TACTICS OGRE: KNIGHT OF LODIS
                                Version 3.1
                          Last Updated: 8/9/2002
                           Presented by bearsman6

       The Guide to Questions We Know You Want to Ask, but Shouldn't...
                               A Complete Guide

>>>>>TABLE OF CONTENTS<<<<<

I.     Revision History
II.    Introduction to the Guide
III.   Back story...
IV.    Characters
V.     Game Controls
VI.    The Walkthrough!
         1. Let it begin!
         2. The chosen path... A
         3. Chapter 2 (Path A)
         4. Chapter 3 (Path A)
         5. The chosen path... B
         6. Chapter 2 (Path B)
         7. Chapter 3 (Path B)
         8. ENDINGS... **MAJOR SPOILERS**
VII.   Quest Mode
VIII.  Class Details
IX.    Emblems
X.     Items
XI.    Cheats
XII.   Misc. Questions
XIII.  Credits and Disclaimer

-----------------------------------------------------------------------
--------I. Revision History, Because History is Good For You!----------
-----------------------------------------------------------------------

VERSION 1.0 (4/24/2002)
- First version! Wow... this will take lots of work...
- I am still missing... mostly everything.  Just beginning some of the
  walkthrough segments, so bear with me...  Oh wait, this version won't
  ever be posted.  HAH!  SCORE!

VERSION 1.1 (4/30/2002)
- Well, the progress has to start somewhere.  Started adding characters, while
  also trying to learn more of their back stories... Not the most simple task,
  especially since the English version isn't even out yet...
- Walkthrough now includes TWO WHOLE BATTLES!  Whee...  Now if only that was
  a good thing.  I can tell this will take a _very_ long time. Still, any
  progress is good progress!
- Still filling out the class section.  Seems like that's all I'm doing of
  late: filling out.  I can't call anything completed, because it isn't. Oi.

VERSION 1.2 (5/1/2002)
- Added a lot more to the character/class sections, including the new
  section dedicated to enemy-only classes.  Finished, now, with all of
  the human classes... about time really.
- Began reworking the beast classes, including more 'species' as well as
  complete descriptions and 'talents' sections.
- Reformatted a few of the other sections, including some to the 'history
  of the series' introduction, but it was MAINLY a day spent on classes...

VERSION 1.3 (5/2/2002)
- Updated parts of the walkthrough, especially the battles previously
  "completed."  Basically completed a few more battles, too.  If only
  I could read what the dialogues were saying.
- Realized that I really *don't* have to give complete commentaries on
  what happens after the battles... at least not in this version.  So,
  from now on, the guide will likely be a bit more trimmed in those sections.
  It should work out for the best.
- Hope to finish the class section (as finished as can be expected that
  is) today... some time.
- Added a few extra categories for each class, so as to make the section
  more thorough...  Movement type, a section of just commentary, etc.
- Reformatted some more... Still trying to find something that is both
  appealing to the eye AND EASY TO READ/DIFFERENTIATE.  This is, and has
  always been, the biggest challenge... blah....

VERSION 1.4 (5/6/2002)
- Game was delayed, so it will be a while before this goes public... as in,
  longer than previously thought.  Seems the new release date is the 9th...
- Added lots of good stuff into the classes section.  Mainly, put in level
  bonuses.  This should take me lots of time to get around to... yay.
- Also finalized third battle, thinking of adding another today.  Maybe...
- Getting pretty far in this translation, and it's still enthralling, despite
  the language barrier.  The hard part is explaining some of the more
complicated
  ideas, like persuasion.  Tried that section today.  Hah.  Not happening...
- Proceeded to the more tedious work on the emblem section.  Working amazingly
  well so far, again, despite translation problems.  Still, pretty nice.
- As if that wasn't enough, added a bit more about persuasion, mostly to the
  "random questions" section of the guide.  It fit there... sort of.
(5/7/2002)
- Not worthy of another version number, so...  finished some minor work on
  emblems... mostly the appearance and complete descriptions.
- Went through another battle, completing write-up (totalling... four...)

VERSION 1.5 (5/10/2002)
- GAME RELEASED (and bought)!  Touched up character section, added few more
  detail, etc., while actually fixing some of the English translation deals...
- Filled in a bit of the story, not to mention add a lot about some of the
  larger, key characters.  This will be fun!
- Redoing all of my walkthrough, since lots of things need a touch-up due to
  English translation differences.  Also will help fill in gaps in story...
- Retouching emblem and class sections for translation differences.
- Filling in Quest Mode section with actual information (lol).
- Completely redid the controls (thanks to the game's manual).  The section
  now actually makes sense. O_o
- Pulled the Emblems out into their own section (which should have been done
  long ago, I realize, but oh well)...

VERSION 1.6 (5/11/2002)
- <6 AM> Pulling an all-nighter due to work, so I might as well work on this...
- Added a bit more to story, specifically surrounding some key characters and
  the second, third, third prime, and fourth battles...  Yay.
- Added section on items... specifically curatives and expendables.
- Finished through fourth battle now... Still no sleep <10 AM>
(5/12/2002)
- Finished with current lists of items and spells... gave descriptions and
  uses along with other pertinent information.
- Continuing with walkthrough, now up to another few battles.
- Adding contributions (and credits) from others to provide alternate opinions.
- Began Quest Mode walkthrough, but only did first level.  Need to find more
  books to continue on...
- Wrote up more for classes and items/spells.  I must just be masochistic...

VERSION 1.7 (5/13/2002)
- Getting very close to submission...
- Added lots more to items sections, especially thanks to goukei.
  ... correction, nearly COMPLETED items section.  HUGE thanks to goukei ^_^
- Added a few more story battles to the walkthrough, and as always included
  the events between the battles, too.
- Got up through The Choice of Urodela... Now the work will split along two
  paths... Yay.  Twice as much to do -_-''
- Updated a few character sections, including Cybil.  Finally filling it in.
- It's Official... After this update, and this version is finished, it will
  be submitted... It's just nasty to think about, but necessary...  Even in
  this state, the guide might help someone... or a lot of someones...

VERSION 2.0 (5/14/2002)
- Retooled the formatting, making it SOMEWHAT balanced on the edges...
- Retouched character profiles from early segment.
- Submitted!  Now to get back to work! lol...
- Added a few more items and spells/abilities.
- With contributions from Landon, now 3/4 done with class level bonuses.
- Continued walkthrough... Got a few more battles done on both paths...
- Reformatted after seeing the posted FAQ on GameFAQs... It needed to have
  the edges more even... so I fixed it.
- Proofreading now.. Gah, how this part of the process blows.  Basically,
  though, it's giving me a little break from just straight gameplay... I
  DESPERATELY need that...

VERSION 2.1 (5/15/2002)
- Continuing work on the walkthrough... Added another few battles to the
  path with Cybil and Shiven.  Yay.  Chapter 2 shall now begin.
- Compiled more info on hidded items (thanks to DeadSs' contribution)
- Filled in more information about classes, spells, and items.
- Generally just continued with the formatting flaws... I hate this part.
- Done for the night... (1:30 AM on the 16th)

VERSION 2.2 (5/16/2002)
- Continuing where I left off, filling in Unique Classes thanks to some help
  from mikee83.  Very nice, in-depth FAQ on special characters.
- Continuing walkthrough... now a few battles further.
- Added Battle 2 to Quest Mode.  Yay for tediousness incarnate...
- Added another huge chunk to the "hidden items" section, as well as a
  coordinate grid system.  Whee...

VERSION 2.3 (5/20/2002)
- Slowing down due to current location (out of state) and inability to play
  the game currently.  Still, lots of contributions have made this a much
  better guide, and more complete...
- Added more spells (notable Bane and Virtue) to make list nearly complete.
- Added a few more items that others found, either from Quest Mode or a Versus
  Game (yes, that's right... another thing to cover... later).
- Answered quite a few emails, and hopefully a few more questions on the
boards.
  If only this FAQ was as easy...
- Updated a few character sections... namely Euphaire and Elrik.  I still have
  lots to do there, however.
- Added some ROUGH levels to walkthrough.  When I have time, I'll go back and
  make them all pretty and such... Ugh.  It will take me HOURS to do, however.
- Also added a few more "game text" descriptions, both to spells and emblems...

VERSION 2.4 (5/22/2002)
- Finishing touches on a few walkthrough battles (A Path).
- Added info for witch class, undead classes, and redid organization there...
- Checked through and verified a few "hidden items" levels.
- Slimmed down revision history a bit (Masvega would be proud...)
- Updated the info on Deneb and fairies thanks to a contribution from an
  email by Austerity.  Check those corrections out...
(5/24/2002)
- Added a few abilities discovered in recent battles.  Also updated sections
  in spells, adding in "Summons"
- Updated character info on Euphaire, as well as class data on her Shaman,
  along with the Dragon Zombie, Warlock, and Giant.

VERSION 2.5 (5/25/2002)
- Complete overhaul of hidden items section, mainly thanks to Terence, who put
  coordinates in system where (0,0) is BOTTOM corner of map.  Very nice, and
  now COMPLETE!
- Walkthrough progressing slowly...
(5/26/2002)
- Updated random questions section, mainly biorhythm and mental gauge Qs.
- Added another few battles to Path A.  No progress on Path B as of yet.
- Fixed a few minor details, while adding new ones...
- Corrected something in the "hidden items" section.
(5/27/2002)
- Added another battle, updating info on Giants, Elrik, and a few spells.
- Also added the game text for a few emblems, updating that section.
- Added the Summoner class to the 'Unique Classes' sub-section.
- Thanks to a contribution, added a way for Alphonse to get the Archangel's
  Feather emblem!
- Added info in two places about the Star Tiara ability...
- Clarified info on Lubina and how to get her to join.

VERSION 2.6 (5/28/2002)
- Added questions to the end about Angel Knights, transmigration, and also
  the "Item Sets."
- Continued walkthrough Path A... Just trying to flesh out what beyowulf
  contributed (some huge thanks go out to him!)
- Revived the section on Quest Mode, including more details on Battle 2.
- Updated the "Items" section to include new items, while also added the
  elemental properties to weapons.  Yay.
(5/30/2002)
- Updated "Items" section again, included more items and reformatted a few
  of the sections alphabetically.
- Started work again on Path B walkthrough (at a request).
(6/6/2002 - 6/13/2002)
- Added another few battles to Path B, finishing Path A with beyowulf's basic
  outlines and just filling in personality and format.
- Updated some wrongs in the hidden items section (thanks Terence).
- Added another question about Angel Knights to the 'random' section.
- Added a few abilities, items, and random questions.
- Validating hidden items as I go along.  whee...

VERSION 3.0 (7/2/2002)
- Finally updated on sites again!  Not yet finished with Path A, nor B, but
  getting much closer...
- Updated 'item set' information.

