BRIGANDINE
                     *The Legend of Forsena*
                            FAQ By:                    
                          Dhan Samson  
                    --Mystical Ninja Warrior--
                        morris@webquest.com
              
------------------------------------------------------------------------
V1.0 - 3/25/99
     - Contains playstyle tips, some info about characters and incomplete list 
       of monsters and classes of warriors.
V1.1 - 4/3/99
     - More information on game characters, more monsters. I corrected
       the code for Esgares Empire, it is not L1 + R1 + start, 
       but L2 + R1 + start
V1.2 - 4/13/99
     - Added elemental slots for monsters, no slots for knights though.
     - Added new promoted monsters
     - Added some information on gameplay
     - Corrected Flaws
     - Corrected some minor spelling problems
     - Monster list is complete, I think
     - I've been questing, so there's a list of quests I got
V2.0 - 4/18/99
     - New generals are added
     - Finally figured out something about Criticals, see Explanation of
       Gameplay section
     - New quests added
     - Elemental Slots for Generals 
     - Added information on the Snake of Chaos 
     - Added Reader Contributor Section
V2.1 - 6/23/99
     - First update in months
     - Added End Loss of Countries section
     - Added new quests
     - My hands have been very busy with Legend of Legaia
       and, FF VII
v2.2 - 9/3/99
     - Added a new reader contributor
------------------------------------------------------------------------
TABLE OF CONTENTS
I.    Introduction 
II.   Story
III.  Explanation of gameplay
IV.   Reader Contribution
V.    Monster List
      - Ghouls          - Wyverns         - Angels
      - Hounds          - Rocs            - Demons
      - Giants          - Hydras          - Scorpions
      - Golems          - Jinns           - Mandrakes
      - Unicorn         - Centaurs        - Mermen
      - Pixies          - Dragons         
      - Lizards         - Gryphons
VI.   Character Information
VII.  Endings
VIII. Quests
IX.   Others
X.    Credits
________________________________________________________________________
I. Introduction
------------------------------------------------------------------------
 Located on the central plains of Forsena, Almekia finally brought peace to the 
land by  defeating the country of Norgard, in 214. The long war was 
finally over...
 However, in the second month of 215, Admiral Zemeckis assassinated 
King Henguist of Almekia. Almekia collapsed and Zemeckis proclaimed himself
emperor and established Esgares. He was possessed by the desire to 
conquer the world and began his assault on neighboring countries.
 You will become one of the Knights of the Rune and participate in the war for 
the continent. You mission: Bring peace back to Forsena.......
 
 Brigandine is a fine strategy game from Atlus. The fight scenes make the 
game a bit more fun and lenghty. But the downside of this game is that
it gets really monotonous and very boring. But it's still great.
________________________________________________________________________
II. Story
------------------------------------------------------------------------
 Welcome to the land of Forsena, The land where the people are guided by the 
Runes. 
The time is just a few years after New Almekia has defeated the country of 
Norgard. 
Admira Zemeckis is accused of being a traitor to the country. Cador, his right 
hand has 
adviced him of really turning his back on the Kingdom to build his own empire 
that consists of all seven countries. He and his followers then betray their 
country and assassinate the King. The Prince, Lance, luckily, is able to escape 
with the aid of loyal servants. The massacre included burning of the kingdom 
and Zemeckis is victorious.
 When Zemeckis was about to kill Lance, Gereint saves him and is wounded. Just 
when all hopes of Prince Lance ever escaping was lost, an unexpected brunette 
Lady
Knight came to save him from death, the Lady Knight and Zemeckis duel, while 
Gereint 
and Lance escape, not knowing about the fate of the unknown Knight. Then, 
Zemeckis proclaims himself Emperor of Esgares Empire.
 Now, that he is safe, the prince seeks help from former friends of his father. 
After King Coel stepped down from his position as King of Padstow, Lance is 
proclaimed as King of New Almekia.
This is where the game begins..............
------------------------------------------------------------------------
 Kingdoms
------------------------------------------------------------------------
 If you haven't noticed yet, the game is based from Greek and Norse
Mythology. The eight-legged horse is Odin's Sleipnir, taken from Norse
Mythology. And Balder is a Norse god, and the same goes for Loki and
Thor. The Valkyries are Odin's maidens and they take you to their version
of Heaven. Hydra is the monster Hercules slaid, and Poseidon is the 
Greek god of water. Centaurs are also taken from Greek mythology, and 
the Pegasus is the animal that pulls Apollo's chariot. Not really 
important, but I thought you ought to know.
  When You begin the game, you are made to choose one of the six Kingdoms. 
Here is the list of the kingdoms and their ruler.
 
 New Almekia - The rebellious kingdom formed by Prince Lance and his
               followers. Most of the Knights/Followers here are 
               pupils of those who are in Esgares Empire.
 
 Norgard - Ever since the death of King Dormeditt, and their defeat from
           Almekia, the Tundra Kingdom has been silent for a long time.
           Now ruled by King Vaynard, the White Wolf, they plan to 
           take matters into their own hands and conquer the continent.
 
 Iscalio - Ruled by the Mad Tyrant King Dryst, most generals here seem 
           to be mad as well (clown generals!), Dryst plans on an
           assault on all three countries at the same time, Leonia, 
           Caerlon, and Esgares.
 
 Leonia - The religous country of Leonia is ruled by queen Lyonesse, and
          seeks peace. Most of their magics are Holy, or concentrates
          with healing. Offered allegiance by Norgard, they refuse, 
          and Vaynard declared war between Leonia and Norgard.

 Caerlon - Ruled by Cai, Lance's old time friend, both Caerlon and 
           New Almekia form an alliance to defeat Esgares Empire
           and destroy Emperor Zemeckis. Cai has already forseen 
           the events that took place on the fateful day of 
           Zemeckis' take over.

 Esgares - Perhaps the most powerful Kingdom in the game, Esgares is
           ruled by Zemeckis. The Generals of Esgares Empire are
           mostly the Mentors of other generals from other countries.
           Why they are allied with Zemeckis and betrayed Almekia is 
           a mystery.
           (Esgares Empire is a hidden country, to enable it Press and
           hold L2 + R1 + start when at the country select screen.)
________________________________________________________________________
III. Gameplay
------------------------------------------------------------------------
 If you play with "Magic: The Gathering" TCG, you won't have much
trouble because the gameplay of Brigandine works similarly. Here are
some tips when playing the game:

 * There are contradicting elements here try thinking of the colors here
   this way
   White = Holy
   Black = Evil
   Red = Fire and Electricity
   Blue = water
   Green = Earth
   So, White is strong against Black and vice versa; while Blue is
   strong against Red. Green has no counterpart, besides there are
   few green creatures. 
 
 * Some creatures deal more damage to a creature of one color, than 
   another creature with a different color.
   Example:
    A white creature will deal more damage to a Black creature than to a 
    Blue creature.
    (The color of a creature can be seen on it's slots, but some 
     creatures do not have any color, like wyvern)

 * Some spells will deal more damage to a creature of one color than
   another, so don't wonder why Geno-flame will deal more damage to
   an enemy which is far from the general that casted it than an enemy 
   closer to the caster. 
   Example:
    Cador (Esgares Empire General) casts Geno-flame, It might deal more 
    damage to a Hydra 3 hexes away than a  Red Salamander beside him.
   NOTE: This also goes for specials like Hellfire.
 
 * You can only summon Basic creatures (original form), so don't wonder
   why you can't find a castle that can summon a High Centaur. You can
   only get these kind of creatures by Making their levels go up.

 * Contrarie to what I once said, the damages are set. The reason I thought
   that holding D + F + S will raise your chances of a critical is that I
   did 4 criticals with Mira in a row (attack, react, counter-attack, next
   turn) to the same general. Now I know that the damages are set, this 
   happened because I never moved Mira from her position. This happened 
   again when I played as Cador, Escalados and Shiraha against Paternus,
   Filo and Langueborg. When I placed Cador in this certain position, I
   always attacked and counter-attacked with Dolorous Stroke, but when I 
   moved him from that position, and his attacks and counter-attacks were
   always the Cross Cutter. Now when he retreated and a Pegasus occoupied
   his former position, it was always Back Kick. I guess it is set.     

 * You cannot equip monsters with weapons.

 * When fighting battles, try to end the fight quickly by trying to kill 
   opposing Generals immediately. This is also useful because if you 
   kill the generals first, some of their monsters will not be able 
   to leave and you may capture them when you win the battle. 
 
