===============================================================================
                                                                               
                                                                               
                         Phantasy Star Online Episode 3                        
                              C.A.R.D. Revolution
                              Story Character FAQ                
                                 -by Hawk Eye-            
                                                                               
                                                                               
===============================================================================
                                                                               
                                                                               
-----------------                                                              
Table of Contents                                                              
-----------------                                                              
                                                                               
(00A) I. Introduction
(00B) II. Hunters/Arkz
(00C) III. Character Bios
(10C)      III.a) Hunters
(20C)      III.b) Arkz
(00D) IV. Closing Off

(For easy access to sections, simply push Ctrl + F, then type in the section
code of that section, as shown above. For example, to go directly to the Arkz,
push Ctrl + F, and enter "(20C)".)



---------------------------
(00A) I. Introduction 
---------------------------                                   

Hello and welcome to Hawk Eye's (ie Me) Story Character FAQ for Phantasy Star
Online Episode 3: C.A.R.D. Revolution. This FAQ was written with the intention
to give indepth help towards the Character Cards, providing not only a variety
of information on the character's stats, but also on the story surrounding
them.

Also, this guide requires some degree of knowledge over the basics, such as the
game's terms, like Field Characters, Action Points and so forth. 

This FAQ will contain spoilers, so please be careful when searching for info.

And on a final note, this FAQ may only appear on GameFAQs. 

---------------------------
(00B) II. Hunters/Arkz
--------------------------- 

"This specialized invesstigation team follows the direct orders of the Pioneer
2 Principal Government. Using the new "C.A.R.D. Technology", this team solves
various types of dangerous cases."
   - Hunters description from PSO Ep III

The Hunters are the supporting group of fighters behind the Principal
Government on Pioneer 2. They reside within the Morgue, which is where most
of their C.A.R.D. technology is developed, along with technology surrounding
cloning. They seem to constantly be one step behind the Arkz, but are 
determined to put a stop to them.

They mainly play in the way of the Hunters seen in PSO Ep I&II, focussing
mainly upon the utilisation of weapons in battle. A good portion of the items
from PSO Ep I&II have returned, rendering a good deal more variety when it
comes to battles. Hunters are the easy choice for new players, as they can be
quite easy to play as. 



"This armed group challenges the Pioneer 2 Principal Government system.
Believing there are hidden motives behind the government's actions, they
secretly follow the special investigation team. They believe they are the only 
ones who can bring truth and freedom to the people of Pioneer 2."
   - Arkz description from PSO Ep III

A big deviation from the Heroside characters who choose to use weaponry to 
fight, the Arkz instead utilise Creatures as their main source of 
attacking their opposition. As many will recognise, these Creatures are none
other than the natural inhabitants of Ragol as seen in Phantasy Star Online:
Episode I & II (as well as a few cameo appearances from other Sonic Team 
characters.)

These Creatures serve the essential same purpose as the Items; to beat your
opponent, but because a good number of the Creatures don't directly protect
your Story Character in battle, the Arkz can be exceptionally difficult at
times to use and thus master.   



---------------------------
(00C) III. Character Bios 
--------------------------- 

Whilst the Hunters and Arkz main goals differ greatly between the sides, it can
also be noted that the individual characters each have their own seperate 
agenda. Or at least, most of them do. As you use certain characters, the plot
will gradually open itself up to you, revealing the shadowed history of not
only their lives, but also the Germ.

Here is an example of a Story Character Card to help you understand the info:

Name: The name of the Character. The Section ID appears afterwards, but has no
      effect over what Cards you pick up. It's purely cosmetic.
Class: The Class and sex of the respective Character

Attack Range: Will be in a format of this:

.X. The Character is the "O", the "X" is where the attack will land, and the
.O. "." are the immediate spaces around the character that will not be affected 
... by the attack.
    
HP: The HP of the Card
AP: The Attack Power of the Card (for physical attacks)
TP: The Technique Power of the Card (for Tech power)
MV: The Move range of the Card

Abilities:

This will list further abilities of the Card, as the name suggests.

