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Ogre Battle: The March of the Black Queen - The Unofficial FAQ v3.21
written by Daniel Anzulovic
former writer Chris Smith
former writer Michael Bollinger

Thousands of years ago, a great war was fought. This war, called the Ogre
Battle, was to decide whether men or demons would rule the earth. Through the
help of 13 White Wizards and 3 High Knights, mankind won the Ogre Battle. The
white wizards then sealed the demons in the Underworld. However, one of the
wizards had fallen to the thralls of black magic, and infused his power into
the Black Diamond, an artifact capable of destroying the demon seal. In
response, the remaining white wizards created the Zodiac Stones, jewels that
were imbued with their own power, to aid against the dread artifact.
Eventually, the Black Diamond was captured by the forces of good and hidden
away by the angels of the sky.

For many years, peace reigned between the four kingdoms established on the
earth. The gods decided to leave the men to themselves, thinking the world to
be safe once again. However, it was not to be. An evil magician called Rashidi
had coaxed the Black Diamond from one of the angels, and with it enticed
Emperess Endora of Zetegenia to attack the kingdoms and bring the continent
under her rule.

The other kingdoms were unprepared, and fell easily to the Empire's armies and
Rashidi's magic. Within a year, the Zetegenian Continent came into existence.
However, in the former kingdom of Zenobia, a small rebellion, consisting of
some of the former Knights of Zenobia, began the first step in removing the
evils of the Empire from the land.

This is where you, as leader of the Rebellion, take your place. You must fight
against the Empire, but that is not all. You must also decide who shall fight
with you and for what reason you fight. Thus begins the battle for freedom,
the second Ogre Battle.

Welcome to the Unofficial Ogre Battle FAQ. This is currently version 3.21.
Recent Changes:
-The addition of a Disclamer section (see below)
This is the only change as of now. I'll put in more later, but this one was
urgent. As of now, the FAQ is copyrighted material. See the disclamer for more

Where you can find the FAQ:

I know you people enjoyed the acknowledgements section, but the list of names
has become simply too long to put in. However, I would like to thank everyone
who in past and present contributed to this FAQ. I couldn't have done it
without you. Give yourselves a pat on the back.

Send any comments or additions to [email protected]

Some stuff for future versions:
--Descriptions of all the endings (please email me your endings)
--Confrontations (conversations between special characters and bosses)
--Whatever else you'd like to see

Ogre Battle is out on PSX. However, I haven't gotten it yet. Yes, I know I
write the FAQ, but I don't have the money right now. Bear with me please.

The Q in FAQ.  Answers some good questions, if you have any just email me.
When a character is hit, they will flash a color corresponding with the type
of attack.
How fast can your unit move?
What they do and where to find them (including the 12 Zodiac Stones, the 3
Mystic Treasures and the items needed to get the Tablet of Yaru).
List of all stages and everything in them.
Their strengths and weaknesses
What they do and how to blast the enemies with them
List of those special characters and how to get them
Very comprehensive list of all the different types of characters (excluding
Generals & Dragoons).
The Neutral Encounters you can have in the game
If you play by the extended rules look to the end of this FAQ
What should and shouldn't be done with this FAQ.
What do the different attributes do?

-Ability-  ---Influences---
  STR     - damage for physical attacks
               - toughness versus physical attacks

  AGI     - order of action
              - attack accuracy
              - dodging

  INT     - effectiveness (damage, hit rate, etc.) of magic
              - defense against magic

  LUK     - dodging and the like  (guess it influences everything a bit)
 CHA      - your leaders commandablity of his army

  ALI      - Good or Evil of a character.  Affects your reputation meter when
liberating cities, also affects what type of items or characters you get.
How come my Wizards and Ninjas have different magic attacks?  And why do they
choose certain ones?

Characters with multiple kinds of attacks will pick the best one for the
situation.  For examples, Wizards have five spells at their command:

Fireball  (fire)
Icewall  (cold)
Bolt      (Lightning)
Tornado   (physical attack)
Nightmare (Black)

For example, if the Wizards target is a Golem, he will attack with Fireball,
since the Golem is weakest versus fire.  If he is attacking another Wizard,
he'll use Tornado, since Wizards are weakest against physical attacks.
And so on...

BTW, Ninjas have Katon (fire), Suiton (cold/rain), and Raijin/Ikazuchi
So what characters are the best?

That's tough, as each character works great in a certain situation (for
instance, while I think Dollmasters are pretty worthless, they work great
against every level of Wizard). Also, some work great in the front row but are
worthless in the back. Here are my picks for best charcters by row:

Front row:
Dragoons - Might as well be undead they are so strong and durable. They are
also almost untouchable with most magic.
Generals - Basically the same as Dragoons except that they aren't quite as
good on the offense.
Best Dragons - By this I mean Platinum Dragons, Salamands and Zombie Dragons.
They can pull off decent magic (at the very least it's better than the
undead's attack) while keeping your unit safe.

Back row:
Liches -  None can compete with the versatility of Lichs. They can pull off
the best attack for each element (except White). Best used in combination with
Princesses to cover all kinds of magic.
Princesses - What can I say, it makes your best unit better. The Princess
increases the attack of each character in it's unit (as long as it is leader)
by one. Also, it's own attack is the most powerful White magic attack in the
Sorcerers - A slightly less powerful Lich capable of the same attacks.
Seraphims - Let's face it, you can't always find a Royal Crown when you need
one. In place of a Princess, you could use a Seraphim if you're looking for a
powerful White magic attack.
Devils - Deserving a spot just for being pure evil, this cool character
possesses the most powerful black attack in the game. How can you go wrong
with someone who can drop a meteor on enemies?
Monks - If the enemies are still alive after this group has flattened them,
this character might come in handy. This is the most powerful healer in the
game, capable of healing the ENTIRE unit twice.

If you have any other nominations, E-mail me with the reason.
What characters work well together?

There are two combinations that improves a fighter's ability, and some
combinations to try and avoid. Amazons don't fight well when placed in a unit
with any male charcater.  Also, all beasts are afraid of whips, so pairing
them with a Beastman or Beastmaster lessen their effectiveness.  On the other
hand, Dragons fight much better when paired with a Dragonmaster or a Dragoon.
My Alignment keeps dropping!!! Why?

In order to change alignment a character must kill something.  The exception
is the "Healing Characters" (Clerics, Shamans, Monks etc.). If you kill a
"Healing" character, your alignment will plunge (do to the "killing of an
innocent" rule. Hey, don't look at me!). The general rule seems to be that as
long as the enemy you kill is at most 2 levels less than you are, you will
gain alignment. If you kill an enemy 3 levels less than you your ali. will not
change.  More than 4 levels less and you lose ali.  Obviously you will get
more ali. points if the enemy is equal to or greater than your level, and if
you kill several enemies at once your ali. can really soar or plummet!
Unfortunately Tarot cards do not change anyone's alignment if they kill the
enemy because all the experience is given to the main character (Lord). As
alignment gets closer to extremes, it is harder to return it to the center.
Increase calculations by 2 to cure "0 alignment".

You want that Paladin you've been scraping for?  Take your low level Knight
against creatures a few levels above him.  Want a Tiamat?  Send that Dragon
against everything and watch them levels raise and the alignment fall.  Make
sure they get a kill though, weaken them up with a Tarot if you have to.

The problem is that as you lose alignment you will start to lose charisma as
well. I am still trying to find out at what level difference you begin to lose

One thing that you should perhaps avoid entirely is putting your Lord into
battle at all. He/she will level up disgustingly quickly (and his/her charisma
& alignment will plummet accordingly!). Also avoid using Tarot cards to KILL
enemies because in that situation the experience points go directly to the
Lord and cause him/her to level up.

If anyone has additional info, like about the charisma, please email me at
[email protected]
Does your alignment do anything but affect your reputation then?

Heavens NO!

Alignment also affects what classes a character can become, along with
charisma and level. For example, a fighter with low alignment would haven't a
chance of becoming a Knight or Dollmage to name a few, but could become a
Wizard or Ninja.

Alignment is important because the 'dark' characters like Mages, Ninjas and
other 'evil' figures do better fighting at night especially against 'light'
characters like Paladins, Clerics and so on. The reverse also holds true,
'light' parties are better suited for fighting during the daytime, especially
against 'dark' parties. (Also note that Werewolves,Tiger Men, and Vampires
can't do much during the daytime...)

It's suggested that you use a 'light' party with high alignment and charisma
to liberate churches and towns, the towns' people like you better that way,
BUT the most effective and devastating attacks can be handled by 'dark'
parties especially if you have higher level Mages and Sorcerers - in this case
also try to get Princesses and make them group leaders (putting them as group
leaders increasing the attack frequency of each character once!)

Also, in the City of Xanadu, you will not be able to liberate non-hidden
cities and temples without suffering losses in reputation. This effect will
end when you beat General Hikash.

Also when using the Sun tarot it can be devastation (toward you!!) if your
really low aligned, the only exception being the Lich really.
OK, how about my reputation?  It started nice then it just dropped.  How

When liberating towns, doing it with highly aligned characters gives you
reputation. Using lowly aligned characters make you lose reputation. BTW, you
can liberate HIDDEN cities and temples with no penalty to your reputation,
unless you draw a "lower reputation" card.

Nobody likes a bully. Having units of higher levels kill lower leveled enemies
kills your reputation just as fast. If you really have to use a higher leveled
unit to finish a lower leveled unit, use the "Leader" technique. It is the
only honorable way to go about it.

Don't let your towns get re-captured. This will drop your reputation a bunch.

Tarot cards: there is nothing you can control but being as it does affect
reputation, it gets its spot.

If you wait around in stages collecting lots of tribute, your reputation will
begin to suffer. This should be a good motivation to try to finish the stage
as soon as possible.

Making some decisions have reputation points as the reward. Take Deneb for
example. If you don't let her off, you will get a few reputation points, but
it also cuts you off from getting the Glass Pumpkin. Weigh your decisions

Something you can do to raise rep or keep it high is to put a Gryphon in the
front of 3 powerful characters and fly straight to the boss. Defeat him, then
go back to the stage with the Gryphon leading 3 of your highest aligned
characters and liberate the towns/temples that way. You get a high reputation
but you do miss some of the stuff, namely characters, and certain items.
What about the Zodiac Stones? I keep going back to where I should get them,
but I can't find them.

Be patient. You need the Tablet of Yaru (found later in the game) to get the
Zodiac Stones and other treasures. You need several items to receive the
Tablet of Yaru. They include the Mercury, the Gem of Doun, the Olden Orb and
the Gem of Truth.
How come on some maps I can kill all the monsters and sometimes they just keep

Here's the little note:
If you don't kill all of an enemy unit it will either:
a) If the leader is present and badly wounded it will go to the nearest town
and recruit new members.

b) If the leader is present and in decent condition it will attack you again.

c) If you killed the leader it will go back to the castle and get a new leader

So always kill every part of the unit or it will come back over and over and
over...unless you're trying to level up, but watch that alignment.

Also, many stages (especially later on) have many numbers of one type of unit,
so don't be surprised if another unit shows up and looks like one you just
How do I get Canopus?

It all starts on the Borders of Sharom (3rd stage). Liberate Chang' ga, then
Bah'Wahl. Canopus will give his little speech. Then go to the hidden Temple
west of the boss' palace and get the wings of victory from Yulia, then it's
back to Bah' Wahl and Canopus is yours. (Note: From what I know, if you visit
Yulia before Canopus, she will never give you the Wings. Try to liberate
Bah'Wahl before you liberate the temple Yulia is at.)

Ok. This is probably not the only way to get Canopus, because I've gotten
umpteen mails about different ways to get him.
What does the Faerie's Kiss attack do (other than making a big heart)?

It raises the attack power of the character it's used on. IMHO, the only
reason to keep this chacter is to eventually raise it to a Sylph.
Where is Dragon's Haven?

When you enter your Lord's name as FIRESEAL, you can play a practice land,
Dragon's Haven.  You also get a bunch of high level characters to play around
with. The only problem is as soon as the boss is defeated, the game ends and
you can't keep the characters. As far as it is known, there is no way to reach
it in the normal game.
Where do I find the Fireseal?

If you have Fogel, you don't. To get the Fireseal, you must bring the weapons
made by the 4 gods of the winds. They are:
Boleas - in Shrine of Kulyn at Tridan
Euros - found as a buried treasure throughout the game
Notos - in Fort Shulamana at a Roshfallian Temple
Zepyulos - return to the Ruined City without Fogel in the army
You see what I'm getting at, right? Fogel is more important to the ending than
the Fireseal so I don't think it's worth giving up Fogel for. Of course, if
(for whatever reason) you didn't get Fogel, picking this up would be a good
idea. Also, it is possible to find the Zepyulos as a buried treasure, so don't
go selling any of the other three treasures, just in case.
If you do want to get the Zepyulos, and you are trying to maintain a good
reputation and alignment, you must sell or discard the Star of Heroes. Fogel
will refuse to join you, but you can return to the Ruined City and get the
Zepyulos from him, depending on your reputation and alignment.
However, the Fireseal seems to do nothing at all in a normal game. It's quite
a useless item considering you'd have to give up a great character to get it.
I fought and killed Sirus during daylight hours - that is I never saw him as a
Werewolf, and didn't kill him as one.  Any negatives to that, besides not
seeing a different conversation I guess?

Yes, Fighters didn't get the virus therefore. Need Werewolves though?  Get a
Vampyre and put him in the lead of a party. Recruit as many as you need. You
can also find Werewolves as neutral encounters in mountains at the Lake
Jannenia stage.
Then how do I get the Virus?

First off, you must fight Sirius during the night. Only those characters in
the "Fighter" class are eligible to recieve the Virus. To recieve the Virus,
your Fighters must be killed by Sirius, himself. Then, the next time you
revive them, Presto! Werewolves!
How do I defeat undead enemies (Ghosts, Skeletons, etc.)?

There are basically three ways to kill an undead character. They are as
1) By using characters that use "holy" or "healing" attacks. Clerics, Faeries
and Angels will work nicely.
2) By equipping characters with white magic weapons and armor. You could use
the Rune Axe or the Mystic Staff, just to name a few.
3) By using white magic tarot cards. Try Sun or Judgment.

Note that clerics won't hit undead with a healing attack if their tactics are
Then how do I protect my undead characters from holy attacks?

There are only two ways that I know of and even they don't work all of the
1) Use a Star tarot card to raise the agility of the unit.
2) Use a World tarot card to protect the unit from magic attacks.
The instructions suggest and I agree that I shouldn't let Deneb off, so I
didn't forgive her.  Now when going back she's not there, as the instructions
suggest, to give me a Black Pearl. ???