 * To be able to promote creatures, during your organize phase, choose 
   organize on the menu, choose class, and the creature.

 * When fighting Mages, do not sorround him, it will be foolish. They
   will use Geno-flame, Geno-Thunder when you least expect it so try 
   to kill him from a distance with Archers, Centaurs, or kill them with
   one creature at a time that can get pass your opponent's defenses,
   like Wyverns, Rocs.

 * When Fighting Against Cador, watch out because just when you thought
   you are about to win, all of a sudden he uses Geno-Flame that turns 
   the tides and one by one, his monsters kill your promoted monsters 
   in a snap.

 * Try to kill rulers first when in battle so the enemies retreat.
   Or, try Stoning the two other Generals, and kill the ruler.

 * Try to take out first Leonia/Norgard/Iscalio.

 * When playing as New Almekia, you only have to worry about Esgares and 
   Norgard because  Caerlon will watch your back, take advantage of 
   this and seal open castles with 1 weak and 2 strong Knights. 

 * When you move a Knight to another castle, he can' attack immediately,
   it will take a month before he can attack another castle
   again, which is, if you compare to MTG, "summoning sickness".  

 * Before you attack a castle, look again at the status of the castle, 
   because sometimes you look at a castle during your Organize Phase 
   and see only one knight is defending it. Then, during your Attack
   Phase, you look at it again just to find out Cador and Zemeckis
   are there.

 * Questing knights do not return for sometime, mostly a month or two,
   so see to it that their previously guarded castles have at least 
   three troops in it.

 * Try to paralyze/petrify/stone leaders so they can't escape, retreat
   counter attack or cast spells. The best way of doing this is using

   a Roc. Remember though, damage that you cause on stoned leaders will
   be lesser than normal.

 * In 60 years, if you haven't completed the game yet, The Snake of Chaos
   will come, and it's gameover.

 * If there are bridges in places where you are fighting, try this:
   Put a 2-3 Dragons/Hydras/Fafnirs/Salamanders/Tiamat, in front of the 
   bridge to block any assaulting troops, and use long range breath attacks
   to damage all of them simultaneously and place Centaurs/High Centaurs/
   Lancers/Scouts/Archers/Mages behind them to deal damage at the back row
   without the risk of dying. Now use flying troops to go through the water 
   and to their mages/clerics/spellcasters to kill them. Remember, only
   water based creatures can pass through the water, or Flying creatures.

 * You can also get 2nd level/ 3rd level promoted monsters when fighting
   other countries so don't kill those precious high level monsters 
immediately.
   try to lower it's life to 100HP. But if it keeps ruining your Plan, don't
   hesitate to kill it.

 * When you have a Stoned/Poisoned Monster/General, the enemy will use his 
   monsters to gang up on him. so if this happens on a mage/sorcerer/Cador
   heal him and make him use Geno-Flame/Geno-Frost/Holy Word to even the odds.
   But if he's Stoned/Paralyzed, cure him, then heal him and then let 
   another spell-caster to use Geno-Thunder. Or Use Geno-Thunder first before
   healing and curing him so the damage he will take will be lesser. Poisoning
   usually happens to Dragons.

 * To level up a unit quickly, try this:
    Use weakness on an opposing powerful monster (Hydra), and move a troop with
   the opposite elemental to attack it (Dragon/Salamander). Move another Dragon
   to it, and make him strike the finishing Blow. This is a good tactic and the
   Dragon/Salamander will take very little in return (19 Damage, and I'm not
   kidding!).

 * When defending important or key castles (Logres, Camelford etc.), do it by 
   any means necessary if your troop aren't good enough. Sacrifice creatures
   (not Fafnirs/Salamanders or the like) just to defend it. Never mind the 
loss.

 * When attacking Leonia, 2 troops will be enough because their leaders 
   aren't even above level 20. So Shiraha and Escalados can do without the 
   aid of a mage/bishop.

 * Keep in mind that level 30 is the final level so any EXP. Points gained 
   will be null and void because they won't level up anymore.

 * Yes, the enemy goes to quests to, that explains how Aldis came to 
   join Norgard, and one of my final enemies. 

 * When playing as New Almekia or Caerlon, do not attack Caerlon or Almekia, 
   if you do so, not only will you lose an ally, you will have more 
   enemies, and you will have to worry about three countries. 

 * Great Combinations:
   Cador, Escalados and Shiraha.
   Zemeckis, Cador and Gish.
   Cador, Escalados and Gish.
   Shiraha, Escalados and Gish.
   Mira, Millet and Ranguinus.
   Lance, Melegeant and Coel.
   Lance, Melegeant and Halley.
   Vaynard, Guinglain and Roadbull.
   Dryst, Iria and Camden.
   Daffy, Iria and Camden.

 * The order of turns are not by random, but by the levels of generals. 
   The one with the highest level goes first, but if there are generals 
   that have the same level, they take turns alternately. So the computer 
   is not cheating if on the first turn, one of your knights goes first, 
   but on second turn, somebody else does. If your general levels up, his
   turn will change.

 * You can capture any kind of creature! Yes, that's right! Actually, I 
   was able to capture a Salamander from Gereint, and a Gigas from Dryst!
   Take advantage of these. Injured creatures have higher chances of being 
   captured.

 * Beat the game on hard mode  during 3rd month of 218 with:
   Lv.30 Cador - Lv.20 Vampire Lord, Lv.21 Bahamut, Lv.30 Vampire Lord
   Lv.30 Zemeckis - Lv.21 Lilith,  Lv.19 Fairy, Lv.25 Salamander, 
                    Lv.15 Red Dragon, Lv.7 Unicorn
   Lv.30 Escalados - Lv.20 Fafnir, Lv.30 Pegasus
   Defeated Vaynard, Guinglain and Aldis.

 * The Attack of a general is named after the weapon it is equipped with,
   but if he has no weapon equipped, the name of his attack will be his 
   basic attack.
   Example:
   The normal attack of a Shogun type General is Katana Blade but if he is
   equipped with a weapon like Kaze, then his attack will be Kaze.
   The normal attack of a Cleric type General is Pilgrim Rod, but if she
   is equipped with Madonna's Rod, then her attack will be Madonna's Rod.

 * If playing as Esgares Empire, I suggest try to raise your generals'
   levels by attacking most of Leonia first. then return to your territory 
   with your high level generals and send another troop of weak (around level 
14) 
   generals and one high leveled to attack the rest of Leonia. Then, make 
   the strong troops attack the other countries below. This works well if
   you send black-elementaled generals to attack because most of Leonia's 
   generals are aligned to white elements.

 * When playing as Leonia, I suggest that in the first few months, quest.
   This way, you might gain new knights for battle since you have very few.

 * Using the Heal spell on a Black elemental creature/general will be very
   effective. Black spells work well on White creatures, and the same 
   goes for Red creatures and Blue.

 * Most Creatures work well on certain areas of the battlefield.
   Example:
    A Mermen or Hydras work well in aquatic surfaces like lakes or 
    rivers. Mandrakes move faster in Forests, and Hounds do on barren
    cliffs, mountains. Centaurs move faster in forests, too. Flying
    creatures work mostly the same in any surface.

________________________________________________________________________
IV. Reader Contribution
------------------------------------------------------------------------
 Some readers have helped me in making this FAQ by reminding me of some
Parts I've missed and forgot to add. Thanks to Terry Luster for being
the first person to remind me of this. Here is what he added:

--------------------------------------------------------------------
 Hi Dhan,

  I just read your FAQ for Brigandine,and would like to share some
 of my observations with you. I've been playing the game for a few
 months,and beat it with every country on the hard level,I'm hooked!

 Nobody's FAQs or Walkthroughs mention:

 Leveling up- 
              Whatever monster or knight delivers the fatal blow to an
              enemy unit,gets a substantial amount of experience points.

              I've leveled up Demons & Angels rather quickly by allowing
              them to deliver the fatal blow (or spells)to monsters & knights.

              Dragons & Hydras level up quick with a power spell casted on
              then use their breath attacks. Get a fairy,and cast react
              to do it twice,you'll get a Salamder or a Fafnir in no time.

              You also get more experience by taking out as many monsters
              as possible,your units will level up faster. I only concentrate
              on killing the knights or leaders if the matchup isn't great.
              If you're well matched, kill'em all!

