accurate wooden bow." AGI: +1 PWR: +30 Range: 6 SELL: 270 G GET: All shops stock after Formido [540 G] ------------- Composite Bow ------------- "Two-handed weapon for missile attack. Composite bow reinforced by flexible metal." AGI: +1 PWR: +44 Range: 7 MOVE: -0.5 SELL: 640 G GET: All shops stock after Solea [1280 G] --------- Crescente --------- "Two-handed missile weapon (Virtue). Crescent bow once used by a lovestruck girl to send a love letter to the stars." AGI: +8 PWR: +60 Range: 7 BANE RES: +5 EFFECT: Paralysis MOVE: +0.0 SELL: 1560 G GET: Initially equipped on Glycinia [If you get her at Charadrius] : Angel Knight at Garden of Memories [Path A/B; Invite] : Can be won through Quest Mode --------- Flame Bow --------- "Two-handed missile weapon (Fire). Arrows so fast they burst into flame." PWR: +62 Range: 6 WATR RES: +5 MOVE: -0.6 SELL: 720 G GET: Gorgon at Rebanada [Path A/B, Battle 2; Invite] : Can be won in Quest Mode --------- Great Bow --------- "Two-handed missile weapon. Yak horn bow." PWR: +35 Range: 5 MOVE: -0.3 SELL: 500 GET: Archer at Vespa [Path A/B] : Possible buried treasure : All shops stock after Urodela ------------- Sandstorm Bow ------------- "Two-handed weapon for missile attack (Earth). Bow passed on from the time the ancient kingdom Habiram sank into the desert." PWR: +48 Range: 6 WIND RES: +5 MOVE: -0.5 SELL: 720 G GET: Gorgon at Harmonia [Path A/B] Can be won through Quest Mode ------------ Sherwood Bow ------------ "Two-handed missile weapon. Mysterious bow that masks the bowman's presence, leaving targets offguard. 1 of 4 Enchanted Hunting Wares. PWR up VS beasts & dragons." PWR: +54 Range: 7 MOVE: -0.5 SELL: 1425 G GET: Lubina's initial weapon : Can be won through Quest Mode --------- Short Bow --------- "One-handed weapon for missile attack. Wooden bow. Not very powerful, but lightweight." PWR: +20 Range: 5 MOVE: +0.0 SELL: GET: All shops stock from game's beginning ------- Tathlum ------- "Two-handed weapon for missile attack (Bane). Magic Stone whose name means 'Light Speed.' 1 of 4 Netherworld Weapons. AGI: +1 PWR: +44 RANGE: 7 VIRT RES: +5 SELL: 1900 G GET: Buried Treasure in Rebanada [Path A/B] ----------- Thunder Bow ----------- "Two-handed weapon for missile attack (Wind). Bow of Thor, god of thunder." PWR: +50 Range: 6 ERTH RES: +5 GET: Archer at Haena [Path A] ---------- Tundra Bow ---------- "Two-handed missile weapon. Bow found in a pillar of ice. Freezes foes instantly." PWR: +54 Range: 6 FIRE RES: +5 GET: Initially equipped to Glycinia [Path A; If recruited at Bison] : Archer at Ostorea West [Path A/B] : Can be won through Quest Mode _____________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 03) Spears [EG03] | |_____________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------- Brionac ------- "Two-handed piercing WPN (Bane). 1 of 4 Netherworld Weapons. Can sometimes cause Instant Death. PWR: +62 VIRT RES: +5 MOVE: -0.7 SELL: 1900 G GET: Can be won through Quest Mode ------------- Earth Javelin ------------- "Two-handed piercing WPN (Earth). Spear that draws power from the Earth." PWR: +68 WIND RES: +5 MOVE: SELL: 810 G GET: Valkyrie in Ostorea Crypt [Path A] ----------- Longicolnis ----------- "Two-handed piercing weapon (Virtue). Black spear created from the horn of the fallen angel. It can pierce the skin of the Sacred Demon." PWR: +74 VIRT RES: +5 BANE RES: +5 MOVE: +0.0 SELL: Can't Sell GET: Clear Charadrius [Path A/B] ------------- Osric's Spear ------------- "Two-handed piercing WPN (Water). King Zamora's ice spear." PWR: +66 MOVE: -0.6 SELL: 810 G GET: Clear battle at Ostorea South [Path A/B] ---- Pike ---- "Two-handed weapon. Piercing. Metal spear with high attack power despite its slenderness." PWR: +42 MOVE: -0.4 SELL: 380 G GET: All shops stock after Urodela [760 G] ------- Trident ------- "Two-handed weapon. Spear with 3-pronged tip. Piercing." AGI: +3 PWR: +55 MOVE: -0.3 SELL: 550 G GET: Aerial's initial equip : Valkyrie in Belleza [Path A/B] : All shops stock after Sotavento -------- Zephyrus -------- "Two-handed piercing WPN (Wind). Spear of Zephyrus, god of the West Wind, which never misses. 1 of 4 Relics of the Wind." PWR: +70 ERTH RES: +5 MOVE: -0.6 SELL: 1560 G GET: Scene in Rana after meeting with Berevra at Aquila [Path A/B] --------- Volcaetus --------- "Two-handed piercing WPN (Fire). Spear retrieved from the once active volcano, Mt. Aquila." PWR: +64 WATER RES: +5 SELL: 810 GET: Buried treasure at Aquila : Can be won through Quest Mode _____________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 04) Staves & Wands [EG04] | |_____________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ----------- Dowsing Rod ----------- "One-handed weapon. It senses the number of hidden treasures on the stage and deals corresponding damage." PWR: +0 MOVE: +0.0 SELL: 50 G GET: Can be won through Quest Mode ---------- Earth Wand ---------- "One-handed weapon (Earth). Staff that draws on the spiritual power of the Earth. INT: +18 PWR: +26 WIND RES: +5 EFFECT: Crag Crush (fixed chance of breaking) SELL: 600 G GET: Witch in Naja [Path A/B] Can be won in Quest Mode --------- Fire Wand --------- "One-handed weapon (Fire). Magical staff that Firebird, the spirit of fire, is sealed in." INT: +17 PWR: +26 WATR RES: +5 EFFECT: Firestorm (fixed chance of breaking) MOVE: -0.1 SELL: 600 G GET: Euphaire's initial weapon : Can be won in Quest Mode -------- Ice Wand -------- "One-handed weapon (Water). Magic staff that Ice King Horribus is sealed in." INT: +20 PWR: +20 FIRE RES: +5 EFFECT: Ice Field (fixed chance of breaking) MOVE: -0.1 SELL: 600 G GET: Buried treasure at Sufrir : Elrik's initial weapon : Witch in Naja [Path A/B] : Can be won in Quest Mode --------- Kerykeion --------- "One-handed weapon (Bane). Staff of the god Hermes, decorated with entwined serpents." INT: +28 PWR: +32 VIRT RES: +4 EFFECT: Dark Quest SELL: 600 G GET: Can be won through Quest Mode -------------- Ripple's Staff -------------- "One-handed weapon (Virtue). Staff of the witch Ripple, harvesting the power of the stars. INT: +30 PWR: +28 BANE RES: +5 EFFECT: Shining (fixed chance of breaking) SELL: 600 G GET: Initially equipped to Glycinia [if invited at Haena] : Prize in Vs. Mode ---------------- Scipplay's Staff ---------------- "One-handed weapon. Staff made from the wood of the Scipplay Cypress." INT: +10 PWR: +20 MOVE: +0.0 SELL: 135 G GET: All shops stock from game's beginning ---------- Sugar Cane ---------- "One-handed weapon. 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!" PWR: +16 MOVE: +0.0 SELL: 1100 G GET: Clear Harmonia [Path A/B] _____________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 05) Hammers & Flails [EG05] | |_____________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ----- Euros ----- "Two-handed weapon (Wind). Hammer with the power of Euros, god of the East Wind. 1 of 4 Relics of Wind." PWR: +62 ERTH RES: +5 MOVE: -0.5 SELL: 1560 G GET: Daemon at Charadrius [Path B] ----------- Flame Flail ----------- "Two-handed chain flail. Emits heat/light." PWR: +60 WATR RES: +5 GET: Priest at Charadrius [Path A; Invite] : Can be won through Quest Mode ----------- Halt Hammer ----------- "One-handed weapon. Stone-crushing hammer." PWR: +40 MOVE: -0.2 SELL: 360 GET: All shops stock it after Urodela. --------------- Hammer of Tears --------------- "Two-handed weapon (Water). Stunning hammer formed from a tear of Basque, god of the sea." PWR: +62 FIRE RES: +5 MOVE: -0.5 SELL: 1425 G GET: Can be won through Quest Mode ------------- Mystic Hammer ------------- "Two-handed weapon (Virtue). Sacred hammer with the 10 commandments of Filarhh, the sun god, inscribed upon it." PWR: +62 BANE RES: +5 SELL: ???? GET: Gameshark Only? -------- Sanscion -------- "Two-handed hammer (Earth). Used by Galf, overlord of the Netherworld." PWR: +76 EFFECT: Confusion SELL: ???? GET: Prize in Vs. Mode _____________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 06) Shields [EG06] | |_____________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ---------------- Chocolate Shield ---------------- "One-handed shield made from sugar and cocoa beans. Careful, those of you with a sweet tooth!" SPLL DEF: +5 PHYS DEF: +10 PHYS RES: +15 SELL: 1100 G GET: Pumpkinhead's Shop in Scabellum [2200 G] ----------- Dark Shield ----------- "One-handed shield stained with the blood of fallen foes (Bane). SPLL DEF: +15 PHYS DEF: +20 PHYS RES: +25 VIRT RES: +20 MOVE: -0.7 SELL: 1250 GET: Prize in Vs. Mode ------------- Dragon Shield ------------- "One-handed shield of layered dragon scales. DEF up VS dragons. When equipped, user is transformed into a dragon." SPLL DEF: +5 PHYS RES: +20 PHYS DEF: +20 MOVE: -0.5 SELL: 1250 G GET: Buried treasure at Scabellum : Knight at Ostorea Throne Room : Can be won through Quest Mode ------------ Earth Shield ------------ "One-handed shield of Dryad, the forest nymph (Earth)." SPLL DEF: +10 PHYS DEF: +20 PHYS RES: +25 WIND RES: +20 MOVE: -0.6 SELL: 1250 G GET: Knight in Naja [Path A/B] : Angel Knight in Ostorea Crypt [Path A] : Can be won through Quest Mode ------------ Flame Shield ------------ "One-handed shield forged by the fire djinn, Efreet (Fire)." SPLL DEF: +10 PHYS DEF: +20 PHYS RES: +25 WATR RES: +20 MOVE: -0.6 SELL: 1250 G GET: Duke Knight at Charadrius [Path A] : Angel Knight at Garden of Memories [Path A/B; Invite] : Can be won through Quest Mode ---------- Ice Shield ---------- "One-handed shield of the frost giant, Firbolg (Water)." SPLL DEF: +10 PHYS DEF: +20 PHYS RES: +25 FIRE RES: +20 MOVE: -0.6 SELL: 1250 G GET: Hawkman at Arena [Path B] : Duke Knight at Haena [Path B] : Can be won through Quest Mode -------------- Saint's Shield -------------- "One-handed shield protected by Oberon (Virtue). 