Deneb will only be there if you forgave her. She will then give you the Black
Pearl. I would suggest not letting her off if you are on the path of good,
especially since whether she joins you or not affects your game. However, if
forgiven, she will ask you to get a Golden Bough from Diaspola. Retrieve it
for her and she will give you the Glass Pumpkin. She will also join your army
if your reputation is low enough. If you still want Pumpkins but want to stay
good, you can wander the mountains of Deneb's Garden looking for neutral
According to the FAQ, you say you need Debonair at the Kalban Peninsula, but
you don't get him until Shangri-la. Help!

No one said you had to go to the stages in the order of the chart in the back
of the instructions. Simply skip Kalban for now, and come back to it with
Debonair later on.
Also, I have a Pumpkin+, but no Pumpkin.

The Pumpkin+ is a random item that can be found after defeating enemies. An
easy way to find one (if you didn't let Deneb off) is to go to the town of
Baljib in Deneb's Garden and get one. Return to the map, then go back to
Baljib and get another one. You can go back again and again. As for the
Pumpkins to use them on, you can find a neutral Pumpkin in the mountains of
Deneb's Garden. Also if you have the Glass Pumpkin you can use it on a Witch
and it will allow her to recruit Pumpkins. The Pumpkin can then be promoted to
Halloween, which gets two "Pumpkin" attacks, compared to the Pumpkin's one.
Where do you find...

No item is that hard to find. Just take an inexpensive flyer and fly to the
shop in each stage until you find what you're looking for. Some of the hard to
find shop items are:
CHARM - City of Malano - 50 000 Goth
CRYSTAL - Antanjyl - 36 000 Goth
DOWSER - Ruined City - 25 000 Goth
Allthough you shouldn't need the last two as they are both for finding hidden
stuff and it's all already been found. See Towns and Treasures list.
Another question - Eaglemen or Ravenmen.  Canopus for me has just been
kickin.  Now if the only difference is that he does Thunder to a Ravenman's
Inferno, I'll keep him as is (may not have a choice). Is Ravenman *better*,
just another option with another style attack, or what? I have Ravenmen as
mentioned, and I don't see them as better fighters really.

OK, IMHO the Ravenman isn't any better than a Eagleman.   Ravenman has Inferno
(good if your fighting a bunch of fire haters) and Eagleman has Thunder (good
if your fighting those who despise Electricity).   Ravenman is more immune to
Fire and Black, than the Eagleman, and conversely the Eagleman has more
resistance to Lightning and White than the Ravenman. The stats on both go up
at the same rate though.
How come in my old game my leader has different attacks then he does in my new

Its the way you answer your questions during the Tarot reading.

'Good' answers.  Leader has 2 Banish(White) 1 Icecloud(Ice).
'Neutral' answers. Leader has 2 Slice(Physical) 1 Thunder(Lightning) ALL.
'Neutral' answers.  Leader has 3 Slash(Physical) 1 Iainuki(Physical).
'Evil' answers.  Leader has 2 Poison(Black) 1 Phantom(Black) ALL.

Has anyone else found other types (I don't know if I can go through all the
possible combinations)? Unsure if this has anything to do with the ending
either. Help would be greatly appreciated.
How does Charisma work?

Charisma is determined by whether or not the people in a certain unit like
each other.  Several Fighters and Knights in a unit will develop high Charisma
ratings, as will several Amazons and a Valkyrie.  If you want those high
Alignment units, Charisma helps you get there more quickly, i.e., the higher
your Charisma, the faster your Alignment rises. The best combinations are
those units that have the same alignment range and those that naturally work
well together (e.g. Dragon Masters and Dragons). A chart of character
likablility will soon be available, perhaps in a future version of the FAQ.
So what are some good examples of groups?

Here are just a few units that are pretty good:

Gryphon (Front/Center), 3 Wizards (back)
This is a high sky unit and works great for defending towns.  You'll probably
use it enough to drop the Ali. of the Wizards so they can become Mages.  I
suggest making two of these at the beginning of the game and using them
throughout, and don't worry if they turn in to Juggernauts. You don't need
high Ali. for this unit unless you plan to liberate with it. (But your rep
will fall with continuous use.)

2 Octopi (Front/Left or Front/Right, Front/Center), one Cleric (Back behind
the Octopus in the corner)
This unit will work well as a sea liberator.  I know, it sounds wierd, but try
it.  If you don't use them too much (just raise their Ali. enough) they'll
turn into great liberators and they can navigate the rivers to the towns in a
lot of stages.

Lord (Back/Halfway Left), Cleric (Next to Lord), 3 Fighters (Front)
This works really well if you don't level your Lord up too quickly.  The
Fighters will turn into Knights (I suggest using them in other units then, and
turn some into Ninja and some into Samurai by leveling them down into Fighters
and then back up).  If you use the Knights elsewhere, replace them with Lans
and Ashe, and another high Ali. Knight.  Replace the Cleric with Aisha, if
desired.  This turns into a land liberator that can fend for itself if

One Eagle Man (read the strategy first)
Take one (or both) of the Hawk Men in Canopus' unit and give them each a White
Magic weapon.  Take them to the Pogrom Forest and have them kill Undeads, then
harm the Wizard leading them.  DON'T KILL THE WIZARD.  Let the Wizard go back
to a town and recruit more undeads.  Kill them again and again until your
level is too high to gain Ali. from it.  You can repeat this in Island Avalon
if necessary, just get the Hawk Men to a high enough level to become Eagle Men
and get them 100 Ali. points.  Make a separate unit with each and you have 2
perfect Low Sky liberators! DON'T do this if you can't get a defending unit to
protect them.

Cleric (Back/Center), 2 of any Golem (Front)
This works better with a Shaman or Monk, but anyway.  This is a PHYSICAL
unit.  Don't attack magic users with it!  The Golems will get attacked, doing
very little damage, and the Cleric can heal them completely. Here's a unit
you'll never need to buy heals for!

Do you have any suggestions? E-mail me with them.
What about the endings?

These are a few checkpoints for the endings.

Every character has a very important role in which ending you get.

Reputation meter
Charisma (Lord)
Alignment (Lord)

the Twelve Zodiac Stones
the Three Mystic Treasures (the Brunhild Sword, the Holy Grail and the Mystic

For either gender, nine of the twelve endings are available. Note that some of
the endings are "evil" as well as "good". Sorry, I don't have a description of
all the endings, but am working on it.Be aware that some endings have certain
scenes in common.

My Ending:
Lans and Warren discuss Lans' revenge of the death of King Gran, and toast
your character. Lans and Warren both become MIA. Gilbert and Canopus say
goodbye, Gilbert believing himself a traitor to Zenobia no matter what he did,
and mention Gilbert and Yulia's love for each other. Yulia later appears
looking for Gilbert, and finding out he left, decides to wait for his return.
Canopus becomes Captain of the New Zenobian Beast Brigade. He meets a friend
at Heim. Yulia becomes known as one of the finest singers in the land. Yushis
and Fogel discuss Mizal, and Yushis becomes Head Angel due to her actions. She
continues her teachings of the gods, and later becomes one herself. Fogel's
curse is not yet lifted... Fenril wonders whether Rashidi is truly dead, and
Slust tells her not to worry, then asks her to come back to his hall with him.
Tristan gives the monarchy to your character, and discusses with Rauny about
keeping the peace. Tristan becomes one of the most loyal supporters of the new
King of Zenobia. Rauny marries Tristan, and becomes  the Captain of the New
Zenobian Army. Your character appears and speaks of working together and
keeping the peace. And thus, a new kingdom is born on the Zetegenian
Continent. The new rule is not one of power, but one of true heart and
actions. This ending got the "Emperor" tarot  with 100 Chaos Frame points. The
male character was used to get it, all the Mystic Treasures were found, all of
the characters except Deneb and Galf, and I found all 12 Zodiac Stones.

My Second Ending:
This was from when I was going for the Fireseal, playing as a Female Lord.
Having collected only the Brunhild, and having  ALI, CHA, and Reputation all
at 100. I also missed Fogel, otherwise I got all of the good guys. Lans
discusses with Rauny on how he feels to be able to walk in Zenobia Castle
again. Rauny says that many lost their lives for this luxury. Meanwhile,
Tristan announces his wedding to your character, and shares the idea that you
should be the ruler instead of him. However, you object, saying the time for
force is ended, and that your role in the world is over. I got 100 Chaos Frame
and the Priestess Tarot.

Chris Smith's Modest Ending:
Lans and Warren are talking about how I would make a better King than Tristan,
but Tristan has to be because he is heir. Then it says both Lans and Warren
become MIA. Yushis is awarded the status of Head Angel, and later that of a
god. She tells Fogel that she wishes she could have saved her sister Mizal
(whoops). Fogel's curse isn't lifted. Fenril is worried that Rashidi will
return, and is asked to go out for a drink by Slust. Tristan tells me that
everybody would rather I be King than him. I tell him that he is heir, so he
must be king. I also say that I must go north to Rodista to ward off their
invasion. Rauny announces that she is marrying Tristan. They become king and
queen. Then they set it up for a sequel by saying  "the battle has just
I got the "World" tarot card with 100 Chaos Frame points.

Kum Ming Woo's Ending:
Rauny is installed as the new ruler of Zenobia, although she tells you, the
leader, that she thinks that you would probably make a better ruler than her.
You reassure her that she'll do fine.  The story goes on to say that Zenobia
was once again peaceful and prosperous.  No mention of Rodista and other
troubles to the north, though.  The tarot card I got was "Hierophant" (not
positive about this).

Chris Smith's First Ending:
Tristan and Lans get together to talk about how great the kingdom is - except
for it's leader. They decide something needs to be done. They confront my Lord
and assasinate him (They actually think they could have beat me, ha!). Then it
says that King Tristan and his rebels were remembered for a centuries to come,
but noone knew of one rebel who was born and died in war (guess who). I got
the "Hanged Man" tarot card with 89 Chaos Frame points.

Bruce Donivan's Ending:
Tristan tells Rauny about how he can now relax. Lans and Warren talk about the
uprising to the north. Then it flashes ahead to two years later. Lans is dead
and Warren is missing in action. Fenril tells Slust that he is worried about
Rashidi returning and  Slust asks Fenril for a drink. Canopus talks to Gibert
before he leaves. Then Yulia asks where Gilbert went. Yulia is as interested
in Gilbert as Canopus is in her. Finally, the Hero talks about how Zenobia
will never be under evil rule again.

Nick Lange's Ending:
Lans ans Tristan are talking about how I'm worse than the Empress ever was.
They decide to start a new revolution and are wondering about the whereabouts
of Rauny the Paladin. I am eventually defeated.

Michael Bollinger's Ending:
Tristan is talking to Lans and they are asking how many of the originals are
left, they said that only Rauny's group remained, they also said that my rule
was worse the empires ever was. They got an army together and crushed me in
less than a year (Yeah right my Lich would of wiped them clean *smile*)   I
finished the game in only 32 game days, and I got the "Death" Tarot.

[email protected] 's ending
Tristan and Lord(me) are talking about an uprising in the north. I am made
general of Tristan's armies, and "I served him well and greatly increased the
realm." Chariot card, 86 points.

So how about any of your endings?  email them to me for future updates (At
least we've got quite a few of them).
So how do I get the best ending?

There are an undetermined number of factors involved in getting the best
ending. Also, there are three (or more) "best" endings. One for the modest,
one for the power-hungry and one for the potential Mrs. Tristan. Here is a
basic walkthrough of what you must do to get one of the best endings. keep in
mind you must get all positive hidden characters, get all the Zodiac Stones
and as many special treasures as you can find.

Castle of Warren
Get Lans at Zeletenia.
Get Warren at Volzak.

Get the Star of Heroes in hidden Temple north of Base.
Have Lans face off against Usar.

Sharom District
Get Canopus at Bah'Wahl.
Have Canopus face off against Gilbert at Parcival.
Forgive Gibert and allow him to join.

Pogrom Forest
Visit Para and get the Mercury.
Bring Gem of Doun to Para to get Olden Orb.

Lake Jannenia
Get Topaz at hidden Temple east of Allephal.

Deneb's Garden
Do NOT forgive Deneb.

Slums of Zenobia
Get Ashe at By'Roit.
Hire Lyon at Anberg.
Have Ashe confront Debonair at Zenobia.
Get Key of Destiny at Kal Robs.
Get Garnet at Temple between Base and Zenobia.

Island Avalon
Get Aisha at the hidden Temple in the center.
Have Aisha confront Gares at Amad.
Get Emerald at hidden Temple in the center.

Kastolatian Sea
Find the Brunhid Sword at northwestern hidden temple

Get Posha at Somyul a Golden Beehive from the hidden Temple east of Pelegue
and trade it to her for her Sentoul Demon.
Spare Norn after defeating her at Diaspola.
Get the Aquamarine at Ajan.
Give the Ginger Cake to Posha at Somyul and get the Pearl.

Kalbian Peninsula
Have Debonair fight Figaro and get the Durandal sword at Kalbia.
Find the Chaos Gate.

Valley of Kastro
Find Rauny at a Temple.
Have Rauny confront Ares at Tash Ken.
Find the Chaos Gate.

Balmorian Ruins
Get the Bell of Light at Kalyao.
Find Saradin at Temple west of Sel' Pasc.
Have Saradin confront Albireo.
Find the Chaos Gate.

Fight and recruit Slust at Muspelm.
Find the Peridot at a Temple.
Find the Chaos Gate.

Fight and recruit Fenril at Aulganna.
Find the Chaos Gate.
Get the Ginger Cake at southeast Temple.

City of Malano
Recruit Tristan by taking your Lord to Bel Chel.
Have Tristan confront Apros.
Find the Ruby at Sanbelna.

The Tundra
Have Yushis confront Mizal at Valhalla.
Get Turquoise at the Temple on the northern central island.

Get Yushis at Temple in eastern central mountain cove.
Find the Chaos Gate.

Destroy Galf and send him back to the Underworld. DO NOT let him join you.

Have Tristan confront Gares at Shangril.
Recruit Debonair at Shangrila after defeating Gares.
Bring the Olden Orb, the Gem of Doun, and the Gem of Truth to
Shangril to get the Tablet of Yaru.
Find the Sapphire at the central hidden Temple.

Fort Allamoot
Find the Chaos Gate.

The Ruined City
Fight and recruit Fogel at Shiggult.

Dalmuhd Desert
Visit Aliabard with the Mercury to get the Gem of Doun.
Visit the Temple and get the Amethyst.

The Ryhan Sea
Take the Gem of Doun and Olden Orb to Ramoto to get the Gem of Truth.
Get the Topaz at a Temple.

Fort Shulamana
Have Tristan confront Previa and get the Mystic Armband after the battle.

Kulyn Shrine
Defeat Luvalon at Creun without running away or using Tarots, and return to
Creun to get the Grail.

City of Xanadu
Have Rauny confront Hikash at Xanadu.

Visit Azuzau and speak with Gawain.
Have Debonair fight Endora at Zeteginia.