Background:

This will list material on the prospects of the Story Character.

Notes: 

This will list comments by myself on the Card.


Now, onto the characters!:

---------------------------
(10C) III.a) Hunters 
--------------------------- 

Name: Sil'fer (Skyly)
Class: HUnewearl

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: 0
AP: 3
TP: 1
MV: 2

Abilities:

None

Background:

Sil'fer's intentions are quite clear in that she hopes only to find out what
happened to her sister Sophia. She appears to be linked to Break of the Arkz,
although she is unable to remember much about her own past. Her memories
flitter back to her on occasion, gradually revealing the entire picture of her
character.

Notes: 

Nice-ish stats for beginners, but you can't really look past the poor Move. If
you are versing an opponent with 4 Move, you are going to need to add the
appropriate long range Item and Action Cards to stand a greater chance of
success. Good to start with, but you should be able to remove the need to use
Sil'fer by the end of your first run through Story Mode.


Name: Kranz (Yellowboze)
Class: RAmar

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: -1
AP: 2
TP: 1
MV: 2

Abilities:

- Fixed Range: The attack range will reflect the attacking SC/FC's range,
               regardless of the Action Cards used.
- EXP Bonus:   Receives one additional EXP for a destroyed Character. Can only
               receive one EXP per turn, regardless of enemies destroyed.

Background:

Kranz mainly hopes to solve the mystery of his missing father, Blitz. Despite
not ever really connecting with him, Kranz feels it necessary to continue on
in his hunt for the truth. He is good friends with both Sil'fer and Ino'lis,
but we see that Ino'lis has considerably deeper feelings as to Kranz then he
is aware of. Later, he finds out that Kylria, a fellow Ranger, is also hunting
for Blitz, and in joining up with her, a love triangle is formed between Kranz,
Ino'lis and Kylria, although Ino'lis is the only one actually aware of it.

He is killed by the explosion at the Morgue in an attempt to save the people on
Pioneer 2, but is cloned later by the Principal Government, unbeknownst to the
Hunters. There are ulterior motives at work behind Kranz, and it all seems to
lead back to Blitz...

Notes: 

Okay. His Fixed Range can be used to great advantage, especially when using
Action Cards like Heavy Attack that would normally only attack a single square
in front of them. This also allows Kranz to do massive damage to lined up
enemies when using multi-hitting items. The EXP bonus certainly doesn't hurt
either. 

His stats are odd though, when considering RAmarls supposedly being
more well-rounded when it comes to stats, yet Kranz has 1 TP and Kylria has 0.
The 1 TP is a relative waste when it comes right down to it, and can make all
the difference when you need to be dealing just that one more damage. The Move
is regrettably 2, but as Kranz is a Ranger and adversed with the Gun types, he
will still be able to cope with fleeing opponents.


Name: Ino'lis (Greenil)
Class: FOmarl

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: -1
AP: 1
TP: 1
MV: 3

Abilities:

- Tech: All Techs cost 1 less Action Point to use.

Background:

Ino'lis was born on Pioneer 2, like Kranz. She and Kranz seem to initially be
developing a romantic relationship, yet once Kylria enters the picture, Ino'lis
is quickly swept aside and forced to watch from afar. Ino'lis is lured over to
the Arkz, giving them crucial details about the Morgue and its facilities.
Whilst she isn't the only Heroside character to turn treacherous, she certainly
is hit the hardest as a result of her actions, ultimately leaving Kranz dead.
Ridden with guilt, she takes to wandering the shadows, protecting Kranz from a
distance.

Notes: 

One of my favourite Heroside characters, to be honest. Good Move to avoid
onslaughts from opponents, and whilst her TP may be slightly lack-lustre, the
Tech Ability is a nice compensation. Being able to cast Techs at a considerably
cheaper rate means you will be able to deal more Tech-based damage in single
turns than another character who may not be able to afford the required Action
Points. I must admit I am quite partial to Tech-based characters, given the
rather minimal range of Defense Action Cards that adequately protect against
them.