1 of 4 Divine Armaments." SPLL DEF: +15 PHYS DEF: +20 PHYS RES: +25 BANE RES: +20 MOVE: +0.0 SELL: 1250 G GET: Duke Knight at Ostorea West : Can be won in Quest Mode -------------- Thunder Shield -------------- "One-handed shield of the thunder beast, Nue (Wind)." SPLL DEF: +10 PHYS DEF: +20 PHYS RES: +25 ERTH RES: +20 SELL: 1250 G GET: Hawkman in Aquila [Path A/B] : Can be won in Quest Mode ------------ Tower Shield ------------ "One-handed rectangular shield. High defensive power, but slows movement." SPLL DEF: +5 PHYS RES: +10 PHYS DEF: +15 MOVE: -0.1 SELL: 325 G GET: All shops stock from game's beginning [650 G] _____________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 07) Katanas & Axes [EG07] | |_____________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -------------- Bloody Cleaver -------------- "Two-handed weapon (Bane). Huge butcher's knife." PWR: +72 VIRT RES: +5 EFFECT: Life Force MOVE: +0.0 SELL: 1125 G GET: Clear Ostorea Crypt [Path A] : Clear Charadrius [Path B] : Prize in Vs. Mode ------ Boreas ------ "Two-handed weapon (Wind). Deadly axe with the power of Boreas, god of the North Wind. 1 of 4 Relics of the Wind." PWR: +70 ERTH RES: +5 SELL: 1560 G GET: Daemon in Harmonia [Path A/B] ---------------- Earth Dragon Axe ---------------- "Two-handed weapon (Earth). Wide blade used for decapitation. Attack Power up VS dragons." PWR: +68 WIND RES: +5 SELL: 1125 G GET: Clear Rebanada [Path A/B, 2nd Battle] : Can be won in Quest Mode --------- Francisca --------- "One-handed weapon. Power 40. Small, light axe." PWR: +40 SELL: 230 MOVE: -0.3 SELL: 230 G GET: Clear Lutra Islands [1st battle in game] : All shops stock after clearing Formido ---------- Frozen Axe ---------- "Two-handed weapon (Water). Shining silver axe known as the 'Winter General,' useful in the cold." PWR: +66 FIRE RES: +5 SELL: ???? GET: Prize in Vs. Mode --------- Kagari-bi --------- "Two-handed weapon (Fire). Far Eastern Katana that glows with searing flames." AGI: +4 PWR: +52 WATR RES: +5 SELL: 720 G GET: Equipped to Shiven [Path A] : Prize in Vs. Mode --------- Matsukaze --------- "Two-handed weapon (Wind). Far Eastern katana that produces blades of wind." AGI: +4 PWR: +52 ERTH RES: +5 MOVE: -0.6 SELL: 720 G GET: Clear Urodela : Prize in Vs. Mode ---- Prox ---- "Two-handed flaming axe (Fire)." PWR: +64 WATR RES: +5 MOVE: -0.6 SELL: 1125 G GET: Can be won in Quest Mode -------- Yomogi-u -------- "Two-handed weapon (Earth). Far Eastern katana that intensifies the user's power." AGI: +4 PWR: +52 WIND RES: +5 SELL: 720 G GET: Ninja at Haena [Path A] : Can be won in Quest Mode ------- Yu-giri ------- "Two-handed weapon (Water). Far Eastern katana that gleams with dew." AGI: +4 PWR: +52 FIRE RES: +5 MOVE: -0.6 SELL: 720 G GET: Can be won in Quest Mode _____________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 08) Whips & Fans [EG08] | |_____________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ---------- Battle Fan ---------- "One-handed weapon. Iron-plated fan." PWR: +44 SELL: 160 G GET: All shops stock after Urodela ------ Caldia ------ "One-handed weapon (Virtue). Heart-shaped fan used by dancing maidens to worship the goddess of beauty." AGI: +8 PWR: +52 BANE RES: +5 EFFECT: Charm, Protection from Charm MOVE: -0.4 SELL: 600 G GET: Siren at Ostorea South [Path A/B] : Can be won in Quest Mode ---------- Beast Whip ---------- "Two-handed weapon. Beast Handling effect. Whip that allows communication with beasts." PWR: +52 Range: 2 MOVE: -0.4 SELL: 720 G GET: Complete Battle at Vespa [Ch. 2] : Can be won in Quest Mode ----------- Gypsy Queen ----------- "Caldia that has been tainted with evil (Bane). One-handed." AGI: +4 PWR: +52 VIRT RES: +5 BANE RES: -2 EFFECT: Confusion SELL: 720 GET: Cybil's initial weapon [Path A] : Prize in Vs. Mode ---------- Holy Comet ---------- "Two-handed weapon (Virtue). Sacred whip that emites a brilliant light." PWR: +62 Range: 2 BANE RES: +5 SELL: 810 G GET: Initially equipped to Glycinia [Vespa -- 2nd Time Around] : Prize in Vs. Mode ------------ Hyacinth Fan ------------ "One-handed weapon (Earth). Translucent hyacinth metal fan that shines gold in the sunshine." PWR: 54 MOVE -0.3 SELL: 500 EARTH RES: +5 GET: Buried treasure at Urodela : Treasure in Quest Mode ------------ Leather Whip ------------ "Two-handed weapon. Leather whip." PWR: +45 RANGE: 2 SELL: 390 G GET: All shops stock after Urodela ------------ Rapture Rose ------------ "Two-handed weapon (Bane). Thorn whip made from rose vines." PWR: +66 RANGE: 2 EFFECT: Charm VIRT RES: +5 SELL: 810 G GET: Gorgon at Rebanada [Path A/B, 2nd Battle; Invite] : Can be won in Quest Mode _____________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 09) Helms [EG09] | |_____________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -------- Bandanna -------- "Cloth headwrap." INT: +5 PHYS RES: +1 SPLL DEF: +2 PHYS DEF: +3 MOVE: +0.0 SELL: 110 G GET: All shops stock from the game's beginning ---------- Candy Helm ---------- "Sweet helm of hardened honey. Not for those on a diet!" SPLL DEF: +2 PHYS RES: +7 PHYS DEF: +21 MOVE: +0.0 SELL: 1100 G GET: Pumpkinhead's Shop in Scabellum [2200 G] ----------------- Circlet of Wisdom ----------------- "Circlet adorned with a gem of wisdom." INT: +10 PHYS RES: +5 SPLL DEF: +15 PHYS DEF: +15 MOVE: +0.0 SELL: Can't Sell GET: Can be given to Alphonse by Eleanor in Chapter 3. To obtain the circlet, Alphonse has to answer correctly in four conversations during the game: (1) Path-B-only scene at Solea en route to Sufrir (2) Eleanor's scene at Solea (3) Berevra's scene (4) Eleanor's last scene at Solea during third chapter. If the top answer is "1" and the alternative is "2," then the correct order is: PATH A: 1, 2, 2 PATH B: 2, 2, 1, 1/2 It's very easy to screw up finding this item, most particularly during Berevra's query (which isn't Eleanor-centric) and lacking foreknowledge of the item's existence. ----------- Dragon Helm ----------- "Helmet crafted from the skull of a dragon. Repels Dragon Breath and transforms wearer into a dragon." SPLL DEF: +5 PHYS RES: +10 PHYS DEF: +30 MOVE: +0.0 SELL: 720 G GET: Knight at Ostorea Throne Room [Path A/B] : Prize in Vs. Mode ----------- Freude Helm ----------- "Sacred helm of Filarhh. Repels darkness (Virtue). 1 of 4 Divine Armaments." SPLL DEF: +10 PHYS RES: +10 PHYS DEF: +30 BANE RES: +10 MOVE: -0.3 SELL: 720 G GET: Duke Knight at Charadrius [Path A] : Can be won in Quest Mode ----------- Goblin Helm ----------- "Helmet worn by a legendary sword master who defeated 100 foes. (Bane)" AGI: +4 STR: +20 PHYS RES: +7 PHYS DEF: +21 VIRT RES: +5 MOVE: +0.0 SELL: 720 G GET: Clear Rebanada [Path A/B, 1st Battle] : Prize in Vs. Mode ---------- Holy Crown ---------- "Blessed crown used by priests. (Virtue)" INT: +5 PHYS RES: +7 PHYS DEF: +21 SPLL DEF: +10 BANE RES: +5 MOVE: -0.2 SELL: 720 G GET: Can be won in Quest Mode --------- Iron Helm --------- "Iron helmet that leaves portions of the head unprotected." SPLL DEF: +2 PHYS RES: +10 PHYS DEF: +30 SELL: 400 G GET: All shops stock after clearing Sotavento ----------- Leather Hat ----------- "Common tanned leather hat." SPLL DEF: +2 PHYS RES: +2 PHYS DEF: +6 MOVE: +0.0 SELL: 90 G GET: All shops stock from beginning of game --------------- Plumed Headband --------------- "Lucky plumed headband." AGI: +5 PHYS RES: +2 SPLL DEF: +5 PHYS DEF: +6 BANE RES: +4 MOVE: -0.1 SELL: 240 G GET: All shops stock after clearing Formido ---------- Pointy Hat ---------- "Wide-brimmed, conical hat." INT: +5 PHYS RES: +2 PHYS DEF: +6 SPLL DEF: +10 MOVE: +0.0 SELL: 720 G GET: Witch in Belleza [Path A/B] : Witch at Naja [Path A/B; Invite] : Witch at Sotavento [Path A/B; Invite] : Priest at Ostorea South [Path A/B; Invite] : Can be won in Quest Mode ------------ Sherwood Hat ------------ "Hat adorned with a branch from Sherwood Forest. 1 of 4 Enchanted Hunting Wares. Improves attentiveness." AGI: +5 PHYS RES: +2 SPLL DEF: +5 PHYS DEF: +6 MOVE: -0.1 SELL: 720 G GET: Archer at Solea [Path A/B] : Prize in Vs. Mode _____________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 10) Armor [EG10] | |_____________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ---------- Brigandine ---------- "Armor made of leather and plate, but lighter than plate." AGI: +5 SPLL DEF: +10 PHYS RES: +10 PHYS DEF: +30 MOVE: -0.5 SELL: 1600 G GET: Warlock at Garden of Memories [Path A/B; Invite] : Can be won in Quest Mode ----------- Candy Armor ----------- "Delectable armor made from hardened sugar. Don't be tempted by its sweet pleasures!" PHYS RES: +10 SELL: 1100 G GET: Pumpkinhead's Shop in Scabellum [2200 G] ---------- Chain Mail ---------- "Armor made of woven chain links and reinforced with iron plates." SPLL DEF: +5 PHYS RES: +6 PHYS DEF: +18 MOVE: -0.2 SELL: 550 G GET: All shops stock after clearing Urodela ------------------ Cloak of Authority ------------------ "Cloak designed to resist the effects of the elements." PHYS RES: +5 PHYS DEF: +15 SPLL DEF: +30 WIND RES: +5 FIRE RES: +5 ERTH RES: +5 WATR RES: +5 MOVE: -0.1 SELL: 1230 G GET: Siren at Ostorea South [Path A/B] : Siren at Ostorea South [Path A/B; Invite] ------------- Cloak of Oath ------------- "Cloak given to those ordained as saints (Virtue)." INT: +10 PHYS RES: +5 PHYS DEF: +15 SPLL DEF: +20 VIRT RES: -5 BANE RES: +10 MOVE: -0.1 SELL: 1230 G GET: Lobelia's initial armor : Prize in Vs. Mode -------------- Cursed Garment -------------- "Cursed clothing tailored by disciples of darkness (Bane). PHYS RES: +6 SPLL DEF: +10 PHYS DEF: +18 VIRT RES: +10 SELL: ???? GET: Prize in Vs. Mode ------------ Dragon Armor ------------ "Dragonscale armor resistant to Dragon Breath. Transforms user into a dragon." SPLL DEF: +5 PHYS RES: +10 PHYS DEF: +30 MOVE: +0.0 SELL: 1600 G GET: Dragoon at Haena [Path B] : Prize in Vs. Mode ---------- Earth Garb ---------- "Robe with the power of the earth (Earth)." INT: +5 PHYS RES: +5 PHYS DEF: +15 SPLL DEF: +20 WIND RES: +10 MOVE: -0.1 SELL: 1230 G GET: Witch in Sotavento [Path A/B] : Can be won in Quest Mode ------------- Earth Leather ------------- "Enchanted hard leather bearing the emblem of earth (Earth)." PHYS RES: +6 PHYS DEF: +18 SPLL DEF: +10 WIND RES: +10 MOVE: -0.1 SELL: 720 G GET: Hawkman at Rebanada [Path A/B, 2nd Battle] : Can be won in Quest Mode ------------- Flame Leather ------------- "Enchanted hard leather armor bearing the mark of fire (Fire)." PHYS RES: +6 PHYS DEF: +18 SPLL DEF: +10 WATR RES: +10 MOVE: -0.1 SELL: 720 G GET: Archer in Haena [Path A] : Swordmaster at Hall of Corruption [Path A/B; Invite] : Angel Knight at Garden of Memories [Path A/B; Invite] : Can be won in Quest Mode --------- Fire Garb --------- "Robe which was found buried in volcanic ash (Fire)." INT: +5 PHYS RES: +5 PHYS DEF: +15 SPLL DEF: +20 WATR RES: +10 MOVE: -0.1 SELL: 1230 G GET: Warlock at Ostorea West [Path A/B; Invite] : Can be won in Quest Mode -------- Fur Coat -------- "Expensive coat made from animal pelts." INT: +5 SPLL DEF: +5 PHYS RES: +5 PHYS DEF: +15 MOVE: -0.2 SELL: 2400 G GET: Pumpkinhead's Shop in Scabellum [4800 G] ------------ Grincer Coat ------------ "Camouflage cloak dyed in the colors of the forest. 