 Attack is the best defense-

              If your enemy is sticking it's three best rune knights on one
              of your weaker trios of knights,attack them first,then retreat.
              This is also a great way to level the playing field at the
              start of the game. Take out Dryst's Bahamut,then retreat.
              Attack him again,then take out that Gigas,then retreat.
              He'll eventually loose any advantage without having any
              high level monsters,then you can wipe him out.

 The enemy goes on quests too-

             It's the only way to explain how they mysteriously get
             second level monsters,when you completely wiped them out
             in a previous turn. I make sure my enemies don't have
             high level monsters.

 Thanks for your time
 Terry Luster
-----------------------------------------------------------------------

 Yes, This is true, but the problem is that the Power spell (as I've
 observed) lowers the Hit Rate of Monsters, but if you could get it to 
 connect, good for you. It's also a good tactic to stone all leaders, or
 the Ruler (if your fighting him), so you can beat them like a punching
 bag, but have absolutely no way of retreating (works well for Leonia).
 It is also true that the Knight/monster that delivered the finishing 
 blow to an important general/rulers will recieve more experience points
 than others.

 Another one is a guy named Bryan who helped me out. Here is his message:
-----------------------------------------------------------------------
Return-Path: jeffmerridith@mindspring.com
From: jeffmerridith@mindspring.com
To: <morris@webquest.com>
Subject: Please see attached!!
Date: Mon, 21 Jun 1999 22:05:32 -0400

To get the Chocobo Materia all you have to do is go to the Chocobo Ranch.
Right when you walk in go to the fence.Then walk to the right until you come
across a little piece of materia and, whalla.

Oh yeah, do you know anything about Bulniol and the secret monsters (like the 
um...um...GOD DRAGON} well e-mail me back and we can talk ff7 so e-mail me!
Please!!!!!
-----------------------------------------------------------------------

This is Bryan's letter (don't know his surname!). I altered the spelling a
little bit, and removed some things. My response:

First, thanks for the information about the Materia. About the God/Gold
Dragon, I doubt it even exists. I don't even know who started this rumor(?),
but if anyone knows anything about this, or has obtained this Dragon, e-mail
me about it. As for Bulnoil, I recommend consulting other guides and FAQs
posted at GameFAQs.com, especially the one made by Mr. Scott Ong.
-----------------------------------------------------------------------
Return-Path: surving@warwick.net
Date: Wed, 01 Sep 1999 15:51:46 -0400
From: Richard & Natalie Surving <surving@warwick.net>
Organization: Surving Studios
To: morris@webquest.com
Subject: Brigidine

Hi the name is Mark and I enjoyed your FAQ for Brigidine.  A really
helpful strategy
when you have 3 weak knights and let's say your about to be attacked by
the Esgares Empire and they have Zemeckis Cador and Shiraha.  If you
fought them normally you would get creamed but I know a way to win.
Just separate your three knights and head for the three different
corners of the map.  Just don't fight the opponent at all costs!  It
also helps if you have cheap flying creatures
that are only on level 1.  The enemy will then head for one of the
groups and sometimes if
they have mages will waste a couple of turns casting power.  You WILL
have to retreat with your first group they came after.  By this time
your other two groups should be in the corners.  Your enemy might be
able to get to your second group before time runs out but that's
unlikely.  This also works if their most powerful knights attack and
leave their base unprotected.  Thanks for your time and please put my on
your credits.  Thanks!
-----------------------------------------------------------------------
Thanks too Mark. Your tip will prove very useful to other players out there.
________________________________________________________________________
V. Monster List
------------------------------------------------------------------------
 Here is a list of monsters in Brigandine. I will no longer specify the range 
of hexes because other FAQs a GameFAQs have done that. Some creatures 
have requirements, except Basic creatures. Also here is the explanation of
their special abilities.

 - Flying: When a creature without flying attacks a creature with
           flying, the damage will be 20% less than the damage he 
           will be able to deal to a creature also without Flying. On
           the other hand, a creature with Flying will be able to deal
           100% damage to a creature whether or not it has flying. 
           (This is true unless the attack of the creature without
           flying is a long range attack. ex. Hunter Shot, Acid
           Breath or Bat Attack)

 - Recovery: A creature that has recovery capability (ex. Vampire), 
             regains HP each turn (Turn 1) equal to the amount 
             specified (ex. 5% of max HP). 
 
 - Hit and Away: The Hounds have the ability to move after attacking,
                 this can only be done once each turn, and cannot 
                 attack another enemy after moving this way.

 - Limit: Some attacks, like Maelstorm, are Limited and can only be used
          only on a certain Position or Occassion, like in water only
          can only be used in water. A limited attack is labeled 
          accordingly to where it can be used.  

 - Immunity: Some creatures, Golems to be specific, are immune to
             abnormal statuses, this means they cannot be poisoned,
             stoned (they are already made up of rocks!), paralyzed
             or silenced (silencing them is actually useless because 
             they don't have spells). 

 - Elemental Symbol: W-White 
                     B-Black 
                     R-Red 
                     U-Blue 
                     G-Green 
                     0-None/Empty
MONSTERS: 
* Ghouls
   - Ghoul
     Attack: Necro Eater
     Special Attack: None
     Skills: None
     Spells: None
     Rune Cost: 15
     Mana Cost: 60
     Requirements: None
     Elemental Slots: B 0 0
 
   - Vampire
     Attack: Life Drain      
     Special Attack: None
     Skills: 5% HP Recovery
     Spells: None
     Rune Cost: 30
     Mana Cost: 0
     Requirements: Level 10 Ghoul
     Elemental Slots: B B 0
  
   - Vampire Lord
     Attack: Life Drain
     Special Attack: Bat Attack
     Skills: 5% HP Recovery    
     Spells: Necro Rebirth, Weakness
     Rune Cost: 70
     Mana Cost: 0
     Requirements: Level 20 Vampire
     Elemental Slots: B B B

 
 * Hounds 
  - Hell Hound
    Attack: Hell Fang
    Special Attack: Hell Fire  
    Skills: Hit and Away
    Spells: None
    Rune Cost: 35
    Mana Cost: 180
    Requirements: None
    Elemental Slots: B 0 0

 
  - Fenrir
    Attack: Ruin Fang
    Special Attack: Inferno 
    Skills: Hit and Away
    Spells: None
    Rune Cost: 50
    Mana Cost: 0
    Requirements: None
    Elemental Slots: B B 0

 * Giants
  - Giant
    Attack: Power Fist
    Special Attack: None 
    Skills: None
    Spells: None
    Rune Cost: 60
    Mana Cost: 280
    Requirements: None
    Elemental Slots: R 0 0

  - Titan
    Attack: Hyper Fist
    Special Attack: None  
    Skills: None
    Spells: None
    Rune Cost: 75
    Mana Cost: 0
    Requirements: Level 10 Giant
    Elemental Slots: W R 0

  - Gigas
    Attack: Heavy Fist
    Special Attack: None 
    Skills: None
    Spells: None
    Rune Cost: 75
    Mana Cost: 0
    Requirements: Level 10 Giant
    Elemental Slots: B R 0

  - Thor
    Attack: Mjolnir
    Special Attack: Thor Hammer  
    Skills: None
    Spells: None
    Rune Cost: 95
    Mana Cost: 0 
    Requirements: Titan, Rage Lightning 
    Elemental Slots: W W R

  - Loki
    Attack: Megaton
    Special Attack: None 
    Skills: None
    Spells: Meteor Doom, Dimension
    Rune Cost: 95
    Mana Cost: 0
    Requirements: Gigas, Wisdom Seed
    Elemental Slots: B B R
 
 * Golems
  - Clay Golem
    Attack: Golem Fist
    Special Attack: None 
    Skills: Immune to abnormal statuses
    Spells: None
    Rune Cost: 45
    Mana Cost: 240
    Requirements: None
    Elemental Slots: 0 0 0

  - Stone Golem
    Attack: Stone Fist, Rock Throw
    Special Attack: None
    Skills: Immune to abnormal statuses
    Spells: None
    Rune Cost: 60
    Mana Cost: 0
    Requirements: Level 10 Clay Golem
    Elemental Slots: 0 0 0

  - Bronze Golem
    Attack: Bronze Fist, Rock Throw
    Special Attack: None
    Skills: Immune to abnormal statuses
    Spells: None
    Rune Cost: 85
    Mana Cost: 0
    Requirements: Level 20 Stone Golem
    Elemental Slots: 0 0 0