Name: Kylria (Viridia)
Class: RAmarl

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: 0
AP: 3
TP: 0
MV: 2

Abilities:

None

Background:

Kylria spent much of her life under the wing of Blitz, her master. With him,
she learnt how to do battle and so forth, yet when he mysteriously disappeared,
she went off to find him. Many years later, she has been posted at the Morgue
where she meets Kranz, who is also searching for Blitz. Coincidental, no?

Notes: 

Another good character here. Doesn't lose HP, and doesn't waste precious AP on
areas that would best be left, such as TP. Has no abilities, so Kylria is a
basic, bare-bones character when it comes right down to it, but really, that's
all you'll need when blasting apart your opponents with such force. 


Name: Viviana (Yellowboze)
Class: FOnewearl

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: -1
AP: 1
TP: 1
MV: 2

Abilities:

- Bonus TP Rise: On the Act Phase, Viviana gains TP x1.5 the Dice Boost

Background:

Went to the Hunters Academy with the Darkside character Memoru. They used to be
good friends, but when a necklace one of them had owned was broken into two,
their friendship disintergrated. They were supposedly the best students at the
Academy, being the only people capable of beating the other in battle. They
were both taught by Saligun, the HUcaseal who guides you through the game
tutorial.

She is friends with Teifu, who served her household from when before she had
even been born. Viviana does tend to beat the stuffing out of Teifu when she
feels particularly enraged, especially after her encounters with Memoru.

Notes: 

The Inferior Ino'lis. In my opinion, Viviana is garbage. Fewer Move points than
Ino'lis, and has a very slow-to-work Ability that is unlikely to even kick in
by the time most battles finish. Good for the exceptionally long battles where
you can build up a decent Dice Boost, but as the game rounds down decimals,
you'll find that it is a long and arduous process to so much as obtain a single
increment. Best stick to the more adept Forces, in my opinion, who can deal
more damage quicker.


Name: Teifu (Whitill)
Class: HUcast

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: -3
AP: 1
TP: 0
MV: 2

Abilities:

- Cannot use Techs
- Enemy Bonus:      Gains AP equal to half the total of the opponent's Field
                    Characters (items/creatures)
- Anti-Abnormality: Prevents abnormal conditions, eg Freeze, Acid, Paralysis

Background:

Teifu acts as a servant towards Viviana's household. He wasn't directly
involved with the OPSS incident that occured, although he establishes that he
was alive at the time, hiding in his master's house. He was originally the
servant of Viviana's mother when she was a Hunter back in the days of Ep I&II,
but now he makes it his duty to take care of Viviana, as well as letting her
beat him up when she feels like it. For a HUcast, he's pretty gentle.

Notes: 

Eep. Lousy Move, HP and initial AP. Enemy bonus only becomes really effective 
in battles where you are up against two opponents and/or when a lot of low-cost
Field Characters are in your opponent's deck(s). I tend to steer clear of
Teifu, opting for characters who start strong and finish strong, as opposed to
operating under the premise of needing to improve. A High Cost Deck could
easily deal with Teifu, particularly one with 5-7 cost Field Characters.


Name: Relmitos (Oran)
Class: FOmar

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: 0
AP: 3 (every even numbered turn; otherwise 0)
TP: 3 (every odd numbered turn; otherwise 0)
MV: 3

Abilities:

- A/T Swap Perm: Each time Relmitos attacks, his TP and AP are swapped.

Background:

Relmitos is actually the famed swordsman Nef Miyama who trained Orland of the
Hunters and Break of the Arkz. Despite his youthful appearance, Relmitos is
actually a very old man who has even outlived many of his family. To appear so
young, Relmitos regularly takes special Newman drugs to ensure he doesn't age.
He feels guilty for having been responsible for sending both Break and Orland 
into the war between Humans and the Androids at the time of the OPSS incident. 
Nef also knew Heathcliff Flowen in his past. He and Orland still work closely
together.