1 of 4 Enchanted Hunting Wares. DEF up VS beasts." SPLL DEF: +5 PHYS RES: +6 PHYS DEF: +18 ERTH RES: +2 MOVE: -0.2 SELL: 1600 G GET: Archer at Ostorea West [Path A/B] : Can be won in Quest Mode ------------ Hard Leather ------------ "Animal hide." PHYS DEF: +9 PHYS RES: +3 SPELL DEF: +5 MOVE: -0.1 SELL: 270 G GET: All shops stock from game's beginning ----------- Heavy Armor ----------- "Heavy plate armor reinforced with additional plates." PHYS DEF: +39 SPLL DEF: +10 MOVE: -0.5 SELL: 1100 G GET: Duke Knight at Haena [Path B] : Knight at Ostorea Crypt [Path A/B; Invite] : Knight at Ostorea Crypt [Path A/B; Invite] --------- Ice Chain --------- "Enchanted chain mail that uses the strength of ice (Water)." PHYS RES: +6 PHYS DEF: +18 SPLL DEF: +10 FIRE RES: +10 MOVE: -0.2 SELL: 720 G GET: Gorgon at Hall of Corruption [Path A/B; Invite] : Angel Knight at Hall of Conviction [Path A/B; Invite] : Angel Knight at Hall of Conviction [Path A/B; Invite] : Glycinia's initial armor [If you get her at Vespa, 1st time 'round] : Elrik's initial armor : Can be won in Quest Mode -------------- Leviathan Mail -------------- "Armor modeled after Leviathan, an enormous creature of the Oberro Sea (Water)." PHYS DEF: +39 SPLL DEF: +15 PHYS RES: +13 FIRE RES: +15 MOVE: +0.0 SELL: 1230 G GET: Buried treasure at Ostorea South [Path A/B] : Daemon at Charadrius [Path B] : Can be won in Quest Mode -------------- Nathalork Mail -------------- "Armor fashioned from the hide of the ferocious Nathalork (Earth)." PHYS DEF: +39 SPLL DEF: +15 PHYS RES: +13 WIND RES: +15 MOVE: +0.0 SELL: 1230 GET: Angel Knight at Charadrius [Path B] Can be won in Quest Mode -------------- Peregrine Mail -------------- "Armor made of the feathers of the eagle Hraesvelg (Wind)." PHYS DEF: +39 SPLL DEF: +15 PHYS RES: +13 ERTH RES: +15 MOVE: -0.4 SELL: 1230 G GET: Can be won in Quest Mode ------------ Phoenix Mail ------------ "Armor hewned from the legendary Phoenix (Fire)." PHYS DEF: +39 SPLL DEF: +15 PHYS RES: +13 WATR RES: +15 MOVE: +0.0 SELL: 1230 G GET: Buried treasure at Ostorea West [Path A/B] : Can be won in Quest Mode ---------- Plate Mail ---------- "Upper-body armor composed of iron plates." SPLL DEF: +10 PHYS RES: +10 PHYS DEF: +30 MOVE: +0.0 SELL: 980 G GET: All shops stock after clearing Ostorea ---------------- Pure-White Dress ---------------- "White dress worn only by noble, purehearted women (Virtue). Its godliness repels impurity." INT: +15 PHYS RES: +5 PHYS DEF: +15 SPLL DEF: +25 VIRT RES: +5 BANE RES: +10 MOVE: +0.0 SELL: 1230 G GET: Can be won in Quest Mode NOTE: Only equippable by females ---- Robe ---- "Light robe. Not very durable." PHYS DEF: +3 PHYS RES: +1 SPELL DEF: +10 MOVE: +0.0 SELL: 270 G GET: All shops stock from game's beginning ------------- Robe of Abyss ------------- "Robe of vast darkness (Bane)." INT: +10 PHYS RES: +5 PHYS DEF: +15 SPLL DEF: +20 VIRT RES: +10 BANE RES: -5 MOVE: -0.1 SELL: 1230 G GET: Cybil's initial armor [Path A] : Can be won in Quest Mode ---------------- Robe of the Wise ---------------- "Cloak that enhances spell PWR with its interwoven crystals." INT: +5 PHYS RES: +6 PHYS DEF: +18 SPLL DEF: +25 MOVE: -0.1 SELL: 1230 G GET: Complete battle at Arena [Path A] : Priest at Sotavento [Path A/B; Invite] : Priest at Ostorea South [Path A/B; Invite] : Wizard at Ostorea Throne Room [Path A/B; Invite] : Euphaire's initial armor ---------- Rune Plate ---------- "Blessed, full-body armor with runic inscriptions (Virtue)." PHYS RES: +13 SPLL DEF: +15 PHYS DEF: +39 BANE RES: +15 MOVE: ???? SELL: ???? GET: Prize in Vs. Mode ------------ Saint's Garb ------------ "Blessed clothing tailored by disciples of light (Virtue)." PHYS RES: +6 SPLL DEF: +10 PHYS DEF: +18 BANE RES: +10 MOVE: +0.0 SELL: 720 G GET: Rictor's initial armor -------------- Southern Cross -------------- "Lucky armor with the emblem of the Southern Cross, rumored to have been worn by the gods. 1 of 4 Divine Armaments. (Virtue)" PHYS RES: +10 PHYS DEF: +30 SPLL DEF: +30 BANE RES: +15 MOVE: +0.0 SELL: 1600 G GET: Can be won in Quest Mode ---------- Spell Robe ---------- "Heavy cloak woven with metal fibers. Enhances spell PWR." INT: +5 PHYS RES: +4 PHYS DEF: +12 SPLL DEF: +15 MOVE: +0.0 SELL: 1230 G GET: Witch in Belleza [Path A/B] : All shops stock after clearing Solea ------------- Thunder Chain ------------- "Enchanted chain mail with the power of lightning (Wind)." PHYS RES: +6 SPLL DEF: +10 PHYS DEF: +18 ERTH RES: +10 MOVE: +0.0 SELL: 720 G GET: Aerial's initial armor : Ninja in Haena [Path A] : Warlock at Garden of Memories [Path A/B; Invite] : Angel Knight at Garden of Memories [Path A/B; Invite] : Can be won in Quest Mode ---------- Water Garb ---------- "Garment worn by priests of Titania, queen of the faeries. Protected by the spirit of water (Water)." INT: +5 PHYS RES: +5 PHYS DEF: +15 SPLL DEF: +20 FIRE RES: +10 MOVE: -0.1 SELL: 1230 G GET: Witch in Naja [Path A/B] : Wizard in Ostorea Throne Room [Path A/B] : Can be won in Quest Mode _____________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | 11) Accessories [EG11] | |_____________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------ Amulet ------ "Necklace known as the 'Eye of the Basilisk'. Prevents petrification." INT: +7 SPELL DEF: +20 MOVE: +0.0 SELL: 720 G GET: Initially equipped to Aerial : Initially equipped to Euphaire : Initially equipped to Elrik : Initially equipped to Saia : Initially equipped on Lobelia : Dragon Tamer at Charadrius [Path A] : Warlock at Garden of Memories [Path A/B] ----------------- Armlet of Agility ----------------- "Bracelet that grants heroic speed." AGI: +10 SPELL DEF: +10 MOVE: +0.0 SELL: 1400 G GET: Bandit at Arena [Path A] : All shops stock after clearing Solea ---------------- Armlet of Wisdom ---------------- "Bracelet that enlightens its wearer." INT: +15 SPELL DEF: +10 MOVE: +0.0 SELL: 1400 G GET: Bandit at Arena [Path A] : All shops stock after clearing Solea : Knight at Naja [Path A/B; Invite] : Vrtra at Charadrius [Path B; Invite] : Swordmaster at Hall of Corruption [Path A/B; Invite] : Angel Knight at Hall of Conviction [Path A/B; Invite] ----------------- Cassowary Feather ----------------- "Feather of extinct Cassowary. Beast Handling effect." SPLL DEF: +10 SELL: 720 G GET: Initially equipped to Glycinia [at Bison -- Path A] : Initially equipped to Glycinia [at Sufrir -- Path B] : Initially equipped to Glycinia [at Vespa -- 2nd time around] : Fairy in Arena [Path A] : Prize in Vs. Mode --------- Dark Ring --------- "Ring confining a fairy who fell victim to evil temptation (Bane)." INT: +8 SPLL DEF: +10 VIRT RES: +5 EFFECT: Dark Quest (fixed chance of breaking) SELL: ???? GET: Prize in Vs. Mode ----------- Dragon Eyes ----------- "Gem ring resembling dragon eyes. Prevents abnormal statuses. Wearer transforms into a dragon." INT: +8 SPELL DEF: +15 MOVE: +0.0 SELL: 1800 G GET: Dragon in Bison [Path A] : Dragon in Solea : Dragon in Haena [Path B] ---------- Dragon Gem ---------- "Orb created by the ancient Drakonites. Used to communicate with dragons. Dragon Handling effect." SPELL DEF: +10 MOVE: +0.0 SELL: 720 G GET: Initially equipped to Glycinia [at Vespa] : Initially equipped to Glycinia [at Haena] : Initially equipped to Glycinia [at Lutra] : Archer at Solea [Path A/B; Invite] : Archer at Solea [Path A/B; Invite] : Mushus at Charadrius [Path A] ---------- Earth Ring ---------- "Earth crystal ring (Earth)." STR: +4 INT: +4 SPELL DEF: +10 WIND RES: +5 EFFECT: Crag Crush (fixed chance of breaking) MOVE: +0.0 SELL: 400 G GET: Wizard at Charadrius [Path B] : Can be won in Quest Mode --------- Firecrest --------- "Red gem confining the soul of the Divine Dragon. A sacred treasure." PHYS DEF: +90 SPLL DEF: +15 PHYS RES: +30 WIND RES: +30 FIRE RES: +30 ERTH RES: +30 WATR RES: +30 VIRT RES: +30 BANE RES: +30 MOVE: +0.0 SELL: 16000 G GET: Pumpkinhead's Shop in Scabellum, after selling 5 Glass Pumpkins: [32000 G] -------------- Firedrake Ring -------------- "Fire crystal ring. (Fire)" SPLL DEF: +10 STR: +4 INT: +4 WATR RES: +5 EFFECT: Firestorm (fixed chance of breaking) GET: Red Dragon at Aquila [Glycinia Battle] : Quest Mode ------------ Forest Boots ------------ "Silent walking boots. 1 of 4 Enchanted Hunting Wares." AGI: +4 SPLL DEF: +2 PHYS RES: +3 PHYS DEF: +9 MOVE: -0.1 SELL: 425 G GET: Archer in Haena [Path A] : Prize in Vs. Mode ------------- Glass Pumpkin ------------- "The witch Deneb's lucky magic pumpkin. Rumor has it that one shop in particular will buy it for a good price, and..." PHYS RES: +5 WIND RES: +5 FIRE RES: +5 PHYS DEF: +15 SPLL DEF: +15 ERTH RES: +5 WATR RES: +5 VIRT RES: +5 BANE RES: +5 MOVE: -0.7 SELL: 2000 G [Pumpkinhead's Shop Only] GET: Initially equipped to Glycinia : Buried Treasure in Lutra : Buried Treasure in Vespa : Buried Treasure in Gryllus : Gremlin at Gracula [Path A/B; Only if Glycinia hasn't been recruited] : Can be won in Quest Mode ------------ Greasy Boots ------------ "Boots known as 'black beetle feet'. Enables water walking." AGI: +3 SPLL DEF: +2 PHYS RES: +3 PHYS DEF: +9 MOVE: -0.1 SELL: 425 G GET: All shops stock after clearing Urodela ------------------ Necklace of Resist ------------------ "Far Eastern pearl necklace said to resist spell effects. (Virtue)" INT: +10 BANE RES: +5 MOVE: +0.0 SELL: 40 G GET: Ninja in Urodela [Path A/B] : Giant at Haena [Glycinia Battle] : Dragon Zombie at Rebanada [Path A/B, 1st Battle; Invite] : Dragon Zombie at Angel's Headstone [Path A/B; Invite] -------------- Pearl Necklace -------------- "Rare lavender pearl necklace that gleams softly (Water). Prevents abnormal statuses." SPELL DEF: +20 FIRE RES: +10 MOVE: +0.0 SELL: Can't Sell GET: Eleanor's initial equip; after Sotavento, it's given to Alphonse. -------------- Ring of