VERSION 3.1 (7/6/2002 - 8/9/2002)
- Added three supplemental location-events at beginning of chapter 3.
- Been adding battles to the B route lately... Still need to finish A...
- Reformatted a LOT, to fit the screen better on GameFAQs.
- Added more battles to Part A.
- Updated the classes section, adding a few computer-only classes.
- Lots of corrections, thanks to Tetra (again ^_^)


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II. Introduction to the Ogre Battle Saga:
-----------------------------------------------------------------------

This FAQ is actually going to be a complete rundown of the major points
this game has to offer.  Why?  Because it desperately needs one, especially
to help people with absolutely no idea how to figure out their own tactics.

This guide also should only be found on the following sites.  Please note,
if you find it elsewhere, please email me, since i will then need to contact
someone about a little copyright problem.  Thanks for your help.
      www.gamefaqs.com
      www.tacticsogre.com
      www.gamespot.com
      www.neoseeker.com
      www.cheathappens.com
      www.ign.com
      www.mmxt.cjb.net

However, let me not digress.  This FAQ is made for YOU.  For anyone and
everyone who has a question about the game, I hope to be able to
provide some relief.  But before we get straight into it, a few pieces
of advice that apply to MANY questions:

(1) THIS IS NOT THE SAME AS THE TACTICS OGRE FOR THE PLAYSTATION!!
 Please, do not ask this question again.  It has been overdone.  It was
overdone two days after the game was released in English.  Hell, it was
overdone days BEFORE it was released.  So, please note: all of the people
answering questions ANYWHERE about this game are tired of answering that
question.  It is a completely different game.  Related, yes, but a new
and different game.... completely... 100%... all of it and, if possible,
even more.  Thanks.

(2) Play through the game with the Help Messages on for the first few
battles.  Think tutorial.  Then, if you still have questions, check with the
"Pumpkinhead Help" set of menus.  They are, by far, the best introductory
tools the game provides (unless you have the original Tactics Ogre: Let Us
Cling Together).  These 'Tutorial' aids will teach you basically all you
need to know about navigating through menus, going through battles, and
even attacking, guarding, class changes, etc.  So, final thought: JUST
USE THEM!!  Save us the trouble of telling you something that is obviously
found there.

(3) Read through the instruction booklet.  If you don't have one, then
this doesn't apply to you.  However, if you DO, and you don't read it,
that is about as bad as ignoring the Tutorial.  Both of those tools are
very helpful to someone who has never played an Ogre Battle game
before, and, honestly, they can teach you everything you know about the
basic game (not the total game, but how to start, how to play, just not
strategy).

(4) To save yourself some time, get used to the Ctrl-F function -- FIND.
All it requires is that you hold down the Ctrl key and hit F.
A new window will appear where you can type in a word, a set of words,
etc. and it will search the entire document for those words.  This is
VERY helpful on a long page (such as this, or other FAQs)...

Just keep these basic lessons in mind, and now, let the learning begin!


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III. Only through knowledge of the past can you be prepared...
-----------------------------------------------------------------------

                           Long ago,
                        there was a time
                      when strength ruled
                         and evil held
                         the world in
                      its vile clutches...
                     The age of Zeteginia...

 The story is set TWENTY-THREE years before the events of Ogre Battle 64
(Chapter 6 in the grand saga) and the original Tactics Ogre (Chapter 7),
both of which occur at almost the same time.  Its main focus will be on the
island nation of Lodis as well as the enigmatic land of Ovis.  A traditional
antagonist that we all know and hate by now, Lodis is known in the other games
as the Holy Lodis Empire, where the church seems to be the true behind any and
all power that the nation has.  The church itself is centered on the worship
of St. Lodis, who we will learn more about later.

Here is a general timeline, just to clarify a few of the dates...

P.Y.227 The Zeteginian Empire, founding of the country
P.Y.231 TO:tKoL
P.Y.250 OB:MoBQ
P.Y.251 the New Zenobian Kingdom, founding of the country

Located northwest of Galicia, Lodis has been trying to "enlighten" its fellow
men lately, using horribly brutal tactics.  This has been continuing for
nearly 15 years and has involved the conquering of many surrounding lands
and converting them to its religion, Lodisism.  Fun stuff, don't you agree?

Anyway, the southern region of Ovis, Anser, initially resisted the changes and
forced conversion, it has actually grown to flourish due to the trade with the
mainland that Lodis provided.  The northern region, Rananculus, which is
surrounded by lots of mountains and rivers (effectively hampering
communications and trade) accepted the subjugation without a fight.  It is now
settled mostly by the aristocrats or landed elite, with inhabitable land being
a scarcity.


-----------------------------------------------------------------------
IV.  Getting to know your army: the players
-----------------------------------------------------------------------

ALPHONSE LOEHER

  A member of the Empire's top unit of knights, the Order of the Sacred Flame
at the quest's beginning, the 15-year-old Alphonse is only a new recruit.  He
began his military training at 12, however, and became a knight at 14, but
this was the 'normal' path for the son of an aristocrat.  He has trouble
accepting his 'new' family name, and is constantly forced to deal with the
problems within his family.

  Sent to Rananculus with his good friend, and commander, Rictor Lasanti
supposedly to investigate an unusual occurrence and aid the southern territory
of Anser, he doesn't know that this will begin a journey to forever change his
path in life.  Alphonse knows of war, but is still naiive.  The good guy, and
your main character, Alphonse just wants to bring justice to his island home
of Ovis and figure out who he really is.

Class: Soldier
Description: A young man with blue/purple hair, light armor, and a blue sash.
To Recruit: Begin a new game
(Actual birthday: Tierra 22)
Element: Varies
Alignment: Varies
Fortune: Idleness.  Don't slack off too much.  Remember your original purpose.
Thoughts: Your basic hero, Alphonse has the potential to be one of the
          strongest fighters in the land.  He starts off doing relatively well
          in the soldier class, which should tell you something right off the
          bat.  He can be a damned fine fighter in ANY class, and that says a
          lot about him.

RICTOR LASANTI

  A very proud, young, and strong swordsman, Rictor is also a friend to
Alphonse.  Though only recently appointed to a commanding position, he
believes strongly in the goals of the Holy Lodis Empire, as well as their
practices.  At times, he is known to disagree with Alphonse, especially
about matters of the aristocracy and the way things should be, but the two
are still very close.  Very capable in the realm of fencing, and by far no
stranger with the foil, Rictor also has decent skill with magic, which he
uses as an attack or curatively.  Lone son to the Duke of Felis, the young
Rictor doesn't quite know what his future will hold. Though he once dreamt
of becoming a priest of Lodis, now his future is cloudy.  Perhaps he will
take the title of Duke after his father, and he seems to want Alphonse by
his side in that event as an advisor.

Class: High Priest
Description: A young, blonde man in a blue cloak/tunic and hair tied back in
             a very proper manner behind his head.
To Recruit: Take Path B in Urodela, after siege of Castle Ostorea Rictor will
            ask to join you.
Birthday: Treva 6
Element: Earth
Alignment: L
Fortune:
Thoughts: A man who knows how to kick ass, unfortunately Rictor doesn't seem
          to want to disobey orders, meaning that you won't get him.  He has
          a great attack, though, which is a shame, since later on it's only
          directed at your people.  Oh well...

ELEANOR OLATO

  She first meets our hero, Alphonse, in the beginning of the game, lying on
a beach and near dead courtesy of an arrow wound.  Eleanor cares a lot about
her new friend, but also wants to see him become something truly great, as she
knows he can.  Originally a nun, aiding Father Hamen of the church in Solea,
her foster father, she truly is an innocent amongst warriors...  She was an
orphan who never knew her real parents.  She was raised by step-parents in the
town of Sotavento, after being found by a mermaid and delivered to them...
Perhaps this is why she loves to be alone on the beach...  hoping that her
childhood playmate, that mermaid, might return...

  Her relationship with Alphonse Loeher began when she found him lying
nearly dead upon a beach at the Church at Solea, but blossoms into much more.
Though slowly, she eventually becomes an advisor, and confidant, for the young
knight, a source of confidence and strength.  What more could Eleanor and
Alphonse become?  Only time can tell.

!!!SPOILER!!!

Eleanor is the sister of Cybil, the sorceress!

Class: Soldier
Description:  A young, blonde girl wearing a white dress, trimmed with blue
              and green.  Also wearing a green ribbon in her hair.
To Recruit: Finish Chapter 1 on Path A (Cybil's path).
Birthday: Sombra 7
Element: Water
Alignment: N
Fortune: Endurance.  Personal glory isn't everything.  Think about what's
         important.
Thoughts: Overall, not THAT bad... She comes equipped with a pearl necklace
          but no weapon.  She's helpless for the first little while, but then
          she does get better.  A natural warrior once she gets into it, you
          won't regret using her in your party at all!
       Final Note: If you get her INT above 170, she learns a special/super
       technique called Star Tiara.  It's incredibly  powerful (like an Orb),
       but is limited to one use per 'learning.'  To relearn this spell, just
       level up or beat a Quest (or battle, or training fight).

IVANNA BATRAAL

  The daughter of the previous Lord of Rananculus and an ex-member of the
White Fang Troops, Ivanna knows how to fight, and she does it very well.  She
first meets Alphonse when he is rescued from the surf by Eleanor, after the
first battle in the Lutra Islands.  She later joins him on his mission in Ovis,
seeing that his path may well be the one she needs to help uncover the truth
of her father's death.

  Like Alphonse, she is a very capable Knight, dressed in red, and her
determination to uncover the truth of the events from 15 years ago (when her
father died, presumably by the hand of her uncle, Naris) only make her the
more deadly.  She escaped both her uncle and the White Fang Troops through
the aid of her weapons instructor...Perhaps her most useful talent early on
in the game is her ability to heal, but do not underestimate her prowess
physically.

Class: Knight
Description: A raven-haired woman clad in red armor.
To Recruit: Complete battle 3 (Vespa Hill) and Ivanna will ask to join you.
Birthday: Deus 9
Element: Earth
Alignment: L
Fortune: Self-contempt.  Ignore the small things.  Forget about your worries.
Thoughts: A very capable fighter, and a welcomed addition to your army,
          especially so early in the game.  With the added bonus of being
          able to cast a healing spell (courtesty of her knight class), she
          is incredibly versitile.  Keep her around and you won't regret it!

FATHER HAMEN

  Over-protective and often deluded priest who looks over Eleanor as if she
was his own daughter.  He has cared for her since she was young, making sure
that she learned her lessons while also watching out for her well being.  He
doesn't know about her past, but always looks toward her future.  Though he
means only for the best, his judgement is often clouded by bouts of selfish
behavior and pride.

ORSON LAMIES

  An archer who is traveling with Rictor and Alphonse on their mission in
Ovis, Orson stays alongside Rictor.  He joins and splits with Alphonse a
number of times, but every time, he makes the most out of his experience
and skill with the bow.  A valuable warrior within Lodis' Army.

