Strategy Guide - Guide for Ogre Battle 64

Scroll down to read our guide named "Strategy Guide" for Ogre Battle 64 on Nintendo64 (N64), or click the above links for more cheats.

************************************************************
Ogre Battle 64 - Person of Lordly Caliber
An FAQ/Walkthrough by CyricZ
Version 2.5
E-mail: cyricz42@hotmail.com
************************************************************

Table of Contents

1. Introduction
2. Preliminary FAQ
3. Basic Tips for Battle
4. Classes
   A. Male Human Classes
   B. Female Human Classes
   C. Undead Classes
   D. Demi-Human Classes
   E. Dragon Classes
   F. Monster Classes
   G. Golem Classes
   H. Demon Classes
   I. Special Character Classes
   J. Enemy Character Classes
5. Items
   A. Helmets/Headgear
   B. Weapons
   C. Spellbooks
   D. Shields
   E. Body Armor
   F. Accessories
   G. Expendables
   H. Valuables
6. Story/Mission Overviews
   A. Prologue
      Scene 1 - The Southern Reaches (Tenne Plains)
      Scene 2 - Sparks (Volmus Mine I)
   B. Chapter 1
      Scene 3 - First Assignment (Crenel Canyon I)
      Scene 4 - The Path Diverges (Mylesia I)
      Scene 5 - True Intentions (Zenobia Border)
      Scene 6 - The Revolutionary Army (Volmus Mine II)
      Scene 7 - A New Beginning (Gunther Piedmont)
      Scene 8 - The Infernal Aura (Dardunnelles, the Crossroads I)
      Scene 9 - Liberation of Alba (Alba)
   C. Chapter 2
      Scene 10 - Idealism and Realism (Crenel Canyon II)
      Scene 11 - Warriors of the Fallen Kingdom (Mylesia II)
      Scene 12 - The Steadfast (Highland of Soathon)
      Scene 13 - Thoughts (Audvera Heights)
      Scene 14 - City of the Past (Sable Lowlands) 
      Scene 15 - Uncertainty (Mount Ithaca)
      Scene 16 - A Legendary Land (Mount Keryoleth I)
      Scene 17 - Visitors from the West (Azure Plains)
      Scene 18 - The Grim Path (Wentinus I)
   D. Chapter 3
      Legion FAQ
      Scene 19 - The Setting Sun (Dardunnelles, the Crossroads II)
      Scene 20 - Brigade of the Radiant Cross (Gules Hills I)
      Scene 21 - The Eastern Orthodox Church (Fair Heights)
      Scene 22 - Suspicion (Vert Plateau)
      Scene 23 - Mercenaries (Tremos Mountains I) *(partially complete)*
      Scene 24 - The Rebel (Capitrium, the Land of Advent)
      Scene 25 - The Bearer of Knowledge (Celesis, the Eastern Church)
      Scene 26 - No Man's Land (Tremos Mountains II)
      Scene 27 - Child of the Covenant (Temple of Berthe I)
      Scene 28 - Gateway to Another World (Temple of Berthe II)
   E. Final Chapter
      Scene 29 - The March to Latium (Gules Hills II)
      Scene 30 - Betrayal (Romulus)
      Scene 31 - Royal Blood (Fort Romulus*)
      Scene 32 - The Disillusioned (Ptia, the Secluded Land)
      Scene 33 - Insanity (The Blue Basilica)
      Scene 34 - Lord of Remus Keep (The Tundra of Argent)
      Scene 35 - Denizens of the Netherworld (Barpheth)
      Scene 36 - Advocates of the Darkness (Tybell, the Wicked Land)
      Scene 37 - March on the Captial (Latium)
      Scene 38 - Promises (Winnea, Capital of Palatinus*)
      Scene 39 - The Battle Rages On (Aurua Plains)
      Scene 40 - Pressure (Wentinus II)
      Scene 41 - Adversaries (Castle Talpaea*)
      Scene 42 - The Sleeping Goddess (Mount Keryoleth II)
7. Endings 
8. Advanced FAQ
9. Miscellany
   A. Elem Pedras
   B. Rare Items
   C. Birthdays
   D. Neutral Encounter List
   E. Scene Progression
   F. The 55 Item Cheat
10. Legal
11. Credits
12. Version Updates
13. The Final Word

************************************************************
************************************************************

1. Introduction

Hi, there!  Welcome to my second FAQ!  This FAQ is for the new Atlus 
Strategy/RPG Ogre Battle 64: Person of Lordly Caliber.

Now, having finally beat the game, I'm ready to accept anything and 
everything

One last thing.  If you have a question about the game, be sure to check 
both FAQs to see if your question has been answered.  Every email asking 
about something little means I have that much less time to put more 
of the good stuff in here. ^_^

That said, let's get down to what little business I've managed to throw 
together. ~_^

************************************************************
************************************************************

2. Preliminary FAQ

Q: What is Ogre Battle 64?

A: Ogre Battle 64 is a strategy/RPG developed by Quest and Atlus for 
the Nintendo 64.

Q: Is this Ogre Battle like Ogre Battle PSX?

A: No, this is not a remake of the original Ogre Battle.  This is a 
brand new story and a brand new game setup.

Q: How do I upgrade Soldiers?

A: Check my section on Classes.  Basically, keep fighting battles.

Q: How do I use Elem Pedra?

A: The Interrupt Meter at the top of the screen has to fill three 
times.  Usually, the battle will start with the Interrupt Meter filled 
once.  You won't be able to use Elem Pedra too much early in the game, 
because battles won't take a very long time.

Q: Why can't I advance in class?

A: There are several requirements to being able to advance in class.  
The very first thing you need to do is find the basic set of equpiment 
for your target class.  What you want is to check shops whenever you 
enter a new area and find any equipment you have none of, then buy it.

The other requirements are simple in comparison.  You'll need to have 
reached specific levels in your physical attributes and experience 
level.  Also, you'll need to be at a specific alignment for most 
classes.

Q: How can I adjust my Alignment?

A: To lower your Alignment:

Fight enemies of high Alignment (Clerics, Knights, Valkyries)
Fight enemies that have collectively lower levels.
Use an Urn of Chaos on a character. (doesn't do that much, though)
Arrange low Alignment characters together.
To lower a specific character's Alignment, stick that person with a 
   largely Chaotic unit, or with a bunch of Undead.

To raise your Alignment:

Fight enemies of low Alignment (Wizards, Skeletons, Witches)
Fight enemies that have collectively higher levels.
Use a Scroll of Discipline on a character. (same as Urn of Chaos)
Arrange high Alignment characters together.
To raise a specific character's Alignment, stick that person with a 
   largely Lawful unit, or with a bunch of Platinum Dragons or Bahamuts.

Q: How can I find new non-human characters?

A: Search areas that you've already cleared.  You'll find many 
different characters in areas that you've beaten.  To find out what you 
can find, enter the Stronghold you start the area in.  When you enter, 
Hugo the Tactician will give you some info on characters in the area.

One thing you can always find wherever you are is Hawkmen and their 
upgraded classes.  You can always find these on roads in an area.

Q: Where can I find (insert a Rare Item here)?

A: Here's the deal.  You can go the Edit command under Notepad or 
Wordpad and use the "Find" feature.  Use Find and enter what you're 
looking for.  If you use it and you find it, you're happy.  If it's not 
in here, I don't know it, so I suggest not bothering to ask.

Q: Where can I find (insert Non-Rare Weapon/Armor/whatever here)?

A: A lot of the wacky stuff I find is from enemy units, and I believe 
that these item drops are random, largely.  So, if you search for it, 
and find it in my Item List, but not in any Shop, or in a Hidden Item 
list, assume I got it from an enemy unit, in which case, you're on 
your own.

Q: Why can't I get (insert class here)?  I have everything I need!

A: Obviously, you don't.  Remember, you need the proper stats, 
alignment, and equipment for a class to appear on the board.

Q: What is a Goethic?

A: The Goethic is the Japanese name for the Archmage.  I know that both 
classes are listed in the manual.  This is obviously a typo.

Q: How do I equip things on Magnus' unit?

A: To collectively equip things or change stuff around, you should wait 
until you're between battles.  You can access the Organize Screen from 
the World Map.

Q: Someone died and they turned into a Zombie!  Can I get them back?

A: 'Fraid not...  Zombies are irreversible..

Q: Okay.  I have all the stats, alignment, and equipment, but I STILL 
can't get the class!  What's wrong?

A: One last thing.  Make sure your stats are not increased past their 
limit due to a weapon or armor modifying your strength.  The class 
limits are derived from BASE stats, not one's increased to due to 
equipment.

Q: Can I save to a Controller Pak?

A: Sure can.  Just hold Start as you turn on the game.

************************************************************
************************************************************

3. Basic Tips for Battle

READ THE INSTRUCTION MANUAL and USE THE TUTORIAL!  Trust me on this 
one.  You'll gain incredibly valuable information from these two 
sources.

Starting the Game:

In the beginning, balance your units.  An average of two soldier units 
for each of your six units should be fine.

In Battle:

When you dispatch your units, always use the buddy system.  Never send 
out units alone.

Always, always, always have your Battle Strategy set to Attack Leader.  
Leaderless units are helpless, and a leaderless enemy boss is a won 
mission.

Don't be afraid to Retreat if you're in trouble.  Better to lose a 
round of combat than lose a person and have to pay for their 
resurrection.

Know which way you and your enemy are facing. As you engage a certain 
way, your unit will be rotated.  This can make for some serious 
complications during confrontations for the unit facing the wrong way.

When reaching strongholds, you'll either liberate or capture them.  
You'll liberate them if the alignment of your group is close to the 
morale of the stronghold.  Otherwise, it'll be captured.  Liberating 
strongholds increase the people's attitude of you.  Capturing decreases 
it.

Also, you'll see strongholds that are controlled by neither you or the 
enemy.  If you wish to maintain the people's view of you, leave them 
alone until after the battle.  Only capture them if they have Witch's 
Huts or Shops that you absolutely need...

Between Battles:

Training really helps, but only really for units you want to have low 
Alignment.  You can build up serious levels using this, but it's a real 
strain on your War Fund.

As far as Training, and even regular battles go, keep an eye on your 
experience, because you cannot exceed 100.  The experience you get from 
defeating enemies gets rolled back to zero when you gain a level, so if 
you're going for maximum return, don't try to engage an enemy you know 
you'll get a lot of experience from, because a lot of it will be wasted.

Don't bother with Legions when you get them.  They're far more trouble 
than they're worth.

************************************************************
************************************************************

4. Classes

This is really the heart of the game.  The classes you pick to use in 
your battles decide how you progress through the game.

Here's my setup for describing the classes...

Class: The name of the unit and how he fits into the grand scheme of 
things.

Appearance: What the character looks like so you can identify it.

Terrain: The Terrain Class of this Character

Equipment: This is the equipment a character needs to become this class.

Right Hand: Usually the basic weapon the character uses.
Left Hand: Could be one of a few things.  Shield, Spellbook, or 
Accessory.  Could also be empty.
Body: The body armor the character uses.
Head: Either a Headgear piece or an Accessory.

Cost: General cost of purchasing a character's entire set of equipment 
straight off the rack.

Attacks:
Front: Attack used in the front row and relative strength to the others.
Middle: Same as Front only for the middle row.
Back: Same as Front only for the back row.

Attacks will have a relative strength as a letter level. A is the 
strongest attack the unit can have.  B is less strong.  C is the 
weakest.  These levels should be taken with a grain of salt, though, 
considering the letters are considering one attack and how it affects a 
single person.  For instance, a Flarebrass' Crimson Note OBVIOUSLY does 
more damage overall than its Fire Breath, but on one person, the Fire 
Breath will hit harder.

Assume attacks are physical unless marked with (*).  Magic 
attacks will be rated separately, since their strength can be changed 
independently of physical attacks.

Requirements: This covers the general alignment and statistics required 
for the class to be available.  Note that not every stat requires a 
number for advancing.

My thoughts: How generally useful I consider this character to be.

Story: Specific to Special Characters only, I'll give a little 
background on these people, without giving away any spoilers.

Okay.  Let's start with Mr. (or Ms.) Basic.

************************************************************

Class: Soldier (Basic Human Unit)

Appearance: Little guy with a brown hat and a spear.  Usually found in 
groups of three.

Terrain: Plains

Equipment: 

Right Hand: Short Spear *cannot change*
Left Hand: N/A
Body: Half Armor        *cannot change*
Head: N/A

Cost: 0 (You always have an infinite amount of this equipment.)

Attacks:
Front: Thrust X 1 - A
Middle: Thrust X 1 - B
Back: Thrust X 1 - C

My thoughts: What can I say?  The only way to get new human units is 
through Soldiers.  You're gonna have to use a lot of these little guys 
if you wanna get anywhere in this game, since most of the Leaders of 
your units will be human.

Soldiers are in a character slot in groups of three.  Their collective 
HP is divided into thirds for each Soldier.  Once a Soldier group loses 
a third of it's HP, one dies, and after two-thirds, a second, and so 
on.

Soldiers don't gain experience like other units do.  There's a special 
way of upgrading them.  Here's the lowdown.

Whenever you win a battle (you end a round and you get the word "WIN"),
each soldier that survives in your unit will earn 2 Soldier Exp for the 
unit leader.  For instance, if your unit has six soldiers, winning a 
battle will earn that unit's leader 12 Soldier Exp.

Now, when that unit's leader gains a total of 100 Soldier Exp., one of 
the Soldiers upgrades into the basic Human Unit that is the same gender 
as the unit's leader.  For instance, a unit led by a Knight will produce 
a Fighter if a Soldier advances, while one led by a Valkyrie will 
produce an Amazon.

One of the Soldiers immediately changes into that class, IF you have 
a spare set of equipment for that class.  Then the remaining two 
Soldiers in that cluster of Soldiers will be returned to your reserves.

A good strategy for letting Soldiers gain experience at more difficult 
points in the game is to put them in middle row behind another unit.  
They attack with a little less power (which isn't much to begin with), 
and they're shielded from physical attacks.

You can ONLY promote Soldiers during actual battles.  Neutral Encounters 
and Training won't do it...

************************************************************
************************************************************

A. Male Human Classes

Class: Fighter (Basic Male Human Unit)

Appearance: Small guy in light armor with a small sword.

Terrain: Plains

Equipment: 

Right Hand: Short Sword  
Left Hand: Round Shield
Body: Chain Mail        
Head: Iron Helm         

Cost: 190

Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C

My thoughts: Yep.  Your basic dude.  These guys really aren't that bad, 
but, of course, you're only keeping them around so you can upgrade them 
to something better.  Later on, this class will probably become 
entirely obsolete, since upgraded Soldiers will have high enough levels 
to immediately become stronger classes.

Best strategy, naturally, is to put him in the front row.

************************************************************

Class: Knight

Appearance: Tall guy in full armor, with a big sword and shield.

Terrain: Plains

Equipment: 

Right Hand: Baldr Sword  
Left Hand: Kite Shield   
Body: Plate Armor        
Head: Armet              

Cost: 570

Attacks:
Front: Slash X 2 - A 
Middle: Slash X 1 - B
Back: Slash X 1 - C

Requirements: 

ALI: 40-100

STR: 72
VIT: 67

My thoughts: Combine one part fighter and two parts beefiness and what 
do you get?  A Knight!  In essence, this guy really is nothing more 
fancy than an upgraded Fighter.  That's not a problem if that's what 
you're looking for, of course...  His sword hits hard and he's 
generally pretty fast.  He's got a good mix of offensive and defensive 
capabilities.

If there's only one problem with the Knight, it's that he's a pretty 
costly unit, as you can see from his listed Cost.

************************************************************

Class: Berserker

Appearance: Beefy, bearded thug with a horned helmet.

Terrain: Plains

Equipment: 

Right Hand: Halt Hammer  
Left Hand: N/A
Body: Leather Armor   
Head: Iron Helm      

Cost: 220

Attacks:
Front: Strike X 2 - A
Middle: Strike X 1 - B
Back: Strike X 1 - C

Requirements: 

ALI: 0-60

STR: 72
VIT: 67

My thoughts: This is, more or less, the Alignment opposite of a 
Knight.  If you have a low Alignment unit that needs some front row 
muscle, this guy's your thug.  He's got good power, with a little bit 
reduced magical defense.

************************************************************

Class: Fencer

Appearance: Wears a pointy hat and carries a large, two-handed sword.

Terrain: Plains

Equipment: 

Right Hand: Bastard Sword  
Left Hand: N/A
Body: Cloth Armor          
Head: Jin-gasa             

Cost: 250

Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C

Requirements: 

ALI: 30-100

STR: 72
DEX: 62

My thoughts: I consider this guy the poor man's Knight.  He's got 
generally the same attack power as a Knight, and a rather high 
Dexterity, but he's got a reduced defense.  It's not that much of a 
change, though, so you might wanna consider having a couple if it'll 
keep expenses down.

************************************************************

Class: Phalanx

Appearance: Heavily armored guy carrying a sizable shield and a spear.

Terrain: Plains

Equipment: 

Right Hand: Spear           
Left Hand: Large Shield     
Body: Plate Mail            
Head: Iron Helm             

Cost: 570

Attacks:
Front: Pierce X 2 - A
Middle: Pierce X 1 - B
Back: Pierce X 1 - C

Requirements: 

ALI: 20-80

STR: 76
VIT: 70

My thoughts: This is Mr. Physical Defense.  He's no more powerful 
attack-wise than a Knight, but he can take some serious hits and keep 
coming back for more.  Definitely a good front row center man.

************************************************************

Class: Beast Tamer

Appearance: Bearded man with wild hair, little armor, and a whip.

Terrain: Mountains

Equipment: 

Right Hand: Leather Whip     
Left Hand: N/A
Body: Leather Armor
Head: N/A

Cost: 120

Attacks:
Front: Lash X 2 - A
Middle: Lash X 2 - B
Back: Lash X 1 - C

Requirements: 

ALI: 0-60

STR: 72
VIT: 67

My thoughts: Okay.  This guy is only a decent fighter, but he does have 
a couple of special attributes.  Put him in a unit with a monster of 
some kind, and that monster will fight better.  A good tradeoff, I 
think.

************************************************************

Class: Doll Master

Appearance: Robed man with a puppet sitting in front of him.

Terrain: Plains

Equipment: 

Right Hand: Marionette
Left Hand: Amulet
Body: Robe
Head: Bandanna

Cost: 210

Attacks:
Front: Pull Strings X 2 - A
Middle: Pull Strings X 2 - B
Back: Pull Strings X 1 - C

Requirements: 

ALI: 20-80

INT: 60
MEN: 66
DEX: 65

My thoughts: This guy's interesting.  Basically, his hook is that he 
brings inanimate objects to life.  A pretty good power, if you ask me.  
So, his main attack is animating the doll he's equipped with and 
attacking the enemy with it.  It has decent power to it.  The fact that 
he gets two attacks in the middle row makes him a good candidate for a 
middle row character.  He's also got a decent magic defense, making him 
able to withstand magic attacks that are thrown his way while behind 
the front line.

Another cool thing about him involves another kind of formerly 
inanimate object: Golems.  Put a Doll Master in a unit with a Golem and 
the Golem will be stronger.

************************************************************

Class: Ninja

Appearance: Figure in ninja cloak-like garb, wielding claws.

Terrain: Forests

Equipment: 

Right Hand: Iron Claw
Left Hand: N/A
Body: Ninja's Garb
Head: Hachigane

Cost: 260

Attacks:
Front: Rend X 2 - A
Middle: Rend X 1 - B
Back: Rend X 1 - C

Requirements: 

ALI: 0-60

AGI: 52
DEX: 59

My thoughts: This guy's quick.  He's a bit weaker than an average 
Knight, but he's got the Agility to make up for it.  That's about all 
that's special.

************************************************************

Class: Wizard

Appearance: Bearded old man in a full robe and carrying a staff.

Terrain: Plains

Equipment: 

Right Hand: Scipplay Staff
Left Hand: Spellbook
Body: Robe
Head: Amulet

Cost: 190

Attacks:
Front: Elemental Magic* X 1 - C
Middle: Elemental Magic* X 1 - B
Back: Elemental Magic* X 2 - A

Requirements: 

ALI: 0-60

INT: 57
MEN: 63

My thoughts: Ah, yes.  The male spellcaster.  This is generally the 
only male unit you'll want in the back row.  He can't take the physical 
hurt, but can stand magic to some degree.  He'll cast different spells 
depending on his ruling element:

Wind: Lightning
Fire: Fireball
Earth: Acid Vapor
Water: Ice Blast
Bane: Word of Pain

Depending on the spellbook you equip, these spells can change.

************************************************************

Class: Paladin

Appearance: A knight looking fellow, wearing white, gold, blue, and 
purple armor, and helmet.

Terrain: Plains

Equipment: 

Right Hand: Blessed Sword
Left Hand: Kite Shield
Body: Baldr Armor
Head: Baldr Helmet

Cost: 1060

Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Slash/Elemental Magic* X 2 - C/A

Requirements: 

ALI: 60-100

STR: 123
VIT: 103
DEX: 89

My thoughts: Look!  Up in the sky!  It's a bird!  It's a plane!  It's 
Super Knight!  These guys rock da house.  They've got a lovely three 
attacks in front, and they can use magic in the back, so you don't have 
too many problems if you're back attacked.  They have decent everything 
as far as skills go, so stock up on these holy boys!

The magic is determined by the element of the sword you're using.

************************************************************

Class: Black Knight 

Appearance: Horned Helmet, Black and gold armor, and a cape. 

Terrain: Plains 

Equipment: 

Right Hand: Satan's Bullova 
Left Hand: Valiant Mantle 
Body: Baldr Armor 
Head: Armet 

Cost: 940 (This is for everything but Valiant Mantles, which cannot be 
bought.) 

Attacks: 

Front: Cleave X 2 - A 
Middle: Cleave X 2 - B 
Back: Cleave/Elemental Magic* X 2 - C/A

Requirements: 

ALI: 0-40

STR: 117
VIT: 112

My thoughts: A really, really nasty guy.  He's the upgraded Berserker.  
He's good in the front or back, but you'll probably want to stick him 
in the front to maintain combat purposes...

Finding Valiant Mantles: This can get tricky, because there's only one 
definite spot to find a Valiant Mantle in the entire game, and that's in 
the Sable Lowlands.  You may, however, get lucky, and find a couple of 
Valiant Mantles in the same area.

************************************************************

Class: Sword Master

Appearance: Older guy in a brown robe holding his sword down at his 
side.

Terrain: Plains

Equipment: 

Right Hand: Claymore
Left Hand: N/A
Body: Cloth Armor
Head: Hachigane

Cost: 420

Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - C
Back: Sonic Boom X 2 - B

Requirements: 

ALI: 40-100

STR: 127
DEX: 117

My thoughts: Sonic Boom isn't a very good attack, in my opinion.  The 
attack hits an enemy and hits the Sword Master in return.  I say keep 
the bugger in the front.  Like the Fencer, he has good attack power and 
evasion.

************************************************************

Class: Cataphract

Appearance: Large, heavily armored guy, carrying a big spear and a 
large shield.

Terrain: Plains

Equipment: 

Right Hand: Baldr Spear
Left Hand: Tower Shield
Body: Heavy Armor
Head: Armet

Cost: 1350

Attacks:
Front: Pierce X 2 - A
Middle: Pierce X 2 - B
Back: Pierce X 2 - C

Requirements: 

ALI: 30-80

STR: 132
VIT: 130

My thoughts: A walking brick wall!  These guys are pretty good 
attackers and dynamos at physical defense.  You'll definitely want 
these guys for a good frontline unit. 

************************************************************

Class: Beast Master

Appearance: White-bearded man with balding, little armor, and a whip. 

Terrain: Mountains

Equipment: 

Right Hand: Rupture Rose
Left Hand: N/A
Body: Hard Leather
Head: N/A

Cost: 270

Attacks:
Front: Lash X 2 - A
Middle: Lash X 2 - B
Back: Lash X 2 - C

Requirements: 

ALI: 0-45

STR: 117
VIT: 103

Lunatikk's thoughts: A decent fighter, but their main purpose is to be 
teamed up with beasts to enchance their abilities. 

************************************************************

Class: Enchanter

Appearance: Robed guy with long hair, and, of course, a doll. 

Terrain: Plains

Equipment: 

Right Hand: Fool
Left Hand: Amulet
Body: Magician's Robe
Head: Bandanna

Cost: 500

Attacks:
Front: Pull Strings X 3 - A
Middle: Pull Strings X 2 - B
Back: Pull Strings X 2 - C

Requirements: 

ALI: 25-75

INT: 110
MEN: 106
DEX: 115

My thoughts: More or less the same deal as a Doll Master.  He'll have 
more attacks in the front, but he'll be a bit more vulnerable.  Sticking 
him with Golems will increase their ability, naturally...

************************************************************

Class: Ninja Master

Appearance: A Ninja in dark brown clothing wearing a metal mask. 

Terrain: Forests

Equipment: 

Right Hand: Baldr Claw
Left Hand: N/A
Body: Ninja Garb
Head: Hannya Mask

Cost: 510

Attacks:
Front: Rend X 3 - A
Middle: Rend X 2 - B
Back: Ninja Art* X 2 - A

Requirements: 

ALI: 0-40

INT: 94
AGI: 112
DEX: 99

My thoughts: Ninja Masters are pretty darn good.  They're Ninja Art has 
really decent power, can hit just like an Archmage spell, and can 
change element regardless of the element of the Master.  I like these 
guys, even though I only have one.

************************************************************

Class: Archmage

Appearance: Bearded old man in a robe with an odd hat on and a staff.

Terrain: Plains

Equipment: 

Right Hand: Arc Wand
Left Hand: Spellbook
Body: Magician's Robe
Head: Amulet

Cost: 410

Attacks:
Front: Elemental Magic* X 1 - C
Middle: Elemental Magic* X 2 - B
Back: Elemental Magic Plus* X 2 - A

Requirements: 

ALI: 0-40

INT: 123
MEN: 107

My thoughts: These guys are beefed up Wizards.  Magic Plus is area 
effect magic.  Your Archmage attacks a target within a four square block 
and all enemies in that four square block are hit, or it'll attack a 
target and hit adjacent targets for lesser damage.

Wind: Thunder Flare
Fire: Fire Storm
Earth: Crag Press
Water: Ice Field
Bane: Dark Quest

************************************************************

Class: Dragoon

Appearance: Man wearing full gold armor, and pretty gold helmet, 
carrying a big sword.

Terrain: Plains

Equipment: 

Right Hand: Sword of Tiamat
Left Hand: N/A
Body: Dragon Armor
Head: Dragon Helmet

Cost: Cannot be bought normally.

Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Slash X 2 - C

Requirements: 

ALI: 0-100

STR: 127
VIT: 111
DEX: 95

My thoughts: A large quest is to be undertaken to get one of these guys, 
and you can have only one.  The quest isn't especially hard, but it can 
only be completed rather late in the game.  Dragoons have some serious 
attack power on them and they're very strong defense-wise.  They're 
also very good at slaying Dragons.  Getting one is seriously 
recommended by me...

Starting the Dragoon Quest: Go to Idorf after finishing the Mylesia 
mission.  You'll learn about Dragoons and the armorers who made stuff 
for them, AND their locations.

Getting Dragon Helms: Go to Burgunny in Gunther Piedmont during the 
nighttime.  Here, you'll see a drunk.  Go back during the day, and an 
elderly woman will tell you about him and his wife, who lives in Senal 
in Volmus.  Pay her a visit, then go back to Burgunny and you'll find 
the happy couple reunited.  Visit one more time (during the day) and 
you'll be able to purchase a Dragon Helm for 250 Goth.

Getting Dragon Armor: Go to Kynora in Mount Ithaca during the day, and 
you'll meet an old man who'll talk about Dragon Armor and will tell you 
about the ore, Condrite.  You can find that ore in the market in 
Melphy, Dardunnelles on the 6th day of any month during the daytime 
(about 9:00 to 18:00).  Buy the Condrite for 200 Goth and take it to 
the old man, who will fashion the armor free of charge.

Getting the Sword of Tiamat: Return to Idorf with these two items after 
starting Chapter 3.  You'll be told about the barkeep in Elaine, Fair 
Heights.  Go there after finishing the mission and he'll tell you about 
Grozz Nuy and he'll give you the Dragon Scale.  He'll tell you he found 
the dragon in the forest outside Pinneg, Celesis.  Enter the stronghold 
of Pinneg after you beat that scene with a unit whose leader you want 
to fight and you'll head into the forest, drop the Dragon Scale and 
fight Grozz Nuy.

Fighting Grozz Nuy isn't that tough, since he only gets one attack per 
round, and if you're smart, you used someone with MORE than one attack 
per round.  Just make sure your character can cause a good amount of 
damage and you'll win and get the Sword of Tiamat, and the Dragoon 
class will be open to you.

One last note: I DON'T KNOW WHO STARTED THIS, BUT YOU DO NOT NEED A 
DRAGON SHIELD TO MAKE A DRAGOON!!!

************************************************************

Class: Centurion

Appearance: Man with sword, shield, armor, and a large plume on his 
helmet.

Terrain: Plains

Equipment: 

Right Hand: Baldr Sword
Left Hand: Kite Shield
Body: Plate Armor
Head: Armet

Cost: 570

Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C

Requirements: 

ALI: 0-100

VIT: 52
INT: 62
MEN: 52
DEX: 54

Must have promoted ten Soldiers.

My thoughts: I don't consider Centurions all that great.  You can go to 
the Legion FAQ for my opinion on Legions as a whole.  If you really 
want a Legion, I'd use one of the special characters.

************************************************************
************************************************************

B. Female Human Classes

Class: Amazon (Basic Female Unit)

Appearance: Blonde lady carrying a bow and wearing mostly white.

Terrain: Forest

Equipment: 

Right Hand: Short Bow
Left Hand: N/A
Body: Leather Armor
Head: Bandanna

Cost: 110

Attacks:
Front: Shoot X 1 - A
Middle: Shoot X 1 - B
Back: Shoot X 2 - C

My thoughts: Although her power is lowest in the back, the fact that 
she gets to attack twice more than makes up for it.  Once again, this 
class will become obsolete as you gain levels and Soldiers can be 
directly upgraded.

************************************************************

Class: Archer

Appearance: Woman with a green feathered hat and costume, and a bow.

Terrain: Forests

Equipment: 

Right Hand: Great Bow
Left Hand: N/A
Body: Leather Armor
Head: Leather Hat

Cost: 190

Attacks:
Front: Shoot X 1 - A
Middle: Shoot X 2 - B
Back: Shoot X 2 - C

Requirements: 

ALI: 20-80

STR: 72
DEX: 69

My thoughts: This is for all you fans of the SATs.  An analogy - 
Fighter : Knight :: Amazon : ?  If you said Archer, you'd be right.  
This is nothing more fancy than a stronger Amazon, which is fine if 
that's what you desire.  Since she attacks twice in the middle, she's 
one of the few good middle row units.

************************************************************

Class: Dragon Tamer

Appearance: Woman with the skull of a dragon on her head

Terrain: Plains

Equipment: 

Right Hand: Rapier
Left Hand: N/A
Body: Chain Mail
Head: Bone Helm

Cost: 200

Attacks:
Front: Thrust X 2 - A
Middle: Thrust X 1 - B
Back: Thrust X 1 - C

Requirements: 

ALI: 30-90

STR: 72
VIT: 57
DEX: 69

My thoughts: On the surface, this lady appears to be nothing more than 
a frontline swordswoman.  Of course, the fact that she's called the 
Dragon Tamer denotes that she maintains power of those beasts so 
powerful that they have an entire type of class dedicated to them.  As 
can be expected, putting Dragons in units with her will increase their 
power.

************************************************************

Class: Valkyrie

Appearance: Female soldier with wings on her head.

Terrain: Snow

Equipment: 

Right Hand: Spear
Left Hand: Round Shield
Body: Breastplate
Helm: Plumed Headband

Cost: 410

Attacks:
Front: Cleave X 2 - A
Middle: Cleave X 1 - B
Back: Lightning* X 2 - A

Requirement: 

ALI: 40-100

STR: 72
VIT: 57
INT: 62

My thoughts: This is a pretty versatile class.  She's good in both 
front and back rows.  She's also one of the few classes that has both 
physical and magic attacks.  You should consider this your main combat 
femme.

************************************************************

Class: Witch

Terrain: Plains

Appearance: A girl with a wand and a pointy hat

Equipment: 

Right Hand: Scipplay Staff
Left Hand: Spellbook
Body: Witch's Dress
Head: Pointy Hat

Cost: 300

Attacks:
Front: Effect Magic* X 1
Middle: Effect Magic* X 1
Back: Effect Magic* X 2

Requirements: 

ALI: 0-60

INT: 65
MEN: 68
DEX: 72

My thoughts:  Okay.  I used to think Witches were really bad, but they 
actually aren't that shabby.  If you have an enemy unit with a really 
nasty character, a Witch that can use a Sleep or Paralyze spell may be 
just what the doctor ordered.

Anyway, here's her elements.

Wind: Electroshock (Paralyze)
Fire: Ray of Paralysis (Paralyze)
Earth: Poison Cloud (Poison)
Water: Slumber Mist (Sleep)
Bane: Nightmare (Sleep)

************************************************************

Class: Sorceress

Appearance: Lady in skimpy outfit and high heels, wielding a wand

Terrain: Plains

Equipment: 

Right Hand: Scipplay Staff
Left Hand: Spellbook
Body: Witch's Dress
Head: Amulet

Cost: 240

Attacks:
Front: Elemental Magic* X 1 - C
Middle: Elemental Magic* X 1 - B
Back: Elemental Magic* X 2 - A

Requirements: 

ALI: 0-60

INT: 62
MEN: 65

My thoughts: This is the female version of the Wizard.  She has more 
magical defense, but far less physical defense, which shouldn't matter, 
because you'll never put her in harm's way, right?  Anyway, she uses 
the same elemental magic as the Wizard.

Wind: Lightning
Fire: Fireball
Earth: Acid Vapor
Water: Ice Blast
Bane: Word of Pain

Depending on the spellbook you equip, these spells can change.

************************************************************

Class: Cleric

Appearance: Braided girl in a full hooded robe.

Terrain: Plains

Equipment: 

Right Hand: Light Mace
Left Hand: N/A
Body: Cleric's Vestment
Head: Rosary

Cost: 130

Attacks:
Front: Healing X 1 - C
Middle: Healing X 1 - B
Back: Healing X 2 - A

Requirements: 

ALI: 45-100

INT: 59
MEN: 62

My thoughts:  Bow down to the Cleric.  Bow down to her.  This is the 
only major healing unit in the game.  You'll learn to love her.  She 
can heal you.  Do I really need to say more?  Okay, she's got a good 
magical defense, too...

************************************************************

Class: Diana

Appearance: Long hair with a feather in it, wearing blue pants.

Terrain: Forests

Equipment: 

Right Hand: Ytival
Left Hand: N/A
Body: Hard Leather
Head: Plumed Headband

Cost: 480

Attacks:
Front: Shoot X 1 - A
Middle: Shoot X 2 - B
Back: Shoot X 3 - C

Requirements: 

ALI: 20-70

STR: 116
DEX: 124

Lunatikk's thoughts: Pretty much a beefed-up archer.  They have really 
good power and decent defenses, but they make great back row characters 
since they can attack three times.

************************************************************

Class: Dragon Master

Appearance: Woman wearing a headband with dragon wings and carrying a 
rapier.

Terrain: Plains

Equipment: 

Right Hand: Estoc
Left Hand: N/A
Body: Scale Armor
Head: Plumed Headband

Cost: 510

Attacks:
Front: Thrust X 2 - A
Middle: Thrust X 2 - B
Back: Thrust X 2 - C

Requirements: 

ALI: 50-90

STR: 127
VIT: 112
DEX: 113

My thoughts: This is the upgraded form of the Dragon Tamer.  She's much 
better at controlling dragons, and what I really like about her is that 
she gets two attacks no matter where you put her, so you're really not 
losing much by sticking her in the back row.

************************************************************

Class: Freya

Appearance: Woman wearing lots of metal armor, a metal helmet with 
wings, and carrying a spear

Terrain: Snow

Equipment: 

Right Hand: Thunder Spear
Left Hand: Buckler
Body: Baldr Mail
Head: Armet

Cost: 730

Attacks:
Front: Cleave X 2 - A
Middle: Cleave X 2 - B
Back: Cleave/Elemental Magic Plus* X 2 - C/A

Requirements: 

ALI: 60-100

STR: 116
VIT: 101
INT: 106

My thoughts: These lovely ladies are Valkyries squared.  To get her 
back row attack to be magic, you need an elemental spear, like the 
Thunder Spear.

************************************************************

Class: Siren

Appearance: Long hair with a feather in it, wearing blue pants.

Terrain: Plains

Equipment: 

Right Hand: Arc Wand
Left Hand: N/A
Body: Fur Coat
Head: Amulet

Cost: 540

Attacks:
Front: Elemental Magic* X 1 - C
Middle: Elemental Magic* X 2 - B
Back: Elemental Magic Plus* X 2 - A

Requirements: 

ALI: 0-45

INT: 125
MEN: 128

By the same token as Archmages are better Wizards, Sirens are better 
Sorceresses.  As before, Magic Plus is area effect magic.  Your Siren 
attacks a target within a four square block and all enemies in that four
square block are hit, or she attacks a specific target and all adjacent 
enemies are hit for lesser damage.

Wind: Thunder Flare
Fire: Fire Storm
Earth: Crag Press
Water: Ice Field
Bane: Dark Quest

************************************************************

Class: Priest

Appearance: Looks a lot like a Cleric only yellowish-green.

Terrain: Plains

Equipment: 

Right Hand: Baldr Mace
Left Hand: N/A
Body: Robe of the Wise
Head: Rosary

Cost: 530

Attacks:
Front: Healing Plus* X 1 - C
Middle: Healing Plus* X 1 - B
Back: Healing Plus* X 2 - A

Requirements: 

ALI: 65-100

INT: 109
MEN: 112

My thoughts: Forget bowing.  Get down on your knees and WORSHIP HER!!!  
This is the Super Cleric.  Healing Plus is stronger than normal 
Healing, and it heals a four square block of characters for roughly the 
same amount, or she heals a character and all adjacent for a smaller 
amount.  Definitely a must-have for any unit on the go.

************************************************************

Class: Princess

Appearance: Woman in full gown and crown, with a fan

Terrain: Plains

Equipment: 

Right Hand: Battle Fan
Left Hand: Spellbook
Body: Pure-White Dress
Head: Dream Tiara        *cannot be changed*

Cost: Cannot be bought

Attacks:
Front: Elemental Magic* X 1 - C
Middle: Elemental Magic* X 2 - B
Back: Elemental Magic Plus* X 2 - A

Requirements: 

ALI: 70-100

My thoughts: Worship her too!!!  You can only have but one, but you'll 
definitely want to add this gem of royalty to your army.  Sure, she 
seems just like another spellcaster, only high Alignment, but get THIS!

Put in her in any unit as a leader, and every other character besides 
her will get an EXTRA ATTACK!  SWEET!!  This mean you can potentially 
have 18 attacks per round.  Some are lucky to get 12...  You should be 
grateful... ^_^

She can also lead a Legion.

Getting the Pure-White Dress: Go to Bourdeux, Tenne Plains, with any 
female led group.  You'll be told about dresses and silk.  Go to Melphy, 
Dardunnelles on the 15th of any month during the daytime (9:00 to 18:00) 
and you'll find a peddler who will sell you a Bolt of Silk for 2000 
Goth.  Buy it, and take it to the dressmaker in Billney, Tenne Plains, 
with a female leader who will make it into a Pure-White Dress for 2500 
Goth.

Getting the Dream Tiara: Go to Clemona, Blue Basilica and an old man 
will tell you a tale about love never found.  He'll give you the 
Package for Gelda.  Take it to Boolem, Crenel Canyon, and you'll run 
into an old lady, who'll tell you to take it to Elle, Zenobia Border.  
An old man there will tell you her family moved to Soathon.  Are we 
getting tired of this wild goose chase yet?  Go to Tristle, and you'll 
get the Letter from Gelda.  Head back to Clemona and the old man will 
give you the Dream Tiara.  It's all quite a tearjerker... ;_;

Getting a Battle Fan: No store sells these, but you can pick one up in 
Gules Hills as a Hidden Item.  Refer to that mission to find out where.

************************************************************

Class: Centurion

Appearance: Woman with sword, shield, armor, and a large plume on her 
conical hat.

Terrain: Plains

Equipment: 

Right Hand: Baldr Sword
Left Hand: Buckler
Body: Plate Armor
Head: Baldr Helm

Cost: 590

Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C

Requirements: 

ALI: 0-100

VIT: 52
INT: 62
MEN: 52
DEX: 54

Must have promoted ten Soldiers.

My thoughts: I don't consider Centurions all that great.  You can go to 
the Legion FAQ for my opinion on Legions as a whole.  If you really 
want a Legion, I'd use one of the special characters.

************************************************************
************************************************************

C. Undead Classes

You can get low level Undead Classes in one of two ways.  My preferred 
way is to find them in wilderness.  The other way is to have one of 
your characters die.  If they remain dead long enough, and you have 
equipment for them, they will become Undead.  This doesn't work for 
Liches or Vampires, though.  You'll have to directly class change for 
them.

The really special thing about low level Undead (Zombie, Skeleton, 
Ghost) is that they will be revived after a battle if eliminated 
through standard means.  They only way they can be completely destroyed 
is if the entire unit is wiped out, or they are attacked by a holy 
weapon.

************************************************************

Class: Zombie

Appearance: Looks like a dessicated human with green and white bandages

Terrain: Plains

Equipment:

Right Hand: N/A
Left Hand: N/A
Body: Old Clothing
Head: N/A

Attacks:

Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Bite X 1 - C

My thoughts: Zombies are the most basic undead.  Bite attacks don't do 
much damage.  Really, probably the only thing you'll want Zombies for 
is to shield more powerful units.  They'll automatically change to 
Skeletons if hit with a Fire magic attack.

************************************************************

Class: Skeleton

Appearance: A...uh...skeleton...

Terrain: Plains

Equipment: 

Right Hand: Halt Hammer
Left Hand: N/A
Body: Torn Cloth
Head: N/A

Attacks:
Front: Strike X 2 - A
Middle: Strike X 1 - B
Back: Strike X 1 - C

My thoughts: This is a good fighter.  Not really much to this class but 
being the standard Undead fighter.  This is what you get when the 
fighting type of Males get killed and turned Undead.

************************************************************

Class: Ghost

Appearance: Basically a floating sheet

Terrain: Sky

Equipment: 

Right Hand: N/A
Left Hand: N/A
Body: Torn Cloth
Head: N/A

Attacks:
Front: Nightmare X 1 - C
Middle: Nightmare X 1 - B
Back: Nightmare X 2 - A

My thoughts: Ghosts aren't as useful as Skeletons.  Nightmare is okay 
and all for causing a Sleep effect, but it really kind of defeats the 
"use Undead to shield more powerful units" theory.  If you hit a 
Skeleton with a combination Wind and Fire attack, it'll become a Ghost.

************************************************************

Class: Vampire

Appearance: A guy with pointy ears wearing a purple fuzzy garment

Terrain: Plains

Equipment: 

Right Hand: N/A
Left Hand: N/A
Body: Count's Garment    *cannot be changed*
Head: Bloody Emblem      *cannot be changed*

Attacks:
Front: Life Drain X 2 - A
Middle: Life Drain X 2 - A
Back: Life Drain X 2 - A

Requirements: 

ALI: 0-50

VIT: 52
MEN: 63
AGI: 54

Lunatikk's thoughts: I got a Vampire thinking, "Ok, cool.  Vampires are 
supposed to be super-human, undead, sex machines".  They are no 
superhumans.  They super suck.  They do very little damage (but they 
absorb the HP), they don't have very good defense, and they (as well as 
the unit they are in) can only move during the night.  To make matters 
worse, after you turn someone into a vampire there is no going back.  
You're stuck with him.  I can see no conceivable use for these guys. 

My backup thoughts: If, for some odd reason, you feel like making a 
Vampire, remember that this particular Undead is specific to males only.

Getting the Bloody Emblem: Go to Elegorea, Mylesia with a Chaotic Male 
leader.  You'll speak to Lestat the Undead.  He'll ask you four 
questions to see if you're worthy of becoming a Vampire.  Your answers 
will have to be as such based on the time of day:

Time of Day Answer Order 
00:00-01:29 1,1,1,1 
01:30-02:59 2,2,2,2 
03:00-04:29 1,1,1,1 
04:30-05:59 2,2,2,1 
06:00-07:29 1,1,2,1 
07:30-08:59 2,2,1,2 
09:00-10:29 1,1,2,2 
10:30-11:59 2,2,1,1 
12:00-13:29 1,2,1,1 
13:30-14:59 2,1,2,2 
15:00-16:29 1,2,1,2 
16:30-17:59 2,1,2,1 
18:00-19:29 1,2,2,1 
19:30-20:59 2,1,1,2 
21:00-22:29 1,2,2,2 
22:30-23:59 2,1,1,1

Getting a Count's Garment: No store sells these, and the first place you 
can find one lying around is Aurua Plains, which is quite late in the 
game.  You may, however, get lucky and find one earlier from an enemy.

************************************************************

Class: Angel Knight

Appearance: Blonde girl with a rapier and a large shield.  Also has a 
halo and wings.

Terrain: Sky

Equipment:

Right Hand: Needle of Light
Left Hand: Kite Shield
Body: Plate Mail
Head: N/A

Attacks:
Front: Pierce X 2 - A
Middle: Banish X 1 - B
Back: Banish X 2 - C

Requirements: 

ALI: 50-100

STR: 60
VIT: 61
DEX: 57

My thoughts: Not an easy class to get, and there's an element of risk 
involved in getting her.  This class is female specific.  She has all 
around good skills, and a particularly high Dexterity rate.  Banish is 
a Virtue attack where she tosses her halo at an enemy.

Like many undead, a person has the chance of becoming an Angel Knight 
only if you kill a character.  If you have the proper stats and 
equipment, your dead girl will become an Angel Knight after some time.

Getting the Needle of Light: After Chapter 3, go to Melphy, 
Dardunnelles, on the 21st day of any month, during the daytime (9:00 to 
18:00).  A peddler will try to sell you one for 350 Goth.  Take it.

************************************************************

Class: Seraph

Appearance: Blue-haired angel with four wings and a rapier.

Terrain: Sky

Equipment:

Right Hand: Needle of Light
Left Hand: Kite Shield
Body: Baldr Mail
Head: N/A

Attacks:
Front: Pierce X 2 - A
Middle: Banish X 2 - B
Back: Jihad X 2 - C

Requirements: 

Previously Angel Knight

ALI: 75-100

INT: 108
MEN: 125
DEX: 137

My thoughts: Oh, man.  These holy lovelies are SWEET!  Angel Knights 
are really nothing compared to these.  Jihad hits ALL enemies with 
Virtue-type damage and OBLITERATES Undead!