Notes: 

Relmitos is a difficult character to use, although he is good. Summit Moons are
perfect for any deck, as they add 1 TP to Relmitos, which raises his base TP to
4, rendering his AP also being 4 on every alternate turn. Decks can be quite
difficult to make when trying to mix both Techs and attack Action Cards, so
you may want to be as power driven as possible and only include the more
serious Cards, or alternatively, just use the bare essentials. Either way,
use the A/T Swap to your advantage, as it is a focus point for using Relmitos.


Name: Orland (Yellowboze)
Class: HUmar

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: -3
AP: 1
TP: 0
MV: 2

Abilities:

- Sword Bonus: Attacks increase in damage by half the number of Sword items on
               field. 

Background:

Orland and Break both served under Nef Miyama as children, yet Orland is the
only one who remained faithful to his master's wishes. Orland serves as a body
guard to Relmitos, even though he really doesn't need any protection. He is a
strong warrior and often looking for a challenge against the Arkz.

Notes: 

Like Teifu, Orland is a situation battler. Best case scenario, both you and
your opponent(s) are using Sword decks, and low cost ones to boot. Your AP will
go through the roof, providing it falls into those circumstances. In general
story mode battle, you may want to restrict yourself to equipping two or more
swords at all times, as opposed to one high cost sword.


Name: Guykild (Whitill)
Class: RAcast

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: -5
AP: 2
TP: 0
MV: 3

Abilities:

- Cannot use Techs
- Big Swing:        All ATK action point costs increase by 1
- Elude:            Guykild doesn't lose HP when equipped items are destroyed
- Anti-Abnormality: Prevents abnormal conditions, eg Freeze, Acid, Paralysis

Background:

BZZZZZZZZZZZZZZZZZZZZZZZT. BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBZZHRT!
BBBBBBBBBBBBBBBBBZZZZZZZZZZZZZZZHHHHHHHHHHHHXXXXXXXXXXXXXT!

That's Guykild in a nut shell; incoherent and annoying. All we really learn
about Guykild is that despite his tough exterior, he is actually a friendly
humanoid, as the little droid states. 

Notes: 

I *hate* Guykild. -5 HP? Horrible. The 2 AP and 3 Move may appear good, along 
with Elude and Anti-Abnormality, but look a LOT closer. Big Swing is atrocious. 
It's like every basic attack suddenly becomes a Tech. Combos become near 
impossible to pull off, so you end up doing LESS damage then you would have 
done had you used someone like Teifu or Orland. 

If you insist of using Guykild, then low cost items are the key to victory.
Elude will ensure that you will be sustained for as long as possible. Make sure
you play with the Deck loop set to "on" though, as once Guykild runs dry, he's
quite screwed.


Name: Saligun (Bluefull)
Class: HUcaseal

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: -1
AP: 2
TP: 0
MV: 3

Abilities:

- Cannot use Techs
- Low Cost Halfguard: Halves direct damage received from characters costing 3 
                      or less Action Points.              
- Anti-Abnormality:   Prevents abnormal conditions, eg Freeze, Acid, Paralysis

Background:

Saligun is a teacher at the Hunters Academy, and taught such pupils as Viviana
and Memoru. She is responsible for their friendship breaking apart, as 
unbeknownst to the girls, Saligun split the necklace into two so that both
of the girls could take a part of it with them wherever they went and remember
the other. 

Saligun is apparently the only Humanoid who can use Techs, although she can't
actually do so in battle.

Notes: 

Pretty standard character here. Low Cost Halfguard won't prove to be
excessively helpful, given that a majority of low cost Creatures can barely
deal any damage. Her Move compensates for her slightly lower HP to some extent,
but her AP is only average. Saligun is probably someone you'd focus on when
trying to break into a higher tier of Story Character selection, as she isn't
quite as specific as some characters, nor as well fitted with decent stats like
the easier to use characters. 