 - Talos
   Attack: Mega Punch, Rock Throw
   Special Attack: None
   Skills: Immune to abnormal statuses
   Spells: None
   Rune Cost: 90
   Mana Cost: 0
   Requirements: Level 30 Bronze Golem
   Elemental Slots: 0 0 0 

 * Unicorns
  - Unicorn
    Attack: Horn Attack
    Special Attack: <critical> Back Kick
    Skills: Critical Attack can move opponent away by 1 hex
    Spells: Cure, Heal
    Rune Cost: 40
    Mana Cost: 220
    Requirements: None
    Elemental Slots: W 0 0
    
 
  - Pegasus
    Attack: Diving Horn
    Special Attack: <critical> Back Kick
    Skills: Critical Attack can move opponent away by 1 hex, Flying
    Spells: Cure, Heal, Halo
    Rune Cost: 55
    Mana Cost: 0
    Requirements: Level 10 Unicorn
    Elemental Slots: W W 0

  - Nightmare
    Attack: Calamity Horn
    Special Attack: <critical> Back Kick
    Skills: Critical attack can move opponent away by 1 hex
    Spells: Dimension, Weakness
    Rune Cost: 55
    Mana Cost: 0
    Requirements: Level 10 Unicorn
    Elemental Slots: B B 0

 * Pixies
  - Pixie
    Attack: Stick Tap
    Special Attack: <critical> Leave Me Be!
    Skills: Flying
    Spells: Protect, Silent
    Rune Cost: 30
    Mana Cost: 120
    Requirements: None
    Elemental Slots: G 0 0

  - Fairy
    Attack: Magical Stick
    Special Attack: <critical> Leave Me Be!
    Skills: Flying
    Spells: Protect, Silent, React, Paralyze
    Rune Cost: 45
    Mana Cost: 0
    Requirements: Level 10 Pixie
    Elemental Slots: G G 0

 * Lizards
  - Lizard Man
    Attack: Lefty Axe
    Special Attack: None
    Skills: None
    Spells: none
    Rune Cost: 30
    Mana Cost:
    Requirements: None
    Elemental Slots: U 0 0

  - Lizard Guard
    Attack: Guard Axe
    Special Attack: Poison Breath
    Skills: None
    Spells: None
    Rune Cost: 45
    Mana Cost:
    Requirements: Level 10 Lizard
    Elemental Slots: U U 0

 * Wyverns
  - Wyvern
    Attack: Tail Whip
    Special Attack: None
    Skills: Flying 
    Spells: None
    Rune Cost: 60
    Mana Cost: 320
    Requirements: None
    Elemental Slots: 0 0 0

  - Couatl
    Attack: Tail Chain
    Special Attack: Dragon Roar
    Skills: Flying
    Spells: None
    Rune Cost: 80
    Mana Cost: 0
    Requirements: Level 10 Wyvern

    Elemental Slots: 0 0 0

  - Bahamut
    Attack: Final Fang
    Special Attack: Dragon Roar, Final Breath
    Skills: Flying
    Spells: None
    Rune Cost: 110
    Mana Cost: 0
    Requirements: Level 20 Couatl
    Elemental Slots: 0 0 0

 * Rocs
  - Roc
    Attack: Solid Claw
    Special Attack: Cry Bird 
    Skills: Flying
    Spells: None
    Rune Cost: 70
    Mana Cost: 360
    Requirements: None
    Elemental Slots: 0 0 0
  
  - Phoenix
    Attack: Fire Claw
    Special Attack: Heal Voice
    Skills: Flying, 10% HP Recovery
    Spells: None
    Rune Cost: 90
    Mana Cost: 0
    Requirements: Level 10 Roc
    Elemental Slots: R R R

 * Hydras
  - Hydra
    Attack: Freezing Spiral 
    Special Attack: Ice Breath
    Skills: 5% Aqua Recovery
    Spells: None
    Rune Cost: 80
    Mana Cost: 460
    Requirements: None
    Elemental Slots: U U 0
 
  - Tiamat
    Attack: Ruinous Spiral 
    Special Attack: Dragon Roar, Death Breath
    Skills: 5% Aqua Recovery
    Spells: None
    Rune Cost: 110
    Mana Cost: 0
    Requirements: Level 10 Hydra
    Elemental Slots: U U B 

 * Jinns
  - Jinn
    Attack: None 
    Special Attack: Air Storm
    Skills: Flying, can use special attack after moving
    Spells: None
    Rune Cost: 30
    Mana Cost:
    Requirements: None
    Elemental Slots: 0 0 0

  - Djinni
    Attack: None 
    Special Attack: Ray Storm
    Skills: Flying, can use special attack after movement
    Spells: None
    Rune Cost: 45
    Mana Cost: 0
    Requirements: Level 10 Jinn
    Elemental Slots: W 0 0

  - Marid
    Attack: None 
    Special Attack: Aqua Storm
    Skills: Flying, can use special attack after movement
    Spells: None
    Rune Cost: 45
    Mana Cost: 0
    Requirements: Level 10 Jinn
    Elemental Slots: U 0 0

  - Dao
    Attack: None 
    Special Attack: Rotten Storm
    Skills: Flying, can use special attack after movement
    Spells: None
    Rune Cost: 45
    Mana Cost: 0
    Requirements: Level 10 Jinn
    Elemental Slots: B 0 0

  - Efreeti
    Attack: None 
    Special Attack: Fire Storm
    Skills: Flying, can use special attack after movement
    Spells: None
    Rune Cost: 45
    Mana Cost: 0
    Requirements: Level 10 Jinn
    Elemental Slots: R 0 0

 * Centaurs
  - Centaur
    Attack: Hunter Shot  
    Special Attack: None
    Skills: Normal attack can be used 2 hexes away from target
    Spells: None
    Rune Cost: 35
    Mana Cost: 60
    Requirements: None
    Elemental Slots: G 0 0
 
  - High Centaur
    Attack: Killer Shot 
    Special Attack: None
    Skills: Normal attack can be used 3 hexes away from target
    Spells: None
    Rune Cost: 50
    Mana Cost: 0
    Requirements: Level 10 Centaur
    Elemental Slots: G G 0

 * Dragons
  - Dragon
    Attack: Terror Jaw 
    Special Attack: Acid Breath
    Skills: None
    Spells: None
    Rune Cost: 75
    Mana Cost: 420
    Requirements: None
    Elemental Slots: R 0 0

  - White Dragon
    Attack: Lightning Fang
    Special Attack: Energy Bolt
    Skills: Flying
    Spells: None
    Rune Cost: 100
    Mana Cost: 0
    Requirements: Level 10 Dragon
    Elemental Slots: W R 0

  - Red Dragon
    Attack: Burning Jaw
    Special Attack: Fire Breath
    Skills: None
    Spells: None
    Rune Cost: 95
    Mana Cost: 0
    Requirements: Level 10 Dragon
    Elemental Slots: R R 0

  - Salamander
    Attack: Burning Fang 
    Special Attack: Grand Flame, Dragon Roar
    Skills: Flying
    Spells: None
    Rune Cost: 115
    Mana Cost: 0
    Requirements: Level 20 Red Dragon
    Elemental Slots: R R R

  - Fafnir
    Attack: Lustral Fang 
    Special Attack: Dragon Roar, Photon
    Skills: Flying
    Spells: None
    Rune Cost: 120
    Mana Cost: 0
    Requirements: Level 20 White Dragon
    Elemental Slots: W W R

 * Gryphons
  - Gryphon
    Attack: Beak Attack
    Special Attack: None
    Skills: Flying
    Spells: None
    Rune Cost: 55
    Mana Cost: 300
    Requirements: None
    Elemental Slots: W 0 0

  - HolyGriff
    Attack: Beak Clash 
    Special Attack: Feather Storm
    Skills: Flying
    Spells: None
    Rune Cost: 80
    Mana Cost: 0
    Requirements: Level 10 Gryphon
    Elemental Slots: W W 0

 * Angels
  - Angel
    Attack: Cross Strike
    Special Attack: None
    Skills: Flying
    Spells: Heal, Divine Ray
    Rune Cost: 85
    Mana Cost: 500
    Requirements: None
    Elemental Slots: W W 0


  - ArchAngel
    Attack: Cross Blitz
    Special Attack: None
    Skills: Flying
    Spells: Divine Ray, Halo, Heal, Holy Word
    Rune Cost: 100
    Mana Cost: 0
    Requirements: Level 10 Angel
    Elemental Slots: W W W