Class: Archer
Description: An old man wearing a green headband and blue clothes.
To Recruit: Choose path B at Urodela, going in search of Rictor.  During the
            next fight, Orson will offer to join you.
Birthday: Deus 20
Element: Wind
Alignment: L
Fortune: Discontent.  Things may seem rather ordinary, but your comrades will
         pull you through!
Thoughts: Any person that comes as an archer is either insanely good to
          pull it off, or just crappy enough to fit the archer class.  Orson
          is actually good enough to pull this class off.  Scary, isn't it?

NARIS BATRAAL

  Current Lord of Rananculus, Naris used to be the head knight of the White
Fang Troops.  He inherited the title of Lord from his brother, as the position
has been in their family for generations.  The uncle of Ivanna, his
relationship with his neice is very shaky, especially since it is questionable
concerning his involvement with the previous Lord's death.  His intentions are
unknown, but it is certain of his involvement in the continuation of the war
between Rananculus and Anser.

NICHART BRIFFAUT

  Current leader of the White Fang Troops and a knight of Rananculus, Nichart
is striving to follow the orders issued down to him by Naris Batraal.  A
devoted knight in the midst of a war between two adjoining nations, Nichart
just does what he is ordered to do, but he does it well.


MALICIA BATRAAL

  A young, raven-haired woman.  She hates her uncle, Naris Batraal, for reasons
not quite known yet.  She calls him arrogant and greedy (pretty accurate,
really).  Seemingly unknown to her, she is Naris' dead brother's daughter --
Ivanna's sister.  She seems to have a very strong interest in Rictor Lasanti,
romantic, and the two are engaged for marriage in the undisclosed future.  We
shall just have to see how that develops...
...Malicia Batraal died years ago, when she was 13 years old.

BERNARD LASANTI

  Leader of the Knights of Felis during the Reformation 15 years ago, he was
believed to have been present, with the Order of the Sacred Flame, to sign
the treaty with the kingdoms of Ovis, or force their decision.  Father to
Rictor, Bernard also seems to have ties with Naris Batraal, Lord of
Rananculus.

GLYCINIA

  A fairy who decides to join Alphonse on his quest for justice after he saves
her life from attackers.  Normally from the forest that separates the two
warring countries of Rananculus and Anser, Glycinia only left to search for
her sister, Lubina, who ran away from the forest a while ago.  (She thought it
was boring there, go figure!) Although a fairy, Glycinia still has some decent
items equipped, and seems to just show that fairies can TRY to pull their own
weight.

Class: Fairy
Description: A fairy clad in a blue dress and with purple hair.
To Recruit: Return to Vespa Hill after battle 3 and another battle will take
            place.  Win this battle, while saving Glicina, and she will ask
            to join your troops.
Birthday: Oceano 21
Element: Wind
Alignment: L
Fortune: Vivacity.  Many opportunities to use your talents.  Always do your
         best.
Thoughts: Oi.  You really can't expect that much from a fairy.  I know this,
         but she is a special character.  Wouldn't you expect that to make
         her at least a bit better?  I would, but she isn't.  Her only benefit
         is that she comes with a glass pumpkin and some other decent
         equipment.  Blah.  She learns a decent special talent after level
         10, but by that time, you'll have far more capable fighters.

LUBINA

  Another fairy, a friend to Glycinia, and, depending on your path, someone
who might join with Alphonse.  Hidden in a gremlin costume, Lubina ran away
from her life, and Glycinia, to have fun.  She got bored.  That's it.  The
definition of a free spirit, Lubina and Glycinia have been best friends for
longer than they can remember, and together make an incredible team (for
fairies).

Class: Fairy
Description: A fairy, dressed in red and with purple hair.
To Recruit: In Graculla (Volcano area), defeat every enemy EXCEPT the lone
            gremlin who won't attack your troops, named Lubinnia.  Then,
            with Glycinia in your party, move Glycinia right beside the lone
            gremlin and Lubina will offer her services to join you!
Birthday: Oceano 21
Element: Water
Alignment: N
Thoughts: Another fairy?  I already have ONE... and I really don't want to
          have to take care of another... Gah.  Oh well. Together the fairy
          duo has one decent attack, but that really isn't worth using them
          for.  I guess they were just thrown in to increase the number of
          hidden characters.  Useful for bragging rights...

CYBIL ALINDA

  Another early member of the party, Cybil rescues Alphonse from a cell at
Fort Formido.  A war orphan sent to Galius at age 6 and educated to become a
member of the Hand of the Pope, Cybil has dedicated her life to the Church,
and is unafraid to show her strong will, overbearing personality, or incredible
abilities in battle to further the Pope's cause.  She, unlike Alphonse, is
very in-touch with the current state of things, realizing how the Pope, the
Duke, and more are all in a politically destructive conflict.  She is sent to
Ovis to retrieve its secret, and believes that the mermaids might hold the key.

  Cybil lost her hometown during the Reformation.  Born and raised on the
island, she joined Lodis out of faith, and because she had the skill.  Her
determination also played a large part in this, though.  She was driven from
her home after her parents were burned to death in front of her young eyes...
Now unafraid to devastate her opponents with her wind-elemental magic, Cybil
can be a good addition to any party.

!!!SPOILER!!!

Cybil is the older sister of Eleanor!

Class: Sorceress
Description:  A strong, brunette wearing a long, purple dress.
To Recruit: Choose path A at Urodela, then after the siege of Castle Ostorea
            she will offer to join you.
Birthday: Preta 22
Element: Wind
Alignment: N
Fortune:
Thoughts: A very good character, if only for her spells.  She can devastate
          her enemies, and is immediately one of the strongest members of
          your army when she joins you.

SHIVEN

  Second in command to Cybil and one of the few people she trusts, Shiven is
skilled as both an assassin and in reconnaissance.  Often used on intelligence
missions of great importance, Shiven follows Cybil wherever she goes.  When
Cybil's path crosses with that of Alphonse, how will Shiven react, and will
he join the young knight who he might not always agree with?

Class: Ninja
Description: A ninja-like character in gray pants, a blue headband, and
             strawberry blonde hair.
To Recruit: Choose path A at Urodela, and after the fight at Bison, he appears
            and offers to join your troops.
Birthday: Tierra 8
Element: Fire
Alignment: C
Fortune: Overconfidence.  Don't overestimate yourself or you may get hurt.
         Decide carefully.
Thoughts: Getting another ninja is never a bad thing, but when he also comes
          with a Kagari-bi and pre-equipped spell, it's that much sweeter.
          Shiven is a great addition to any team, especially due to his skills
          as a ninja.  However, he can become an even greater Swordmaster if
          you build him up that way.  Still, he loses his unique appearance
          outside of the ninja class, so I typically leave him there. ^_^

AERIAL

  The strongest mermaid warrior still alive, Aerial is one heck of a powder
keg in terms of personality.  She meets Alphonse and company at Rana, after
he saved the life of another mermaid.  Even after this, however, Aerial
mistakes his intentions as purely greedy (which she views as how ALL humans
are), and attacks you.  After her defeat, and a conference, however, she asks
to join his cause, hoping to one day undestand how someone can love so deeply
as to sacrifice the thing that means the most to them.

Class: Mermaid
Description: Mermaid with blue hair, golden horn-like ears, and a red lower
             body of a fish...
To Recruit:  Choose path A at Urodela, and after the long talk and battle at
             Rana, she offers to join you in a cutscene at Arena.  However,
             she will NOT offer to join if Minerva died in the previous battle.
Birthday: Branca 2
Element: Wind
Alignment: N
Fortune: A strong will. You will bear many hardships, but do not dwell on
         them.
Thoughts: A typical mermaid.  Unfortunately, that isn't a good thing.  She's
          excellent in water combat situations, but on dry land Aerial just
          cannot hold her own against such other attackers (like Shiven).
          Still, what she lacks in physical skill she almost makes up for
          with her Lullaby and Cheer talents... almost.

EUPHAIRE

  The talented daughter of Elrik, Euphaire was born with a gift, magically
blessed beyond what most people dream of.  However, this exceptional youth is
plagued by the choices of her father.  All too recently, Elrik forced the
spirit of his departed wife, Euphaire's mother, into the body of the young
shaman.  She then ran into hiding, haunting the region of her old home.

Euphaire decides to join Alphonse on his mission after he defeats her in a
battle, thus freeing her of her mother's influence.  A decent magical
attacker, Euphaire also has the ability to heal her allies, but she must
trade some of her own livelihood to do so.

Class: Shaman
Description: Another blonde girl in a blue and white dress, but also wearing
             a green hair band.
To Recruit: Choose Path A in Urodela and ...
Birthday: Ouro 11
Element: Fire
Alignment: C
Fortune: Slump.  Relax and think things over.  Sometimes it's better to wait.
Thoughts: A decent character, with good offensive magic capabilities.  What
          really makes Euphaire shine, however, is her unique ability, which
          allows her to transfer MP to another character... at the cost of
          her own HP.  It is a great deal, though.  It often allows for a huge
          tactical advantage, granting a summon spell your very first turn!

ELRIK

  A very talented warlock who joins Alphonse early on, Elrik uses a doll
to attack his foes when not conjuring powerful spells.  Unusual for men of
the age, Elrik can even call forth summons, to destroy his foes.  Some people
wonder how this mere man can conjure forth mighty golems from at a whim, but
they never really last long enough to get an answer.  Also of note, Elrik is
the father of Euphaire, another strong ally.

Unfortunately, there is a tragic story behind this powerful man.  Long ago,
he lost his beloved wife to death.  Grieving her loss to an unhealthy degree,
he summoned her spirit to return... into the body of his daughter, Euphaire.
Too late, he now regrets the decision, but he is forced to live with it.  In
joining Alphonse's troops he hopes to make up for past mistakes, while
righting things yet to come.

Class: Summoner
Description: A tall, blonde man wearing green shoes with white and blue robes.
To Recruit: Choose Path A in Urodela, at the beginning of Chapter 2, he will
            offer to join after the Belleza (optional) battle.
Birthday: Fogo 24
Element: Water
Alignment: C
Fortune: Misunderstanding.  Be cautious.  Good intentions may be
misinterpreted.
Thoughts: Too sweet for words.  This man can do it all, literally.  He can
          cast almost any spell in the game, including summons.  He's one
          of the best natural mages in the game.  Use him, and use him often.

CIRVANTE
A powerful sorcerer, known for researching problems and finding solutions. Twin
to Lethe, together the twins make a formidably duo.  Clad in all blue,
including
a cape and turban-like hat, this blonde-haired twin holds his own in any
battle.
Hired by Naris Batraal to research the Sacred Spear, Lonicolnis, particularly
in
the folklore of the island, his primary concern is to find and recover the
spear.

LETHE
When we are first told of the sorcerer Lethe, she is away, thinking about
something. Twin to Cirvante, she wears the exact same colors.  Wow...

SAIA

Saia is definitely an interesting, complex character.  A daemon from the
underworld, he was actually drawn to Rebanada by the fallen angel, and the
monstrosity that lived there, Rimmon.