Temple Shalina
Have Debonair face off against Gares.
Have Yushis, Saradin, Tristan, or the Lord confront Rashidi.

That's it. if you have any other happenings that I have missed, E-mail me.
You may have noticed that the enemy flashes a certain color after you hit
them.  Here's a list of what those colors mean:
Green = Holy
Black = Unholy
Purple = Thunder
Blue = Ice
Red = Fire
Yellow = Physical

So, equip weapons on your fighters that will do the most damage to the enemy.
Even if they don't get much of a STR bonus, they will still do more damage.

HS - High Sky
LS - Low Sky
PL - Plains
FT - Forest
M - Mountain
SF - Snowfield
MH - Marsh
SH - Shoals
OC - Ocean
CO - Coffin (as in the Vampire's coffin)

Movement rates, higher number equals faster travel.

Shoals   6    5    1    1    1   1    4      7    5     1
Ocean   6    5    1    1    1   1    3      5    7     1
Reefs   6    5    1    1    1   1    6      4    3     1
Plains   7    6    5    4    3   4    4      3    2     1
Snowfield  7    6    4    3    3   6    3      1    1     1
Forest   7    6    4    6    5   5    3      1    1     1
Snowy Forest  7    6    3    5    3   5    2      1    1     1
Barren Land  7    6    3    5    5   4    2      1    1     1
Marsh   7    6    1    3    1   2    6      2    2     1
Mountain  6    5    2    3    5   3    1      1    1     1
Snowy Mt. (sm)  5    4    2    2    4   5    1      1    1     1
Snowy Mt. (L)  6    5    1    2    4   5    1      1    1     1
Volcano   5    4    1    2    5   1    1      1    1     1
Cliff   5    4    1    1    3   1    1      1    1     1
Desert   6    5    3    2    3   1    1      1    1     1
Road   7    6    6    6    6   6    4      3    2     2
Snowy Road  7    6    5    5    5   7    3      2    1     1
Sky   7    6    -     -     -   -     -       -    -      -
Castle Walls  5    1    -     -     -   -     -       -    -      -
Castle/Headquarters 5    4    6    5    4   4    3      3    3     3

Nearly all of these items can be found on enemy units, but the chances of
getting it aren't as great as some would like.

Most players are smashed by Pumpkinheads when they take on Deneb the Witch in
Deneb's Garden. You would be out of your gourd not to want a few of these
magical warriors in your army. Pumpkinheads can be recruited only during
neutral encounters throughout the game. An item called the Glass Pumpkin gives
your Witch leaders the ability to recruit neutral Pumpkinheads in various
towns in the game. Remember that the party in town must have a vacancy for the
recruit You can pick up the Glass Pumpkin if you forgave Deneb when you
defeated her in her garden. After completing the area, return to Deneb's
castle. She'll give you a Black Pearl in exchange for picking up an item
called the Golden Bough. When you reach the district of Diaspola, be sure to
buy items in the town of Raloshel. The merchants there sell the Golden Bough
for 50,000 Goth, just about the same amount of money you make  if you sell the
Black Pearl. Deneb rewards you with the Glass Pumpkin when you return with the
Golden Bough. You can get a Rotten Pumpkin (also known as a PUMPKIN+) in the
town of Baljib.  (You can only get Rotten Pumpkins in Baljib if you didn't
forgive Deneb.) Also, Deneb may join you at this point in the game.

The Undead Ring is a versatile item useful for transforming monsters and
humans into powerful animated corpses. Undead Rings are usually left behind by
defeating enemy units. You can also trade a Dragon's Jewel for one at the
Ruined City beyond the Chaos Gate. You can also trade the Book of the Dead
with Badista the Magician in Valna for an Undead Ring. The city of Valna is
located in the land of Sharom. Create a wicked Zombie Dragon by using an
Undead Ring on a Tiamat. Mages become Sorcerers when they obtain the Undead
Staff. Undead Staffs are randomly found in the lands of Antanjyl, Diaspola and
Antalia. In order to obtain a staff, you must have a Sentoul Demon (listed as
DEMON in your inventory), and go see Borginine in the Diaspola Stage. A
Sorcerer becomes a Lich when you use an Undead Ring on him.

Use the Stone of Dragos on a Beast Master to create a Dragoner. Speak to the
Stupendous Wizard Borgnine in the city of Anglem in Diaspola. Anglem is
located on the coastline in the upper right corner of this land. This Wizard
possesses several valuable items in his inventory. He will attempt to buy your
Sentoul Demon with cash or trade for an Undead Staff. Refuse both of these
offers until he mentions the stone. You may revisit the wizard for a stone or
staff at any future point in the game - just make sure you have a Sentoul
Demon or Golden Beehive in your inventory. The shop in the town of Raloshel on
the west cost of Diaspola sells beehives for 70,000 Goth. The Wizard Borgnine
does not trade until Norn of Diaspola is defeated.

You can add a Tiger Man to your army when you obtain a Full Moon Stone. Tiger
Men are suped up Werewolves (See the Class Specs for more info). Examine your
Tiger Men units in the daylight hours and you'll find nothing but Beastmen.
The nighttime sky invokes the lycanthropic powers of Tiger Men. The Full Moon
Stone must be used as an item to recruit a Tiger man. These stones are
randomly left behind by defeated enemy units or given to you by a Wizard in
the town of Ochiwalo in the Fort Shulamana District. If you choose to visit
the Wizard, be sure to include the Tome of Myths (also referred to as the
FOLIO) in your inventory. This sacred book contains the records of the Myths
of Gods. Revisit the town of Mislata in the District of Zetegina to claim the

A Blood Kiss transforms Knights into Vampyres. Like the Tiger Man, the Vampyre
only comes out at night. Vampyres possess a unique attack called the "Life
Suck". This attack both attacks enemies and heals the Vampyre at the same
time. Find the item by defeating random enemies in Antanjyl and the Temple
Shalina. The Blood Kiss must be used on a Knight - it is wasted on any other
character. You may also find one in the town of Gyunpyol at Temple Shalina
with a low reputation.

The Royal Crown (also known as CROWN) converts a normal Amazon into a
Princess. The Princess is only slightly more powerful than an Amazon, but it's
real power shows when you in make her a leader. When she is a leader, all
other characters get an extra attack during every battle. After completing the
land of Musplem, revisit the town of Chilfa and answer a question regarding
elegance and beauty. Your answer doesn't matter, but your reputation meter may
deny you the crown jewels. be sure to visit the town of Chilfa when you
reputation level is more than half way up the meter. Also, you can find one at
Pillary in the Temple Shalina stage, if you have a high reputation.

**All the Stones are found at temples unless otherwise noted. Also, you must
have the Tablet of Yaru to collect them.**

GARNET - the first Zodiac Stone, found in the Slums of Zenobia
AMETHYST - the second Zodiac Stone, found in the Dahlmuhd Desert
AQUAMARINE - the third Zodiac Stone, found in Diaspola, at Ajan
DIAMOND - the fourth Zodiac Stone, found in the Ruined City
EMERALD - the fifth Zodiac Stone, found in Island Avalon
PEARL - the sixth Zodiac Stone, found in Diaspola. However, you must first go
to Organa. In Organa, the man there will give you the Ginger Cake - take it to
Somyul in Diaspola, the girl that you helped earlier will give you the Pearl
**This is a potential Screw-Over point, as if you didn't help the girl earlier
in the game, you can NOT get the Pearl**
RUBY - the seventh Zodiac Stone, found in Malano, at Sabelna
PERIDOT - the eighth Zodiac Stone, found in Muspelm
SAPPHIRE - the ninth Zodiac Stone, found in Sangrilla
OPAL - the tenth Zodiac Stone, found in Lake Jannenia
TOPAZ - the eleventh Zodiac Stone, found in the Ryhan Sea
TURQUOISE - the final Zodiac Stone, found in the Tundra

**These items are necessary for getting the best ending**

This item is found on the Kastolatian Sea at a temple on the far northwest
island (only if you have a high reputation)

This item is found in the city of Creun (Shrine of Kulyn). You have to have a
high reputation and decent alignment to recieve it. It is believe that
fighting fairly (no running or using Tarots) against the boss General Luvalon
Devas helps. (confirmation?)

This item is found at Fort Shulamana. A high reputation is needed. Also, you
must use Prince Tristan to defeat General Previa Devas.


After finishing the Pogrom Forest, return to the hidden city Para (located in
the northwest). If your reputation is high enough, A man will give you the
Mercury (also known as SILVER).

After finishing the Dalmuhd Desert, return to Aliabard with the Mercury. A
Wizard will give you the gem (listed as DOUN GEM).

Once you have received the Gem of Doun, return to Para in the Pogrom Forest.
You will then get the orb (listed as ORB).

Bring both the Gem of Doun and the Olden Orb to Ramoto in the Rhyan Sea (after
finishing the stage). You will receive the gem (listed as TRUE GEM).

Bring the Gem of Doun, the Olden Orb and and the Gem of Truth to Shangrila.
Visit Fellana in the Palace. There, you have it! Now go out and collect those
Zodiac Stones!
**All directions are from the center of the map unless indicated otherwise.**

Stage 1 - Castle of Warren
Cities: Daskania, Roshfallian Temple
Hidden Cities: Zeltenia - on the northeast island
Treasure: on southern island
             southwest of enemy castle

Stage 2 - Sharom
Cities: Valna (shop), Abdella, Valikesh, Roshfallian Temple
Hidden Cities: Ellery - on island north of center
                          Fallsala - at end of southwest road
           Roshfallian Temple - on northeast island
Treasure: on island in center

Stage 3 - Sharom Disrict
Cities: Vannu, Sagebard, Latingur (shop), Chang'ga, Bah'whal,
            Roshfallian Temple (2)
Hidden Cities: Lenikan - south at end of road, near forest
                          Roshfallian Temple - end of southwest road
Treasure: clearing in northwest swamp
                  just south of Bah'whal on largest island
            far southeast at end of mountain road

Stage 4 - Pogrom Forest
Cities: Lolaimia (shop), Rhodnia, Melanion, Acre, Vyer, Roshfallian Temple (3)

Hidden Cities: Para - far northwest at end of peninsula
                         Alagoyas - end of northern river (west bank)
Treasure: clearing just east of central mountains
                  center of eastern mountains

Stage 5 - Lake Jannenia
Cities: Antalya, Krasno Dale, Allephal, G'jiande (shop), Kaiselly,
            Roshfallian Temple
Hidden Cities: Roshfallian Temple - far east at end of road
Treasure: far northeast, just west of mountains

Stage 6 - Deneb's Garden
Cities: Talka, Baljib, Peltmont, Roseahne (shop), Roshfallian Temple
Hidden Cities: Anquard - end of road leading to enemy castle
Treasure: clearing in western mountains
                 south of Anquard, in clearing of southern mountains

Stage 7 - Slums of Zenobia
Cities: Post Ina, By'roit (walled), Pruzen, Elrangen, Anberg, Fillia (shop)
            Roshfallian Temple (2)
Hidden Cities: Palma Nova - end of eastern road, near mountains
                          Kal Robs - far northwest, end of island road
                          Roshfallian Temple - due west on forested island
Treasure: near two trees just south of By'roit, along road
             between southwest and southeast mountains, at edge of map
             due north from enemy castle, on forested island
                  southeast corner of northern mountains
                  end of small northern peninsula
                  end of large northern peninsula

Stage 8 - Island Avalon
Cities: Gontak (shop), Man'g, Taljin, Jisshian, Galyasa, Gelze, Rajin,
            Roshfallian Temple (2)
Hidden Cities: Roshfallian Temple - surrounded by 4 volcanoes, near center
Treasure: far southeast, on largest island
                 near southern face of southeast cliffs
                 on western edge of northern most island

Stage 9 - Kastolatian Sea
Cities: Jabb, Ma'Askaz (shop), Mull Ro', Roshfallian Temple
Hidden Cities: Pittokya - on largest northwest forested island
                          Tokelau - on small island just west of visible
Roshfallian Temple
                          Malden - on small island just west of Ma'Askaz
                          Pahpehte - on island due north of Malden
                          Bipaoh - on far east island
                          Fakarabh - just notheast of enemy castle
                          Salay Go - on island east of Fakarabh
                          Tongaleb - in center of mountains, at end of road
                          Roshfallian Temple - on far southwest island, no
                          Roshfallian Temple - on far northwest island,
western tip *
Treasure: None : (except Brunhild )

Stage 10 - Diaspola
Cities: Me'mak, Romorant, Pelegue, Raloshel (shop), Somyul, Rimorge,
            Roshfallian Temple (3)
Hidden Cities: Anglem - Northeast, at end of northeast road
                          Ajan - where dark mountains meet light ones,
southwest of center
                          Roshfallian Temple - just east of Pelegue, at end of
Treasure: just southeast of lone dark mountain
                 just northwest of hidden Roshfallian temple, between two

Stage 11 - Kalbian Peninsula
Cities: Entel Stad, Gallstad, Glyng'bry, Olesun (shop), Suntsubal, Tronheim,
            Bosetyn, Belgen, Drummen, Roshfallian Temple
Hidden Cities: Zolmstein - on large island southeast of Olesun
                          CHAOS GATE! - far northeast, in clearing on
Treasure: on non-forested island southwest of Glyng'bry
                 due north of enemy castle, between mountains
                  far southeast, on island 2nd from right
                 southeast of Gallstad, in clearing between mountains and

Stage 12 - Valley of Kastro
Cities: Almalyk, Shaf' Zahbs, Yangully, Fuluhnze, Felgahnna, Allmata,
            Geral Abad (shop), Roshfallian Temple (4)
Hidden Cities: CHAOS GATE! - in clearing of southeast mountains
Treasure: in patch of desert just north of Allmata
                 on desert island southeast of Geral Abad, just west of tree

Stage 13 - Balmorian Ruins
Cities: Sahnfan, Kannyate, Sel'pasc, Wallas, Shik'ahny (shop), Ayak Cho,
            Kolopuhn, Chinnchalta, Wan Kayo, Vaskallah, Roshfallian Temple (4)

Hidden Cities: Kalayo - southwest, at end of southwest road
                          CHAOS GATE! - on far northeast island, between two
Treasure: just northwest of Wan Kayo, in mountain clearing
                  just northwest of Shik'ahny, between mountains and river
                  at center of far northwest island
                  just southwest of Wallas, between city and mountains

Stage Alpha - Muspelm
Cities: Taudeni, Segejin, Insala (shop), Fidelin, Chilfa, Dannis,
            Roshfallian Temple (2)
Hidden Cities: Roshfallian Temple - at east end of southern peninsula,near
                          CHAOS GATE! - on southeast island, just south of
Treasure: on far northeast island, east of mountain
                  on southeast island, just northeast of Chaos Gate
                  on western island, south of mountain
                  on western island, northwest of mountain