  - Seraph
    Attack: Punish Rise, Nemesis
    Special Attack: Light Feather
    Skills: Flying
    Spells: Area Heal, Cure, Divine Ray, Halo, Heal, Holy Word
    Rune Cost: 120
    Mana Cost: 0
    Requirements: Level 20 Archangel
    Elemental Slots: W W W

  - Lucifer
    Attack: Fallen Shine, Shalom
    Special Attack: Chaos Feather
    Skills: Flying
    Spells: Area Heal, Cure, Dimension, Divine Ray, Flame, Halo, Heal,
    Holy Word Meteor Doom, Power
    Rune Cost: 125
    Mana Cost: 0
    Requirements: Seraph, Fruit of Vice
    Elemental Slots: W R B

 * Demons
  - Demon
    Attack: Evil Spike
    Special Attack: None 
    Skills: Flying
    Spells: Venom, Curse
    Rune Cost: 85
    Mana Cost: 480
    Requirements: None
    Elemental Slots: B B 0

  - ArchDemon
    Attack: Crime Spike
    Special Attack: None
    Skills: Flying
    Spells: Curse, Dimension, Venom, Weakness
    Rune Cost: 100
    Mana Cost: 0
    Requirements: Level 10 Demon
    Elemental Slots: B B B

  - Satan
    Attack: Dark Pleasure
    Special Attack: Nasty Needle
    Skills: Flying
    Spells: Curse, Dimension, Meteor Doom, Necro Rebirth, Venom,
    Weakness
    Rune Cost: 115
    Mana Cost: 0
    Requirements: Level 20 Archdemon
    Elemental Slots: B B B

  - Lilith
    Attack: Dark Ecstasy, Lilith Kiss
    Special Attack: Chaos Needle
    Skills: Flying
    Spells: Charm, Curse, Dimension, Divine Ray, Frost, Meteor Doom
    Necro Rebirth, Venom, Weakness
    Rune Cost: 
    Mana Cost: 0
    Requirements: Satan, Liquor of Charm
    Elemental Slots: W B U 

 * Scorpions
  - G-Scorpion
    Attack: Poison Tail
    Special Attack: None
    Skills: Attack can poison enemies
    Spells: None
    Rune Cost: 20
    Mana Cost: 180
    Requirements: None
    Elemental Slots: R 0 0

  - Death Needle
    Attack: Poison Tail
    Special: None
    Skills: Attack can poison enemies
    Spells: None
    Rune Cost: 35
    Mana Cost: 0
    Requirements: Level 10 G-Scorpion
    Elemental Slots: R R 0



 * Mandrakes
  - Mandrake
    Attack: Tentacle Snap 
    Special: None
    Skills: Attack can paralyze enemies
    Spells: None
    Rune Cost: 35
    Mana Cost: 220
    Requirements: None
    Elemental Slots: G 0 0

  - Man-eater
    Attack: Tentacle Beat
    Special: Spine Missile
    Skills: Attack can paralyze enemies
    Spells: None
    Rune Cost: 50
    Mana Cost: 0
    Requirements: Level 10 Mandrake
    Elemental Slots: G G 0

 * Mermen
  - Merman
    Attack: Splash Arch
    Special: None
    Skills: 5% Aqua Recovery, 20% Aqua Attack
    Spells: None
    Rune Cost: 25
    Mana Cost: 120
    Requirements: None
    Elemental Slots: U 0 0

  - Triton
    Attack: Wave Arch
    Special: Maelstorm <Limit: Aqua>
    Skills: 5% Aqua Recovery, 20% Aqua Attack
    Spells: None
    Rune Cost: 40
    Mana Cost: 0
    Requirements: Level 10 Merman
    Elemental Slots: U U 0

  - Poseidon
    Attack: Flood Arch
    Special: Maelstorm <Limit: Aqua>
    Skills: 10% Aqua Recovery, 20% Aqua Attack
    Spells: None
    Rune Cost: 75
    Mana Cost: 0
    Requirements: Level 20 Triton
    Elemental Slots: U U U

________________________________________________________________________
VI. Character Information

------------------------------------------------------------------------
 
 * Lance [Ruler]
   Age: 14
   Sex: M
   Country Affiliation: New Almekia
   Original Position: Prince
   Starting Rune Power: 228
   Attack: Twin Blade
   Special Attack: None
   Spells: Heal, Flame
   Critical Attack: Wing Slash
   Skills: None
   Elemental Slots: 0 0 0
   
 * Gereint
   Age: 31
   Sex: M
   Country Affiliation: New Almekia
   Original Position: Samurai
   Starting Rune Power: 284
   Attack: Tora
   Special Attack: Iai Slash
   Spells: None 
   Critical Attack: Shadow Moon
   Skills: Hit + 10%
   Elemental Slots: 0 0 0

 * Meleagant
   Age: 25
   Sex: M
   Country Affiliation: New Almekia
   Original Position: Avenger
   Starting Rune Power: 209
   Attack: Knightsword
   Special Attack: None
   Spells: Curse, Weakness
   Critical Attack: Genocide
   Skills: 5% HP Recovery
   Elemental Slots: B B 0

 * Loufal
   Age: 25
   Sex: M
   Country Affiliation: New Almekia
   Original Position: Fighter
   Starting Rune Power: 165
   Attack: Fighter Blade
   Special Attack: None
   Spells: None
   Critical Attack: Power Strike
   Skills: None
   Elemental Slots: 0 0 0

 * Glauze --quested--
   Age: 28
   Sex: M
   Country Affiliation: New Almekia
   Original Position: Cavalier
   Starting Rune Power: 222
   Attack: Knightsword
   Special Attack: None
   Spells: Heal
   Critical Attack: Cross Cutter
   Skills: None
   Elemental Slots: W 0 0

 * Gilsus
   Age: 24
   Sex: M
   Country Affiliation: New Almekia
   Original Position: Sorcerer
   Starting Rune Power: 189
   Attack: striking Staff
   Special Attack: None
   Spells: Flame, Geno-Flame, Thunder, Exa-Blast, Power, Frost, Fog
   Critical Attack: None
   Skills: None
   Elemental Slots: R U 0
 
 * Cai [Ruler]
   Age: 25
   Sex: M
   Country Affiliation: Caerlon
   Original Position: Warlock
   Starting Rune Power: 319
   Attack: Word of Magic
   Special Attack: None
   Spells: Heal, Flame, Frost, Thunder, Geno-Flame, Geno-Frost 
   Geno-Thunder, Exa-Blast,
   Geno-Frost, Flight, Silent 
   Critical Attack: None
   Skills: None
   Elemental Slots: R U G
 
 * Merriot
   Age: 16
   Sex: F
   Country Affiliation: Caerlon
   Original Position: Scout
   Starting Rune Power: 221
   Attack: Elven Bow
   Special Attack: None
   Spells: None
   Critical Attack: Twin Shot
   Skills: None
   Elemental Slots: 0 0 0

 * Dinadan
   Age: 27
   Sex: M
   Country Affiliation: Caerlon
   Original Position: Paladin
   Starting Rune Power: 307
   Attack: Knight Sword
   Special Attack: None
   Spells: Cure, Heal, Holy Word
   Critical Attack: Justice Cutter
   Skills: None
   Elemental Slots: W W 0

 * BeauArte
   Age: 53
   Sex: M
   Country Affiliation: Caerlon
   Original Position: Bishop
   Starting Rune Power: 224
   Attack: Clergy Mace
   Special Attack: None
   Spells: Area Heal, Cure, Divine Ray, Halo, Heal
   Critical Attack: None
   Skills: None
   Elemental Slots: W W 0

 * Cierra
   Age: 30
   Sex: F
   Country Affiliation: Caerlon
   Original Position: Sorceress
   Starting Rune Power: 180
   Attack: Slash Whip
   Special Attack: None
   Spells: Charm, Dimension, Fall-Berg, Fog, Frost, Geno-Frost, Venom  
   Critical Attack: None
   Skills: None
   Elemental Slots: U B 0

 * Janfadar
   Age: 41
   Sex: M
   Country Affiliation: Caerlon
   Original Position: Druid
   Starting Rune Power: 198
   Attack: Sorcery Staff
   Special Attack: None
   Spells: Curse, Flame, Geno-Flame, Power, Thunder, Venom, Weakness
   Critical Attack: None
   Skills: None
   Elemental Slots: B R 0