Class: Lesser Daemon
Description: A gargoyle-looking demon with gray skin and green wings >;)
To Recruit: After the battle at Rebanada with Rimmon (in Chapter 3), return
            to fight against Saia.  Defeat him, then tell him that you fight
            for yourself and he will offer to join you.
            You cannot have Lobelia in your group and have Saia offer to join.
Birthday: Sombra 16
Element: Bane
Sex: --
Fortune: Misjudgement.  Your actions may be for naught.  Keep an eye on your
         enemies.
Thoughts:

LOBELIA

Another interesting story, Lobelia was drawn by the power of the fallen
angel to our plane.

Class: Angel Knight
Description: Just your ordinary girl... with a halo over her head... white
             wings on her back, and in a blue dress with blue shoes (which
             match!)
To Recruit: At the beginning of Chapter 3, go to Ardea and Lobelia will ask
            to join you.
            You cannot have Saia in your group and have Lobelia offer to join.
Birthday: Agua 14
Element: Virtue
Thoughts:

DENEB RHODE

Class: Witch*
Description: A young witch with brown hair, beautiful face, but clad in RED!
To Recruit: (see cheats and tricks section!)
Birthday: Varies
Element: Varies
Alignment: C - N
Thoughts: Yes, it's official.  Deneb has found her way into yet ANOTHER game
          of this series.  However, in this one, she was actually toned down
          a little bit.  Still a huge upgrade over the normal witch, Deneb
          can cast summon spells(!) as well as the normal support spells all
          witches use.  She's definitely worth acquiring, especially seeing as
          how that can be done as early as Battle 3.  Worth adding to any army!


-----------------------------------------------------------------------
V.   For those who've lost control, or never had it...
-----------------------------------------------------------------------

Basic Controls:

- L button -
Shortcut function on the field map.
In conjunction with A and/or B buttons can ease character selection.

- R button -
From any screen, displays Command Menu.
Allows you to give orders to troops, access help screens, options screens,
etc.  General use button that brings up ANY menu bar.
Love this button!

- Control Pad -
Move characters or icons around on the screen (duh).
Use to select items, commands, characters, or position them.

- Start button -
Used to suspend data during a battle (save mid battle).
Also used to display a character's status.

- Select button -
Used to display Help messages on any screen.
In conjunction with A, can tell more about items, characters, abilities,
or literally anything you would like to know more about.

- A button -
Used to scroll messages, confirm choices, etc.
Your basic control button, along with B, this is the "positive" button.

- B button -
Used to cancel messages, cancel choices, etc.
Your basic control button, along with A, this is tthe "negative" button.


-----------------------------------------------------------------------
VI.  All you must do is walk this path....
-----------------------------------------------------------------------

------PART 1------
< < LET IT BEGIN! > >

***
As the game begins, you are shown a scene where a young, dark-haired
warrior is walking down the street, accompanied by an older, well-dressed
knight.  They carry on a conversation in the town's market, immediately
showing off the vibrant color scheme the game will use, as well as the
style of characters to expect.

Near the base of the stairs, the conversation will veer off as a hooded
fortune teller asks if you would like your fortune told.  After a bit
more dialogue between Rictor and the blue-haired knight, and a bit of
concern from Rictor over your current state of being, he decides to
leave you.  The warrior then talks to the fortune teller (with a nice
background score, might I add), who asks for your name and date of birth.

"Six fates determine your path in life, whispering in the recesses of your
mind...  They take form and scream out, 'Let it begin!'"

Ah, you thought you got off that easy?  As with ALL of the Ogre Battle and
Tactics Ogre games, the next step is the infamous "Questions."  These will
determine a lot about what happens to you, initially at least.  As you
might expect, these answers will be very important.

 >>Guide to the Questions<<
  I know there will be a few questions, so here you go.  I'm going to
  outline what each answer to each question will actually do.  Each
  answer will give you a specific point value, or lack thereof.  Here's
  what each answer is worth, and what the points finally do:

    Question 1 (Knight)
    The Bearer asks: "Bear which burden?"
      Resolve = 0 points, Fire
      *Truth = -1 point, Wind
      Sacrifice = 1 point, Earth
      Affection = -1 point, Water

    Question 2 (Horse)
    The Wanderer asks: "Walk which path?"
      *Belief = -1 point, Neutral
      Freedom = 0 points, Neutral
      Wealth = 0 points, Lawful
      Longevity = 1 point, Chaotic

    Question 3 (Tower)
    The Builder asks: "Design which plan?"
      Strife = 1 point, Wind
      *Wisdom = 1 point, Water
      Hatred = -1 point, Fire
      Prosperity = 0 points, Earth

    Question 4 (Magician)
    The Sage asks: "Swear which oath?"
      *Purity = -1 point, Lawful
      Revenge = 1 point, Chaotic
      Victory = 1 point, Neutral
      Fuition = 0 points, Chaotic

    Question 5 (King)
    The Leader asks: "Share which vision?"
      *Sadness = 0 points, Neutral
      Mercy = -1 point, Lawful
      Bliss = -1 point, Chaotic
      Terror = 1 point, Lawful

    Question 6 (Queen)
    The Almighty asks: "Shape which future?"
      Glory = 1 point, Fire
      Peace = 0 points, Water
      *Change = 0 points, Wind
      Control = -1 point, Earth

  (*Indicates which I chose my first game...)

Once the set of figures is complete, and the answers are given, the crystal
ball vanishes.  What you don't yet know, is that the points you just
accumulated will go toward your later stats (for the hero), troops, and
items!

6 to 4 points
< Hero Stats >    HP + 10, STR + 10, AGI + 4
 < Troops >       Ninja, Archer, 2 Soldiers
 < Items >        Long sword, 20 cure leaves, 2 cure seeds, 3 altars of
                    resurrection

3 to 1 point
< Hero Stats >    HP + 4, MP + 6, STR + 4, INT + 4, AGI + 6
 < Troops >       Wizard, Archer, 2 Soldiers
 < Items >        20 Cure leaves, 2 magic leaves, 3 altars of resurrection

**0 to -3 points
< Hero Stats >    HP + 4, MP + 6, STR + 4, INT + 4, AGI + 6
 < Troops >       Cleric, Ninja, 2 Soldiers
 < Items >        Rapier, 10 cure leaves, 4 magic leaves, 3 altars of
                    resurrection

-4 to -6 points
< Hero Stats >    MP + 10, INT + 10, AGI + 4
 < Troops >       Wizard, Ninja, 2 Soldiers
 < Items >        10 cure leaves, 6 magic leaves, 3 altars of resurrection

Begin the opening sequence!

"A new day dawns, as roots dig deep into the earth
and water flows from its source...

Many years ago, the Lodis Empire began its imposition of Lodisism.
Troops from Galius andvanced into the regions that resisted.
It was more of an invasion than a reformation.
Many conflicts erupted as these territories were conquered.
But, some countries submitted and accepted Lodis' conditions.
Although supervised by Lodis, they were able to maintain autonomy.
The empire also pledged aid if problems were to arise.
Some rulers chose to surrender to avoid pointless sacrifice.
It was no surprised that they made that decision...
...although that did not stop small conflicts from occurring.
However, compared to the rest of the era, it was a time of peace."

Welcome to Tactics Ogre: the Knight of Lodis, an excerpt of the Ogre Battle
Saga.

Once again, we are taken to our hero, Alphonse, who we find on a docked ship.
He's concerned about the weather, and insists that they won't make it to the
island if it persists as it is.  The ship is in need of repair, and it will
take some time... Rictor, agrees to the delay, but admits that they've been
drifting for so long that he's lost, and didn't expect the storms so soon.
Then, a normal soldiern rushes in.  Unfortunately, he brings with him some
bad news....
"We're being attaced!"

--- BATTLE 1: LUTRA ISLANDS ---
Suggested Level: N/A

**Enemy Units**
L - Bandit (M)
Soldiers (M) x 2
Soldier (F)

**Friendly Units**
Rictor (Guest), Orson (Guest), female Soldier (Guest), male Soldier (Guest)

As it turns out, your enemies are mercenaries, hired specifically to give your
group a warm welcome...  Wonderful, isn't it?  Still, it won't be too much of
a pain...

When the enemies get their first phase to move, Stan (the bandit leader)
begins to badmouth Alphonse, calling him a kid.  Obviously, we won't take
that, so now we have some REAL incentive to kick his merc butt!  However,
Rictor, the voice of reason, tells us to calm down, right before Stan calls
us chicken...
Oh, he will die... painfully.

In this battle, the only one you can control is Alphonse, so it's pretty
much a piece of cake.  All you really have to do is keep yourself alive.
Now, of important note is that the  two teams take TURNS in moving.  Of
course, your allies and Alphonse move first, but then, after their turns,
all of the enemies move.  It takes a bit of the strategy of TIMING out of
the game.  The battle ends when you kill the bandit, punk that he is.

Victory Conditions: Defeat the Leader!
War Trophies: 0 Goth, Francisca.
------------

After the battle is over, Alphonse has some words with Rictor.  Giving a
bit of history, Rictor explains that they were requested by the people of
Anser, and it must have been Northern forces of Rananculus that sent such
a loving welcome.  Apparently, these two sectors have been at war for quite
some time, and only a forest (though sizable) separates the two forces.
In fact, this attitude and conflict has been going for hundreds of years...

If that wasn't enough, you learn that your mission is basically one to hold
steady the situation, and that your force is so small because Rictor's father
didn't feel that it required the main force.  Lovely, eh?  Still, you always
have the option to hire new soldiers, so in the end, the size of your force
doesn't really matter.  Rictor closes by saying he isn't very inspired by
his father of late, especially since his stinginess after becoming Duke.

Then, however, another bandit shows up out of nowhere with a bow in his hands.
He aims his arrow carefully, then lets it fly.  Alphonse, at the last second,
manages to push Rictor out of the way, but takes the bolt square in the chest.
He falls backward into the waters of below him...

One of the knights of your company sneaks up behind the bandit, killing him,
but the damage has been done.  Rictor yells out for his company to find you,
but Alphonse is too far gone.  As the screen fades to black, all you hear is
the whispering of the tides and the sound of Rictor yelling your name...

The color arises again and you see two birds flying over a small church.
A girl then walks out of the church and down toward the beach where we see...
Alphonse!

When next we see our hero, he is awakening in a bed inside a small room
of the church.  The girl who saved him from the surf greets him, and after
a bit of small talk, she introduces herself as Eleanor.  Explaining that
you're in the church in Solea, she continues, saying that she's a nun,
aiding the priest of the church.

She then suggests that a mermaid might have saved you, especially after
your own admission that you aren't much of a swimmer...  Keep in mind the
fact that there aren't many mermaids left... It will be vital later.