Name: Stella (Bluefull)
Class: RAcaseal

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: -1
AP: 1
TP: 0
MV: 4

Abilities:

- Cannot use Techs
- Anti-Abnormality: Prevents abnormal conditions, eg Freeze, Acid, Paralysis
- Fixed Range:      The Attack Range of this Card remains fixed, despite the 
                    use of any Action Cards

Background:

Stella is a good friend of Glustar's, and they work as a team together. Often
one needs rescuing by the other, but all in all, they are a good pair. Stella
is slightly suspicious at times as to why Glustar is so dependant upon his
collection of Meseta, but trusts his judgement. 

Notes: 

Great Move, which needs to be used to your advantage. Most Arkz will have
trouble shaking Stella off when she starts to close in, what with the
combination of having 4 Move and access to a good majority of the Ranger
weaponry. Poor AP, but you'll have to live with it when using Stella. Not to
be taken lightly, even if she does say "Nyah nyah! 


Name: Glustar (Yellowboze)
Class: FOnewm

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: 0
AP: 1
TP: 3
MV: 3

Abilities:

None

Background:

Glustar acts extremely suspicious a great deal of the time, requesting to go
on specific missions and constantly expressing the need for Meseta. Glustar
reveals later on that he revealed a good amount of information to the Arkz 
which lead to the attack on the Morgue, although he regrets doing so.

When he finally collects the necessary Meseta, we find out that he is building
a special school. Glustar works closely with the Ranger Stella in battle.

Notes: 

Another of my favourite characters, Glustar is a power house. Pack Techs into
all of your Decks, and good combinations of items; I myself am quite partial
to Sorcerer's Cane and Wand/Club of Zumiran set ups to make the most of his
power. He really doesn't have any faults in particular, barring that Techs
will cost more than they would had you chosen Ino'lis. Take Glustar for battles
where you think you will be gaining at least 1 Dice Bonus, and go all out.


---------------------------
(20C) III.b) Arkz 
--------------------------- 


Name: Break (Pinkal)
Class: FOmar

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: +4
AP: 3
TP: 4
MV: 3

Abilities:

None

Background:

Break is a pretty mysterious guy, and it is pretty obvious from the early
battles that he shares connections to Sil'fer of the Hunters, and her missing
sister Sophia. In battle, Break utilises a sword technique similar to that of
Nef Miyama. Break harbors a deep resentment for the Principal Government on
Pioneer 2 and wishes to stop them from locating the Great Shadow, which would
allow them to have seemingly limitless power. Break uses the Agito in battle.

Notes: 

Great stats for any beginner players and relatively easy to master. He can be
useful for casting Techs behind a line of protective Creatures with his high
TP stat at any nearby opposing Story Characters.


Name: Lura (Purplenum)
Class: RAcaseal

Attack Range: 

  XXX
  .X. 
  .O.  
  ...
    
HP: +2
AP: 2
TP: 0
MV: 4

Abilities:

- Cannot use Techs
- Anti-Abnormality: Prevents abnormal conditions, eg Freeze, Acid, Paralysis
- Fixed Range:      The Attack Range of this Card remains fixed, despite the 
                    use of any Action Cards
- Aerial Assassin:  Inflicts 1.5x damage when attacking Aerial Creatures. 

Background:

Lura is closely involved with Break, and at times makes comments that make her
out to be seemingly human. She can be quite protective of Break and cares
deeply for him. Eventually, we find out that Sophia's memory appears to have
been inserted into Lura, which explains why a Humanoid could possibly have
feelings for a Human in that particular way. Lura uses the Meteor Smash in
battle.

Notes: 

Good Move for getting away from opponents and a pretty good attack range if you
can't get far enough way from the opposing characters. The Aerial Assassin
boost is nearly entirely useless for the Story Mode, wherein the only Aerial
Enemy you will be fighting is the Leukon Knight. Alternatively, you can always
pack a few FL Attacks and the Assist Card Fly, as well as focussing on a
range of aerial creatures in your deck, like Nano Dragon.


Name: Endu (Redria)
Class: HUmar

Attack Range: 

  XXX 
  .O.  
  ...
    
HP: 0
AP: 2
TP: 0
MV: 3

Abilities:

- Rampage: Physical attacks inflict an equal amount of damage to all items
           equipped on opponent.