Stage Beta - Organa
Cities: Mogand, Rugannah, Ohbia (shop), Wageel, Baldella, Elbul,
            Roshfallian Temple
Hidden Cities: Denbi - southeast of mountain on large eastern island
                          Albaminch - on forested eastern island between trees

                          Moyare - on far northeast island, east of trees
                          Roshfallian Temple - on small non-forested eastern
                          Roshfallian Temple - just west of small southeast
                          CHAOS GATE! - just north of Baldella in clearing
Treasure: southwest of hidden southeast Temple, just north of two trees
                 on small southeast island
                 on northern island between trees

Stage 14 - City of Malano
Cities: Padova, Lobeeg, Labenna, Uhjine, Ajij, Monfalkone, Mon Bizoh,
            Bolon Ya, Mantova, Felala (shop), Bel Chel, Mons Nir,
            Roshfallian Temple (5)
Hidden Cities: Sanbelnar - just northwest of southeast mountains
                          Sharmony - far west, at end of western road
Treasure: southeast of Ajij, in mountain clearing
                  southwest of Uhjine, in mountain clearing
                  south of road that goes nowhere, between forest and river
                  southwest of Mon Bisoh on tiny island
                  on southern island, just east of two trees
                  northwest of Padova, between large river and mountains, in
                  just south of far western mountains, in forest clearing
                 on southern island, near western tree
                 just south of Mon Bisoh, at south end of peninsula
                 south of Mons Nir, near northeast corner of lake, in clearing

Stage 15 - Tundra
Cities: Kotz, Mallibahd, Nansen (shop), Shackleton, Maklin Tok, Ruskayah,
            Herald Coast, Syble, Mohnso, Endis Rohn, Intahi, Ells Wahs,
            Balleny, Roshfallian Temple (3)
Hidden Cities: Roshfallian Temple - on southeast island in forest clearing
Treasure: west of Ruskayah, just west of mountain, near sea
                  south of Herald Coast on small peninsula
                 on larger island west of Shackleton
                 due north of Kotz, in clearing by 2 mountains, the sea, and 1
                 on island west of Valhalla, northern tip
                 just northeast of Intahi
                due north of Mallibahd, just southeast of strange-looking

Stage 16 - Antalia
Cities: Kelluman, Quetta, Ban, Bil'jand, Banbuhl (shop), Dauo Dahl,
            Shin Dahd, Shad Dobul
Hidden Cities: Roshfallian Temple - center of eastern mountains, near river
                          CHAOS GATE! - on western island, just north of
Treasure: in clearing at center of southern mountains
                 on western island with one tree
                 west of southern mountains, just north of several small rocks

                 east of southern mountains, due north of two trees

Stage 17 - Shangrila
Cities: Shellmat (shop), Ohlten, Montrosa, Grell Nish, Rusheln, Interaken,
           Nushtal, Montahn
Hidden Cities: Roshfallian Temple - on center island, just north of single
Treasure: southeast of Rusheln on island, just north of mountain
                  just southwest of hidden temple, on peninsula
                 southwest of Rusheln, in clearing just south of forest
                 on southwest island, just west of rocks
                 on northern island, just northeast of tree
                 northeast of hidden temple, just south of river

Stage Delta - Antanjyl
Cities: Inohongo (shop)
Hidden Cities: Bossan - just south of far northeast island
                          Yaunde - on island north of Bossan, just north of 5
                          Powant Noal - west of Yaunde, in clearing just south
of forest
                         Muahna - on second island west of Yaunde, no trees
                         Oshong - southwest of Muahna, near coast, between 2
                         Gibbot - west of Oshong, just west of forest, just
east of sea
                         Kinshasha - on far northwest island, eastern
                         Popan Court - south of Kinshasha, between forest and
                         Roshfallian Temple - southwest of Bossan, just south
of tundra
                         Roshfallian Temple - due south of Muahna, center of 3
                         Roshfallian Temple - due south of Gibbot, on
tundra/grass border
                         Roshfallian Temple - due south of Popan Court,
clearing w/2 trees
Treasure: east of bend in southeast river, in forest clearing
                 west of fork in southern river, in clearing just west of
dense forest

Stage 18 - Fort Allamoot
Cities:   Matagalp, Kmoya, Plinspor, El Rosar(shop), Esquinto, Laseive, Stun
              Belmoban, Minach T, Tekshiga, Balfaht, Killig A, Tolhyo,
Rosfallian Temple (3)
Hidden Cities: CHAOS GATE! - due south of Plinspor, surrounded by walls
           Heskelansa - east of Minach T, just east of small lake
                          Pirallel - due northwest of Lasieve, in centre of
desert penninsula
                          Roshfallian Temple - in middle of southwest desert
                          Roshfallian Temple - southeast of Plinspor, at end
of peninsula
Treasure: northeast of Matagalp, in clearing of fores, near river
                  northeast of Belmoban, inbetween two mountains and a lake
                  from the middle of the distance between Pirallel and eastern
Temple, go north onto centre penninsula
                  just south of Killig A, on first southern island

Stage 19 - Dalmuhd Desert
Cities:    Charabahaul, Majaira, Bandle R, Hilzabar (shop), Kahrngar, Konsh,
Roshfallian Temple
Hidden Cities: Sidabard - just west of western lake
                          Aliabard - in northeastern part of desert, due east
of 2 rocks
Treasure: on center island
                  southwest of Aliabard, just northeast of single rock
                  southwest of enemy castle, just south of single tree
                  southeast of Chabahaul, southwest of single rock

Stage 20 - Ryhan Sea
Cities:  Raiyagam, Harmhella, Gafelt (shop), Uore Ai, Babaltz, Proana, Selam,
             Ramoto, Jaubala, Dantcaste, Skauten, Roshfallian Temple (3)
Hidden Cities: Roshfallian Temple - southeast of base, west of two trees
                          Roshfallian Temple - on small island west of
Treasure: just east of Raiyagam, just west of moutain
                 north of Babaltz, just south of where shoals start
                 west of Harmhella, in forest clearing
                 northwest of Pulwatt, just north of mountain
                 south of Harmhella, just southwest of bend in river
                 east of Selam, in center of mountains
Stage Gamma - Ruined City
Cities:   Bujunbul, Muwanza, Mupan, Kalishin (shop), Dallu Sa, Alshabi,
              Roshfallian Temple (2)
Hidden Cities: Molongo - on northeast island
                          Lovenz - southeast of Shiggult, south of mountain,
end of road
                          Roshfallian Temple - due west of Dallu Sa, in
clearing of four mountains
Treasure: west of Kalishin, on peninsula
                  southwest of Alshabi, on peninsula
                  southeast of Alshabi, on peninsula

Stage 21 - Fort Shulamana
Cities:   Reideber, Brawayo, Orappa, Preton, Habolone, Mafe Kin, Ochiwalo
              Okhanja, Roshfallian Temple (2)
Hidden Cities: Roshfallian Temple - north of Habolone, in clearing of four
Treasure: just southwest of Roshfallian Temple, in clearing of two volcanoes
and a mountain
                 east of Shulamana, east of vertical stretch of river

Stage 22 - Shrine of Kuyln
Cities:   Gwadorn, Angua, San Mart (shop)
Hidden Cities: Lon Loques - on far southwest island
           Lastanshon - on small eastern island
           Grenadin - due west of San Mart, on northern tip of long island
           Maltinique - on northeastern island island with mountain, just
southwest of mountain
           Roshfallian Temple - on island just north of Lon Loques
           Roshfallian Temple - on northwestern island
                          Roshfallian Temple - on northeastern island, in
clearing of forest
Treasure: on western island, inbetween two trees
                 on center island, in clearing between two mountains
                 on small northeastern island
                 on eastern island, just south of large mountains

Stage 23 - City of Xanadu
Cities:   Sanbisen, Balgenia, Quaalash, Pillashc (shop), Alaqua, Pilles D,
Patos De,
              Loudan, Pillabol, Ubelbahn, Pallakat, Anna Pol, Roshfallian
Temple (2)
Hidden Cities: Cellazool - due west of Pillashc, on coast of opposite shore
                          Pessana - on southeast grass, on northeast shore of
                          Kolongo - north of Pessana, just west of bend in
                          Roshfallian Temple - due south of Balgenia, on coast
of opposite shore
Treasure: due south of Anna Pol, inbetween mountain and river
                  in southeast mountain range, in clearing of three mountains
                  southeast of Quaalash, in clearing of two mountains and
                 due east of Quaalash, in clearing of three mountains
                 due east of southern Roshfallian Temple, north of two trees
                 east of Patos De and south of Pilles D, inbetween four trees
                 due east of Xanadu and north of Pilles D
                 northwest of Loudan, just west of pointed section of path
                 south of Patos De, in clearing of four mountains

**From this point on, be very careful of what units you use for liberation.
Highly aligned units should only be used to liberate towns with good feelings
for the rebel cause. To liberate towns with mid or low feelings for the cause,
adjust your units accordingly. You can find out the position the town has on
this issue by clicking on it and looking beside the heart. Hidden cities and
temples may be liberated normally. This is the only stage where you have to
watch what you liberate. After you beat Hikash, you may liberate the towns

Stage 24 - Zetengenia
Cities:  Almage, Ajudabya, Bregga, Albeyta, Shahat, Albunba, Shibulg, Haljaya
             Jijibran, Mattle, Dalna, Roshfallian Temple (2)
Hidden Cities: El' Kedah - west of Dalna, just south of fork in river
                          Arhomes - southwest of El' Kedah, on large island
with two trees
                          Mislata - west of El' Kedah, in clearing of four
trees and grass
                          Azuzau - west of Arhomes, south of forest
                          Roshfallian Temple - east of Rashid, in clearing of
three mountains
Treasure: west of Shibulg, just south of mountains
                  east of Dalna, just north of mountain, due south of larger
island (of the two)

Stage 25 - Temple Shalina
Cities:   Bol'ey, Elsmiya (shop), Kubandal, Hebiji, Urangel, Novas Ko,
              Gyunpyol, Pillary, Fanba, Suffon, Baffin, Issa Fil, Danji,
Roshfallian Temple (3)
Hidden Cities: Danji - east of Fanba, just south of mountain
           Hebliji - east of Danji, just south of mountains
           Azoreth - north of Danji, on same island, in clearing of two
mountains and lake
           Roshfallian Temple - southwest of Bol' Ey, in clearing of two
mountains and river
           Roshfallian Temple - south of Hebliji, on southern most snow
covered island
*6**BOSS LIST****
**Missing stats for Bosses of "Dragon's Haven". I'll get around to it
eventually, but it would be really helpful if one of you guys could finish it
off for me. Once you face the Boss, intentionally lose to him. then click on
his unit and click on him, personally. Most of the stats are right there.

Level 5 Wildman
HP: 120
STR: 76
AGI: 72
INT: 57
CHA: 57
ALI: 43
LUK: 59
PHYS: 48
FIRE: 43
ICE: 38
LGHT: 36
BLK: 46
WHT: 34
Troops: 2 Level 4 Wizards
Confront with: Lans

Level 6 Beast Master
HP: 120
STR: 79
AGI: 70
INT: 56
CHA: 53
ALI: 54
LUK: 46
PHYS: 44
FIRE: 28
ICE: 31
LGHT: 35
BLK: 46
WHT: 34
Troops: 2 Level 6 Wyrms
Confront with: Canopus

Level 8 Grand Wizard
HP: 116
STR: 63
AGI: 81
INT: 103
CHA: 57
ALI: 32
LUK: 48
PHYS: 24
FIRE: 34
ICE: 35
LGHT: 38
BLK: 51
WHT: 29
Troop: 3 Level 7 Imps

Level 7 Werewolf
HP: 112
STR: 91
AGI: 92
INT: 70
CHA: 70
ALI: 48
LUK: 49
PHYS: 71
FIRE: 71
ICE: 77
LGHT: 78
BLK: 92
WHT: 11
Troops: 4 Level 6 Amazons

Level 10 Witch
HP: 125
STR: 74
AGI: 94
INT: 121
CHA: 59
ALI: 47
LUK: 68
PHYS: 25
FIRE: 30
ICE: 28
LGHT: 31
BLK: 48
WHT: 50
Troops: 4 Level 8 Pumpkins

Level 11 Zen Knight
HP: 148
STR: 116
AGI: 122
INT: 104
CHA: 62
ALI: 82
LUK: 56
PHYS: 53
FIRE: 37
ICE: 43
LGHT: 39
BLK: 29
WHT: 72
Troops: 2 Level 9 Red Dragons
Confront with: Ashe

Level 12 Dark prince
HP: 162
STR: 124
AGI: 111
INT: 104
CHA: 59
ALI: 46
LUK: 57
PHYS: 54
FIRE: 46
ICE: 40
LGHT: 39
BLK: 55
WHT: 36
Troops: 2 Level 10 Black Dragons
Confront with: Aisha

Level 13 Nixie
HP: 169
STR: 123
AGI: 127
INT: 141
CHA: 59
ALI: 63
LUK: 51
PHYS: 34
FIRE: 31
ICE: 60
LGHT: 23
BLK: 47
WHT: 62
Troops: 4 Level 10 Mermaids

Level 12 Shaman
HP: 149
STR: 97
AGI: 123
INT: 134
CHA: 63
ALI: 53
PHYS: 28
FIRE: 27
ICE: 25
LGHT: 27
BLK: 18
WHT: 62
Troops: 2 Level 11 Titans

Level 15 Zen Knight
HP: 167
STR: 140
AGI: 146
INT: 124
CHA: 61
ALI: 53
LUK: 59
PHYS: 58
FIRE: 45
ICE: 41
LGHT: 49
BLK: 55
WHT: 37
Troops: 2 Level 12 Black Dragons
Confront with: Debonair

Level 16 Raven
HP: 215
STR: 142
AGI: 167
INT: 145
CHA: 56
ALI: 38
LUK: 62
PHYS: 40
FIRE: 70
ICE: 46
LGHT: 47
BLK: 69
WHT: 21
Troops: 2 Level 12 Ninjas, 2 Level 13 Ninjas
Confront with: Rauny

Level 17 Doll Master
HP: 158
STR: 102
AGI: 153
INT: 153
CHA: 62
ALI: 70
LUK: 48
PHYS: 26
FIRE: 47
ICE: 41
LGHT: 29
BLK: 21
WHT: 59
Troops: 1 Level 15 Stone Golem, 1 Level 14 Black Dragon
Confront with: Saradin

MUSPELM  - Slust
Level 17 Dragon Warrior
HP: 198
STR: 149
AGI: 131
INT: 128
CHA: 62
ALI: 78
LUK: 60
PHYS: 70
FIRE: 56
ICE: 58
LGHT: 62
BLK: 50
WHT: 50
Troops: 2 Level 15 Gold Dragons