Just then, a silver-haired, softspoken woman walks in, clad in red.  The
woman, Ivanna explains that she was once a soldier of Rananculus, but now
she has gone out on her own. Asking Eleanor to leave, Alphonse asks if
Ivanna was a member of the White Fang Troops, "the cause of this island's
troubles."

Replying that that was 10 years ago, Ivanna, then gives you a glimmer of
hope.  She reports that there have been sightings of men in unfamiliar armor
in Scabellum, suggesting that you head there to seek your friends.  Also,
she tells that there are no organized troops in the South... Interesting.

When both of women leave, you are taken out to the world map.  Now, unlike
many RPGs, you only get to see a literal map with lots of lines and dots on
it.  The dots represent castles, towns, and strongholds.  The lines are the
possible roads between them.  Your position is shown by the hand icon, and
normally in blue.  Blue icons are 'safe' havens, while a red one means that
you will have to do something there.

Now is a very good time to get accustomed to the menu system, though, so hit L.
You will really need to know this button well, since it will do a LOT for you.
Hitting L on the world map brings up the root menu.

The first option is to SAVE your game (red arrow pointing toward a box).  The
second is to LOAD a game (both will be helpful).  The third box is sort of
like your tutorial.  You get to take lessons from a cool pumpkinhead. ^_^  The
fourth option is the OPTION menu.  There you can control text speed along with
a million other things.  The final box is RESET the game.  I suggest you just
take my word on that. ^_^''

Normally, you would also have the option in the root menu to edit your party
or train, but since you don't HAVE a party, and you're just getting started,
the game doesn't think you really need that yet.

So, now that you're a bit more used to gameplay, it's time to throw you to the
wolves.  Proceed to your next destination, Scabellum, shown in red on the map
and let's "FIGHT IT OUT!"


--- BATTLE 2: PORT SCABELLUM ---
Suggested Level: 2-3

**Enemy Units**
L - Wizard (F)
Soldier (M) x 2
Soldier (F)

**Friendly Units**
Ivanna (Guest)
... later ...
Rictor (Guest)
Orson (Guest)

Upon arriving at the port city of Scabellum, you notice that it's very
quiet... A bit TOO quiet in fact.  Before the battle actually starts, you'll
be introduced to Mullin, the leader and generally evil wizard.  Ivanna explains
that she is likely a knight from Rananculus, a spellcaster (duh).  However,
you're presented with a choice now about elements.  You can take advantage
and question Ivanna about elements, or just go on with it.  Either way, the
battle will begin, and it doesn't look like Ivanna and Alphonse will get an
easy time.

Outnumbered, you will have to coordinate your attack well.  Unfortunately for
you, Ivanna has the guest AI, which means she is rather useless (except for
healing).  On the bright side, however, the two soldiers and the archer don't
have that much offensive capability (your attacks do twice as much damage as
theirs, easily), and they start relatively far away from you.  Also, the AI
for the siren seems rather... stupid... to be nice about it.  She loves to
move away from you without attacking.  Yay for idiotic bosses!

If all that weren't enough, at the beginning of your third turn, Rictor and
Orson show up to help you out.  The battle just became ridiculously easy,
didn't it?  Heh.  You have to love it.  Either way, don't slack off.  The
boss can still cast one of two rather devastating spells, so beware.

Victory Conditions: Defeat the Leader!
War Trophies: 0 Goth, Thunder Flare (attack spell), Stone of Swiftness,
              Healing Leaf, (one more from the archer I didn't get).
------------

After the battle, you have a long dialogue with Rictor.  Apparentlly the Lord
of Rananculus, Lord Batraal, is directly responsible for the actions of the
White Fang Troops. The Batraals have ruled Rananculus for generations, and
currently Naris Batraal resides in the throne.

Rictor then unfolds his plan, which is basically to split up your forces for
a while, with Alphonse going through Vespa Hill and acting like a flank from
the west, while Rictor attacks from the southeast hoping to pinch on the
White Fang Troops.  Rictor then gives you 3500 Goth to further the cause!
He says it's for supplies, but you might also want to consider hiring some
extra help. Let's do that later.

From now on, you can go through the main menu on the world map, which
includes MORE than just the save, load, tutorial, reset that you had before
this mission.  From now on, you can train, shop (in towns), and even edit
your units.  Sweet!  Also note, as of now you actually HAVE units.  Refer
to the "Fortuneteller's questions" mentioned earlier if you want to know
what units you will get.

Now, before you do anything else, get very accustomed to the edit screens,
the shop system (where you can RECRUIT people... hint hint: *hawkman*!!!),
and you might also want to equip some of the stuff you've won on one of your
new friends. ^_^  Yes, when you check out your unit screen, you see that
you've been assigned your own unit!  Awesome, isn't it?


--- BATTLE 3: VESPA HILLS ---
Suggested Level: 3-4

**Enemy Units**
L - archer (F)
soldier (M) x 2
soldier (F) x 2
bandit x 2

**Friendly Units**
Ivanna (Guest)
party members (limit 8)

When you first march into the Hills of Vespa, you're greeted by Cressida,
an archer from Rananculus.  However, she has a good reason to want you dead.
She blames you (as a knight of Lodis) for the destruction of her village
and the deaths of her parents, which all happened 15 years ago.  Needless
to say, she is a BIT upset.  Her one quote that really stands out, however
is in reference to Alphonse telling her that it was a long time ago:
      "It was a long time for the victor, but we still indure the painful
         memories...  Words can't describe it."
She then accuses you, and all people in Lodis, of being without remorse for
what their ancestors did.  How dare we repeat the same mistakes again?  And
then, in the final truth of the matter, she realizes that, in the end, the
teachings of Lodis are just another way to subjugate the people.  Now, we
deserve to die... etc, etc, etc.

This battle is another fairly open one.  The level is long and sprawling, but
without too many obstructions and obstacles.  In fact, there are only a few
shrubs and rocks on this plain, so it is a very simple map.
   Just a note to those keeping track: wide open maps normally mean little to
   no advantage can be gained by positioning alone.  Still, if you manage to,
   you can hide your flank by sitting beside a rock and not allowing for back
   attacks that way.

Introduced to you this battle is the idea of Persuading!  As Ivanna tells
you, each of your characters actually has the ability to 'persuade' an enemy
to join your army.  However, the process is a bit more complicated than just
that, but I'll go into that later (in the random questions section).

Allow me to give a few notes of caution here.  The enemy party is surprisingly
balanced, and unless you've gone out and bought some backup (which I do suggest
you do, in the form of hawkment ^_^), you will be outnumbered.  As before,
the female soldiers use bows to strike at you from long distance, as does the
archer (obviously).  The two male soldiers both carry decent swords, too, so
their attacks are going to be stronger than yours.  Also, the two bandits pack
axes, so be prepared to take some serious damage...

As you defeat the Cressida, she has one last thing to say:
    "Never forget... You can fool yourself with your rationalizations,
        but eventuallym you'll suffer the consequences."
How wise...  This may come to haunt you in the future, don't you think?

Victory Conditions: Defeat the Leader!
War Trophies: 500 Goth, Great Bow, Healing Leaf x 2, Stone of Swiftness,
              Sword Emblem, Cup of Life, Crown of Intellect.
------------

After the battle, you see a small scene in camp.  Alphonse is sitting by a
fire when Ivanna comes out of her tent to discuss a few... matters of
importance...

Ivanna tells you that she used to not only be in the White Fang Troops, but
she knows a great deal about them.  They're the personal troops of the Lord
of Rananculus.  Ivanna also gives a glimmer of truth into her character...
She left the Troops to learn about her father's death, and to avenge him.
Her full name: Ivanna Batraal.  She is a member of the ruling family of
Rananculus and daughter of the Former Lord!  This means that Naris is her
uncle!

Basically cutting out the 'blah blah blah' for those of you not interested
in history (shame on you), you're given the choice to take Ivanna along.  In
other words, she finally joins you as a controllable member of your party
(getting rid of that damned Guest AI).  She starts as merely a strong knight,
but don't sweat it, she can become so much more...

Now, if you want some real fun, leave the battlesite and go down to the
castle (either to buy supplies or something... just do it).  Now, when you
are good and ready, walk back up to Vespa Hill again.  When you get there,
you'll notice that "Fight it out" appears, as though it was another story
battle.  Well, hold on to your socks, boys and girls, it is!

--- BATTLE 3s: VESPA HILLS II ---
Suggested Level: 4-5

**Enemy Units**
Griffin x 3
Gremlin x 2
Fairy x 2

**Friendly Units**
Glycinia (Guest)
party members (limit 8)

      **NOTE: From now on, the limit on the number of characters you can**
         **bring into any battle (not counting guests) will be 8.**

Now, the entire premise behind this fight is that you've stumbled upon the
poor, defenseless, and miserably small fairy who is about to get destroyed
by all the bad creatures that just don't like her.  < Sniffle >  I feel for
the girl, ya know?  So we're gonna save her!  Yah!

Anyway, this battle is full of beasts, and as you will soon find out, they
deal considerably more damage than your normal human characters would.
Then, as if things needed to get worse, they can all fly as well.  Wonderful,
isn't it?  So just prepare to cover your own backs, and let's get this battle
under way!

Now, assuming you have a hawkman, this battle will be much easier.  They
generally have a greater attack than your normal human warrior, and they
also have larger movement.  Also, if you have a ninja, they will come in
VERY useful, since their greater movement range is also a great benefit.
The easiest way to beat this battle, that I have found, is to just focus
on the bigger enemies first.

In other words, kill the griffins, then the gremlins, and then the fairies
(unless you can get a fairy the first turn...).  The griffins will do the
most damage to you, so it might be a big help to get them out of the way
first... (Still, the griffins aren't even that big a deal, since their level
is as low as yours...) After that, the battle is smooth sailing.
Also, if you have to, remember to use Ivanna to heal!  It's a great ability,
especially if you didn't get a cleric in your original army.

Victory Conditions: Defeat All Enemies!
War Trophies:  200 Goth, Cup of Life x 4, Stone of Swiftness x 4,
------------

After the battle you're treated to a small scene where Alphonse talks to
Glycinia.  Basically, she's thankful to you for saving her from all the evil
beasties...  Aren't you nice?  She says that she comes from the forest,
searching for her sister.  After all that jibba-jabba, it all boils down to
one thing:
"Can I join you?"

Though she is a fairy, she comes equipped with some decent armaments.  I
would suggest taking her, since you have nowhere near your maximum number
of characters yet, and you can always take more.  Besides, get her for he
equipment if nothing else. ^_~  Just say "Yes!"  Heh.

Now, however, we get back to the normal swing of things.  If you're anything
like me, you are probably taking your sweet time in getting to the next stage,
making sure that your army is balanced in levels.  This is a good practice,
and one which might just save your life later.  You see, the enemies you face
in any battle will be about the level of your highest character.  Therefore,
if you have someone just falling behind, you're really in trouble, unless
you train them up to snuff.

So now, head on out to face your next story battle!