Background:

Endu is a mysterious character, with little memory of his past and with the
only intention to destroy the Germ. He is initially looking for Nef Miyama, who
whilst can vaguely recognise Endu's sword technique, has not actually ever met
Endu personally, which only brings forward more confusion. Quite an interesting
conclusion is reached, when we discover that Endu is the "child" of Rico and
Flowen, and it is his role to neutralise the Germ. Endu uses the Flowen's
Sword im battle.

Notes: 

Okay-ish. Use against Decks that don't use Swords or Sword-style animation
attacks (eg Slash, Heavy Slash etc). A good plan would be to use Endu to draw
out any Defense Cards on the first attack, to allow an easy assault with a more
powerful creature following up. Ensure you attack in a position where the slash
of Endu's sword will hit the opponent, but ensure the opponent cannot touch
you in his or her turn.


Name: K.C. (Purplenum)
Class: RAmar

Attack Range: 

  .X.
  .X.
  .X. 
  .O.  
  ...
    
HP: +3
AP: 2
TP: 1
MV: 4

Abilities:

- Fixed Range: The attack range will reflect the attacking SC/FC's range,
               regardless of the Action Cards used.
- EXP Bonus:   Receives one additional EXP for a destroyed Character. Can only
               receive one EXP per turn, regardless of enemies destroyed.

Background:

K.C., for one reason or another, speaks in an Elizabethan manner. In his past,
he was involved in the OPSS incident as a soldier, like Break. He is often
in search of a stronger opponent who can beat him, but despite his 
acknowledgement on the site Net 5, he is yet to find anyone close to his
skill. He appears to have some connections to Net 5 as well, although his
true motives for joining the Arkz are clouded in mystery. K.C. uses the
Frozen Shooter in battle.

Notes: 

Good Arkz character. Keep him behind a wall of enemies and snipe from a
distance with combos of Action Cards. Cards like Heavy Attack will be useful,
as will nearly everything else, given the Fixed Range ability. The single TP
isn't much help, but still, a very nice range of stats. Useful for beginners
and experts alike.


Name: Memoru (Whitill)
Class: FOnewearl

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: +4
AP: 1
TP: 4
MV: 4

Abilities:

- Snatch: Absorbs EXP equal to half the damage dealt from the opponent.

Background:

Memoru was in the Hunters Academy with her best friend Viviana. Her teacher,
Saligun, had taken a necklace of theirs and broken it into two parts, but
in order for them to stop blaming each other for the destruction of the
necklace, Saligun had to pretend she was dieing. Whilst Memoru and Viviana are
now again friends, they still remain alligned with their respective group, be
it the Hunters or the Arkz.

Memoru appears to also be involved in the rather comical, yet close, group
within the Arkz that operates more directly with Black Paper. This includes
Creinu and Peko. 

Notes: 

Good for a Tech Deck. Like most Arkz, has a decent range of stats to work with.
Ensure you never physically attack, as the AP and range is atrocious and should
never be used. Ever. Stick to her specialty, and build the deck accordingly to
suit her style.


Name: Rufina (Bluefull)
Class: HUnewearl

Attack Range: 

  .X.
  X.X 
  .O.  
  ...
    
HP: +5
AP: 3
TP: 1
MV: 4

Abilities:

- Action Up: Action Card AP is doubled when used as a physical attack.

Background:

Rufina was created as a clone of a range of HUnewearls that were used in a
range of harmful experiments. Rufina appears to be the only survivor of the
experiment line. Her eye patch is the result of an injury sustained in battle,
although she assures you that it will not hinder her battle skills. Rufina
uses the Red Slicer in battle.

Notes: 

Greatest Arkz fighter, in my opinion. Action Up makes Rufina one of the best
fighters in the game, and with the initial 3 AP, Rufina truly is a force to be
reckoned with. Rufina is particularly deadly against bosses, and in situations
where you can attack with some range to ensure safety. Her 5 HP allows for some
insurance, so to speak, but be careful. Her power comes at the expense of being
an Arkz character, so be sure to play carefully. Cards in a combo that end with
Snipe and so forth will allow the greatest possible damage. 