It should be noted that this class change occurs automatically after a 
battle.  That's an actual battle, not training.

************************************************************

Class: Lich

Appearance: Very thin person with skeleton hands, hunched over with a 
large staff and wearing a black cloak.

Terrain: Plains

Equipment: 

Right Hand: Kerykeion
Left Hand: Book of Bane
Body: Bloodstained Robe
Head: Ring of the Dead     *cannot be changed*

Attacks:
Front: Elemental Magic Plus* X 2 - C
Middle: Elemental Magic Plus* X 2 - B
Back: Elemental Magic Plus* X 3 - A

Requirements: 

ALI: 0-30

INT: 24
MEN: 51

My thoughts: Amazing.  Just amazing.  These are the baddest guys out 
there.  They've got extra magic stank on them, so they'll slam the 
enemies and not even break a sweat.  Of course, they probably don't 
have sweat glands anymore, anyway...  The only bad thing about Liches is 
that you can only get so many Rings of the Dead.  I know how to get 
one and I hear you can get a second.  The really good thing is that 
you don't have to kill your Archmage to make one.

Getting the Ring of the Dead: Go to Banna Barra, Celesis.  A young girl 
will give you the Dark Invitation.  Go with Magnus to Quelluan, 
Zenobian Border, and you will receive the Ring.  You can also find a 
ring in the first Tremos Mountains stage north of Congool.

There seems to be some confusion about this, so let me just say that 
you do NOT have to kill someone to make a Lich.  Once you have all the 
equipment and requirements, the Lich will appear as a class change on 
the class change screen and you can go from there.

Getting a Kerykeion: No store sells these, but you can get one from 
fighting neutral Black Dragons in the forests of Mylesia II.

Getting a Bloodstained Robe: No store sells these, but you can find one 
in Gules Hills.  Check that mission for the location.

************************************************************
************************************************************

D. Demi-Human Classes

These classes consist mostly of non-leaders.  They're all 1 tile 
characters, so there's room for a few in a unit.

Class: Hawkman

Appearance: Winged man carrying an axe or hammer.

Terrain: Sky

Equipment: 

Right Hand: Halt Hammer
Left Hand: N/A
Body: Leather Armor
Head: Bandanna

Cost: 190

Attacks:
Front: Strike X 2 - A
Middle: Strike X 1 - B
Back: Strike X 1 - C

My thoughts: The Hawkman is a decent fighter.  His biggest advantage 
is that he's a Sky unit.  He swoops and soars with the best of 'em.

************************************************************

Class: Vultan

Appearance: Winged man with gold and silver armor with hair coming out 
of his helmet.

Terrain: Sky

Equipment: 

Right Hand: Baldr Club
Left Hand: N/A
Body: Hard Leather
Head: Hachigane

Cost: 490

Attacks:
Front: Strike X 2 - A
Middle: Strike X 1 - B
Back: Wind Shot X 2 - C

Requirements: 

ALI: 40-100

STR: 103
AGI: 97
DEX: 80

My thoughts: O holy Hawkman.  He's your high alignment Hawkman.  In my 
opinion, keeping him in the front is the best course of action.  He'll 
hit for more power than the standard Hawkman, and he's got the sky 
thing goin' on.

************************************************************

Class: Raven

Appearance: Winged man wearing dark armor and a helmet

Terrain: Sky

Equipment: 

Right Hand: Baldr Axe
Left Hand: N/A
Body: Hard Leather
Head: Hachigane

Cost: 570

Attacks:
Front: Strike X 2 - A
Middle: Strike X 1 - B
Back: Thunder Arrow X 2 - C

Requirements: 

ALI: 0-60

STR: 99
AGI: 93
DEX: 77

My thoughts: This guy is a Hawkman gone bad.  This is one of the few 
classes that's just as good in the front as it is in the back.  The 
Thunder Arrow, naturally, hits best against earth elementals, and the 
physical attacks are quite damaging. 

************************************************************

Class: Pumpkinhead

Appearance: A kid with a pumpkin for a head.

Terrain: Forest

Equipment:

Right Hand: N/A
Left Hand: N/A
Body: Plain Clothing
Head: Glass Pumpkin       *cannot be changed*

Attacks:
Front: Pumpkin Smash X 2 - A
Middle: Pumpkin Smash X 1 - A
Back: Pumpkin Shower X 1 - A

My thoughts: These odd gentlemen are a very valuable find.  This is a 
similar pumpkin that was fought in the original Ogre Battle.  Created 
by Deneb, this kid has an amazing power.  By throwing his head at 
enemies, he can take off half their health.  This is great against guys 
of high HP, not so much against guys of low HP, naturally...

The Pumpkin Shower is far more damaging.  Several pumpkins rain down on 
the opposition, about five to seven times, and each takes off half the 
HP of a target.  This targets all units in a four-square area.  
Unfortunately, this also takes off half the HP of the Pumpkinhead.  So, 
if he's in a non-Cleric unit, put him in the front, and in the back if 
the unit has a Cleric.

************************************************************

Class: Gremlin

Appearance: It looks like a small bat with a big head and a pointy tail

Terrain: Sky

Equipment:

Attacks:
Front: Throw a Kiss X 2 - A
Middle: Throw a Kiss X 1 - B
Back: Abyss X 2 - A

Lunatikk's thoughts: Semi-useful to have, but nothing special.  Throw a 
Kiss reduces the attack power of whomever it hits, and Abyss hits for 
light damage putting them to sleep.  They have low HP, but they dodge 
attacks like crazy, and have high magic defense.

************************************************************

Class: Faerie

Appearance: A little girl with wings

Terrain: Sky

Equipment:

Right Hand: N/A
Left Hand: N/A
Body: Tiny Clothing    *cannot be changed*
Head: N/A

Attacks:
Front: Throw a Kiss X 1 - A
Middle: Throw a Kiss X 1 - B
Back: Magic Missle X 2 - C

Lunatikk's thoughts: Not too useful unless you have nothing better to 
use.  They use Throw a Kiss on your allies raising their attack power.  
Magic Missile hits for light damage, and is virtually useless.  
However, it is a Virtue based attack which can be somewhat handy when 
dealing with evil, or undead characters.

************************************************************
************************************************************

E. Dragon Classes 

These are the epitome of all beasts.  They have a large amount of 
class change available to them depending on their alignment and ruling 
element.  They're two tile characters.

************************************************************

Class: Young Dragon

Appearance: A little, plump yellow rat with wings and a beak.

Terrain: Mountains

Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Bite X 1 - C

Lunatikk's thoughts: A good early game unit.  Eventually, it will 
evolve into something more powerful, depending on its element and 
alignment. It's power is enchanced by Dragon Tamers and Masters.

************************************************************

Class: Thunder Dragon

Appearance: A purple dragon

Terrain: Plains

Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Lightning Breath X 1 - C

Requirements - Wind Elemental

ALI: 20-80

AGI: 61
DEX: 81

My thoughts: Just like other mid level dragons, a decent fighter that 
should probably be in the front row.  Eventually, it will become a 
Quetzalcoatl.  Breath slightly damages adjacent characters.

It should be noted that this class change occurs automatically after a 
battle.  That's an actual battle, not training.

************************************************************

Class: Red Dragon

Appearance: A red dragon

Terrain: Mountains

Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Fire Breath X 1 - C

Requirements - Fire Elemental

ALI: 20-80

STR: 108
AGI: 61

My thoughts: Just like other mid level dragons, a decent fighter that 
should probably be in the front row.  Eventually, it will become a 
Flarebrass.  Breath slightly damages adjacent characters.

It should be noted that this class change occurs automatically after a 
battle.  That's an actual battle, not training.

************************************************************

Class: Earth Dragon

Appearance: A green dragon

Terrain: Plains

Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Acid Breath X 1 - C

Requirements - Earth Elemental

ALI: 20-80

VIT: 109
MEN: 98

My thoughts: Just like other mid level dragons, a decent fighter that 
should probably be in the front row.  Eventually, it will become an Azhi 
Dahaka.  Breath slightly damages adjacent characters.

It should be noted that this class change occurs automatically after a 
battle.  That's an actual battle, not training.

************************************************************

Class: Blue Dragon

Appearance: A blue dragon

Terrain: Marsh

Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Breath of Cold X 1 - C

Requirements: Water Elemental

ALI: 20-80

MEN: 98
DEX: 81

Lunatikk's thoughts: Just like other mid level dragons, a decent fighter 
that should probably be in the front row.  Eventually, it will become a 
Hydra.  Breath slightly damages adjacent characters.

It should be noted that this class change occurs automatically after a 
battle.  That's an actual battle, not training.

************************************************************

Class: Platinum Dragon

Appearance: A white dragon

Terrain: Snow

Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Sacred Breath X 1 - C

Requirements: 

ALI: 65-100

VIT: 114
INT: 73
MEN: 101

Lunatikk's thoughts: Just like other mid level dragons, a decent fighter 
that should probably be in the front row.  Eventually, it will become a 
Bahumut.  Breath slightly damages adjacent characters.

It should be noted that this class change occurs automatically after a 
battle.  That's an actual battle, not training.

************************************************************

Class: Black Dragon

Appearance: A black dragon

Terrain: Plains

Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Rotten Breath X 1 - C

Requirements: 

ALI: 0-35

STR: 112
INT: 73

My thoughts: Just like other mid level dragons, a decent fighter that 
should probably be in the front row.  Eventually, it will become a 
Tiamat.  Breath slightly damages adjacent characters.

It should be noted that this class change occurs automatically after a 
battle.  That's an actual battle, not training.

************************************************************

Class: Quetzalcoatl

Appearance: An Eastern-looking dragon, snake-like in appearance.

Terrain: Plains

Attacks:
Front: Lightning Breath X 2 - A
Middle: Lightning Breath X 2 - B
Back: Radiant Gale X 2 - C

Requirements - Previously Thunder Dragon

ALI: 25-75

AGI: 93
DEX: 121

My thoughts: A great class if you can get it, like the other high level 
dragons.  In the back is my personal choice for course of action, as 
Radiant Gale hits all enemies and paralyzes them.

It should be noted that this class change occurs automatically after a 
battle.  That's an actual battle, not training.

************************************************************

Class: Flarebrass

Appearance: A beefy, Western red dragon standing tall on two legs.

Terrain: Plains

Attacks:
Front: Fire Breath X 2 - A
Middle: Fire Breath X 2 - B
Back: Crimson Note X 2 - C

Requirements - Previously Red Dragon

ALI: 25-75

STR: 156
AGI: 93

My thoughts: A great class if you can get it, like the other high level 
dragons.  In the back is my personal choice for course of action, as 
Crimson Note hits all enemies and lowers their power.

It should be noted that this class change occurs automatically after a 
battle.  That's an actual battle, not training.

************************************************************

Class: Ahzi Dahaka

Appearance: A brownish green dinosaur-type dragon on all fours and with 
scales.

Terrain: Plains

Attacks:
Front: Acid Breath X 2 - A
Middle: Acid Breath X 2 - B
Back: Earthquake X 2 - C

Requirements - Previously Earth Dragon

ALI: 25-75

VIT: 151
MEN: 130

My thoughts: A great class if you can get it, like the other high level 
dragons.  In the back is my personal choice for course of action, as 
Earthquake hits all enemies and lowers their power.

It should be noted that this class change occurs automatically after a 
battle.  That's an actual battle, not training.

************************************************************

Class: Hydra

Appearance: A bright blue, five-headed dragon.

Terrain: Marsh

Attacks:
Front: Breath of Cold X 2 - A
Middle: Breath of Cold X 2 - B
Back: Clear Disaster X 2 - C

Requirements - Previously Blue Dragon

ALI: 25-75

MEN: 138
DEX: 121

My thoughts: A great class if you can get it, like the other high level 
dragons.  In the back is my personal choice for course of action, as 
Clear Disaster hits all enemies and puts them to sleep.

It should be noted that this class change occurs automatically after a 
battle.  That's an actual battle, not training.

************************************************************

Class: Bahamut

Appearance: A big white dragon standing tall on its four legs.

Terrain: Snow

Attacks:
Front: Sacred Breath X 2 - A
Middle: Sacred Breath X 2 - B
Back:  Divine Ray X 2 - C

Requirements: Previously Platinum Dragon

ALI: 75-100

VIT: 162
INT: 105
MEN: 133

Lunatikk's thoughts: The evolved version of Platinum Dragon, and one of 
the Ultimate Dragon Forms.  It's Sacred Breath is good and all, but 
Divine Ray blows it away.  Divine Ray does moderate to heavy virtue 
type damage to all enemies twice in one fight.  Plus, it looks pretty 
cool.  Very powerful.

It should be noted that this class change occurs automatically after a 
battle.  That's an actual battle, not training.

************************************************************

Class: Tiamat

Appearance: A wiry, yet muscular, black dragon standing on two legs.

Terrain: Plains

Attacks:
Front: Rotten Breath X 2 - A
Middle: Rotten Breath X 2 - B
Back: Evil Dead X 2 - C

Requirements - Previously Black Dragon

ALI: 0-25

STR: 160
INT: 105
DEX: 124

My thoughts: A great class if you can get it, like the other high level 
dragons.  In the back is my personal choice for course of action, as 
Evil Dead hits all enemies and puts them to sleep.

It should be noted that this class change occurs automatically after a 
battle.  That's an actual battle, not training.

************************************************************
************************************************************

F. Monster Classes

These bad boys are 2 tile characters.  They make up for the assuming 
the role of 2 characters by being about as strong as two characters.  
Most are quite strong or can attack multiple times.

************************************************************

Class: Wyrm

Appearance: A lizard that's more wing than body.

Terrain: Sky

Attacks:
Front: Bite X 2 - A
Middle: Bite X 2 - B
Back: Bite X 2 - C

My thoughts: The thing that sets this monster apart is it's flying 
ability.  Other than that, he's a better-than-average attacker with 
a nasty set of teeth.

************************************************************

Class: Wyvern

Appearance: A bit more muscular than a Wyrm, and has a purple and white 
crest on its head.

Terrain: Sky

Attacks:
Front: Bite X 2 - A
Middle: Bite X 2 - B
Back: Fire Breath X 2 - A

Lunatikk's thoughts: Not too shabby of a flying character.  Good attack 
from the front row, good defense.  Fire Breath can hit multiple targets 
at once for a moderate amount of damage.

It should be noted that this class change occurs automatically after a 
battle.  That's an actual battle, not training.

************************************************************

Class: Griffin

Appearance: An eagle's head and wings on a lion's body.

Terrain: Sky

Attacks:
Front: Claw X 2 - A
Middle: Claw X 1 - B
Back: Wind Shot X 2 - A

My thoughts: Wyrms are good for low alignment sky units, and Griffins 
are good for high alignment sky units.  Have fun with them if you like 
sky units.

************************************************************

Class: Opinicus

Appearance: A bigger, blue-beaked, blue-clawed Griffin

Terrain: Sky

Attacks:
Front: Claw X 2 - A
Middle: Claw X 1 - B
Back: Wind Storm X 2 - C

Requirements: Previously Griffin, Partially Chaotic to Partially Lawful 
Alignment

MEN: 105
AGI: 127
DEX: 91

My thoughts: The upgraded Griffins.  These guys are probably better in 
the front because Wind Storm generally doesn't hit all that hard...

It should be noted that this class change occurs automatically after a 
battle.  That's an actual battle, not training.

************************************************************

Class: Cockatrice

Appearance: Looks like a chicken with a lizard's tail.

Terrain: Sky

Attacks:
Front: Peck X 2 - A
Middle: Peck X 1 - B
Back: Petrify X 2 - C

Lunatikk's thoughts: Ooh baby, these are good.  Peck is alright, but 
put them in the back for some grade "A" damage.  Petrify can hit 
multiple targets at once for moderate damage, and has a chance of 
Petrifying them.  That's right.  Instant kill.  They are pretty good at 
evading, but they don't have very good defense.  I would recomend 
getting at least one of these.

My backup thoughts: Petrifying enemies doesn't get you any experience.  
Use caution when petrifying.

************************************************************

Class: Sphinx

Appearance: A beast with a woman's front and wings

Attacks:
Front: Claw X 2 - A
Middle: Evocation X 1 - B
Back: Evocation X 2 - A

My thoughts: These beasts are great!  Put them in the back and you 
have a beast spellcaster.  They pick any element, like Ninja Masters, 
but they have the power of an Archmage or Siren, so all you're trading 
here is the space.

************************************************************

Class: Hellhound

Appearance: A wolf with two heads

Terrain: Mountains

Attacks:
Front: Bite X 3 - A
Middle: Bite X 2 - B
Back: Bite X 1 - C

My thoughts: This is a very powerful unit.  The main reason for his 
power is the three attacks he gets.  There's nothing much else special 
about him, though.

************************************************************

Class: Cerberus

Appearance: Looks like a pit bull with three heads

Terrain: Mountains

Attacks:
Front: Bite X 3 - A
Middle: Bite X 2 - B
Back: Mesmerize X 2 - C

Requirements: Neutral to Chaotic Alignment

STR: 139
VIT: 138
MEN: 90

My thoughts: These guys are Hellhounds times ten!  Well, actually, 
Hellhounds times one and a half.  They have wonderful attack power and 
defense.  I'd put these puppies on the front line.

It should be noted that this class change occurs automatically after a 
battle.  That's an actual battle, not training.

************************************************************
************************************************************

G. Golem Classes

These rock boyos have their own class group.  Not too bad for your 
troubles...

************************************************************

Class: Golem

Appearance: A large man-shaped cluster of rocks. 

Terrain: Mountains

Attacks:
Front: Crush X 3 - A
Middle: Crush X 2 - B
Back: Crush X 1 - C

My thoughts: These guys can take serious hits.  They're also pretty 
strong in their own right.  One of the disadvantages I've found in 
this class is they don't always hit well.  They can't have their status 
changed, though, so they can't be put to sleep, poisoned, or 
paralyzed.

************************************************************

Class: Stone Golem

Appearance: A gray-colored man-shaped cluster of rocks. 

Terrain: Mountains

Attacks:
Front: Crush X 3 - A
Middle: Crush X 2 - B
Back: Crush X 1 - C

Requirements: Golem becomes petrified while...

STR: 104
VIT: 129

My thoughts: This is what happens when a Golem is petrified.  This 
is stronger and more agile than the standard version of Golem.  Not 
much more to be said.

The class change occurs automatically during battle, once the Golem is 
petrified.  If your stats aren't at the proper levels, though, your 
Golem will simply be petrified.

************************************************************

Class: Baldr Golem

Appearance: A bluish-colored man-shaped cluster of rocks. 

Terrain: Mountains

Attacks:
Front: Crush X 3 - A
Middle: Crush X 2 - B
Back: Crush X 1 - C

Requirements: Stone Golem gets hit with a wind/fire combo while...

STR: 144
VIT: 185

My thoughts: Wind and Fire.  Kinda like tempering the Golem, like 
you'd temper any metal.  Anyhoo.  These are the best Golems to have 
because they'll have increased stats of Stones...

This class change occurs automatically during battle, if the Stone 
Golem is at the proper stat levels.

************************************************************
************************************************************

H. Demon Classes

This is the hidden set of classes.  These are monsters from the 
Netherworld that have invaded the human world.

************************************************************

Class: Goblin

Appearance: Odd-looking toothy guy in plate mail.

Terrain: Plains

Equipment:

Right Hand: Short Sword
Left Hand: N/A
Body: Plate Mail
Head: N/A

Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C

My thoughts: Even for demons, I don't consider these guys worth the 
effort.  They're not all that strong.  As far as I know, they don't 
evolve, and by the time you can get them, you probably have guys that 
are much better.

************************************************************

Class: Ogre

Appearance: Huge grey-skinned humanoid carrying a massive hammer.

Terrain: Plains

Equipment:

Right Hand: Warhammer
Left Hand: N/A
Body: Leather Armor
Head: N/A

Attacks:
Front: Crush X 3 - A
Middle: Crush X 2 - B
Back: Crush X 1 - C

My thoughts: Ogres have some considerable power to them.  They're big 
characters, but they don't hit as often as most other characters...

************************************************************

Class: Saturos

Appearance: Goat-legged demon with horns and a big axe.

Terrain: Plains

Attacks:
Front: Cleave X 2 - A
Middle: Cleave X 2 - B
Back: Cleave/Elemental Magic X 2 - C/A

My thoughts: If you notice similarities between this guy and the Black 
Knight, you're quite observant.  A Saturos is pretty much a Black 
Knight for the demon crew.  He's one of the few demons that can lead a 
unit, so he's quite useful to them.

************************************************************

Class: Gorgon

Appearance: Top half woman, lower half snake, and snakes for hair.

Terrain: Plains

Attacks:
Front: Gaze of Terror X 1 - A
Middle: Shoot X 1 - B
Back: Shoot X 2 - C

My thoughts: Gaze of Terror targets ALL enemies.  Gorgons are 
unbelievably cheap, since they have the ability to completely petrify a 
unit in nothing flat.  It will be blocked however, by any character 
with a shield.

************************************************************
************************************************************

I. Special Character Classes 

Magnus Gallant

Appearance: Purple-haired guy in armor, with his sword behind him.

Starting Class: Gladiator

Terrain: Plains

Equipment:
Right Hand: Short Sword
Left Hand: Blue Sash     *cannot be changed*
Body: Plate Mail
Head: N/A

Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash/Elemental Magic* X 2 - C/A

My thoughts: Magnus is odd in the sense that he can do two attacks in 
the front and back, but not middle.  Still, since he's the only life 
this game really depends on, keeping him in the back is, by far, the 
best course of action early on.  However, later in the game, after 
you get Priests and Healing is less of an issue (ALWAYS have a Cleric 
or Priest with Magnus), you might want to put him in front, as certain 
swords cause him to have magic attacks which are generally less 
effective than physical attacks.

Story: Magnus joined the Palatinean military to escape his father and 
the humiliation of his father's past.  He graduates the military 
academy and is almost immediately dispatched for the Southern Division.

---

Second Class: Vanguard

Terrain: Plains

Equipment:
Right Hand: Baldr Sword
Left Hand: Blue Sash       *cannot be changed*
Body: Baldr Mail
Head: N/A

Attacks:
Front: Slash X 2 - A
Middle: Slash X 2 - B
Back: Slash/Elemental Magic Plus* X 2 - C/A

My thoughts: Like all second classes, Magnus becomes a Vanguard at the 
beginning of Chapter 3 and can command a Legion.  The Elemental Magic 
Plus is a possibility depending on the element of equipped swords.

---

Final Class: General

Appearance: The same old Magnus, with heavy armor on.

Equipment:
Right Hand: Baldr Sword
Left Hand: Blue Sash      *cannot be changed*
Body: Baldr Armor
Head: N/A

Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Blast X 2 - C

My thoughts: Magnus becomes a General at the beginning of the Final 
Chapter.  He can now use Full-Body Armor, and fire Blasts from his 
sword, which change depending on the element of the sword he uses.

Physical: Sonic Blast
Wind: Wind Blast
Fire: Fire Blast
Earth: Earth Blast
Water: Aqua Blast
Virtue: Holy Blast
Bane: Dark Blast

Even though it's a pretty new thing, the blasts aren't all that 
effective, and unless you're adamant about keeping Magnus in the back, 
you're probably better off with him in the front.

************************************************************

Diomedes Rangue

Appearance: Looks like a Knight without a helmet, and wears a blue sash.

Starting Class: Gladiator

Terrain: Plains

Equipment:
Right Hand: Baldr Sword
Left Hand: Blue Sash       *cannot be changed*
Body: Plate Armor
Head: N/A

Attacks: 
Front: Slash X 2 - A
Middle: Slash X 2 - B
Back: Slash X 2 - C

My thoughts: Dio's pretty powerful.  You're still probably going to 
want to keep him in the middle instead of the front, because he is 
that valuable.

Story: Not much is relevant about Dio's past.  Suffice to say that he's 
a little cocksure of himself and his abilities.

How to get him: He automatically joins in Scene 1.

How to lose him: If you agree to fight him before Scene 1 starts, and if
you say "..." when Rhade orders you to kill Frederick, he'll leave.

---

Second Class: Warrior

Terrain: Plains

Equipment:
Right Hand: Blessed Sword
Left Hand: Blue Sash        *cannot be changed*
Body: Baldr Armor
Head: N/A

Attacks: 
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Slash/Elemental Magic* X 2 - C/A

My thoughts: Like all second classes, Dio becomes a Warrior at the 
beginning of Chapter 3 and can command a Legion.  The Elemental Magic 
is a possibility depending on the element of equipped swords.  I'd 
go for front row in this case, for the sake of three attacks.

************************************************************

Leia Silvis

Appearance: Valkyrie without wings and having a long blonde ponytail.

Starting Class: Blaze Knight

Terrain: Snow

Equipment:
Right Hand: Spear
Left Hand: Round Shield
Body: Breastplate
Head: N/A

Attacks:

Front: Cleave X 2 - A
Middle: Cleave X 1 - B
Back: Lightning* X 2 - A

My thoughts: Leia's pretty much a Valkyrie.  The only thing separating 
the two is the fact that she wears no headgear.

Story: Leia joined the Palatinus Military to escape her father, whom she 
needs to separate herself from.  She grew up amongst the nobility, but 
feels it is her place to be in the military.

How to get her: She automatically joins in Scene 3.

---

Second Class: Rune Knight

Terrain: Snow

Equipment:
Right Hand: Thunder Spear
Left Hand: Buckler
Body: Baldr Mail
Head: N/A

Attacks:

Front: Cleave X 2 - A
Middle: Cleave X 2 - B
Back: Cleave/Elemental Magic Plus* X 2 - C/A

My thoughts: Like all second classes, Leia becomes a Rune Knight at the 
beginning of Chapter 3 and can command a Legion.  Oddly enough, she 
loses her Lightning ability and gains a Elemental Magic Plus thing just 
like Magnus and Dio.  Depending on the spear equipped, she'll do 
different attacks in the back.

************************************************************

Troi Tyton

Class: Phalanx

Appearance: Gold-armored Phalanx

Terrain: See Phalanx

Equipment: See Phalanx

Attacks: See Phalanx

My thoughts: See Phalanx

Story: There's not much to say about Troi.  He's a pretty cheerful guy 
and shows a big interest in your battalion.

How to get him: Go to Elgorea, Mylesia in Scene 4 (The Path Diverges).  
Troi will walk right up to you and ask to join.

************************************************************

Katreda Birall

Class: Cleric

Appearance: Pink-robed Cleric

Terrain: See Cleric

Equipment: See Cleric

Attacks: See Cleric

My thoughts: See Cleric

Story: Katreda's a cheerful girl.  She joins up to find her father, who 
was captured by the Southern Division.

How to get her: Go to Cayes, Gunther Piedmont during Scene 7 (A New 
Beginning) and she will ask to join so that she can help her father.

************************************************************

Asnabel Birall

Class: Berserker

Appearance: Purple-clothed Berserker

Terrain: See Berserker

Equipment: See Berserker

Attacks: See Berserker

My thoughts: See Berserker

Story: Captured by the Southern Division, Asnabel was forced into labor 
at the mines of Gunther Piedmont.  Once freed, he'll become a valuable 
asset to the team.

How to get him: Have Katreda when you finish liberating Gunther 
Piedmont in Scene 7 (A New Beginning).

************************************************************

Aisha Knudel

Class: Priest

Appearance: Pink clothed, hoodless Priest

Terrain: See Priest

Equipment: See Priest

Attacks: See Priest

My thoughts: See Priest

Story: One of the visitors from Zenobia, Aisha is the daughter of a 
renowned Roshfel Priest.

How to get her: You must not have lost Dio.  Go to Puld, Audvera 
Heights during Scene 13 (Thoughts), and she'll ask to join your party.

************************************************************

Liedel Klein

Class: Archer

Appearance: Archer wearing red

Terrain: See Archer

Equipment: See Archer

Attacks: See Archer

My thoughts: See Archer

Story: A former member of the Central Division, specifically the Red 
Branch.  She believed that the Revolution was the cause of the demons.  
When she find out that this isn't the truth, she'll join to find out 
what is.

How to get her: You must have a high Chaos Frame.  Beat her in the 
Sable Lowlands mission and she'll ask to join your party.

************************************************************

Vad Orok Zlenka

Class: Grappler

Appearance: Dark-skinned warrior wielding claws.

Terrain: Plains

Equipment:

Right Hand: Touelno
Left Hand: N/A
Body: Thunder Chain
Head: Hachigane

Attacks:

Front: Rend X 3 - A
Middle: Rend X 2 - B
Back: Fatal Dance X 2 - C

My thoughts: Although Fatal Dance technically does less damage, Vad 
strikes several times, adding up damage, so Fatal Dance is actually 
stronger.

Story: Vad, like many other Bolmaukans, was forced into subjugation by 
the Lodis Empire.  Although he worked for the Central Division, he 
strove to maintain his honor.

How to get him: In the Mount Ithaca mission (Uncertainty), first go 
north and liberate Ketican, which will destroy the bridge.  Once this 
is done, Vad will not move, and you must avoid attacking him.  Do this, 
and he'll offer to join after the battle.

************************************************************

Saradin Carm

Class: Warlock

Appearance: Non-hooded white-haired wizard-looking gentleman.

Terrain: Plains

Equipment:

Right Hand: Hemlock      *cannot be changed*
Left Hand: Spellbook
Body: Magician's Robe
Head: Amulet

Attacks:

Front: Effect Magic* X 1 - A
Middle: Elemental Magic* X 2 - B
Back: Elemental Magic Plus* X 2 - A

My thoughts: Saradin's got some stank on him.  In the back he's an 
early Archmage, so stick him in the back for best results.  You can't 
dequip his staff, the Hemlock, though...

Story: Another of the visiting Zenobian fighters, Saradin was once a 
student of a warlock who went mad.

How to get him: You must not have lost Dio.  Beat Scene 15 (Uncertainty) 
and he'll ask to join your party.

************************************************************

Sheen Cocteau

Class: Hawkman

Appearance: Brown-haired Hawkman

Terrain: See Hawkman

Equipment: See Hawkman

Attacks: See Hawkman

My thoughts: See Hawkman

Story: Sheen considers himself quite the ladies' man.  He's a 
free-spirited Hawkman, and enjoys life.

How to get him: You must have a low to neutral Chaos Frame.  Go to 
Coppermine, Azure Plains, during Scene 17 (Visitors from the West), and 
he'll ask to join your party.

************************************************************

Ankiseth Gallant

Class: Solidblade

Appearance: Similar to Magnus only taller and older looking.

Terrain: Plains

Equipment:
Right Hand: Blessed Sword
Left Hand: Blue Sash         *cannot be changed*
Body: Plate Mail
Head: N/A

Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Clay Assault* X 2 - A

My thoughts: Good for either front or back rows.  Ankiseth has Clay 
Assault in the back row regardless of what's equipped on him.  When I 
got him, he was of quite a high level, so he towered over everyone 
else.  He can lead a Legion.

Story: Ankiseth the Steadfast has made quite a name for himself over 
the years.  He's charged with protecting Prince Yumil, and is 
responsible for Magnus and Yumil becoming close friends since childhood.  
Unfortunately, his notoriety came back on him when he was forced to 
kill a nobleman attacking the Prince.  This resulted in him falling 
from favor with the populus.

How to get him: At the beginning of Scene 18 (The Grim Path), you must 
choose to meet with your father.  Keep him alive for the battle, and, if 
you have a medium to high Chaos Frame, choose to have him join you 
after the battle.

************************************************************

Meredia O'Keife

Class: Siren

Appearance: Blue-haired, white-clothed Siren

Terrain: See Siren

Equipment: See Siren

Attacks: See Siren

My thoughts: See Siren

Story: Meredia has been friends with Leia ever since they were 
children.  When Leia joined the military, Meredia decided to stay behind 
in their homeland of Argent.

How to get her: At the beginning of Scene 21 (The Eastern Orthodox 
Church), Meredia will show up if Leia is still alive.  She'll ask to 
join your party.

************************************************************

Europea Rheda

Class: Centurion (Female)

Appearance: Red-haired Centurion without the goofy hat.

Terrain: See Centurion (Female)

Equipment: See Centurion (Female)

Attacks:
Front: Slash X 2 - A
Middle: Slash X 2 - B
Back: Slash X 1 - C

My thoughts: Quite a bit better than a normal Centurion, actually.  She 
has a lot of power to her.  A good frontline female character.

Story: Europea the Astral Knight is the head of the Berthan Sentinels 
of Celesis.  As being such a holy knight, she is sometimes required to 
make difficult moral decisions.

How to get her: Take Magnus to Fort Hillverich during Scene 22 
(Suspicion).  You must have a neutral to high Chaos Frame.  You'll 
speak to Europea and she'll head for the enemy headquarters.  Make sure 
she doesn't die, and she'll offer to join you.

************************************************************

Paul Lukische - COMING SOON!

************************************************************

Biske La Varet - COMING SOON!

************************************************************

Quass Debonair

Class: General

Appearance: Tall guy with long, blonde hair and a rather big sword.

Terrain: Plains

Equipment:
Right Hand: Sonic Blade   *cannot be changed*
Left Hand: Tunic          *cannot be changed*
Body: Breidablick
Head: N/A

Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Sonic Blade X 2 - C

My thoughts: Debonair's a great character.  You're probably best 
off putting him in the front row.  Sonic Blade hits a back row 
character, but not all that hard.  You can't dequip his Sonic Blade or 
Tunic.  He can also lead a Legion.

Story: Debonair of the Wind was one of the four Devas of Zeteginea.  He 
joined Destin's troop during the Zenobian War, and joins him in the 
north, now, to help the Revolution.

How to get him: You need Aisha, Saradin, and a high Chaos Frame.  In 
Scene 26 (No Man's Land), take Magnus to Ibu Deli.  You'll run into 
Debonair there.  If the requirements are met, he'll ask to join.

************************************************************

Destin Faroda

Class: Lord

Appearance: Orange-haired guy with a rather large sword.

Terrain: Plains

Equipment:
Right Hand: Sigmund
Left Hand: Tunic       *cannot be changed*
Body: Phoenix Mail
Head: N/A

Attacks:
Front: Slash X 3 - A
Middle: Slash X 3 - B
Back: Slash/Elemental Magic* X 2 - C/A

My thoughts: Destin makes for an excellent front row combatant, so 
stick him there.  He can also lead a Legion.

Story: Earning the name Destin the Valiant, Destin was the hero of the 
original Ogre Battle.  He is best know for freeing the land of Zenobia 
from oppression by the Black Queen, Endora.  Now, he fights to help 
the Revolution of Palatinus.

How to get him: In Scene 29 (The March to Latium), take Magnus' group 
to Kurashino, Gules Hills.  If you have all the Zenobians up to this 
point, Destin will join you.

************************************************************

Gilbert Oblion

Class: Beast Master

Appearance: Yellow-clothed Beast Master

Terrain: See Beast Master

Equipment: See Beast Master

Attacks: See Beast Master

My thoughts: See Beast Master

Story: One of Destin's closest advisors in this war, Gilbert is the 
former leader of the Beast Division of Zenobia.  He's never far from 
Destin's side.

How to get him: In Scene 29 (The March to Latium), take Magnus' group 
to Kurashino, Gules Hills.  If you have all the Zenobians up to this 
point, and a high Chaos Frame, Gilbert will join you.

************************************************************

Carth Forlesson - COMING SOON!

************************************************************
************************************************************

J. Enemy Character Classes

You cannot control these guys...  Ever...  Stop asking me if you can.  
These are special classes used by the enemy, mostly for story purposes.

************************************************************

Normal Enemies

************************************************************

Class: Grappler

Appearance: Dark-skinned fellow with claws and a headband.

Attacks:

Front: Rend X 2 - B
Middle: Rend X 2 - C
Back: Fatal Dance X 1 - A

My thoughts: These guys are warriors of Nirdam, the Bolmaukans.  They 
were forced into slavery in a joint venture by Lodis and Palatinus.  
They used to be a proud people, and now they fight just to survive.

As you can see, Fatal Dance is more powerful than the Grappler's front 
line attack.  Be cautious when fighting these guys, they can rack up 
damage really quick.

************************************************************

Class: Knight Templar

Appearance: Knight in full armor and a large shield.  His helmet has an 
opening shaped like a cross.

Attacks:

Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Slash/Elemental Magic X 2 - C/A

My thoughts: In case you haven't noticed, these guys are just like 
Paladins.  They have a bit of a higher defense and a lower offense, but 
they're more or less the same.  These are the holy knights of the Lodis 
Empire.  They fight for their beliefs in Lodisism.

************************************************************

Class: Daemon

Appearance: Blue skinned, winged guy.  Pretty nasty looking.

Attacks:

Front: Cleave X 2 - A
Middle: Cleave X 2 - B
Back: Cleave/Elemental Magic X 2 C/A

My thoughts: Despite their fearsome appearance, these guys are really 
no worse than Saturoses.  You'll only face a few of them.  These guys 
are the Legion leaders of the demon army.  Only thing is, you never see 
them lead a Legion...

************************************************************

Class: Knight of Danika

Appearance: Humanoid in full, oddly-shaped armor, carrying a sword.

Attacks:

Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Slash X 2 - C

My thoughts: These are the protectors of Danika's slumber.  They were 
created from her limbs by the goddess Berthe.  There are only four in 
the entire game.  They're quite strong.  'Nuff said...

The actual name of this class is "Gatekeeper", but the only Gatekeepers 
in the game are the Knights, so I made an executive decision and 
decided to call them, officially, Knights of Danika.

************************************************************

Bosses

************************************************************

Class: General - See Quass Debonair

Who: Quass Debonair (Zenobia Border)

************************************************************

Class: Vanity

Appearance: Blonde nobleman carrying a thin sword.

Attacks:

Front: Thrust X 2 - A
Middle: Thrust X 2 - B
Back: Infest* X 2 - A

Who: Godeslas Branic (Alba), Kerikov Barthes (Celesis), Numitol 
Silvis (Argent)

My thoughts: Vanity's are pretty much fighting noblemen.  They may have 
some inherent strengths, but largely they rely on their fellow 
soldiers.

************************************************************

Class: Superior Knight

Appearance: Knight without a helmet.

Attacks:

Front: Slash X 2 - A
Middle: Slash X 2 - B
Back: Slash X 2 - C

Who: Eurynome Rhade (Mylesia II, Mount Ithaca), Xevec Nulaton (Romulus)

My thoughts: Superior Knights can be pretty nasty.  They have more 
power than a standard Knight.

************************************************************

Class: Solidblade - See Ankiseth Gallant

Who: Ankiseth Gallant (Highland of Soathon, Wentinus I)

************************************************************

Class: Temple Command

Appearance: An armored man standing with his sword out in front of him, 
 or standing like a Knight Templar.

Attacks:

Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Evocation* X 2 - A

Who: Baldwin Glendale (Wentinus I, Wentinus II, Mount Keryoleth II), 
Pruflas Watts (Gules Hills I, Temple of Berthe I), Amazeroth Ludon 
(Ptia), Vapula Simburg (Blue Basilica), Thamuz Delville (Aurua Plains)

My thoughts: It's interesting how they make TC's stronger only by 
moving them around.  In the beginning, you face TC's in the middle row, 
where they are weakest.  Then later on, you'll fight them in the front 
row, where they're stronger.  Finally, for the last battle with 
Baldwin, he'll be in the back, where he can use Evocation, which can 
be quite nasty.

************************************************************

Class: Dark Prince

Appearance: Blonde man with a thrusting sword.

Attacks:

Front: Thrust X 2 - A
Middle: Thrust X 2 - B
Back: Dark Lore* X 2 - A

Who: Amrius Dulmare (Fort Romulus)

My thoughts: Amrius fights you twice in one scene.  The first time, 
he's all alone in the middle.  The second time, he has helpers and is 
in the back, where he can use Dark Lore, which is equivalent to using 
a Pedra of Bane.  Nasty.

************************************************************

Class: Overlord

Appearance: Purple haired young man.

Attacks:

Front: Thrust X 2 - A
Middle: Thrust X 2 - B
Back: Blue Spiral* X 2 - A

Who: Yumil Dulmare (Winnea)

My thoughts: It's not so much the fact that Yumil's tough, it's that 
he has two Knights of Danika as guards.

************************************************************

Class: Death Templar

Appearance: Noble-looking Temple Commander

Attacks: ???

Who: Richard Glendale (Castle Talpaea)

My thoughts: Richard's strong; stronger than even a Temple Command, but 
that's about all that's special.

************************************************************
************************************************************

5. Items

Yeah.  I think I have most of them, now...

Here's the key:

Description: The description of the item, as listed in the game.
Stat Change: How the item changes your basic stats (STR, VIT, INT, MEN, 
   AGI, DEX).
Resistances: How the item changes your resistances to being struck or 
   elements.
Effect: A rare one, but some weapons have a status effect on an enemy.  
   This also applies to descriptions of what certain valuables do.
Effect Invalid: Another rare one.  A few pieces of armor offer 
   protection from certain status changes.
Element: The ruling element of the weapon, if it's not Physical or 
   Variable.
Cost: The cost of the item.  This does not necessarily mean you can buy 
   it, but is used as a selling baseline.  You can sell any item for 
   1/4 it's listed cost.  Items in parentheses cannot be bought in 
   shops.

If you want to know if something can be bought, just search the document 
to see if it shows up later in shops.  Suffice to say that many of the 
stronger weapons/armors cannot be bought.

I've arranged all helm/headgear/shields/body armor according to Strike 
Resistance modifier, then Cost, then Element.

I've arranged all weapons according Strength modifier, then Cost, then 
Element.

I've arranged all Accessories according to Cost first, then Element.

I've arranged all Valuables according to their cost, then alphabetically.