 * Shast
   Age: 23
   Sex: M
   Country Affiliation: Caerlon
   Original Position: Grappler
   Starting Rune Power: 172
   Attack: Brave Knuckle
   Special Attack: None
   Spells: None
   Critical Attack: Crash Beat
   Skills: None
   Elemental Slots: 0 0 0

 * Zemeckis [Ruler]
   Age: 36
   Sex: M
   Country Affiliation: Esgares
   Original Position: Emperor
   Starting Rune Power: 351
   Attack: Tempest Bow
   Special Attack: None
   Spells: Geno-Thunder, Power
   Critical Attack: Lightning Bow
   Skills: None
   Elemental Slots: R R 0

 * Cador
   Age: Unknown
   Sex: M
   Country Affiliation: Esgares
   Original Position: Death Knight
   Starting Rune Power: 275
   Attack: Death Bringer
   Special Attack: None
   Spells: Curse, Geno-Flame
   Critical Attack: Dolorous Stroke
   Skills: None
   Elemental Slots: B B R

 * Shiraha
   Age: 21
   Sex: M
   Country Affiliation: Esgares
   Original Position: Ninja
   Starting Rune Power: 173 
   Attack: Painless Knife, Shuriken 
   Special Attack: None
   Spells: Weakness, Accel, Paralyze
   Critical Attack: Illusion
   Skills: Hit and Away
   Elemental Slots: B G 0
 
 * Fiel
   Age: 25 
   Sex: M
   Country Affiliation: Esgares
   Original Position: Cavalier
   Starting Rune Power: 166
   Attack: Knightsword
   Special Attack: None
   Spells: Heal
   Critical Attack: Cross Cutter
   Skills: None
   Elemental Slots: W 0 0

 * Roecod
   Age: 27
   Sex: M
   Country Affiliation: Esgares
   Original Position: Cavalier
   Starting Rune Power: 177
   Attack: Knightsword
   Special Attack: None
   Spells: Heal  Critical Attack: Cross Cutter
   Skills: None
   Elemental Slots: W 0 0

 * Paradoll
   Age: 27
   Sex: M
   Country Affiliation: Esgares
   Original Position: Bishop
   Starting Rune Power: 182
   Attack: Clergy Mace 
   Special Attack: None
   Spells: Heal, Area Heal, Cure, Divine Ray
   Critical Attack: None
   Skills: None
   Elemental Slots: W W 0
 
 * Escalados
   Age: 51
   Sex: M
   Country Affiliation: Esgares
   Original Position: Shogun
   Starting Rune Power: 218
   Attack: Katana Blade
   Special Attack: Iai Slash
   Spells: None
   Critical Attack: Shadow Moon
   Skills: None
   Elemental Slots: 0 0 0

 * Ranguinus
   Age: 50
   Sex: M
   Country Affiliation: Esgares
   Original Position: Sorcerer
   Starting Rune Power: 216
   Attack: Sorcery Staff
   Special Attack: None
   Spells: Flame, Geno-Flame, Thunder, Exa-Blast, Power, Frost, Fog
   Critical Attack: None
   Skills: None
   Elemental Slots: R U 0

 * Dryst [Ruler]
   Age: 28
   Sex: M
   Country Affiliation: Iscalio
   Original Position: Tyrant
   Starting Rune Power: 322
   Attack: Vandal Scythe
   Special Attack: None
   Spells: Curse, Flame, Power, Weakness
   Critical Attack: Dark Spiral
   Skills: None
   Elemental Slots: B R 0

 * Iria
   Age: 18
   Sex: F
   Country Affiliation: Iscalio
   Original Position: Valkyrie
   Starting Rune Power: 248
   Attack: Black Spear, Spear Throw
   Special Attack: None
   Spells: Fog, Heal, Holy Word
   Critical Attack: Mirage Spear
   Skills: None
   Elemental Slots: W U 0

 * Hula
   Age: 15
   Sex: F
   Country Affiliation: Iscalio
   Original Position: Cleric
   Starting Rune Power: 175
   Attack: Pilgrim Rod
   Special Attack: None
   Spells: Halo, Heal
   Critical Attack: None
   Skills: None
   Elemental Slots: W 0 0

 * Camden
   Age: 34
   Sex: M
   Country Affiliation: Iscalio
   Original Position: Druid
   Starting Rune Power: 235
   Attack: Sorcery Staff
   Special Attack: None
   Spells: Curse, Flame, Geno-Flame, Power, Thunder, Venom, Weakness
   Critical Attack: None

   Skills: None
   Elemental Slots: B R 0

 * Daffy
   Age: 31
   Sex: M
   Country Affiliation: Iscalio
   Original Position: Samurai
   Starting Rune Power: 181
   Attack: Katana Blade
   Special Attack: Iai Slash
   Spells: None
   Critical Attack: Shadow Moon
   Skills: Hit + 10%
   Elemental Slots: 0 0 0

 * Lyonesse [Ruler]
   Age: 17
   Sex: F
   Country Affiliation: Leonia
   Original Position: Queen
   Starting Rune Power: 262
   Attack: Liath Fail
   Special Attack: None
   Spells: Heal, Area Heal, Cure, Divine Ray, Holy Word, Charm, Protect
   Critical Attack: None
   Skills: None
   Elemental Slots: W W 0

 * Filo
   Age: 18
   Sex: M
   Country Affiliation: Leonia
   Original Position: Cleric
   Starting Rune Power: 193
   Attack: Pilgrim Rod
   Special Attack: None
   Spells: Heal, Halo
   Critical Attack: None
   Skills: None
   Elemental Slots: W 0 0

 * Paternus
   Age: 42
   Sex: M
   Country Affiliation: Leonia
   Original Position: Cardinal
   Starting Rune Power: 273
   Attack: Gravity
   Special Attack: None
   Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holy Word, Flight
   Charm
   Critical Attack: None
   Skills: None
   Elemental Slots: W W U

 * Asmit
   Age: 29
   Sex: M
   Country Affiliation: Leonia
   Original Position: Bishop
   Starting Rune Power: 214
   Attack: Clergy Mace
   Special Attack: None
   Spells: Heal, Area Heal, Cure, Halo, Divine Ray
   Critical Attack: None
   Skills: None
   Elemental Slots: W W 0

 * Langueborg
   Age: 21
   Sex: M
   Country Affiliation: Leonia
   Original Position: Cavalier
   Starting Rune Power: 138
   Attack: Knightsword
   Special Attack: None
   Spells: Heal
   Critical Attack: Cross Cutter
   Skills: None
   Elemental Slots: W 0 0

 * Vaynard [Ruler]
   Age: 21
   Sex: M
   Country Affiliation: Norgard
   Original Position: Lord
   Starting Rune Power: 332
   Attack: Caladbolg
   Special Attack: None
   Spells: Frost, Geno-Frost, Fog
   Critical Attack: Wolf Fang
   Skills: None
   Elemental Slots: U 0 0

 * Roadbull
   Age: 49
   Sex: M
   Country Affiliation: Norgard
   Original Position: Bishop
   Starting Rune Power: 247
   Attack: Clergy Mace
   Special Attack: None
   Spells: heal, Area Heal, Cure, Halo, Divine Ray
   Critical Attack: None
   Skills: None
   Elemental Slots: W W U

 * Guinglain
   Age: 23
   Sex: M
   Country Affiliation: Norgard
   Original Position: Cavalier
   Starting Rune Power: 294
   Attack: Answeller
   Special Attack: None
   Spells: Heal
   Critical Attack: Cross Cutter
   Skills: None
   Elemental Slots: W 0 0

 * Yvain
   Age: 22
   Sex: M
   Country Affiliation: Norgard
   Original Position: Cavalier
   Starting Rune Power: 231
   Attack: Knightsword
   Special Attack: None
   Spells: Heal
   Critical Attack: Cross Cutter
   Skills: None
   Elemental Slots: W 0 0 

--Quested Knights--
 * Schutleis
   Age: 20
   Sex: M
   Country Affiliation: (Questing)
   Original Position: Cavalier
   Starting Rune Power: 171
   Attack: Knightsword 
   Special Attack: None
   Spells: Heal
   Critical Attack: Cross Cutter
   Skills: None
   Elemental Slots: W 0 0
________________________________________________________________________
VII.  Quests List
------------------------------------------------------------------------
 Here is a list of the quests I got, it's not complete, but still 
useful. There is nothing you can do to change your character's quest, 
so this isn't really useful, you'll just get an idea of what will likely
happen to him. Besides, you can't choose what your Knight will pick, the
quests are set.