Name: Rio (Yellowboze)
Class: RAmarl

Attack Range: 

  .X.
  .X. 
  .O.  
  ...
    
HP: +3
AP: 2
TP: 1
MV: 3

Abilities:

- Fixed Range: The attack range will reflect the attacking SC/FC's range,
               regardless of the Action Cards used.
- Revenge:     AP increase equal to half the amount of Field Characters on your
               side that have been destroyed.

Background:

Was involved with the military before she joined the Arkz. She never quite
makes it clear her true intentions, although she does briefly seperate from
the team at the Morgue Attack to attend to some of her own "business." Whilst
she may be quiet about herself, she does tend to be a harsh character, giving
you tips but threatening you with death if you don't achieve perfection. Eep.
Rio uses the Yasminkov 9000M in battle.

Notes: 

Rather average-ish. I don't like Revenge, given that it requires your team to
actually get beaten around first in order to do more damage. Stick to the more
viable Arkz, like K.C. and Rufina, if you plan on using your Story Character to
do damage.


Name: Peko (Whitill)
Class: FOnewm

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: +3
AP: 2
TP: 2
MV: 3

Abilities:

- Tech: All Techs cost 1 less Action Point to use.

Background:

A rather fat FOnewm who is obsessed with eating. His plans from the outset
appear to be just to create a line of Cards that produce Cakes, but a closer
look shows Peko's ties to Black Paper. He operates closely with Memoru and
Creinu, and is responsible for accumulating a good amount of information off
of the Hunters, especially from Ino'lis. Is rather funny at times, but it's
best to stay out of his way when food is involved. Peko uses the Hildebear's
Cane in battle.

Notes: 

Good for Tech Decks, particularly those which will end prior to a second Dice
Boost, given the useful Tech ability. Ensure a decent wall of creatures is
covering the path of any other Story Characters, because Peko has lower Move
and HP than other Arkz characters. I wouldn't bother using Peko for Physical
Attacks; best to focus on his strengths.


Name: Hyze (Redria)
Class: HUcast

Attack Range: 

  .X. 
  XO.  
  ...
    
HP: +4
AP: 4
TP: 0
MV: 3

Abilities:

- Cannot use Techs
- Anti-Abnormality: Prevents abnormal conditions, eg Freeze, Acid, Paralysis
- AP Assist:        Increases all ally character's AP by 1 when within 1 block
                    of respective ally characters. Does not work on self.

Background:

Hyze is a popular singer amongst Hunters and Arkz alike. He is really a singer
droid when it comes right down to it, preferring the stage to the battle field
any day. His love derives from his belief that music can reach people's true
emotions.

Of course, the eventual realisation is that his excellent voice is merely
programmed, and his "real" voice is horrible. This doesn't put him off though,
as he realises he can make people laugh with his new type of singing. Hyze
uses the Asuka in battle.

Notes: 

Good in Decks with Clippen. Using both, you can give a handy 2 AP to any other
creatures on the field, as well as gaining a 1 AP boost between themselves if
set up properly. I don't recommend taking Hyze into battle as a direct assault,
but rather keep him adjacent to the action so he can keep his allies strong,
and give the occasional Slash when the opportunity arises. Has poor range for
dealing with Hunters, so keep that in mind.


Name: Reiz (Viridia)
Class: HUcaseal

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: 0
AP: 1
TP: 0
MV: 3

Abilities:

- Cannot use Techs
- Anti-Abnormality: Prevents abnormal conditions, eg Freeze, Acid, Paralysis
- Pierce:           Physical attacks will pierce through equipped items/guard
                    creatures, directly inflicting damage onto the opponent.

Background:

When we first meet Reiz, she is under the impression that she used to be a
nurse of sorts during the OPSS incident, as her fragmented memory brings back
a picture of her carrying Humanoid parts. Later, we learn that Reiz was
actually an assassin built to destroy other Humanoids.