************************************************************

A. Helmets/Headgear

Headgear -- 

Can be used by: Fencer, Doll Master, Ninja, Sword Master, Enchanter, 
Ninja Master, Amazon, Archer, Diana, Valkyrie, Dragon Master, Hawkman, 
Vultan

Bandanna
Description: Large piece of cloth wrapped around the head to improve 
   one's courage.
Stat Change: MEN+2
Resistances: Strike +1
Cost: 20

Plumed Headband
Description: Headband adorned with white feathers, known to bring 
   good luck.
Resistances: Strike +1, Holy -1, Dark +3 
Element: Virtue
Cost: 60

Decoy Cap
Description: Magical cap that attracts wild beasts by drawing their 
   attention to the wearer.
Resistances: Strike +1
Cost: (300)

Hachigane
Description: Headband adorned with iron plates to protect its wearer.
Resistances: Strike +2
Cost: 40

Leather Hat 
Description: Popular leather headpiece.
Resistances: Strike +2 
Cost: 40

Jin-gasa 
Description: Broad, conical hat which protects the wearer from rain and 
   snow. 
Stat Change: DEX+1
Resistances: Strike +2
Cost: 50

Pointy Hat 
Description: Cone-shaped leather hat with a wide brim.  The witch's 
   trademark. 
Stat Change: INT+1
Resistances: Strike +2
Cost: 100

Hannya Mask 
Description: The mask of Hannya, female demon portrayed as the 
   incarnation of agony, hatred and rage.
Stat Change: MEN+2, AGI+2
Resistances: Strike +3
Cost: 180

Burning Band 
Description: Headband made from the whisker of a firedrake.  It 
   protects its wearer from cold.
Resistances: Strike +3, Fire -2, Water +5, 
Element: Flame
Cost: (250)

Ice Bandanna 
Description: Magical bandanna woven with the breath of a snow spirit.
Resistances: Strike +3, Fire +5, Water -2
Element: Water
Cost: (250)

Celestial Veil 
Description: Beautiful veil that protects the wearer from darkness, 
Stat Change: INT+4
Resistances: Strike +4, Holy -4, Dark +8
Effect Invalid: Petrify
Element: Virtue
Cost: (550)

Red Branch
Description: Hat with red branches attached like antlers.  It sharpens 
   the wearer's concentration. 
Stat Changes: DEX+10
Resistances: Strike +5, Wind -1, Earth +4
Element: Wind

---

Helms -- 

Can be used by: Fighter, Knight, Berserker, Phalanx, Paladin, Black 
Knight, Cataphract, Dragoon, Centurion(male), Dragon Tamer, Freya, 
Centurion(female), Raven

Iron Helm 
Description: Iron skullcap that leaves portion of the head unprotected.
Resistances: Strike +2
Cost: 30

Bone Helm
Description: Helm modeled after a dragon skull.  Mostly ornamental, it 
   does not offer much protection. 
Resistances: Strike +2
Cost: 50

Armet
Description: Iron helm that covers the entire head; it offers good 
   protection, but decreases visibility. 
Resistances: Strike +4
Cost: 120

Dragon Helm
Description: Sturdy helm made of dragon skull.  Very effective against 
   dragon attacks. 
Resistances: Strike +4, Fire +4 
Element: Fire
Cost: 250

Baldr Helm
Description: Helm made of Baldr, a metal that increases one's magical 
   ability. 
Stat Change: INT+1
Resistances: Strike +5
Cost: 170

Helm of Thunderclap 
Description: Helm fabled to have originated from the war cry of the 
   thunder god, Thor.
Resistances: Strike +6, Wind -2, Earth +8
Element: Wind
Cost: 410

Helm of the Fearless 
Description: Helm worn by a swordmaster who has vanquished one hundred 
   opponents.
Stat Change: STR+20, AGI-15, DEX+5
Resistances: Strike +6, Holy +3, Dark -1
Element: Bane
Cost: (1550)

Freude Helm 
Description: Holy helm, blessed by Filarrh, the sun god, that repels 
   the power of evil.
Stat Change: MEN+2
Resistances: Strike +7, Holy -4, Dark +10
Element: Virtue
Cost: (700)

************************************************************

B. Weapons

---

Swords -- 

Can be used by: Fighter, Knight, Paladin, Centurion (male), Centurion 
(female), Goblin, Gladiator, Vanguard, General(Magnus), Warrior, 
Solidblade

Short Sword 
Description: Sword popular for its ease of use. 
Stat Change: STR+3
Cost: 20

Baldr Sword 
Description: Sword forged from Baldr, a metal that increases one's 
   magical ability
Stat Change: STR+5, INT+3
Cost: 150

Stone Sword 
Description: Sword chiseled from an ancient boulder, believed to 
   contain the spirit of a god.  
Stat Change: STR+7, VIT+5
Resistances: Wind +4, Earth -1 
Element: Earth
Cost: 200

Falchion 
Description: Curved single-edged sword with a broad blade designed to 
   slash the opponent.
Stat Change: STR+8
Cost: 400

Sword of Firedrake 
Description: A dragon slayer made from the scale of a firedrake.
Stat Change: STR+8
Resistances: Fire -1, Water +4
Element: Flame
Cost: 300

Glamdring 
Description: Forged by an Elven blacksmith, the blade of this sword 
   emits an unceasing red glow
Stat Change: STR+9
Resistances: Water +3
Element: Flame
Cost: 400

Blessed Sword 
Description: Baldr sword blessed by a priest. 
Stat Change: STR+9, INT+3
Element: Virtue
Cost: 400

Sum Mannus 
Description: Sword of lightning made from the scale of a thunder dragon.
Stat Change: STR+11
Resistances: Wind -1, Earth +4
Element: Wind
Cost: 500

Ice Blade 
Description: Sword chiseled from unmelting ice.
Stat Change: STR+13
Resistances: Fire +4, Water -1
Element: Water
Cost: 600

Dainslaif 
Description: Bloodthirsty sword which urges the wielder to fight.
Stat Change: STR+14
Resistances: Holy +4, Dark -1
Element: Bane
Cost: (850)

Noish's Promise:
Description: The altered form of a young man, who transformed himself 
   to search for the lost soul of his true love.
Stat Change: STR+15, MEN+11
Cost: (3500)

Adamant Katana 
Description: Broad-bladed sabre tempered in the eastern kingdom of 
   Zipang. 
Stat Change: STR+16
Resistances: Wind +8, Earth -3
Element: Earth
Cost: (1500)

Evil Blade 
Description: Fiendish sword used by the swordsmen of the netherworld.
Stat Change: STR+17
Resistances: Holy +8, Dark -3
Effect: Sleep 
Element: Bane
Cost: (1500)

Flamberge 
Description: A greatsword with an undulating blade, often used for 
   ceremonial purposes.
Stat Change: STR+18
Cost: (1400)

Penitence
Description: Holy sword said to have been brought from the heavens by a 
   fallen angel. 
Stat Change: STR+18
Resistances: Holy -1, Dark +4
Element: Virtue
Cost: (1500)

Laevateinn 
Description: The flaming sword of Surt, said to consume the world by 
   fire at the time of Ragnarok.
Stat Change: STR+18
Resistances: Fire -3, Water +8
Element: Flame
Cost: (1600)

Nephrite Sword 
Description: Sword made of jade which contains the power of unholy 
   water.
Stat Change: STR+18
Resistances: Fire +8, Water -3
Element: Water
Cost: (1600)

Notos 
Description: Sword that holds the power of Notos, the god of the south 
   wind.  One of the four Relics of the Wind.
Stat Change: STR+19, AGI+5
Resistances: Wind -2, Earth +7
Element: Wind
Cost: (1750)

Oracion 
Description: A shining sword of virtue which grants the wielder the 
   ability to communicate with the gods. 
Stat Change: STR+21
Resistances: Holy -3, Dark +8
Element: Virtue
Cost: (2100)

Fafnir 
Description: The sword used by an ancient hero to slay the evil dragon, 
   Fafnir.
Stat Change: STR+22
Cost: (1850)

---

Greatswords -- 

Can be used by: Fencer, Sword Master, Dragoon, General(Debonair, Sonic 
Blade only), Lord

Bastard Sword 
Description: Common, large, double-edged sword designed to do damage by 
   its sheer size.
Stat Change: STR+6
Cost: 180

Yomogi-u 
Description: Daito, exotic long sword of the East, that amplifies its 
   wielder's power.
Stat Change: STR+7, DEX+3
Resistances: Wind +4, Earth -1
Element: Earth
Cost: (300)

Claymore 
Description: Greatsword with an oversized guard.
Stat Change: STR+9
Cost: 360

Glaive of Champion 
Description: The legendary warsword of Sigurd.
Stat Change: STR+11
Cost: 500

Kusanagi 
Description: Sacred sword found in the tail of a dragon.  It looks 
   tarnished, but emits bright light when brandished.
Stat Change: STR+11
Resistance: Dark +2 
Element: Virtue
Cost: (550)

Matsukaze 
Description: Daito, exotic long sword of the East, with the power to 
   create blades of wind.
Stat Change: STR+12, DEX+4
Resistances: Wind -1, Earth +4
Element: Wind
Cost: (650)

Malachite Sword 
Description: Sword forged in the netherworld that freezes what it hits.
Stat Change: STR+12
Resistances: Fire +4, Water -1
Element: Water
Cost: (650)

Kagari-bi
Description: Daito, exotic long sword of the East, that becomes engulfed 
   in flame when brandished.
Stat Change: STR+13, DEX+4
Resistances: Fire -1, Water +4
Element: Flame
Cost: (750)

Sigmund 
Description: Sword tempered with lightning by Thor.
Stat Change: STR+14
Resistances: Wind -3, Earth +8
Element: Wind 
Cost: (650)

Durandel 
Description: The lost technology of the ancient Mistralians entrapped 
   the power of bane in this sword.
Stat Change: STR+14
Resistances: Holy +8, Dark -3 
Element: Bane
Cost: (700)

Sonic Blade 
Description: Legendary long sword carved from a scale of the elder 
   dragon. 
Stat Change: STR+15
Cost: (1000)

Sword of Tiamat 
Description: Dragon slayer made of Tiamat's fang.
Stat Change: STR+15
Cost: (1200)

Balmung 
Description: Two-handed sword made from the claw of the evil dragon, 
   Fafnir. 
Stat Change: STR+19
Cost: (1750)

Chaladholg 
Description: Holy sword, also known as the Demon Slayer, for beheading 
   countless evil beings.
Stat Change: STR+22
Resistances: Holy -4, Dark +10
Element: Virtue
Cost: (2100)

Ogre Blade 
Description: Gigantic weapon forged by the Ogre; its form is too 
   irregular and unrefined to be acknowledged as a sword. 
Stat Change: STR+25, INT-4
Resistances: Holy +15, Dark -10
Element: Bane
Cost: (2550)

---

Thrusting Swords -- 

Can be used by: Dragon Tamer, Dragon Master, Angel Knight, Seraphim

Rapier 
Description: Light, sharp-tipped sword designed to thrust at the joints 
   in armor.
Stat Change: STR+4
Cost: 30

Estoc 
Description: Light, sharp-tipped sword with a knuckle guard on its hilt. 
Stat Change: STR+6
Cost: 250

Peridot Sword 
Description: Sword made from a frozen peridot
Stat Change: STR+7
Resistances: Fire +4, Water -1
Element: Water
Cost: 350

Needle of Light 
Description: Thin blade of virtue created by the element of virtue. 
Stat Change: STR+7
Resistances: Dark +3
Element: Virtue
Cost: 350

Main Gauche 
Description: Dagger used for parrying attacks.  It has a peculiar 
   shape, but is very easy to handle.
Stat Change: STR+8
Cost: 400

Sword of Dragon Gem
Description: Sword chiseled from a Dragon Gem, a jewel with the ability 
   to communicate with dragons.
Stat Change: STR+13
Cost: (600)

---

One-Handed Axe/Hammer -- 

Can be used by: Berserker, Skeleton, Hawkman, Vultan, Raven, Saturos

Halt Hammer 
Description: Hammer used for smashing rocks.
Stat Change: STR+4
Cost: 110

Francisca 
Description: Small hand axe that can be wielded with relative ease. 
Stat Change: STR+5
Cost: 130

Baldr Club 
Description: Cudgel made of Baldr, a metal that increases one's magical 
   ability.
Stat Change: STR+6, INT+3
Cost: 220

Baldr Axe 
Description: Axe made of Baldr, a metal that increases one's magical 
   ability. 
Stat Change: STR+7, INT+3
Cost: 300

Evil Axe 
Description: Cursed axe used by demons to behead their foes.
Stat Change: STR+8
Resistances: Holy +3
Element: Bane
Cost: (410)

Flame Flail 
Description: The flail of the Order of Alnari which emits heat and 
   light when swung.
Stat Change: STR+10
Resistances: Water +3
Element: Flame
Cost: 490

Celestial Hammer 
Description: Holy hammer engraved with the ten commandments of Filarhh, 
   the sun god. 
Stat Change: STR+10
Resistances: Holy -3
Element: Virtue
Cost: (1800) 

Frozen Axe 
Description: Silvery axe suited for battle in cold climates, hence its 
   nickname, Winter General.
Stat Change: STR+11
Resistances: Water -1
Element: Water
Cost: 500

Aqua Hammer 
Description: The beautiful hammer told to have arisen from the tear of 
   Basque, god of the sea.
Stat Change: STR+15
Resistances: Water -3
Element: Water
Cost: (900)

Euros 
Description: Hammer that holds the power of Euros, god of the east wind.  
   One of the four Relics of Wind.
Stat Change: STR+16, AGI+5
Resistances: Wind -1, Earth +6
Element: Wind
Cost: (1050)

Axe of Wyrm 
Description: Broad-bladed axe designed to slay dragons, often used for 
   execution. 
Stat Change: STR+18
Resistances: Earth -3
Element: Earth
Cost: (1550)

Bloody Cleaver 
Description: Huge, blood-drenched cleaver.
Stat change: STR+21
Resistances: Holy +10, Dark -4
Element: Bane
Cost: (2200)

Gramlock 
Description: The axe of flame forged at Muspellheim.
Stat Change: STR+23
Resistances: Fire -5, Water +15
Element: Flame
Cost: (2250)

---

Two-Handed Axe/Hammer -- 

Can be used by: Black Knight, Ogre

Warhammer 
Description: Pointed hammer designed to puncture armor.
Stat Change: STR+7
Cost: (210)

Satan's Bullova 
Description: Large axe resembling a scythe, sucks the soul from its 
   foes.
Stat Change: STR+8
Resistances: Holy +3
Element: Bane
Cost: 360

Urdarbruun 
Description: Axe found in the fountain located at the very bottom of 
   the world. 
Stat Change: STR+9
Resistances: Fire +3
Element: Water
Cost: 450

Prox 
Description: Magical axe that spouts roaring flames at the wielder's 
   will.
Stat Change: STR+9
Resistances: Fire -1, Water +4
Element: Flame
Cost: 450

Mjollnir
Description: Colossal hammer of Thor, the thunder god.
Stat Change: STR+10
Resistances: Wind -1, Earth +4
Element: Wind
Cost: (420)

Sanscion 
Description: Hammer with the power of earth used by Galf, the general of 
   the netherworld.
Stat Change: STR+11
Resistances: Wind +4, Earth -1
Element: Earth
Cost: (550)

Paua Hammer 
Description: Hammer that draws out the full potential of its wielder. 
Stat Change: STR+13
Cost: (600)

Yggdrasil 
Description: Huge wooden club carved from the branch of Yggdrasil, the 
   world tree.
Stat Change: STR+18
Resistances: Wind +10, Earth -4
Element: Earth
Cost: (1700)

Rune Axe
Description: Axe engraved with runic inscriptions.
Stat Change: STR+21
Resistances: Holy -4, Dark +10 
Element: Virtue
Cost: (2000)

Heavy Axe
Description: Steel axe capable of splitting a large tree in two with a 
   single stroke.
Stat Change: STR+23
Cost: (2350)

Dagda's Hammer 
Description: Hammer which arose from the blood of Dagda, god of life 
   and death.  One of the Arcane Instruments of Bane.
Stat Change: STR+26
Resistances: Holy +15, Dark -5
Effect: Paralyze 
Element: Bane
Cost: (2500)

---

Spears -- 

Can be used by: Phalanx, Cataphract, Valkyrie, Freya, Blaze Knight, 
Rune Knight

Spear
Description: Steel, easy to use spear, capable of inflicting large 
   amounts of damage.
Stat Change: STR+5
Cost: 150

Baldr Spear 
Description: Spear made of Baldr, a metal that increases one's magical 
   ability.
Stat Change: STR+7, INT+3
Cost: 230

Thunder Spear 
Description: Magical spear with the power of thunder.
Stat Change: STR+7
Resistances: Earth +3
Element: Wind
Cost: 320

Osric's Spear 
Description: Osric, King of Zamora's spear of ice.
Stat Change: STR+8
Resistances: Fire +4, Water -1
Element: Water
Cost: 410

Volcaetus 
Description: Legendary spear discovered in Mount Volcana.
Stat Change: STR+9
Resistances: Fire -1, Water +4
Element: Flame
Cost: 460

Earth Javelin
Description: Javelin that draws power from the earth and enhances the 
   wearer's ability.
Stat Change: STR+12
Resistances: Wind +8, Earth -3
Element: Earth
Cost: 550

Zephyros 
Description: Spear that holds the power of Zephyros, god of the west 
   wind.  One of the four Relics of Wind.
Stat Change: STR+12, AGI+5
Resistances: Earth +6
Element: Wind 
Cost: (750)

Bentisca 
Description: Spear found in the lair of the dragon, Isebelg.
Stat Change: STR+14
Resistances: Fire +8, Water -3
Element: Water
Cost: (650)

Culnrikolnne 
Description: Its spearhead is made from the horn of a unicorn, with 
   divine inscriptions engraved on it.
Stat Change: STR+15, INT+2
Cost: (750)

Lance of Longinus
Description: Lance of damnation that harms even the gods.
Stat Change: STR+16
Resistances: Holy -1, Dark +4
Element: Virtue
Cost: (1300)

Evil Spear
Description: Spear of an evil deity that absorbs grief and despair, and 
   grants power to its wielder.
Stat Change: STR+17
Resistances: Holy +6, Dark -2
Element: Bane
Cost: (1500)

Holy Lance
Description: Lance of pure silver, carried by the holy army when they 
   descended from heaven.
Stat Change: STR+18
Resistances: Holy -3, Dark +8
Element: Virtue
Cost: (1600)

Ignis
Description: Blazing spear tempered with the eternal flame of the 
   netherworld.
Stat Change: STR+21
Resistnaces: Fire -3, Water +8, Element: Flame, 
Cost: (2000)

Brionac
Description: Rare magical spear with a will of its own.
Stat Change: STR+24, INT+6
Resistances: Holy +10, Dark -4
Effect: Sleep 
Element: Bane
Cost: (2300)

---

Whips -- 

Can be used by: Beast Tamer, Beast Master

Leather Whip
Description: Whip made of a sturdy strip of leather.
Stat Change: STR+4
Cost: 60

Rupture Rose
Description: Whip of thorns made from a crimson rose.
Stat Change: STR+5
Cost: 120

Whip of Exorcism
Description: Whip that imparts evil thoughts to those it strikes.  
   Commonly used by priests of the occult.
Stat Change: STR+7
Cost: (210)

Holy Comet
Description: Sacred whip that leaves trails of pure white light when 
   wielded.
Stat Change: STR+11
Resistances: Holy -1, Dark +4
Element: Virtue
Cost: (410)

Blood Whip
Description: Whip used by vampires to capture virgins
Stat Changes: STR+13
Resistances: Holy +4, Dark -1
Element: Bane
Cost: (800)

---

Claws -- 

Can be used by: Ninja, Ninja Master, Grappler

Iron Claw
Description: Iron claw attached to the forearm, primarily used in hand-
   to-hand combat.
Stat Change: STR+5
Cost: 170

Baldr Claw
Description: Claw made of Baldr, a metal that increases one's magical 
   ability.
Stat Change: STR+7, INT+3
Cost: 280

Cyanic Claw
Description: Dragon slayer made from the claws of the blue dragon.
Stat Change: STR+8
Resistances: Fire +4, Water -1
Element: Water
Cost: 320

Black Cat
Description: Cursed claw imbued with the spirit of a black cat.
Stat Change: STR+11
Resistances: Holy +4, Dark -1
Element: Bane
Cost: (500)

Touelno
Description: Thunder dragon's claw that courses with electricity.
Stat Change: STR+12
Resistances: Wind -1, Earth +4
Element: Wind
Cost: (550)

Berserk
Description: It is said that the wielder of this claw attacks with the 
   ferocity of a wild beast.
Stat Change: STR+13
Resistances: Wind +4, Earth -1
Element: Earth
Cost: (600)

Lfal
Description: Demon's claw, tipped with a portion of hell's inferno.
Stat Change: STR+14
Resistances: Fire -1, Water +4
Element: Flame
Cost: (700)

Vajra
Description: Unique weapon that changes shape according to its wielder's 
   will.
Stat Change: STR+17, INT+5
Resistances: Holy -1, Dark +4
Element: Virtue
Cost: (1550)

---

Bows -- 

Can be used by: Amazon, Archer, Diana, Gorgon

Short Bow
Description: Small, light wooden bow that is portable and easy to 
   handle, but lacks strength.
Stat Change: STR+3
Cost: 30

Great Bow
Description: Long bow reinforced with yak horn.
Stat Change: STR+4
Cost: 90

Baldr Bow
Description: Bow made of Baldr, a metal that increases one's magical 
   ability.
Stat Change: STR+6, INT+3
Cost: 160

Ytival
Description: Bow of pure silver, carried by the holy army when they 
   descended from heaven.
Stat Change: STR+7
Resistances: Holy -4, Dark +10
Element: Virtue
Cost: 270

Bow of Sandstorm
Description: Legendary bow of the ancient kingdom of Habiram.  Its 
   arrows never miss their mark, even in a sandstorm.
Stat Change: STR+8
Resistances: Wind +8, Earth -3
Element: Earth
Cost: 420

Bow of Thunderbolt
Description: Bow of the thunder god Thor.  The arrow becomes engulfed 
   in lightning and penetrates the foe.
Stat Change: STR+9
Resistances: Wind -3, Earth +8
Element: Wind
Cost: (490)

Composite Bow
Description: Bow made from many materials, giving it more flexibility 
   and durability.
Stat Change: STR+10
Cost: (550)

Conflagrant Bow
Description: Blessed by the goddess of flame, this bow shoots explosive 
   arrows.
Stat Change: STR+12
Resistances: Fire -3, Water +8
Element: Flame
Cost: (620)

Bow of Tundra
Description: Found within a massive block of ice, this bow freezes its 
   targets instantly.
Stat Change: STR+14
Resistances: Fire +8, Water -3
Element: Water
Cost: (700)

Crescente
Description: Crescent-shaped bow used by a maiden to shoot an arrow to 
   the heavens to deliver a love letter.
Stat Change: STR+15, DEX+4
Resistances: Holy -3, Dark +8
Element: Virtue
Cost: (850)

Ji'ygla's Bow
Description: Great bow made from the bone of Ji'ygla, who was promised 
   eternal pleasure in exchange for his soul.
Stat Change: STR+16, INT-2
Resistances: Holy +10, Dark -4
Effect: Petrify
Element: Bane
Cost: (1150)

---

Maces -- 

Can be used by: Cleric, Priest

Light Mace
Description: Light, compact mace that is easy to wield.
Stat Change: STR+2, INT+3
Cost: 30

Baldr Mace
Description: Mace made of Baldr, a metal that increases one's magical 
   ability.
Stat Change: STR+3, INT+5
Cost: 180

Gambatein
Description: Mace blessed by Holp, the god of wisdom, with the power to 
   pulverize the forces of evil.
Stat Change: STR+3, INT+13
Resistances: Holy -3, Dark +8
Element: Virtue
Cost: (1550)

Celestial Mace
Description: Holy mace that emits white light from the jewel mounted in 
   its head.
Stat Change: STR+4, INT+9
Resistances: Holy -1, Dark +4
Element: Virtue
Cost: (600)

---

Staves -- 

Can be used by: Wizard, Archmage, Sorceress, Witch, Siren, Lich, Warlock 
(Hemlock only)

Scipplay Staff
Description: Staff carved from the Scipplay Cypress tree
Stat Change: STR+1, INT+3
Cost: 20

Arc Wand
Description: Wand favored by experienced spellcasters, which enhances 
   the user's magical ability.
Stat Change: STR+3, INT+5
Cost: 150

Hemlock
Description: Staff carved from an ancient tree, whose roots spread 
   throughout the continent of Zeteginea
Stat Change: STR+3, INT+11, MEN+1
Resistances: Wind +6, Earth -2
Element: Earth
Cost: (800)

Kerykeion
Description: Staff of Hermes with two serpents intertwined around it. 
Stat Change: STR+4, INT+7
Resistances: Holy +8, Dark -3
Element: Bane
Cost: (330)

Hraesvelg
Description: Staff with a feather of the eagle Hraesvelg on its tip.  It 
   grants the holder mastery over wind.
Stat Change: STR+4, INT+7
Resistances: Wind -3, Earth +8
Element: Wind
Cost: 340

Phorusgir
Description: Staff which converts the magical power of its wielder into 
   blades of ice.
Stat Change: STR+4, INT+10
Resistances: Fire +8, Water -3
Element: Water
Cost: (750)

Jormungand
Description: Staff made in the likeness of Jormungand, the gigantic 
   serpent the encircles the world. 
Stat Change: STR+4, INT+15
Resistances: Wind +8, Earth -3
Cost: (2100)

Airgetlam
Description: Silver staff, told to have formed from the severed arm of 
   Nuadu, that heightens its wielder's wisdom.
Stat Change: STR+5, INT+12
Resistances: Holy -3, Dark +8
Element: Virtue
Cost: (1400)

Totila
Description: The staff that spews forth flame and incinerates evil.
Stat Change: STR+6, INT+8
Resistances: Fire -3, Water +8
Element: Flame
Cost: (420)

---

Dolls -- 

Can be used by: Doll Master, Enchanter

Marionette
Description: Wooden doll, articulated with steel.
Stat Change: STR+5
Cost: 120

Fool
Description: Peculiar doll resembling a jester that conceals numerous 
   weapons.
Stat Change: STR+7
Cost: 320

Heaven's Doll
Description: Angel doll very popular among children.
Stat Change: STR+9
Resistances: Holy -3, Dark +8
Element: Virtue
Cost: (430)

Doll of Curse
Description: A cursed soul is entrapped in this doll.
Stat Change: STR+10
Resistances: Holy +8, Dark -3
Effect: Paralyze
Element: Bane
Cost: (600)

Lia Fail
Description: Statue set with the Stone of Destiny that confirms the 
   sentience of a god.
Stat Change: STR+13
Resistances: Holy -4, Dark +10
Element: Virtue
Cost: (900)

Gallant Doll
Description: Doll given as a birthday present.  Its power reflects the 
   battalion leader's.
Stat Change: STR+Magnus/20, VIT+Magnus/20, INT+Magnus/20, 
   MEN+Magnus/20, AGI+Magnus/20, DEX+Magnus/20
Element: Same as Magnus'
Cost: (20)

---

Fans --

Can be used by: Princess

Battle Fan
Description: Sturdy fan made of iron plates.
Stat Change: STR+4
Cost: (750)

Caldia
Description: Ceremonial heart-shaped fan.
Stat Change: STR+7, AGI+5
Resistances: Holy -1, Dark +4
Element: Virtue
Cost: (1250)

************************************************************

C. Spellbooks -- 

Can be used by: Wizard, Archmage, Sorceress, Witch, Siren, Princess, 
Lich, Warlock

Spellbook
Description: Book of incantations that channels the power of one's 
   guardian diety into magical spells.
Stat Change: INT+1
Cost: 100

Book of Wind
Description: Book of incantations that channels the power of the 
   wind god, Harnella, into magical spells.
Stat Change: INT+4
Resistances: Wind -1, Earth +4
Effect: Changes spells to Wind Elemental
Element: Wind
Cost: 200

Book of Flame
Description: Book of incantations that channels the power of the fire 
   god, Zoshonel, into magical spells.
Stat Change: INT+4
Resistances: Fire -1, Water +4
Effect: Changes spells to Fire Elemental
Element: Flame
Cost: 200

Book of Earth
Description: Book of incantations that channels the power of the earth 
   god, Berthe, into magical spells.
Stat Change: INT+4
Resistances: Wind +4, Earth -1
Effect: Changes spells to Earth Elemental
Element: Earth
Cost: 200

Book of Water
Description: Book of incantations that channels the power of the water 
   god, Grueza, into magical spells.
Stat Change: INT+4
Resistances: Fire +4, Water -1
Effect: Changes spells to Water Elemental
Element: Water
Cost: 200

Book of Bane
Description: Book of incantations that channels the power of Asmodee, 
   the God of Death, into magical spells.
Stat Change: INT+5
Resistances: Holy +4, Dark -1
Effect: Changes spells to Bane Elemental
Element: Bane
Cost: 300

Annihilation
Description: Rare tome written by the ancient Drakonites.  It casts a 
   shower of flame to the earth.
Stat Change: STR-2, INT+10
Resistances: Fire -5, Water +10
Effect: Changes spells to Annihilation
Element: Drakonite
Cost: Starts at 30000 and increases by 20 every day up to 60000

Meteor Strike
Description: Rare tome written by the ancient Drakonites.  It calls 
   forth a meteor from the heavens.
Stat Change: STR-2, INT+10
Resistances: Wind +10, Earth -5
Effect: Changes spells to Meteor Strike
Element: Drakonite
Cost: 50000

Tempest
Description: Rare tome written by the ancient Drakonites.  It summons a 
   violent thunderstorm.
Stat Change: STR-2, INT+10
Resistances: Wind -5, Earth +10
Effect: Changes spells to Tempest
Element: Drakonite
Cost: (50000)

White Mute
Description: Rare tome written by the ancient Drakonites.  It 
   instantaneously freezes the atmosphere.
Stat Change: STR-2, INT+10
Resistances: Fire +10, Water -5
Effect: Changes spells to White Mute
Element: Drakonite
Cost: (50000)

************************************************************

D. Shields

Small Shield -- 

Can be used by: Fighter, Valkyrie, Freya, Centurion (female), Blaze 
Knight, Rune Knight

Round Shield
Description: Small wooden shield attached to the forearm with a strap.
Resistances: Strike +2
Cost: 20

Buckler
Description: Small metal shield used primarily to parry attacks.
Resistances: Strike +5
Cost: 40

Electric Shield
Description: Small shield blessed with the blood of Nue, the thunder 
   beast, that increases the power of wind.
Resistances: Strike +8, Wind -3, Earth +8
Element: Wind
Cost: 150

Flame Shield
Description: Small shield forged by Efreet, the Flame Djinn, that 
   increases the power of flame
Resistances: Strike +8, Fire -3, Water +8
Element: Flame
Cost: 150

Terra Shield
Description: Small shield of the Dryad, the forest nymph, that 
   increases the power of the earth
Resistances: Strike +8, Wind +8, Earth -3
Element: Earth
Cost: 150

Ice Shield
Description: Small shield made by Firbolg, the frost giant, that 
   increases the power of water.
Resistances: Strike +8, Fire +8, Water -3
Element: Water
Cost: 150

Starry Sky
Description: Shield emblazoned with the celestial map.  The brilliance 
   of its stars keeps darkness at bay.
Resistances: Strike +12, Holy -12, Dark +50
Element: Virtue
Cost: (1900)

---

Shield -- 

Can be used by: Knight, Phalanx, Paladin, Cataphract, Centurion (male), 
Angel Knight

Hallowed Shield
Description: Wooden shield made from the holy tree of Berthe that 
   protects the wielder from status changes.
Resistances: Strike +6, Wind +2
Effect Invalid: Poison, Paralyze, Sleep, Petrify
Element: Earth
Cost: (2250)

Kite Shield
Description: Metal shield with the bottom half narrowed for increased 
   maneuverability in combat.
Resistances: Strike +8
Cost: 70

Large Shield
Description: Large, circular shield.  It is heavy, but allows the 
   wielder to block attacks with ease.
Resistances: Strike +10
Cost: 180

Dragon Shield
Description: Shield made of dragon scales.
Resistances: Strike +10, Fire +7
Element: Flame
Cost: 260

Baldr Shield
Description: Shield made of Baldr, a metal that increases one's magical 
   ability.
Stat Change: INT+3
Resistances: Strike +12
Cost: 250

Shield of Nue
Description: Shield with the power of Nue, the thunder beast.  When 
   struck, it produces a sound similar to a beast's roar.
Resistances: Strike +12, Wind -3, Earth +8
Element: Wind
Cost: (500)

Shield of Inferno
Description: Shield with the power of flame trapped deep within the 
   earth.
Resistances: Strike +12, Wind +2, Fire -3, Water +7 
Element: Flame
Cost: (500)

Crystal Guard
Description: Beautiful shield made of a transparent, crystal-like 
   substance.
Resistances: Strike +12, Fire +8, Water -3
Cost: (500)

Saint's Shield
Description: Shield inscribed with King Oberon's name, granting 
   additional protection to the wielder.
Stat Change: MEN+4
Resistances: Strike +15, Holy -5, Dark +15, 
Effect Invalid: Paralyze
Element: Virtue
Cost: (1750)

Tower Shield
Description: A cumbersome rectangular shield which, in return, provides 
   good protection.
Resistances: Strike +16
Cost: 350

Ogre Shield
Description: Shield forged by the Ogre; it is very heavy, but provides 
   exceptional protection.
Stat Change: STR+10, INT-5
Resistances: Strike +20, Holy +10, Dark -5
Element: Bane
Cost: (2100)

************************************************************

E. Body Armor

Light Armor -- 

Can be used by: Fighter, Berserker, Fencer, Sword Master, Beast Tamer, 
Beast Master, Ninja, Ninja Master, Amazon, Archer, Diana, Dragon Tamer, 
Dragon Master, Hawkman, Vultan, Raven, Saturos, Gorgon

Cloth Armor
Description: Armor fashioned from thick cloth.  Its loose design is 
   very comfortable.
Stat Change: MEN+2, DEX+2
Resistances: Strike +1
Cost: 20

Ninja's Garb
Description: Garment worn by ninjas, with iron plates stitched in.
Stat Change: AGI+2
Resistances: Strike +3
Cost: 50

Leather Armor
Description: Armor comprised of layers of leather
Resistances: Strike +3
Cost: 60

Chain Mail
Description: Armor made of interlocking metal rings.  It is strong 
   against slashes, but weak against thrusts.
Resistances: Strike +5
Cost: 120

Hard Leather
Description: Armor made of leather hardened in boiling oil.
Resistances: Strike +6
Cost: 150

Scale Armor
Description: Leather armor strenghtened with wyvern's scales.
Resistances: Strike +7
Cost: 200

Ice Chain
Description: Frozen chain mail that protects its wearer by emitting 
   breaths of cold.
Resistances: Strike +8, Fire +5, Water -2
Element: Water
Cost: (350)

Thunder Chain
Description: Chain mail charged with lightning that protects its wearer 
   by periodically discharging electricity.
Resistances: Strike +8, Wind -2, Earth +5
Element: Wind
Cost: (350)

Flame Leather
Description: Leather armor branded with the seal of flame.  It protects 
   its wearer with a magical coat of flame.
Resistances: Strike +8, Fire -3, Water +8
Element: Flame
Cost: (350)

Terra Armor
Description: Hard leather engraved with the symbol of earth.  It 
   provides its wearer with the power of earth.
Resistances: Strike +9, Wind +8, Earth -3
Element: Earth
Cost: (250)

Idaten's Mail
Description: Mystical chain that makes its wearer nimble.
Stat Change: AGI+13
Resistances: Strike +11, Wind -3, Earth +7
Element: Wind
Cost: (1500)

Saint's Garb
Description: Attire tailored by the followers of Light, made from 
   fabric purified with holy water.
Stat Change: MEN+4
Resistances: Strike +12, Holy -5, Dark +10
Element: Virtue
Cost: (750)

---

Armor -- 

Can be used by: Phalanx, Valkyrie, Freya, Angel Knight, Seraph, Goblin, 
Gladiator(Magnus), Vanguard, Blaze Knight, Rune Knight, Solidblade, 
Lord

Breastplate
Description: Iron plate that covers only the chest area.
Resistances: Strike +8
Cost: 180

Plate Mail
Description: Iron-plated armor that covers the vital areas of the body.
Resistances: Strike +9
Cost: 210

Baldr Mail
Description: Plate mail made of Baldr, a metal that increases one's 
   magical ability.
Stat Change: INT+3
Resistances: Strike +11
Cost: 250

Titania Mail
Description: Legendary armor stolen from the temple of the faerie queen 
   Titania.  Its wearer's agility is slightly increased.
Stat Change: AGI+4
Resistances: Strike +13
Cost: (750)

Phoenix Mail
Description: Armor brought to this world by the Phoenix.
Resistances: Strike +15, Fire -4, Water +10
Element: Flame
Cost: 900

Peregrine Mail
Description: Armor created from a feather of Peregrine, the great 
   winged beast.
Resistances: Strike +15, Wind -4, Earth +10
Element: Wind
Cost: 900

Hwail Mail
Description: Armor modeled after Hwail, an enormous aquatic monster that 
   dwells in the Sea of Oberro.
Resistances: Strike +15, Fire +10, Water -4
Element: Water
Cost: 900

Nathalork Mail
Description: Armor made from the thick, rock like hide of the ferocious 
   Nathalork.
Resistances: Strike +15, Wind +10, Earth -4
Element: Earth
Cost: (900)

Bloodstained Armor
Descriptiomn: Armor dyed with black blood to gain the power of 
   darkness.  Evil spirits accompany the armor.
Resistances: Strike +17, Holy +15, Dark -5
Element: Bane
Cost: (1500)

Angelic Armor
Description: Legendary armor worn by the Angel Knight when she 
   descended from the heavens.
Stat Change: MEN+6
Resistances: Strike +18, Holy -5, Dark +12
Element: Virtue
Cost: (1500)

---

Full Body Armor -- 

Can be used by: Knight, Paladin, Cataphract, Gladiator(Dio), Warrior, 
Dragoon, General

Plate Armor
Description: Full-body armor consisting of shaped and fitted iron 
   plates.  It is heavy, but the weight is well-distributed over the 
   entire body.
Resistances: Strike +11
Cost: 230

Baldr Armor
Description: Plate armor made of Baldr, a metal that increases one's 
   magical ability.
Stat Change: INT+3
Resistances: Strike +13
Cost: 420

Dragon Armor
Description: Full-body armor made out of a meteorite.  It is especially 
   effective against dragons.
Resistances: Strike +13, Fire +4
Element: Flame
Cost: (800)

Heavy Armor
Description: Plate armor reinforced with additional metal plates.  It 
   is very heavy but provides excellent protection.
Resistances: Strike +15
Cost: 650

Wind Armor
Description: Magical full-body armor that protects its wearer with a 
   strong whirlwind.
Resistances: Strike +17, Wind -3, Earth +8
Element: Wind
Cost: (1500)

Breidablick
Description: Mist emitted from this full-body armor hides its wearer 
   from sight.
Resistances: Strike +17, Fire +8, Water -3
Element: Water, 
Cost: (1500)

Rune Plate
Description: Baldr armor engraved with runic inscriptions.
Stat Change: INT+3
Resistances: Strike +18, Holy -4, Dark +10
Element: Virtue
Cost: (1500)

Juelnelune
Description: Armor blessed by the god of hunting.  It emits a gentle 
   light, similar to the moon's.
Resistances: Strike +18, Wind -4, Earth +10
Element: Wind
Cost: (1800)

Southern Cross
Description: Armor said to have been worn by the ancient gods.  It is 
   decorated with the Southern Cross.
Resistances: Strike +20, Holy -1, Dark +3
Element: Virtue
Cost: (2500)

Armor of Death
Description: Full-body armor known to gradually absorb the life essence 
   of its wearer.
Resistances: Strike +21, Holy +15, Dark -5 
Element: Bane
Cost: (1900)

Ogre Armor
Description: Full-body armor forged by the Ogre; it is very heavy, but 
   provides exceptional protection.
Stat Change: STR+10, INT-5
Resistances: Strike +25, Holy +8, Dark -4
Element: Bane
Cost: (2250)

Diadora's Song
Description: Armor imbued with the spirit of a girl separated from her 
   lover. Her sorrowful singing can be heard within it. 
Resistances: Strike +26
Cost: (3200)

---

Robes -- 

Can be used by: Doll Master, Enchanter, Wizard, Archmage, Cleric, 
Priest, Skeleton, Ghost, Lich, Warlock

Torn Cloth
Description: Old, torn cloth that offers virtually no physical 
   protection.
Resistances: Strike +1
Cost: 10

Robe
Description: Long, flowing robe.  It is thin and light, but not very 
   durable.
Resistances: Strike +2
Cost: 30

Cleric's Vestment
Description: Garment commonly worn by clerics, providing peace and 
   serenity to its wearer.
Resistances: Strike +2, Holy -1, Dark +5
Element: Virtue
Cost: 50

Magician's Robe
Description: Robe woven with threads of Baldr, a metal that increases 
   one's magical ability.
Stat Change: INT+5
Resistances: Strike +3
Cost: 120

Vestment of Flame
Description: Cloak covered with firedrake scales, protecting the wearer 
   from cold.
Stat Change: INT+5
Resistances: Strike +4, Fire -4, Water +10
Element: Flame
Cost: (400)

Vestment of Earth
Description: Magical garment that imparts the power of earth to the 
   wearer.
Stat Change: INT+5
Resistances: Strike +4, Wind +10, Earth -4
Element: Earth
Cost: (400)

Vestment of Water
Description: Garment worn by priests of Titania, Queen of the faeries, 
   blessed by the water elemental.
Stat Change: INT+5
Resistances: Strike +4, Fire +10, Water -4
Element: Water
Cost: (400)

Vestment of Wind
Description: Replica of the robe worn by the Skyfarer, in an ancient 
   relief.
Stat Change: INT+5
Resistances: Strike +4, Wind -4, Earth +10
Element: Wind
Cost: (400)

Robe of the Wise
Description: Robe with crystals attached to it, heightening its 
   wearer's magical ability.
Stat Change: INT+8
Resistances: Strike +5
Cost: 300

Phoenix Robe
Description: Robe woven with feathers of the immortal Phoenix.
Stat Change: INT+7
Resistances: Strike +5, Fire -5, Water +15
Element: Flame
Cost: (750)

Cloak of Oath
Description: Cloak worn by those who dedicate their lives as a saint.
Stat Change: INT+7, MEN+5
Resistances: Strike +5, Holy -4, Dark +10
Element: Virtue
Cost: (750)

Robe of Abyss
Description: Robe tainted by an unfathomable darkness from the realm of 
   this world.
Stat Change: INT+8, MEN+2
Resistances: Strike +5, Holy +50, Dark -17
Element: Bane
Cost: (1750)

Bloodstained Robe
Description: Robe drenched with demon's blood, shrouding everything near 
   it in darkness.
Stat Change: INT+10, MEN+5
Resistances: Strike +6, Holy +15, Dark -5
Element: Bane
Cost: (1000)

---

Garments -- 

Can be used by: Sorceress, Witch, Siren, Princess, Zombie, Vampire, 
(Count's Garment only), Faerie (Tiny Clothing only), Pumpkinhead

Old Clothing
Description: Tattered clothes which offer virtually no protection to 
   its wearer.
Resistances: Strike +1
Cost: 10

Tiny Clothing
Description: Palm-sized garment made of cloth.
Resistances: Strike +2
Cost: (10)

Plain Clothing
Description: Simple garment made of cheap cloth.
Resistances: Strike +2
Cost: (30)

Witch's Dress
Description: Dress made for witches, adorned with a magical gem.
Stat Change: INT+3
Resistances: Strike +2
Cost: 80

Count's Garment
Descripton: Elegantly tailored garment for the nobility.
Resistances: Strike +3
Cost: (200)

Pure-White Dress
Description: Pure white dress that only a noble, purehearted woman is 
   permitted to wear.
Stat Change: INT+5
Resistances: Strike +3, Holy +2, Dark +5
Element: Virtue
Cost: 2500

Fur Coat
Description: Expensive coat made from the fur of a carnivorous beast.
Stat Change: INT+5
Resistances: Strike +4
Cost: 250

Feather Suit
Description: Magical suit woven with feathers of the fabled giant 
   condor, grants the protection of wind to the wearer.
Stat Change: INT+7
Resistances: Strike +5, Wind -2, Earth +6
Element: Wind
Cost: 400

Heat-Tex
Description: Crimson garment created with high-tech magic and a new 
   synthetic material.
Stat Change: INT+7
Resistances: Strike +5, Fire -2, Water +6
Element: Flame
Cost: (400)

Forest Tunic
Description: Dark-green tunic tailored by the elves.  It makes the 
   wearer difficult to find in the forest.
Stat Change: INT+7
Resistances: Strike +5, Wind +6, Earth -2
Element: Earth
Cost: (400)

Misty Coat
Description: Mystical coat decorated with blue crystals that hold the 
   magical power of water.
Stat Change: INT+7
Resistances: Strike +5, Fire +6, Water -2
Element: Water
Cost: (400)

Stardust
Description: Beautiful dress bejeweled with fragments of a shooting star.
Stat Change: INT+8
Resistances: Strike +7, Holy -3, Dark +8
Element: Virtue
Cost: (1750)

Spell Robe
Description: Old garment inscribed with undecipherable text, considered 
   to be worn in a ritual of some sort.
Stat Change: STR-5, INT+15
Resistances: Strike +8, Holy +8, Dark -3
Cost: (1500)

************************************************************

F. Accessories - 

Non-class specific Accessories --

Can be used by: Doll Master, Enchanter, Wizard, Archmage, Black Knight, 
Sorceress, Cleric, Siren, Priest

Amulet
Description: Necklace worn by sorcerers.
Stat Change: INT+4
Cost: 40

Valiant Mantle
Description: Durable mantle made of thick leather.  Much effort is 
   required to pierce it.
Resistances: Strike +3
Cost: (40)

Rosary
Description: Silver cross and beads carried by priests.
Stat Change: INT+3
Resistances: Dark +2
Element: Virtue
Cost: 50

Ring of Eloquence
Description: Magic ring that increases the potency of its wearer's 
   incantations.
Stat Change: STR-10, INT+10
Cost: 250

Bell of Thunder
Description: Cast-iron bell emblazoned with the crest of thunder.  
   Provdies protection from thunder and lightning.
Stat Change: INT+3
Resistances: Wind -3, Earth +8
Element: Wind
Cost: 250

Fang of Firedrake
Description: Charm made from firedrake fang.  Grants the power of flame 
   and the protection from heat wave.
Stat Change: STR+3, 
Resistances: Fire -3, Water +8
Element: Flame
Cost: 250

Naga Ring
Description: Magic ring that taps into the channel of power that runs 
   deep underground.
Stat Change: STR+5
Resistances: Wind +8, Earth -3
Element: Earth
Cost: 250

Snow Orb
Description: Gem carved from the core of a massive unmelting block of 
   ice.
Stat Change: INT+5
Resistances: Fire +8, Water -3
Element: Water
Cost: 250

Elder's Sign
Description: Charm that grants its wearer vast amounts of knowledge, 
   told to be as ancient as the gods themselves.
Stat Change: INT+6
Resistances: Holy -4, Dark +10
Effect Invalid: Paralyze
Element: Virtue
Cost: (600)

Ring of Branding
Description: Unholy ring used to brand sinners with the insignia of the 
   demon.
Stat Change: STR-6, INT+13
Resistances: Holy +8, Dark -6
Element: Bane
Cost: (1350)

Feather of Archangel
Description: Feather that bestows the protection of an archangel upon 
   its onwer.
Stat Change: INT+12
Resistances: Holy -5, Dark +15
Element: Virtue
Cost: (1600)

Firecrest
Description: Legendary red gem that holds the spirit of the Divine 
   Dragon.
Resistances: Strike +20, Wind +20, Fire +20, Earth +20, Water +20, 
   Holy +20, Dark +20
Cost: (2550)

Angel's Brooch
Description: Brooch engraved with an angel, created by a renowned 
   artisan.
Resistances: Strike +1, Dark +2
Element: Virtue
Cost: (2700)

Rai's Tear
Description: Jewel worn by a Nirdamese Countess.  This gem tells of the 
   tragic fall of Nirdam.
Resistances: Strike +2
Cost: (3300)

---

Class Specific Accessories *cannot be changed* --

Blue Sash
Description: Piece of cloth draped across the shoulders.  It is a 
   traditional Indigan attire.
Stat Change: MEN+1
Resistances: Strike +1
Classes: Gladiator, Vanguard, Warrior, Solidblade, General(Magnus)
Cost: (30)

Tunic
Description: Sleeveless cloak worn over armor for decorative purpose.
Resistances: Strike +3
Classes: General(Debonair), Lord
Cost: (50)

Glass Pumpkin
Description: Magic pumpkin created by Deneb, the beautiful witch of 
   Zenobia.
Resistances: Holy +1
Classes: Pumpkinhead
Cost: (170)

Bloody Emblem
Description: Emblem worn by the followers of the darkness.
Stat Change: INT+4
Resistances: Holy -3, Dark +8
Element: Bane
Classes: Vampire
Cost: (1300)

Dream Tiara
Description: Crown that rewards its wearer with a noble heart and 
   healthful body.
Stat Change: INT+4
Resistances: Holy +8, Dark -3
Element: Virtue
Classes: Princess
Cost: (1500)

Ring of the Dead
Description: Magic ring requisite to becoming immortal.
Stat Change: INT+6
Resistances: Holy -4, Dark +10
Element: Bane
Classes: Lich
Cost: (2100)

************************************************************

G. Expendables

---

Curatives --

Heal Leaf
Description: Leaf of a curative herb that restores 100HP to a character.
Cost: 10

Heal Seed
Description: Seed of a curative herb that restores 300HP to a character.
Cost: 50

Heal Pack
Description: Curative herbs that restore 150HP to all members of a unit.
Cost: 120

Power Fruit
Description: Indigienous fruit that restores some stamina to all 
   members in a unit.
Cost: 80

Angel Fruit
Description: Wondrous fruit brought to this world by an angel.  
   Restores stamina to all members in a unit.
Cost: 200

Revive Stone
Description: Concoction made from a cockatrice tail that cures 
   petrification.
Cost: 500

Altar of Resurrection
Description: Ancient altar that resurrects the dead.
Cost: 1500

---

Supplementals --

Champion Statuette
Description: Statuette, modeled after a famous hero, that raises the 
   owner's experience level.
Cost: (2550)

Cup of Life
Description: Cup that increases the Hit Points of the one who drinks 
   from it.
Cost: (2550)

Sword Emblem
Description: Emblem that compels the wearer's spirit and raises 
   their strength.
Cost: (2550)

Bracer of Protection
Description: Bracers that raise vitality and enhance wearer's 
   resistance to physical damage.
Cost: (2550)

Crown of Intellect
Description: Crown that communicates with the soul and raises the 
   intelligence of the user.
Cost: (2550)

Mirror of Soul
Description: Mirror that reflects the inner self and raises the 
   mentality of the user.
Cost: (2550)

Stone of Quickness
Description: Magic stone that enhances the physical attribute and 
   raises the agility of the user.
Cost: (2550)

Crystal of Precision
Description: Green Crystal that heightens a character's concentration 
   and raises dexterity.
Cost: (2550)

Goblet of Destiny
Description: Goblet that alters the destiny of the one who drinks from 
   it.
Cost: (2550)

Flag of Unity
Description: Flag emblazoned with the battalion's emblem that bolsters 
   harmony within the unit.
Cost: (2550)

Scroll of Discipline
Description: Lawful scroll that raises the alignment of its reader.
Cost: (2550)

Urn of Chaos
Description: Pandemonium contained in this urn lowers the alignment 
   of the person who looks into it.
Cost: (2550)

---

Others --

Quit Gate
Description: Item that warps the fabric of space and transports a unit 
   back to headquarters.
Cost: 150

Silver Hourglass
Description: Magical hourglass that slows the passage of time.
Cost: (300)

Dowsing Rod
Description: Pair of L-shaped sticks that points to the location where 
   items are hidden.
Cost: (600)

Love and Peace
Description: Potent magical item that persuades an enemy to join 
   your army.
Cost: (2000)

************************************************************

H. Valuables

Portable --

Ansate Cross
Description: Cross that switches the gender of a soldier when promoted.
Cost: (10)

Medal of Vigor
Description: Medal that strengthens the leadership of a unit and 
   hastens the growth of its leader and soldiers.
Effect: Doubles the amount of Soldier Exp gained by the leader of a 
   unit.
Cost: (10)

Marching Baton
Description: Baton used to maintain cadence and reduce fatigue when 
   marching.
Effect: Fatigue accumulates more slowly.
Cost: (10)

Censer of Repose
Description: Censer that generates refreshing scent and accelerates 
   recovery from fatigue.
Effect: Unit camps for a much shorter time.
Cost: (10) 

Figurine of Sleipnir
Description: Figurine of Sleipnir, the eight-legged horse, that enables 
   to holder to travel at great speed.
Effect: Unit moves about twice as fast on the map.
Cost: (10)

Manual of Warfare
Description: Manual written by a renowned military officer, that 
   confers more experience gained in combat.
Effect: Unit gains double experience.
Cost: (10)

Mastaba's Barrier
Description: Item known to prevent its owner from becoming undead...  
   But, does it really? 
Effect: Characters in a unit will not become zombies when incapacitated.
Cost: (10)

Charge Horn
Description: Horn used to command the troops in battle.  All interrupt 
   commands become available at the beginning of combat.
Effect: You can Retreat or use Pedras at the beginning of combat.
Cost: (10)

---

Treasures --

Bolt of Silk
Description: Fabric made from the silk of the Sphagnum moth.  
Found: Melphy, Dardunnelles, after freeing the Dardunnelles, inquiring 
   about dresses in Bourdeux, Tennes Plains, and visiting on the 15th of 
   any month during the day.
Cost: 2000

Condrite
Description: Meteorite that fell to the surface when this world came 
   into existence.  Dragon armor is made from it.  
Found: Melphy, Dardunnelles, after freeing Mount Ithaca, and inquiring 
   about Dragon Armor in Kynora, and visiting Melphy on the 6th of any 
   month during the day,
Cost: 450

Letter from Father
Description: It is addressed, "To my dearest daughter, Selena."
   ...We shouldn't open the letter.  
Found: Muji, Gules Hills, after you agree to find the man's daughter.
Cost: (10)

Dragon's Scale
Description: Charm given by the barkeep in Elaine.  This is purportedly 
   a scale of the legendary Divine Dragon.
Found: Elaine, Fair Heights, after you receive the Dragon Helm and 
   Armor, and talk to the old man in Idorf a second time.
Cost: (640)

Dark Invitation
Description: Those who seek the ring of the lifeless, come to the 
   tavern near the border. - Keeper of Dark Knowlege
Found: Banna Barra, Celesis
Cost: (10)

Package for Gelda
Description: Package from an old gentleman in Clemona to Gelda.  Its 
   content is unknown.
Found: Clemona, Blue Basilica
Cost: (10)

Letter from Gelda
Description: Letter from Gelda to the old man in Clemona.  It is 
   addressed, 'To whom I hold dear to my heart.'
Found: Tristle, Soathon, after going around the world to deliver the 
   Package.
Cost: (10)

************************************************************
************************************************************

6. Story/Mission Overviews

I haven't done some of the early levels, yet.  I'll get back to them 
at a later date.