ORGANA - Fenril
Level 17 Dragon Warrior
HP: 176
STR: 137
AGI: 139
INT: 140
CHA: 62
ALI: 75
LUK: 64
PHYS: 70
FIRE: 56
ICE: 58
LGHT: 62
BLK: 50
WHT: 50
Troops: 1 Level 13 Iron Golem

Level 18 Bandit
HP: 221
STR: 123
AGI: 159
INT: 159
CHA: 51
ALI: 39
LUK: 49
PHYS: 29
FIRE: 46
ICE: 42
LGHT: 29
BLK: 69
WHT: 21
Troops: 2 Level 16 Demons
Confront with: Tristan or Rauny

Level 19 Seraphim
HP: 184
STR: 139
AGI: 157
INT: 186
CHA: 70
ALI: 67
LUK: 50
PHYS: 35
FIRE: 45
ICE: 48
LGHT: 45
BLK: 17
WHT: 17
Troops: 2 Level 16 Ice Giants
Confront with: Yushis

ANTALIA - Omnicron
Level 20 Necromancer
HP: 168
STR: 115
AGI: 142
INT: 189
CHA: 60
ALI: 21
 LUK: 45
PHYS: 28
FIRE: 36
ICE: 38
LGHT: 39
BLK: 59
WHT: 21
Troops: 2 Level 16 Evil Ones, 2 Level 19 Evil Ones

Level 18 Devil
HP: 206
STR: 164
AGI: 153
INT: 177
CHA: 72
ALI: 15
LUK: 53
PHYS: 53
FIRE: 42
ICE: 52
BLK: 86
WHT: 4
Troops: Level 16 Phantoms, 2 Level 17 Phantoms

Level 21 Dark Prince
HP: 211
STR: 178
AGI: 156
INT: 149
CHA: 63
ALI: 36
LUK: 57
PHYS: 56
FIRE: 48
ICE: 42
LGHT: 41
BLK: 65
WHT: 26
Troops: 2 Level 18 Salamands
Confront with: Tristan

Level 22 Gemini
HP: 275
STR: 200
AGI: 154
INT: 120
CHA: 54
ALI: 40
LUK: 45
PHYS: 48
FIRE: 27
ICE: 35
LGHT: 39
BLK: 50
WHT: 30
Troops: None

FORT ALLAMOOT - Polydeuces
Level 22 Gemini
STR: 210
AGI: 147
INT: 132
CHA: 58
ALI: 60
LUK: 55
PHYS: 32
FIRE: 53
ICE: 45
LGHT: 41
BLK: 30
WHT: 50
Troops: None

Level 23 Ninja Master
HP: 231
STR: 183
AGI: 216
INT: 187
CHA: 56
ALI: 22
LUK: 56
PHYS: 47
FIRE: 52
ICE: 46
LGHT: 45
BLK: 68
WHT: 2
Toops: 2 Level 22 Ninjas, 2 Level 21 Ninjas

Level 24 Bandit
HP: 282
STR: 153
AGI: 195
INT: 195
CHA: 59
ALI: 39
LUK: 45
PHYS: 28
FIRE: 47
ICE: 41
LGHT: 30
BLK: 51
WHT: 29
Troops: 2 Level 21 Evil Ones, 2 Level 20 Evil Ones

Level 21 Dragon Warrior
HP: 230
AGI: 155
INT: 148
CHA: 58
ALI: 50
LUK: 63
PHYS: 70
FIRE: 56
ICE: 58
LGHT: 62
BLK: 50
WHT: 50
Troops: 1 Level 20 Tiamat

Level 25 Zen Knight
HP: 258
STR: 200
AGI: 206
INT: 174
CHA: 60
ALI: 34
LUK: 54
PHYS: 51
FIRE: 54
ICE: 43
LGHT: 27
BLK: 72
WHT: 52
Troops: 2 Level 21 Ravens, 2 Level 21 Devils
Confront with: Tristan

Level 26 Zen knight
HP; 276
STR: 206
AGI: 212
INT: 179
CHA: 65
ALI: 62
LUK: 51
PHYS: 68
FIRE: 24
ICE: 67
LGHT: 73
BLK: 63
WHT: 61
Toops: 4 level 22 Samurai

Level 27 Warrior
HP: 275
STR: 212
AGI: 185
INT: 181
CHA: 64
ALI: 72
LUK: 50
PHYS: 53
FIRE: 41
ICE: 46
LGHT: 40
BLK: 26
WHT: 54
Troops: 2 Level 22 Muses, 2 Level 23 Muses
Confront with: Rauny

ZETENGENIA - Empress Endora
Level 28 Queen
HP: 287
Troops: 2 Level 24 Evil Ones
Confront with: Debonair or Lord

Level 26 Dark Prince
HP: 242
Troops: 4 Level 24 Wraiths
Confront with: Debonair

Level 29 Wiseman
HP: 328
Troops: 2 Level 27 Evil Ones
Confront with: Saradin, Yushis, Tristan or Lord

Level 30 Diablo
HP: 410
This is a guide of the tarot cards, their drawing power, and some strategic
uses for them.

Name Bonus (What happens if you draw it after liberation)
Power (what it does if you summon it in battle)
Rating (On a scale from 1 to 3, one being the worst.)
(Explanation of the best and worst uses of a card)

*- These entries are opinions of me and me alone. You may have very different
thoughts. Also, it should be noted that rating is taken from it's use IN
BATTLE, not from the effect when it is drawn.

Note that if any enemy dies due to damage from a Tarot Card, the experience
goes to your Lord instead of the fighting Unit.

Chariot Strength+2
Power: Summons Loki to attack enemies. Hits all enemies with a physical
Rating: 2
Strategic Use: This card is one of the most powerful attacking cards, second
only to Devil and Judgment. It is best used to soften up a very powerful unit
before attacking them, or to finish off a strong unit that you have already
weakened. It should not be used to attack a weak unit... Wipe these out with
normal attacks. Don't waste this card on a unit you know you can defeat
easily. Also, it is a terrific card to draw when a World card has been drawn

Death Reputation-2
Power: Summons Death himself to wipe out weak enemies. He kills enemies with
less than half their life left.
Rating: 1
Strategic Use: Death is a VERY powerful card if used properly, and also very
rare to draw. Unlike most cards, I encourage you to use this to wipe weak but
annoying units, because the troops will usually have less HP than the leader.
This isn't a good card to use against strong units, because stronger units
tend to have weak (HP-wise) leaders and strong troops. The only problem is
that all the experience goes to the Lord.

Devil Reputation-1 or 2
Power: Summons the demon Asmodeus, who uses a strong black magic attack on all
foes. Personally, I think it has the best graphic effect of all cards.
Rating: 3
Strategic Use: I like Devil, because it does the most raw damage of any card
and affects all creatures equally, including those of low alignment. This card
is very rare to draw, so when you get one, don't waste it on weak enemy units.
It should only be used on extremely powerful units or the boss of the area.
Later on in the game, however, Devil's use becomes less powerful as many
bosses have high resistances to black magic.

Emperor    Charisma+2
Power: Gives all your characters one extra attack.
Rating: 3
Strategic Use: Emperor is an extremely useful card. It is best used in units
with characters with very powerful attacks that can only be used once like the
Dollmage's Acid and the Samurai's Inuanki. If you already have plenty of
attacks, don't use Emperor unless the battle is almost over and you are
battling a strong enemy unit that's positively staggering, and you don't want
to get away.

Empress Charisma+1
Power: Recovers all characters to maximum Hit Points
Rating: 2
Strategic Use: This is the better of the two cards that recover hit points.
Use it to save any unit from obliteration by powers like Dollmage's Acid or
attacks like Sorcerer's and Lich's Firewall. This is best used with a unit who
has more than two characters near death. It shouldn't be used to heal less
than that; use the items Cure or Heal instead.

Fool Luck+1
Power: Causes all enemies except leader to flee
Rating: 3
Strategic Use: This may be the best card in the game. Through it's use, you
can defeat units that may have been impossible otherwise. It is best used on
bosses or extremely powerful units ONLY... I cannot stress this enough. This
is an absolute waste to use on non-boss units, unless the unit is extremely
powerful. BTW, it doesn't work against Diablo.

Fortune   Reputation -3 to +3, depending on Alignment and Luck.
Power: Causes all enemies to flee, but the stage boss' unit is immune to the
effects of this card.
Rating: 1
Strategic Use: This card isn't as good as it sounds. It prevents you from
damaging an enemy unit... It just puts the fight off. There are very few uses
for this card, including using it while traveling for speed and using it to
save a damaged unit near a town from certain destruction..

Hanged Man Strength-1
Power: Lowers the defense of the enemy unit.
Rating: 2
Strategic Use: This is an okay card, best used when a strong unit is battling
a strong unit, or to destroy a weak unit at full strength you know would
survive otherwise.

Hermit Intelligence+1 or 2
Power: Summons Merlin to cast a lightning spell on all enemy troops.
Rating: 2
Strategic use: This is an unremarkable attacking card. Like other attacking
cards, it is best saved for the Boss' unit or for a very strong enemy unit.

Hierophant Alignment+1 or 2
Power: Puts enemies to sleep. Stage Boss is immune.
Rating: 2
Strategic Use: This card can save a weak unit from obliteration. It's a good
ace to have up your sleeve. If you are battling a boss who is in the front
row, use this to put his (or her) guardians asleep. Especially effective
against Deneb. However, it loses its effectiveness when the unit you're
fighting with has characters with multiple attacks against the entire unit
(e.g. Sorcerers, Liches, Princesses, etc.)

Judgment Maximum HP+2
Power: Powerful white magic attack which hits the enemies with a pulsating
blast of White Energy.
Rating: 3
Strategic Use: This is my favorite attack card, even more so than Devil. That
is because of two things: First, it effects creatures of low alignment MORE,
and most of the bosses are of low alignment. Second, it is effective even
against those pesky Undead, who can only be hurt by White Magic weapons or the
cleric's Healing.

Justice Maximum HP+1
Power: Causes a blizzard
Rating: 2
Strategic use: Justice is an unremarkable attack card. Since it's an ice
attack, it's useful against enemies like Red Dragons who are weak against Ice.
Otherwise, it's just another attack card without outstanding qualities.

Lovers Reputation +2
Power: Summons Cupid, who shoots an arrow and causes enemies to attack each
Rating: 2
Strategic use: This is a pretty good card. It's best used on units with many
small creatures, because then there will be more attacks for you. Oddly,
enemies often attack themselves, but rarely hit themselves.

Magician    Intellegence+1
Power: Causes a wall of fire to appear on foes.
Rating: 2
Strategic Use: This is just another attack card. It's quite effective on
enemies weak against fire. Otherwise, just take the usual advice.

Moon Time changes to Midnight
Power: Enemy rows switch. This lasts even after the end of the battle.
Rating: 1
Strategic Use: Use this card with caution, for it may well cause your demise.
It can be very useful, especially with units that have clerics in them, but
you must be VERY careful or you may cause the enemies attacks to become
stronger. Use it against Kapella (who has strong bodyguards), it doesn't work
against any other boss. Also, enemies will have the same number of attacks
they had in the row they were in before, but will now use the attack they use
in their current row. (e.g. A Paladin in the back row is hit with a Moon card.
He still has 1 Attack, but it is now Slice instead of Healing.) Enemy units go
back to normal attacks according to their row after the battle (e.g. The
Paladin in the previous example will have 3 Slice attacks the next time you
fight him.)

Priestess   Alignment+1
Power: Heals all your characters by 50 HP.
Rating: 2
Strategic Use: The less useful of the two Healing cards, this one only
restores 50 HP instead of all you HP. However, it is still good for
recuperating from enemies who use attacks like Fire Wall and Acid.

Star Agility+1
Power: Increases your unit's agility.
Rating: 2
Strategic Use: This card is more useful than it may sound. It both helps you
hit those extra-agile baddies like Muses, and makes it so enemy attacks
usually miss you. It is good against most enemy units.

Strength   Strength+1
Power: Increases your unit's Defense
Rating: 1
Strategic Use: This card is not that good, because it doesn't improve your
defense that much. Also, Star improves your defense more by not letting
enemies hit you and also improves your attack. I suggest that you not take
this card, when given the option.

Sun Time changes to Noon
Power: Damages ALL low-aligned characters, including yours.
Rating: 1
Strategic Use: Use this ONLY with a unit that has very high-aligned
characters. I have seen characters with 60 alignment take 25 points of damage
from this. It is a rather dangerous card and you should only use it if you're
sure it's safe. It's best quality is that it also nails undead. Most of the
bosses are immune to this, however.

Temperance Reputation+2
Power: Removes all status-changing ailments
Rating: 2
Strategic Use: This is a very useful card against enemies like witches who
have status-changing attacks that work on everyone. It is also fairly common
to draw. These factors combined make it an extremely useful card, even against
weaker units.

Tower Alignment-1 or 2
Power: Causes an earthquake to harm enemies.
Rating: 1
Strategic Use: This card gets it's low rating from three factors. First, it is
only a moderately powerful attack card. Second, it is very rare to draw.
Third, it lowers your alignment. If not for the second and third factors, it
would be a fair card, but because of them it is a bad one. This card is
completely ineffective with all flying creatures.

World Tarot cards drawn for the rest of the stage affect all units
Power: Characters become immune to magic
Rating: 2
Strategic Use: World is a card best hoarded, because it is a near necessity
against certain bosses. Save it for when you meet bosses that are Doll
Masters, Sorcerers, Lichs, etc., because they all have incredibly powerful
magic. Again, this is not a card to be used in battle except with bosses. When
you get it, keep it. It's best quality is the effect that it has when drawn.
Draw this, then draw a Chariot!