--- BATTLE 4: FORMIDO FORTRESS ---
Suggested Level: 6-7

**Enemy Units**
L - Knight (M)
Soldier (M) x 3
Archer (M)
Archer (F)
Cleric (F)
Wizard (M)

**Friendly Units**
party members (limit 8)

Prelude Story:

Before the battle begins, you'll be introduced to an imposing knight in
purple-blue armor.  He tells the knight to expect the Knights of Lodis, and
then proceeds to deliver a few more orders.  Most notably, he tells Grimal
that HE hired the pirates to attack you earlier, and then orders Grimal to
'defend the fortress.'  In other words, you've just been ordered to your
death... again.

Finally, when Grimal begins to speak again, we learn the identity of our
tormentor: Nichart Briffaut himself! After Nichart insults Alphonse by
calling him yount, who appears but our hero himself!  Nichart laughs at
you (mean bastard), refusing to withdraw to Naja, and leaves, telling Grimal
that this fortress is vital to their movement in the South.  If that weren't
bad enough, Nichart then flatly says, "Shut up kid.  I have no time for
you."  Someone deserves an ass kicking!  Let the battle begin!

Tactics:

In this battle, the terrain is definitely not your friend.  You begin in the
lower right corner of the map, and immediately notice that you're going to
have to climb both up hill and toward a fortress.  Yay.  Still, my advice is
to take a hawkman (which you REALLY SHOULD HAVE RECRUITED BY NOW) and fly up
toward the archers and wizard.  They have the capacity to hurt you from a
distance for good damage.  Notably, the wizard has TWO spells, one earth
elemental and one water.  Be very careful of how you deal with him... He can
be trouble after he charges enough MP.

Also, don't underestimate the knight, or any of the soldiers actually.  The
soldier on the far right has a bow equipped, but they all have decent attack.
Also, let's not forget the fact that they're equipped pretty well (all CPU-
controlled enemies are).  If you really want to have a bit of fun, try and
persuade the wizard... That should ease the battle quite a bit...

Tactically, you're not only at a disadvantage by terrain, but as soon as the
battle starts, the computer sometimes sends a few soldiers and the wizard to
flank you to your left.  This can be a huge problem if you don't take care
of it quickly.  Either take out some archers, or the soldiers, but things
WILL get ugly.

After you take care of the distance attackers, the battle proceeds much more
smoothly.  If you need to, have Ivanna heal (a lot), or just use a cleric, if
you've got one.  If not, I seriously recommend levelling up a character until
they meet the requirements.  A cleric is _invaluable_ in the early stages...

Victory Conditions: Defeat the Leader!
War Trophies: 1500 Goth, Chain Mail, Healing Leaf, Crown of Intellect, Sword
              Emblem, Cup of Life, Crag Crush (spell), Cleanse (spell).
Special Bonus: Numida Chronology.
------------

After the battle, you find a small green book, the Numida Chronology, lying on
the battle field.  This is your first book to allow you into Quest Mode, as
the game explains:
    "Each text you acquire will open a new area in Quest Mode
     where you can explore/earn treasure."
However, more on that in the Quest Mode section (after the Walkthrough)...

Alphonse begins talking to Ivanna about whether she recognized the warrior.
As it turns out, Grimal must have joined after she left. Either way, Alphonse
is worried about Rictor, and decides that there's nothing more you can do
unless you enter the fortress... You find it in shambles.  It looks as though
they messily scrambled to remove what things of value they could before you
took it.  As Alphonse heads toward the window, a young sorceress casts Slumber
Mist on him, putting him to sleep.  As the screen fades to black, you're left
wondering the fate of our hero.

Luckily for us, the screen arises moments later, but only to find Alphonse
chained to a wall in a very dirty dungeon cell.  "...I guess I was a little
careless."  You think?  Heh.  These villains never think to clean, do they?
Oh well.  Still, as he awakens, Alphonse is joined by Nichart and the
sorceress.

Nichart loves to mock Alphonse, who struggles to free himself, but to no avail.
He, like us, has to sit through this boring questioning, of course not telling
anything.  Then, as though things couldn't get worse, Nichart decides it will
be fun to WHIP the poor boy, hoping to loosen his tongue.  Yay and stuff.
Needless to say, Alphonse eventually passes out, and as the screen fades to
black, the sorceress slips him a potion to make him talk...

Awakening again, Alphonse's cell has now been flooded, but just up to his
chest... for now.  This boy is going through a lot, don't ya think?  Anyway,
a mysterious woman in a purple dress eventually appears.  As is customary,
they have an incredibly long dialogue, including such events as how at high
tide you will DIE.  She then tells you that she needs you, or more honestly
a soldier, but Alphonse will do.  If you cooperate, she will FREE you.  I
think you just got a sweet deal.  Lucky bum.

The woman tells you her name is Cybil Alinda and that she enjoyed watching you
fight today... Interesting.  She also summons a servant, Shiven, to report the
current state of some situation, likely the one you will be aiding with.  He
says that a force has retreated to the north, and that Rictor's troops,
supposedly attacking from the south entered the Forest of Gryllus, but then
retreated to Scabellum.  There is no explanation as to why...  Cybil sends him
back to HQ to pass on his information, and then tells you to rest... You'll be
crossing the Meleagris Mountains at dawn.  Without further reasons, she leaves.

Now, as that scene finally comes to a close, you are returned to the world map.
If you decide to move to the next location, you will have to travel over Vespa.
This time, however, you'll be taken to a scene from inside the throne room of
Ostorea Castle where Naris Batraal, Ivanna's father and also the head of the
governing body of Ovis, and a Young Sorceress are in conference...  The
sorceress reports the situation to Naris, who then inquires about Rictor.

This is when you learn a little bit of the back story to what actually happened
15 years ago.  As it turns out, 15 years ago the forces of Lodis stormed the
village of Blete, a town of "worshippers of nature" according to Naris.  That
was the scene in the introduction... The forces of Lodis burned down the
village as a warning to others that might resist.  Nearly all of the villagers
escaped to the forest, however, thinking they were safe.  As if only to prove
their point, Lodis' forces then set the forest itself ablaze.  According to
myth, the souls of those burnt to death still wander the forest...

You then get a bit of an inkling as to the true purpose of Lodis in this
region when Naris mysteriously refers to some 'it' that he's looking for.
Then, Naris is told of your escape, and unphased inquires about someone
named Malicia.  When the scene finishes, you can FINALLY continue on to
your next area, Ardea!

--- BATTLE 5: LAKE ARDEA ---
Suggested Level: 7-8

**Enemy Units**
Hawkman x 3
Griffin x 2
Fairy x 2

**Friendly Units**
Cybil (Guest)
party members (limit 8)

By far the most difficult battle so far, as the screen brightens, you will
note that nearly ALL of the terrain is covered by water.  This will be a test
of strategy.  Be ready!

  [Tactics Contributed by Haunter12O, but edited slightly to fit my style]

The enemies usually take a defensive stance to begin with, since they have
the low ground.  However, on the second turn they'll start moving toward
you. Cybil is very good as she can do upwards of 80 damage to either a single
enemy or a group of enemies with her spells, just don't get her in enemy
hitting range =).

You'll actually have a pretty hard time with this battle due to your accuracy
and movement slightly decreasing due to water penalties. All the enemies can
fly, so it won't bother their movement. The fairies will stay in the back and
fire arrows at you, while the griffins and hawk men get in your attack range.
I would suggest you don't surround a group of bunched up enemies because
(1)you probably have a low chance of hitting them, and
(2)Cybil won't use her spells on them since it might hit allies in the range.

You should have some new classes by now, so try not to have more than two
generic soldiers (change their classes, duh!) and if you can't, have them be
at least a high enough level so that they will deal decent damage to your
enemies. Stay alive and do your best!

  [/Haunter12O's section]

Most of what Haunter says is VERY good advice, and wise counselling.  However,
one thing I have found to be a fairly effective strategy is to head toward the
larger land mass to the right of your initial position.  On the second turn,
when the enemies begin to charge you, your troops will by then have reached
solid ground again, and won't be at quite so large a disadvantage.

Another thing to think about is whether you'd rather attack from behind and in
water, or from on land, risking a counter.  In the water, your characters will
suffer a rather significant stat reduction, which might sway your thinking.
Oh well, just more to mull over during the battle. ^_^

Victory Conditions: Defeat all enemies!
War Trophies: xxx Goth, Heal Leaf, Crown of Intellect, Stone of Swiftness,
              Cup of Life, Sword Emblem, Crown of Intellect, Sorcerer's Cup,
              Savage Bugle.
------------

After that battle, Alphonse confronts Cybil alone, on the lake's edge.
Basically, Alphonse just wants to know what exactly is going on, where they're
headed, what they're doing, etc.  This is when Cybil reveals a bit more about
herself: she serves the Church of Lodis, and she's carrying the Mark of the
Pope.

Now that she has your attention, she explains that you're headed to the west,
to the Tinea region, sometimes called the "Paradise of the Beasts."  In
further detail, you're going northwest to Urodela Cape at the foot of the
Meleagris Mountains.  Cutting through the rest of it, you're going there to
search for a mermaid.

Yielding yet another hint, she tells the story from an old manuscript, saying:
"Beams of light from the Sacred Spear, wielded by a beautiful mermaid sent
hundreds of soldiers to their graves..."  She is on the island, and has been
for a while, searching for such a spear.  Unfortunately, your group from
Lodis, along with others, are after it.

Just then, Shiven reappears from his mission, telling you both that armed
soldiers, likely of Rananculus, have already arrived at Urodela Cape ahead of
you.  Your new plan will involve driving away the soldiers so the locals will
aid you... Violent, but plausible... I like it!

Before heading back to the map, Alphonse seems to make another connection about
the true face of the Church of Lodis... to which Cybil only replies, "...It's
better that you don't know."  She then walks off after a few more words...

After making whatever preparations you want to do (which might include some
serious purchasing in the local shop!), make your way over to Urodela, where
your next story battle awaits!

--- BATTLE 6: CAPE URODELA  ---
Suggested Level: 9-11

**Enemy Units**
L - Ninja (M)
Ninja (M) x 3
Ninja (F) x 2
Witch

**Friendly Units**
Cybil (Guest)
party members (limit 8)

Prelude Story:

Before the battle, you see a small dialogue between Cybil and Alphonse, mostly
dealing with your unfortunate timing.  Apparently, Cybil really didn't want to
get to Urodela after sunset... And soon you will see why.

As the characters leap out of the shadows, you will notice that most of them
are ninjas.  This should automatically tell you that they are (1) fast and (2)
going to have some serious long-range attacks.  The black ninja and leader,
Sitri, tells you that the mermaids' spear is a treasure of the Batraal family,
so of course they won't just let you have it.  Sitri then continues to ramble
on about how his family was killed by Lodis, etc, etc, etc... He has a lot of
pent up rage. ^_~
I say we just put him, and all of his groupies, out of their misery!