Flight -------------- "Ring crafted from the wings of a Chimera. Enables wearer to fly." INT: +3 AGI: +4 SPLL DEF: +5 MOVE: +0.0 SELL: 1400 G GET: Can be won in Quest Mode ----------------- Ring of Flotation ----------------- "Ring crafted by priests of the Basque Sect which enables wearer to walk on water. INT: +3 AGI: +4 SPLL DEF: +5 SELL: 1400 G GET: Hawkman at Rebanada [Path A/B, 2nd Battle] : Can be won in Quest Mode ---------------- Ring of the Dead ---------------- "Ring granting immortality (Bane)." INT: +8 SPLL DEF: +10 SELL: 40 G GET: Buried Treasure in Ostorea Crypt : Rebanada: Pick Option B when Saia asks why you fight [he isn't invited] : Daemon in Harmonia [Path A/B] ----------- Sacred Ring ----------- "Healing ring blessed by the Archangel Eustus (Virtue). Healing effect." INT: +8 SPELL DEF: +10 BANE RES: +5 EFFECT: Healing (fixed chance of breaking) MOVE: +0.0 SELL: 400 G GET: Warlock at Ostorea West [Path A/B] --------------------- Sacred Stone of Bliss --------------------- "Expendable. Sacred gem that retrieves the wearer's soul upon death (Virtue). Recover full HP." PHYS DEF: +5 MOVE: +0.0 SELL: 3200 G GET: Pumpkinhead's Shop in Scabellum [6400 G] : Can be won in Quest Mode ---------------- Sacrificial Doll ---------------- "Expendable that can be equipped to prevent Instant Death." SELL: 600 G GET: Pumpkinhead's Shop in Scabellum [1200 G] : x4 Gremlin at Gracula [Path A/B; Only if Glycinia isn't invited] : Can be won in Quest Mode ---------- Snow Boots ---------- "Leather-soled boots that prevent slipping on ice." AGI: +9 SPLL DEF: +2 PHYS RES: +3 PHYS DEF: +9 SELL: 425 G GET: All shops stock after clearing Ostorea : Initially equipped to Lobelia : Dragon Tamer at Charadrius [Path A; Invite] : Priest at Charadrius [Path A; Invite] : Priest at Charadrius [Path A; Invite] --------- Warp Ring --------- "Ring made by mischievous fairies that enables movement between dimensions." INT: +3 AGI: +4 MOVE: +0.0 SELL: 1400 G GET: Duke Knight at Ostorea Throne [Path A/B] : Knight at Ostorea Crypt [Path A] : Can be given to Alphonse from Eleanor in Chapter 3 [Solea] : Can be won in Quest Mode ---------- Warp Shoes ---------- "Shoes crafted by mischievous fairies. Allow movement between dimensions." AGI: +4 SPLL DEF: +2 PHYS RES: +3 PHYS DEF: +9 MOVE: +0.0 SELL: 425 G GET: Ninja in Belleza : Can be won in Quest Mode ---------- Water Ring ---------- "Water crystal ring (Water)." INT: +4 AGI: +4 SPELL DEF: +10 FIRE RES: +5 EFFECT: Ice Field (fixed chance of breaking) MOVE: +0.0 SELL: 400 G GET: Clear battle at Arena [Path B] : Witch at Charadrius [Path B; Invite] : Can be won in Quest Mode --------- Wind Ring --------- "Wind crystal ring (Wind)." INT: +4 AGI: +4 SPLL DEF: +10 ERTH RES: +5 EFFECT: Thunder Flare (fixed chance of breaking) SELL: 400 G GET: Giant at Charadrius [Path B] : Can be won in Quest Mode ------------ Winged Shoes ------------ "Shoes made with the wings of a Chimera. Enables wearer to fly." AGI: +4 PHYS DEF: +9 SPLL DEF: +2 PHYS RES: +3 EFFECT: User 'flies' in movement range, making obstacles ineffective. MOVE: -0.1 SELL: 425 G GET: Duke Knight at Haena [Path B] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ EMBLEM GUIDE [MBLM] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Emblems are obtained through accomplishing special feats in battle, and will often change a character's stats for the better. In fact, they make this game go 'round! Human types have thirty-two (32) possible emblems, while most of the monsters have less, since they can't change classes. When an emblem is obtained, it fills a vacant slot in the charater's status screen. Use the select button to see what they do. But, beware! Getting some emblems makes it impossible for some others to be obtained, so you'll want to be careful (or get them in a certain order). Oh, and while some emblems are needed to become a class, you still need to get the correct assortment of PERMANENT stats to change over. Current emblems found (per character) can be inspected on the status screen of that person, by looking at the overview and pressing left/right. Note that some special classes, demihumans, and beasts have gaps in their listing as they're barred from obtaining those emblems. |ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ| | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | | 09 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | |____|____|____|____|____|____|____|____| 01: Blood Reign 17: Sniper 02: Dragon's Scale 18: Fist Fight 03: Animal Hunter 19: Heavenly Spirit 04: Exorcist 20: Don Quixote 05: The Pen and the Sword 21: Embodiment of Desires 06: Gibe of Fallen Angel 22: Archangel's Feather 07: Lancer 23: The Cycle of Life 08: Philosopher's Stone 24: Mark of the Elite 09: Self Preservation 25: Centurion 10: Berserk 26: Charisma 11: Arbitration 27: Bullpen Ace 12: Vixen's Whisper/Broken Heart 28: Bogus Hero 13: War God 29: Lucky Soldier 14: Knight's Certificate 30: Mark of Valor 15: Book of Initiation 31: Veteran Soldier 16: Miracle 32: Relix's/Ripple's/Grozz Nuy's Emblem Note that slot #12 and #32 differ depending on gender and race, respectively. Because of his special leader status, Alphonse can only get Relix's Emblem by beating the game (ending A+ A, B, C, D) and The Cycle of Life by getting the worst ending (lose final battle). These emblems are automatically gotten when the previously used file is overwritten. __________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ EMBLEM OVERVIEW __________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Here's a listing of how to obtain each emblem, what it does, and the modes it can be obtained in. For instance, it pays to know that Animal Hunter can be obtained in all modes except Training -- "killing" your own beasts doesn't do anything! Emblems that are missable in one way or another: Bogus Hero, Relix's Emblem, Ripple's Emblem, Grozz Nuy's Emblem. ANIMAL HUNTER ŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Honors one who slays at least 5 ferocious beasts. Trust from beasts will be lost. Effect: 50% penalty when persuading beasts Obtain: Kill five beasts (non-humanoid, non-dragon) monsters Modes : Story, Quest, Vs. Mode ARBITRATION ŻŻŻŻŻŻŻŻŻŻŻ Descrp: Awarded for persuading enemies to have a change of heart, without resorting to fighting. Increases persuasiveness. Effect: Grants 30% persuading bonus Obtain: Persuade five units Modes : Story ARCHANGEL'S FEATHER ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Presented by Archangel when dead are revived. Required to become an Angel Knight. Effect: Angel Knight class accessible Obtain: KO a unit and use Altar of Resurretion/Resurrection spell to revive Modes : Story, Training BERSERK ŻŻŻŻŻŻŻ Descrp: Awarded in praise of ability to kill with one strike. Affects changes in luck. Effect: Biorhythm period is lengthened Obtain: One-hit KO an enemy, through damage or effect Modes : Story, Quest, Training, Vs. Mode BLOOD REIGN ŻŻŻŻŻŻŻŻŻŻŻ Descrp: Awarded for killing 25 foes. It terrifies enemies within 3 panels of the owner. Effect: Non-undead foes within 3 panels suffer -1 to their Mental Gauge Obtain: Kill 25 foes Modes : Story, Quest, Vs. Mode BOGUS HERO ŻŻŻŻŻŻŻŻŻŻ Descrp: All the training in the world won't amount to much if you choke on stage! This emblem's penalty can be negated by the emblem Miracle. Effect: Critical hits cannot occur! =( Obtain: Gain twenty (20) levels in Training mode Modes : Training BOOK OF INITIATION ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Awarded for skill in dodging enemies' attacks. Required to become a Swordmaster. Effect: Swordmaster class accessible Obtain: Block/evade three (3) consecutive attacks Modes : Story, Quest, Training, Vs. Mode BROKEN HEART ŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Sympathetic (and pathetic) emblem presented to males who fail to persuade female foes. Decreases luck (even further)! Effect: Biorhythm period is decreased Obtain: Have a male character fail to persuade a female foe ten (10) times. MALE ONLY Modes : Story BULLPEN ACE ŻŻŻŻŻŻŻŻŻŻŻ Descrp: Given to those 'belly-itchers' who couldn't 'hit the broad side of a barn' in battle, despite their MVP status in training. Effect: Damage increases by 125%...in training. Obtain: In training, defeat twenty (20) targets Modes : Training CENTURION ŻŻŻŻŻŻŻŻŻ Descrp: A tribute to one who defeats all enemies on the battlefield. Increases power. Effect: +20 STR Obtain: Have one character defeat/persuade all enemies in a battle Modes : Story, Quest, Vs. Mode CHARISMA ŻŻŻŻŻŻŻŻ Descrp: Honors extraordinary heroes with remarkable strength, intelligence, or agility. Effect: Obtain 350 permanent STR, INT, or AGI on a character Obtain: Allies within three panels get +1 to Mental Gauge Modes : Story, Training DON QUIXOTE ŻŻŻŻŻŻŻŻŻŻŻ Descrp: Warning for those who rush into battle hastily, suffering a brutal counterattack. Effect: -10 INT Obtain: Have a unit counterattacked for damage amounting to 75%+ of their HP Modes : Story, Quest, Training, Vs. Mode DRAGON'S SCALE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Honors one who slays at least 5 dragons. Required to change into a Dragoon, but the trust of dragons will be lost. Effect: Dragoon class can be accessed; 50% penalty when persuading dragons Obtain: Kill five dragons. Modes : Story, Quest, Vs. Mode EMBODIMENT OF DESIRES ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Recognizes expert treasure-hunting ability. Effect: Buried treasure items are generally better Obtain: Pick up five (5) buried items or item bags Modes : Story, Training EXORCIST ŻŻŻŻŻŻŻŻ Descrp: Commends one who vanquished 5 undead beings. It terrifies undead within three panels of the owner. Effect: Undead enemies within three panels suffer -1 to Mental Gauge Obtain: Banish five undead units from existence (use Exorcism/Faith!) Modes : Story, Quest, Vs. Mode FIST FIGHT ŻŻŻŻŻŻŻŻŻŻ Descrp: Awarded to heroes who defeat enemies with their bare fists and no equipment. Their fists become even more lethal. Effect: Fist damage increases (can improve archers' counterattack damage!) Obtain: While having no equipment on, defeat an enemy with a punch. Using a counterattack is fine. Modes : Story, Quest, Training, Vs. Mode GIBE OF THE FALLEN ANGEL ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Dishonorable emblem for clergy members who slay numerous living beings despite their sworn duty. Effect: Alignment goes one step towards 'Chaos' Obtain: Defeat three enemies with physical attacks as Cleric/Priest Modes : Story, Quest, Vs. Mode GROZZ NUY'S EMBLEM ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Emblem bestowed upon dragons that use their talents effectively and gain experience in all classes. Removes fear and fosters success in battle. Effect: Mental Gauge permanently maxes out at +2. Obtain: Experience all eight (8) classes. DRAGONS ONLY Modes : Story, Training HEAVENLY SPIRIT ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Awarded for healing comrades on the battlefield. Required to become a Priest. Effect: Priest class accessible Obtain: Heal twenty (20) damaged allies -- oneself counts -- with spells Modes : Story, Quest, Training, Vs. Mode KNIGHT'S CERTIFICATE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Awarded to courageous warriors who attack head on. Required to become a knight. Effect: Knight class accessible Obtain: Attack foes fifteen (15) times from close-range, being one panel away and from the front/sides. Attacking from behind doesn't count! Modes : Story, Quest, Training, Vs. Mode LANCER ŻŻŻŻŻŻ Descrp: Awarded for striking 2 enemies with one piercing attack. Required to become a Valkyrie. Effect: Valkyrie class accessible Obtain: Use a lance/whip and attack two units (enemy or ally) at once Modes : Story, Quest, Training, Vs. Mode LUCKY SOLDIER ŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Awarded for returning from a battle in VS Mode unscathed. Increases luck. Effect: Biorhythm value is increased Obtain: Win a battle in Vs. Mode without incurring any damage Modes : Vs. Mode MARK OF THE ELITE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Praises those who fulfill the Winning Conditions with only a few characters. Effect: Raises level by one (only if not max level of 50). Obtain: Win battle with two or less allies in battle. Defeating enemies will work, just as persuasion methods. Guests count towards the total of 2 but can't obtain emblems until invited. Modes : Story MARK OF VALOR ŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Honors heroes who fulfill the winning condition in Vs. Mode. Stabilizes luck. Effect: Biorhythm amplitude decreases Obtain: Win a battle in Vs. Mode Modes : Vs. Mode MIRACLE ŻŻŻŻŻŻŻ Descrp: Praises the miraculous dodging of an attack when nearing death. One miracle leads to another. Effect: Block/evade attack in critical HP (5%) Obtain: Critical Hit probability increases; Bogus Hero emblem effect nulled Modes : Story, Quest, Training, Vs. Mode PHILOSOPHER'S STONE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Presented to spellcasters who effectively use area-effect spells to defeat many foes. Effect: Siren class accessible Obtain: Use an area-effect spell or skill to defeat 2 foes at the same time Modes : Story, Quest, Training, Vs. Mode RELIX'S EMBLEM ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Prestigious emblem for men who use their talents effectively and gain experience in all classes. Removes fear and fosters success in battle. Effect: Mental Gauge permanently maxes out at +2. Obtain: Experience all fourteen (14) male classes. Alphonse receives this once the game is defeated, to counteract him not being able to become an Angel Knight. MALE ONLY. Modes : Story, Training RIPPLE'S EMBLEM ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: A tribute to women who use their talents effectively and gain experience in all classes. Removes fear and fosters success in battle. Effect: Mental Gauge permanently maxes out at +2. Obtain: Experience all fourteen (14) female classes. FEMALE ONLY. Modes : Story, Training SELF PRESERVATION ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Awarded for using a counterattack to finish off a foe. Increases counterattack ability. Effect: Power increased when counterattacking Obtain: Defeat a unit (undead foes count) via counterattack Modes : Story, Quest, Training, Vs. Mode SNIPER ŻŻŻŻŻŻ Descrp: Awarded for accuracy in missile attacks. Increases agility. Effect: +10 AGI Obtain: Land five consecutive (damaging) crossbow/longbow attacks on unit(s). NOTE: The streak can extend into the next battle! Meaning, 3 spot-on hits in a battle, then two right off the bat in the next will count! Modes : Story, Quest, Training, Vs. Mode THE CYCLE OF LIFE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Designates character that has transmigrated to undead by Necromancy and is returned to original form by Reincarnation. Supports undead within three panels. Effect: Undead allies within three panels get +1 to Mental Gauge Obtain: KO a unit, use Necromancy on it, then use Reincarnation on it Modes : Story, Training Note that special characters who transmigrate in this fashion are considered dead for story purposes and become generic units upon reincarnation. For instance, if Cybil gets The Cycle of Life, she reincarnates as a soldier of her appropriate level, forever losing the special Sorceress job in doing so. THE PEN AND THE SWORD ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Awarded for experience in hand to hand combat as well as the use of destructive magic. Required to become a Warlock. Effect: Warlock class accessible Obtain: Defeat 4 enemies with weapon attacks and 4 with magic/skills Modes : Story, Quest, Vs. Mode VETERAN SOLDIER ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Awarded to all characters in a victorious battle in Vs. Mode. Increases the basic stats. Effect: +15 STR, +15 INT, +15 AGI Obtain: In Vs. Mode, defeat an enemy Modes : Vs. Mode VIXEN'S WHISPER ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Descrp: Awarded for using feminine persuasions to befriend enemies. Required to become a Witch. Effect: Witch class accessible Obtain: Have a female character persuade a male foe (no monsters). FEMALE ONLY Modes : Story WAR GOD ŻŻŻŻŻŻŻ Descrp: Honors those who deal ferocious blows to their foes. Increases strength at the expense of intelligence. Effect: +30 STR, -30 INT Obtain: Inflict 200+ damage to one foe with one phys attack (or counterattack) Modes : Story, Quest, Training, Vs. Mode _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ SPELL/SKILL LISTING [SPLK] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Friend of foe, there'll classes that can use abilities, all having their own specialization. AREA -----: Damage-dealing magic used by serious spellcasters (sirens, etc.) PROJECTILE: Single-target attack magic used by spellcasters & some fighters SKILL ----: Class-specific ability; demihuman skills use SP instead of MP! SUMMON ---: Powerful attack magic only a few units can use (sirens, etc.) SUPPORT --: Non-offensive magic meant to change statuses, weather, etc. And for the table legend... PW : Base power of attack MP : MP (magic points) expended R -: Range HIT: Number of panels target hits ______________________ ____ ____ _______ ___________________________________ | BANE SPELLS/SKILLS | PW | MP | R/HIT | FUNCTION | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Apocalypse | 90 | -- | ? / 1 | Damage [Skill] | | Brain Sap | -- | 15 | 4 / 1 | Absorbs target's MP [Support] | | Cataclysm | 60 | -- | Globl | Damage + Add: Knockback [Skill] | | Cursed Existence | -- | 15 | Globl | Revives zero-HP undead [Support] | | Day of Reckoning | -- | -- | Globl | Add: Status changes [Skill] | | Descent | -- | -- | Globl | Summons 1-4 foes to map [Skill] | | Energy Transfer | -- | -- | 7 / 1 | Hurt own HP to give MP [Skill] | | Enfeeble | -- | 15 | 4 / 1 | Absorbs target's HP [Support] | | Evil Eye | -- | 30 | ! / ! | Add: Petrify [Skill] | | Fairy's Embrace | -- | 25 | 1 / 1 | Damage + Add: Petrify [Skill] | | Fairy's Kiss | -- | 15 | 1 / 1 | Damage + Add: Confused [Skill] | | Fascination | -- | 15 | 7/1~5 | Add: Charm [Skill] | | Fiend's Grip | 55 | 18 | 6/1~5 | Damage [Area] | | Fluid Magic | -- | 08 | 7 / 1 | Gives own MP to target [Support] | | Hell's Gate | 60 | -- | 2 / 2 | Damage + Add: Death [Skill] | | Necromancy | -- | 25 | Globl | Units revived = undead [Support] | | Nightmare | 20 | 08 | 7 / 1 | Damage + Add: Sleep [Support] | | Rotten Breath | 55 | 20 | T/1~4 | Damage + Equip PWR Down [Skill] | | Shear | ?? | -- | 1 / 5 | Damage + Add: Knockback [Skill] | | Summon Darkness | -- | -- | Globl | Summons enemy to battle [Skill] | | Time Flux | -- | 25 | 6 / 1 | Target gets a 2nd turn [Support] | |______________________|____|____|_______|___________________________________| • DAY OF RECKONING: Status-changing attack can be 100% guarded by a shield • ENERGY TRANSFER: 1/4 of Euphaire's health is given to target as MP • EVIL EYE: Infinite-range skill extending from user; can't hit shield units • NECROMANCY: Humans transmigrate as ghosts, dragons as dragon zombies ______________________ ____ ____ _______ ___________________________________ | EARTH SPELLS/SKILLS | PW | MP | R/HIT | FUNCTION | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Acid Vapor | 35 | 06 | 7 / 1 | Damage [Projectile] | | Berthe's Influence | -- | 10 | Globl | Earth PWR+, Wind PWR- [Support] | | Constrain | -- | 20 | 7 / 1 | Target movement lowers [Support] | | Crag Crush | 35 | 12 | 6/1~5 | Damage [Area] | | Gnome | 55 | 35 | 5 /13 | Damage [Summon] | | Hurdle Wall | -- | 20 | 7 / 1 | Target moves adjacent [Support] | | Petrifying Breath | 55 | 20 | T/1~4 | Damage + Add: Petrify [Skill] | | Petrifying Cloud | -- | 25 | 7/1~5 | Add: Petrification [Support] | | Poison Breath | 55 | 20 | T/1~4 | Damage + Add: Poison [Skill] | |______________________|____|____|_______|___________________________________| ______________________ ____ ____ _______ ___________________________________ | FIRE SPELLS/SKILLS | PW | MP | R/HIT | FUNCTION | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Clear Sky | -- | 15 | Globl | Removes bad weather [Support] | | Fireball | 35 | 06 | 7 / 1 | Damage [Projectile] | | Firestorm | 35 | 12 | 6/1~5 | Damage [Area] | | Fire Breath | 55 | 20 | T/1~4 | Damage + Add: Confused [Skill] | | Mesmerize | 55 | 20 | T/1~4 | Damage + Add: Cofused [Skill] | | Molten Blade | -- | 20 | 7 / 1 | Weapon PWR increased [Support] | | Ray of Paralysis | -- | 15 | 7/1~5 | Add: Paralysis [Support] | | Salamander | 55 | 35 | 5 /13 | Damage [Summon] | | Zoshonel's Influence | -- | 10 | Globl | Fire PWR+, Water PWR- [Support] | |______________________|____|____|_______|___________________________________| ______________________ ____ ____ _______ ___________________________________ | WATER SPELLS/SKILLS | PW | MP | R/HIT | FUNCTION | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Cold Breath | 55 | 20 | T/1~4 | Damage + Add: Sleep [Skill] | | Fenrir | 55 | 35 | 5 /13 | Damage [Summon] | | Grueza's Influence | -- | 10 | Globl | Water PWR+, Fire PWR- [Support] | | Ice Field | 35 | 12 | 6/1~5 | Damage [Area] | | Ice Javelin | 35 | 06 | 7 / 1 | Damage [Projectile] | | Ice Requiem | 50 | -- | Globl | Damage + Add: Sleep [Skill] | | Poison Squall | 20 | 20 | 6/1~5 | Damage + Add: Poison [Support] | | Purify | -- | 10 | 7 / 1 | Cures all bad statuses [Support] | | Slumber Mist | -- | 15 | 7/1~5 | Add: Sleep [Support] | |______________________|____|____|_______|___________________________________| ______________________ ____ ____ _______ ___________________________________ | WIND SPELLS/SKILLS | PW | MP | R/HIT | FUNCTION | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Air Blade | 35 | 06 | 7 / 1 | Damage [Projectile] | | Cheer | -- | 22 | 5 / 1 | Target moves farther [Skill] | | Harnella's Influence | -- | 10 | Globl | Wind PWR+, Erth PWR- [Support] | | Haste | -- | 20 | 7 / 1 | Target moves farther [Support] | | Lullaby | -- | 15 | 6/1~5 | Add: Sleep [Skill] | | Summon Tempest | -- | 15 | Globl | Summons rainstorm [Support] | | Teleport | -- | 25 | 1 / 1 | Teleport to any tile [Support] | | Thunderbird | 55 | 35 | 5 /13 | Damage [Summon] | | Thunder Arrow | 45 | 15 | 7/1~5 | Damage [Skill] | | Thunder Breath | 55 | 20 | T/1~4 | Damage + Add: Paralysis [Skill] | | Thunder Flare | 35 | 12 | 6/1~5 | Damage [Area] | | Windstorm | 35 | 20 | 7/1~5 | Damage [Skill] | |______________________|____|____|_______|___________________________________| • TELEPORT: Can travel to item-occupied spaces, but not unit-occupied ones ______________________ ____ ____ _______ ___________________________________ | VIRTUE SPELLS/SKILLS | PW | MP | R/HIT | FUNCTION | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Anbicion | 70 | -- | 1 / 1 | Damage + HP/MP Drain [Skill] | | Anbicion | 65 | -- | 2 / 2 | Damage (+self-damage) [Skill] | | Banish | 35 | 25 | 6/1~5 | MP Damage/Exorcize Und. [Skill] | | Cleanse | -- | 10 | 7 / 1 | Cures all bad statuses [Support] | | Divine Radiance | -- | 30 | 7 / 1 | DMG = ~90% Target Max! [Skill] | | Exorcism | -- | 25 | 5/1~5 | Eradicates the undead [Area] | | Fairy's Embrace | -- | 25 | 1 / 1 | Gives target a 2nd turn [Skill] | | Fairy's Kiss | -- | 15 | 1 / 1 | Heals HP + Cures Status [Skill] | | Faith | -- | 15 | Globl | Kills zero-HP zombies [Support] | | Full Heal | -- | 18 | 1 / 1 | Heals HP (all) [Support] | | Heal | 25 | 08 | 7 / 1 | Heals HP (small) [Support] | | Heal Plus | 35 | 12 | 7/1~5 | Heals HP (medium) [Support] | | Ignis Fatuus | 55 | 35 | 5 /13 | Damage [Summon] | | Lightning Bow | 35 | 06 | 7 / 1 | Damage [Projectile] | | Magic Barrage | ?? | -- | 7 / 5 | Damage + Eradication [Skill] | | Magic Missile | 45 | 15 | 7 / 1 | Damage + Eradication [Skill] | | Poignant Melody | 45 | 20 | 6/1~5 | Undead recover HP/MP/SP [Skill] | | Resurrection | -- | 25 | Globl | Revives KO'd ally [Support] | | Star Tiara | 60 | -- | Globl | Damage + Eradication [Skill] | | Tranquillize | -- | 15 | Globl | Nulls men.gauge effects [Support] | |______________________|____|____|_______|___________________________________| • ANBICION: One version is boss-only, the other is using the sword as an item • DIVINE RADIANCE: Despite his leader status, Alphonse isn't immune to this! • FAIRY'S KISS: Whatever the fairy's level, that's how much HP is healed • MAGIC BARRAGE: Glycinia/Lubina double technique, available when they are adjacent to each other. It takes up both sisters' turns and self-damages (both) afterwards. • RESURRECTION: The resurrected ally reappears at a nearby tile • STAR TIARA: Can only be used once per battle, unless character gains a LVL in course of fight. [Done to offset no-MP cost? Probably.] ______________________ ____ ____ _______ ___________________________________ | MISCELLANEOUS SKILLS | PW | MP | R/HIT | FUNCTION | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Atropos | 60 | -- | 1 / 1 | Damage (+self-damage) [???] | | Barren Soul | 60 | 25 | 1 / 1 | Elemental damage [Warlock] | | Clotho | 60 | -- | 1 / 1 | Damage (+self-damage) [???] | | Lachesis | 60 | -- | 5 / 1 | Damage (+self-damage) [???] | | Pelting Fury | 30 | -- | 7 / 1 | Damage [Swordmaster] | | Shuriken Barrage | 25 | -- | 7 / 1 | Damage [Ninja] | | Strangling Tentacles | 60 | 25 | 2 / 2 | Damage + Add: Confuse [Octopus] | | Swallow's Daze | 30 | -- | 1 / 1 | Damage, Add: Paralze [Sw'master] | | Titan Crush | 90 | 20 | 7 / 1 | Damage [Giant] | |______________________|____|____|_______|___________________________________| • ATROPOS: Can be used by non-beast unit • CLOTHO: Can be used by non-beast unit; can't hit through obstacles! • BARREN SOUL: Damage to enemy is in the form of their elemental weakness • LACHESIS: Can be used by non-beast unit • SWALLOW'S DAZE: 2-hit attack, only 2nd hit can paralyze _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BURIED TREASURES [BRTR] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ah, buried treasure! Sometimes on a battlefield map one will encounter some hidden loot beneath a panel. Oftentimes the item is a randomized crappy thing you can obtain through murdering some enemy; sometimes it's a great weapon or piece of equipment! Many rare items, like Urns of Chaos/Tomes of Discipline, can be found in this manner without going to Quest Mode. Here're a few basic tips about operating with loot in mind: - Items can only be claimed once (x1) - 'Plain' panels cannot burn in the rain! - Snowstorms can re-cover panels! Use Clear Sky/Coral Harp to remedy this - The 'Embodiment of Desires' emblem may fluctuate the item type received - Snowed-on items have to be burned once to reveal the real terrain 'neath it; some terrain must be burned twice to clear the frozen grass/etc. Here are the randomized items and the 'type x' groups. Because I tried this out with a lot of different characters, who had different luck ratings and may or may not have had the Embodiment of Desires, these should only be used as an approximation of what is received. E-mail me for errors, 'cause there probably are some. By the way, if you're not sure what way is "x" and what way is "y" on the map, here's a little map I drew. Use the SE edging as the X axis: img.photobucket.com/albums/v242/Shotgunnova/XY.png Just remember you --ALWAYS-- do the x- part first, then the y-coordinate! Anyway, I'm not much of a math buff but I do know coordinates to some degree so hopefully you'll understand it... >___> Oh, and remember that the corner where X and Y meet is [0,0], the origin and starting place. Don't count that towards or you'll come up one panel short! NOTE: I highly recommend reading the chart [tacticsogre.com/secrets.htm#3] to see what kind of items are obtainable and how one's biorhythm can impact items received. .-----------.------------. .-----------.------------. | SCABELLUM | MAP: 18x16 | | SOLEA | MAP: 22x13 | |-----------'--------.---'---.-------. |-----------'--------.---'---.-------. | TREASURE | X/Y | BURN? | | TREASURE | X/Y | BURN? | |--------------------+-------+-------| |--------------------+-------+-------| | Random | 12,06 | No | | Random | 19,00 | No | | Random | 08,02 | No | | Random | 13,01 | No | | Random | 06,12 | No | | Random | 15,07 | Yes | | Dragon Shield | 15,02 | No | | | | | '--------------------'-------'-------' '--------------------'-------'-------' .-----------.------------. .-----------.------------. | LUTRA | MAP: 14x13 | | VESPA | MAP: 14x18 | |-----------'--------.---'---.-------. |-----------'--------.---'---.-------. | TREASURE | X/Y | BURN? | | TREASURE | X/Y | BURN? | |--------------------+-------+-------| |--------------------+-------+-------| | Random | 13,04 | No | | Random | 06,13 | Yes | | Random | 07,07 | No | | Random | 02,11 | Yes | | Random | 02,01 | No | | Random | 11,09 | Yes | | Glass Pumpkin | 13,10 | No | | Glass Pumpkin | 06,03 | No | '--------------------'-------'-------' '--------------------'-------'-------' .-----------.------------. .-----------.------------. | FORMIDO | MAP: 13x13 | | ARDEA | MAP: 18x14 | |-----------'--------.---'---.-------. |-----------'--------.---'---.-------. | TREASURE | X/Y | BURN? | | TREASURE | X/Y | BURN? | |--------------------+-------+-------| |--------------------+-------+-------| | Random | 03,01 | No | | Random | 04,00 | Yes | | Random | 09,06 | No | | Random | 17,05 | No | | Random | 00,06 | Yes | | Random | 03,11 | No | | Dragon Gem Sword | 12,12 | No | | | | | '--------------------'-------'-------' '--------------------'-------'-------' .-----------.------------. .-----------.------------. | URODELA | MAP: 13x11 | | BISON | MAP: 13x19 | |-----------'--------.---'---.-------. |-----------'--------.---'---.-------. | TREASURE | X/Y | BURN? | | TREASURE | X/Y | BURN? | |--------------------+-------+-------| |--------------------+-------+-------| | Random | 12,00 | No | | Random | 01,18 | No | | Random | 07,05 | No | | Random | 00,01 | No | | Random | 07,12 | Yes | | Random | 00,07 | No | | Hyacinth Fan | 03,13 | No | | Random | 00,12 | Yes | '--------------------'-------'-------' | Random | 12,12 | Yes | '--------------------'-------'-------' .-----------.------------. .-----------.------------. | ARENA | MAP: 15x13 | | RANA | MAP: 20x16 | |-----------'--------.---'---.-------. |-----------'--------.---'---.-------. | TREASURE | X/Y | BURN? | | TREASURE | X/Y | BURN? | |--------------------+-------+-------| |--------------------+-------+-------| | Random | 12,01 | No | | Random | 03,15 | No | | Random | 11,08 | No | | Random | 11,10 | No | | Random | 02,11 | No | | Random | 16,13 | No | | Random | 07,01 | No | | Ice Blade | 16,01 | No | '--------------------'-------'-------' '--------------------'-------'-------' .