Also, as a general note, I'd like to add that Tarot cards drawn depend
somewhat on the Alignment and Charisma of the unit drawing them. An evil unit
composed of Ninjas and Black dragons is likely to draw Death or Devil.
Likewise, a high-aligned unit is more likely to get a Judgment or Sun.
This list is of all the special characters that you can get (i.e. not neutral
or ones you recruit according to your leader)
If you have a problem recruiting someone, but you have fulfilled all the
requirements, check your Army Size under the Edit Units. If it is 96 or above,
you have too many characters. Try erasing some and go back to the town the
special character is in. If you're playing the good guy, KEEP the Star of
Heroes, because without you'll miss out on many of the very good characters.
Lans  (Knight)  In hidden city Zeltenia (on northeast island) of first stage
Warren  (Wizard)  The boss of the first stage, he will join you after you
Canopus (Eagleman) This might be confusing: In Sharom District, liberate
Chang'ga, the hidden Temple (west     of boss'castle) and Bah' Wahl (in that
order). Then return to the hidden temple to     get the Wings of Victory (if
your rep is high enough, you must also liberate all     the other towns and
temples except Parcival), and return to Bah' Wahl.
Gilbert  (Beastman) The boss of Sharom District. He will join you if you
defeat him with Canopus'     unit.
Deneb  (Witch)  The boss of Deneb's Garden. Forgive her, then return to her
castle and she will     ask you to get her the Golden Bough (bought in
Diaspola). When you return with     it she will join you (but only if your rep
is LOW enough).
Ashe   (Knight)  In the Slums of Zenobia, use a flying unit to liberate the
walled city By' Roit.
Lyon   (Beastman) In the Slums of Zenobia, once you liberate Anberg you can
hire him for 20k.     However, if you can wait until after finishing the
stage, you can hire him for 5k.
Aisha   (Shaman) There is a hidden Temple in the Island Avalon. It is located
in the center of the     mountains. She will only join you if you have a high
rep. (Note: Some people     have said Aisha can start out with low ALI, so be
Rauny  (Muse)  In the Kastro Valley, she's found in a Temple south of Geral
Ab. You need a high     rep. (Note: This is the 'paladin' that the towns talk
about in that stage)
Norn  (Shaman) The boss of Diaspola. Spare her life, and if your rep is high
enough she will join     you.
Slust   (Dragoon) The boss of Muspelm. He will join you if you have both a
high rep, alignment,     and the Star of Heroes.
Fenril   (Dragoon) The boss of Organa. She will join you if your rep and
alignment are high enough,     and if you have the Star of Heroes.
Saradin   (Mage)  Must have the HEROSTAR. First visit the Temple west of
Kannyate. Then find     the hidden city of Kaylao (at the end of the road
southwest of Shik' Ahn). Here     you will receive the Bell of Light. You will
only get the Bell if you have the Star     of Heroes and have all the towns
and temples liberated except Balmoa. Return to     the Temple and use the Bell
on the statue.
Tristan   (General) He's in the city of Bel Chel. You either need a high rep
or the Key of Destiny     (Found in the Slums of Zenobia at Kal Robs after
finishing the stage). You must     also send your Lord's unit to Bel Chel if
you want him to join you.
Yushis   (Cherubim) In Antalia. In a hidden temple (in clearing of mountains
southwest of Dauo Dah,     near the fork in the river). You need both a high
rep and alignment.
Galf  (Devil)  Boss of Ananjyl. You must give him the Brunhild sword (BAD
IDEA), and if     you rep is LOW enough, he will join you.
Debonair  (General) You must have Norn in your party for him to join you. He
is held captive in     Shangrila.
Fogel   (Dragoon) Boss of the Ruined City. You need both a high rep,
alignment, and the Star of     Heroes.


For numbers of the pattern A+B, A is the base value and a random amount
centered on B is gained during each level up.

  HP  -  The character's hit points.  If you're unfamiliar with the term, this
is how much damage a character can take before dying.
  STR - Strength.  This affects how much damage the character's physical
attacks can do and also lessens the damage received from the same.
  AGI - Agility.  Hit accuracy when attacking an opponent, dodging attacks,
and speed of action all depend on this.
  INT - Intelligence.  Effectiveness with Magic.
  CHA - Charisma.
  ALI - Good or Evil.  This and Charisma affect the character's options in
changing classes.
  LUK - Luck.  This affects dodging and the like.
  COST - The cost, per day, of using this character.
  TYPE - The terrain type this character prefers.  Characters move faster and
fight better in terrain they're more suited towards.  The number in
parentheses is the relative size of the character.  A squad's terrain type, as
far as movement is concerned, is the same as that of it's largest     (highest
number) character.
  SIZE - Large or Small.  There is room for up to five small creatures in a
Unit.  A large creature takes up space equivalent to two small ones.
  FRONT - The character's attack type from the front rank of a formation.
  BACK  - The character's attack from the back rank.
  ALL - Attacks all enemies.
  PHYSICAL - The character's defensive strength against physical attacks,
which includes weapons, blows, anything which is based on force.
  FIRE, COLD, LIGHTNING - Defensive strength versus elemental attacks.
  BLACK, WHITE - Black attacks include any evil magic and the physical of some
evil creatures.  White attacks are generally restricted to the     attacks and
magic of the Shamans, Angel and Faeries.
  RECRUITS - Only characters which are capable of being unit leaders will have
this section listed.  These are the units the character can recruit       in
towns. Recruits are always two levels lower than the leader recruiting them.

----- FIGHTER FAMILY -----


  HP 77+5 Type  - Plains (3)  Physical  44
  Str 45+2 Size  - Small  Fire  36
  Agi 47+2 Cost  - 100+20  Cold  40
  Int 40+1 Front - Slash (2)  Lightning 34
  Cha 46 Back  - Slash (1)  Black  40
  Ali 50    White  40
  Luk 45

 Knight   (Fighter  Level 5+  Cha 50+  Ali 50+)

  HP 76+5 Type  - Plains (3)  Physical  47
  Str 49+3 Size  - Small  Fire  39
  Agi 52+2 Cost  - 600+90  Cold  43
  Int 44+1 Front - Slash (2)  Lightning 37
  Cha 55 Back  - Slash (1)  Black  34
  Ali 62 - Recruits -  White  46
  Luk 50 Fighter

 Paladin   (Knight  Level 15+  Cha 60+  Ali 70+)

  HP 67+6 Type  - Plains (4)  Physical  53
  Str 56+3 Size  - Small  Fire  41
  Agi 56+2 Cost  - 1100+170  Cold  46
  Int 45+2 Front - Slice (3)  Lightning 40
  Cha 62 Back  - Healing (1)* Black  26
  Ali 78 - Recruits -                           White  54
  Luk 50 Knight, Cleric
 * Healing can also be used to destroy undead.

 Vampyre  (Knight  Item: Blood Kiss)

  HP 45+4 Type  - Forest (4)  Physical  82
  Str 42+3 Size  - Small  Fire  78
  Agi 45+2 Cost  - 1600+250  Cold  85
  Int 61+4 Front - Lifesuck (2)* Lightning 48
  Cha 50 Back  - Charm (2)* Black  80
  Ali 19 - Recruits -  White  10
  Luk 62 Werewolf
 * Lifesuck drains an opponents life and heals the vampyre.  Charm confuses an
opponent, forcing them to attack their friends, like Lovers Tarot but only on
a single opponent

 Coffin (Vampyre during day)
  HP 45+4 Type  - Dungeon (0) Physical  100
  Str 42+3 Size  - Small  Fire  100
  Agi 45+2 Cost  - 1600+250  Cold  100
  Int 61+4 Front - Sleeping (1) Lightning 100
  Cha 50 Back  - Sleeping (1) Black  100
  Ali 19 - Recruits -  White  100
  Luk 62 Werewolf

 Wild Man  (Fighter  Level 6+  Cha 50+  Ali 0-49)

  HP 71+6 Type  - Plains (3)  Physical  48
  Str 52+3 Size  - Small  Fire  43
  Agi 53+2 Cost  - 400+50  Cold  38
  Int 41+1 Front - Smash (2)  Lightning 36
  Cha 54 Back  - Smash (1)  Black  46
  Ali 41 - Recruits -  White  34
  Luk 54 Fighter

 Evil One  (Wild Man  Level 16+  Cha 60+  Ali 0-30)

  HP 74+6 Type  - Plains (4)  Physical  54
  Str 58+3 Size  - Small  Fire  46
  Agi 57+2 Cost  - 900+130  Cold  40
  Int 42+2 Front - Chop (2)  Lightning 39
  Cha 58 Back  - Fireball (2)* Black  55
  Ali 23 - Recruits -  White  25
  Luk 62 Wild Man, Wizard
 * Ranged attack.  Hit the enemy with a ball of fire.

 Beastman  (Fighter  Level 5+  Cha 50+  Ali 25-65)

  HP 85+5 Type  - Plains (3)  Physical  44
  Str 51+3 Size  - Small  Fire  28
  Agi 47+2 Cost  - 350+50  Cold  31
  Int 38+1 Front - Whip (2)  Lightning 35
  Cha 50 Back  - Whip (2)  Black  46
  Ali 45 - Recruits -  White  34
  Luk 43 Fighter, Hell Hound

 Beast Master  (Beastman  Level 12+  Cha 60+  Ali 10-50)

  HP 79+5 Type  - Plains (3)  Physical  48
  Str 53+4 Size  - Small  Fire  27
  Agi 49+2 Cost  - 850+130  Cold  35
  Int 36+1 Front - Whip (2)  Lightning 39
  Cha 56 Back  - Whip (2)  Black  55
  Ali 33 - Recruits -  White  25
  Luk 46 Cerberus, Cockatrice, Wyrm

 Dragoner  (Beast Master  Item: Stone of Dragos)

  HP 83+4 Type  - Plains (3)  Physical  43
  Str 48+3 Size  - Small  Fire  26
  Agi 51+2 Cost  - 1370+200  Cold  54
  Int 49+2 Front - Slice (2)  Lightning 40
  Cha 55 Back  - Slice (2)  Black  40
  Ali 50 - Recruits -  White  40
  Luk 58 Dragon, Wyvern

 Dragon Master  (Dragoner   Level 20+  CHA 65+  ALI 40-60)

  HP 85+3 Type  - Plains (3)  Physical  45
  Str 52+3 Size  - Small  Fire  22
  Agi 53+3 Cost  - 2000+250  Cold  58
  Int 51+2 Front - Slice (2)  Lightning 47
  Cha 63 Back  - Ice Field (2)* Black  40
  Ali 50 - Recruits -  White  40
  Luk 65 Red Dragon, Silver Dragon, Black Dragon
 * Ranged cold attack

 Doll Mage  (Fighter  Level 5+  Cha 50+  Ali 30 - 70)

  HP 78+3 Type  - Plains (2)  Physical  28
  Str 40+1 Size  - Small  Fire  44
  Agi 54+2 Cost  - 850+160  Cold  39
  Int 53+3 Front - Doll (2)  Lightning 27
  Cha 52 Back  - Acid (1)* ALL Black  37
  Ali 53 - Recruits -  White  43
  Luk 47 Golem
 * Creates corrosive clouds of gas which attack an entire squad.  This is
considered a physical attack.

 Doll Master  (Doll Mage  Level 14+  Cha 60+  Ali 50-80)

  HP 78+3 Type  - Plains (2)  Physical  26
  Str 38+1 Size  - Small  Fire  47
  Agi 57+2 Cost  - 1280+190  Cold  41
  Int 57+3 Front - Puppet (2)  Lightning 29
  Cha 58 Back  - Acid (2)* ALL Black  21
  Ali 69 - Recruits -  White  59
  Luk 42 Rock Golem
 * The Acid affects the entire enemy squad.  This counts as a physical attack.

 Ninja  (Fighter  Level 6+  Ali 0-49)

  HP 76+4 Type  - Forest (3)  Physical  45
  Str 46+3 Size  - Small  Fire  50
  Agi 50+3 Cost  - 500+110  Cold  44
  Int 50+2 Front - Shuriken (3) Lightning 43
  Cha 47 Back  - Ninjutsu (2)* Black  43
  Ali 38    White  37
  Luk 48
 * Ninjutsu attack types are fire, lightning, and rain (cold).

 Ninja Master  (Ninja  Level 15+  Cha 60+  Ali 0-30)

  HP 77+5 Type  - Forest (4)  Physical  47
  Str 51+3 Size  - Small  Fire  52
  Agi 52+4 Cost  - 1300+190  Cold  46
  Int 55+3 Front - Shuriken (3) Lightning 45
  Cha 56 Back  - Ninjutsu (1)* ALL Black  68
  Ali 22 - Recruits -  White  2
  Luk 56 Ninja
 * ninjutsu attacks the entire enemy squad with fire, lightning, or cold

 Wizard  (Fighter  Level 4+  Cha 50+  Ali 10 - 60)

  HP 86+2 Type  - Plains (2)  Physical  20
  Str 37+1 Size  - Small  Fire  32
  Agi 51+1 Cost  - 400+70  Cold  32
  Int 45+4 Front - Punch (2)  Lightning 37
  Cha 50 Back  - Magic (2)* Black  45
  Ali 45 - Recruits -  White  35
  Luk 50 Giant, Hellhound
 * Spells available are Fireball, Lightning, Nightmare (Black), Tornado
(physical), and Ice Field

 Mage  (Wizard  Level 10+ CHA 60+ ALI 10-35)

  HP 81+2 Type  - Plains (2)  Physical  24
  Str 38+1 Size  - Small  Fire  34
  Agi 49+1 Cost  - 800+150  Cold  35
  Int 45+4 Front - Punch (2)  Lightning 38
  Cha 55 Back  - Magic (1)* ALL Black  51
  Ali 35 - Recruits -  White  29
  Luk 48 Giant, Cerberus, Imp
 * Magic attacks a whole squad with either Fire, Cold, Lightning, Black,
Physical attack types

 Sorcerer  (Mage Item: Undead Staff)

  HP 73+3 Type  - Plains (2)  Physical  28
  Str 39+1 Size  - Small  Fire  36
  Agi 47+1 Cost  - 1200+180  Cold  38
  Int 55+4 Front - Magic (2)  Lightning 39
  Cha 60 Back  - Magic (2)* ALL Black  59
  Ali 21 - Recruits -  White  21
  Luk 45 Skeleton, Ghost (Any place)
 * Magic attacks a whole squad with either Fire, Cold, Lightning, Black,
Physical attack types

 Lich  (Sorcerer, Item: Undead Ring)

  HP 88+2 Type  - Plains (2)  Physical  100
  Str 35+1 Size  - Small  Fire  100
  Agi 46+2 Cost  - 1900+250  Cold  100
  Int 59+4 Front - Cold Eye (3) Lightning 68
  Cha 62 Back  - Magic (3)* ALL Black  100
  Ali 9 - Recruits -  White  10
  Luk 42 Wraith, Phantom (Any place)
 * Magic attacks a whole squad with either Fire, Cold, Lightning,  Black,
Physical attack types

 Samurai   (Fighter  Level 7+  Cha 50+  Ali 50+)

  HP 86+5 Type  - Plains (3)  Physical  46
  Str 50+3 Size  - Small  Fire  32
  Agi 54+2 Cost  - 700+100  Cold  37
  Int 51+2 Front - Slice (2)  Lightning 34
  Cha 56 Back  - Iainuki (1)* Black  39
  Ali 61 - Recruits -  White  51
  Luk 47 Fighter
 * Physical ranged attack, the blow is so powerful that the Samurai himself
takes some of the damage

 Samurai Master  (Samurai  Level 15+  Cha 60+  Ali 70+)

  HP 96+5 Type  - Plains (4)  Physical  52
  Str 55+3 Size  - Small  Fire  34
  Agi 59+2 Cost  - 1200+180  Cold  35
  Int 54+2 Front - Slice (3)  Lightning 37
  Cha 64 Back  - Iainuki (1)* Black  21
  Ali 79 - Recruits -  White  69
  Luk 54 Samurai, Ninja
 * ranged physical attack, the blow is so powerful that the Samurai himself
takes some of the damage

----- LYCANTHROPES -----
Lycanthropes are men during the day and half-men half-animal during the night.
Their night forms are much more powerul than their day forms.