Tactics:

Ouch, you have another tactical nightmare ahead of you.  You're climbing up a
hill, again, and, as always, your adversaries have the advantage over you in
terms of terrain.

Since almost all of the enemies have some form of long range attack, I would
suggest closing the gap between yourself and them as QUICKLY as possible.  As
you might have noticed with your own experience with ninjas, their spells and
shurikens tend to deal more damage than their swords...  Oh, final note here:
some ninjas in this level equipped bows... Watch for the long range attacks.

Next off, you have to worry about the witch.  Once she charges up enough MP,
she can, and will, start unleashing status affecting spells upon your party.
As if that wasn't bad enough, her INT is high enough that her Slumber Mist
affects 5 squares... Ugh.  Just stay out of her range, if at all possible.

When you finally decide to kill off the leader (hopefully after killing all
his compatriots to get their items), he dies with a call to his lost love on
his lips.  Pathetic...

Victory Conditions: Defeat the Leader!
War Trophies: 500 Goth, Matsukaze, Healing Seed, Altar of Resurrection, Cup
              of Life, Sword Emblem, Magic Seed, Necklace of Resistance.
------------

After the battle, Rictor and Orson show up.  They're astounded to see you are
in Urodela, and actually seem pleased to see you.  However, Alphonse by now
is a little bit wiser to the workings of Lodis, and asks about Rictor, how he
came to be there, and what his goals are.

You're told about how the undead from the Forest of Gryllus attacked and
wounded lots of his soldiers, how he retreated, and lots of other things you
had actually already heard from Cybil and Shiven.  Then, Alphonse asks the
big question:
"What exactly are they looking for, and what is your true mission?"

To this, Rictor only dodges the question, saying he's glad you're safe...
Ugh.  How predictably political.  He merely says to talk to him later.
Finally, it seems, Alphonse has seen the truth.  Enjoy this little cinema on
your own, because from now on, Alphonse has his destiny in his own hands!


After Cybil and Alphonse have had their little confrontation with Rictor, you
now understand how dispicable Rictor truly can be.  He is really just blinded
by position, and ambition...  It's sad that Alphonse didn't see it sooner.

Cybil and Alphonse hold a meeting in a small shed, discussing the current
situation.  You learn that you need to find a boat, then head down to the Rana
Sea to find the mermaids' sanctuary.  Your goal is, as it will be for a while,
to find the Sacred Spear.

Unfortunately, Alphonse still has his mind on Rictor, and makes up some excuse
about sailing in the rain.  To this, Cybil merely responds that he needs to
take responsibility for his actions.  Wise words...
"You can't have freedom without bearing the responsibility."
"Choosing not to decide is still a choice."

After that little pep talk, you're given a brief lecture by some fisherman
who basically tells you that the mermaids, and the sea, are not to be taken
lightly.  He believes the mermaids are monsters... Bleh.  He does give ONE
useful piece of advice though.  If you want to meet the mermaids, capture one.
When she calls for help, just follow them to the sanctuary.

Guess what we get to do...
WRONG!
You finally get a choice.  And now, this is a HUGE choice.

A: "I've no better ideas..."
B: "It doesn't seem right."

Will you follow her plan just to follow it, or will you go off and be a 'hero?'
It's crunch time kiddies, and NEITHER answer is "better" than the other.
What will you choose?

______________________________________________________________________________
------PART 2------
< < THE CHOSEN PATH: A > >
"I've no better ideas..."

For the time being, yoiu've chosen answer A.  It seems to match his style
at the moment, and I know that I'll just replay the game and choose B.  So,
now that you've passed your first branch of destiny, let's continue...

Basically, from now on, you're looking for a way to prevent this, but since
you don't know exactly what to do, you just promise that you'll try and find
some way.

Your next scene is Alphonse talking with Ivanna, mostly about the weather.
It doesn't bode well for our hero-to-be.  You'll head toward the Rana Sea,
through Bison, but you aren't sure what to expect.  At least you won't be
tracked, or expected...

Finally, you get a little dialogue telling a bit more about who Ivanna is,
and you see that she believes in both Alphonse and what he will do...
Awwww...  Touching.  But enough of that.  Time to get going!

As you notice when you return to the world map screen, a new path has opened
up for you west of Urodela, leading to Bison.

--- BATTLE 7A: BISON SWAMP ---
Suggested Level: 10-11

**Enemy Units**
Blue Dragon x 2
Hawkman x 3
Fairy x 2

**Friendly Units**
party members (limit 8)

This battle is fought entirely over a swamp.  There are only a few outlying
panels of relative stability and safety.  My strategy here was almost always
to let the beasts come to me.  Sure, the hawkmen and dragons hit hard, but
with a priest, Ivanna, and Alphonse as a knight, that's 3 healers.  Besides,
you also deal out better damage from more solid ground.

On the enemy's first turn, they will likely just full-out charge your party.
Unlike us, they don't have any tactics worth mentioning, except full frontal
assault.  This makes them easy targets for sniping action, either with a bow-
equipped character, or just with magic.  Take your pick.

On the second turn, after you've damaged the beasts decently, and they've
finally closed the gap with your characters, it's time to take a bit of a
punishing.  See, they all hit rather hard (well, except for the fairies which
CAN'T hit hard), and they tend to enjoy doing just that.  Have a healer or two
ready, and just bear with the battle.  Eventually, without healers, the
opposing force will die off.

That's about all it takes in this battle: endurance.  With one healer, or two,
this battle is a snap.  Just outlast your opponents and you'll finish with no
problem.

Victory Conditions: Defeat All Enemies!
War Trophies: 100 Goth, Tower Shield, Healing Seed, Antidote, Coral Harp,
              Dragon Eyes, Crown of Intellect, Sword Emblem.
------------

After the battle, a familiar voice catches up with Alphonse.  As it turns out,
it's Shiven (the messenger that Cybil relied upon so much).  Basically, Cybil
didn't quite trust us, so she sent Shiven along to babysit and watch over us.
How nice of her, or at least that's what Alphonse believes at first.  However,
it's all good, because now you get another character!


--- BATTLE 8A: ARENA COAST ---
Suggested Level: 14-15

**Enemy Units**
L - Damiel (Cleric - M)
Cassini (Knight - M)
Lendanto (Bandit - M)
Archer (M) x 2
Knight (M)
Bandit (M)


**Friendly Units**
Minerva (Guest)
Alphonse
Ivanna
6 party members

Prelude Story:

Before the battle, you have a scene between Alphonse and Ivanna, commenting
on the situation, and how close they are to the Sea.  However, Ivanna spots
something a bit out of place... a boat flying the flag of Felis.  You decide
it can't be Rictor, so who is it?

Going in for a closer look, all of a sudden Alphonse gets the "bad vibe"
feeling going on.  No sooner do you look up than you see a Robed Man, a
knight, and a bandit all crouching over a lone mermaid.  However, they all
seem disgusted by the creature.  Poor thing is basically being tortured, all
because of the RUMORS of what her kind does!  We won't stand for that!

However, after a bit more dialogue, we get a big shock.  Damiel (the Cleric)
iss waiting for orders from "Commander Lasanti!"  Could Rictor really be so
cruel as to be behind this?!  I say it's time to find out!  (Especially since
Lendanto the Bandit thinks the mermaid looks appetising O_o)

Alphonse steps out into sight, calling out all of his ex-teammates.  They all
seem to love him as much as they love the mermaid.  How could Alphonse ever
bear to put up with them at all?  Still, it's time for battle, so the pansies
call out reinforcements.  Typical...  Just before the battle really begins,
however, you learn one piece of information that is interesting.  According
to the records, Alphonse is "already dead."  Is THAT how the justified his
leaving the Order of the Sacred Flame?  That's it.  No one calls ME dead!!
Fight it out!

Tactics:

This entire battle is geared toward taking down Damiel, however, it is by NO
means an easy task.  With lots of backup, as well as the Heal Plus spell
(which will hit 5 squares), it will be pretty hard to kill ANYONE this battle,
unless you're very good at ganging up.  In that one tactic lies the key to
this battle.

Your first turn or so, you'll only be closing the gap between the two forces,
and basically crossing the river.  However, you'll be taking decent cover fire
from the archers, so fast characters (or fliers) are valuable assets.  This is
a great time to give Shiven a trial run. ^_^

If the fact that you'll be a sitting duck in the river after your first turn
wasn't enough, just look at who's waiting for you on the other side.  Yay.
Get ready to feel the burn, because those knights and bandits pack a _serious_
punch.  Just weather the damage, and take a cleric or priest in with you, and
you'll be fine.  Just remember, however, that the enemies also have a healer
this round, so you have to FINISH an opponent, or they'll just be healed.

To top matters off, you have to PROTECT THE MERMAID.  Now, as long as she's
in the water, that really isn't that hard a thing to do.  Amazingly, she is
as decent in the water as you are out of it.  Cool, eh?  Still, you have to
make sure that you heal her, otherwise Minerva won't survive, and you'll
fail...  Ugh...

Just hold your own, eventually taking down Damiel, and you'll have faced one
of the longer battles...  Oh, and you'll have protected the mermaid, too.
Aren't you nice?

Before the fool dies, Damiel can only wonder how he lost to you again... Heh.
Good old Alphonse must have been his "rival," or that's what HE thought.  Too
bad, really.  Alphonse was ALWAYS out of his league.

Victory Conditions: Defeat the Leader
War Trophies: 1000 Goth, Robe of the Wise, Cup of Life, Sword Emblem, Tome
              of Discipline, Crown of Intellect, Armlet of Agility, Stone
              of Swiftness.
------------

After the end of the battle, you get a scene where Alphonse comforts Minerva,
making sure she's ok.  Why he just lets her go, I don't really know, but I
suppose he isn't really into Cybil's plan... He had the perfect opportunity.
Anyway, on we go!

Continuing north, we head toward Rana, and hopefully some mermaids...

--- BATTLE 9A: RANA SEA ---
Suggested Level: 15-16

**Enemy Units**

**Friendly Units**
8 Party Members

Prelude Story:

As Alphonse finally approaches the coast, he sees that it's unlikely that
you'll be able to cross by boat.  However, that's the least of your problems!
The camera whips to your right where, out of nowhere, 4 mermaids, 2 fairies,
and 2 octopi have just appeared.  The leader, Aerial seems disgusted... How
dare she call US vulgar?!  Did she even see the other losers we just beat
down?

Anyway, she basically wants to know why we're on their turf... but it's
unlikely that she will like our answer.  Aerial makes it blatantly obvious
that we're not welcome...

Alphonse, however, tries to talk with the bloodthristy mermaid.  Boy is
he smart or what?  (Actually, I think it's more masochistic)  He tries
reasoning with them, saying that he doesn't want to fight, but Aerial will
have none of it.  She blames US for the wounding of Minerva!! How rude!