-----------.------------. .-----------.------------. | AQUILA | MAP: 17x15 | | GRYLLUS | MAP: 13x20 | |-----------'--------.---'---.-------. |-----------'--------.---'---.-------. | TREASURE | X/Y | BURN? | | TREASURE | X/Y | BURN? | |--------------------+-------+-------| |--------------------+-------+-------| | Random | 08,11 | No | | Random | 07,06 | No | | Random | 09,03 | No | | Glass Pumpkin | 05,07 | No | | Random | 11,07 | No | | Random | 09,09 | Yes | | Volcaetus | 02,02 | No | | Random | 01,17 | Yes | '--------------------'-------'-------' | Random | 06,02 | No | '--------------------'-------'-------' .-----------.------------. .-----------.------------. | BLETE | MAP: 18x14 | | BELLEZA | MAP: 14x12 | |-----------'--------.---'---.-------. |-----------'--------.---'---.-------. | TREASURE | X/Y | BURN? | | TREASURE | X/Y | BURN? | |--------------------+-------+-------| |--------------------+-------+-------| | Random | 10,01 | No | | Random | 06,09 | No | | Random | 17,01 | No | | Random | 03,02 | No | | Random | 06,06 | No | | Random | 01,07 | No | | Random | 07,12 | Yes | | Snapdragon | 00,11 | Yes | '--------------------'-------'-------' | Random | 11,00 | No | '--------------------'-------'-------' .-----------.------------. .-----------.------------. | NAJA | MAP: | | SOTAVENTO | MAP: 14x13 | |-----------'--------.---'---.-------. |-----------'--------.---'---.-------. | TREASURE | X/Y | BURN? | | TREASURE | X/Y | BURN? | |--------------------+-------+-------| |--------------------+-------+-------| | Random | 18,14 | No | | Random | 13,10 | No | | Random | 07,13 | No | | Random | 03,06 | No | | Random | 13,02 | No | | Random | 09,06 | No | | Random | 04,01 | No | | Random | 00,12 | No | '--------------------'-------'-------' | Snapdragon | 12,00 | No | '--------------------'-------'-------' .-----------.------------. .-----------.------------. | HAENA | MAP: 19x13 | | GRACULA | MAP: 16x22 | |-----------'--------.---'---.-------. |-----------'--------.---'---.-------. | TREASURE | X/Y | BURN? | | TREASURE | X/Y | BURN? | |--------------------+-------+-------| |--------------------+-------+-------| | Random | 00,05 | No | | Random | 04,03 | No | | Random | 14,00 | Yes | | Random | 05,17 | No | | Random | 12,08 | No | | Random | 14,08 | No | | Random | 06,10 | No | | Random | 02,11 | No | '--------------------'-------'-------' '--------------------'-------'-------' .--------------.------------. .---------------.------------. | OSTOREA WEST | MAP: 23x16 | | OSTOREA SOUTH | MAP: 23x16 | |--------------'-----.------'.-------. |---------------'----.-------+-------. | TREASURE | X/Y | BURN? | | TREASURE | X/Y | BURN? | |--------------------+-------+-------| |--------------------+-------+-------| | Phoenix Mail | 20,01 | No | | Random | 13,03 | No | | Random | 02,01 | No | | Random | 01,00 | Yes | | Random | 10,04 | Yes | | Random | 22,07 | No | | Random | 16,06 | Yes | | Leviathan Mail | 00,15 | Yes | | Random | 10,15 | No | | Random | 08,07 | Yes | '--------------------'-------'-------' '--------------------'-------'-------' .--------------.------------. .---------------.------------. | THRONE ROOM | MAP: 13x21 | | OSTOREA CRYPT | MAP: 20x16 | |--------------'-----.------'.-------. |---------------'----.-------+-------. | TREASURE | X/Y | BURN? | | TREASURE | X/Y | BURN? | |--------------------'-------'-------| |--------------------+-------+-------| | No treasures in this dungeon map. | | Ring of the Dead | 12,08 | No | '------------------------------------' '--------------------'-------'-------' .--------------.------------. .---------------.------------. | REBANADA | MAP: 16x13 | | SUFRIR | MAP: 13x19 | |--------------'-----.------'.-------. |---------------'----.-------+-------. | TREASURE | X/Y | BURN? | | TREASURE | X/Y | BURN? | |--------------------+-------+-------| |--------------------+-------+-------| | Tathlum | 15,02 | No | | Ice Wand | 11,16 | No | | Random | 05,06 | No | | Random | 03,06 | No | | Random | 07,14 | No | | Random | 01,13 | No | '--------------------'-------'-------' | Random | 08,09 | No | | Random | 00,10 | No | '--------------------'-------'-------' .--------------.------------. .---------------.------------. | OSTOREA | MAP: 18x14 | | HARMONIA | MAP: 17x21 | |--------------'-----.------'.-------. |---------------'----.-------+-------. | TREASURE | X/Y | BURN? | | TREASURE | X/Y | BURN? | |--------------------+-------+-------| |--------------------+-------+-------| | Random | 06,07 | No | | Random | 14,03 | Yes | | Random | 12,04 | No | | Random | 09,16 | Yes | | | | | | Random | 03,04 | Yes | | | | | | Random | 07,10 | No | '--------------------'-------'-------' '--------------------'-------'-------' .--------------.------------. .--------------------.------------. | CHARADRIUS | MAP: 14x19 | | ANGEL'S HEADSTONE | MAP: 23x15 | |--------------'-----.------'.-------. |--------------------+------------'--. | TREASURE | X/Y | BURN? | | TREASURE | X/Y | BURN? | |--------------------+-------+-------| |--------------------+-------+-------| | Random | 13,05 | Yes | | Random | 09,07 | Yes | | Random | 09,04 | Yes | | Random | 14,12 | Yes | | Random | 09,11 | Yes | | Random | 15,05 | Yes | | Random | 02,17 | Yes | | | | | | Random | 03,05 | Yes | | | | | '--------------------'-------'-------' '--------------------'-------'-------' .--------------------.------------. | GARDEN OF MEMORIES | MAP: 18x18 | Much thanks to Landon over at |--------------------+-------.----'--. tacticsogre.com for letting me | TREASURE | X/Y | BURN? | use his figures past Ostorea, and |--------------------+-------+-------| that means thanks to Terence and | Random | 04,11 | Yes | Dead S for their compiling of | Random | 10,17 | Yes | those figures. Muchos gracias, | Random | 15,03 | Yes | fellas! <3 '--------------------'-------'-------' _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ QUEST MODE [QSTM] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Quest Mode is essentially exhibition maps where one can obtain rare items, and can be accessed from the title screen. Loading Quest Mode requires having a save file that has at least one "book" (map) unlocked. All maps have a certain leader, a couple lackeys whose presence is semi-randomized, and all of these have a fixed level. All maps except Numida Chronology also have an entrance fee, and only 5 allies can be brought to each fight. To obtain treasures, the player must first set a goal (kill leader or kill everyone within a set number of turns) and reach that goal. Failing to reach the goal earns nothing and loses the entrance fee! To get the best treasures and cash (goth) reward, it's best to either defeat the leader in 1-3 turns or everyone within 1-9. Some good ways to make Quest Mode easier: • ENERGY TRANSFER - Basically an early form of Fluid Magic (Euphaire-only) • FLUID MAGIC ----- Lets one huge amounts of MP to target • TELEPORT -------- Can teleport user anywhere on map • TIME FLUX ------- Target gets a 2nd turn High-movement characters like hawkmen and swordmasters, and special skill users (Atropos, etc.) are highly recommended for the maps which need to be traversed quickly. Other notes: • Enemies can't be invited • Allies can't die permanently in maps • Experience/level-ups can't be gained • There are no buried treasures • Equipment won can only be equipped in the main game --- Here's an overview of each map. I highly suggest checking out the following link which can tell in-depth what prizes can be obtained by doing what. It's a lot better than my guestimates! [http://tacticsogre.com/quests.htm] NUMIDA CHRONOLOGY ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Obtain: Clear Battle #4 (Formido) Fee --: none Payout: 1200 [max] Leader: Calais (Ninja) Foes -: Cleric, Archer, Ninja, Soldier FoeLVs: 20 Map --: Numida Swamp This is the first map obtained and it's one of the best, not just because it has no entrance fee, but because it's an early way to obtain some half-decent equipment (either for keeps or selling). Basically, one can make free cash here! The opposition is made up of low-DEF, high-movement characters so it's often best to deal a coup de grace with Atropos (etc.) in conjunction with Teleport to finish quickly. The best obtainable items here end up being elemental mail (Nathalork, Peregrine, Phoenix, Leviathan) which outclasses any storebought stuff, and some elemental bows (Sandstorm, Flame, etc.) which are good weapons to get in the early chapters. No powerful swords, unfortunately, but Volcaetus spears can be won here -- although one can already be dug up at Aquila. EPIC OF TINEA ŻŻŻŻŻŻŻŻŻŻŻŻŻ Obtain: Clear Battle #11 (Aquila) Fee --: 3000g Payout: 5000g [max] Leader: Khiel (Valkyrie) Foes -: Archer, Cerberus, Knight, Hawkman, Red Dragon, Wizard FoeLVs: 20 Map --: Tinea Similar to Aquila, the land is steep and carved by rivulets of untraversable lava, so trudging units end up sucking a bit here. The human enemies aren't that great in the DEF department but the monsters (dragons, cerberus) can be more than a handful if one tries to slay everyone. The best item winnable here is the Glass Pumpkin, which needs to be sold to Pumpkinhead's Scabellum shop in order to unlock the Firecrest (this is part of Deneb's quest). Other than that, there's a few axe and flail types to win -- Flame Flail, Prox, Hammer of Tears, etc. Sword-wise, one can win the Needle of Light or Peridot Sword, neither of which is too awesome. CAVE EXPLORATION ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Obtain: Clear Battle #19a/b (Ostorea Crypt) Fee --: 6000g Payout: 10000g [max] Leader: Zweig (Warlock) Foes -: Dragon Zombie, Earth Dragon, Ghost, Hawkman, Siren, Witch FoeLVs: 25 Map --: Eastern Cavern This is where the maps start to get really annoying. The ally team starts one edge of a giant pit rimmed with paths, while the foes start all the way across -- there's no easy shortcut to them! High-movement and flying types do well here, but warping ones do even better. The Teleport spell really earns its