 Beastman  (Werewolf's or Tiger Man's form during the day)

  HP Varies Type  - Plains (3)  Physical  44
  Str Varies Size  - Small  Fire  36
  Agi Varies Cost  - Varies  Cold  40
  Int Varies Front - Slash (1)  Lightning 34
  Cha Varies Back  - Slash (1)  Black  40
  Ali Varies    White  40
  Luk Varies

 Werewolf  (Fighter Item: Werewolf Virus)

  HP 79+6 Type  - Mountains (4) Physical  71
  Str 53+3 Size  - Small  Fire  72
  Agi 54+3 Cost  - 380+80  Cold  77
  Int 44+1 Front - Smash (3)  Lightning 78
  Cha 31 Back  - Smash (3)  Black  92
  Ali 38    White  11
  Luk 49

 Tiger Man  (??  Item: Full-Moon Stone)

  HP 77+6 Type  - Forest (4)  Physical  74
  Str 59+4 Size  - Small  Fire  76
  Agi 58+3 Cost  - 720+120  Cold  71
  Int 45+1 Front - Smash (2)  Lightning 75
  Cha 28 Back  - Smash (2)  Black  94
  Ali 36    White  14
  Luk 52

----- FAERIES -----
Faeries are small, winged people. These creatures can help your armies very


  HP 48+3 Type  - Low Sky (1) Physical  30
  Str 38+2 Size  - Small  Fire  20
  Agi 52+4 Cost  - 100+70  Cold  23
  Int 49+4 Front - Slap (2)*  Lightning 28
  Cha 25 Back  - Kiss (1)*  Black  40
  Ali 50    White  50
  Luk 62
 * The Slap can destroy undead.  Kiss enhances the attack capability of one of
your units for the duration of the skirmish.

 Pixie  (Faerie  Level 10+  ALI 30-70)

  HP 56+3 Type  - Low Sky (1) Physical  32
  Str 43+2 Size  - Small  Fire  28
  Agi 57+5 Cost  - 400+170  Cold  25
  Int 53+4 Front - Slap (2)  Lightning 26
  Cha 37 Back  - Kiss (1)  Black  40
  Ali 55    White  55
  Luk 65

 Sylph  (Pixie  Level 20+  ALI 40-80)

  HP 64+4 Type  - Low Sky (1) Physical  35
  Str 40+3 Size  - Small  Fire  36
  Agi 63+5 Cost  - 700+250  Cold  27
  Int 47+4 Front - Slap (2)  Lightning 22
  Cha 49 Back  - Missile (1)* ALL Black  30
  Ali 60    White  60
  Luk 68
 * Missile is also White and damages the entire enemy squad.

----- AMAZON FAMILY -----
Like fighters they can change between classes as they please so long as they
meet the Cha and Ali requirements.


  HP 83+4 Type  - Forest (3)  Physical  38
  Str 42+2 Size  - Small  Fire  32
  Agi 50+3 Cost  - 100+30  Cold  36
  Int 52+2 Front - Arrow (1)  Lightning 43
  Cha 46 Back  - Arrow (2)  Black  38
  Ali 50    White  42 Luk 48

 Valkyrie  (Amazon  Level 5+  Cha 50+  Ali 35+)

  HP 81+4 Type  - Forest (3)  Physical  42
  Str 45+2 Size  - Small  Fire  34
  Agi 52+3 Cost  - 620+80  Cold  44
  Int 54+3 Front - Chop (2)  Lightning 52
  Cha 53 Back  - Bolt (2)*  Black  32
  Ali 54 - Recruits -  White  48
  Luk 52 Amazon
 * Ranged.  Slams a bolt of lightning down on an opponent.

 Muse  (Valkyrie  Level 15+  Cha 60+  Ali 70+)

  HP 76+4 Type  - Snow (4)  Physical  46
  Str 48+3 Size  - Small  Fire  38
  Agi 55+3 Cost  - 1350+210  Cold  52
  Int 56+3 Front - Chop (2)  Lightning 60
  Cha 62 Back  - Thunder (2)* ALL Black  15
  Ali 75 - Recruits -  White  65
  Luk 64 Valkyrie
 * Attack a whole squad with a lightning storm.

 Witch  (Amazon  Level 5+  Cha 50+  Ali 0-65)

  HP 80+3 Type  - Plains (2)  Physical  25
  Str 38+1 Size  - Small  Fire  30
  Agi 49+2 Cost  - 510+70  Cold  28
  Int 58+4 Front - Slap (2)  Lightning 31
  Cha 53 Back  - Stun (2)*  Black  48
  Ali 47 - Recruits -  White  50
  Luk 67 Hell Hound, (Pumpkin)*
 * Attacks an entire squad with paralyzation.  Also, you can get an item which
empowers a witch (only) with the ability to recruit Pumpkinheads.

 Cleric  (Amazon  Level 4+  Cha 50+  Ali 50+)

  HP 87+4 Type  - Plains (2)  Physical  24
  Str 41+2 Size  - Small  Fire  23
  Agi 54+1 Cost  - 200+60  Cold  21
  Int 52+3 Front - Ankh (2)*  Lightning 25
  Cha 57 Back  - Healing (2)* Black  25
  Ali 65 - Recruits -  White  55
  Luk 49 Amazon
 * Both of these can destroy undead.

 Shaman  (Cleric  Level 10+  Cha 65+  Ali 65+)

  HP 83+4 Type  - Plains (2)  Physical  28
  Str 43+2 Size  - Small  Fire  27
  Agi 57+2 Cost  - 450+100  Cold  25
  Int 58+4 Front - Cross (2)*  Lightning 27
  Cha 64 Back  - Healing (3)* Black  18
  Ali 76 - Recruits -  White  62
  Luk 53 Cleric, Angel
 * Both of these can destroy undead.

 Monk  (Shaman  Level 18+  Cha 73+  Ali 73+)

  HP 74+4 Type  - Plains (2)  Physical  32
  Str 45+2 Size  - Small  Fire  31
  Agi 61+2 Cost  - 700+110  Cold  29
  Int 61+4 Front - Cross (2)*  Lightning 29
  Cha 68 Back  - Healing+ (2)* ALL Black  10
  Ali 87 - Recruits -  White  70
  Luk 56 Knight, Shaman, Cherubim
 * These can both destroy undead.  Healing Plus heals the whole squad.

 Princess  (Amazon  Item: Royal Crown)

  HP 70+2 Type  - Plains (3)  Physical  27
  Str 37+1 Size  - Small  Fire  21
  Agi 48+2 Cost  - 2000+250  Cold  22
  Int 57+4 Front - StarDust (2)* Lightning 25
  Cha 72 Back  - StarLight (1)* ALL Black  20
  Ali 81 - Recruits -  White  65
  Luk 63 Angel, Faerie
 * If she's the leader, all members of the squad get an extra attack,
including herself.  Starlight attacks a whole squad with White.

------ DRAGONS -------

Dragons can follow one of three paths - good (Silver), neutral (Red), and evil
(Black).  Once you choose a path you cannot change back. Expensive magicians
if you ask me, but the best Dragon of each kind will make a strong front-liner
in a pinch. They can give you half-decent magic while protecting your unit
against all kick/punch attacks rather nicely.


  HP 93+8 Type  - Plains (6)  Physical  52
  Str 60+4 Size  - Large  Fire  50
  Agi 37+2 Cost  - 850+100  Cold  46
  Int 42+1 Front - Bite (2)  Lightning 47
  Cha 40 Back  - Fire (2)  Black  44
  Ali 50    White  44
  Luk 50

Red Dragon  (Dragon  Level 7+  Ali 35-65)

  HP 91+9 Type  - Mountains (7) Physical  54
  Str 62+4 Size  - Large  Fire  58
  Agi 40+2 Cost  - 1100+150  Cold  44
  Int 44+2 Front - Bite (2)  Lightning 60
  Cha 50 Back  - Fire (2)  Black  44
  Ali 50    White  44
  Luk 50

 Red Dragon II  (Red Dragon  Level 16+  Ali 36-65)

  HP 87+10 Type  - Mountains (8) Physical  59
  Str 67+4 Size  - Large  Fire  67
  Agi 43+3 Cost  - 1350+200  Cold  25
  Int 48+3 Front - Bite (2)  Lightning 63
  Cha 53 Back  - Fire (2)  Black  48
  Ali 50    White  48
  Luk 53

 Salamand  (Red Dragon II Level 23+  ALI 35-65)

  HP 80+11 Type  - Mountains (8) Physical  62
  Str 61+5 Size  - Large  Fire  86
  Agi 47+3 Cost  - 1700+250  Cold  11
  Int 44+4 Front - Fire (2)  Lightning 67
  Cha 57 Back  - Nova (2)*  Black  51
  Ali 50    White  51
  Luk 56
 * Bathe the entire enemy squad in intense light and heat.  This is a fire

 Silver Dragon  (Dragon  Level 7+  Ali 65+)

  HP 95+9 Type  - Snow (7)  Physical  53
  Str 64+4 Size  - Large  Fire  58
  Agi 38+2 Cost  - 1400+160  Cold  60
  Int 46+2 Front - Bite (2)  Lightning 64
  Cha 52 Back  - Cold (2)  Black  37
  Ali 71    White  66
  Luk 50

 Gold Dragon (Silver Dragon  Level 17+  Ali 65+)

  HP 90+10 Type  - Snow (8)  Physical  57
  Str 69+4 Size  - Large  Fire  23
  Agi 41+3 Cost  - 1650+230  Cold  69
  Int 50+3 Front - Bite (2)  Lightning 66
  Cha 62 Back  - Cold (2)  Black  27
  Ali 77    White  71
  Luk 51

 Platinum Dragon  (Gold Dragon Level 24+ ALI 65+)

  HP 83+11 Type  - Snow (8)  Physical  61
  Str 63+5 Size  - Large  Fire  11
  Agi 45+3 Cost  - 2000+250  Cold  88
  Int 46+4 Front - Cold (2)  Lightning 69
  Cha 67 Back  - Ice Cloud (2)* ALL Black  17
  Ali 82    White  76
  Luk 53
 * Freeze the water in the opponents' bodies.  This attacks a whole squad.

 Black Dragon  (Dragon  Level 7+  Ali 0-35)

  HP 97+9 Type  - Plains (7)  Physical  55
  Str 65+4 Size  - Large  Fire  49
  Agi 36+2 Cost  - 1300+150  Cold  51
  Int 43+2 Front - Bite (2)  Lightning 69
  Cha 48 Back  - Acid (2)  Black  64
  Ali 29    White  35
  Luk 50

 Tiamat  (Black Dragon  Level 15+  Ali 0-35)

  HP 86+10 Type  - Plains (8)  Physical  59
  Str 70+4 Size  - Large  Fire  53
  Agi 39+3 Cost  - 1550+210  Cold  54
  Int 47+3 Front - Acid (2)  Lightning 76
  Cha 51 Back  - EvilDead (2)* ALL Black  69
  Ali 23    White  30
  Luk 48
 * Attack the opposing squad with evil power.  A Black attack.

  Zombie Dragon  (Tiamat  Item: Undead Ring)

  HP 78+11 Type  - Swamps (8) Physical  73
  Str 64+5 Size  - Large  Fire  79
  Agi 43+4 Cost  - 1900+250  Cold  78
  Int 53+3 Front - Acid (2)  Lightning 86
  Cha 47 Back  - Rot (2)  Black  83
  Ali 0    White  15
  Luk 63
 * Ranged attack.  Cover an opponent in corrosive saliva.  This is a Black

----- WYRMS -----
Wyrms are the largest Flyers in the game.


  HP 92+8 Type  - Sky (6)  Physical  45
  Str 58+4 Size  - Large  Fire  47
  Agi 47+3 Cost  - 850+170  Cold  39
  Int 31+1 Front - Tail (2)  Lightning 38
  Cha 30 Back  - Tail (2)  Black  48
  Ali 42    White  32
  Luk 47

 Wyvern  (Wyrm  Level 13+  Ali 0-55)

  HP 89+9 Type  - Sky (7)  Physical  49
  Str 63+4 Size  - Large  Fire  53
  Agi 51+3 Cost  - 1700+210  Cold  35
  Int 36+1 Front - Tail (2)  Lightning 42
  Cha 37 Back  - Fire (2)  Black  50
  Ali 30    White  20
  Luk 49

----- PUMPKINS -----
You can get pumpkins by using the Glass Pumpkin on a witch, or finding a
neutral one.


  HP 98+3 Type  - Forest (2)  Physical  33
  Str 45+2 Size  - Small  Fire  11
  Agi 45+2 Cost  - 100+20  Cold  37
  Int 31+1 Front - Pumpkin (1)* Lightning 34
  Cha 0 Back  - Pumpkin (1)* Black  45
  Ali 45    White  38
  Luk 72
 * The Pumpkin attack reduces the target's current hit points by half.