Here's how I set it up...

Location: (Where you are, natch)

Prologue: (Any story played out before the battle)

Strongholds: (The Strongholds, their population, morale, and anything 
in any shops)

Enemy Opposition: (The enemy units you'll find in the scene)

Enemy Commander: (The enemy commander, his class, if its special, and 
the reward you get from him)

Battle Tactics: (How to survive in this battle)

Epilogue: (Cutscenes that occur after the battle)

Aftermath: (Anything special that can be done in the scene after you 
win)

Hidden Items: (Items that can be found in the scene)

Neutral Encounters: (Neutral enemies that can be found, and the items 
you get from them)

Note: My formation setups are as such...

----- ----- ----- Back Row
----- ----- ----- Middle Row
----- ----- ----- Front Row

* = Unit Leader
% = Legion Leader

This is how they look as you face them in combat as well, so I decided 
to use that format.

Another note: Every shop in the game has these Expendable Items...

Heal Leaf          10
Heal Seed          50
Heal Pack         120
Power Fruit        80
Angel Fruit       200
Revive Stone      500
Quit Gate         150

Abbreviation List - 

Sld - Soldiers

Fig - Fighter
Knt - Knight
Bkr - Berserker
Fen - Fencer
Phx - Phalanx
BsT - Beast Tamer
DoM - Doll Master
Nin - Ninja
Wiz - Wizard

Pal - Paladin
BlK - Black Knight
SwM - Sword Master
Cat - Cataphract
BsM - Beast Master
Enc - Enchanter
NnM - Ninja Master
ArM - Archmage

CeM - Centurion (Male)
Dgo - Dragoon

Ama - Amazon
Arc - Archer
DgT - Dragon Tamer
Val - Valkyrie
Sor - Sorceress
Wit - Witch
Cle - Cleric

Dia - Diana
DgM - Dragon Master
Fre - Freya
Sir - Siren
Pri - Priest

CeF - Centurion (Female)
Prn - Princess

Zom - Zombie
Ske - Skeleton
Gho - Ghost
Vam - Vampire
AnK - Angel Knight
Ser - Seraphim
Lic - Lich

Haw - Hawkman
Vul - Vultan
Rav - Raven
Pum - Pumpkinhead
Gre - Gremlin
Fae - Faerie

YgD - Young Dragon
ThD - Thunder Dragon
Que - Quetzalcoatl
RdD - Red Dragon
Flb - Flarebrass
EhD - Earth Dragon
AzD - Azhi Dahaka
BuD - Blue Dragon
Hyd - Hydra
PmD - Platinum Dragon
Bah - Bahamut
BkD - Black Dragon
Tmt - Tiamat

Wyr - Wyrm
Wyv - Wyvern
Hel - Hellhound
Cer - Cerberus
Grf - Griffin
Opi - Opinicus
Coc - Cockatrice

Gol - Golem
SGo - Stone Golem
BGo - Baldr Golem

Gob - Goblin
Ogr - Ogre
Sat - Saturos
Gor - Gorgon

Grp - Grappler
KtT - Knight Templar
Dae - Daemon
KDa - Knight of Danika

Gen - General
Van - Vanity
SuK - Superior Knight
SoB - Solidblade
TmC - Temple Command
Lyc - Lycanthrope/Werewolf
DkP - Dark Prince
Ove - Overlord
DTm - Death Templar

************************************************************

Opening:

At the opening, your main character stands before Archbishop Odiron at 
his graduation ceremony.  He asks you your name, the default of which is 
"Magnus".  He'll then ask you your birthday.  This will determine when 
your birthday occurs during the game.

Next, he'll ask you six questions.  These questions will determine your 
starting units.

Each way you answer a question will earn you points for a certain group 
of characters for your units.

Question 1: "What dost thou hold within thy sword?"

           Ardor Passion Vigor Talent Belief Hatred
Warrior     12     16      0      4     16      4
Magic User  16      0      4      8      4     16
Specialist   4      8     12     16     16      4
Tamer        8     12     16      0      4     16

Question 2: "What shalt thou sever with thy sword?"

           Yoke Greed Roam Quiet Order Hope
Warrior      0    4    12   16     4    12
Magic User   4    8    16    0     8    16
Specialist  12   16     4    8    12     4
Tamer       16    0     8   12    16     8

Question 3: "For what shall thou beseech the gods?"

           Triumph Purity Might Valor Trust Sacrfice
Warrior       8      12    16     0    16       8
Magic User    4       8    12    16    12       4
Specialist   16       0     4     8     8      16
Tamer        12      16     0     4     4      12

Question 4: "What shalt thou offer the gods?"

           Freedom Glory Love Embrace Truth Lust
Warrior      16     12     8     0     16     4
Magic User   12      8     4    16      4    16
Specialist    4      0    16     8     16     4
Tamer         0     16    12     4      4    16

Question 5: "What dost thou wish for?"

           Wealth Serenity Fertility Strife Peace Reform
Warrior       8       0       16       12     4     12
Magic User    4      16       12        8     8     16
Specialist   16       8        4        0    12      4
Tamer        12       4        0       16    16      8

Question 6: "What shalt thou rid from this land?"

           Changes Honor Rule Ideal Law Chaos
Warrior       0      4    12   16   16    8
Magic User    4      8    16    0   12    4
Specialist   12     16     4    8    8   16
Tamer        16      0     8   12    4   12

Okay.  Add up all your scores from each of the four character 
categories.  You should have four totals.  The highest total will be the 
category your first unit is, and will be Unit 1 as listed for each 
category.  Now, subtract 32 from the highest total, and take the new 
highest total, and do the same, this will determine your Unit 2.  Then 
subtract 32 from the highest unit and continue until you get four units.

Unit 1 -

Warrior: Knight, 2 Fighters, 2 Soldiers
Magic User: Sorceress, 3 Fighters, Soldier
Specialist: Cleric, 2 Amazons, 2 Soldiers
Tamer: Beast Tamer, 2 Fighters, 2 Soldiers

Unit 2 -

Warrior: Archer, Amazon, 3 Soldiers
Magic User: Witch, 2 Amazons, 2 Soldiers
Specialist: Fencer, Fighter, 3 Soldiers
Tamer: Doll Master, Amazon, 3 Soldiers

Unit 3 - 

Warrior: Berserker, 2 Soldiers
Magic User: Sorceress, 2 Soldiers
Specialist: Valkyrie, 2 Soldiers
Tamer: Dragon Tamer, 2 Soldiers

Unit 4 -

Warrior: Phalanx, Golem
Magic User: Wizard, Wyrm
Specialist: Cleric, Griffin
Tamer: Beast Tamer, Hellhound

So, for instance, if you picked Ardor, Hope, Purity, Embrace, Serenity, 
and Changes, your scores will be 36, 76, 36, 56, respectively, for each 
of the categories.  Your highest score is 76, so you'll get the Magic 
User Unit 1 (Sorceress).  Subtracting 32 will get you 36, 44, 36, and 
56.  This puts Tamer at the top of your list, so you'll get the Tamer 
Unit for Unit 2, which is the Doll Master unit.  Subtracting another 32 
will get you 36, 44, 36, and 24.  This gets you a Magic User unit for 
Unit 3, which is the Sorceress Unit.  Subtracting the last 32 will give 
you 36, 12, 36, and 24, which leaves you with a tie.  In the case of a 
tie, the first category gets honors, so you get the Warrior unit, which 
has the Phalanx.

Now, these units (1, 2, 3, and 4) are actually Units 2, 3, 5, and 6 in 
your battalion.  Unit 1 is Magnus' unit, which has 2 Fighters and 
2 Amazons, and Unit 4 is Dio's unit, which has 3 Fighters and an Amazon.

These units will also determine the items you'll start with.  You'll 
get all of the equipment items for each of the leader classes in the 
four units, and you'll also get two items for the next class of the 
leader of Unit 1, so if you have a Knight for the leader of Unit 1, 
you'll get two Paladin items.

In addition to those unit-specific items, you'll also get three sets of 
Fighter equipment, three sets of Amazon equipment, ten Heal Leaves, five 
Power Fruits, and an Ansate Cross.

Odiron will ask you one final question:

"What dost thou call on for help?"

Swift Wind
Raging Fire
Solid Earth
Serene Water

This question will determine what Elem Pedra you start with.  Which 
goes with which should be obvious...

************************************************************
************************************************************

A. Prologue

Casting their gaze on the ground, trudging along...

General Godeslas Branic greets the graduates of the military academy and 
welcomes them to the Southern Division.  He gives them a dressing down 
and hands the reins off to one of his Knights, who names the command 
candidates.  Magnus is one of them.  They're sent to meet with their 
advisors.  Magnus' advisor is a calm, but strict old man named Hugo 
Miller.  Hugo gets a good look at him, then dismisses him.  He ushers 
in the next candidate, Diomedes Rangue, who gets a little miffed at the 
old coot, before he realizes he's the advisor.  Hilarity ensues...

************************************************************

Scene 1 - The Southern Reaches

Location: Tenne Plains

Prologue: Magnus and Dio arrive and Hugo gives them the battle plans.  
They're to go to Theodricus Mine and investigate a problem with the 
locals being attacked by wild beasts and bandits.

Magnus is put in charge of the troops.  Dio doesn't like this and wants 
to fight Magnus.  This is actually an important decision in the game, 
and can affect whether or not Dio remains in your party.  Either way, 
Hugo comes by and breaks up the fight.

Zemio: (Starting Location)

Population: 232
Morale: 76

Hou: (Allied, South of Zemio)

Population: 167
Morale: 45
Witch's Hut

Jadd: (Allied, Eastern edge)

Population: 427
Morale: 52

Shop:

Bandanna           20
Iron Helm          30

Short Sword        20
Short Bow          30

Round Shield       20

Leather Armor      60
Chain Mail        120

Buchanan: (Western edge)

Population: 116
Morale: 38

Mulsuk: (Northwest corner)

Population: 289
Morale: 50

Bourdeux: (Center of Map)

Population: 248
Morale: 71

Billney: (Neutral, South edge)

Population: 212
Morale: 50

Theodricus Mine: (Enemy Headquarters)

Population: 50
Morale: 50

Enemy Opposition:

----- Wiz02*-----
----- ----- Knt02
Hel02 ----- -----   Location: Guarding Mulsuk

----- ----- -----
----- ----- Wit03*
Grf02 ----- -----   Location: On the crossroads south of Mulsuk

----- ----- Hel02
----- ----- -----
Bkr03*----- -----   Location: Guarding Buchanan

Grf02 ----- -----
----- ----- -----
----- Knt03*-----   Location: Charging from Buchanan

Enemy Commander: Stabilo

----- Bkr04*-----
----- ----- -----
Wyr04 ----- -----   Location: Theodricus Mine

Reward: Francisca

Battle Tactics:

Okay.  Your first battle.  Scared?  Don't be.  This one's a breeze.  
First, send your collective units south to Hou, but send one out to 
Jadd to buy a few extra Heal Leaves.  Next, send one of your more 
Lawful guys to Bourdeux to liberate it.  At this point, you should 
see your first enemies.  You shouldn't have any problems with them.  
Next, send anyone up to Mulsuk to liberate it, and one of your more 
Chaotic guys to Buchanan to liberate it.  After you've taken care of 
all the enemies on the map, finish Stabilo and you should be fine.

Forget about Billney.  As a neutral town, you'll want to leave them 
alone until after the mission's over.

Epilogue: Magnus interrogates Stabilo.  He reveals that they were just 
a decoy.  There's a revolution in town, and they're going to kill 
Prince Yumil.  Magnus runs off to save him, and Hugo tells him that 
they're the only regiment nearby who can save him, so it's up to them.

Aftermath: 

After Dardunnelles: Head to the town Bourdeux with a female lead unit.  
You'll be greeted by a woman who'll explain dressmaking, and how the 
market in Dardunnelles carries silk on the 15th day of every month.

After Getting the Bolt of Silk: Go to Billney and talk to the 
dressmaker to get the Pure White Dress for 2500 Goth.

Hidden Items:

Baldr Sword: Between Hou and Bourdeux
Altar of Resurrection: Northwest of Bourdeux
Old Clothing: Northeast of Mulsuk
Hard Leather: Midway between Zemio and Mulsuk
Power Fruit: On the road between Hou and Billney
Great Bow: Across the bridge south of Jadd
Heal Leaf: Southeast of Theodricus

************************************************************

Scene 2 - Sparks

Location: Volmus Mine

Prologue: The information is scanty.  Hugo knows that Yumil is being 
held in this area, he just doesn't know where.  You'll have to search 
the area and find him.

Strongholds:

Saukin: (Starting Location)

Population: 268
Morale: 63

Senal: (South of Saukin)

Population: 65
Morale: 40
Witch's Hut

Dese: (Southwest of Senal)

Population: 251
Morale: 48

Shop:

Iron Helm          30
Hachigane          40

Short Sword        20
Iron Claw         170

Round Shield       20

Old Clothing       10
Ninja's Garb       50
Chain Mail        120

Berberah: (Neutral, East of Saukin)

Population: 101
Morale: 62

Eldrett: (South of Dese)

Population: 148
Morale: 55

Xeira: (South of Eldrett)

Population: 245
Morale: 58

Shop:

Bandanna           20

Short Bow          30
Leather Whip       60
Halt Hammer       110

Torn Cloth         10
Leather Armror     60

Ishro: (Southeast of Senal)

Population: 310
Morale: 43

Volmus Mine: (Neutral, East of Xeira)

Population: 50
Morale: 44

Enemy Opposition:

----- Knt03*-----
----- ----- -----
----- YgD02 -----   Location: Guarding Senal

----- ----- -----
----- Cle03*-----
Sld-- ----- Sld--   Location: Charging from Senal

----- Fig02 -----
----- ----- Cle02
Cle03*----- -----   Location: Charging from Dese

----- ----- -----
Wiz03*----- Wiz01
Sld-- ----- -----   Location: Guarding Dese

----- Knt02*-----
----- ----- -----
Fig02 ----- Fig02   Location: Guarding Ishro

Grf02 ----- -----
----- ----- -----
----- Knt03*-----   Location: Guarding Eldrett

Enemy Commander: Qad

----- ----- -----
----- ----- -----
Hel02 ----- BsM04*  Location: Volmus Mine

Reward: Leather Whip

Battle Tactics:

During the battle (once you liberate Ishro), you'll see a scene with 
Prince Yumil and his bodyguards, Eurynome Rhade and Jeal Veritte.  
A Knight will have happened by and will tell them about what happened.  
Rhade orders him to kill all the rebels.  Rhade's got a nasty attitude.
When one of the (unarmed) Rebels tries to escape, Rhade runs him 
through.  At this point, it'll become clear that the Enemy Headquarters 
is Volmus Mine.

Epilogue: Qad asks why Magnus doesn't kill him.  Magnus replies that 
it's not his way.

Later, Magnus delivers the tied up Qad to Yumil, Jeal, and Rhade.  
Rhade yells at Magnus, wondering why he didn't kill the rebel.  Rhade 
beats the rebel, telling him that he's the problem with the country.  
Rhade decides to kill the rebel as an example.  Magnus tries to stop 
him, punching Rhade, but he gets knocked aside.

Just as Rhade brings his sword down, a strange knight rushes in and 
blocks his blade.  A young girl runs up and unties the rebel, ushering 
him out.  Jeal moves to attack, but another strange warrior stops him.  
He calls to someone named Saradin, who paralyzes Rhade and Jeal, 
allowing them to make their escape.

Later, the mastermind of the assassination was executed.  Later, it 
was revealed that the person executed may have been no one important 
at all.  The rebels' actions intensified, and many people, including 
some members of the middle and upper classes, began to question the 
aristocracy's motives...

Hidden Items:

Heal Leaf: Forest east of Saukin
Buckler: Northwest of Senal (across river)
Quit Gate: West of Berberah (between highlands and river)
Hard Leather: Southeast of Senal (across bridge)
Light Mace: On the road between Ishro and Eldrett
Heal Leaf: Forest northwest of Xeira

************************************************************
************************************************************

B. Chapter 1

Unable to turn back - speechless and itinerant...

Magnus is summoned to General Godeslas' chamber.  Godeslas tells him 
that his achievements so far have been admirable, and he's being given 
the rank of Captain in the Southern Division, where he will command a 
battalion.  He's given new orders to go to Crenel Canyon and subdue the 
rebels there.  Godeslas tells him to set aside his personal feelings, 
and do what he needs for his king and country.

************************************************************

Scene 3 - First Assignment

Location: Crenel Canyon

Prologue: Magnus and Dio are introduced to Leia Silvis.  There's a 
smattering of dialogue, and hilarity ensues.

It's at this point that you can name your company.  Go nuts and pick a 
cool name.  It can't be too long, unfortunately...

Strongholds:

Baldera: (Starting Location)

Population: 108
Morale: 84

Kiefer: (Southwestern Corner)

Population: 154
Morale: 28

Shop:

Scipplay Staff     20
Light Mace         30

Spellbook         100

Robe               30
Cleric's Vestment  50
Witch's Dress      80

Amulet             40
Rosary             50

Movae: (Eastern Edge)

Population: 193
Morale: 44

Boolem: (Western Edge)

Population: 293
Morale: 22
Witch's Hut

Carnot: (Northeastern Area)

Population: 173
Morale: 42

Fort Tuatha: (Northern Edge, Enemy Headquarters)

Population: 4
Morale: 50

Enemy Opposition:

----- Grf03 -----
----- ----- -----
BsT04*----- -----   Location: Guarding Kiefer

----- DgT04*-----
Nin03 ----- -----
----- Nin03 -----   Location: Guarding Movae

----- ----- -----
----- ----- Bkr04*
Gol03 ----- -----   Location: Charging from Boolem

----- ----- Sor03
----- ----- Wiz04*
Sor03 ----- -----   Location: Charging from Carnot

----- ----- -----
Wiz04*----- Wiz02
Sol-- ----- -----   Location: Guarding Boolem

Knt04*----- -----
----- ----- -----
----- ----- EhD03   Location: Guarding Carnot

----- Val04*-----
----- ----- Gre03
Nin03 ----- -----   Location: South of Fort Tuatha

Enemy Commmander: Efeminette

Ama03 Val05*Ama03
----- ----- -----
Fig03 ----- Fig03   Location: Fort Tuatha

Reward: Baldr Spear

Battle Tactics:

You're to split up in this mission.  You'll have an extra unit with 
Leia's.  Send her east to balance things out, because the Valkyrie unit 
will come down there, since you'll get east before you get west...

Epilogue: Hugo informs Magnus of the fact that they now have two orders: 
Go to Mylesia and escort Prince Yumil, and go to the Zenobian Border 
and push back the last of the Revolutionaries there...

Hidden Items:

Breastplate: West of Baldera
Heal Seed: West of Keifer
Plumed Headband: On the road between Baldera and Kiefer
Rapier: On the road between Boolem and Tuatha
Bone Helm: Between Mountains and the river west of Movae

************************************************************

Scene 4 - The Path Diverges

Location: Mylesia

Prologue: We see a flashback, where Magnus' father, Ankiseth Gallant, 
kills a man who tried to murder Prince Yumil.  Ankiseth is cast out as 
a murderer.

Back in reality, Hugo tells Magnus that the purpose of this mission is 
to escort Prince Yumil through the area that's now seized by the rebels.

Magnus declines a request to visit the Prince, and leaves, but Dio 
stops him, and asks him what his deal is.  Magnus tells him that the 
Prince is a childhood friend.

Strongholds:

Castle Dunkweld: (Starting Location)

Population: 3
Morale: 19

Idorf: (Southeastern Corner)

Population: 229
Morale: 41

Lehoboth: (West of Idorf)

Population: 257
Morale: 69

Tubulk: (West of Dunkweld)

Population: 205
Morale: 31
Witch's Hut

Elgorea: (Northern Area)

Population: 334
Morale: 49

Shop:

Iron Helm          30
Leather Hat        40
Armet             120

Great Bow          90
Francisca         130
Baldr Sword       150

Kite Shield        70

Plate Armor       230

Phuntua: (East of Castle Burgund)

Population: 288
Morale: 77

Harraive: (Southern Edge)

Population: 396
Morale: 50

Taza: (Northeast of Burgund)

Population: 24
Morale: 47

Castle Burgund: (Enemy Stronghold)

Population: 4
Morale: 50

Enemy Opposition:

BsT06*----- -----
----- ----- -----
Hwk05 ----- Hwk05   Location: Charging from Tubulk

----- ----- -----
Fae05 DoM06*-----
Sld-- ----- Sld--   Location: Guarding Tubulk

----- Arc05 -----
Wit06*----- -----
----- ----- BsT05   Location: Guarding Lehoboth

----- Knt05 Bkr05
Arc06*----- -----
----- ----- -----   Location: Charging from Phuntua

----- ----- -----
----- Gre05 Hwk05
----- DgT06*-----   Location: Guarding Elgorea

----- ----- -----
Nin05 ----- Cle06*
----- Sld-- -----   Location: Charging from Taza

----- DoM06*-----
----- ----- -----
Sld-- Sld-- Sld--   Location: Guarding Harraive

----- ----- -----
----- ----- -----
ReD05 ----- BsT06*  Location: Guarding Phuntua

BuD05 ----- Wiz06*
----- ----- -----
----- ----- -----   Location: East of Castle Burgund

Enemy Commander: Zhontac

----- Wiz07*-----
----- ----- -----
Hel06 ----- Grf06   Location: Castle Burgund

Reward: Arc Wand

Battle Tactics:

Yumil's Unit:

----- BlK07 -----
BlK08 Ove02*BlK08   Items: Six Leaves
----- BlK07 -----

Yep.  You're going to have to keep Yumil alive for this battle.  Just 
move early and move often.  You'll get there first.  If you want to 
liberate all the towns in the area, you may have to send a unit over 
the highlands to liberate Harraive.  The battle shouldn't be difficult.  

If you want to see a neat scene, let Yumil get to Zhontac first.

Epilogue: Yumil and Magnus share a moment where Yumil confesses that he 
has no real power, and that he wants to change the world.

Aftermath: Head for the town of Idorf.  There, you'll recieve some 
valuable information about Dragoons.  You'll learn that the ancient 
weapon makers left for Burgunny in Gunther Piedmont and Kynora on 
Mount Ithaca.  After you get the Dragon Helm and Armor, and after you 
begin Chapter 3, return here and you'll learn about the Sword of 
Tiamat.

Return to Elgorea with Troi.  There, you'll meet his mom.  She'll hand 
you the Hallowed Shield.

Hidden Items:

Spellbook: East of Lehoboth
Robe: Peninsula South of Elgorea
Heal Seed: East of Harraive
Witch's Dress: Peninsula midway between Elgorea and Taza
Scipplay Staff: On the road north of Harraive
Pointy Hat: Small patch of plains midway between Burgund and Harraive
Amulet: Southwest corner of the map, across a bridge

************************************************************

Scene 5 - True Intentions

Location: Zenobian Border

Prologue: Battle Plans, and Hugo expresses concern about how the 
rebels seem to be leading a bunch of refugees and not concerned about 
holding this area.

Strongholds:

Ethawella: (Starting Location)

Population: 137
Morale: 47

Shop:

Bone Helm          50
Jin-gasa           50

Rapier             30
Halt Hammer       110
Baldr Sword       180

Spell Book        100

Cloth Armor        20

Karya: (Neutral, West of Ethawella)

Population: 178
Morale: 50
Witch's Hut

Quelluan: (South of Ethawella)

Population: 256
Morale: 12

Dem Vidro: (South of Laguat)

Population: 68
Morale: 45

Elle: (South of Quelluan)

Population: 210
Morale: 52

Fort Crenel: (Enemy Headquarters)

Population: 14
Morale: 50

Enemy Opposition:

Fen07*----- Nin05
----- Nin05 -----
Nin05 ----- -----   Location: South of Ethawella

BuD05 ----- Val06*
----- ----- -----
----- ----- -----   Location: West of Ethawella

----- ----- -----
----- ----- Bkr06*
BuD05 ----- -----   Location: Guarding Quelluan

----- Wiz05 -----
Wiz05 ----- Wiz06*
----- Bkr05 -----   Location: Guarding Laguat

Wyr05 ----- -----
----- ----- -----
----- ----- Bkr06*  Location: Charging from Dem Vidro

----- ----- -----
Fae05 DoM06*-----
Sld-- ----- Sld--   Location: Charging from Elle

Gre05 ----- -----
DgT06*----- Gre05
----- ----- -----   Location: Guarding Elle

----- ----- -----
----- ----- Bkr06*
Gol05 ----- -----   Location: Guarding Dem Vidro

Enemy Commander: Quass Debonair (General)

Sor05 ----- -----
----- Gen08*-----
Knt05 ----- Knt05   Location: Fort Crenel

Reward: Champion Statuette

Battle Tactics:

Just like Crenel Canyon, you'll have to split your units into two 
groups to cover all the bases.  Since you probably still have seven 
units at this point, you'll have to make the call where you want the 
extra unit to go.

Epilogue: Debonair concedes the battle to Magnus.  He tells him the 
point of this battle was to get refugees out of this country and into 
Zenobia.  Gilbert Oblion, leader of the Beast Division of Zenobia, 
shows up and tells Debonair that they're ready to leave.  Magnus chases 
after them, and runs into the other three people he saw at Volmus.  
They are Destin Faroda, Saradin Carm, and Aisha Knudel, heroes of the 
Zenobian war.  Both Magnus and Destin exchange words about who's right 
in this revolution, and Destin and his compatriots depart.

If you've completed both of these missions, a messenger comes up to 
Magnus and tells him that the General wants him to return to Akka 
Castle.

Note: You should complete any business you have in Mylesia or the 
Zenobian Border, because those areas will be temporarily closed off 
afterwards.

Returning to Alba, Magnus speaks to Godeslas, who tells him that the 
he is to lead the forces at Volmus Mine, where the leader of the 
Revolution, Frederick Raskin, is rumored to be stationed.  Rhade gives 
Magnus some words of "encouragement", and Magnus leaves.

Aftermath:

After the battle, head to Karya, where you'll find a group of hooligans 
(Two Fighters and a Berserker) terrorizing a young Cleric.  You'll face 
off against them in a battle to the death.  Once you beat them, (it's 
not hard at all) you'll be told by the Cleric to go Dem Vidro.  Do so, 
and you'll get an Ansate Cross for your troubles...

Hidden Items:

Kite Shield: Southwest of Ethawella
Plate Armor: Midway between Laguat and Quelluan
Baldr Sword: On the road between Quelluan and Elle
Armet: Southeast of Laguat
Power Fruit: South of Laguat

************************************************************

Scene 6 - The Revolutionary Army

Location: Volmus Mine

Prologue: In Akka Castle, Ariosh the Knight runs up to Godeslas, 
telling him that the Revolution has captured many strongholds in the 
area all at once.  Volmus Mine, Mylesia, Crenel Canyon, the Zenobian 
Border, and the Tenne Plains were all taken over at once.  All that 
remains is Alba, Gunther Piedmont, and the Dardunnelles.  Godeslas 
insists that it can be done if Magnus' group can capture Frederick.

Strongholds:

Dese: (Starting Location)

Population: 251
Morale: 48

Shop:

Iron Helm          30
Hachigane          40

Short Sword        20
Iron Claw         170

Round Shield       20

Old Clothing       10
Ninja's Garb       50
Chain Mail        120

Eldrett: (South of Dese)

Population: 148
Morale: 55

Xeira: (South of Eldrett)

Population: 245
Morale: 58

Shop:

Bandanna           20

Short Bow          30
Leather Whip       60
Halt Hammer       110

Torn Cloth         10
Leather Armror     60

Volmus Mine: (East of Xeira)

Population: 50
Morale: 44

Senal: (Northeast of Dese)

Population: 65
Morale: 40
Witch's Hut

Ishro: (Southeast of Senal)

Population: 310
Morale: 43

Berberah: (East of Senal)

Population: 101
Morale: 62

Kaezi: (Northwest Corner)

Population: 150
Morale: 66

Saukin: (East of Kaezi)

Population: 268
Morale: 63

Fort Bulan: (Enemy Headquarters)

Population: 12
Morale: 50

Enemy Opposition:

----- ----- BkD06
Wit08*----- -----
----- Bkr06 -----   Location: Guarding Senal

----- ----- -----
----- ----- -----
DgT08*----- PtD07   Location: Charging from Suakin

----- Rav07*-----
Hwk06 ----- Hwk06
----- Hwk06 -----   Location: Charging from Mountains north of Dese

----- Wiz06 -----
Wiz06 ----- Wiz07*
----- Bkr06 -----   Location: Charging from north of Suakin

----- ----- Gol05
Cle07*----- -----
----- ----- Gol05   Location: Guarding Suakin

----- PtD06 -----
----- ----- -----
Val07*----- Val06   Location: Guarding Xeira

----- ThD05 -----
----- ----- -----
Ama05 Wiz07*Ama05   Location: Guarding Kaezi

----- ----- BkD06
DoM08*----- -----
----- ----- -----   Location: Charging Volmus Mine

Hwk06 ----- -----
----- Fen08*-----
Hwk06 ----- Hwk06   Location: Charging Volmus Mine

----- Hwk06 -----
Knt07*----- Fig05
Fig05 Fig05 -----   Location: Charging Ishro

Wyr05 ----- -----
----- ----- Arc08*
ReD05 ----- -----   Location: Charging Ishro

Enemy Commander: Valna

----- Arc06 Arc06
----- ----- -----
Phx06 Phx08*Phx06   Location: Fort Bulan

Reward: Earth Javelin

Battle Tactics: This mission's a little weird.  In most of the other 
ones, you started at one end of the map and worked your way to the 
other.  Here you sort of start in the middle and you can go south and 
liberate and also go to the northeast, where the headquarters are.  
You'll probably want to do both.  The enemy units are pretty evenly 
split between north and south.  If you have an odd number of units, 
send the odd one to the north.  When you go south, be careful as you 
take units to Ishro and Volmus Mine, since two units will pop right 
next to those towns as you get close.

Epilogue: Magnus has a conversation with the captured Frederick about 
the future.  Dio shows up, announcing that Rhade and Godeslas are here.  

Godeslas and Rhade order Magnus to kill Frederick.  This is a major 
turning point in the game.  If you say "I can't do it." you'll take the 
sword, and cut Frederick's ropes. If you say "...", Dio will take the 
sword for you and do the same.  Either way, Dio will hold them off 
while you and Frederick make your escape.

Later, Magnus will be talking with Frederick about the decision he just 
made.  Apparently, you're going to join the Revolutionary Army, and Hugo 
and Leia are coming with you.  Dio will also come, but only if you said 
"I can't do it."  If you said "...", you've lost him.

At this point, the route to Alba will close, not that you could do 
anything there anyway...

Hidden Items:

Same as Volmus Mine I, but also...

Plate Mail: South of Kazei

************************************************************

Scene 7 - A New Beginning

Location: Gunther Piedmont

Prologue: Frederick commissions Magnus' battalion as a mobile force.  
This means you'll be on your own for much of the battle.  Your first 
mission is to liberate the mine in Gunther, and free the man named 
Asnabel Birall, once known as the Iron Hammer of Palatinus.

Strongholds:

Takua: (Starting Location)

Population: 263
Morale: 39

Shop:

Bandanna           20
Iron Helm          30
Leather Hat        40

Short Sword        20
Baldr Sword       150
Short Bow          30
Great Bow          90

Round Shield       20

Leather Armor      60
Chain Mail        120
Hard Leather       50

Mosaka: (Southwest of Takua)

Population: 203
Morale: 73

Burgunny: (Southeast of Takua)

Population: 85
Morale: 47
Witch's Hut

Kinseya: (South of Burgunny)

Population: 159
Morale: 69

Cayes: (South of Mosaka)

Population: 45
Morale: 57

Inekell: (East of Cayes)

Population: 281
Morale: 31

Gunther Mines: (Enemy Headquarters)

Population: 16
Morale: 50

Enemy Opposition:

Val07 ----- Val07
----- ----- -----
----- Val09*Val07   Location: Guarding Burgunny

----- Knt10*Wiz07
----- ----- Wiz07
Knt07 ----- -----   Location: Guarding Mosaka

----- Sld-- -----
Sld-- ----- Sld--
----- Phx10*-----   Location: Guarding Kinseya

----- Gol07 -----
----- ----- -----
Gol07 ----- BsT08*  Location: Charging from south of Kinseya 
                              (after lib. of Burgunny)

----- BsT08*-----
----- ----- -----
Hel06 ----- Hel07   Location: Charging from east of Kinseya
                              (after lib. of Burgunny)

Hwk07 ----- Fae07
----- ----- -----
Hwk07 ----- Bkr08*  Location: Guarding Inekell

Wyr06 ----- -----
----- ----- BsT08*
ReD06 ----- -----   Location: Charging from north of Gunther

----- Gre07 Gre07
BsT08*----- -----
----- ----- Hel07   Location: Charging from north of Gunther

Enemy Commander: Makisi

Wiz07 ----- Wiz07
Bkr07 ----- Bkr07
----- Bkr09*-----   Location: Gunther Mines

Reward: Flame Flail

Battle Tactics: Another split-up battle.  Get used to these.  A lot of 
Beast Tamer units will pop up in the highlands.  They're Mountain 
units, so they'll be faster there.

One thing you should do is head south to Cayes.  You'll run into 
Asnabel's daughter, Katreda, who'll offer to join your unit.  Once you 
have her, you can get Asnabel himself once you beat the mission.

Aftermath:

Mosaka is Dio's hometown.  Head there and his little brother will talk 
to him.

Burgunny is home to a manufacturer of Dragon Helms.  After learning 
about Dragon armament in Idorf, you'll find the Armorer at night getting 
drunk in the bar.  Go again in the day to find a person who'll tell you 
about his wife who lives in Senal at Volmus.  Once you go to Senal, 
return here and the happy couple will thank you.  Go back one more time 
to buy a Dragon Helm.

Go to Inekell with Katreda the Cleric and you'll receive the Angel's 
Brooch, which was owned by Katreda's mother.  It's not that useful, but 
it's worth quite a bit of Goth.  It MAY have a use, but if it does, I 
dunno what it is...

Go to Kinseya with Ansabel the Berserker and you'll receieve the Helm of 
the Fearless, which is QUITE nice.  This'll be given to you by people 
Ansabel was a laborer with.

Hidden Items:

Spellbook: Road South of Mosaka
Power Fruit: South of Kinseya
Witch's Dress: East of Kinseya
Heal Leaf: Southeast of Kinseya
Marionette: Midway Between Cayes and Inekell
Scipplay Staff: Southwest of Gunther Mines

************************************************************

Scene 8 - The Infernal Aura

Location: Dardunnelles, The Crossroads

Strongholds:

Romella: (Starting Location)

Population: 120
Morale: 75

Shop:

Plumed Headband    60

Spear             150

Round Shield       20
Large Shield      180

Breastplate       180
Plate Mail        210

Adigrat: (Neutral, South of Romella)

Population: 169 
Morale: 10

Bungasue: (East of Romella)

Population: 192
Morale: 46

Melphy: (North of Romella)

Population: 97
Morale: 61

Ramballene: (Southeast of Bungasue)

Population: 91
Morale: 78

Dardunnelles: (East of Melphy)

Population: 102
Morale: 50

Garu Kaio: (East of Dardunnelles)

Population: 288
Morale: 20
Witch's Hut

Fort Akkisis: (Enemy Headquarters)

Population: 161
Morale: 50

Enemy Opposition:

----- DoM08 DoM09*
----- ----- -----
BuD08 ----- -----   Location: Charging from South of Romella

----- Wiz09*Gob10
----- ----- -----
Gob10 ----- Ogr10   Location: Charging from Bungasue

PtD08 ----- Fae10
----- ----- -----
----- Sor09*-----   Location: Guarding Melphy

----- BsT09 Gob10
----- ----- -----
Hel08 ----- Gob10   Location: Charging from West of Adigrat

Fig07 Wiz08 -----
----- ----- Fig07
----- Knt08*-----   Location: Guarding Bungasue

----- ----- BuD07
ReD07 ----- -----
----- ----- Sor10*  Location: Charging from Dardunelles

----- Hwk08 -----
Knt09*----- Fig07
Fig07 Fig07 -----   Location: Guarding Ramballene

----- Wit09*-----
Pmp08 Knt08 Pmp08
Knt08 ----- -----   Location: Guarding Dardunnelles

----- DoM09*-----
----- ----- -----
Ogr11 ----- Gol08   Location: Charging East from Garu Kaio

----- ----- -----
----- Bkr08*Gob10
Gob09 ----- Gob09   Location: Charging South from Fort Akkisis

----- ----- BkD08
DoM10*----- -----
----- ----- -----   Location: Guarding Garu Kaio

Enemy Commander: Ariosh

----- Phx08 Knt10*
----- ----- -----
Ogr20 ----- Phx08   Location: Fort Akkisis

Battle Tactics:

Yet another split-up mission.  Send one unit south to take care of the 
bad guys around Adigrat, and split the rest up to take care of the two 
paths, sending more down the middle.

There'll be a small cutscene on the way here.  A Revolutionary Soldier 
happens upon a few dead Southern Division soldiers.  Another calls for 
help, and he's being chased by large gray creatures.  These are the 
eponymous Ogres.  They're pretty nasty, especially in this mission, 
where their levels will be a couple higher than yours.

Ariosh can be pretty nasty, too, considering that he's hiding behind 
a Phalanx and there's a whopping Level 20 Ogre with him.  You're going 
to want to line up units to attack him.

Odd thing about Ariosh is that, when I attacked him from behind and 
lost the battle, he started moving!  Weird...

Epilogue: Magnus interrogates his former officer, demanding to know 
where the monsters came from.  Ariosh mentions the general.  Destin 
tells Magnus that they may have succumbed to the Infernal Aura.  He 
asks Ariosh if they came from the netherworld.  Ariosh says that the 
general sacrificed the people who ate the fruit of the netherworld, 
and the Ogres came forth.

Aftermath:

In Melphy, if you enter the town on specific days of the month and 
times, you'll find a peddler who'll sell you some weird stuff.

1st 9AM-9PM: Altar of Resurrection - 1500 Goth
6th 9AM-6PM: Condrite - After talking to an old man in Kynora, Mt. 
    Ithaca - 450 Goth
6th 6PM-9PM: Meteor Strike - 50000 Goth
15th 9AM-6PM: Bolt of Silk - After talking to a woman in Bourdeux, 
    Tenne Plains - 2000 Goth
15th 6PM-9PM: Meteor Strike - 50000 Goth
21st 9AM-6PM: Needle of Light - After Chapter 3 begins - 350 Goth
21st 6PM-9PM: Meteor Strike - 50000 Goth

Hidden Items:

Rosary: Southeast of Melphy (across the river)
Cloth Armor: Forest Northeast of Adigrat
Bastard Sword: Forest East of Adigrat
Heal Seed: Further East of Adigrat
Heal Seed: Midway between Dardunnelles and Bungasue
Heal Leaf: Southwest of Garu Kaio
Altar of Resurrection: West of Ramballene
Jin-gasa: Forest West of Garu Kaio
Iron Claw: On the road between Dardunnelles and Fort Akkisis

************************************************************

Scene 9 - Liberation of Alba

Location: Surprisingly... Alba

Prolouge: Hugo and Magnus talk about how the Central Division cut off 
the south to wash their hands of the incident involving the Ogres.

Strongholds:

Allada: (Starting Location)

Population: 126
Morale: 55

Bowende: (North of Allada)

Population: 213
Morale: 15
Witch's Hut

Geohel: (East of Allada)

Population: 297
Morale: 87

Shop:

Bandanna           20
Pointy Hat        100

Scipplay Staff     20
Short Bow          30
Marionette        120

Book of Earth     200
Book of Water     200

Leather Armor      60
Witch's Dress      80

Edepar: (North of Bowende)

Population: 206
Morale: 67

Vertze: (Northeast Corner)

Population: 126
Morale: 87

Shop:

Iron Helm          30

Short Sword        20
Great Bow          90
Baldr Sword       150

Book of Wind      200
Book of Flame     200
Annihilation    30000 + 20 X Days played up to 60000

Round Shield       20

Chain Mail        120
Hard Leather      150

Naroque: (West of Edepar)

Population: 58
Morale: 68

Akka Castle: (Enemy Headquarters)

Population: 54
Morale: 50

Enemy Opposition: 

----- ----- Pmp08
----- Wit09*-----
Fig10 ----- Pmp08   Location: Guarding Bowende

Wit08 Wit08 DoM09*
----- ----- -----
Wit08 ----- -----   Location: Charging from South of Edepar

----- Gre09 Gre09
----- Hwk08 -----
----- ----- Phx09*  Location: Charging from Naroque

----- Sld-- -----
Sld-- ----- Sld--
----- Phx11*-----   Location: Charging from Edepar

Sor09*----- -----
Wiz08 Sor08 -----
----- Wiz08 -----   Location: Guarding Edepar

----- ----- Gol08
Cle09*----- -----
----- ----- Gol08   Location: Guarding Geohel

----- Cle08 -----
Cle08 ----- Knt08
----- Knt09*-----   Location: Guarding Naroque

----- Wiz09*-----
Gho08 ----- Ske08
----- ----- -----   Location: Charging west from Vertze

----- Knt08 Bkr08
Arc09*----- -----
----- ----- -----   Location: Guarding Vertze

Enemy Commander: Godeslas Branic (Vanity)

----- Van08*-----
Knt08 ----- Val08
Knt08 ----- Val08   Location: Akka Castle

Reward: Estoc

Battle Tactics:

Most of the enemies will come from the north.  Send two units to the 
east, and the rest to the north.  Watch out for the Pumpkinhead unit.  
It can get really nasty...

Epilogue:

Frederick and Magnus consult on whether or not the right thing has been 
done.  Frederick tells Magnus to believe in himself.

A few days after the liberation of the Southern Region, the King sent 
word that the Western and Eastern Divisions were to eliminate the 
Revolution.  The Western Division took arms and fought the Revolution 
in many minor skirmishes.  The Eastern Orthodox Church remained silent.

Aftermath:

After finishing, head to Edepar with Magnus.  The townspeople there will 
present you with the Medal of Vigor.

Hidden Items:

Heal Seed: East of Allada
Spellbook: East of Boewende
Ninja's Garb: North of Boewende
Iron Claw: Northwest of Boewende
Rosary: Northwest of Vertze
Power Fruit: Northwest of Geohel (across the river)

************************************************************
************************************************************

C. Chapter 2

In a world shrouded in darkness, no path can be found...

Ankiseth Gallant and Prince Yumil talk about the future and how Yumil 
can please his father.  Baldwin interrupts, and brings with him a girl 
and a holy sword of the royal family, in honor of him becoming a 
general.  The girl is to serve his personal needs.  She introduces 
herself as Mari Callan.