keep here. Most foes are pretty average, but the Dragon Zombie with a Necklace of Resist, and Zweig with his Petrifying Cloud spell, can be trouble if left to their own devices, particularly when the goal's to defeat everyone. One random knight can have insane DEF (350+) thanks to his rare equips, so consider Divine Radiance or Petrifying Cloud to eliminate him quickly. The Necromancy spell here can be won by earning 10000g (Kill Leader, 1-3turn) and lets one transmigrate KO'd allies into ghosts or zombie dragons. It's a necessary piece to getting The Cycle of Life emblem on someone. The best items to win here are the Warp Shoes and Warp Ring, giving the unit equipped with 'em the best type of movement! Other than that, rare katanas (Yomogi-u, Yu-giri) can be won as well, if that ninja or swordmaster's itchin' to use one. The Grincer Coat, part of the Enchanted Hunting Wares set, can be obtained here also. BATRAAL CHRONOLOGY ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Obtain: Clear Cave Exploration in under 10 turns Fee --: 15000g Payout: 22000g [max] Leader: Byron (Swordmaster) Foes -: Cerberus, Dragoon, Gorgon, Hawkman, Knight, Priest, Siren, Vrtra FoeLVs: 30 Map --: This is another map where high-movement, flying, and warping characters will excel in. The terrain is basically a long thin path with a huge abyss in- -between, and each team starts opposite each other. The boss himself isn't that much of a DEF titan and can be two-shotted by Atropos, although there's a Priest who can appear that may make that 1-3 turn limit a bit harder to reach. Note that a hawkman with a Brionac (may inflict instant death) can appear on this level, and the Vrtra's -1 mental gauge can lower skill damage so that the leader survives! One of the few times that may affect the outcome of something... There's a few good items to get by beating this level promptly, the best of which are Reincarnation (item), the Freude Helm and Holy Crown headgears, and the treasure-sensing Dowsing Rod. However, undoubtedly the best prize is the Lachesis skill for bow-wielding characters, which is like Atropos but has long-range capabilities, in typical bow fashion. It can only be learned once but if there's no bow-wielder on the team, it can be declined -- beating the map again gives the option to learn it again. [Other items obtainable: Sacred Stone of Bliss, Balmung, Sherwood Bow, etc.] NOTE: Only one special skill can be learned per character. TUNDRA GEOLOGY ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Obtain: Clear Batraal Chronology in under 05 turns Fee --: 28000g Payout: 38000g [max] Leader: Dionyde (Priest) Foes -: Fairy, Gorgon, Knight, Naga, Siren, Vrtra FoeLVs: 35 Map --: Ancient Ruins The final map is also the hardest, as Dionyde's equipment boosts her defense to 350+, not to mention she has Divine Radiance and Heal Plus to make things annoying. The map can be done in 3 turns time, although it may be easier to make the goal "kill everyone, 9 turns max" in order to get the best rewards. Lachesis and Atropos help immensely here, as does Teleport/Time Flux, Fluid Magic, and Divine Radiance. Surrounding Dionyde prevents her from healing herself, too, as AI is wont to do. [This is another time when stacking a -1 mental gauge can let more damage be inflicted.] I don't suggest attempting this level unless one has high-movement units like swordmasters, and all the applicable teammates have warp technology. Oh, and watch out for Dionyde as she likes to hide in a corner where attack opportunities are lessened! The best items here are the virtue-oriented Saint's Shield and Southern Cross equipment, as well as the Kerykeion (staff), Brionac (spear), and Oracion (sword). The latter is the best obtainable non-Snapdragon sword, making it a clear winner for the Atropos user in most cases. Beating the map once gives the final special skill, Clotho, too. It's geared towards spear-wielders and does piercing damage in the same attack pattern. Personally, I give it to my Hawkman who has the Zephyrus/Longicolnis. Having Clotho only makes winning Tundra Geology on subsequent visits easier! NOTE: I think it's a glitch, but Dionyde can attack with a Frozen Axe without having one equipped. What a cheater! :p _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ENDINGS [NDNG] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ There's four real endings to the game, plus another "bad ending" available. The requirements for getting the endings are usually quite simple -- either be on Path A/B, bring Eleanor with, etc., although the A+ ending takes a bit more doing. Additionally, Alphonse can only get Relix's Emblem and The Cycle of Life by getting the A+/A/B/C/D and Game Over endings, respectfully. Once an ending is obtained, the game autosaves over the most recently used file, putting the user on the world map. Angel's Headstone is available to play again, if so desired, letting the player try for a new ending (within the path's constraints, of course). Some endings' scenes change depending on what story characters are alive, so for best results, keep everyone alive. Duh! A+ ENDING ŻŻŻŻŻŻŻŻŻ • Alphonse must kill 50+ enemies [Training doesn't count] • Five or fewer allies permanently die • Beat the game within 25 hours A ENDING ŻŻŻŻŻŻŻŻ • Battle #06: Start "Path A" when talking to Cybil (1st option) • Battle #10: Let Eleanor join the team after battle (1st option) • Battle #25-26: Include Eleanor in both battles • Battle #26: Defeat boss B ENDING ŻŻŻŻŻŻŻŻ • Battle #06: Start "Path B" when talking to Cybil (2nd option) • Battle #10: Let Eleanor join the team after battle (1st option) • Battle #25-26: Include Eleanor in both battles • Battle #26: Defeat boss C ENDING ŻŻŻŻŻŻŻŻ • Battle #10: Let Eleanor join the team after battle (1st option) • Battle #25-26: Eleanor, while alive, isn't included in these battles • Battle #26: Defeat boss D ENDING ŻŻŻŻŻŻŻŻ • Battle #10: Don't let Eleanor join the team (2nd option) • Battle #26: [If Eleanor was invited at Battle #10] she dies during battle "GAME OVER" ENDING ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • Battle #26: Longicolnis wasn't brought to battle or Alphonse dies in fight --- For transcripts of each ending, try: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_script.txt http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_ending.txt _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ V. FREQUENTLY ASKED QUESTIONS [FAQZ] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [Q] - How do I change a unit's element and alignment? [A] - Elements can be changed by using a Mirror of the Gods, which copies the user's element onto another person. Alignment can be changed using a Tome of Discipline and Urn of Chaos, which leans the alignment closer to lawful and chaotic, respectfully. [Q] - What does "suspend data" do? [A] - If you're fighting a long battle and have to go do something else, just suspend data and pick up where y'left off next time the game's loaded. [This doesn't overwrite the current save; that can be used instead of the suspended data.] In this way, one can keep reloading the save to get the desired effect from status abnormalities, etc. [Q] - What's knockback? [A] - This is when an attack causes the target to move from their current location. Most weapon attacks have a chance of doing this, and some (usually enemy-only) abilities have a 100% if inflicting it. Hitting a target with the shield is an easy way to produce knockback. [Knocking someone off a drop-off higher than they can normally jump produces "fall damage," extra damage due to the height of the drop.] [Q] - Hey, I couldn't dig up this buried treasure! What gives? [A] - There's two explanations: (1) the topsoil is covered by grass or snow, which must be burned away by non-summon fire magic first (2) for some reason, the treasure can't be unearthed in mandatory play; try it again in Training Mode. [Q] - How can I get more Tomes of Discipline, Urns of Chaos, etc. [A] - These can be dropped by Mushus and Vrtras, respectively. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ VI. UPDATES & CONTRIBUTORS [UPDT] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 04-03-07 -----------------------+ Started walkthrough 05-20-10 -----------------------+ Finished walkthrough THANKS TO... ŻŻŻŻŻŻŻŻŻŻŻŻ • Olan, for his gameshark codes • All the authors for writing great guides, inspiring me to make one • bookwormbabe29, for faulty Vespa/Sufrir treasure tiles • Landon at tacticsogre.com, for allowing me to use his notes for figuring Alphonse's initial stats; and, for lending me some of his buried treasure figures to use. • Terence/DeadS for doing initial legwork on finding the buried treasures • The GFaqs messageboards for being a huge collection of knowledge, and for keeping my interest in this game evergreen. NOTES TO SELF ŻŻŻŻŻŻŻŻŻŻŻŻŻ • Dark Angel, Fallen Angel & Sacred Demon section in class overview • Angel's Headstone: putting everyone in Garden skips other route entirely? _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ VII. LEGALITY [LGLT] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This document is intended for private home use ONLY, and may not be reproduced through electronic or commercial means without the expressed consent of the author (P. Summers). It cannot be hosted, edited, or distributed for profit, and may not be given away as an add-in/gift to bought items. All rights are reserved to respective parties, even those not explicitly stated herein. Those who find this document on sites not listed below should e-mail the author (me). Thanks for reading this, and thanks for respectin' FAQ authors. Allowed Sites: Disallowed Sites: • Gametalk.com • cheatcc.com • GameFAQs.com • MyCheats.com • Neoseeker.com • Gamesradar.com • Supercheats.com • Cheathappens.com • Honestgamers.com • Chaptercheats.com E-mail me for permissions ~ • Cavesofnarshe.com shotgunnova (a+) gmail (d0t) com. _______________________________________________________________________________ SET MY HOPES UP WAY TOO Document İ Shotgunnova, 1997-2010 (and countin'!) HIGH / LIVING'S IN THE Tactics Ogre namesake İ respective owners WAY WE DIE E N D O F D O C U M E N T