 Halloween (Pumpkin Item: Rotten Pumpkin)

  HP 88+4 Type  - Forest (2)  Physical  60
  Str 50+3 Size  - Small  Fire  37
  Agi 48+3 Cost  - 100+50  Cold  56
  Int 37+2 Front - Pumpkin (2)* Lightning 64
  Cha 0 Back  - Pumpkin (2)* Black  69
  Ali 18    White  22
  Luk 82

---- GIANTS ----


  HP 89+7 Type  - Plains (5)  Physical  48
  Str 54+3 Size  - Large  Fire  42
  Agi 40+2 Cost  - 200+60  Cold  37
  Int 30+2 Front - Club (3)  Lightning 41
  Cha 33 Back  - Club (2)  Black  40
  Ali 50    White  40
  Luk 44

 Fire Giant  (Giant  Level 10+  Ali 50-80)

  HP 84+8 Type  - Snowfield (5) Physical  52
  Str 57+4 Size  - Large  Fire  15
  Agi 38+3 Cost  - 750+130  Cold  80
  Int 37+2 Front - Club (3)  Lightning 54
  Cha 38 Back  - Fire Bolt (2) Black  35
  Ali 70    White  60
  Luk 48

 Titan  (Giant  Level 15+  Ali 70+)

  HP 85+8 Type  - Plains (5)  Physical  54
  Str 62+4 Size  - Large  Fire  47
  Agi 45+3 Cost  - 920+190  Cold  39
  Int 40+3 Front - Club (3)  Lightning 52
  Cha 47 Back  - Gale (2) ALL Black  15
  Ali 75    White  80
  Luk 41

 Ice Giant  (Giant  Level 8+  Ali 0-40)

  HP 75+8 Type  - Mountains (5) Physical  57
  Str 59+4 Size  - Large  Fire  80
  Agi 49+3 Cost  - 630+110  Cold  15
  Int 36+2 Front - Club (3)  Lightning 37
  Cha 36 Back  - Ice Bolt (2) Black  54
  Ali 27    White  32
  Luk 47

---- DOGGIES ----


  HP 87+6 Type  - Mountains (5) Physical  46
  Str 51+3 Size  - Large  Fire  49
  Agi 59+3 Cost  - 100+30  Cold  40
  Int 32+3 Front - Smash (3)  Lightning 37
  Cha 17 Back  - Fire (2)  Black  58
  Ali 44    White  22
  Luk 51

 Cerberus  (Hellhound  Level 13  Ali 0-60)

  HP 83+7 Type  - Mountains (5) Physical  51
  Str 56+4 Size  - Large  Fire  52
  Agi 62+4 Cost  - 570+100  Cold  40
  Int 48+4 Front - Smash (3)  Lightning 36
  Cha 23 Back  - Charm (2)* Black  65
  Ali 30    White  15
  Luk 53
* Charms an enemy like the Stun spell. This can be substituted for Fire on

---- OCTOPUS ----


  HP 78+9 Type  - Ocean (8)  Physical  64
  Str 51+3 Size  - Large  Fire  54
  Agi 38+2 Cost  - 300+50  Cold  53
  Int 47+1 Front - Tentacle (4) Lightning 20
  Cha 20 Back  - Tentacle (2) Black  50
  Ali 50    White  50
  Luk 50

 Kraken  (Octopus  Level 12+  Ali 55+)

  HP 86+10 Type  - Ocean (8)  Physical  67
  Str 57+4 Size  - Large  Fire  59
  Agi 47+2 Cost  - 700+110  Cold  58
  Int 50+1 Front - Tentacle (4) Lightning 17
  Cha 20 Back  - Maelstrom(2)*ALL Black  43
  Ali 57                                         White  57
  Luk 50
 * Maelstrom is a giant whirlpool which attacks the entire enemy squad.  It
counts as a physical attack, but can only be used in the water. Otherwise its
2 Tentacle attacks.

----- BIRDMEN -----


  HP 87+5 Type  - Low Sky (4) Physical  39
  Str 45+2 Size  - Small  Fire  36
  Agi 55+3 Cost  - 400+90  Cold  40
  Int 52+1 Front - Club (2)  Lightning 44
  Cha 40 Back  - Club (1)  Black  40
  Ali 50    White  40
  Luk 42

 Eagleman  (Hawkman  Level 10+  Cha 50+  Ali 45+)

  HP 86+6 Type  - Low Sky (4) Physical  42
  Str 49+2 Size  - Small  Fire  39
  Agi 60+4 Cost  - 700+140  Cold  43
  Int 58+2 Front - Club (2)  Lightning 80
  Cha 60 Back  - Thunder (1) Black  34
  Ali 66 - Recruits -  White  56
  Luk 56 Hawkman, Gryphon

 Ravenman (Eagleman  Level 12+  Cha 50+  Ali 0-55)

  HP 95+6 Type  - Low Sky (4) Physical  40
  Str 52+2 Size  - Small  Fire  70
  Agi 62+4 Cost  - 800+120  Cold  46
  Int 55+2 Front - Club (2)  Lightning 47
  Cha 55 Back  - Inferno (1)  Black  69
  Ali 31 - Recruits -  White  21
  Luk 48 Hawkman, Gryphon

---- DEMONS ----


  HP 68+5 Type  - Low Sky (3) Physical  44
  Str 45+2 Size  - Small  Fire  37
  Agi 45+2 Cost  - 300+60  Cold  44
  Int 48+3 Front - Chop (2)*  Lightning 38
  Cha 50 Back  - Nightmare (1)* Black  55
  Ali 25 - Recruits -  White  35
  Luk 48 Wizard
 * These are both Black attacks.  Nightmare is ranged.

 Demon  (Imp  Level 10+  Cha 50+  Ali 0-40)

  HP 69+6 Type  - Low Sky (3) Physical  47
  Str 49+3 Size  - Small  Fire  40
  Agi 48+3 Cost  - 800+140  Cold  49
  Int 53+3 Front - Chop (2)*  Lightning 44
  Cha 60 Back  - Nightmare (2)* Black  65
  Ali 15 - Recruits -  White  25
  Luk 52 Wizard, Imp
 * These are both Black attacks.  Nightmare is ranged.

 Devil  (Demon  Level 20+  CHA 50+  ALI 0-25)

  HP 70+6 Type  - Low Sky (4) Physical  53
  Str 56+3 Size  - Small  Fire  42
  Agi 51+3 Cost  - 1300+220  Cold  52
  Int 58+4 Front - Chop (2)*  Lightning 48
  Cha 70 Back  - Meteor (1)* Black  86
  Ali 5 - Recruits -  White  4
  Luk 55 Mage, Demon
 * Chop is Black.  Meteor drops a huge meteor on the opposing squad.  This is
considered a Black attack.

-----GRYPHONS -----


  HP 80+7 Type  - Sky (5)  Physical  43
  Str 50+2 Size  - Large  Fire  33
  Agi 58+4 Cost  - 200+50  Cold  48
  Int 37+1 Front - Charge (2)  Lightning 53
  Cha 30 Back  - Gale (1)*  Black  55
  Ali 45    White  35
  Luk 53
 * A powerful sweep of air which attacks the entire enemy squad.  Counts as a
physical attack.

 Cockatris  (Gryphon  Level 9+  Ali 0-60)

  HP 74+6 Type  - Sky (5)  Physical  46
  Str 54+3 Size  - Large  Fire  37
  Agi 63+4 Cost  - 890+80  Cold  53
  Int 42+1 Front - Charge (2)  Lightning 57
  Cha 40 Back  - Petrify (2)* Black  64
  Ali 36    White  26
  Luk 55
 * Petrify is a physical attack that also turns an opponent to stone for the
duration of the battle.

---- ANGELS ----


  HP 70+4 Type  - Low Sky (2) Physical  27
  Str 40+2 Size  - Small  Fire  39
  Agi 43+2 Cost  - 300+50  Cold  40
  Int 50+3 Front - Halo (1)*  Lightning 37
  Cha 50 Back  - Banish (1)* Black  35
  Ali 65 - Recruits -  White  55
  Luk 50 Faerie
 * These are both White attacks.  Banish is ranged.

 Cherubim  (Angel  Level 11+  Cha 55+  Ali 60+)

  HP 71+4 Type  - Low Sky (2) Physical  31
  Str 45+2 Size  - Small  Fire  42
  Agi 46+2 Cost  - 800+130  Cold  44
  Int 55+4 Front - Halo (2)*  Lightning 41
  Cha 60 Back  - Banish (2)* Black  24
  Ali 76 - Recruits -  White  66
  Luk 54 Angel, Faerie
 * These are both White attacks.  Banish is ranged.

 Seraphim  (Cherubim  Level 22+  CHA 60+  ALI 80+)

  HP 76+4 Type  - Low Sky (2) Physical  35
  Str 49+2 Size  - Small  Fire  45
  Agi 49+3 Cost  - 1300+210  Cold  48
  Int 60+4 Front - Halo (2)*  Lightning 45
  Cha 70 Back  - Jihad (1)* ALL Black  17
  Ali 87 - Recruits -  White  77
  Luk 57 Cherubim, Faerie
 * These are both White attacks.  Jihad attacks an entire unit.

---- MERMAIDS ----


  HP 93+5 Type  - Water (2)  Physical  29
  Str 49+2 Size  - Small  Fire  26
  Agi 52+2 Cost  - 900+130  Cold  52
  Int 51+3 Front - Stab (2)  Lightning 21
  Cha 53 Back  - Blizzard (1) Black  43
  Ali 57 - Recruits -  White  48
  Luk 44 Mermaid, Octopus

 Nixie  (Mermaid  Level 11+  Cha 50+  Ali 50+)

  HP 85+5 Type  - Water (2)  Physical  34
  Str 51+3 Size  - Small  Fire  31
  Agi 55+3 Cost  - 1150+210  Cold  60
  Int 57+4 Front - Trident (2)  Lightning 23
  Cha 57 Back  - Blizzard (1)* ALL Black  47
  Ali 74 - Recruits -  White  62
  Luk 41 Mermaid, Octopus
 * Shower the enemy squad with hail.

 --- GOLEMS ---
Really useless creatures if you ask me.  Too few HP for Golem.

  HP 45+2 Type  - Plains (5)  Physical  69
  Str 56+4 Size  - Large  Fire  38
  Agi 31+1 Cost  - 100+20  Cold  63
  Int 30+2 Front - Punch (3)  Lightning 61
  Cha 20 Back  - Punch (2)  Black  55
  Ali 50    White  43
  Luk 39

 Rock Golem

  HP 53+2 Type  - Mountains (5) Physical  73
  Str 60+4 Size  - Large  Fire  74
  Agi 32+1 Cost  - 600+70  Cold  67
  Int 30+2 Front - Punch (3)  Lightning 63
  Cha 30 Back  - Punch (2)  Black  53
  Ali 55    White  47
  Luk 40

 Iron Golem
  HP 67+2 Type  - Plains (5)  Physical  82
  Str 63+4 Size  - Large  Fire  41
  Agi 33+2 Cost  - 1700+180  Cold  81
  Int 30+2 Front - Punch (3)  Lightning 72
  Cha 48 Back  - Punch (2)  Black  63
  Ali 73    White  90
  Luk 45

----  UNDEAD  ----

All undead are almost completely IMMUNE to everything except for White attacks
and healing spells, which destroy them.


  HP 0 +0 Type  - Plains (3)  Physical  --
  Str 43+3 Size  - Small  Fire  --
  Agi 42+2 Cost  - 100+20  Cold  --
  Int 32+1 Front - Slash (2)*  Lightning --
  Cha 0 Back  - Slash (1)*  Black  --
  Ali 0    White  --
  Luk 55
 * This is an Black physical attack.


  HP 0 +0 Type  - Plains (3)  Physical  --
  Str 51+4 Size  - Small  Fire  --
  Agi 49+2 Cost  - 350+50  Cold  --
  Int 44+1 Front - Slash (3)*  Lightning --
  Cha 0 Back  - Slash (2)*  Black  --
  Ali 0    White  --
  Luk 55
 * This is an Black physical attack.


  HP 0 +0 Type  - Low Sky (2) Physical  --
  Str 35+2 Size  - Small  Fire  --
  Agi 57+3 Cost  - 100+20  Cold  --
  Int 50+4 Front - Curse (1)*  Lightning --
  Cha 0 Back  - Nightmare (2)* Black  --
  Ali 0    White  --
  Luk 48
 * These are both Black attacks.  Nightmare, like as the wizard spell, is


  HP 0 +0  Type  - Low Sky (2) Physical  --
  Str 45+2 Size  - Small  Fire  --
  Agi 62+3 Cost  - 200+40  Cold.  --
  Int 53+4 Front - Curse (2)*  Lightning --
  Cha 0 Back  - Nightmare (3)* Black  --
  Ali 0    White  --
  Luk 50
 * These are both Black attacks.  Nightmare, like as the wizard spell, is
 Still working on it. There are only about 3 different types of netural
monsters in an area, give or take a few. If you know of any neutral
encounters, send location, level, type, and terrain to [email protected]

Level # Character Terrain

The Castle of Warren
? ???  ???
? ???  ???
? ???  ???

The Borders of Sharom
? ???  ???
? ???  ???
? ???  ???

Sharom District
? ???  ???
? ???  ???
? ???  ???

Pogrom Forest
? ???  ???
? ???  ???
? ???  ???

Lake Jannenia
? ???  ???
? ???  ???
? ???  ???

Deneb's Garden
? ???  ???
? ???  ???
? ???  ???

Slums of Zenobia
? ???  ???
? ???  ???
? ???  ???

Island Avalon
? ???  ???
? ???  ???
? ???  ???

Kastolatian Sea
? ???  ???
? ???  ???
? ???  ???

? ???  ???
? ???  ???
? ???  ???

Kalbian Peninsula
? ???  ???
? ???  ???
? ???  ???

Valley of Kastro
? ???  ???
? ???  ???
? ???  ???

Balmorian Ruins
? ???  ???
? ???  ???
? ???  ???

? ???  ???
? ???  ???
? ???  ???

? ???  ???
? ???  ???
? ???  ???

City of Manalo
? ???  ???
? ???  ???
? ???  ???

The Tundra
? ???  ???
? ???  ???
? ???  ???

? ???  ???
? ???  ???
? ???  ???

? ???  ???
? ???  ???
? ???  ???

Fort  Allamoot
18 Tiamat  Desert
? ???  ???
? ???  ???

Ruined City
19 Tiamat  Mountain
20 Gold Dr.  Mountain
? ???  ???

Dalmuhd Desert
18 Fire Giant Shallow Water
? ???  ???
? ???  ???

The Ryhan Sea
? Nixie  Shallow Water
? ???  ???
? ???  ???

Fort Shulaman
? ???  ???
? ???  ???
? ???  ???

Kulyn Shrine
23 Kraken  Deep Water
? ???  ???
? ???  ???

City of Xanadu
? ???  ???
? ???  ???
? ???  ???

? ???  ???
? ???  ???
? ???  ???

Temple Shalina
25 Ice Giant  Snowfield
? ???  ???
? ???  ???
*11**CHEATS(Playing by the Extended rules!)****
Right now I know of only 2 cheats so this is a small section. They're more
like easter eggs, however.

* Entering FIRESEAL as you name lets you start at Dragons Haven with a bunch
of characters around the 15th level, including a Vampire and a Lich. Your
characters are determined by the tarots you pick (pick good and get Seraphim
and Paladins. pick bad and get Mages and Evil Ones)

* Entering MUSIC/ON as you name brings you to a music test screen to listen to
all the music, no real value other than an "oh neat" once.
Well, I figured I would never, ever have to write this. However, there were a
few people out there who copied items from the FAQ, and distributed them as
their own material. As such, this really miffs me. Especially when they take
the credit from those who wrote and compiled the information, which is Chris,
Michael, myself, and the other game players who contributed this information.
This is my only response, but if it continues, beware.

The Unofficial Ogre Battle FAQ is copyrighted material. The FAQ consists of
the works of Michael Bollinger, Chris Smith, myself, and all of the people who
have sent mail to us with their help. All contributions that are published
within the FAQ become a part of the FAQ entirely. The FAQ or any information
acquired from it may not be used in any kind of published material without the
permission of the current author and the recogniction of all authors of the
FAQ. The FAQ may be distributed only in its complete form without any editing.

If you have any questions, go right ahead and e-mail me.

Altus, Enix, and the Quest Team have no affiliation with this FAQ.

Well that's it for this version, so if you having anything to add that I
missed just mail at [email protected]

Have fun.

Copyright 1997, Daniel "Danni-san" Anzulovic

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