In Akka Castle, Frederick holds a conference with his officers, 
including Magnus, Hugo, Destin, Saradin, and Xevec, leader of the 
Southern Tigers.  They discuss the Western Division's recent animosity 
with the appointment of the new general.  Xevec suggests freeing the 
Bolmaukans being held prisoner in Audvera Heights.  This would give 
them an edge in fighting the Western Division and Lodis.  Magnus 
objects, thinking that he's just planning to use them.  Xevec seems 
to be a little hot-headed, don't you think?

************************************************************

Scene 10 - Idealism and Realism

Location: Crenel Canyon

Prologue: You're passing through the canyon on the way to Mylesia.  
Suddenly, you stop on Crenel Canyon!  It's an ambush!  You've just run 
across a huge army!  Fortunately, they don't know you're here, yet, so 
you have the element of surprise.  Don't get cocky though, because they 
are in a good position to receive you...

Strongholds:

Baldera: (Starting Location)

Population: 108
Morale: 84

Kiefer: (Southwestern Corner)

Population: 154
Morale: 28

Shop:

Scipplay Staff     20
Light Mace         30

Spellbook         100

Robe               30
Cleric's Vestment  50
Witch's Dress      80

Amulet             40
Rosary             50

Movae: (Eastern Edge)

Population: 193
Morale: 44

Boolem: (Western Edge)

Population: 293
Morale: 22
Witch's Hut

Carnot: (Northeastern Area)

Population: 173
Morale: 42

Fort Tuatha: (Northern Edge, Enemy Headquarters)

Population: 4
Morale: 50

Enemy Opposition:

----- ----- Wiz10*
----- Gre09 Wiz09
Gre09 ----- -----   Location: Guarding Kiefer

Sor10*----- -----
Wiz09 Sor09 -----
----- Wiz09 -----   Location: Guarding Movae

----- Val09 -----
Nin09 ----- Nin09   Items: Two Leaves
----- Phx10*-----   Location: Outside Movae (see Tactics)

----- Val09 -----
Val10*----- -----
----- Knt09 Knt09   Location: Outside Kiefer (see Tactics)

Val09 Val09 -----
Knt09 ----- Knt09
----- Pal11*-----   Location: Near Boolem

Wiz09 ----- Wit11*
Hwk09 ----- -----   Items: Two Leaves
----- ----- Hwk09   Location: Near Boolem

----- ----- Sor10*
----- Val09 -----
Val09 ----- Val09   Location: Boolem

----- BuD09 -----
----- ----- -----
Nin09 ----- Fen10*  Location: Carnot

----- ----- -----
BsT09 ----- BsT09
DoM09 BlK10*DoM09   Location: South of Carnot

----- Wiz09 -----
Wiz09 ----- Wiz10*  Items: One Leaf
----- Bkr09 -----   Location: Forest South of Fort Tuatha

Fen11*----- Nin09
----- Nin09 -----
Nin09 ----- -----   Location: Southeast of Fort Tuatha

Enemy Commander: Hagate

Nin09 ----- Nin09
----- NnM11*-----
Fen09 ----- Fen09   Location: Fort Tuatha

Reward: Hannya Mask

Battle Tactics:

Split your battalion into two equal parties.  They should be of mixed 
alignment, since you'll be facing mixed alignments on both paths.

First, take each of the neighboring towns.  Once you do that, have two 
units sit on each of these towns while your rest go out north.  The 
reason for this is because, once you cross the bridge on either side, a 
unit will pop up almost right on top of each of the towns you just 
liberated.

The rest of the battle is pretty straightforward.  No big surprises, 
except for the fact that you're meeting some of your first Master class 
units here, specifically the Paladin, the Black Knight, and the Ninja 
Master who runs the show. 

Epilogue: At this point, you'll realize that you're fighting members of 
the Revolutionary Army.  These guys are only interested in fighting and 
don't like Frederick at all.

Afterwards, you'll see a scene in Prince Yumil's palace.  Rhade will 
show up and inform the Prince that they have reinforcements from 
Lodis.  Ankiseth isn't too happy about this, wishing instead to fight 
the war in his own way.  He rejects the offer, and Rhade goes off to 
fight alongside the Lodis crew on his own.

Hidden Items: Same as Crenel Canyon I

************************************************************

Scene 11 - Warriors of the Fallen Kingdom

Location - Mylesia

Prologue: In this assault on Mylesia, you'll be facing off against 
Rhade.  The troops are well positioned to receive your attack.  This 
mission is quite similar to the last assault on Mylesia, only you won't 
have to worry about the Prince this time...

Strongholds:

Castle Dunkweld: (Starting Location)

Population: 3
Morale: 19

Idorf: (Southeastern Corner)

Population: 229
Morale: 41

Lehoboth: (West of Idorf)

Population: 257
Morale: 69

Tubulk: (West of Dunkweld)

Population: 205
Morale: 31
Witch's Hut

Elgorea: (Northern Area)

Population: 334
Morale: 49

Shop:

Iron Helm          30
Leather Hat        40
Armet             120

Great Bow          90
Francisca         130
Baldr Sword       150

Kite Shield        70

Plate Armor       230

Phuntua: (East of Castle Burgund)

Population: 288
Morale: 77

Harraive: (Southern Edge)

Population: 396
Morale: 50

Taza: (Northeast of Burgund)

Population: 24
Morale: 47

Castle Burgund: (Enemy Stronghold)

Population: 4
Morale: 50

Enemy Opposition:

----- Grf11 -----
----- ----- -----   Items: Two Leaves
Hwk11 Vul12*Hwk11   Location: SW of Dunkweld

----- Knt13*-----
Grp11 ----- Grp11
----- Grp11 -----   Location: Coming out of Tubulk

Cle12*----- -----
----- Sld-- -----
Fae11 ----- Sld--   Location: Guarding Tubulk

----- Rav12*-----
Hwk11 ----- Hwk11   Items: Two Leaves, Two Fruits
----- Hwk11 -----   Location: Charging from the north near Elgorea

Wyr11 ----- Rav12*
----- ----- -----
----- ----- Wyr11   Location: Charging from the south near Idorf

Fae11 ----- -----
----- Hwk12 -----   Items: One Leaf, Two Fruits
----- Vul12*Hwk12   Location: Charging from the west near Phuntua

Val11 Val12*Val11
----- ----- -----
Grp11 ----- Grp11   Location: Guarding Lehoboth 

----- NnM12*-----
Fen11 Nin11 -----
Fen11 ----- Fen11   Location: East of Phuntua

Gol11 ----- Gol11
----- ----- -----   Items: Two Leaves
----- Wiz12*-----   Location: East of Phuntua

----- BsT11 -----
BsT12 ----- BsT11
----- BsM13*BsT12   Location: Guarding Puntua

Grp11 ----- Grp11
----- ----- -----
Grp11 Fen12*Grp11   Location: East of Burgund

----- Wit12*-----
Grp11 ----- Grp11
----- Grp12 -----   Location: Guarding Taza

Bkr11 ----- Grp11
----- Pal12*-----   Items: Two Leaves
Grp11 ----- Bkr11   Location: West of Taza

Enemy Commander: Eurynome Rhade (Superior Knight)

----- SuK14*-----
Grp11 ----- Grp11
Grp11 ----- Grp11   Location: Castle Burgund

Reward: Shield of Inferno

Battle Tactics:

There are a couple of problems with this battle.  The first and most 
obvious one is the large amount of enemy units in this battle.  The 
second is the fact that, as you're reaching your first liberated towns, 
three Hawkmen units will come out from the north, south, and west.  
Keep a couple of units at the base and a couple more north and south on 
the road to intercept.

This area also introduces, among the Beast Master and the Vultan, a 
brand new character called the Grappler.  This guy is a nasty 
physically strong fighter, with a Rend attack in the front and the 
middle row, and an attack called Fatal Dance in the back.  All are 
quite powerful.  You'll be facing several of these guys during the 
battle, too...

Epilogue: Rhade is a little bitter about losing, as you'd imagine, but, 
like the coward you know he is, he runs off, but not without some words 
about how much he thinks of the Revolution.

Aftermath:

After Wentinus: Return to Idorf to learn about the Sword of Tiamat, the 
final piece of equipment needed to become a Dragoon.  He'll tell you 
it may be in the stomach of Grozz Nuy, the Dragon God.  He'll give you a 
lead on a barkeep in Elaine on Vert Plateau.

Hidden Items: Same as Mylesia I

************************************************************

Scene 12: The Steadfast

Location: The Highland of Soathon

Prologue: Magnus is upest due to Rhade's claims that the Revolutionary 
Army is the same as the Western Division, in that they're dragging the 
Bolmaukans into the war.  Hugo urges him to keep using his sword to 
protect, and to put his worries out of his mind...

Strongholds:

Fort Celestus: (Starting Location)

Population: 52
Morale: 50

Tristle: (Neutral, West of Celestus)

Population: 243
Morale: 49

Shafferville: (Southeast of Celestus)

Population: 162
Morale: 56

Shop:

Baldr Mace        180
Baldr Club        220
Baldr Spear       230
Baldr Claw        280
Baldr Axe         300

Hard Leather      150

Cochran: (Western Edge)

Population: 218
Morale: 46
Witch's Hut

Kapiscau: (Center of the Map)

Population: 262
Morale: 17

Jiram: (Southeastern Edge)

Population: 80
Morale: 88

Castle Ziggiveld: (Enemy Headquarters)

Population: 53
Morale: 50

Enemy Opposition:

----- Grp11 -----
Grp11 ----- -----   Items: Two Leaves
----- Grp12*Grp11   Location: South of Tristle

----- Rav12*-----
Hwk11 ----- Hwk11
----- Hwk11 -----   Location: Mountains East of Kapiscau

Fae11 Gre12 -----
----- ----- Fae11
----- Phx12*-----   Location: Guarding Shafferville

Grp11 ----- Grp11
----- ----- -----   Items: Two Leaves
Grp11 Fen12*Grp11   Location: Charging from Kapiscau

----- Sld-- -----
Sld-- ----- Sld--   Items: Three Leaves
----- Phx14*-----   Location: Bridge south of Shafferville

----- ----- -----
BsT11 ----- BsT11
DoM11 BlK12*DoM11   Location: Bridge south of Shafferville (Retreats)

----- Sor11 Sor11
Phx12*----- -----
----- ----- Grp12   Location: Charging from Cochran

----- ----- -----
----- ----- -----
DrT13*----- PtD12   Location: Guarding Jiram

Fae11 ----- -----
----- Hwk12 -----
----- Vul12*Hwk12   Location: Mountains east of Cochran

----- Sor11 Sor11
Phx12*----- -----
----- ----- Grp12   Location: Guarding Kapiscau

----- Val11 -----
Val12*----- -----
----- Knt11 Knt11   Location: Guarding Cochran

Enemy Commander: Ankiseth Gallant (Solidblade)

Val11 ----- Val11
----- SoB14*-----   Items: Two Leaves
Knt11 ----- Knt11   Location: Castle Ziggiveld

Reward: Blessed Sword

Battle Tactics:

There are two issues with this battle...

Issue #1: As you progress east, you'll spot the Black Knight unit.  As 
soon as he sees you, he'll make for the other side of the bridge.  As 
you touch the bridge, it'll explode.  You'll have to take another way 
around.

Issue #2: The two flying units.  These guys aren't dumb.  They'll go 
after any liberated strongholds.  Be sure to keep a constant eye on 
them and try to incapacitate them early.

Other than that, standard tactics apply.

Epilogue: Magnus faces his father, Ankiseth the Steadfast.  Neither are 
happy with what the other has become.  Ankiseth leaves.  Magnus returns 
to Hugo to find he has three choices now.  He can follow orders and go 
south to Audvera Heights, where he'll free the Bolmaukans.  He can defy 
orders and travel north to Mount Ithaca, which will make the upcoming 
battle with the main Western Division forces come sooner.  He can also 
defy orders and head West, to an old Bolmaukan town in the Sable 
Lowlands.

Later, Yumil dispatches some orders to one of his troops and leaves in 
a huff with Mari watching.  After he leaves, an old crone teleports in.  
She tells Mari that she can be of service to the prince.  She does this 
by awakening the sleeping power inside her...  DUN DUN DUUUUN!

Where to go: Going north will cut the other two areas off.  Don't go 
north until you've beaten the other two areas, because you'll be 
missing out on some good stuff.

Aftermath: Go to Jiram.  In this town, either a woman will tell you 
about the death of her son's dog, or the kid himself will tell you.  
Bring a spare Hellhound to the town with you.  If you don't have one, 
one can easily be found in the Barrens surrounding town.  Return to him 
with the Hellhound in a unit and he'll accept the dog (after a couple 
of visits) and give you the Pedra of Bane.  Very nice...

Also, in Shafferville, an old man will speak of the great Nirdamese 
warrior, Vad, who's fighting against the Revolution.  Bring Vad back 
here and you'll receive the Idaten's Mail.

Hidden Items:

Power Fruit: South of Tristle (across the river)
Ninja's Garb: Piece of Land NW of Shafferville
Witch's Dress: West of Shafferville
Baldr Mace: South of Cochran
Robe of the Wise: Northeast of Kapiscau
Blessed Sword: Southwest of Kapiscau
Book of Flame: East of Kapiscau
Altar of Resurrection: East of Jiram

************************************************************

Scene 13 - Thoughts

Location: Audvera Heights

Before we start: This mission plays out differently if you go to the 
Sable Lowlands first.  For the sake of argument, we'll consider going 
to Audvera Heights first Phase 1, and going to Sable Lowlands before 
this Phase 2.

Prologue - Phase 1: Hugo explains to Magnus how the base around the 
mines is heavily defended.  There won't be much forefront attacking 
from the beginning.  The priority for the beginning of the battle is 
defense...

Prologue - Phase 2: The Audvera Mines are liberated, and the enemy 
retakes Castle Ziggiveld.  They're largely charging from the Castle 
itself.

Strongholds:

Castle Ziggiveld: (Starting Location(1), Enemy Headquarters(2))

Population: 53
Morale: 50

Puld: (West of Ziggiveld)

Population: 147
Morale: 69

Barrow: (Southeast of Ziggiveld)

Population: 241
Morale: 32

Shop: 

Pointy Hat        100
Armet             120

Scipplay Staff     20

Spellbook         100
Book of Bane      300

Robe               30
Witch's Dress      80
Baldr Armor       420

Amulet             40

Naracrete: (South of Ziggiveld)

Population: 67
Morale: 28

Bezelle: (South of Naracrete)

Population: 273
Morale: 78

Shop:

Baldr Mace        180
Baldr Club        220
Baldr Spear       230
Baldr Claw        280
Baldr Axe         300

Hard Leather      150

Chig Nik: (Southwest of Bezelle, Neutral(2))

Population: 226
Morale: 40

Seldovia: (West of Chig Nik, Neutral(2))

Population: 102
Morale: 21

Audvera Mine: (Enemy Headquarters(1), Starting Location(2))

Population: 103
Morale: 66

Enemy Opposition - Phase 1

BsT BsT Wit*
--- --- Bkr
--- Bkr ---   Location: Guarding Barrow

--- Grp BlK*
--- --- DgT
DgT Grp ---   Location: Charging from Barrow

----- BlK13*-----
Knt12 ----- Arc12
Knt12 ----- Arc12   Location: Charging from east of Puld

ArM13*----- -----
----- Wiz12 Sor12   Items: Three Leaves
Wiz12 Sor12 -----   Location: Guarding Puld

----- ----- Sir12
Grp12 ----- -----   Items: Three Leaves, Two Fruits
----- Pal14*Grp12   Location: Charging from Naracrete

Grp Enc*Grp
--- --- ---
--- BGo ---   Location: Charging from Naracrete

----- ----- Pal12
----- ----- -----
Grp12 Grp13*Grp12   Location: Charging from west of Naracrete

Wit ArM*---
--- --- Wit
Grp Grp ---   Location: Charging from Naracrete

----- Wit13*-----
----- ----- Val13
Grp12 Grp12 Grp12   Location: Charging from Naracrete

Knt12 Knt12 Bkr12
----- Pal13*-----
Bkr12 ----- -----   Location: South of Naracrete

----- ----- Pmp12
Arc13*----- -----
----- Fig14 Fig14   Location: Southeast of Naracrete

Wit12 ----- -----
Wit12 Wit12 -----   Items: Two Leaves
----- BlK13*Wit12   Location: South of Naracrete

Grp12 Pri13*-----
----- ----- -----
Grp12 Grp12 Grp12   Location: Guarding Chig Nik

Enemy Commander: Tuzt

----- ----- DoM14*
----- ----- -----   Items: Four Leaves, Two Fruits
SGo12 ----- Gol12   Location: Audvera Mine

Reward: Fool

Enemy Opposition - Phase 2:

Wit12 ----- -----
Wit12 Wit12 -----   Items: Two Leaves
----- BlK13*Wit12   Location: Charging from Bezelle

----- Wit13*-----
----- ----- Val13
Grp12 Grp12 Grp12   Location: Guarding Bezelle

----- ----- Sir12
Grp12 ----- -----   Items: Three Leaves, Two Fruits
----- Pal14*Grp12   Location: Charging from Naracrete

ArM13*----- -----
----- Wiz12 Sor12   Items: Three Leaves
Wiz12 Sor12 -----   Location: Charging from Puld

Grp12 Pri13*-----
----- ----- -----
Grp12 Grp12 Grp12   Location: Guarding Naracrete

----- ----- Pmp12
Arc13*----- -----
----- Fig14 Fig14   Location: Guarding Puld

Knt12 Knt12 Bkr12
----- Pal13*-----
Bkr12 ----- -----   Location: Guarding Baskirk

----- BlK13*-----
Knt12 ----- Arc12
Knt12 ----- Arc12   Location: Southeast of Castle Ziggiveld

----- ----- Pal12
----- ----- -----
Grp12 Grp13*Grp12   Location: Southwest of Castle Ziggiveld

Enemy Commander: Tuzt

----- ----- DoM14*
----- ----- -----   Items: Four Leaves, Two Fruits
SGo12 ----- Gol12   Location: Castle Ziggiveld

Reward: Fool

Battle Tactics - Phase 1:

First, put some units out in front as a shield for your base.  As you 
can see from the opposition list, you'll have a LOT of enemies on you 
FAST.  Liberate towns slowly, and keep at least two units in your 
frontline towns.

BIG HELP: This is assuming you're on the pro-Zenobian route.  I think 
you have to have a good Reputation for this to work.  Go to Puld.  If 
you've done everything okay up to this point (it's not that hard), 
Aisha the Priest will show up, saying she got lost from her unit.  It's 
a stroke of luck that'll be an incredible help later on.  She'll sign 
on your crew and you'll be much the better for having her.

For its difficulty, there really isn't much else to the battle.  Just 
be very careful, as always.  Try not to lose anyone, as the nearest 
Witch Hut is near the very end of the area.  You're probably gonna 
want to pick up a Book of Bane, too, in the shop.

Battle Tactics - Phase 2:

The battle is FAR easier in this setup.  There are less enemies, for one 
thing.  I haven't been able to get Aisha from this phase, however...

Epilogue: Magnus refuses to recruit the Bolmaukans to use in the coming 
battles.

Hidden Items:

Scale Armor: On the road between Ziggiveld and Puld
Estoc: On the road between Ziggiveld and Barrow
Mirror of Soul: Forest south of Ziggiveld
Magician's Robe: South of Naracrete
Plumed Headband: West of Naracrete
Fool: Midway between Barrow and Naracrete
Book of Water: Northeast of Audvera (between highlands and a river)
Dragon Shield: Northeast of the aforementioned Book of Water

************************************************************

Scene 14 - City of the Past

Location: Sable Lowlands

Prologue: Battle Plans

Strongholds:

Temil: (Starting Location)

Population: 273
Morale: 25

Shop

Baldr Helm         170

Rupture Rose       120
Blessed Sword      400

Baldr Shield       250

Robe of the Wise   300
Baldr Armor        420

Quills: (South of Temil)

Population: 236
Morale: 36

Kuva: (Northwest of Temil)

Population: 193
Morale: 72

Shichidarui: (West of Temil)

Population: 196
Morale: 16

Cotolus: (Northwest of Shichidarui)

Population: 181
Morale: 69

Prilgi: (Southwest of Shichidarui)

Population: 280
Morale: 25
Witch's Hut

Baimuk: (South of Prilgi)

Population: 157
Morale: 66

Castle Crotal: (Enemy Headquarters)

Population: 27
Morale: 50

Enemy Opposition:

----- NnM13*Wiz12
Bkr12 ----- Wiz12
Bkr12 ----- -----   Location: East of Shichidarui

----- Wit13*-----
----- ----- Val13   Items: Five Leaves
Grp12 Grp12 Grp12   Location: Charging from Quills

----- Dia14*-----
Grp12 ----- Grp12
Grp12 ----- Grp12   Location: Guarding Quills

Vul11 ----- Vul11
Vul12 Pal13*-----
Vul12 ----- -----   Location: Southeast of Shichidarui

ArM13*----- -----
----- Wiz12 Sor12   Items: One Leaf
Wiz12 Sor12 -----   Location: Guarding Shichidarui

----- Grp12 -----
Grp12 ----- Rav14*
Grp12 Grp12 -----   Location: Guarding Prilgi

----- Nin12 -----
Nin12 NnM14*Nin12
----- Nin12 -----   Location: Running towards the north (Messenger)

BlK13*Rav12 Rav12
----- Bkr12 -----   Items: Two Leaves
Bkr12 ----- -----   Location: Charging from the North

----- Rav13*-----
Hwk12 ----- Hwk12   Items: Four Leaves
----- Hwk12 -----   Location: Charging from the North

Hwk12 ----- -----
----- Fen14*-----
Hwk12 ----- Hwk12   Location: Charging from the North

Wyr12 ----- Rav13*
----- ----- -----
----- ----- Wyr12   Location: Charging from the North

----- ----- Gre11
Fae11 DgT11*Fae11
----- Gre11 -----   Location: Charging from the North for the base

Hwk12 ----- Hwk12
----- Vul13*-----
Knt12 ----- Knt12   Location: Guarding Cotoltus

PtD12 ----- Fae14
----- ----- -----
----- Sor13*-----   Location: Guarding Baimuk

Enemy Commander: Liedel Klein

Sir12 Arc14*Sir12
----- ----- -----
Knt12 Knt12 -----   Location: Castle Crotal

Reward: Bow of Sandstorm

Battle Tactics:

The Ninja Master unit heading north will disappear once it reaches Kua.  
After that, five units will pop up in the north.  You can go for the 
Ninja unit immediately and prevent this, or, if you're up to the 
challenge, take on the enemy units.  If you go for the latter, you're 
going to want to send about four units to cross the mountains.

The rest of the battle isn't too tough.  Be sure to pick up the Black 
Knight equipment lying around, though, because you're not going to get 
another chance.

Getting Liedel: To get Liedel to join you, you're going to need a high 
Chaos Frame.  To be on the safe side, attack her with a high Alignment 
unit.

Epilogue:

A young Bolmaukan warrior thanks Magnus for his help and tells him to 
free the Bolmaukans in the mines in Audvera Heights.

Hidden Items:

Valiant Mantle: On the road between Temil and Shichidarui
Baldr Armor: On the road between Shichidarui and Prilgi
Armet: On the road between Shichidarui and Kuva
Satan's Bullova: West of Cotoltus
Book of Bane: Midway between Quills and Baimuk
Quit Gate: Southwest of Prilgi
Bracer of Protection: Southeast of Prilgi

************************************************************

Scene 15 - Uncertainty

Location: Mount Ithaca

Prologue: Magnus desires to avoid battle with the Western Division.  
Just as he and Hugo are discussing how both sides could reach an 
agreement, a messenger from the Western Division shows up, that wishes 
to discuss terms of peace with the Revolutionary Army, from Prince 
Yumil himself.  Following this meeting, word of an advancing troop 
force reaches the Rev. Army.  It appears that Sir Rhade has not had 
enough punishment.  Time to teach that upstart a lesson.

Strongholds:

Cybillgin: (Starting Location)

Population: 91
Morale: 37
Witch's Hut

Cactovich: (Allied, South of Cybillgin)

Population: 289
Morale: 33

Shop:

Bandanna            20
Plumed Headband     60

Estoc              250
Fool               320
Blessed Sword      400

Magician's Robe    120
Scale Armor        200

Amulet              40

Nakima: (East of Cybillgin)

Population: 226
Morale: 52

Kynora: (Neutral, East of Nakima)

Population: 125
Morale: 25

Lapidz: (Center of Map)

Population: 229
Morale: 82

Bella Cula: (North of Cybillgin)

Population: 123
Morale: 74

Lachook: (East of Lapidz)

Population: 201
Morale: 21

Tilorro: (Northeast of Bella Cula)

Population: 121
Morale: 19

Ketican: (North of Tilorro)

Population: 48
Morale: 11

Fort Gullsvinter: (Enemy Headquarters)

Population: 122
Morale: 50

Enemy Opposition:

Wit13 ArM14*-----
----- ----- Wit13
Grp13 Grp13 -----   Location: Charging from Bella Cula

----- Grp13 BlK14*
----- ----- DgT13
DgT13 Grp13 -----   Location: North of Nakima

Grp13 ----- Grp13
----- ----- -----   Items: Two Leaves, Two Fruits
Grp13 XXX15*Grp13   Location: North of Nakima

----- Rav14*-----
----- ----- -----   Items: Six Fruits
Wyr13 ----- Wyr13   Location: South of Nakima

----- Grf13 -----
----- ----- -----   Items: Two Leaves
Hwk13 Vul14*Hwk13   Location: West of Bella Cula

Grp13 Enc14*Grp13
----- ----- -----
----- BGo13 -----   Location: West of Bella Cula

----- ----- Grp13
----- ----- Grp13   Items: Six Leaves
Phx13 Cat14*Phx13   Location: North of Nakima

BsT13 BsT13 Wit15*
----- ----- Bkr13
----- Bkr13 -----   Location: Guarding Lachook

Grp13 Pri14*-----
----- ----- -----
Grp13 Grp13 Grp13   Location: Guarding Ketican

Enc14*----- -----
----- ----- -----
Gol13 ----- SGo13   Location: South of Gullsvinter

----- Pri14*-----
Fae13 Sor13 Fae13   Items: Two Leaves, One Fruit
----- ----- Sor13   Location: South of Lachook (See Tactics)

----- NnM14*-----
----- ----- -----   Items: Two Leaves
Grf13 ----- Wyv13   Location: South of Tilorro (See Tactics)

BlK14*Rav13 Rav13
----- Bkr13 -----   Items: Six Leaves
Bkr13 ----- -----   Location: North of Lachook (See Tactics)

Enemy Commander: Eurynome Rhade (Superior Knight)

Pal13 ----- Pal13
----- SuK16*-----   Items: Four Leaves, Two Fruits
Cat13 ----- Cat13   Location: Fort Gullsvinter

Reward: Sword of Firedrake

Battle Tactics:

Okay.  You've got a few guys coming at you from the beginning.  Watch 
the Raven unit down south, so that you can intercept it before it 
reaches your allied town.

The north area is oddly sparsely populated, and with good cause, 
because, as you approach the bridge, it will be blown, preventing you 
from crossing.

The XXX character in the normal enemies is the legendary Grappler, 
Vad.  Getting him in your party is not as hard as some make it out to 
be.  First, you have to have at least cleared out the Mines in Audvera 
Heights.  Next, go north and liberate Ketican to destroy the bridge.  
When you go back, Vad won't move from his spot, so just avoid him.  
After the scene, he'll join you.  Nice.

As you progress inward from the south, you'll be forced to cross the 
bridge, as you cross it, three units will spring up from nowhere and 
attack (the one's marked on the list).  Just bring a bunch of units in 
with you and you shouldn't have too much trouble, if you play it 
smart.

Epilogue: Magnus will see off the oppressed Nirdamese.  They return to 
their homeland.  This means you'll not be seeing Grappler units again.  
Hooray!

Afterwards, Destin Faroda will show up, saying he's going to leave the 
Revolutionary Army's cause because it's become more about abolishing 
the class system than independence from Lodis.  If you're on the Pro-
Zenobian route, Saradin decides to stay behind to help your cause.

Aftermath: Head to Kynora.  If you enter the stronghold during the day, 
and if you have spoken to the old man in Mylesia, you'll learn about
Dragon Armor and Condrite.  He tells you to go to the Dardunnelles and 
get some Condrite so he can make the armor.

Hidden Items:

Baldr Mail: Midway between Kynora and Cactovich
Revive Stone: Pocket of forest inside mountains NW of Cybillgin
Buckler: On the road between Bella Cula and Cybillgin
Arc Wand: On the road between Bella Cula and Ketican
Magician's Robe: Barrens NW of Kynora
Stone of Quickness: Southeast of Ketican
Thunder Spear: On the road NW of Lachook
Book of Earth: South of Tilorro (Across the river)

************************************************************

Scene 16 - A Legendary Land

Location: Mount Keryoleth

Prologue: 

If you lost Dio: Rhade swears revenge on the Revolution.  Suddenly, Dio, 
who was thought to be dead, shows up.  He kills Rhade and says he'll 
take Rhade's place.

Hugo gives battle plans...

Strongholds:

Mursunny: (Starting Location)

Population: 117
Morale: 35

Shop:

Hachigane           40
Plumed Headband     60

Baldr Bow          160
Ytival             270
Claymore           360

Cloth Armor         20
Hard Leather       150

Natashkan: (East of Mursunny)

Population: 188
Morale: 48

Dolbo: (Distant North)

Population: 43
Morale: 28

Mingan: (Northeast of Natashkan)

Population: 122
Morale: 39

Escaraba: (East of Natashkan)

Population: 66
Morale: 80

Tananna: (Neutral, East of Escaraba)

Population: 160
Morale: 41

Balera: (East of Mingan)

Population: 171
Morale: 81

Gypsanville: (North of Mingan)

Population: 86
Morale: 53
Witch's Hut

Keryoleth: (Enemy Headquarters)

Population: 31
Morale: 50

Enemy Opposition:

ReD15 ----- -----
----- ----- DgM16*  Items: Six Leaves
----- Gob18 Gob18   Location: Charging from Natashkan

Rav15 ----- Cat15
----- Cat15 -----
Rav15 ----- Cat17*  Location: Guarding Natashkan

----- Dia16*Pmp15
----- ----- Gre18   Items: Five Leaves
Pmp15 Gre18 -----   Location: Forest west of Dolbo

Cer15 ----- NnM16*
----- ----- -----
----- Nin15 Nin15   Location: Forest west of Mingan

----- BlK16*-----
----- ----- -----
BkD15 ----- Ogr18   Location: Charging from Escaraba

Cok15 ----- Cok15
----- ----- -----   Items: Four Leaves, Two Fruits
Fre17*----- -----   Location: Southeast of Dolbo

Gob17 Sir15*-----
----- ----- Gob17
Ogr17 ----- -----   Location: West of Mingan

----- Rav16*Rav15
DgM15 ----- -----
Rav15 ----- Rav15   Location: South of Mingan

BkD15 ----- Tmt15
----- ----- -----
----- BlK17*-----   Location: Guarding Mingan

----- ----- Grf15
Gob18 ----- -----   Items: Two Leaves
----- SwM16*Gob18   Location: South of Mingan

Fre15 Fre15 -----
----- ----- Fre17*  Items: Five Leaves, Two Fruits
Val15 ----- Val15   Location: Guarding Gypsanville

----- Sir16*-----
----- ----- -----
Ogr18 ----- Wyr15   Location: Guarding Balera

----- Enc16*-----
----- ----- -----
SGo15 ----- BGo15   Location: Southwest of Keryoleth

Dia16*----- Arc15
Arc15 Knt15 -----
----- ----- Knt15   Location: South of Keryoleth

Enemy Commander: Giolse

Gob17 ArM18*-----
----- ----- Gob17   Items: Four Leaves, Two Fruits
Ogr17 ----- -----   Location: Keryoleth

Reward: Hraesvelg

Battle Tactics:

First point of note...  There's a different enemy standard you're 
fighting here.  A grinning demon.  What could it mean?

You'll have dual problems in this battle.  Both to the north and to the 
south.

The southern problem is a simple problem of numbers.  You've got many, 
many units to deal with set up in a wall near Mingan.  Still, there's 
many exposed leaders, so fight smart and you shouldn't have too many 
problems.

In the north, you'll face your first Cockatrice unit in this battle.  
Cockatrices, in the back row, can petrify your units, and will put them 
out of the fight just like that.  It costs 500 Goth to revive someone 
petrified, too, with a Revive Stone, so it's worth your while to use 
this strategy.  Equip someone, (Knight or Phalanx) with Troi's Hallowed 
Shield, put him with two Golems and send them into battle with the fowl 
demons.

You're also gonna have some trouble with the Diana unit in the north, 
due to the two Pumpkinheads in the unit.  Either send in a powerful 
spellcasting unit to take out the Diana quickly (who's the only other 
significant damage), or send in someone with a Priest.  Clerics 
probably won't be as useful in this instance.

After these problems are overcome, the mission is easily finished up.

Epilogue: Magnus meets his father.  They exchange words and Ankiseth 
Gallant challenges his son's motives about this revolution...

Hidden Items:

Fur Coat: On the road between Mursunny and Natashkan
Plate Armor: On the road between Natashkan and Mingan
Book of Wind: Midway between Escaraba and Tananna
Arc Wand: On the road between Gypsanville and Dolbo
Dragon Shield: North of Gypsanville

************************************************************

Scene 17 - Visitors from the West

Location - Azure Plains

Prologue: Simple Battle Tactics on this one...

Strongholds:

Remella: (Starting Location)

Population: 63
Morale: 42

Shop:

Armet              120

Arc Wand           150
Thunder Spear      320

Spellbook          100

Buckler             40

Magician's Robe    120
Baldr Mail         250

Amulet              40

Frattelli: (North of Remella)

Population: 270
Morale: 80

Kegu: (West of Frattelli)

Population: 157
Morale: 14
Witch's Hut

Quellorna: (South of Noistrien)

Population: 129
Morale: 61

Dauphin: (Southwest of Remella)

Population: 112
Morale: 86

Coppermine: (Southwest Corner)

Population: 224
Morale: 83

Drumheller: (South of Remella)

Population: 216
Morale: 58

Fort Noistrien: (Enemy Headquarters)

Population: 27
Morale: 50

Enemy Opposition:

Wyr14 ----- Rav15*  
----- ----- -----   Items: Three Leaves, Two Fruits
----- ----- Wyr14   Location: Guarding Drumheller

Wit14 KtT16*Sir14
Wit14 ----- Sir14
----- ----- -----   Location: Guarding Frattelli

Wiz14 Wiz14 -----   
DgM14 ----- DgM14   Items: Three Leaves, Two Fruits
----- KtT15*-----   Location: Charging from Dauphin

Fae14 Gre15 -----
----- ----- Fae14
----- Phx15*-----   Location: Guarding Dauphin

Arc14 ----- Arc14
----- KtT15*-----   Items: Four Leaves, Two Fruits
Pal14 ----- Pal14   Location: Charging from Kegu

----- Rav15*-----
Hwk14 ----- Hwk14   Items: Four Leaves, Two Fruits
----- Hwk14 -----   Location: Charging from Mountains (See Tactics)

Wyr14 ----- Rav15*
----- ----- -----   Items: Three Leaves, Two Fruits
----- ----- Wyr14   Location: Charging from Mountains (See Tactics)

----- Grf14 -----
----- ----- -----   Items: Four Leaves, Two Fruits
Hwk14 Vul15*Hwk14   Location: Charging from Mountains (See Tactics)

----- Rav15*-----
----- ----- -----   Items: Two Leaves, Two Fruits
Wyr14 ----- Wyr14   Location: Charging from Mountains (See Tactics)

Pri14 ----- Pri14
----- ----- -----   Items: Five Leaves
Cat14 KtT16*Cat14   Location: Guarding Kebu

----- Vul15*-----
Vul14 ----- Vul14
Knt14 ----- Knt14   Location: Guarding Coppermine

Wit14 Wit14 DoM15*
----- ----- -----   Items: Two Leaves
Wit14 ----- -----   Location: Guarding Quellorna

Enemy Commander: Robert

Sir14 Sir14 -----
----- ----- -----   Items: Three Leaves, Two Fruits
Pal14 KtT16*Pal14   Location: Fort Noistrien

Reward: Ice Blade

Battle Tactics:

A new adversary has joined the mix.  You're taking down some members of 
the Holy Lodis Army here.

This battle is quite straightforward, actually.  You'll get a little 
surprise with a new unit, Knight Templar.  They're pretty much just a 
bit beefier Knight, but not that much.

Also, you'll get a nice surprise when you cross the bridge on the 
river.  Four flying units will assault your headquarters.  Of course, 
by now you'll have realized that that was their intention in the first 
place, so you'll have some units there, right? ^_^

In the southern reaches, near Coppermine, you may have the pleasure of 
running into Sheen Cocteau.  He's a Hawkman who considers himself quite 
the ladies man.  Sign him on.

Epilogue: Same if you took this way first.  Nothing if you went here 
second.

Aftermath: Not much going on, but if you take Sheen to Frattelli, a 
woman there will tell him off...

Hidden Items:

Plumed Headband: Road between Remella and Drumheller
Claymore: Road between Fratelli and Kegu
Quit Gate: Road between Kegu and Fort Noistrien
Ytival: Midway between Dauphin and Quellorna
Revive Stone: Northwest of Mingan (across river)
Silver Hourglass: East of Balera

************************************************************

Scene 18 - The Grim Path

Location: Wentinus

Prologue: Magnus is torn between the decision of fighting the Western 
Division, with his father and childhood friend at the forefront.  Here, 
you're given a choice of how you want to proceed.  You can follow orders 
and fight, or you can try to make peace.  

Making peace: Magnus goes to meet his father.  There's a small bit of 
tension between the two, and they go to the War Room.  Just as they're 
beginning they're peace agreement, Dio bursts in with news that Yumil
has been arrested for treason.  A knight from Lodis took him.  Ankiseth 
wants to sacrifice himself, but Magnus insists on rescuing him with the 
entire group.

Following orders: Simple matter of battle plans.

Strongholds:

Salem: (Starting Location)

Population: 140
Morale: 84

Silhouette: (Allied, Northeast of Salem)

Population: 213
Morale: 55

Ellode: (Southeast of Salem)

Population: 122
Morale: 33

Reliance: (North of Salem)

Population: 187
Morale: 18

Parmel: (East of Silhouette)

Population: 99
Morale: 15

Yves Guibiques: (North of Reliance)

Population: 253
Morale: 67

Hopedale: (Northeast of Reliance)

Population: 187
Morale: 78

Cartwright: (East of Hopedale)

Population: 253
Morale: 79
Witch's Hut

Badin: (Neutral, Northeast corner)

Population: 236
Morale: 10

Timmins: (Northern Edge)

Population: 238
Morale: 35

Shop:

Armet              120

Arc Wand           150
Baldr Spear        230

Spellbook          100

Tower Shield       350

Fur Coat           250
Heavy Armor        650

Amulet              40

Igglurick: (Southeast of Castle Talpaea)

Population: 244
Morale: 12

Castle Talpaea: (Enemy Headquarters)

Population: 177
Morale: 50

Enemy Opposition: (With Ankiseth)

ArM17*----- -----
----- Wiz16 Sor16
Wiz16 Sor16 -----   Location: Guarding Reliance

Knt16 Knt16 Bkr16
----- Pal17*-----   Items: Two Leaves
Bkr16 ----- -----   Location: Guarding Cartwright

----- BlK17*-----
Knt16 ----- Arc16   Items: Four Leaves, Two Fruits
Knt16 ----- Arc16   Location: Charging from Ellode (for Ankiseth)

----- NnM17*-----
Fen16 Nin16 -----
Fen16 ----- Fen16   Location: Guarding Ellode

---

Legion 1: Funnel Shift Formation

Sld-- CeM17%Sld--
----- ----- -----   Items: Three Leaves, One Fruit
----- Wyv16 -----   Location: Charging from Yves

Fen16 ----- Fen16
----- SwM17*-----
Nin16 ----- Nin16   Position: Right Side

Knt16 BlK18*BlK16
----- ----- -----   Items: Six Leaves
BlK16 ----- Knt16   Position: Left Side

---

Fre16 Fre16 -----
----- ----- Fre18*
Val16 ----- Val16   Location: Guarding Hopedale

Dia16 Wit18*Dia16
----- ----- -----
Cat16 ----- Cat16   Location: Guarding Yves

----- NnM17*Wiz16
Bkr16 ----- Wiz16
Bkr16 ----- -----   Location: Charging from bridge NE of Yves

----- Nin16 -----
Nin16 NnM18*Nin16
----- Nin16 -----   Location: Retreating from Igglurick

Arc16 Arc16 -----
----- ----- -----
Phx16 Cat19*Phx16   Location: Guarding Igglurick

---

Legion 2: Wedge Shift Formation

----- ----- -----
Sld-- CeF17%Sld--   Items: Two Leaves
----- ----- -----   Location: Charging from the North

Wyv16 ----- -----
----- ----- -----   Items: Two Leaves
Rav17*----- Wyr16   Position: Right Side

Pri18*----- -----
----- ----- BGo16
Gol16 ----- -----   Position: Left Side

---

Enemy Commander: Baldwin Glendale (Temple Command)

Dia16 ----- Dia16
----- TmC19*-----
KtT16 ----- KtT16   Location: Castle Talpaea

---

Enemy Opposition: (Without Ankiseth)

Knt16 Knt16 Bkr16
----- Pal17*-----
Bkr16 ----- -----   Location: Guarding Cartwright

----- Wit19*Wit16
Pri16 ----- Pri16
----- Pri16 -----   Location: Guarding Silhouette

----- BlK17*-----
Knt16 ----- Arc16   Items: Six Leaves
Knt16 ----- Arc16   Location: Charging from Ellode (for Ankiseth)

----- NnM17*-----
Fen16 Nin16 -----
Fen16 ----- Fen16   Location: Guarding Ellode

Fre16 Fre16 -----
----- ----- Fre18*
Val16 ----- Val16   Location: Guarding Hopedale

---

Legion 1: Funnel Shift Formation

Sld-- CeM17%Sld--
----- ----- -----   Items: Three Leaves, One Fruit
----- Wyv16 -----   Location: Charging from Yves

Fen16 ----- Fen16
----- SwM17*-----
Nin16 ----- Nin16   Position: Right Side

Knt16 BlK18*BlK16
----- ----- -----   Items: Six Leaves
BlK16 ----- Knt16   Position: Left Side

---

Dia16 Wit18*Dia16
----- ----- -----
Cat16 ----- Cat16   Location: Guarding Yves

Arc16 Arc16 -----
----- ----- -----   Items: Two Leaves
Phx16 Cat19*Phx16   Location: Charging from Igglurick

----- NnM17*Wiz16
Bkr16 ----- Wiz16
Bkr16 ----- -----   Location: Guarding Igglurick

---

Legion 2: Wedge Shift Formation

----- ----- -----
Sld-- CeF17%Sld--   Items: Two Leaves
----- ----- -----   Location: Charging from the North

----- ----- -----
Knt16 Pal19*Knt16   Items: Six Leaves
Pal17 ----- Pal17   Position: Right Side

SwM17*----- Bah16
----- ----- -----
NnM16 ----- NnM16   Position: Left Side

---

Enemy Commander: Ankiseth Gallant (Solidblade)

Dia17 ----- Dia17
----- Sol19*-----   Items: Five Leaves, Two Fruits
Cat17 ----- Cat17   Location: Castle Talpaea

Reward: Blessed Sword

Battle Tactics (with Ankiseth):

Ankiseth's Unit:

Dia17 ----- Dia17
----- Sol19*-----   Items: Four Leaves, Two Fruits
Cat17 ----- Cat17   Location: Silhouette

Ankiseth will start out from Silhouette.  He'll proceed along the road 
north and will liberate Cartwright, then he'll go to Igglurick to 
liberate that, and further on to Castle Talpaea to face Baldwin.  
There's nothing you can do to stop him.  Just pray he doesn't croak on 
the way.

You'll face your first Legion in this battle.  Don't panic.  Just attack 
and you'll see firsthand just how ineffective Legions actually are.  
The Legion Core is easily taken out.

You'll face the major concentration of enemies on the west side.  The 
east will be relatively clear.

Save two or three (preferably three) units to send east to liberate.  
Noting the Morale of that area, you're probably going to want them 
to be Chaotic for the most part.  Cartwright has high Morale, but 
Ankiseth will take care of that.

Make sure you stop by Timmins, too, to buy any of the Siren or 
Cataphract equipment, because you will NOT be returning here.  Don't be 
caught off guard by the Legion that shows up to the north, although it 
shouldn't present too many problems. (I beat the whole thing back with 
one unit)

Battle Tactics: (Without Ankiseth)

Won't have to worry about him, so take your time in this mission.  
There are a few extra units to face, but there shouldn't be too much 
trouble.

You'll face your first Legion in this battle.  Don't panic.  Just attack 
and you'll see firsthand just how ineffective Legions actually are.  
The Legion Core is easily taken out.

You'll face the major concentration of enemies on the west side.  The 
east will be relatively clear.

Save two or three (preferably three) units to send east to liberate.  
Noting the Morale of that area, you're probably going to want them 
to be Chaotic for the most part.  Cartwright has high Morale, but 
Ankiseth will take care of that.

Make sure you stop by Timmins, too, to buy any of the Siren or 
Cataphract equipment, because you will NOT be returning here.  Don't be 
caught off guard by the Legion that shows up to the north, although it 
shouldn't present too many problems. (I beat the whole thing back with 
one unit)

Epilogue (With Ankiseth): Baldwin runs off to grab Yumil.  As he's 
running off with him, Mari stops him, casting a bit of her newfound 
power on him.  He's intrigued, but she's still no match for him.  He 
knocks her down and runs off.  Magnus arrives to an empty room, 
searching for Yumil.

Epilogue (Without Ankiseth): Ankiseth, Magnus, and Yumil wonder why 
there is need to fight.  Ankiseth tells his son that he's become strong, 
and to take Yumil into the Revolutionary Army.  Suddenly, Baldwin comes 
up behind Ankiseth runs him through.  He grabs Yumil and runs off.  
Ankiseth dies in his son's arms...

Both Epilogues: Afterwards, there is heated discussion among the 
Revoultionary War commanders.  The Western Division has ceded itself to 
the Revolution, but there's still the problem of the Central Division, 
the Eastern Orthodox Church, and Lodis.  The Revolution pulls out of 
Wentinus soon after it's captured.  Wentinus, Azure Plains, and Mount 
Keryoleth will no longer be accessible.  Therefore, there's no listed 
Aftermath, yet.