 1. Flower Girl
    Gives you flower that raises an attribute(you can't choose what
    flower he'll pick).
    Flower               Attribute
    Sunflower            AGI
    White Lily           INT
    Red Rose             STR

 2. Old Man's Bridge
    As your knight crosses a bridge, an old man warns him of the ghost
    of a woman who commited suicide with her lover. Unfortunately, the 
    man did not die, and never again had the courage to kill himself.
    The Old Man is filled with regret and your knight sense his pain.
    You then learn that he was the man, and they committed suicide
    because he failed to defend them. Wisely, your knight leaves, 
    and his INT is raised.

 3. Rabbit's Plea
    Your character is so hungry in the forest, and catches a rabbit to
    eat. Just when he was about to cook it, it will speak. It tells 
    you that he will give you something in exchange for his life. Though 
    with a growling stomach, curiosity finally wins and he promises
    the rabbit his freedom. You will then recieve a weapon or armor.
    But sometimes, you will get bitten by a viper, and the rabbit 
    will say: That's what you get, you idiot! And your knight will be
    wounded.


 4. Dark Cave
    Your Knight will find himself in front of a very dark cave. He sees
    tracks indicating someone's been there. Then, even with a lighted 
    torch, it is still dark. All of a sudden your character will fall 
    into a trap. Your character will say, although it is not very 
    serious it will take a month to heal. Or, he will see something 
    inside. It's a monster, it must have strayed from it's master. It's
    pitiful eyes will look at your knight, and so, your knight decides to
    take the monster with him (funny, how could a merman have gotten in 
    a cave?).

 5. Lost Text
    Your character will find himself in front of the forbidden tower, he 
    will go up and search it. Then, he will find something and say, 
    "Why, this is none other than.... The LOST TEXT!" And then his INT
    is raised. Or, he will hear a rumbling sound and as he continues, 
    it will be revealed that the ground itself is the source of the  
    noise. Your knight realizes that something is wrong, but it's too 
    late! He's been caught in an explosion. Though he has no serious 
    injuries, it will take a month to heal.

 6. The Sleipnir of Odin
    Your Knight will be in the forest, he will see an animal..... an
    eight legged horse. It will be riding so fast, but your knight
    grabs hold of it, and rides it. The animal is wild and untamed, and 
    they will ride all over Forsena, even at great heights. At the end of
    the day, the Horse finally stops. It will talk to your knight thru
    telepathy and will tell your knight that he has enjoyed the ride. 
    And then the knight's STR or AGI will be raised, as a gift from the 
    horse, then it will go.
 
 7. The Human Tree
    Your character is in a forest and sees a tree. As he was about to
    go, the tree will speak. You look, and see that on the roots of the 
    tree is a face of a person. The tree then tells you that he was once 
    a Rune Knight. He tells you how to improve your skills. This results
    in RP gain.
  
 8. The Shunned Actress
    Your knight is in a city. As he passes by a nearby theatre, he
    overhears two people quarelling. As he gets closer, he sees 
    a young actress quarelling with the owner of the theatre 
    for not allowing her to perform. The Girl then is asked by your 
    Rune Knight to join your country upon hearing that she has 
    Rune power. She then agrees, but under the condition that 
    after your country is victorious, You will let her perform. Then,
    Cortina joins your country.

 9. The Retired Knight
    This is Coel's first quest. He goes to the city, and there, he goes
    to the home of Retired Knight Glauze. He asks Glauze to join him, 
    although doubtful at first, underestimating the skills of Lance, 
    he has decided to serve Lance and agrees to join New Almekia.

10. The Dancing Maidens
    As your knight rests, he is waken by a strange music. As he 
    investigates, he sees maidens dancing in the water. The maidens 
    will convince your knight to join them. Although doubtful at first,
    your character will think that if they can do it, so could he. And
    they dance all night. As he wakes up in the morning, he is greeted 
    by uncomfortable silence. Although the maidens are gone, the dance 
    steps taught to him remain in his memory. His AGI then, is raised,
    as he leaves dancing.

11. Sweet Temptation
    Your Knight is walking along the road, when he sees a kettle lying.
    He investigates, and sees that it is filled with sweet Honey. Though
    He would like to ask the owner for a taste, he finds nobody, so he tastes
    it. All of a sudden, he hears Buzzing sound, he looks behind him, and sees
    a Bee bigger than a man. It appears that the Bee is the owner of the
    Honey. Your character then runs away, and his MP is raised due to the
    taste of Honey.

12. Children of The Demon (Mira and Millet)
    This only happens if you send both Mira and Millet to a quest. They will
    arrive in the Grave of their parents and their hometown. A Bishop sees
    them, and is mad at them. You will then learn a lot of things about their
    past, and how they became to be known as Demon Children. All of a sudden
    a Salamander attacks the village, and they defend the village. Mira will
    be injured, and asks Millet to Finish the Salamander quickly. Millet 
    uses Fall-Berg on the Salamander and slays it. She asks the Bishop to
    heal Mira, but the Bishop refuses believing that they have brought the 
    Salamander to the village with their curse. A month later they will find 
    themselves in the home of Carmine, the only Doctor that decided to tend
    and heal their wounds. Then, a familiar voice will speak, they find out
    it is their Nanny. After a long conversation, their Nanny will give them 
    their mother's memento, the Pin of Protection. Sometime later, Carmine
    will join your country.

13. The Valley of the Dragon
    Your knight will be in a valley, as he goes on, he sees a dragon like
    none other he has seen before. Fortunately, the dragon has not spotted him
    yet, so he hides. When the dragon is gone, he will see something, a weapon!
    The dragon must have dropped it. Then, he continues home. Or, the dragon 
    will spot him! He runs desperately to escape him. Fortunately, he will go
    through the lower part of the valley. The dragon will get stuck, because he 
    can't fit. He then returns on home, barely escaping the dragon's grasp.

14. The Fountain
    Your Character will pass by a strange fountin while being lost on a
    forest. He will throw a coin in the fountain for safety of voyage and good
    luck. All of a sudden, a fairy will appear and ask your knight if he
    was the one who threw the coin. Then, she will say: This is beautiful.
    Then, she will kiss your knight and one of his attributes will be 
    raised, or she will give him a weapon. Or, she will say: How dare you
    throw such an unholy item into the fountain. Then, she will curse your
    knight, he will turn into a duck at night for a whole month, which
    is the same as being wounded. Or, He will come to drink in the fountain,
    but as he looks in the water, a hideous looking thing will be there.
    He looks again to see, but there is nothing. But because of the hideous
    looking image, he doesn't drink anymore.

15. The Ancient Tomb
    Your Knight will find an item inside the tomb. He takes it, and 
    apologizes to the owner of the tomb, and returns to the castle. Or,
    he tries to go home, but cannot find the exit. As he continue his 
    search, the item becomes heavier and heavier. That's when he finally 
    realizes it, it was because he took the item from the tomb. He returns
    the item, and apologizes to the owner of the tomb. He easily finds the
    exit, but he has caught Malaria from searching the tomb and is ordered
    to rest for a month to recover.

16. The Idol's Mouth
    The scenery here is the same as the Ancient Tomb. Your character will
    go inside a tomb, upon entering, he will see an Idol with an inscription:
    Those who search for my blessing will take it from my mouth. Upon 
    reading, he searches it's mouth, and gets an item. He searches the mouth
    but when he gets the item, the mouth will close and his hand will get
    stuck. He finally gives up and no longer takes the item. Or, he will get
    the item, and leave. 

17. The Free Drink
    Your knight will see a bottle lying around while walking on the road.
    He will pick it up and he will see some thing written on it. He reads
    it, and it says "Free Drink". Without hesitation, he drinks the 
    substance contained in the bottle. After a while, he falls to the ground
    and realizes that the drink was obviously some kind of poison. He is 
    then ordered to rest for a month. Or, the drink makes him jump, and his
    AGI is raised.

18. Taming of the Monster
    As your knight enters a village, he is greeted by the mayor. The mayor
    of the village reports to him of a wild monster that has  recently
    occupied the forest at the back of the village has been terrorizing
    the village. The mayor asks him to tame the monster, which is a secondary
    class monster. Your knight agrees and heads to the forest. Upon entering
    the forest, he feels something that is staring at him. When he looks
    behind him, he will see the monster staring at him. He will then freeze
    thinking that if he moves, he could die. They stare at each other for
    hours, none of them moving. At dawn, the monster will lose concentration
    and fall asleep. Your character will then be able to capture him and
    will be thanked by the villagers and the mayor. Or, your knight will
    lose concentration and fall asleep. When he wakes up, he finds that the
    monster has escaped. The villagers will thank him, but he gets nothing.