During the OPSS incident, she met Ohgun, where she became friends with him and
"broke her programming." She intially distances herself from Ohgun when she
learns of her past, but then decides that she can only make others happy by
being happy herself, and returns to Ohgun. Reiz uses the Partisan of Lightning
in battle.

Notes: 

Use Reiz carefully. She has terrible initial range, so Action Cards are needed
if you plan on making use of the Pierce ability. She has poor HP and AP, so
tread lightly when moving Reiz into battle. Guard creatures have a potential to
help here, but strong Action Cards are a necessity. Have creatures attack the
opponent first to draw out the Defense Cards in that turn, followed up by a
full length attack from Reiz herself.


Name: Creinu (Purplenum)
Class: FOmarl

Attack Range: 

  .X. 
  .O.  
  ...
    
HP: -1
AP: 1
TP: 0
MV: 4

Abilities:

- HP Assist: Before each turn, all creatures regain 1 HP, not exceeding max.

NOTE: The Card translation is wrong; you do NOT have to be within one square
      to make use of the HP Assist.

Background:

Creinu is part of Black Paper, and is also responsible for the funding of the
Arkz. She works closely with Sue, the head of Black Paper, as well as her own
team consisting of herself, Memoru and Peko. She knows a lot of history,
including the origins of Pollux and Castor, the two experiments gone wrong.

She is stated to have been seen transporting large human-sized capsules to 
R-Base. Creinu also has a deep affinity for jewels, and will put them over the
lives of her fellow Arkz; or maybe it's just Peko. Creinu uses the Evil Curst
in battle.

Notes: 

HP Assist is great. Shove some Immortalities in your Deck, and keep Creinu
distanced from your opponent. Creinu is under no circumstances to do any 
combat whatsoever. She does more damage with her HP Assist then she could with
her attacks. As I said, Immortality will render you near indestructable, as
your creatures will not be able to die if you play it carefully. Also good for
creatures who have the unfortunate Exhaust ability which damages them each
turn. A very decent Arkz character, despite her rather poor stats.


Name: Ohgun (Bluefull)
Class: RAcast

Attack Range: 

  XXX
  XXX
  ... 
  .O.  
  ...
    
HP: +1
AP: 2
TP: 0
MV: 2

Abilities:

- Cannot use Techs
- Anti-Abnormality: Prevents abnormal conditions, eg Freeze, Acid, Paralysis
- Impact Halfguard: Damage taken that is 5 or higher is halved.

Background:

Ohgun worked during the OPSS incident, collecting fragments of Humanoids and
attempted to fix them. It was there that he met Reiz and fell as much in love
with her as two Humanoids can possibly do. Ohgun is frequently gazing out of
R-Base across Ragol, wishing that he could live out there. This may just be
because of his solar power cells though...

Ohgun uses the NUG 2000 Bazooka in battle.

Notes: 

Fantastic. Some HP increase, moderate AP, poor Move, but fantastic attack
range. Ohgun works wonders at drawing away Defense Cards to soften up the
opponent. Impact Halfguard serves as the last wall of defense should your
line of creatures be destroyed. Extremely difficult to beat effectively, given
the hindrance of being unable to deal excessive amounts of damage directly to
Ohgun. Do not use Ohgun as a serious fighter, but more of a character that will
ruin the opponent's chances of defense where it should be needed, such as
against a stronger creature.


---------------------------
(00D) IV. Closing Off 
---------------------------


If you have any problems or questions, please e-mail me at:

holbodav@hotmail.com

You can also contact me via MSN should you want to go more direct.

Useless thanks go out to:

The PSO Ep III Board. Hopefully you'll never learn any better, so I can go
on being helpful, whether you wish to disagree on what is a more effective
means of Card collecting, or how good an Indi Belra actually is despite
what common sense tells otherwise.

Sonic Team again for making the game.

Nintendo, the obvious choice.

And GameFAQs/CJayC, for accepting and posting my FAQ. 

FAQ is copyright Hawk Eye, 2004.