Hidden Items:

Love and Peace: Road between Ellode and Silhouette
Urn of Chaos: Midway between Yves and Hopedale
Tower Shield: Southeast of Hopedale
Heavy Armor: Road between Cartwright and Timmins
Book of Bane: Road between Cartwright and Badin
Armet: Northeast of Castle Talpaea
Baldr Spear: Road between Igglurick and Timmins

************************************************************
************************************************************

D. Chapter 3:

As time passes, their backs break under their burdens...

Opening: A secret meeting is taking place involving King Procus and his 
son, concerning the true power of the Progenitor.  It's interrupted by 
Sir Richard Glendale of the Caliginous Order, along with his brother 
Baldwin, and their advisor, Thamuz Delville, who has delivered a decree 
that puts Palatinus under full control of the Holy Lodis Empire.

Magnus, Frederick, Xevec, (and Ankiseth if you have him) are discussing 
the situation.  Xevec is all for fighting, as it seems to be the 
easiest way to achieve victory.  Frederick wants to talk peace with the 
Central Division, since their strengths are equal.

If Ankiesth's here, then it's at this point, if you have a neutral to 
high Chaos Frame, that you can decide whether or not to take Ankiseth 
with you.  If you refuse, you'll not have the ability to recruit him 
again.

************************************************************

Legion FAQ

Before I start, lemme just remind you that Legions will appear in the 
Hugo Report, and in the Tutorial, so check there for info.

Q: Why can't I put units in my Legion?

A: You need Soldiers in your Legion Core to add units.  This refers to 
the fact that you need Soldiers to act as messengers to give order to 
units so that you can make formations.

Q: Who can become a Legion Leader?

A: Magnus, Dio, Leia, and Ankiseth can be Legion Leaders.  Also, 
Centurions can lead Legions.

Q: How can I make a Centurion?

A: Either gender can become a Centurion.  Besides the usual stat 
requirements, the person you want to be a Centurion has to have 
promoted ten Soldiers to either Fighters or Amazons.

And, the big question...

Q: Are Legions worth it?

A: I can answer this with a resounding NO!  The Legion is REQUIRED to 
maintain formation.  The fact that you need to use Soldiers in the Core 
makes it very weak.  The Centurion himself (or herself) is not a strong 
class at all.  You can do pretty much the same thing with a small 
cluster of units, and you have much more freedom.

************************************************************

Scene 19 - The Setting Sun

Location: Dardunnelles, The Crossroads

Prologue: Battle Plans!

Strongholds:

Romella: (Starting Location)

Population: 120
Morale: 75

Shop:

Plumed Headband     60

Spear              150

Round Shield        20
Large Shield       180

Breastplate        180
Plate Mail         210

Adigrat: (Neutral, South of Romella)

Population: 169 
Morale: 10

Bungasue: (East of Romella)

Population: 192
Morale: 46

Melphy: (North of Romella)

Population: 97
Morale: 61

Ramballene: (Southeast of Bungasue)

Population: 91
Morale: 78

Dardunnelles: (East of Melphy)

Population: 102
Morale: 50

Garu Kaio: (East of Dardunnelles)

Population: 288
Morale: 20
Witch's Hut

Fort Akkisis: (Enemy Headquarters)

Population: 161
Morale: 50

Enemy Opposition:

----- Pri18*SwM16
----- ----- -----
Flb16 ----- SwM16   Location: Guarding Melphy

---

Legion 1 - Funnel Shift Formation

Sld-- ----- Sld--
----- CeM17 -----
Sld-- ----- Sld--   Location: Guarding Bungasue

Rav16 ----- Cat16
----- Cat16 -----   Items: Six Leaves
Rav16 ----- Cat18*  Position: Far Left Side

Pal16 Pal18*Pal16
Knt16 ----- Knt16
----- ----- -----   Position: Near Left Side

----- Pri18*SwM16
----- ----- -----
Flb16 ----- SwM16   Position: Near Right Side

Coc16 ----- Coc16
----- ----- -----
Fre18*----- -----   Position: Far Right Side

---

Wyv16 ----- -----
----- ----- -----   Items: Three Leaves, Two Fruits
Rav17*----- Wyr16   Location: Charging from Southeast Forest

---

Legion 2 - Funnel Shift Formation

----- ----- -----
Sld-- CeF17%Sld--   Items: Two Leaves
----- ----- -----   Location: Charging from Dardunnelles

Cle16 Pri18*-----
Knt16 ----- Cle16   Items: Four Leaves
----- Knt16 -----   Position: Right Side

----- Cle16 Cle16
----- ----- -----
Enc17*----- SGo16   Position: Left Side

----

----- SwM18*-----
SwM16 ----- SwM16
----- Fen16 Fen16   Location: Guarding Ramballene

Pri18*----- -----
----- ----- BGo16
Gol16 ----- -----   Location: Guarding Garu Kaio

Pri17*----- -----
Bkr17 Bkr17 -----
Bkr17 ----- Bkr17   Location: Southwest of Akkisis

Enemy Commander: Ujeanne

----- Pri18*Fre16
Fre16 ----- -----   Items: Four Leaves, One Stone
----- Pal16 Pal16   Location: Fort Akkisis

Reward: Vestment of Water

Battle Tactics:

Note the Cockatrice unit.  Time to bring out your Cockatrice beating 
unit.  You have been working on one, right?

Send a few guys up north to deal with the second Legion, but keep the 
main force on the main path.  There are a LOT of Priests in this 
lineup, so you may be focusing on spellcasting a lot.

Other than that, there's really not much to this mission.  Just watch 
out for the Raven unit that tries to sneak up on your base...

Epilogue: Ujeanne reveals that Lodis already here, defending the 
Central Division.  Magnus and crew decide to go get some help from the 
Eastern Orthodox Church.

Afterwards, there's a scene in the East, where a warrior is forced to 
be killed, as she's possessed by the devil.

Aftermath: Take Sheen to Garu Kaio, where you'll find a young girl 
who will give him the Decoy Cap.

Hidden Items: Same as Dardunnelles I

************************************************************

Scene 20 - Brigade of Radiant Cross

Location: Gules Hills

Prologue: Hugo informs Magnus that Lodis has annexed Palatinus, and 
will remain in control until the war is over.  Both Magnus and Hugo 
realize that all they can do is continue to push forward...

Strongholds:

Fort Bergiga: (Starting Location)

Population: 87
Morale: 82

Amdelm: (Neutral, Northeast of Bergiga)

Population: 31
Morale: 87

Shop:

Leather Hat         40
Plumed Headband     60

Great Bow           90
Baldr Bow          160
Ytival             270
Bow of Sandstorm   420

Leather Armor       60
Hard Leather       150
Terra Armor        250

Kurashino: (Northeast of Amdlem)

Population: 48
Morale: 69

Mezzeni: (Neutral, Southeast Corner)

Population: 61
Morale: 29

Muji: (Midwest Edge)

Population: 182
Morale: 71

Colgeuff: (Mideast Edge)

Population: 215
Morale: 40

Castle Echel: (Northwest Corner)

Population: 95
Morale: 50

Novipoldt: (East of Echel)

Population: 261
Morale: 64

Bellezoppo: (South of Guntherhaal)

Population: 215
Morale: 34
Witch's Hut

Guntherhaal: (Enemy Headquarters)

Population: 83
Morale: 50

Enemy Opposition:

KtT16 ----- KtT16
----- KtT18*-----   Items: Four Leaves
KtT16 ----- KtT16   Location: Charging from Kurashino

Arc16 ----- Arc16
----- KtT18*-----   Items: Two Leaves, Two Fruits, One Stone
Pal16 ----- Pal16   Location: Charging from Kurashino

----- ----- KtT18*
PtD16 ----- -----
----- ----- Bah16   Location: Charging from Kurashino

Pri16 ----- Pri16
----- ----- -----   Items: Two Leaves, Two Fruits
Cat16 KtT18*Cat16   Location: Charging from Muji

----- ----- Wit16
Wit16 ----- Knt16   Items: Four Leaves, Two Fruits
Knt16 ----- Pal17*  Location: Guarding Muji

Vul17*----- Wyv16
----- ----- -----   Items: Four Leaves, Two Fruits
----- Wyv16 -----   Location: Charging from East of Kurashino

----- ----- Opi16
Vul17*----- -----   Items: Four Leaves, Two Fruits
----- ----- Gri16   Location: Charging from East of Kurashino

----- Vul18*Fae16
----- ----- Vul16   Items: Four Leaves, Two Fruits
Fae16 Vul16 -----   Location: Charging from East of Kurashino

Arc16 Arc16 -----
----- ----- -----
Phx16 Cat19*Phx16   Location: Guarding Castle Echel

---

Legion 1: Funnel Shift Formation

----- Sld-- -----
----- CeF17%-----   Items: Two Leaves, One Fruit
----- Sld-- Sld--   Location: Guarding Novipoldt

EhD16 ----- ThD16
----- ----- -----   Items: Five Leaves, Two Fruits
----- DgM17*-----   Position: Right Side

Wyv16 ----- -----
----- ----- BsT16   Items: Two Leaves
BsT16 BsM17*-----   Position: Left Side

---

Wit16 KtT18*Sir16
Wit16 ----- Sir16   Items: Three Leaves
----- ----- -----   Location: Charging from East of Kurashino

Wit16 ----- -----
Wit16 Wit16 -----
----- BlK17*Wit16   Location: Guarding Bellezoppo

Fre16 KtT18*Fre16
----- ----- -----
KtT16 ----- KtT16   Location: Charging from Guntherhaal

Dia16 Dia16 Dia16
----- KtT18*-----
----- ----- Cat16   Location: Charging from Guntherhaal

Enemy Commander: Pruflas Watts (Temple Command)

Fre16 ----- Fre16
----- ----- -----   Items: Four Leaves, Two Stones
KtT16 TmC19*KtT16   Location: Guntherhaal

Reward: Heavy Armor

Battle Tactics: Deploy your units, because the enemy will be out in 
force right away with four Templar units and three Vultan units on you 
in the first ten minutes of battle.  If you've leveled up enough, 
problems should be minimal.  Once you get rid of those units, there's 
surprisingly very few others.  Just watch for the extra Templar units 
that pop up near Pruflas as you close in on him.

Epilogue: Mari finds Yumil in the garden he said goodbye to Magnus in.  
He explains to her that he wants power.  He wants to be strong to rule 
Palatinus.  He feels he has nothing to help him as opposed to Ankiseth 
and Magnus.  Mari can't believe what she's hearing, then Baldwin 
interrupts.  He explains that Yumil has the power of the Progenitor 
deep inside him.  If he used that power, even Lodis would kneel before 
him.  Before he leaves, he addresses Mari, telling her that she should 
stay away from him, and that goes for Zeda, too. (The woman who gave 
Mari her power).  After he leaves, Yumil says he wants the power of the 
Progenitor, and Mari pledges herself to help him find it.

Aftermath: Go to Muji and you'll speak to a man who wants you to find 
his daughter in the Volmus Mine.  Go to Volmus Mine and a woman will 
tell you she went to Mount Ithaca.  Go to Cactovich, Mount Ithaca and 
you'll find the girl, who'll then give you the Pedra of Virtue.

Hidden Items:

Stone Sword: Road between Bergiga and Muji
Altar of Resurrection: Road between Amdelm and Mezzeni
Book of Bane: South of Colgeuff (across bridge)
Quit Gate: North of Novipoldt (between two mountains)
Dragon Shield: Road between Bellezoppo and Colgeuff
Titania Mail: Forest Northeast of Castle Echel
Bloodstained Robe: Road between Castle Echel and Novipoldt

************************************************************

Scene 21 - The Eastern Orthodox Church

Location: Fair Heights

Prologue: Magnus, Dio, and Leia discuss how Lodis is also in the area 
of the Eastern Orthodox Church.  After the battle plans, Leia wonders 
why she was summoned to the meeting.  Hugo explains that a friend of 
hers is here.  The girl, a Siren, enters.  Her name is Meredia O'Kiefe, 
and she explains how Count Silvis (Leia's father) is supportive of the 
Revolution, like some other members of the Central Division.  She also
asks to join your party.

Strongholds:

Dibnoe: (Starting Location)

Population: 298
Morale: 35

Shop:

Iron Helm           30
Armet              120

Spear              150
Baldr Spear        230
Prox               450
Volcaetus          460

Large Shield       180
Tower Shield       350

Plate Mail         210
Heavy Armor        650

Boulli: (North of Dibnoe)

Population: 116
Morale: 65

Inze: (Northwest of Boulli)

Population: 193
Morale: 81

Danillor: (Northeast of Boulli)

Population: 142
Morale: 53

Rajisk: (North of Danillor)

Population: 259
Morale: 44

Elaine: (Northwest of Rajisk)

Population: 190
Morale: 25

Castle Gramm: (Enemy Headquarters)

Population: 266
Morale: 50

Enemy Opposition:

Arc17 Arc17 -----
----- ----- -----
Phx17 Cat20*Phx17   Location: Guarding Boulli

Wiz17 ArM19*Wiz17
----- ----- ArM17   Items: Two Leaves, One Fruit
----- ArM19*-----   Location: North of Boulli

----- ----- Vul17
----- Pal18*Hwk17   Items: Four Leaves, Two Fruits
Vul17 Hwk17 -----   Location: North of Boulli

Fre17 Fre17 -----
----- ----- Fre19*  Items: Four Leaves, Two Fruits, Two Stones
Val17 ----- Val17   Location: Northwest of Boulli

Wyv17 ----- -----
----- ----- -----   Items: Four Leaves, Two Fruits
Rav18*----- Wyr17   Location: Charging from Mountains east of Inze

----- Que17 -----
----- ----- -----   Items: Six Leaves
DgM17 DgM19*DgM17   Location: Charging from Daniloff

Knt17 BlK19*BlK17
----- ----- -----
BlK17 ----- Knt17   Location: Guarding Inze

---

Legion 1 - Funnel Shift Formation

----- CeM18%-----
Sld-- ----- Sld--   Items: Two Leaves, One Fruit
----- Sld-- -----   Location: Guarding Daniloff

----- Enc18*-----
----- ----- -----   Items: Four Leaves, Two Fruits
SGo17 ----- BGo17   Position: Right Side

Grf17 ----- Opi17
----- ----- -----   Items: Four Leaves
----- Fre18*-----   Position: Left Side

---

Coc17 ----- Coc17
----- ----- -----
Fre19*----- -----   Location: Guarding Rajisk

Bah17 ----- Phx17
----- ----- -----
----- Cat18*Phx17   Location: South of Castle Gramm

----- Pal17 Pal17
Cat17 ----- Cat17
----- Cat19*-----   Location: Guarding Elaine

----- ----- -----
Knt17 Pal20*Knt17
Pal18 ----- Pal18   Location: Southwest of Castle Gramm

Enemy Commander: Jeal Veritte

----- BlK19*-----
Cat17 ----- Cat17   Items: Four Leaves, Two Stones
Cat17 ----- Cat17   Location: Castle Gramm

Reward: Urdarbruun

Battle Tactics:

Yeah.  You get a lot of units thrown at you, but it's a really very 
straightforward.  If you've been keeping on top of levels, this mission 
is a snap.  Don't forget about the Cockatrice unit.

Epilogue: Hugo and Magnus learn that the Eastern Orthodox Church is 
under control of the Central Division now.  Hugo discusses three 
possible routes.  One goes to the Tremos Mountains (22), where there 
aren't any expected encounters (yeah, right), the other goes straight 
into Capitrium (23), where the battalion is sure to run into the 
Eastern and Central Divisions, and there's also the possibility of Vert 
Plateau, where a Berthan Sentinel has been sighted (21).

Where to go: If you go to the Vert Plateau, you will then afterwards 
have to go Capitrium, and Tremos will not be available.  If you go to 
either Tremos or Capitrium, the other two will disappear.

Aftermath:

Part of the Dragon Quest: After you have the Dragon Helm and Armor, and 
have talked to the old man in Idorf again, go to Elaine, and you'll be 
given the Dragon Scale and told that Grozz Nuy is in Pinneg, Celesis.

Hidden Items:

Electric Shield: On the road to Boulli
Crystal of Precision: On the road south of Daniloff
Cup of Life: In between two sets of mountains southeast of Inze
Angel Fruit: In between Elaine and Castle Gramm
Altar of Resurrection: By the river bank east of Daniloff
Bloodstained Robe: Between the mountains and the river south of Daniloff
Stone of Quickness: To the north of the point where the three rivers 
meet

************************************************************

Scene 22 - Suspicion

Location: Vert Plateau

Prologue: Battle plans

Strongholds:

Sagith: (Starting Location)

Population: 79
Morale: 47

Shop:

Bone Helm           50
Plumed Headband     60

Rapier              30
Stone Sword        200
Estoc              250
Main Gauche        400

Chain Mail         120
Scale Armor        200

Estergum: (Northwest of Sagith)

Population: 81
Morale: 52

Chrisalouis: (West of Estergum)

Population: 208
Morale: 71

Queshay: (North of Estergum)

Population: 179
Morale: 19

Fort Hillervich: (Northwest of Chrisalouis)

Population: 141
Morale: 72

Dossoll: (Northeast of Queshay)

Population: 122
Morale: 14

Sarisk: (Northwest of Queshay)

Population: 234
Morale: 13
Witch's Hut

Marrilaife Castle: (Enemy Headquarters)

Population: 77
Morale: 50

Enemy Opposition:

PtD19 ----- Bah19
----- ----- -----
DgM20*----- -----   Location: Guarding Estergum

BkD19 ----- Tmt19
----- ----- -----
----- BlK21*-----   Location: Charging from north of Estergum

Hyd19 ----- BsM19
----- ----- -----
BsM19 BsM21*-----   Location: Guarding Chrisalouis

EhD19 ----- ThD19
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
----- DgM20*-----   Location: Charging from Queshay

Sor19 ----- Sor19
----- Fre21*-----   Items: Four Leaves, One Fruit
Fre20 ----- Fre20   Location: Charging from Queshay

---

Legion 1 - Funnel Shift Formation

----- CeF20%-----
Sld-- ----- Sld--   Items: Two Leaves, Two Fruits
Sld-- ----- Sld--   Location: Charging from north of Queshay

----- ----- SwM20*
----- ----- -----   Items: Four Leaves, Two Fruits
YgD19 ----- Opi19   Position: Near Right Side

----- Wiz19 -----
Wiz19 Wiz22*Wiz19   Items: Three Leaves
----- Wiz19 -----   Position: Near Left Side

----- Que19 -----
----- ----- -----   Items: Four Leaves, Two Fruits
DgM19 DgM21*DgM19   Position: Far Right Side

AzD19 ----- EhD19
----- ----- -----
----- ----- Enc20*  Position: Far Left Side

---

Hyd19 ----- -----
----- ----- Fre20*  Items: Four Leaves, Two Fruits
BuD19 ----- -----   Location: Guarding Fort Hillverich

----- ----- DgM20*
Flb19 ----- -----
----- ----- ReD19   Location: Guarding Sarisk

----- Enc20*-----
----- ----- -----
SGo19 ----- BGo19   Location: Southwest of Marrilaife Castle

Enemy Commander: Fourierre

Bah19 ----- DgM21*
----- ----- -----   Items: Five Leaves, Two Stones
----- PtD19 -----   Location: Marrilaife Castle

Battle Tactics:

The enemy's level has taken a bit of a jump here.  This could cause 
some problems.  Also of note is the fact that there are several 
venerable dragons in the ranks of the enemy.  Be careful who you send 
where and watch their HP.

Going to Fort Hillverich with Magnus will allow you to meet up with 
the Berthan Sentinel, Europea.  She'll explain how the enemies in this 
area are after her, and she asks for your help.  After Magnus agrees 
(automatic), she'll set out on her own for the Castle.

Europea's Group:

Fre19 ----- Fre19
----- CeF20*-----   Items: Four Leaves, Two Fruits, One Stone
Pal19 ----- Pal19

Epilogue: (Taking Europea)

The enemy commander doesn't say much.  Europea agrees to tell the 
Revolutionary Army all she knows about the Eastern Orthodox Church and 
what has been going on there.  She also offers to join the battalion.  
(She doesn't have to kill the enemy commander for getting her to join)

AFter you finish this mission, Tremos Mountains will no longer be 
available.

Aftermath: Take Europea back to Fort Hillverich and a lady there will 
give you the Starry Sky, a Small Shield.

Hidden Items:

Dragon Helm: On the road between Fort Hillverich and Chrisalouis
Scroll of Discipline: Midway between Estergum and Fort Hillverich
Book of Bane: Midway between Sarisk and Queshay
Book of Bane: Midway between Queshay and Dossoll
Heal Pack: Directly easy of Queshay in the forest
Firecrest: Small cul-de-sac of Plains northwest of Queshay
Cyanic Claw: Patch of Barrens west of Sarisk

************************************************************

Scene 23 - Mercenaries (Thanks to Eagles and Mighty Pang)

Location: Tremos Mountains 

Salavaat: (Starting Location) 

Population: 169 
Morale: 63 

Shop: 

Bandanna                 20 
Armet                   120 

Marionette              120 
Fool                    320 
Satan's Bullova         360 

Electric Shield         150 

Robe                     30 
Magician's Robe         120 
Baldr Armor             420 

Armulet                  40 
Ring of Eloquence       250 

Corpino: (Northwest of Salavaat) 

Population: 81 
Morale: 87 

Fort Vitzdar: (Northeast of Salavaat) 

Population: 253 
Morale: 57 

Schime: (North of Schime) 

Population: 44 
Morale: 44 

Coongul: (North of Fort Bertuga) 

Population: 295 
Morale: 87 
Witch's Hut 

Fulmanobo: (Northwest of Fort Bertuga) 

Population: 288 
Morale: 19 

Orremah: (Southwest of Fort Bertuga) 

Population: 212 
Morale: 53 

Fort Bertuga: (Enemy headquarters) 

Population: 40 
Morale: 50 

Enemy Opposition:

Legion 1: 

Sld-- ----- Sld--
----- CeF24%----- 
Sld-- ----- Sld--   Location: Charging from south of Corpino 

SwM24*----- Bah23 
----- ----- ----- 
NnM23 ----- NnM23 

Arc23 Arc23 ----- 
----- ----- ----- 
Phx23 Cat26*Phx23 

Dia23 Wit26*Phx23 
----- ----- ----- 
Cat23 ----- Cat23 

NnM23 ----- ----- 
----- Pum23 SwM25*
NnM23 Phx23 ----- 

---

Legion 2: 

----- CeF24%----- 
Sld-- ----- Sld-- 
Sld-- ----- Sld--   Location: Charging from South of Fort Vitzdar 

Vul23 Vul24*----- 
----- ----- Vul23 
Fre23 Fre23 ----- 

----- Enc24*----- 
----- ----- ----- 
SGo23 ----- BGo23 

----- NnM24*----- 
----- ----- ----- 
Fri23 ----- Wyv23 

----- SwM25*----- 
SwM23 ----- SwM23 
----- Fen23 Fen23 

---

Haw23 ----- Vul23 
----- SwM24*Vul23 
----- ----- Haw23   Location: Guarding Coongol 

Wit23 ----- Wit23 
----- Fen24*----- 
Fen23 ----- Fen23   Location: Across the Bridge near Fort Bertuga 

Knt23 BlK25*BlK23 
----- ----- ----- 
BlK23 ----- Knt23   Location: Guarding Corpino 

Fen23 ----- Fen23 
----- SeM24*----- 
Nin23 ----- Nin23   Location: Guarding Fort Vitzdar 

Enemy Commander: ????

NnM23 ----- ----- 
Fen23 ----- NnM23 
----- SwM25*Fen23   Location: Fort Bertuga

Reward: Yu-gir

Battle Tactics: Well, at first when I saw them, I was like "Holy crap!" 
'cause their levels just took a flight there; but no sweat, 'cause they 
really suck; send your best 8 units out (I think up to this point you 
should at least have 8 or 10, if you exactly have 8 then send 7 out, 
keep one in your headquarters just in case), 4 on each side to stop the 
two legions, they don't have anyone who can heal, so give it all your 
got on the leaders, I fought 10 battles I took out 8 leaders the first 
try.  After you finished that(you will be hurt near death), just return 
to your headquarters, take your time to heal then just go for Fort 
Vitzdar and Corpino, after those two there's really nothing left.

During the Battle: (THINGS YOU DON'T WANT TO MISS!!!!!!!!!) 
1. People sometimes ask if we can get the Ring of the Dead besides the 
one you get after mission 24 with either path you took here, the answer 
is YES!!! Just a little northwest of Coongul has the 1st Ring of the 
Dead you will find in the game!  If you still don't know where, just go 
search that whole light green area north of Coongul (I'm sure it's a 
forest 'cause the different color).

2. You can also get an extra guy here, how to get him: 
First, ENTER the stronghold, not just sit there, of Corpino, you will 
hear the story of someone who truned his friend to stone, the devil's 
child.
Second, if you have already done the first, then if you captured 
Coongul(which is worth taking 'cause it has witch's hut) you will go to 
a scene with a guy talking to his friend (well, a stone friend), he was 
blaming himself for what happened, then you talked to him, he told you 
to leave, you can choose betwen "(I better leave him alone)" or "Why do 
you say that?", choose "Why do you say that?" 
Third, after you beat the mission, you talk to the Sword Master, before 
you fought him, he was all like you know, I'm not fighting for money 
and crap; after you beat him, he asked you to join you, you also have 
two options: "I don't need your help!" or "Uh..., cheap? How much?"
(which I think it's the funniest so far: ), of course I chose the 
second option, the he told me "OK! I will give you of my best A 
SOLDIER!!!". I wanted to punch him in the nosie, well, if he has one.  
Then the devil's child showed up, he asked to join you, HE'S A LEVEL 
24 Enchanter! 

************************************************************

Scene 24 - The Rebel

Location: Capitrium, The Land of Advent

Prologue: Battle plans, Hugo cautions Magnus to be wary of the undead 
and demons that inhabit the area, and warns they're likely to face 
powerful units.

Strongholds:

Rososhi: (Starting Location)

Population: 45
Morale: 87

Shop:

Leather Whip        60
Rupture Rose       120
Whip of Exorcism   210
Glaive of Champion 500

Leather Armor       60
Hard Leather       150

Balta: (Southeast Corner)

Population: 32
Morale: 31

Ellista: (North of Rososhi)

Population: 161
Morale: 70

Purlova: (East of Ellista)

Population: 62
Morale: 39
Witch's Hut

Surina: (East of Purlova)

Population: 208
Morale: 40

Pudozey: (Northeast of Ellista)

Population: 227
Morale: 82

Luga: (Norheast Corner)

Population: 237
Morale: 26

Castle Eundel: (Enemy Headquarters)

Population: 296
Morale: 50

Enemy Opposition: 

----- ArM19*-----
Ske18 ----- -----   Items: Six Leaves
Zom18 Zom18 Ske18   Location: Mountains Northeast of Rososhi

Wyv18 ----- -----
----- ----- -----   Items: Three Leaves, Two Fruits, One Stone
Rav19*----- Wyr18   Location: Mountains Northeast of Rososhi

Gho18 ----- Gho18
----- Gho18 -----   Items: Three Leaves
----- BlK19*Gho18   Location: Moutains West of Purlova

----- Enc19*Ske18
----- ----- -----
Ske18 ----- SGo18   Location: East of Balta

----- Gre18 -----
----- ----- Gre18
Coc18 ----- Rav19*  Location: West of Balta (After Balta's Liber.)

----- NnM19*-----
----- ----- -----
Grf18 ----- Wyv18   Location: Northeast of Surina

----- ----- Cer18
Hel18 ----- -----   Items: Six Leaves
----- ----- BsM20*  Location: Southwest of Surina (After Liber.)

Gho19 ----- Gho19
----- Vam21*-----
Ske19 Ske19 -----   Location: West of Luga (After Liber.)

Wit19 Pmp18 -----
----- Zom18 -----
Zom18 ----- Pmp18   Location: South of Luga (After Liber.)

Ama21 ----- -----
----- Dia19*Ama21
Zom18 Zom18 -----   Location: East of Luga (After Liber.)

----- ----- Opi18
Vul19*----- -----   Items: Four Leaves, Two Fruits
----- ----- Grf18   Location: North of Pudozey

Coc18 ----- Coc18
----- ----- -----
Fre20*----- -----   Location: South of Castle Eundel

Opi18 ----- Grf18
----- ----- -----
----- Fre19*-----   Location: East of Castle Eundel

----- Grf18 -----
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
Hwk18 Vul19*Hwk18   Location: West of Pudozey (After Liber.)

Wyr18 ----- Rav19*
----- ----- -----   Items: Two Leaves, Two Fruits
----- ----- Wyr18   Location: East of Pudozey (After Liber.)

Enemy Commander: Biske La Varet (Lycanthrope/Werewolf)

----- BlK19 BlK19
Bkr19 ----- -----   Items: Four Leaves, Two Fruits, One Stone
----- Lyc21*Bkr19   Location: Castle Eundel

Reward: Evil Blade

Battle Tactics:  There's one really crummy thing about this battle.  
Almost every stronghold you liberate, at least one unit will attack 
you.  Some will rise up out of nowhere.  The levels in this mission 
aren't as bad as those on the Vert Plateau, but there are a lot of 
Undead to keep you busy, not to mention a Cockatrice unit and a 
Pumpkinhead unit.

Biske is a Werewolf.  Fighting him during the day will fight a human, 
while fighting him at night will have you fighting a man-beast.  Biske 
the wolf is much tougher than Biske the man.  Choose your fighting times 
wisely...

Epilogue: Biske can't believe he was beaten twice.  Magnus tells him to 
rest in peace, as his torment is over.

Later, in the Tremos Mountains, several Knights of the Caliginous 
Order force Yumil to eat the same fruit that Godeslas ate.  He eats 
and becomes filled with the Infernal Aura, but that power, amplified by 
his own inherent power, caused him to kill all the Knights around him.  
Mari comes by and consoles him, telling him to accept the power, and 
that she'll always be at his side.

Hidden Items:

Dragon Shield: Road between Rososhi and Ellista
Battle Fan: Between the two mountain ranges west of Purlova
Silver Hourglass: Between Rososhi and Surina
Book of Wind: Midway between Ellista and Castle Eundel
Vestment of Wind: Between two forests southeast of Castle Eundel
Heal Pack: On the road between Surina and Luga
Revive Stone: Small stretch of plain between forest and barrens NW of 
 Balta

************************************************************

Scene 25 - The Bearer of Knowledge

Location: Celesis, the Eastern Church

Prologue: In Celesis, Prince Amrius grills Kerikov about finding the 
ultimate power in the Temple of Berthe.  Kerikov refuses to divulge the 
information.  At that point, Pruflas enters and catches Amrius in the 
act.  Pruflas tells Kerikov that he's to delay the Revolutionary Army, 
which Kerikov believes is suicide.

(With Europea): Magnus, Hugo, and Europea discuss the "ultimate power" 
that the Central Division is looking for.  A messenger arrives to tell 
them that Lodis is now on the move to the South.  Europea has a theory 
that the Temple of Berthe, where, legend has it, the power is contained, 
may be in the Tremos Mountains.  Magnus says they must liberate Celesis 
and rescue Archbishop Odrion before doing anything else.

Strongholds:

Rubnui: (Starting Location)

Population: 194
Morale: 62

Shop:

Light Mace         30
Baldr Mace        180

Cleric's Vestment  50
Robe of the Wise  300
Vestment of Wind  400

Rosary             50
Bell of Thunder   250

Nedjinn: (Neutral, East of Rubnui)

Population: 192
Morale: 57

Pinneg: (South of Rubnui)

Population: 92
Morale: 79

Banna Barra: (South of Pinneg)

Population: 169
Morale: 47

Kalla: (East of Banna Barra)

Population: 243
Morale: 16

Cotlass: (East of Kalla)

Population: 29
Morale: 74

Bollisk: (North of Kalla)

Population: 232
Morale: 66
Witch's Hut

Caraton: (West of Bollisk)

Population: 136
Morale: 57

Celesis: (Enemy Headquarters)

Population: 34
Morale: 50

Enemy Opposition:

Pri21*----- -----
Bkr21 Bkr21 -----
Bkr21 ----- Bkr21   Location: Charging from Pinneg

Pal20 Pal22*Pal20
Knt20 ----- Knt20   Items: Four Leaves, Two Fruits, Two Stones
----- ----- -----   Location: Charging from South of Pinneg

BuD20 ----- -----
----- ----- Val20
Val20 Pal21*-----   Location: Guarding Caraton

Vul19 ----- Vul19
Vul20 Pal21*-----
Vul20 ----- -----   Location: South of Caraton

----- ----- PtD20
Val20 ----- -----
----- Pal21*Val20   Location: South of Caraton?

Vul20 AnK21*Vul20
----- ----- -----   Items: Four Leaves, Two Fruits
----- Wyv20 -----   Location: Mountains East of Caraton?

Fae20 AnK22*Fae20
----- ----- -----   Items: Three Leaves, Two Fruits, One Stone
AnK22 ----- AnK22   Location: Mountains East of Caraton

Arc20 Arc20 -----
----- ----- -----
Phx20 Cat23*Phx20   Location: Guarding Bollisk

---

Legion 1 - Funnel Shift Formation

Sld-- CeM21%Sld--
----- ----- -----
----- Wyv20 -----   Location: Southwest of Celesis

Cle20 ----- Cle20
----- Pri21*-----
----- Cle20 Cle20   Position: Right Side

Cle20 Pri21*Cle20
AnK22 ----- AnK22   Items: One Leaf, Two Fruits
----- ----- -----   Position: Left Side

---

Pri22*----- -----
----- ----- BGo20
Gol20 ----- -----   Location: Guarding Kalla

----- Fae20 -----
Pri21*----- Fae20
Knt20 ----- -----   Location: Guarding Cotlass

----- Cle20 Cle20
----- ----- -----   Items: Three Leaves, One Fruit
Enc21*----- SGo20   Location: Southwest of Celesis

Enemy Commmander: Kerikov Berthas (Vanity)

AnK22 Van21*AnK22
----- ----- -----   Items: Three Leaves, Two Fruits, Two Stones
Knt21 ----- Knt21   Location: Celesis

Reward: Thunder Chain

Battle Tactics: Going straight through the east will trigger the 
appearance of the two units with question marks on their location.  
That's about all there is to this battle, besides the fact that this 
is the first place you see Angel Knights.

Epilogue: Magnus interrogates Kerikov and finds out that he's the one 
who tried to make disorder in the East Ortho Church.  He spills the 
beans and says that Lodis is now looking for the ultimate power in the 
Temple of Berthe.  Odiron appears and explains that they must now head 
for Tremos Mountains to stop Lodis before they get that power.  Kerikov 
sneaks off.

Aftermath:

Completing the Dragoon Quest: If you have the Dragon Scale, take a unit 
to Pinneg, Celesis.  Make the person you want to fight the leader.  
You'll drop the scale in the forest and Grozz Nuy will challenge you.

Fighting him is not that hard.  He gets one attack per round.  The 
attacks will be powerful, but even if you picked a two attack guy, if 
he's strong enough, you shouldn't have much trouble.  Defeat him and 
you'll get the Sword of Tiamat and access to the Dragoon class.

Ring of the Dead: Go to Banna Barra.  A young girl will give you the 
Dark Invitation.  Go with Magnus to Quelluan, Zenobian Border, and you 
will receive the Ring.

Hidden Items:

Book of Water: On the road between Pinneg and Banna Barra
Urn of Chaos: Between Caraton and Nedjinn
Heal Pack: On the road between Cotlass and Bollisk
Ice Chain: Midway between Caraton and Kalla
Chaladholg: Mountain pass east of Pinneg
Peregrine Mail: Plain patch between mountains and river S of Caraton
Feather of Archangel: Piece of land over the river SE of Caraton

************************************************************

Scene 26 - No Man's Land

Location: Tremos Mountains

Prologue: In the mountains, the enemy attacks the battalion.  They have 
the headquarters surrounded and it's not going to be easy to get out of 
this one...

Strongholds:

Palm: (Starting Location)

Population: 114
Morale: 42

Shop:

Iron Helm           30
Armet              120

Spear              150
Baldr Spear        230
Prox               450
Volcaetus          460

Large Shield       180
Tower Shield       350

Plate Mail         210
Heavy Armor        650

Ibu Deli: (Southwest of Palm)

Population: 191
Morale: 69

Ulda: (East of Palm)

Population: 172
Morale: 51
Witch's Hut

Soshiba: (North of Palm)

Population: 39
Morale: 75

Totban: (Northwest of Soshiba)

Population: 56
Morale: 51

Savoir: (Enemy Headquarters)

Population: 83
Morale: 50

Enemy Opposition:

----- BlK21*-----
----- ----- -----   Items: Five Leaves, Two Fruits
Ogr24 ----- Ogr24   Location: Southwest of Palm

NnM22*----- Gho21
Gre21 ----- -----   Items: Two Leaves, Two Fruits
Gho21 Gre21 -----   Location: West of Palm

Hwk21 ArM22*Hwk21
----- ----- -----   Items: Two Leaves, Two Fruits
----- Ogr21 -----   Location: South of Palm

----- Sir22*-----
----- ----- -----   
Ogr21 ----- Wyv21   Location: Guarding Soshiba

----- Enc22*Ske21
----- ----- -----   Items: Two Leaves
Ske21 ----- SGo21   Location: Charging from Soshiba

BlK22 ----- BlK22
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
Ske21 BlK23*Ske21   Location: Northeast of Palm

----- Wit22*-----
----- ----- Gob21
Gob21 Gob21 Pmp21   Location: Guarding Ibu Deli

Ske21 ArM22*-----
----- ----- Ske21   Items: Three Leaves, Two Fruits, Two Stones
Ogr21 ----- -----   Location: East of Palm

Gho21 ----- Gho21
----- Gho21 -----
----- BlK22*Gho21   Location: Guarding Ulda

BlK22 ----- BlK22
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
Ske21 BlK23*Ske21   Location: North of Ulda

AzD21 ----- -----
----- ----- DgM22*
----- Gob21 Gob21   Location: Guarding Totban

----- ArM22*-----
Ske21 ----- -----
Zom21 Zom21 Ske21   Location: South of Savoir

Enemy Commander: Eudika

Gob21 Sir24*Gob21
----- ----- -----   Items: Four Leaves, Two Stones
----- Ogr21 -----   Location: Savoir

Reward: Feather Suit

Battle Tactics:

Yep.  You're surrounded.  You're gonna be attacked on all sides by 
several units, most of which are evil or undead.  There's really not a
great strategy to this battle.  Just hold them off.  If you've fought 
well in the previous battles, this one shouldn't be too hard.  You just 
have to be careful.

Go to Ibu Deli with Magnus' unit and you'll discover the Zenobian 
general, Quass Debonair.  If you have a high enough Chaos Frame, he'll 
offer to join your battalion.  You'll also need Aisha and Saradin in 
your battalion.

Hidden Items:

Altar of Resurrection: NW of Palm in the small forest.
Stardust: South of Palm, between Forest and Barrens
Crystal of Precision: Between two mountain ranges west of Palm.
Book of Bane: Midway between Palm and Ulda
Cup of Life: Between Mountain and Forest North of Ulda
Peridot Sword: Between Soshiba and Savoir

************************************************************

Scene 27 - Child of the Covenant

Location: Temple of Berthe

Prologue: Pruflas enters the area where Yumil slaughtered the Templar 
Knights.  All that remains is Mari, who refuses to speak.  Magnus and 
Hugo go over battle plans.

Strongholds:

Vitegra: (Starting Location)

Population: 188
Morale: 67

Shop:

Plumed Headband     60
Armet              120

Spear              150
Thunder Spear      320
Osric's Spear      410
Frozen Axe         500

Buckler             40

Breastplate        180
Baldr Mail         250

Lugeph: (Neutral, North of Vitegra)

Population: 109
Morale: 10

Kud Im Kalle: (Southeast Corner)

Population: 197
Morale: 62

Sarrehart: (North of Lugeph)

Population: 242
Morale: 33

Gremiha: (Northeast of Sarrehart)

Population: 273
Morale: 45

Sermi: (North Edge)

Population: 82
Morale: 47

So Kol: (West of Berthe)

Population: 259
Morale: 37
Witch's Hut

Temple of Berthe: (Enemy Headquarters)

Population: 79
Morale: 50

Enemy Opposition:

----- ----- Opi21
Vul22*----- -----   Items: Four Leaves
----- ----- Grf21   Location: Charging from NE mountains

----- Gre21 -----
----- ----- Gre21   Items: Six Fruits, Two Stones
Coc21 ----- Rav22*  Location: Charging from NE mountains

Knt21 BlK23*BlK21
----- ----- -----
BlK21 ----- Knt21   Location: Guarding Sarrehart

Sir24*----- Sir22
----- Sor21 -----   Items: One Leaf
----- Sir22 Sor21   Location: Charging from East of Sarrehart

Sld-- ----- -----
----- Sld-- -----   Items: One Leaf
Sor22*----- Sld--   Location: Charging from West of Kud Im Kalle

Wyv21 ----- -----
----- ----- -----   Items: Two Leaves, Two Fruits
Rav22*----- Wyv21   Location: Charging from East of Sarrehart

----- SwM23*-----
SwM21 ----- SwM21   Items: Six Leaves
----- Fen21 Fen21   Location: Charging from Kud Im Kalle

Arc21 ----- Arc21
----- KtT23 -----
Pal21 ----- Pal21   Location: Guarding Kud Im Kalle

----- Grf21 -----
----- ----- -----   Items: Five Leaves
Hwk21 Vul22*Hwk21   Location: Patrolling Temple Perimeter (South)

----- Vul23*Fae21
----- ----- Vul21   Items: Five Fruits, Two Stones
Fae21 Vul21 -----   Location: Patrolling Temple Perimeter (North)

Dia21 Dia21 Dia21
----- KtT23*-----   Items: Four Leaves, Two Fruits, Two Stones
----- ----- Cat21   Location: Guarding So Kol

Arc21 Arc21 -----
----- ----- -----
Phx21 Cat24*Phx21   Location: Guarding Gremiha

KtT21 ----- KtT21
----- KtT23*-----   Items: Four Leaves, Two Fruits, One Stone
KtT21 ----- KtT21   Location: Charging out of Berthe

Fre21 KtT23*Fre21
----- ----- -----   Items: Two Leaves
KtT21 ----- KtT21   Location: Charging out of Berthe

Pri21 ----- Pri21
----- ----- -----
Cat21 KtT23*Cat21   Location: Charging out of Berthe

----- ----- KtT23*
PtD21 ----- -----   Items: Four Leaves, Two Stones
----- ----- Bah21   Location: Charging out of Berthe

Enemy Commander: Pruflas Watts (Temple Command)

----- ----- -----
KtT21 ----- KtT21   Items: Four Leaves, Two Stones
KtT21 TmC24*KtT21   Location: Temple of Berthe

Reward: Adamant Katana

Battle Tactics:

Okay.  Things aren't all that bad in this battle.  You've got several 
flying units, so keep a unit on all the strongholds.  Watch when you 
get close to the Temple, as four Templar units dash out of it to treat 
you to some good old fashioned Lodis shiskabob...

Epilogue: Pruflas is unable to break the seal on the Temple of Berthe.  
Magnus shows up and does him in.  Afterwards, Magnus, Leia, and Dio 
look over the temple and decide to leave.  Just as Magnus is about to 
leave, Yumil jumps out of his hiding place and goes to the center of 
the temple.  He spills his blood on the ground and the ground opens up.  
Four odd-looking warriors surround him and they all disappear, just 
before Yumil tells Magnus he'll return.  After he departs, the aura 
filling the temple turns dark, and demons begin to emerge.  Magnus 
wants to fight, but Dio leads him out.

NOTE: The next mission takes place in this area as well, so you cannot 
leave, but you can still access the Organize Screen, Train, and Save.

Hidden Items:

Main Gauche: Between Sarrehart and Lugeph
Phoenix Mail: Forest midway between Berthe and Vitrega
Love and Peace: Mountain cul-de-sac north of Sarrehart
Zephyros: On the road between Gremiha and Sermi
Dragon Shield: In the small circular forest north of So Kol

************************************************************

Scene 28 - Gateway to Another World

Location: Temple of Berthe

Prologue: Speaking with Saradin, Magnus learns that the Temple of 
Berthe is, in fact, a Chaos Gate, a portal to another world.  Their 
objective now is to just close the gate.  The fight is not just for 
Palatinus, now...

Strongholds:

Gremiha: (Starting Location)

Population: 273
Morale: 45

Vitegra: (Southwestern Corner)

Population: 188
Morale: 67

Shop:

Plumed Headband     60
Armet              120

Spear              150
Thunder Spear      320
Osric's Spear      410
Frozen Axe         500

Buckler             40

Breastplate        180
Baldr Mail         250

Lugeph: (North of Vitegra)

Population: 109
Morale: 10

Kud Im Kalle: (Southeast Corner)

Population: 197
Morale: 62

Sarrehart: (North of Lugeph)

Population: 242
Morale: 33

Sermi: (North Edge)

Population: 82
Morale: 47

So Kol: (West of Berthe)

Population: 259
Morale: 37
Witch's Hut

Temple of Berthe: (Enemy Headquarters)

Population: 79
Morale: 50

Enemy Opposition:

----- Sir23*-----
----- ----- -----
Ogr22 ----- Wyv22   Location: Guarding Sarrehart

AzD22 ----- -----
----- ----- DgM23*
----- Gob22 Gob22   Location: Charging from Sarrehart

---

Legion 1 - Wing Shift Formation

----- ----- -----
Sld-- ----- Sld--   Items: Three Leaves
Sld-- CeM23%Sld--   Location: Charging from So Kol

Gre22 Rav23*Gre22
Rav22 ----- Rav22
----- ----- -----   Position: Near Left

Gre22 Rav23*Gre22
----- ----- -----   Items: One Leaf, Two Fruits
----- Opi22 -----   Position: Near Right

----- Flb22 -----
----- ----- -----
Gob22 DgM24*Gob22   Position: Far Left

Gre22 BlK24*-----
----- ----- Gre22
Opi22 ----- -----   Position: Far Right

---

----- Gre22 -----
----- ----- Gre22   Items: Four Leaves
Coc22 ----- Rav23*  Location: Charging from Mountains SE of Sarrehart

----- BlK22*-----
----- ----- -----
Ogr24 ----- Ogr25   Location: Guarding So Kol

Bah22 ----- BsM23*
----- ----- -----
----- SGo22 -----   Location: Charging from Sermi

----- ArM23*-----
Ske22 ----- -----
Zom22 Zom22 Ske22   Location: Charging from Sermi

----- Vul24*Fae22
----- ----- Vul22   Items: Four Leaves, Two Fruits
Fae22 Vul22 -----   Location: Charging from east of Sermi

Ske22 ArM23*-----
----- ----- Ske22   Items: Five Leaves
Ogr22 ----- -----   Location: Guarding Sermi

NnM23*----- Gho22
Gre22 ----- -----   Items: Four Leaves
Gho22 Gre22 -----   Location: Guarding Lugelph

Enemy Commander: Dekarabia

----- ----- -----
Gob22 ----- Gob22   Items: Four Leaves, Two Stones
Gob22 Sat25*Gob22   Location: Temple of Berthe

Reward: Axe of Wyrm

Epilogue: During the battle, your army runs into Richard and Baldwin.  
They're all for killing you off in the name of their god, but Destin 
and Gilbert, the remaining Zenobians, show up and fight them.  Once the 
battle is completed, Baldwin and Richard retreat.