19. The Rand Family Mansion
    This is Liguel's quest. She will return to their home, the mansion.
    There, she will meet her brother Castor. They will talk about the
    things that have changed. They are sorry that Miguel is not with them.
    Then, they decide to leave a note for Miguel to read. Liguel tells
    Castor to go ahead and go first, but Castor tells her that he wants
    her to go first because when they have exited the house, they are
    enemies, and Castor doesn't want to hurt her. She leaves first, and
    she is already outside, she is again sorry for not being able to tell
    Castor that she doesn't care about the family name and all she wants
    is to live with her brothers.

20. The Haunted House
    Your Knight finds himself in the city. As it is getting late, he decides 
    to stay inside an empty house. When he is sleeping, he is woken up by
    strange noises. He looks to investigate, and finds several knights 
    gathered together on a table. As he sees clearer, the knights were
    transparent....they were GHOSTS! They were arguing on which knight will
    own the weapon they have, your knight will find it funny. Then, he will
    chuckle, and they will spot him! But in the nick of time, sunlight enters
    the room, and the knights are devoured by the light, leaving the weapon
    in the posession of your knight.

21. The Drunken Man
    Your Knight enters a bar in a city. As he sits, he is greeted by a drunken
    man. "You're a Rune knight, aren't you?", The Drunk will ask. Of course,
    your knight will admit, and the drunk will tell him that a Rune Knight
    saved his life once before. Your knight will then be treated to drinks,
    and everyone will be happy. Your knight leaves, but he has gotten nothing.
    Or, the drunk will tell him that a Rune Knight has beaten him up before,
    and he punches your knight. The punch, however, was quite weak, and your
    knight retaliates. After several exchanges, the drunk will get kicked in
    the groin, and screams in pain. He begs for his life, and gives your knight
    a weapon in exchange for his life. Your knight takes it, and he runs away,
    shaking his fists, and making threats he is sure he can never be able to
    fulfill. Your knight leaves afterwards.

22. The Soothsayer's Cards
    While walking on the road, your knight will meet an old soothsayer, and he
    will ask him if he wants his fortune told. Your knight says yes, and he is
    asked to pick a card. After picking, the soothsayer reveals the card, and
    says something about your knight's future. It will make your knight more
    curious about it, and asks for more information. The soothsayer declines to
    say anymore, and instead, decides to give him the power of the card. Your
    knight will close his eyes as the card becomes a blinding flash of silver
    light. When reopens his eyes, the soothsayer is gone, and an attribute is
    raised. Below are the cards and it's effects:
    
     Card                          Attribute
    Magician                       MP
    Chariot                        HP
    World                          Rune Power
    Hermit                         INT
    Strength                       STR
    Star                           AGI

23. The Parade
    Your knight enters a street parade. All of a sudden, a bard will shout:
    There is a Rune Knight among us! And then, he will dedicate a song to
    the knight. Your knight will be surprised that the song is all about
    him! After his song, your knight speaks to him, and shakes hand with
    him. Later, your knight will try to sing it alone, but he cannot 
    recall one measure or note. As a result of listening to the song, he
    will gain MP.

24. The Snake of Chaos
    When your knight finds a mysterious cave while in the forest, he 
    enters it, and lights up a torch. Inside, he finds a scroll, and he
    quickly unrolls it. He will read about something, something that
    exists in eternal void, something that is called....SNAKE OF CHAOS!
    All of a sudden, the scroll crumbles into dust, and disappears. With
    this, he quickly heads for home in anxiety.

25. The Merchant
    While walking along the road, your knight will meet a merchant. Then,
    they will speak with each other. Then, the merchant will grow fond of
    your knight. At the end of the conversation, the merchant will tell
    him that he hates that they must part. But, he gives your knight a
    weapon or item that he has just acquired for a memento.

26. The Letter to Miguel
    This is a quest for Miguel. He returns to the Rand Family mansion,
    there he finds a letter left by Castor. If you've read the previous
    quests, this is the letter Castor wrote after Liguel left. Remember,
    Castor requested Liguel go ahead first. This note does nothing though.
________________________________________________________________________
VIII.  Endings
------------------------------------------------------------------------
When you've annihilated a country, you will gain knights. You will also 
see what happens to the Rulers of the countries. Below are the endings
of the countries and the knights you will gain:

Almekia:
 Gereint apologizes to Lance for not being able to fulfill his duty of
defending Lance and their country. Lance will tell him that it was not
Gereint's fault, but his. He apologizes to everyone for failing in doing
his duty of returning peace to Forsena. And he especially apologizes to
his father of not being able to fulfill his promise of crushing Zemeckis.
Then, he leaves, a failed man......
Gained Knights: Carlota, Loufal, Liguel*, Miguel*
* Must have Castor in your country and annihilated Iscalio

Caerlon
 Cai decides to live and go on with his life even with the loss of Caerlon.
Dinadan decides to go on a journey, and asks Cai to go with him. Both Merriot
and Cai joins, and now that Cai is no longer king, Merriot decides to make
him help with the laundry and household.
Gained Knights: Janfadar and Bilcock 

Iscalio
 Dryst pretends not to care about losing with the excuse that he can conquer 
the world any time he wishes. He decides to go on a journey. He asks Ulster
to join him, he happily obliges. And so does Iria and Camden.
Gained Knights: Daffy and Victoria

Leonia
 Kiloph apologizes to Lyonesse for not being good enough to defend her
and the country. But she tells him the truth that she is actually happy
that they no longer have to fight. Though surprised, Kiloph understands her,
and they leave.
Gained Knights: Chantail and Langueborg

Norgard
 Vaynard speaks to Guinglain about the loss. After a while, he tells him to
drink. Guinglain doesn't understand the White Wolf's actions, but Vaynard
tells him that this is their final toast, a toast to the ones who have
defeated Norgard. And after that, the White Wolf finally decides it's time
to sleep.
Gained Knights: Kirkmond and Dillard
________________________________________________________________________
IX. Others
------------------------------------------------------------------------
 Esgares really Rocks!! Playing as the Emperor is a Good Choice, highly 
powerful creatures. You start with a Tiamat, A Vampire Lord, and several 
Fenrirs, the Kingdom really is great. The Team of Shiraha, Escalados and
a Mage or Sorcerer can kill opponenets really fast. Not to mention that
their generals are nearly level 30, and that they are the only ones that
can acquire a Ninja Class at the beginning of the game.
 I've heard of rumors regarding a God/Gold Dragon. I haven't confirmed it's
existence yet, but if you do know about it please send me information about it.
 I hope a PC version of this game comes out with more monsters and more 
countries (2) and generals. And can anyone tell me excactly where all
these journeying knights and rulers are going to?
 People have asked me to get an ICQ, but I don't have any use for it, I don't 
chat or play online. I just surf the net. Sorry.
 If you have any corrections, comments or any informative information about
this game, please feel free to mail me at the address above. Help sent will 
be very much appreciated.
________________________________________________________________________
X. Credits
------------------------------------------------------------------------
 I would like to thank all Brigandine FAQ writers from GameFAQs.com, they are:
Stewart Vachal, Michael Tofer, Justin Cipparone, Anthony Nguyen, Zhou Tai Tan, 
and Scott Ong. I must say that their FAQs are very informative and complete. 
I must also say that I now have a Lucifer and Lilith, both that I really 
had a hard time getting (I didn't know what items were required) thanks 
to Scott Ong's Guide.Though I never had any contact with either one of them, I 
used 
their FAQs as reference when I first played and while I was writing this FAQ.
 Thanks to Terry Luster for the info he provided me with. Thanks to Ninja King
for providing me help with Chocobo Lure materia, but unfortunately, I was 
unable
to use the help because I already am in Disc 3. Thanks to Bryan for help on
Chocobo Lure materia, and last but not the least, Mr. Mark Surving for the
tip he sent me.
 This can be found at:
 www.GameFAQs.com
 www.allanime.com  
  All games and names mentioned are copyright their respective companies and 
owners. 
This Faq is made by me, Dhan Samson and owned by me. Feel free to post this 
anywhere you want as long as I get some credit, and you ask for my permission. 
Thank you.   
  
-Copyright 1999 Dhan Samson-