A month later, the problems in Capitrium were subsided by the 
reinstitution of Archbishop Odiron.  The Berthan Sentinels now were 
commissioned to protect Capitrium from the denizens of the netherworld, 
and Capitrium sided with the Revolution.  Messages were sent about 
Latium's secession from Lodis, and the peace accord with the Revolution.

Word has yet to be received from Latium...

Hidden Items: See the previous scene.

************************************************************
************************************************************

E. Final Chapter - 

The possible, the attainable, the hopeful...

Opening: Richard and Thamuz (advisor to the Caliginous Order) discuss 
the situation on the ultimate power.  With the Temple of Berthe 
destroyed, they have no choice but to rely on the western ruins.  It 
turns out Zeda has been helping Richard and the Caliginous Order to 
find the ultimate power.  Richard thanks Thamuz for all the help he's 
provided in keeping the Glendale name alive.

Suddenly, demons burst into the room, followed by King Procus and 
Zeda.  The scene fades...

Baldwin stands in the main foyer of Latium.  He's soon surrounded by 
three Templar Knights, including Vapula and Amazeroth.  The nameless 
Knight Templar attacks Baldwin and Baldwin easily dispatches him.  
Prince Amrius sits at the throne.  Baldwin demands to know what is 
going on.  The Knight Baldwin slew gets up again, and Amrius starts 
laughing.  Just then, Richard and Thamuz rush into the room to defend 
Baldwin.  Richard explains that they've all succumbed to the Infernal 
Aura.  The three of them rush out of the palace.

Later, Frederick and company are speaking with Archbishop Odiron.  
Odiron regrets he has to decline joining the Revolution, as there is 
much help needed in Capitrium at the moment.  Of Latium, a soldier 
reports have flared with Xevec's group and the Central Division, but 
there have been no major incidents yet.  Of Lodis, the soldier says 
that they maintain official control over the Central Division, but 
not much else has changed, with the bulk of Lodis' force trying to 
quell the Bolmaukan uprising.  This is being seen as the perfect time 
to confront the Central Division.  Magnus, now a General, is being 
sent to the front lines to stop the Central Division from their evil 
intentions and freeing Palatinus once and for all.

************************************************************

Scene 29 - The March to Latium

Location: Gules Hills

Prologue: Battle instructions

Strongholds:

Guntherhaal: (Starting Location)

Population: 83
Morale: 50

Fort Bergiga: (Southwest Corner)

Population: 87
Morale: 82

Amdelm: (Northeast of Bergiga)

Population: 31
Morale: 87

Shop:

Leather Hat         40
Plumed Headband     60

Great Bow           90
Baldr Bow          160
Ytival             270
Bow of Sandstorm   420

Leather Armor       60
Hard Leather       150
Terra Armor        250

Kurashino: (Northeast of Amdlem)

Population: 48
Morale: 69

Mezzeni: (Neutral, Southeast Corner)

Population: 61
Morale: 29

Muji: (Midwest Edge)

Population: 182
Morale: 71

Colgeuff: (Mideast Edge)

Population: 215
Morale: 40

Novipoldt: (East of Echel)

Population: 261
Morale: 64

Bellezoppo: (South of Guntherhaal)

Population: 215
Morale: 34
Witch's Hut

Castle Echel: (Enemy Headquarters)

Population: 95
Morale: 50

Enemy Opposition:

Dia23 Dia23 Dia23
----- KtT25*-----
----- ----- Cat23   Location: Charging from Bellezoppo

Fre23 KtT25*Fre23
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
KtT23 ----- KtT23   Location: Charging from Bellezoppo

----- ----- KtT25
PtD23 ----- -----   Items: Six Leaves
----- ----- Bah23   Location: Charging from Bellezoppo

Wiz23 Wiz23 -----
DgM23 ----- DgM23   Items: Five Leaves
----- KtT24 -----   Location: Guarding Novipoldt

Grf23 ----- Opi23
----- ----- -----
----- Fre24*-----   Location: Northeast of Ambush Point (See Tactics)

Sir26*----- Sir24
----- Sor23 -----   Items: One Leaf
----- Sir24 Sor23   Location: Northwest of Ambush Point (See Tactics)

Dia23 ----- -----
----- ----- Dia23
Rav23 Vul24*Rav23   Location: Southwest of Ambush Point (See Tactics)

Vul24*----- Wyv23
----- ----- -----   Items: Four Leaves, Two Fruits
----- Wyv23 -----   Location: West of Ambush Point (See Tactics)

----- Coc23 -----
----- ----- -----   Items: Four Leaves, Two Fruits
Rav24*----- Opi23   Location: West of Ambush Point (See Tactics)

Rav23 ----- Vul23
----- Vul24*-----   Items: Four Leaves, Two Fruits, Two Stones
Vul23 ----- Rav23   Location: West of Ambush Point (See Tactics)

Wyv23 ----- Wyv23
----- ----- -----   Items: Four Leaves
----- BlK24*-----   Location: Guarding Kurashino

Hwk23 ----- Vul23
----- SwM24*Vul23
----- ----- Hwk23   Location: Charging from Castle Echel

Pri23 ----- Pri23
----- ----- -----
Cat23 KtT25*Cat23   Location: Pops out of Castle Echel

Wit23 KtT25*Sir23
Wit23 ----- Sir23
----- ----- -----   Location: Pops out of Castle Echel

Enemy Commander: Rugale

Fre23 ----- Fre23
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
Cat23 KtT25*Cat23   Location: Castle Echel

Reward: Glamdring

Battle Tactics:

There's a nice ambush that pops up once you go between the mountain 
pass on the trail to the Castle.  You'll be quite surrounded, but it 
shouldn't be a problem if you brought decent units along.  Send a 
couple of units to liberate the Southern quarter.  A rather easy 
mission, for the most part.

Bring Magnus' unit to Karushino, where you'll run into Destin and 
Gilbert.  If you have the other three Zenobians, Destin will join your 
group.  If you also have a high Chaos Frame, Gilbert will also join.

Epilogue: The Templar, with his dying breath, threatens the group, 
telling him the Ogre Battle will return if they do not stop...

************************************************************

Scene 30 - Betrayal 

Location: Romulus

Prologue: Battle plans, and Magnus wonders whatever became of Xevec's
Southern Tigers...

Strongholds:

Lobini: (Starting Location)

Population: 249
Morale: 44

Shop:

Baldr Helm         170

Baldr Sword        150
Glamdring          400
Blessed Sword      400
Falchion           400
Sum Mannus         500

Kite Shield         70
Baldr Shield       250

Plate Armor        230
Baldr Armor        420

Norle: (Northwest of Lobini)

Population: 85
Morale: 80

Ottochaz: (Center of Map)

Population: 141
Morale: 11
Witch's Hut

Murau: (Southwest Corner)

Population: 43
Morale: 72

Bilce: (Northeast Corner)

Population: 157
Morale: 11

Sceni: (Northwest of Ottochaz)

Population: 70
Morale: 17

Fort Romulus: (Enemy Headquarters)

Population: 112
Morale: 86

Enemy Opposition:

----- Grf24 -----
----- ----- -----   Items: Four Leaves, Two Fruits
Hwk24 Vul25*Hwk24   Location: Charging from West of Lobini

----- ----- Opi24
Vul25*----- -----   Items: Three Leaves, Two Fruits
----- ----- Grf24   Location: Charging from North of Lobini

----- SwM25*-----
Nin24 ----- Nin24
----- Gob25 Gob25   Location: South of Bilce

----- Vul26*Fae24
----- ----- Vul24   Items: Two Leaves, Two Fruits
Fae24 Vul24 -----   Location: Charging from North of Lobini

----- ----- PtD24
Val24 ----- -----
----- Pal25*Val24   Location: Southwest of Norle

Fre24 Fre24 -----
----- ----- Fre26*
Val24 ----- Val24   Location: Charging from West of Norle

Arc24 Sir25*Arc24
Gob25 ----- -----
----- Gob25 -----   Location: Guarding Bilce

Arc24 Arc24 -----
----- ----- -----
Phx24 Cat27*Phx24   Location: Guarding Ottochaz

Gre25 Gre25 -----
Gob25 ----- -----
Pal25*Gob25 -----   Location: Guarding Ottochaz

BsM25*----- -----
----- ----- Opi24   Items: Four Leaves
Grf24 ----- -----   Location: Charging from Sceni

Fen24 ----- Fen24
----- SwM25*-----   Items: Two Leaves
Fen24 ----- Fen24   Location: Guarding Murau

Enc25*----- Wit25
----- Wit24 -----
Wit25 ----- Wit24   Location: Guarding Sceni

Gre25 Dia25*Gre25
Gob25 ----- -----   Items: Two Leaves
----- ----- Gob25   Location: Southeast of Fort Romulus

----- ----- DgM25*
Flb24 ----- -----   Items: Five Leaves, Two Fruits
----- ----- ReD24   Location: Southwest of Fort Romulus

Enemy Commander: Xevec Nulaton (Superior Knight)

Sor24 ----- Sor24
----- SuK27*-----   Items: One Leaf, Two Fruits, One Stone
Pal24 ----- Pal24   Location: Fort Romulus

Reward: Ice Blade

Battle Tactics:

Watch the flying units that jump out of the mountains to converge on 
your headquarters.  Other than that, this battle's a snap.

NOTE: Like the Temple of Berthe, this has a second mission, so you 
cannot leave this area at the moment.

Hidden Items: 

Evil Spear: Midway between Norle and Bilce
Dowsing Rod: Cul-de-sac of plains to the east of Bilce
Cloak of Oath: Midway between Bilce and Sceni
Misty Coat: On the road between Sceni and Murau

************************************************************

Scene 31 - Royal Blood

Location: Fort Romulus

Prologue: Battle Plans, Hugo explains about seiging a fortress.

Enemy Opposition:

----- ----- Wit25
Wit25 ----- Knt25
Knt25 ----- Pal26*  Location: Guarding Eastern Gate

Knt25 Knt25 Bkr25
----- Pal26*-----   Items: Four Leaves, Two Fruits, One Stone
Bkr25 ----- -----   Location: Guarding Western Gate

Arc25 Sir26*Arc25
Gob26 ----- -----
----- Gob26 -----   Location: SE of the Central Plaza

Gre26 Dia26*Gre26
Gob26 ----- -----   Items: Two Leaves
----- ----- Gob26   Location: Far east of the Central Plaza

Gre25 Gre25 Gre25 
----- ----- -----   Items: Three Leaves
----- Sat26*-----   Location: East of the Central Plaza

----- Sat26*-----
----- ----- -----   Items: Two Leaves
Ogr25 ----- Ogr25   Location: South of the Central Plaza

Gre29 Sat27*Gre29
----- ----- -----   Items: Four Leaves
----- Ogr27 -----   Location: West of the Central Plaza

Gre25 Sat26*-----
----- ----- Gre25   Items: Four Leaves, Two Fruits
Gob25 Gob25 -----   Location: SW of the Central Plaza

----- ArM26*-----
Ske25 ----- -----   Items: Three Leaves, Two Fruits, One Stone
Zom25 Zom25 Ske25   Location: Far West of the Central Plaza

----- BlK25*-----
----- ----- -----   Items: Six Leaves
Ogr27 ----- Ogr28   Location: Guarding Second Gate

Gre27 ----- Gob27
----- Sat27*-----
Gob27 ----- Gre27   Location: Charging out of house NE of Plaza

Gob27 Sir25*-----
----- ----- Gob27
Ogr27 ----- -----   Location: Charging out of house NW of Plaza

Gre26 Gre26 -----
Gob26 ----- -----   Items: Three Leaves, Two Fruits
Pal26*Gob26 -----   Location: SW of Fort Romulus

----- Enc26*Ske25
----- ----- -----   
Ske25 ----- SGo25   Location: SE of Fort Romulus

Enemy Commander: Amrius Dulmare (Dark Prince)

First Fight:

----- ----- -----
----- DkP27*-----   Items: One Leaf
----- ----- -----   Location: Fort Romulus

Second Fight:

----- DkP27*-----
Sat25 ----- Sat25   Items: Four Leaves, Two Fruits
Gob25 ----- Gob25   Location: Fort Romulus

Reward: Rune Plate

Battle Tactics: 

This is your first Siege level.  The deal with this is that you'll need 
to break down the gates.  Once you do that, the enemies behind will 
appear.  There are no strongholds, only a plaza in the center where 
your guys can rest.  Just keep pushing ahead.  You also have a time 
limit here, but since I beat the area in three hours, it shouldn't be 
too hard to beat it within the limit.

You'll have to fight Prince Amrius twice.  The first time, he'll just 
be using a Slash attack, the second, he'll summon the Saturos' and the 
Goblins, and he'll move to the back row, where he'll use an attack 
called Dark Lore, which is basically like using the Pedra of Bane.

Epilogue: Saradin tells Magnus and Hugo of the Infernal Aura, and that 
Prince Amrius was bound to it.  Hugo explains that there are two routes 
to go now.  Go to Blue Basilica and fight King Procus, or go to Ptia to 
free the people of the Central Division.  Choosing Ptia will raise 
your Chaos Frame, while choosing Blue Basilica will lower it.  You can 
go to both, eventually, though...

Hidden Items:

Shield of Nue: Corner of roads west of the Central Plaza

************************************************************

Scene 32 - The Disillusioned

Location: Ptia, the Secluded Land

Prologue: In Winnea, King Procus berates one of his Paladins.  He is 
interrupted by Yumil appearing, along with those unusual-looking 
Knights.  Yumil explains how he is the one to lead Palatinus, now, 
since he has his power of birthright.  He identifies the Knights as 
the Knights of Danika and explains how he has the power to rule, now.

Hugo and Magnus discuss battle plans.

Strongholds:

Billemina: (Starting Location)

Population: 268
Morale: 54

Shop:

Iron Helm           30
Armet              120

Spear              150
Baldr Spear        230
Prox               450
Volcaetus          460

Large Shield       180
Tower Shield       350

Plate Mail         210
Heavy Armor        650

Sheesaku: (Neutral, South of Billemina)

Population: 222
Morale: 50

Fort Guki: (Neutral, Southeast Corner)

Population: 48
Morale: 27

Pacrats: (East of Billemina)

Population: 103
Morale: 51
Witch's Hut

Rete: (West of Billemina)

Population: 67
Morale: 47

Furge: (North of Billemina)

Population: 205
Morale: 76

Baya: (Southwest of Sheesaku)

Population: 288
Morale: 81

Torab Ni: (Southwest Corner)

Population: 50
Morale: 75

Agnault: (Western Edge)

Population: 258
Morale: 50

Vitegith Castle: (Enemy Headquarters)

Population: 295
Morale: 50

Enemy Opposition:

Dia29*----- Arc28
Arc28 Knt28 -----
----- ----- Knt28   Location: East of Billemina

BsM29*----- -----
----- ----- Opi28   Items: Three Leaves, Two Fruits
Grf28 ----- -----   Location: East of Billemina

Wiz28 ArM29*Wiz28
----- ----- ArM28   Items: One Leaf
----- ArM28 -----   Location: East of Billemina

----- Rav29*-----
----- ----- -----
Wyr28 ----- Wyr28   Location: East of Billemina

Gre28 Rav29*Gre28
----- ----- -----   Items: Three Leaves, Two Fruits
----- Opi28 -----   Location: East of Billemina

Gre28 ----- Gre28
Gob28 ----- -----   Items: Three Leaves, Two Fruits
----- KtT30*Gob28   Location: Guarding Rete

Fre28 KtT30*Fre28
----- ----- -----
KtT28 ----- KtT28   Location: Charging from Furge

Dia28 Dia28 Dia28
----- KtT30*-----   Items: Four Leaves, Two Fruits, One Stone
----- ----- Cat28   Location: Charging from Furge

----- ----- KtT30*
PtD28 ----- -----   Items: Six Leaves
----- ----- Bah28   Location: Charging from Furge

Gre29 Gre29 -----
Gob29 ----- -----
Pal29*Gob29 -----   Location: Charging from Sheesaku

Gob28 KtT30*Gob28
----- ----- -----
----- Ogr28 -----   Location: Charging from Agnault (Early)

KtT29 Sat30*-----
Gob28 ----- KtT29
----- ----- Gob28   Location: Charging from Agnault (Later)

----- Sat30*KtT29
----- ----- -----   Items: Four Leaves, Two Fruits
KtT29 ----- Ogr29   Location: Charging from SW of Baya

KtT29 ----- KtT29
----- ----- -----
KtT29 Sat30*KtT29   Location: East of Vitegith Castle

----- KtT30*-----
----- ----- -----
Ogr28 ----- Ogr28   Location: South of Vitegith Castle

Enemy Commander: Amazeroth Ludon (Temple Command)

Sat29 ----- Sat29
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
KtT29 TmC31*KtT29   Location: Vitegith Castle

Reward: Laevateinn

Battle Tactics:

Probably the first thing you'll notice is the five units off to the 
east.  Your best bet is to take care of these guys right away.  Send 
several units out to deal with them, but keep a few in your base, 
because you'll be charged from the north by three Templar units.  The 
rest of the area is surprisingly sparse.

In Torab Ni, you'll run into a Black Knight, Carth.  He'll go out and 
charge after Amazeroth.  Getting him requires that you have a low CF, 
and none of the Zenobians.

Carth's Unit

Val29 ----- Val29
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
Cat29 BlK31*Cat29

Hidden Items:

Electric Shield: Small piece of land sticking into Barrens north of 
 Rete
Bracer of Protection: Between Baya and Torab Ni
Quit Gate: Between Barrens and a river SE of Agnault
Dragon Shield: On the road between Fort Guki and Baya
Meteor Strike: Between Highlands and Barrens SW of Furge
Dragon Helm: Southwest of Agnalut

************************************************************

Scene 33 - Insanity

Location: The Blue Basilica

Prologue: Battle plans, or the same as the prologue of the last scene 
if you took this one first.

Strongholds: 

Fort Rugney: (Starting Location)

Population: 115
Morale: 76

Pavia: (Southwest of Fort Rugney)

Population: 102
Morale: 38
Witch's Hut

Perg: (West of Fort Rugney)

Population: 220
Morale: 60

Bespleme: (Southwest of Perg)

Population: 163
Morale: 11

Cobigo: (South of Bespleme)

Population: 225
Morale: 76

Zuinomo: (West of Perg)

Population: 27
Morale: 70

Surite: (Southwest of Zuinomo)

Population: 174
Morale: 50

Clemona: (Southwestern Corner)

Population: 57
Morale: 87

Shop:

Iron Helm           30
Armet              120

Halt Hammer        110
Francisca          130
Baldr Club         220
Baldr Axe          300
Flame Flail        490

Shield of Inferno  500

Leather Armor       60
Hard Leather       150

Castle Andvari: (Enemy Headquarters)

Population: 233
Morale: 55

Enemy Opposition:

----- Sat27*-----
Knt27 ----- Knt27   Items: Five Leaves
----- Pal27 -----   Location: Charging from Pavia

----- Que26 -----
----- ----- -----
DgM26 DgM28*Dgm26   Location: Guarding Pavia

BsM27*----- -----
----- ----- Opi26   Items: Two Leaves
Grf26 ----- -----   Location: Charging from East of Perg

Wyv26 ----- -----
----- ----- -----   Items: Three Leaves, Two Fruits
Rav27*----- Wyr26   Location: Mountains south of Perg

KtT27 Sat28*-----
Gob26 ----- KtT27
----- ----- Gob26   Location: Guarding Perg

Gre26 ----- Gre26
Gob26 ----- -----
----- KtT28*Gob26   Location: Charging from East of Cobigo

----- Flb26 -----
----- ----- -----
Gob26 DgM28*Gob26   Location: Guarding Bespleme

Gob26 KtT28*Gob26
----- ----- -----   Items: Two Leaves
----- Ogr26 -----   Location: Charging from West of Perg

----- Sat28*KtT27
----- ----- -----
KtT27 ----- Ogr26   Location: Northwest of Perg

----- ----- Opi26
Vul27*----- -----   Items: Three Leaves, Two Fruits, One Stone
----- ----- Grf26   Location: Charging from Bespleme

----- KtT28*-----
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
Ogr26 ----- Ogr26   Location: Charging from West of Perg

Pri28*----- -----
----- ----- BGo26
Gol26 ----- -----   Location: Guarding Cobigo

----- Enc27*-----
Gre26 ----- -----
Vul26 Gre26 Vul26   Location: Guarding Zuinomo

----- SwM26 -----
----- ----- Pmp26
Pmp26 Fre28*SwM26   Location: Charging from West of Cobigo

Enemy Commander: Vapula Simburg (Temple Command)

----- ----- -----
Gob27 ----- Gob27   Items: Four Leaves, Two Stones
KtT27 TmC29*KtT27   Location: Castle Andarvi

Battle Tactics: This is probably one of the more straightforward 
battles you have this late in the game.  Very simple.  No tricks.  No 
surprises

Epilogue: A soldier reports with rumors about the demons trying to 
resurrect their goddess, Danika, who ate the fruit of the netherworld.

Aftermath: 

Getting the Dream Tiara: Go to Clemona and an old man will tell you a 
tale about love never found.  He'll give you the Package for Gelda.  
Take it to Boolem, Crenel Canyon, and you'll run into an old lady, 
who'll tell you to take it to Elle, Zenobia Border.  An old man there
will tell you her family moved to Soathon.  Are we getting tired of 
this wild goose chase yet?  Go to Tristle, and you'll get the Letter 
from Gelda.  Head back to Clemona and the old man will give you the 
Dream Tiara.  It's all quite a tearjerker... ;_;

Hidden Items:

Doll of Curse: On the road between Pavia and Cobigo
Heal Pack: Midway between Bespleme, Perg, and Zuinomo
Holy Lance: On the road between Cobigo and Clemona
Ring of Branding: Southwest of Clemona
Tempest: Southeast of Surite (across the river)
Sword of Dragon Gem: Patch of land left of the road between Clemona and 
 Castle Andarvi
Angel Fruit: Northwest of Fort Rugney
Altar of Resurrection: Southeast of Cobigo in a mountain cul-de-sac

************************************************************

Scene 34 - Lord of Remus Keep

Location: The Tundra of Argent

Prologue: Battle Plans, after which Magnus and Leia have a rather 
touching scene where she's thinking of how it might be if she has to 
fight her father...

Strongholds: 

Tezzla: (Starting Location)

Population: 183
Morale: 36
Witch's Hut

Orozei: (Southwest of Tezzla)

Population: 253
Morale: 73

Shop:

Bandanna            20

Marionette         120
Fool               320

Robe                30
Magician's Robe    120

Amulet              40
Ring of Eloquence  250

Meltaus: (West of Tezzla)

Population: 235
Morale: 87

Fahno: (North of Tezzla)

Population: 93
Morale: 35

Griena: (West of Orozei)

Population: 37
Morale: 38

Caralla: (Northwest of Meltaus)

Population: 93
Morale: 55

Troguil: (West of Caralla)

Population: 74
Morale: 55

Remus Keep: (Enemy Headquarters)

Population: 240
Morale: 50

Enemy Opposition:

----- ArM30*-----
----- Zom29 Zom29
Zom29 ----- Ske29   Location: Charging from Meltaus

Pmp29 Wit31*-----
----- Pmp29 Pmp29   Items: Two Leaves, Two Fruits, One Stone
Pmp29 ----- -----   Location: Charging from Meltaus

----- Enc30*Ske29
----- ----- -----   Items: Six Leaves
Ske29 ----- SGo29   Location: Charging from Orozei

----- Sat31*-----
Gob29 ----- Zom29   Items: Six Leaves
Zom29 Gob29 -----   Location: Charging from Orozei

Gho30 ----- Gho30
----- Vam32*-----
Ske30 Ske30 -----   Location: Charging from Fahno

----- Enc30*Zom29
----- Zom29 -----
Zom29 ----- Zom29   Location: Charging from Fahno

---

Legion 1 - Funnel Shift Formation

Sld-- Sld-- -----
----- Cen30%Sld--   Items: Two Leaves, Two Fruits, One Stone
Sat29 ----- -----   Location: Charging from East of Fahno

Gho29 ----- Gho29
----- Gho29 -----   Items: One Leaf, One Fruit
----- BlK30*Gho29   Position: Right Side

Ske29 ArM30*-----
----- ----- Ske29
Ogr29 ----- -----   Position: Left Side

---

Legion 2 - Funnel Shift Formation

Sld-- Cen30%Sld--
----- ----- -----   Items: One Leaf, Two Fruits, One Stone
----- Flb30 -----   Location: Charging from north of Meltaus

----- ArM30*-----
Ske29 ----- -----   Items: Three Leaves, Two Fruits, Two Stones
Zom29 Zom29 Ske29   Position: Right Side

Gho29 ArM30*Gho29
----- Ske29 -----   Items: Four Leaves
----- ----- Ske29   Position: Left Side

---

Legion 3 - Funnel Shift Formation

Sld-- Cen30%Sld--
----- ----- -----   Items: Two Leaves, Two Fruits
----- Hyd30 -----   Location: Charging from east of Griena

NnM30*----- Gho29
Gre29 ----- -----   Items: Three Leaves
Gho29 Gre29 -----   Position: Right Side

Gho29 BlK30*Gho29
Gho29 ----- -----   Items: Two Leaves
Gho29 ----- -----   Position: Left Side

---

Enemy Commander: Reucharle

ArM29 Lic32*ArM29
----- ----- -----
Ske29 ----- Ske29

Reward: Altar of Resurrection

Battle Tactics: Note how the enemies are segregated into three groups.  
Split your battalion up accordingly, and launch your attack.  You 
shouldn't have too much trouble.  Just be sure to take a strong 
spellcasting unit against that Pumpkinhead unit.

Epilogue: Leia confronts Reucharle, asking about her father.  He tells 
her Count Silvis took his own life to avoid succumbing to the Infernal 
Aura.

Aftermath: Take Meredia to Meltaus and you'll recieve the Rai's Tear.

Hidden Items:

White Mute: Piece of land east of Caralla
Mirror of Soul: On the road between Tezzla and Fahno
Gambantein: On the road between Griena and Troguil
Vestment of Wind: Patch of land SW of Tezzla
Stone of Quickness: Patch of land North of Orozei

************************************************************

Scene 35 - Denizens of the Netherworld 

Location: Barpheth

Prologue: Battle Plans

Strongholds:

Castle Renevue: (Starting Location)

Population: 228
Morale: 55

Shop:

Hachigane          40
Hannya Mask       180

Iron Claw         170
Baldr Claw        280
Cyanic Claw       320

Ninja's Garb       50
Hwail Mail        900

Clemms: (Neutral, South of Renevue)

Population: 206
Morale: 53

Glebming: (East of Renevue)

Population: 117
Morale: 46

Kelmend: (Northwestern Corner)

Population: 103
Morale: 32

Saro: (South of Kelmend)

Population: 138
Morale: 31

Vitra: (South of Glebming)

Population: 109
Morale: 54

Sondrio: (South of Clemms)

Population: 52
Morale: 36

Fort Lebadeia: (Southern Edge)

Population: 172
Morale: 11

Belce: (South of Saro)

Population: 207
Morale: 77

Fort Viezey: (Enemy Headquarters)

Population: 31
Morale: 50

Enemy Opposition:

----- Sat29*-----
----- ----- Sat27   Items: Two Leaves, Two Fruits
Ogr27 ----- -----   Location: Charging from south of Renevue

----- ----- Sat29*
----- Gob27 -----
Gob27 ----- Gob27   Location: Charging from Glebming

Gre31 Sat29*Gre31
----- ----- -----   Items: Two Leaves
----- Ogr29 -----   Location: Charging from west of Renevue

Sph27 ----- ArM29*
----- ----- -----
----- Ogr27 -----   Location: Charging from east of Kelmend

----- BlK27*-----
----- ----- -----   Items: Two Leaves, Two Fruits
Ogr29 ----- Ogr30   Location: West of Saro (After Lib)

----- Sat28*-----
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
Ogr27 ----- Ogr27   Location: SW of Saro (After Lib)

Ske27 ArM28*-----
----- ----- Ske27   Items: Four Leaves, Two Fruits
Ogr27 ----- -----   Location: South of Sondrio (After Lib)

----- Sir28*-----
----- ----- -----
Ogr30 ----- Wyr27   Location: NE of Belce (After Lib)

----- Sat28*-----
----- ----- -----
Ogr27 ----- Ogr27   Location: SW of Belce (After Lib)

Sat27 Sat28*Sat27
----- ----- -----
----- Ogr27 -----   Location: NW of Fort Lebadeia (After Lib)

----- Sir28*-----
----- ----- -----
Ogr27 ----- Wyv27   Location: NE of Fort Lebadeia (After Lib)

Enemy Commander: Mylmurre

Sat27 ----- Sat27
----- ----- -----   Items: Five Leaves, Two Stones
Gob27 Gor30*Gob27   Location: Fort Viezey

Reward: Ji'ylga's Bow

Battle Tactics: 

This area is sickeningly simple.  Even with the guys who spring out 
after you liberate towns, it's all too simple...

The Gorgon, however, can ruin your day real quick.  With her Gaze of 
Terror she'll turn everyone into stone almost immediately.  Bring in 
you anti-Cockatrice unit for this.

Epilogue: Mylmurre says that demons are fighting alongside humans to 
bring back Lady Danika.  She says that the blood of Danika and the 
Progenitor is related.

Hidden Items:

Lance of Longinus: On the road between Renevue and Kelmend
Angel Fruit: On the road between Saro and Belce
Mirror of Soul: End of road SW of Clemms
Ignis: End of road east of Clemms
Love and Peace: Piece of land in forest east of Belce
Annihilation: Southeast of Sondrio

************************************************************

Scene 36 - Advocates of the Darkness

Location: Tybell, the Wicked Land

Prologue: Apparently, although this area's controlled by the demons, 
people are flocking here because it's relatively peaceful.

Strongholds:

Pazano: (Starting Location)

Population: 156
Morale: 52

Shop:

Plumed Headband    60

Torn Cloth         10
Old Clothing       10
Plain Clothing     30
Leather Armor      60
Feather Suit      400

Raguza: (Neutral, Southeast Corner)

Population: 280
Morale: 47

Chelefteu: (South of Pazano)

Population: 243
Morale: 37

Kaless Ande: (West of Pazano)

Population: 136
Morale: 85

Lokry: (Northwest of Pazano)

Population: 89
Morale: 55

Letze: (South of Kaless Ande)

Population: 218
Morale: 67
Witch's Hut

Tricaeze: (West of Kaless Ande)

Population: 268
Morale: 36

Castle Lloydgust: (Enemy Headquarters)

Population: 29
Morale: 50

Enemy Opposition:

Legion 1 - Dual Wedge Formation

Sld-- Sld-- -----
----- Cen31%Sld--
Sat30 ----- -----   Location: NW of Pazano

Gob30 ----- Gob30
----- Sat31*-----
----- Gob30 Gob30   Position: Near Right Side

AzD30 ----- -----
----- ----- DgM31*
----- Gob30 Gob30   Position: Near Left Side

Gre30 BlK32*-----
----- ----- Gre30
Opi30 ----- -----   Position: Far Right Side

---

----- Gre30 Hwk30
Hwk30 ----- -----   Items: Two Leaves, Two Fruits
----- Rav31*Gre30   Location: Charging from North of Pazano

Gob32 Sir30*-----
----- ----- Gob32
Ogr32 ----- -----   Location: Charging from SW of Pazano

Gre32 ----- Gob32
----- Sat32*-----
Gob32 ----- Gre32   Location: Guarding Lokry

----- BlK30*-----
----- ----- -----
Ogr32 ----- Ogr33   Location: Guarding Lokry

Sat30 Sat31*Sat30
----- ----- -----   Items: Two Leaves, Two Fruits
----- Ogr30 -----   Location: Guarding Kaless Ande

Gre31 Dia31*Gre31
Gob31 ----- -----
----- ----- Gob31   Location: Charging from South of Pazano

Gre30 Rav31*Gre30
Rav30 ----- Rav30   Items: Three Leaves, Two Fruits, One Stone
----- ----- -----   Location: Charging from SW of Pazano

SGo30 ----- SGo30
----- ----- -----
----- Gor32*-----   Location: Guarding Tricaeze

----- Sat31*-----
----- ----- -----
Ogr30 ----- Ogr30   Location: SE of Castle Lloydgust

Gre30 Sat31*-----
----- ----- Gre30   Items: Three Leaves, Two Fruits
Gob30 Gob30 -----   Location: SW of Castle Lloydgust

Enemy Commander: Frohm

BlK30 Dae33*BlK30
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
Gob30 ----- Gob30   Location: Castle Lloydgust

Reward: Ogre Blade

Battle Tactics: Another battle with few surprises.  Most of the enemies 
are Demons, again.  Keep an eye on the Gorgon.

Hidden Items:

Heavy Axe: Midway between Pazano and Chelefteu
Feather of Archangel: Patch of Plains between Highland and Barren NE of
 Pazano
Saint's Shield: Forest East of Letze
Saint's Garb: Mountains West of Raguza
Caldia: On the road between Letze and Castle Lloydgust
Chaladholg: Forest South of Lokry

************************************************************

Scene 37 - March on the Capital

Location: Latium

Prologue: It's flashback time!  We flashback to Magnus' and Yumil's 
youth where the two are young boys playing together, and how Yumil 
promises that Magnus will be his knight when he becomes King.  Flash 
forward to a scene where a nobleman attempts to kill Yumil.  Magnus 
tries to stop him, but the man throws him to the ground.  Ankiseth 
runs in shortly and slices the killer up.  Magnus hates himself for not 
being able to help.  Now we see the same scene we saw in the beginning, 
where Magnus tells Yumil he's going to join the army.

Strongholds:

Latina: (Starting Location)

Population: 291
Morale: 56
Witch's Hut

Gaeta: (Neutral, SW of Latina)

Population: 271
Morale: 49

Shop:

Iron Helm             30
Baldr Helm           170
Helm of Thunderclap  410

Sword of Firedrake   300
Main Gauche          400
Blessed Sword        400
Sum Mannus           500
Glaive of Champion   500
Earth Javelin        550
Ice Blade            600

Electric Shield      150
Flame Shield         150
Shield of Inferno    500
Shield of Nue        500

Plate Mail           210
Plate Armor          230
Baldr Mail           250
Baldr Armor          420
Heavy Armor          650
Peregrine Mail       900

Bell of Thunder      250
Fang of Firedrake    250
Naga Ring            250
Snow Orb             250

Yen Vahagh: (SE of Latina)

Population: 115
Morale: 51

Vulge: (South of Latina)

Population: 112
Morale: 47

Gothpicci: (Southeast Corner)

Population: 128
Morale: 88

Fort Toydebelt: (Enemy Headquarters #1)

Population: 61
Morale: 50

Fort Toyderich: (Enemy Headquarters #2)

Population: 45
Morale: 50

Winnea: (Enemy Capital, Will not be captured)

Population: 174
Morale: 50

Enemy Opposition:

Legion 1 - Dual Wedge Formation

----- Sld-- -----
Sld-- Sld-- Sld--   Items: Two Leaves, Two Fruits
----- CeF34%-----   Location: Charging from Yen Vahagh

Gob35 Sir33*-----
----- ----- Gob35
Ogr35 ----- -----   Position: Near Left Side

Grf33 ----- Opi33
----- ----- -----   Items: Four Leaves, Two Fruits
----- Fre34*-----   Position: Near Right Side

Sph33 ----- ArM35*
----- ----- -----   Items: Three Leaves, Two Fruits
----- Ogr33 -----   Position: Far Left Side

Wiz33 ArM35*Wiz33
----- ----- ArM33   Items: One Leaf
----- ArM33 -----   Position: Far Right Side

---

Legion 2 - Dual Wedge Formation

Sld-- CeF34%Sld--
----- ----- -----   Items: One Leaf, Two Fruits, One Stone
----- Flb34 -----   Location: Charging from East of Latina

----- BlK33*-----
----- ----- -----   Items: Five Leaves, Two Fruits
Ogr35 ----- Ogr36   Position: Left Side

SwM33 ----- SwM33
----- ArM34*-----
Gre33 ----- Gre33   Position: Right Side

---

Legion 3 - Dual Wedge Formation

Sld-- CeM34%Sld--
----- ----- -----   Items: Three Leaves, Two Fruits, One Stone
----- Hyd34 -----   Location: Charging from Vulge

Fae33 ----- Hyd33
----- ----- -----
Fae33 BsM34*-----   Position: Left Side

Gre34 Dia34*Gre34
Gob34 ----- -----   Items: Four Leaves
----- ----- Gob34   Position: Right Side

---

Dia34*----- Arc33
Arc33 Knt33 -----   Items: Four Leaves, Two Fruits
----- ----- Knt33   Location: Guarding Vulge

BkD33 ----- Tmt33
----- ----- -----
----- BlK35*-----   Location: Guarding Gothpicci

Enemy Commanders: Knights of Danika (Gatekeeper)

Sat34 ----- Sat34
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
Sat34 KDa36*Sat34   Location: Fort Toyderich

AnK34 ----- AnK34
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
AnK34 KDa36*AnK34   Location: Fort Toydebelt

Reward: Dragon Armor

Battle Tactics:

Yep.  You've got three Legions on you right from the start.  Don't 
panic!  This is pretty much all the enemy has.  After the Legions are 
taken care of, there's just the two units guarding the towns, and the 
Knights of Danika at the forts.  You have to kill both Knights to win 
this scene.

Epilogue: A captured Knight tells how the Chosen will cleanse this land 
of evil.  Later, Yumil, in Winnea, laughs to himself, saying how he's 
"almost there".  Zeda and Mari enter the room...

You'll notice you didn't take Winnea in this battle.  That can mean only 
one thing, of course.  You're gonna have to storm Winnea!

Aftermath: After storming Winnea, return here and go to Vulge to learn 
about an Angel appearing in the church in Gothpicci.  Take Magnus there 
Between 12 and 4 AM.  The Angel will appear.  If you have the Pedras of 
Bane and Virtue, the Ansate Cross from Zenobia border, a Dream Tiara, 
and a high Chaos Frame, you'll be given the Southern Cross.

Hidden Items: 

Rune Plate: End of road SE of Yen Vahagh
Lfal: On the road north of Gothpicci
Crystal of Precision: Mountains Southeast of Geata
Angelic Armor: West of Winnea
Scroll of Discipline: East of Winnea

************************************************************

Scene 38 - Promises

Location: Winnea, Captial of Palatinus

Prologue: Procus approaches Yumil, wondering why he hasn't cast the 
all-powerful forbidden spell yet.  Yumil says he can't do it with 
Magnus marching.  He then kills his own father.

Enemy Opposition:

----- ----- -----
Knt32 Pal35*Knt32
Pal33 ----- Pal33   Location: Guarding Second Western Gate

----- Hyd32 -----
----- ----- -----   Items: Four Leaves, Two Fruits
Pal32 Pal34*Pal32   Location: Patrolling Western Street

Gre32 BlK34*-----
----- ----- Gre32   Items: Three Leaves, Two Fruits
Opi32 ----- -----   Location: Patrolling Southern Street

Gob32 ----- Gob32
----- BlK34*-----   Items: Four Leaves, Two Fruits
BlK32 ----- BlK32   Location: Patrolling Southern Street

Hwk32 ArM33*Hwk32
----- ----- -----   Items: Four Leaves, Two Fruits
----- Ogr32 -----   Location: Guarding Second Southern Gate

----- Sir33*-----
----- ----- -----
Ogr32 ----- Wyv32   Location: House East of Second Southern Gate

----- Wit33*Pmp32
----- ----- Gob35
Pmp32 Gob35 -----   Location: House West of Second Southern Gate

AzD32 ----- EhD32
----- ----- -----
----- Sat33*-----   Location: House West of Second Western Gate

Pal32 Pal34*Pal32
Knt32 ----- Knt32   Items: Four Leaves, One Fruit
----- ----- -----   Location: Patrolling Eastern Street

Sat33*----- Tmt32
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
----- Cer32 -----   Location: House East of Second Eastern Gate

Gre33 Gre33 -----
Gob33 ----- -----   Items: Four Leaves, Two Fruits
Pal33*Gob33 -----   Location: Guarding Second Eastern Gate

Pal32 Cat34*Pal32
----- ----- -----   Items: Eight Fruits
----- Ogr32 -----   Location: Patrolling West of Main Street

Sor33*----- YgD32
Gob32 ----- -----
----- Gob32 -----   Location: House West of Main Street

----- Sat32 -----
Cat32 ----- Cat32   Items: Eight Fruits
Cat34*----- Cat32   Location: Patrolling East of Main Street

ReD32 ----- -----
----- ----- DgM33*
----- Gob32 Gob32   Location: House East of Main Street

----- Dae34*Gho32
Gho32 ----- -----
----- Ske32 Ske32   Location: Guarding Final Gate

----- Ogr32 -----
----- ----- -----
Gob32 Dae34*Gob32   Location: South of the Royal Castle

Enemy Commander: Yumil Dulmare (Overlord)

----- Ove34*-----
----- ----- -----   Items: Two Leaves, Two Fruits
KDa32 ----- KDa32   Location: Royal Castle

Reward: Champion Statuette

Battle Tactics: Fight this battle just like Fort Romulus.  You should 
have plenty of time.  Don't forget about the gardens lying around that 
can heal you if you rest in them.

Epilogue: Challenging Yumil, Magnus defies his promise to become 
Yumil's knight.  After he beats him, Mari protects Yumil.  Yumil tells 
all.  He is the Child of the Covenant.  Long ago, the goddess Danika's 
body, queen of the netherworld, was split into five pieces.  The arms 
and legs became the Knights of Danika, who guard the Chaos Gate.  The 
Progenitor came across a Chaos Gate once and asked for ultimate power, 
in exchange for giving up one of his descendants to Danika.  That 
descendant was Yumil.  Yumil became the embodiment of Danika's power.

Magnus rebukes Yumil, asking him if total destruction is what he really 
wants.  Yumil wants to start over...

Suddenly, Mari, overcome with some unstoppable force, takes a sword and 
runs Yumil through.  Zeda shows up behind her.  She rebukes the girl, 
telling her she's the last hope now, and teleports away with her.

Yumil lies dying in Magnus' arms.  He tells Magnus that, with the 
Knights and him dead, the only thing left will be the seal on the 
ruins.  When that seal is broken, Danika will have the ability to 
conquer the world.  The Ogre Battle will come once again.  Magnus 
promises his childhood friend that, even though he's just an ordinary 
human, he'll do what he can.

Later, in the meeting room in Winnea, Magnus, Hugo, and Frederick 
discuss matters.  Magnus decides to leave to fulfill Yumil's request.  
Frederick gives his blessing.

************************************************************

Scene 39 - The Battle Rages On

Location: Aurua Plains

Prologue: Zeda drags Mari along the wilderness.  Overcome with grief, 
Mari's having a tough time.  The two encounter the remaining Knights of 
the Caliginous Order, Thamuz, Richard, and Baldwin.  Zeda suggests a 
deal where the Lodis Knights help her break the seal and in turn get 
the blessings from their god.

Strongholds:

Fort Randrich: (Starting Location)

Population: 15
Morale: 50

Le Vin: (Northwest of Randrich)

Population: 252
Morale: 68

Landeck: (West of Le Vin)

Population: 84
Morale: 57

Shop:

Hraesvelg              340
Falchion               400
Frozen Axe             500

Ring of Eloquence      250

Brode: (West of Randrich)

Population: 235
Morale: 82

Albesta: (Eastern Edge)

Population: 133
Morale: 28

Zarbow: (Southwestern Corner)

Population: 61
Morale: 20

Bartasake: (Northeastern Corner)

Population: 278
Morale: 40

Tranus: (North of Landeck)

Population: 94
Morale: 25
Witch's Hut

Apertine: (West of Tranus)

Population: 140
Morale: 28

Shop:

Main Gauche            400
Bow of Sandstorm       420

Shield of Inferno      500

Kaysegg: (Northern Edge)

Population: 99
Morale: 55

Anderout: (Enemy Headquarters)

Population: 53
Morale: 50

Enemy Opposition: 

----- BlK32*-----
----- ----- -----
Ogr34 ----- Ogr35   Location: Charging from West of Le Vin

Arc32 Sir33*Arc32
Gob33 ----- -----
----- Gob33 -----   Location: Charging from North of Le Vin

Ske32 ArM33*-----
----- ----- Ske32
Ogr32 ----- -----   Location: Charging from West of Brode

----- SwM33*-----
Nin32 ----- Nin32
----- Gob33 Gob33   Location: Charging from North of Landeck

---

Legion 1 - Dual Wedge Formation

Sld-- Sld-- -----
----- CeM33%Sld--   Items: Four Leaves
Sat32 ----- -----   Location: Charging from Zarbow

Gre32 ----- Gre32
Gob32 ----- -----   Items: Two Leaves
----- KtT34*Gob32   Position: Right Side

----- Sat34*-----
Gob32 ----- Zom32
Zom32 Gob32 -----   Position: Left Side

---

Legion 2 - Funnel Shift Formation

----- Sld-- -----
Sld-- CeF33%Sld--   Items: Three Leaves, One Fruit
----- KtT32 -----   Location: Charging from Apertine

Gob32 KtT34*Gob32
----- ----- -----   Items: Two Leaves
----- Ogr32 -----   Position: Right Side

Gob34 Sir32*-----
----- ----- Gob34
Ogr34 ----- -----   Position: Left Side

---

Legion 3 - Funnel Shift Formation

Sld-- ----- Sld--
----- ----- -----   Items: Four Leaves, Two Fruits
KtT32 CeM33%KtT32   Location: Charging from Tranus

NnM33*----- Gho32
Gre32 ----- -----   Items: Two Leaves, Two Fruits
Gho32 Gre32 -----   Position: Right Side

----- KtT34*-----
----- ----- -----
Ogr32 ----- Ogr32   Position: Left Side

---

Legion 4 - Dual Wedge Formation

----- Sld-- -----
Sld-- Sld-- Sld--   Items: One Leaf, One Fruit
----- CeF33%-----   Location: Charging from Bartasake

KtT33 Sat34*-----
Gob32 ----- KtT33   Items: Six Leaves
----- ----- Gob32   Position: Right Side

----- Sat34*KtT33
----- ----- -----   Items: Five Leaves, Two Fruits
KtT33 ----- Ogr32   Position: Left Side

---

----- DoM33*-----
----- ----- -----   Items: Three Leaves, Two Fruits, One Stone
Ogr35 ----- Gol32   Location: Southeast of Anderout (Ambush)

Gre33 Dia33*Gre33
Gob33 ----- -----
----- ----- Gob33   Location: Southeast of Anderout (Ambush)

Enemy Commander: Thamuz Delville (Temple Command)

KtT33 ----- KtT33
----- TmC35*-----   Items: Four Leaves, Two Fruits, Two Stones
----- Gob33 Gob33   Location: Anderout

Reward: Peridot Sword

Battle Tactics:

Yep.  You read that right.  There are four Legions in this battle.  
Don't panic.  Just deploy your units in teams.  Two units should be 
more than enough to handle each of the three unit Legions.  Watch out 
at the outskirts of Anderout.  Like all Caliginous Order battles, there 
are a few hidden units near the headquarters.

Epilogue: Thamuz begs Baldwin to go to Keryoleth to raise Danika.  
Thamuz gives his life for what's left of the Caliginous Order.

Hugo tells Magnus that the Caliginous Order is now using Castle Talapea 
in Wentinus as their base.  It is decided that they should take the 
castle first, since going to the mountains would expose themselves to 
attack from Wentinus.

Hidden Items:

Airgetlam: East of Tranus
Count's Garment: Between Mountains NE of Zarbow
Urn of Chaos: Piece of land West of Tranus
Prox: Between Mountains NE of Zarbow
Bell of Thunder: Mountains Southeast of Apertine
Earth Javelin: Plains South of Le Vin
Volcaetus: Between Mountains West of Albesta

************************************************************

Scene 40 - Pressure

Location: Wentinus

Prologue: Baldwin tells Richard of Thamuz's death.  Richard scolds him 
and sends him back to his post.  When he leaves, Richard says that 
Thamuz's death will not be in vain, and Baldwin will be the one to 
gain ultimate power.

Strongholds:

Hopedale: (Starting Location)

Population: 187
Morale: 78

Reliance: (Allied, Southwest of Hopedale)

Population: 187
Morale: 18

Yves Guibiques: (North of Reliance)

Population: 253
Morale: 67

Cartwright: (East of Hopedale)

Population: 253
Morale: 79
Witch's Hut

Timmins: (Northern Edge)

Population: 238
Morale: 35

Shop:

Armet              120

Arc Wand           150
Baldr Spear        230

Spellbook          100

Tower Shield       350

Fur Coat           250
Heavy Armor        650

Amulet              40

Igglurick: (Southeast of Castle Talpaea)

Population: 244
Morale: 12

Castle Talpaea: (Enemy Headquarters)

Population: 177
Morale: 50

Enemy Opposition:

----- Sat36*-----
Gob34 ----- Zom34   Items: Two Leaves
Zom34 Gob34 -----   Location: Charging from Yves Guibiques

Gre34 ----- Gre34
Gob34 ----- -----   Items: Three Leaves, Two Fruits
----- KtT36*Gob34   Location: Charging from Yves Guibiques

KtT35 Sat36*-----
Gob34 ----- KtT35   Items: Four Leaves, Two Fruits, One Stone
----- ----- Gob34   Location: Guarding Yves Guibiques

----- Ogr34 -----
----- ----- -----   Items: Two Leaves, Two Fruits
Gob34 Dae36*Gob34   Location: Charging form Yves Guibiques

Gob34 ----- Gob34
----- Sat35*-----
----- Gob34 Gob34   Location: Charging from Cartwright

----- Sat36*KtT35
----- ----- -----   Items: Four Leaves, Two Fruits
KtT35 ----- Ogr34   Location: Guarding Cartwright

----- BlK34*-----
----- ----- -----
Ogr36 ----- Ogr37   Location: Charging from Igglurick

KtT35 ----- KtT35
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
KtT35 Sat36*KtT35   Location: Guarding Igglurick

----- Sat35*-----
----- ----- -----   Items: Four Leaves, Two Fruits
Ogr34 ----- Ogr34   Location: Charging from Timmins

Gre35 Dia35*Gre35
Gob35 ----- -----   Items: Three Leaves, Two Fruits, One Stone
----- ----- Gob35   Location: Charging from Timmins

Wiz34 ArM36*Wiz34
----- ----- ArM34
----- ArM34 -----   Location: Charging from Timmins

Ske34 ArM35*-----
----- ----- Ske34
Ogr34 ----- -----   Location: Charging from Timmins

Gob34 KtT36*Gob34
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
----- Ogr34 -----   Location: Charging from Talpaea

----- KtT36*-----
----- ----- -----   Items: Five Leaves, Two Fruits
Ogr34 ----- Ogr34   Location: Charging from Talpaea

Enemy Commander: Baldwin Glendale (Temple Command)

Sat34 ----- Sat34
----- TmC37*-----   Items: Four Leaves, Two Fruits, Two Stones
KtT34 ----- KtT34   Location: Castle Talpaea

Reward: Wind Armor

Battle Tactics: 

The kicker about this battle is just the fact that there are so many 
units in the towns.  Watch the Templar unit to the west.  They'll go 
after Reliance, and you don't want to lose it, so send someone to 
Reliance immediately.  Preferably a flying unit.  After all that's 
taken care of, just watch out for the charging Templar units from the 
Castle.  This should come as no surprise to you, since every 
Caliginous Knight you've fought so far uses that tactic.

************************************************************

Scene 41 - Adversaries

Location: Castle Talpaea

Prologue: Richard sends Baldwin to the ruins, saying he'll hold off the 
Revolutionary Army.

Enemy Opposition:

KtT34 ----- KtT34
----- ----- -----
KtT34 Sat35*KtT34   Location: Guarding the Outer Gate

----- BlK34*-----
----- ----- -----   Items: Three Leaves, Two Fruits, Two Stones
BkD33 ----- Ogr36   Location: SW of the Outer Gate

----- ----- Grf33
Gob36 ----- -----   Items: Four Leaves, Two Fruits, One Stone
----- SwM34*Gob36   Location: SE of the Outer Gate

Sor34*----- YgD33
Gob33 ----- -----   Items: Two Leaves
----- Gob33 -----   Location: NW of Outer Gate

----- Sir34*-----
----- ----- -----   Items: Two Leaves
Ogr33 ----- Wyv33   Location: Western side of Outer Street

Gre33 Rav34*Gre33
Rav33 ----- Rav33   Items: Two Leaves
----- ----- -----   Location: Western Houses

AzD33 ----- -----
----- ----- DgM34*  Items: Four Leaves, Two Fruits
----- Gob33 Gob33   Location: Eastern side of Outer Street

----- Gre33 Hwk33
Hwk33 ----- -----   Items: Four Leaves, Two Fruits
----- Rav34*Gre33   Location: Eastern Houses

Gre33 BlK35*-----
----- ----- Gre33   Items: Two Leaves
Opi33 ----- -----   Location: Near Archer Park

AzD33 ----- EhD33
----- ----- -----   Items: Two Leaves
----- Sat34*-----   Location: Near Cavalier Park

Sph33 ----- ArM35*
----- ----- -----
----- Ogr33 -----   Location: Northwest of Archer Park (Reach it)

----- Flb33 -----
----- ----- -----   Items: Two Leaves, Two Fruits
Gob33 DgM35*Gob33   Location: East of Archer Park (Reach it)

Cer33 ----- Sph33
----- ----- -----
----- Sat34*-----   Location: NE of Cavalier Park (Reach it)

Sat34*----- Tmt33
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
----- Cer33 -----   Location: West of Cavalier Park (Reach it)

KtT34 Sat35*-----
Gob33 ----- KtT34
----- ----- Gob33   Location: Guarding West Inner Gate

----- Sat35*KtT34
----- ----- -----   Items: Two Leaves
KtT34 ----- Ogr33   Location: Guarding East Inner Gate

Gob33 KtT35*Gob33
----- ----- -----   Items: Two Leaves
----- Ogr33 -----   Location: SW of Jasper Tower

----- KtT35*-----
----- ----- -----
Ogr33 ----- Ogr33   Location: SE of Jasper Tower

Enemy Commander: Richard Glendale (Death Templar)

Flb34 ----- AzD34
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
----- DTm35*-----   Location: Jasper Tower

Reward: Oracion

Battle Tactics: Another castle storming scene.  Watch for the two units 
on the southern road, and the two each that spring up whenever you 
reach one of the parks.

Epilogue: Richard leaves after being defeated.  He finds Baldwin in the 
forest.  He asks why Baldwin has not broken the seal, yet.  Baldwin 
says he's tired of living in Richard's shadow, and he runs Richard 
through with his sword.

Hidden Items:

Wind Armor: West of Cavalier Park

************************************************************

Scene 42 - The Sleeping Goddess

Location: Mount Keryoleth

Prologue: Zeda, Mari, and Baldwin approach the Ruins of Keryoleth.  
Zeda explains that Mari is now her loyal puppet, since her mind is gone 
from losing Yumil.  A Templar runs up to Baldwin, reporting that your 
army is fast approaching.  Baldwin leaves.

Zeda gives Mari a sacred sword and tells her to resurrect Danika.  Mari 
says she can't do it.  Zeda's a little flustered, and tells her that 
she was born solely for this purpose.  She is the daughter of the sage 
of Zeteginea, Rashidi, and this whole thing, including her love for 
Yumil, was planned from the moment she was born.  Mari can't believe 
she's only a pawn in this, and stabs Zeda with the sword.

Mari walks up to the ruins and cries out for Yumil.  In anger and 
frustration, she stabs the ground with the sword, and collapses on the 
ground.  Suddenly, blue light rises from the crack in the ground she 
created, and a figure arises from it...

Have Destin: Later, in the War Room, Destin shows concern for Magnus.  
Magnus says he's alright.  Destin explains this will probably be the 
last battle.  They go over the plans.  Destin gives Magnus words of 
encouragement, and we begin...

Strongholds:

Mursunny: (Starting Location)

Population: 117
Morale: 35

Shop:

Hachigane           40
Plumed Headband     60

Baldr Bow          160
Ytival             270
Claymore           360

Cloth Armor         20
Hard Leather       150

Natashkan: (East of Mursunny)

Population: 188
Morale: 48

Dolbo: (Distant North)

Population: 43
Morale: 28

Mingan: (Northeast of Natashkan)

Population: 122
Morale: 39

Escaraba: (East of Natashkan)

Population: 66
Morale: 80

Tananna: (Neutral, East of Escaraba)

Population: 160
Morale: 41

Balera: (East of Mingan)

Population: 171
Morale: 81

Gypsanville: (North of Mingan)

Population: 86
Morale: 53
Witch's Hut

Keryoleth: (Enemy Headquarters)

Population: 31
Morale: 50

Enemy Opposition: 

----- Dae36*Gho34
Gho34 ----- -----
----- Ske34 Ske34   Location: Guarding Natashkan

Sat34 Sat35*Sat34
----- ----- -----   Items: Four Leaves
----- Ogr34 -----   Location: Charging from Natashkan

----- Sat35*-----
----- ----- -----   Items: Six Leaves
Ogr34 ----- Ogr34   Location: Charging from Dolbo

Gre34 Sat35*-----
----- ----- Gre34   Items: Two Leaves
Gob34 Gob34 -----   Location: Charging from Mingan

AzD34 ----- -----
----- ----- DgM35
----- Gob34 Gob34   Location: Guarding Dolbo

Dia35*Gre34 -----
----- ----- Gre34   Items: Four Leaves
Gob34 Gob34 -----   Location: Charging from Escaraba

Sph34 ----- ArM36*
----- ----- -----
----- Ogr34 -----   Location: Guarding Mingan

----- Wit35*Pmp34
----- ----- Gob37
Pmp34 Gob37 -----   Location: Guarding Escaraba

Gre34 BlK36*-----
----- ----- Gre34
Opi34 ----- -----   Location: Charging from Tananna

----- Sat36*KtT35
----- ----- -----
KtT35 ----- Ogr34   Location: Charging from Gypsanville

KtT35 Sat36*-----
Gob34 ----- KtT35   Items: Five Leaves, Two Fruits
----- ----- Gob34   Location: Charging from North of Balera

Gob34 KtT36*Gob34
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
----- Ogr34 -----   Location: Charging from Keryoleth

----- KtT36*-----
----- ----- -----   Items: Four Leaves, Two Fruits
Ogr34 ----- Ogr34   Location: Charging from Keryoleth

Enemy Commander: Baldwin Glendale (Temple Command)

Dae34 TmC37*Dae34
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
----- Ogr34 -----   Location: Keryoleth

Battle Tactics:

Another straightforward battle for the most part.  Many of the enemy 
units will charge from their towns before you get in range, so you may 
have to deal with a bunch of units on you at once.  Don't sweat it, 
though.

Epilogue: AGAIN, Baldwin runs.  He heads to the ruins.  He sees Zeda 
and Mari lying on the ground.  Zeda says a few last words, turns into 
her true form, a Gorgon, and melts away.  It is then that Baldwin 
notices Danika hovering above the ruins.  He vows that Mari will never 
have that power and slays her.  He stands before Danika, demanding to 
be blessed, that he have the ultimate power.  Just then, Magnus runs 
up and yells for Baldwin to stop.  Danika, with a nod of her head, 
knocks the impudent Baldwin to the ground.

Magnus runs up to Danika, recognizing Yumil in her.  She explains 
herself, that she was once the goddess of fertility, now the goddess of 
the netherworld.  She had eaten the fruit of the Infernal Aura, and 
Berthe, her mother, put her to sleep.  Yumil awoke her, though, with 
his power as the Child of the Covenant.  She explains how she didn't 
want to awaken, but she felt so much sadness in Yumil that she felt she 
had to.

Baldwin wakes and demands the power again.  Danika suddenly is 
swallowed by the Infernal Aura, the power of the sage of Zeteginea, and 
the power of the Child of Covenant.  This turns her into one freaky-
looking thing...

Magnus arms himself and attacks...

Final Enemy: Danika

----- ----- -----
----- XXX38*-----
XXX38 ----- XXX38

The middle part of Danika uses Lava Shot twice.  The plant parts use 
Rotten Breath and Acid Breath twice each.

You'll fight a round against her.  Just stay alive.  Retreat if you 
have to.  Don't bother with Pedras, they don't do a thing against her.

Once you survive the first round (winning is doubtful), you, and the 
rest of your army, will be pushed back quite a distance.  The area 
around Keryoleth will change form.  The entire area will become marsh 
and swirly, malefic woods.  Two gates to the netherworld will crop up 
south and southwest of Keryoleth, and enemy demon units will start 
spilling out.  Ignore them, or push them out of the way, and just head 
straight for Danika, and keep attacking until she's defeated.

************************************************************
************************************************************

7. Endings

There are many endings to this game, depending on your Chaos Frame, and 
who you have in your party.  Here's my first ending.

After Danika's beaten: Danika thanks Magnus for stopping her.  She 
explains that, since she's both human and god, she constantly sways 
between good and evil.  She explains that there are very few differences 
between humans and demons.  Both are capable of good and evil.  She 
gives him parting words that the one who planned this was born of this 
world, and that the Ogre Battle cannot be avoided.  She leaves...

---

CF of 0-33: Magnus is turned away from Winnea, being told he cannot be 
allowed in Frederick's prescence, since they believe he's possessed by 
the Infernal Aura.  He turns away.  In a few years, barbarians from the 
east attack, Frederick dies shortly, and Palatinus is reduced to 
rubble.

One day, Kerikov finds the body of Mari lying beside the road.  
Suddenly, a baby crawls out from under her, and floats in the air.  It 
says how good it feels to have the body of a god, and kills Kerikov.  
It's obvious that this is the new incarnation of the sage, Rashidi.

---

If you have a CF higher than 33, you'll get the "standard" ending, 
where different things happen depending on who you have in your party.

Have Destin: Destin explains that, even though Yumil's lost, the war 
has been won.  He says that he's heading back to Zenobia to tell the 
King what has happened.  Magnus tells him he'll stay and help rebuild 
Palatinus.

CF of 34-66: Frederick becomes king of Palatinus and Magnus becomes a 
great hero in the new Palatinean army.  He is referred to as a person of 
chivalry that owed allegiance to no one; not even his king.

CF of 67-100: Frederick becomes king and dies shortly thereafter in 
battle.  Magnus becomes the new king of Palatinus and leads his country 
to great victory over the Eastern Barbarian tribes in the future.

Ending Scene 1: Gunther Piedmont

Have Troi, Katreda, and Asnabel: Asnabel and Troi are leaving for 
war.  Katreda wishes him luck.

Ending Scene 2: Winnea

Have Meredia: Hugo talks to Meredia about war.  She says how she's 
scared, but she'll fight.

Have Meredia, Liedel, and Biske: Meredia takes note of the fact that 
Liedel and Biske are a couple.

Ending Scene 3: Azure Plains

Have Sheen: Sheen wonders what he should do with his life now.  He 
thinks they're excluding him and he'll show 'em who's boss.

Have Sheen, Carth and/or Paul: The same as above, only Carth and/or Paul 
confront him and convince him to come back (depending on whether you 
got both).

Ending Scene 4: Mount Ithaca

Destin (if you have him) arranges for war with the Bolmaukans (led by 
Vad, if you have him).  Europea (if you have her) shows up and says that 
"he" and his comrades are coming.  If you don't have her, it's just 
another Bolmaukan warrior.

************************************************************
************************************************************

8. Advanced FAQ

Q: What's a Chaos Frame?

A: We all thought the Reputation meter from the original Ogre Battle 
was removed.  Turns out it's still there, but you can't check it.  At 
the end of the game you get an analysis in the form of a numerical value 
from 0-100 of what the people thought of you.  The higher the Chaos 
Frame, the better the ending.

Q: How do I increase my Chaos Frame?

A: There has been lots of talk about what affects Chaos Frame, but the 
biggest, and proven factor is whether or not you liberate towns as 
opposed to capturing them.

To liberate a town, the enemy must have possession of it, first.  Don't 
bother trying to liberate neutral towns because it won't work.  Next, 
check the Morale of the town under Stronghold Information.  You should 
see a number from 0-100.  Match that number, roughly, with the average 
alignment in one of your units.  Use that unit to go to the town and 
you'll liberate it.  The process is fairly lenient.  Any generally 
Chaotic unit will liberate a town with 0-33 Morale.  Any genearlly 
Neutral unit will liberate a town with 34-66 Morale.  Any generally 
Lawful unit will liberate a town with 67-100 Morale.

Generally, given the average alignment of your unit.  You'll have about 
a 20 point dispersal, so if you have someone dead 50, you can liberate 
anything between 30 and 70.  This may seem like a rather wide dispersal, 
but you'll be thanking the Zeteginean Gods for it later on, when you 
have units at 100 or 0 alignment.

There's been a lot of talk about other things affecting Chaos Frame.  
Things such as Magnus' Alignment, having Demons in your party, creating 
a Lich, totally wiping out enemy units, attacking units while they 
sleep.  None of these have been proven to affect your CF, and I 
suggest you just relax and concentrate on liberation.

Q: How does Love and Peace work?

A: Very simple, really.  During a battle you select it.  You pick an 
enemy unit that's in sight and you'll use it on them.  You have a chance 
for a member of that unit to come over to your side.  That character 
disappears from the enemy unit and reappears in your reserves.  I don't 
know the chance of it working, nor do I really want to bother to figure 
it out.

Bottom line, you can use this item to try and get characters you don't 
have the time, patience, or items to get any other way.  For instance, 
I used it to get an Angel Knight, because I didn't want to risk one of 
my characters.

Characters you CANNOT use Love and Peace on:

Grapplers
Knights Templar
Daemons
Knights of Danika
ANY Unit Leaders

Q: What's the deal with Combination Magic and Attacks?

A: Combination Attacks are only for Soldiers.  If you have two or more 
groups of Soldiers in the same row, there's a chance that they'll 
attack together for increased damage.

Combination Magic is much more fun.  When you have two classes that can 
cast the same type of magic in the same row (Elemental, Effect), 
there's a chance that they'll join they're attacks and attack one 
target with a combined spell for increased damage.

The only restriction is that the two spellcasting units cannot have 
opposing elements (Fire/Water, Wind/Earth)

All combo magic (for single target spells) does what's called "splash 
damage".  It hits the target and then hits all adjacent units for a 
small amount of damage.

Combining same elements will simply increase the power of the spell 
and add splash damage.

Here are some other combinations:

Wizard/Sorceress Combos:

Wind/Fire: Plasma Ball
Fire/Earth: Lava Shot
Earth/Water: Clay Assault
Water/Wind: Ionosphere
Bane/Wind: Infest
Bane/Fire: Dark Blaze

Combining one of the lower classes with one of the upper classes gives 
you one of the following spells in a four block area.  Combining two 
upper classes gives you a spell over the entire battlefield.

Wizard or Sorceress/Archmage or Siren Combos:

Wind/Fire: Plasma Storm (Paralyze)
Fire/Earth: Lava Flow (Paralyze)
Earth/Water: Blue Spiral (Poison)
Water/Wind: Atmosphere (Sleep)
Bane/Wind: Inferno (Sleep)
Bane/Fire: Dark Flame (Power Down)

Witch Combos:

Wind/Fire: Bind Flare (Paralyze)
Fire/Earth: Poison Plant (Paralyze)
Earth/Water: Deep Sleep (Sleep)
Water/Wind: Poison Lime (Poison)
Bane/Wind: Black Breeze (Poison)
Bane/Fire: Doom (Sleep)

NOTE: Combos are also available for classes that can cast specific 
spells, such as Black Knights with Word of Pain and Valkyries with 
Lightning, and even Ghosts with Nightmare.

Also, combining Healing Spells, will produce a Healing Spell that can 
cure status ailments.

Oh, and lastly, as nice as it would be, you can't combine Drakonite 
spells.  Sorry...

Q: How do I beat Cockatrices cleanly?

When I attack a Cockatrice, you usually get petrified.  To fix that, you 
need a revive stone which costs 500 GOTH!!!  NO WAY!  So...  

The best way to handle these beasts is to: Attack with golems. Altough 
the Cockatrices are "shooters" and like to attack the back row people 
which may have your leader, this is still a great way to handle them.  
What I do is put my leader in the front and Golems in the back and 
side, and then attack the Cockatrice, or reposition your men so that 
only your golem can be attack by the Cockatrice.  Hey, the best thing 
is, the cockatrice can turn your Golems into Stone Golems.  Pretty 
nice.  

Backup: It'll be even better if the leader of that group has a Hallowed 
Shield, then you're absolutely sure that your unit leader cannot be 
petrified under any circumstances...

2nd best: Attack with one or even better two Witches that can paralyze 
or sleep FAST!  If the Cockatrices can't attack, they can't petrify.  

3rd best: Find a way to attack the unit so that the Cockatrices are in 
the front.  Circle around them, and distract them with another group, 
then close in for the kill.  

4th best: Fight fire with fire.  Attack Cockatrices w/ Cockatrices.  
They are hard to find, but they are good!  If you are gonna do this, 
then make your Cockatrice faster then theirs so you can attack first.  

5th best: Reposition your men so that each one of them isn't adajacent 
to each other.  If they are, and they are attacked, then they may be 
all petrified.  Pretty sucky...  

AND 6th best: Reposition your men so that a zombie or a stupid unit is 
the only one who can be hurt by the cockatrice.  This strategy sucks, 
because if you go to these measures just to not be petrified, then WHY 
THE HELL ARE YOU ATTACKING THE COCKATRIACE ANYWAY! 

************************************************************
************************************************************

8. Miscellany

Didn't want to create a whole new chapter for EACH of these, so all the 
odd stuff goes here.

************************************************************

A. Elem Pedras

Elem Pedras are magical stones filled with the power of the gods.  
You'll be issued one at the beginning of the game.  To use a Pedra, the 
Interrupt Gauge at the top of the screen must fill three times.  Don't 
get discouraged if you can't use them early in the game.  You'll be 
able to soon enough.  Late in the game, you'll find you can use them 
just about every battle.  At that point, you'll see it's not whether 
you can use Pedras, but WHEN...

Anyway, there are six Pedras, each empowered by one of the gods with 
the power of a spirit.  Here they are:

Pedra of Wind - Stone that contains the power of Harnella, the goddess 
of wind.  It is capable of summoning Thunderbird, the spirit of 
lightning.

Pedra of Flame - Stone that contains the power of Zoshonel, the goddess 
of flame.  It is capable of summoning Salamander, the spirit of 
flame.

Pedra of Earth - Stone that contains the power of Berthe, the goddess 
of earth.  It is capable of summoning Golem, the spirit of earth.

Pedra of Water - Stone that contains the power of Grueza, the goddess 
of water.  It is capable of summoning Fenrir, the spirit of ice.

Pedra of Virtue - Stone that contains the power of Ishtar, the goddess 
of virtue.  It is capable of summoning Fatuus, the spirit of light.

Pedra of Bane - Stone that contains the power of Asmodee, the god of
bane.  It is capable of summoning Phantom, the spirit of darkness.

Well, now you know what they are.  So, I suppose you want to find them, 
eh?

For finding the other three base elements, go to Mylesia, Mount 
Ithaca, and Gules Hills and fight several training battles as Magnus.  
Eventually, you'll face a two character unit with one of the characters
being a High Level Dragon of the element of the Pedra.  Defeat that 
group and you'll receive the Pedra.

Pedra of Bane: Go to Jiram in the Highland of Soathon.  In this town, 
either a woman will tell you about the death of her son's dog, or the 
kid himself will tell you.  Bring a spare Hellhound to the town with 
you.  If you don't have one, one can easily be found in the Barrens 
surrounding town.  Return to him with the Hellhound in a unit and he'll 
accept the dog (after a couple of visits) and give you the Pedra of 
Bane.  Very nice...

Pedra of Virtue: Go to Muji, Gules Hills and you'll speak to a man who 
wants you to find his daughter in the Volmus Mine.  Go to Volmus Mine 
and a woman will tell you she went to Mount Ithaca.  Go to Cactovich, 
Mount Ithaca and you'll find the girl, who'll then give you the Pedra 
of Virtue.

************************************************************

B. Rare Items

At certain points in the game, you can get rare items from people.  
Some of these are gifts for particular characters, and you must visit 
the person with that character.  Others you get with Magnus, or by 
performing special tasks at some point in the game.

---

Special Character Gifts

Hallowed Shield
Character: Troi Ttyon
Location: Elgorea, Mylesia

Angel's Brooch
Character: Katreda Birall
Location: Inekell, Gunther Piedmont

Helm of the Fearless
Character: Asnabel Birall
Location: Kinseya, Gunther Piedmont

Red Branch
Character: Liedel Klein
Location: Inze, Fair Heights

Idaten's Mail
Character: Vad Orok Zlenka
Location: Shafferville, Highland of Soathon

Decoy Cap
Character: Sheen Cocteau
Location: Garu Kaio, Dardunnelles II

Rai's Tear
Character: Meredia O'Kiefe
Location: Melthaus, Argent

Starry Sky
Character: Europea Rheda
Location: Fort Hillverich, Vert Plateau

---

Other Rare Items

Note: Items for a specific class (or required to get items for a 
specific class) will not be here.

Medal of Vigor (Portable, Valuable) -
Go to Edepar, Alba with Magnus after the Alba mission.

Annihilation (Spellbook, Drakonite) - 
Sold in Vertze, Alba.  The price starts at 30000 and climbs by 20 Goth 
for every game day.  It peaks at 60000 Goth.
OR
Found southeast of Sondrio, Barpheth.

Meteor Strike (Spellbook, Drakonite) -
Found in Melphy, Dardunnelles for 50000 Goth.  Go there between 6 PM 
and 9 PM on the 6th, 15th, or 21st of any month.
OR
Between Highlands and Barrens Southwest of Furge, Ptia.

Tempest (Spellbook, Drakonite) -
Found Southeast of Surite, Blue Basilica. (across the river)

White Mute (Spellbook, Drakonite) -
Found near a piece of land east of Carella, Argent.

Southern Cross (Armor, Full-body Armor) - 
After storming Winnea, return there and go to Vulge to learn about an 
Angel appearing in the church in Gothpicci.  Take Magnus there Between 
12 and 4 AM.  The Angel will appear.  If you have the Pedras of Bane 
and Virtue, the Ansate Cross from Zenobia border, a Dream Tiara, and a 
high Chaos Frame, you'll be given the Southern Cross.

************************************************************

C. Birthdays

Now, you knew you put your birthday in at the beginning for a reason, 
right?  Well, it turns out you get a present on every one of your 
birthdays!  To access your birthday, go to the Hugo Report, then to 
Events, and then find the scene called "Happy Birthday".  Hit L to view 
the scene.  Your friends will throw you a little party and you'll 
receive a present.

Now, normally, these presents will be supplemental expendables.  Every 
birthday that ends in 0, however, will get you a special item, indeed.

20th: Gallant Doll (Weapon, Doll)
30th: Marching Baton (Portable, Valuable)
40th: Censer of Repose (Portable, Valuable)
50th: Figurine of Sleipnir (Portable, Valuable)
60th: Manual of Warfare (Portable, Valuable)
70th: Mastaba's Barrier (Portable, Valuable)
80th: Charge Horn (Portable, Valuable)
90th: Diadora's Song (Armor, Full-body Armor)
99th: Noish's Promise (Weapon, Sword)

************************************************************

D. Neutral Encounter List

For convenience sake, I've decided to consolidate all possible Neutral 
Encounters in one location.  I'm going to put it by monster, because 
let's face it, you're probably looking for a specific monster, or a 
specific item for free...

Note: The more valuable items have less of a chance of showing up on 
the low level characters.

Undead:

Skeleton - 
Items: Halt Hammer, Torn Cloth
Where: Volmus Mine II, Forests (Lv. 6)
       Dardunnelles I, Forests (Lv. 8)
       Dardunnelles II, Forests (Lv. 16)
       Capitrium, Forests (Lv. 18)

Ghost -
Items: Torn Cloth
Where: Volmus Mine II, Forests (Lv. 6)
       Dardunnelles I, Forests (Lv. 8)

---

Demi-human:

Hawkman -
Items: Halt Hammer, Bandanna, Leather Armor
Where: Mylesia I, Highways/Plains (Lv. 5)
       Volmus Mine II, Highways/Plains (Lv. 6)
       Crenel Canyon II, Highways/Plains (Lv. 9)

Vultan -
Items: Baldr Club, Hachigane, Hard Leather
Where: Wentinus I, Highways/Plains (Lv. 16)
       Dardunnelles II, Highways/Plains (Lv. 16)
       Wentinus II, Highways/Plains (Lv. 34)

Raven -
Items: Baldr Axe, Armet, Hard Leather
Where: Wentinus I, Highways/Plains (Lv. 16)
       Dardunnelles II, Highways/Plains (Lv. 16)
       Aurua Plains, Highways/Plains (Lv. 32)

Pumpkinhead -
Items: Heal Leaf, Dowsing Rod
Where: Highland of Soathon, Forests (Lv. 11)

Gremlin -
Items: Heal Seed, Quit Gate
Where: Mylesia I, Forests (Lv. 5)
       Volmus Mine II, Plains (Lv. 6)
       Mylesia II, Forests (Lv. 11)
       Mount Ithaca, Forests (Lv. 13)
       Fair Heights, Forests (Lv. 17)

Faerie -
Items: Heal Leaf, Silver Hourglass
Where: Mylesia I, Plains (Lv. 5)
       Mylesia II, Plains (Lv. 11)
       Sable Lowlands, Plains (Lv. 12)
       Mount Ithaca, Plains (Lv. 13)
       Fair Heights, Plains (Lv. 17)

---

Dragons:

Young Dragon -
Items: Heal Seed
Where: Tenne Plains, Forests (Lv. 2)
       Volmus Mine I, Forests (Lv. 2)
       Zenobian Border, Plains (Lv. 5)
       Alba, Forests (Lv. 8)

Thunder Dragon -
Items: Heal Seed, Sum Mannus
Where: Mount Keryoleth I, Barrens (Lv. 15)
       Gules Hills I, Barrens (Lv. 16)
       Celesis, Barrens (Lv. 20)
       Ptia, Snowy Barrens (Lv. 28)

Red Dragon - 
Items: Heal Seed, Sword of Firedrake
Where: Audvera Heights, Highlands (Lv. 12)
       Azure Plains, Highlands (Lv. 14)
       Fair Heights, Highlands (Lv. 17)
       Blue Basilica, Highlands (Lv. 26)

Earth Dragon -
Items: Heal Seed, Axe of Wyrm
Where: Alba, Forests (Lv. 7)
       Mount Keryoleth I, Forests (Lv. 15)
       Azure Plains, Forests (Lv. 14)
       Vert Plateau, Forests (Lv. 19)
       Temple of Berthe II (Lv. 22)

Blue Dragon -
Items: Heal Seed, Cyanic Claw
Where: Gunther Piedmont, Marsh (Lv. 7)
       Sable Lowlands, Highlands (Lv.12)
       Gules Hills I, Marsh (Lv. 16)
       Tybell, Marsh (Lv. 30)

Platinum Dragon -
Items: Heal Seed, Ytival
Where: Crenel Canyon II, Barrens (Lv. 9)
       Highland of Soathon, Highlands (Lv. 11)
       Vert Plateau, Highlands (Lv. 19)
       Capitrium, Highlands (Lv. 18)
       Celesis, Highlands (Lv. 20)
       Barpheth, Snowy Highlands (Lv. 27)

Black Dragon -
Items: Heal Seed, Kerykeion
Where: Mylesia II, Forests (Lv. 11)
       Tremos Mountains I, Forests (Lv. 23)
       Barpheth, Forests (Lv. 27)
       Tybell, Forests (Lv. 30)

Hydra - 
Items: Snow Orb
Where: Wentinus II, Marsh (Lv. 34)

Tiamat -
Items: Angel Fruit, Goblet of Destiny
Where: Aurua Plains, Forests (Lv. 32)

---

Monsters:

Wyrm -
Items: Power Fruit
Where: Tenne Plains, Barrens (Lv. 2)
       Mylesia I, Highlands (Lv. 5)
       Volmus Mine II, Highlands (Lv. 6)
       Mylesia II, Highlands (Lv. 11)

Wyvern - 
Items: Cup of Life, Champion Statuette
Where: Tremos Mountains I, Highlands (Lv. 23)
       Temple of Berthe II, Barrens (Lv. 22)
       Wentinus II, Highlands (Lv. 34)

Griffin - 
Items: Power Fruit
Where: Crenel Canyon I, Highlands (Lv. 3)
       Zenobia Border, Highlands (Lv. 5)
       Gunther Piedmont, Barrens (Lv. 7)
       Crenel Canyon II (Lv. 9)
       Mount Ithaca, Highlands (Lv. 13)

Opinicus -
Items: Angel Fruit, Crystal of Precision, Stone of Quickness
Where: Temple of Berthe II, Highlands (Lv. 22)
       Romulus, Barrens, (Lv. 24)
       Tybell, Highlands, (Lv. 30)

Cockatrice - 
Items: Revive Stone, Scroll of Discipline
Where: Audvera Heights, Forests (Lv. 12)
       Mount Keryoleth I, Highlands (Lv. 15)
       Temple of Berthe II, Snowy Highlands (Lv. 22)
       Romulus, Highlands (Lv. 24)
       Mount Keryoleth II, Barrens (Lv. 34)

Sphinx - 
Items: Angel Fruit, Altar of Resurrection
Where: Argent, Forests (Lv. 29)

Hellhound -
Items: Power Fruit
Where: Crenel Canyon I, Forests (Lv. 3)
       Zenobia Border, Barrens (Lv. 5)
       Highland of Soathon, Barrens (Lv. 11)

Cerberus -
Items: Angel Fruit, Goblet of Destiny, Flag of Unity
Where: Gules Hills I, Forests (Lv. 16)
       Barpheth, Barrens (Lv. 27)

---

Golems:

Golem -
Items: Heal Leaf
Where: Tenne Plains, Highlands (Lv. 2)
       Volmus Mine I, Highlands (Lv. 2)
       Mylesia I, Barrens (Lv. 5)
       Gunther Piedmont, Highlands (Lv. 7)

Stone Golem -
Items: Kite Shield
Where: Audvera Heights, Barrens (Lv. 12)
       Tremos Mountains II, Highlands (Lv. 21)

Baldr Golem - 
Items: Baldr Shield, Baldr Armor
Where: Romulus, Highlands (Lv. 24)
       Argent, Barrens (Lv. 29)

---

Demons:

Goblin -
Items: Heal Leaf, Short Sword, Plate Mail
Where: Mount Keryoleth I, Forests (Lv. 15)
       Tremos Mountains II, Forests (Lv. 21)
       Ptia, Forests (Lv. 28)
       Blue Basilica, Forests (Lv. 26)

Ogre -
Items: Warhammer, Leather Armor
Where: Tybell, Highway (Lv. 30)

Gorgon -
Items: Revive Stone, Composite Bow, Love and Peace
Where: Ptia, Snowy Forests (Lv. 28)
       Latium, Forests (Lv. 33)

************************************************************

E. Scene Progression

This is how you can progress through the scenes in the game.

                       1
                       |
                       2
                       |
                       3
                      / \
                     4---5 (must complete both missions)
                       |
                       6
                       |
                       7
                       |
                       8
                       |
                       9
                       |
                      10
                       |
                      11
                       |
                      12
                      /|\
                     / | \
                   13-14-15 (completing 15 moves you on, if you haven't 
                         /|  completed 13 or 14, they close)
                        / |
                      16-17 (can complete both 16 and 17)
                       | /
                       |/
                      18    (after 18, 16, 17, and 18 close)
                       |
                      19   
                       |
                      20
                       |
                      21
                      /|\
                     / | \
                   23 22>24 (must go to 24 after 22, can't go to 22 
                     \   /   after 24)
                      \ /
                      25
                       |
                      26
                       |
                      27
                       |
                      28
                       |
                      29
                       |
                      30
                       |
                      31
                      / \
                    32--33
                     |   |
                     |  34                   
                     |\  |
                     | \ |
                     |  35
                     |   |\
                     |   | \
                      \ /  36
                      37  
                       |   
                      38  (after 38, any of 32-36 not completed will
                       |   close)
                      39
                       |
                      40
                       |
                      41
                       |
                      42
                       |
                      43  (43 is only accesible if you have a low CF
                           and no Zenobians)

************************************************************

F. The 55 Item Cheat

NOTE: I strongly suggest you go through the game normally before trying 
this trick to get the full experience, because this cheat makes the 
game far easier...

Okay.  Now that that's settled...

The basic gist of this trick is that you can create 55 of a specific 
item.  This works for Supplemental Expendables, and Portable Valuables.

If anyone has proof it works on any other kind of item (or not for a 
specific one in this group), let me know...

Okay.  First, you're going to need at least one of the item you want to 
make 55 of.  Sorry.  No getting a billion Urns of Chaos right off the 
bat.

Set up a unit, with one of the characters being able to carry only one 
item,  and load it up with a bunch of items.  Doesn't matter what.  Heal 
Leaves work fine.  Make the last two item slots blank.  Put the item 
you want in the last slot, leaving the 2nd to last blank.

Now, go to Remove Characters and remove a character that can carry just 
one item.  This moves the item you want into the new last slot 
(previously blank), BUT it also creates a new item, which is put back 
into your depot.  Now you have an extra item, but the fun doesn't stop 
there!

Now, remove the item you want from that unit and back into the depot, 
using the Carry Item function.  Since you already technically have zero 
equipped (according to the Item List), it'll roll over to 55.  Now, 
you'll have 55/01 items (or 55/02, or however many you had before).

Well, now you have 55 items, but you can't access them, because they're 
in the "equipped" slot.  What you need to do now is go to the Sell Item 
screen, and sell one more than the second number next to the item.  So, 
if the number's 55/01, sell two, if it's 55/02, sell three.  This will 
cause the second number to roll over to 55.

Now, leave the Organize Screen and come back, and you'll now have 0/55 
of the item.  Now, you can use it to your heart's content, or sell them 
off for major cash.

Only problem is that strange things can happen to those items after 
you save and shut the game off.  For instance, I used it to get 55 Cups 
of Life, and after I went back to the game, I had 27.  To the best of 
my knowledge, your items will never completely disappear, but the number 
may change.  Really, there isn't a problem.  You can just do the trick 
again for another 55.

************************************************************
************************************************************

9. Legal

This FAQ was made 100% by me, CyricZ.  You may not take it in whole or 
in part and claim it as your own. You may not alter it in any way, even 
if you ask me first, and that includes putting it in HTML format.  
Please don’t post this on your site unless you have express consent by 
me.  I’ve put a lot of time into this.  Give me some credit...

Currently, the following sites have permission to post my FAQ.

www.gamefaqs.com
vgstrategies.about.com
rwartrow.yahoo.com
www.cheatcc.com
www.happypuppy.com
www.cheatstop.com
www.neoseeker.com
www.gamespot.com
www.ogrebattle64saga.8k.com
ishibishi.8m.com
www.gamesteronline.com
www.gamexperts.com

If you find any sites that have this FAQ besides those listed, please 
let me know.

************************************************************
************************************************************

10. Credits

CJayC - For putting this up on his site.

Lunatikk - Was the first to give me a bunch of new classes: Paladin, 
Diana, Priest, Beast Master, Zombie, Ghost, Vultan, Raven, Pumpkinhead, 
Gremlin, Faerie, Wyvern, Cerberus, Young Dragon, Platinum Dragon, 
Blue Dragon, Sword Master, Ninja Master, Freya, Siren, Vampire, 
Bahamut, Cockatrice.  Now, get out of my bushes! ^_^

MetroidMoo - For info on Golems.

Brian Jones - For some info on besting the ever annoying Cockatrices...

MtnRige - For Black Knight and Archmage

Kami - For info on how to get Vad

King Tut - THANK YOU, THANK YOU, THANK YOU for letting me use the class 
change stats on his website

supergremlin - For telling me the enemy uses Revive Stones.

Andrew - For the Baldr Golem class

The Juggernaut - For pointing out to me a few tips on experience 
building.

Duke Frederick - For supplying me with a preliminary strategy for 
Scene 23.

Wicked Souls - For the excellent Witch combos!

Eagles - For the definitive word on Aligment requirements.

Eagles and Mighty Pang - For a good starter walkthrough for Tremos 
Mountains I.

Adam Hutch, Freedan, Bumper - For supplying me with item info.

MetroidMoo - For allowing me to use his FAQ for some of my items.

Rashidi and Chameleon - For info on the Vanity and Superior Knight
Class' attacks.

ultron, epic, EvanMacD - For Netural Encounter info.

Nash Blade and other users on the GameFAQs boards - For discovering the 
55 Item Cheat.

************************************************************
************************************************************

11. Version Updates

Version 2.5 - 12/20/2000 - God, I hate Finals week.  Anyway, I finished 
pretty much all the missions on hidden items and whatnot.  Just have to 
make myself a complete Tremos Mts. I walkthrough, and get that bonus 
mission, and we should be all done...

Oh yeah...  Got an interesting cheat up in the Miscellany section...

And I'll be postponing updates for a while, until I get back from break.
That'll be until about Jan. 13, so don't expect anything from me 
between those times...

Version 2.4 - 12/9/2000 - Okay.  Did a lot.  Rearranged all the Items, 
and finished off a ton of missions with enemy levels and hidden items.

Version 2.3 - 12/3/2000 - Well, that's pretty much all of the missions, 
except the bonus mission that you get for beating the game with no 
Zenobians and having a low Chaos Frame.

Version 2.2 - 11/29/2000 - Such a short amount of time, but such a big 
update.  I've added the Miscellany section, and consolidated all the 
Neutral Encounters into one section.  Oh, and a few more missions, too.

Version 2.1 - 11/26/2000 - Two more missions.  One of them being the 
first, and one being the last.  That's right.  I beat the game, and I'm 
now accepting any and all pieces of info.

Version 2.0 - 11/20/2000 - About four or so more missions.

Version 1.9 - 11/17/2000 - Two more missions, and Tiamat thrown in for 
your troubles, not to mention numerical values for the Alignment 
requirements.

Version 1.8 - 11/10/2000 - Five more missions, the Princess class, as 
well as Gorgon and Sphinx.

Version 1.7 - 11/7/2000 - Two more missions, and I've added Debonair, 
Destin, and Gilbert.  Happy day!

Version 1.6 - 11/2/2000 - Three more missions, as well as Angel Knights 
and Seraphim added.

Version 1.5 - 10/31/2000 - Two more missions, and I've changed the 
format once again.  I will now have Hidden Items in the missions.

Version 1.4 - 10/28/2000 - A couple more missions, and several of the 
master Dragon classes.

Version 1.3 - 10/26/2000 - I know it's a little late to change the 
format, but I'll have to do it soon anyway, so I've added Level and 
items carried to each of the opposing units in my Mission Walkthroughs.

Also, I'm building a small shrine to King Tut.  He's a veritable god in 
my book.  He allowed me to use information from his site: 
http://kalynuik-s.tripod.com.  This allows me to put up stat 
requirements for all required classes!  Yay!

Version 1.2 - 10/22/2000 - See Version 1.1 ^_^

Version 1.1 - 10/19/2000 - More missions, and some more items.

Version 1.0 - 10/15/2000 - Since it's actually starting to look like a 
real FAQ, we're above 1.  Added the first Mission Walkthrough (for 
Scene 10) and some more classes, more items, etc...

Version 0.5 - 10/14/2000 - The first bit.  Intro, Legal, the Classes I 
had and Items and such...

************************************************************
************************************************************

12. The Final Word

FAQ #2 out and ready.  Phew.  This one was a lot harder to do than 
the Perfect Dark FAQ.  RPGs tend to be as such.

Remember, if you want to submit to me, make sure you check to make sure 
your stuff isn't already in the FAQ.

I'll take any info you got.  Items, Neutral Encounters, the few Special 
Characters I have missing, whatever...

One final note:

Some people have asked me about how they're doing, or if their units 
are any good.  Also, some ask me what my best teams are so that they 
can emulate me.  Let me just say that there are a million and a half 
ways to play this game, and my best units are not going to be YOUR best 
units.  Don't always go looking to me for answers.  This is your war, 
not mine.  You know how best you can fight it.  I'm just giving you a 
road map.  You have to make the journey.

Have fun!

Top 25 Hottest Video Game Girls of All Time
Grand Theft Auto V Top 10 Best Cheats
Grand Theft Auto V Full Vehicle List

Show CheatCodes.com some Love!