So, guess what that means for you and me?  Yep! Battle time... Fight it out!
(Small note: Aerial loves to brag... or at least just inject a bit of fear
 with the, "I am the strongest of our kind" speech, but she isn't all that
 bad...)

Tactics:

Lovely, once again, you're outmatched in terms of terrain advantage.  Not
only do all of your opponents LOVE the water, but they also have the higher
ground at the battle's start.  Kind of makes you wonder, "Why me," doesn't
it?  Still, let's continue...

This is one of the few battles where I even considered using my fairy, since
her floating ability would help a lot... But then I thought better of it.  I
just used my ninjas instead >;)

Basically, you want either flyers or ninjas who can move freely regardless
of the water.  Then, you want some heavy hitters to take the landed routes,
hopefully taking care of the mermaids and occasional octopus you'll meet on
the way.  Once you get to the higher ground, though, this battle becomes
cake.  Therefore, I suggest you start your troops as far over to the right
as you can, and just make a mad dash for the natural bridge-thing.

Another thing to notice, or else figure out on your own (painfully) later is
that all the mermaids have SPEARS equipped.  That means that you need to
stagger your troops when you close in on the enemy.  Otherwise, you'll be
giving them an easy way to damage two of your characters at one time...
That's a very bad thing.  They don't need any help killing you.  Well, maybe
the octopi and fairies do, but still...

I finished this battle in X turns, which is actually way over my average.
Now, I might have been a bit under leveled, or it could just be that every
beast I fought had insanely high HP, but still... It will take a while to
beat this battle.  Just stick with it, and you'll be rewarded.

Unlike all the bosses before her, you don't actually have to take Aerial down
to 0 HP.  Instead, just get her to under 10 or 15 and she will give up...
As her "last breath," she asks forgiveness of some Lady Chloeri

Victory Conditions: Defeat the Leader!
War Trophies: 2200 Goth, , Stone of Swiftness, Sword Emblem, Cassowary
              Feather, Cup of Life, Crown of Intellect, Healing Seed,
              Sorcerer's Cup.
------------

After the battle, however, you notice a VERY unusual scene.  For once, the
victim is asking to die...  I mean, when was the last time you heard any
sane person shout "Kill me now!!!"?  The whole hitch, however, is that Aerial
just doesn't want to reveal the location of the sanctuary, especially not
to humans.  That would be the ultimate disgrace, and the only one she will
not bear.

Alphonse acts like a hero again, promising not to kill her.  Predictable?
I think so.  Then, he insists with his original claim, that he merely wants
to speak with the leader of the mermaids.  Aerial mistakes this generosity
as a display of pity, but Alphonse sets her straight, saying he just wants
to do this peacefully... only to be insulted for being soft.
(Do we see a pattern yet?  Alphonse acts like a softy, then gets slammed for
 it... By now, wouldn't he have learned??)

Just then, however, a normal mermaid swims up and says the leader agrees to
meet with you.  O_O  Aerial is in a state of denial.  You're to be treated
like a guest, so behave! ^_^

You're taken before a beautiful blonde mermaid, Chloeri, the leader of the
mermaids (in that region of the ocean).  Alphonse now tells her of his
mission, about his vow to Cybil, and how he is searching for the Sacred
Spear.

When she hears this, Chloeri begins to rant about the short lifespan of
a human, and how easily they make mistakes.  What is her point?  We shall
soon see.  "Forgetting permits hope to return and strength to be rebuilt."

After a bit more small talk, Alphonse asks to hear the story of the Sacred
Spear.  Now, pay attention little ones... This is important!


******Interlude: Story of the Sacred Spear******
400 years ago, mermaids lived peacefully around this island.  That changed
when people arrived.  They burned forests and built villages.  Conflicts
erupted that disturbed our quiet ocean.  The quarreling never ceased and
finally a battle began for control of the island.  I took up arms alongside
my fellow mermaids.

Mermaid Soldier: Commander, the humans have already entered the southern sea.
Mermaid Leader: "If I surrender, do you think the war will end?"
Soldier: "No.  Even with your life in their hands, they'd continue to attack.
   They are blood-thirsty goblins.  They think everything in this world is
   theirs for the taking.  Why?!  Why does God allow such creatures to exist
   on this earth?"
  "Don't do anything rash.  We'll stand by you and protect this ocean."
Leader: "Chloeri, that kind of thinking will get us nowhere.  What will remain
   when the fighting is over?  Instead, we must find a way to survive."
Chloeri (Soldier): "Are you saying that we should let hte humans win, that we
   should endure that kind of humiliation?"
  "God!  Do you only side with humans?  It is we who are the soul of the sea.
   As such, we will eventually become one again with the water and wind.  Are
   we so insignificant?  Answer me!!!  Is there no place for us on this earth?
   Will you turn your back on us and let us fade from existance?"

Later, when I returned from battle, our leader was gone, but instead I found
a spear.  It was a beautiful black spear, bestowed upon us by God.  It threw
out thunder and lightning, and could pierce metal armor.  The war started
anew, and ten years passed...

Soldier 2: "We can't find it anywhere."
Chloeri: "Look once more."
  "I doubt any human could have entered this sanctuary.  Who took the
   spear from here, then?  And why?"
Soldier 2: "Has someone betrayed us?  They may have conspired with the
   humans."
Chloeri: "Impossible...  Why would anyone want to risk their life for the
   enemy?!  Our leader sacrificed herself for our sake.  The spear is the
   key to our victory!"
Soldier 3: "...We're being attacked!!!"
Chloeri: "Protect our ocean!  I'll be right there..."

During the lengthy war, there was a mermaid who fell in love with a human.
But, such love was forbidden.  She hoped that hostilities would subside if
the war ended, so, one night, she entered the sanctuary and stole the Sacred
Spear for her loved one.
******End Interlude******


Long and drawn out, I know, but it's worth reading in full, and I typed it up
just for you, so READ IT ALL!! ~_~

Basically, after losing the spear, the mermaids couldn't hold out any longer,
and they were forced to escape to the west where they have lived, protected by
nature, for so long.  Long story short, "we don't have the Spear any more."

So, being naturally inquisitive, Alphonse asks about what happened to the
mermaid who fell in love with the human.  Unfortunately, Chloeri doesn't know.
Wonderful.  On a bright note, it was never heard from that the humans found
the spear, so it might still be safe.  Your only clue is a feeling Chloeri
has... that the mermaid who stole the spear is still alive and can lead you
to it.  Her name is Berevra, and she had golden scales... Chloeri's sister.
((Dun Dun DUNNNNNNNNN!))

After a LITTLE more dialogue, you're off, with a mermaid guide, to Urodela.
You have someone to speak to there *cough*Cybil*cough*.

However, backtracking over Arena, you run into a little cinema.  As it turns
out, Aerial isn't quite through with you yet.  This time, though, she's much
more understanding, and is actually trying to figure out how the Chloeri's
sister could care so much for someone as to sacrifice her own kind...  Then,
she THANKS you for saving Minerva!  "I think I misjudged you."
No, you think?  Then, as if to just make it official (hey, any character with
this much development is important), she says:
"I'm going with you."  And that, as they say, is that.  With one more small
threat, you're on your way again with a new ally.

Arriving at Urodela, you go back to where you left Cybil in the storage
facility, and you report your findings.  Apologizing for the amount of time
you took, you ask about Berevra, to which Cybil has no specific information.
Wonderful.  It's sort of funny, though.  You're looking for a mermaid, with
golden scales, who loves a human and wields a divine weapon of God... and no
one knows anything.  Heh.

After more talking and telling of events passed, Cybil inquires why Alphonse
is even still here.  Basically, you don't have anywhere else to go:
"They don't mean anything to me anymore."
Following that comment, Alphonse has a veyr deep realization about his own
character, and seems to already be trying to fix it.  Our little hero is all
growing up on us! ^_^  Then, of course, Cybil has some further words of
wisdom, but we've already gone into enough detail on that...
Long convo short: Cybil says, "We are now equals, and I'll help you if you
need it."  Cool.

Time to go looking for our golden mermaid... Which is when Alphonse remembers
the story that Eleanor once told him, when you first met her...
   "It was a long time ago, but one i saw a beautiful mermaid.
    Her whole body was covered in gold..."
That MUST be Berevra!  It's time we headed to Solea (and Eleanor ^_~).  Maybe
we'll find something there...

Now, you encounter a scene when you move, the area DIRECTLY after Arena and on
the way back to talk to Cybil.  You encounter a fairy that has a Dowsing Rod.
She has 2 Blue Dragons and a Dragon tamer with her...  As far as I know, it
is IMPOSSIBLE to persuade her without the persuasion + emblem, but you can
still get the Dowsing Rod as her drop treasure.  Just FYI.


--- BATTLE 10A: SOLEA BEACH ---
Suggested Level: 15-16

**Enemy Units**
L - Dragoon (Karcist)
Archer (F) x 2
Thunder Dragon
Blue Dragon
Red Dragon
Earth Dragon

**Friendly Units**
Eleanor (Guest)
Alphonse
7 Party Members

Prelude Story:

When you arrive at Solea, it's late at night, but for some reason, Eleanor is
still up, and Alphonse finds her standing by the ocean.  She's surprised to
see you, too, so she asks about what's going on...

What you couldn't see, but Alphonse asks about, is that Eleanor is bleeding.
Being the kind hero (and maybe more ^_~), you take care of her and listen.

When the screen rises again, Alphonse is asking about Father Hamen, because
apparently he hit her, or caused her to bleed somehow.  Still, as with most
victims, Eleanor says it was her fault... She didn't do what she was supposed
to do, or something.

Then there's a dialogue about how long you'll stay, where you tell Eleanor
that you're no longer a knight, about Cybil and your current situation.
Then, as if to cut right to it, you ask about the golden mermaid she told
you about long ago.  However, that was the wrong move...

Insulted, Eleanor says she has nothing to tell you.  You came only to ask
about that mermaid (heartless!!).  You're using her, and saying so, she storms
out of the room.  Then, as if things couldnt get worse, Cybil tells you that
the White Fang Troops have arrived.  Great...

Outside, Eleanor is met by a dragoon (Karcist), two archers, and a few dragons.
Confronted, they say that they want her to speak to Commander Briffaut.  Then,
they try to abduct her!  This is when Alphonse shows up and yells for them to
stop.  Basically, he uses the overdone line, "you'll have to go through me
first," to which the dragoon just laughs and says OK.  Oh boy, this is gonna
get nasty...

Tactics:

This battle introduces you to a new, and devastatingly powerful, class: the
dragoon.  Do not underestimate Karcist.  He has the ability to do some major
damage to ANYONE, and his level is normally around 19 or 20.

Also, since the goal of the battle is to protect Eleanor, you have to think
about it as "Defeat all Enemies" with a handicap.  My first suggestion is to
bum rush a few of the dragons, before they get enough SP charged to hit you
with their breath attacks.  Then, take out the archers. (I hate snipers!!)

Still, the entire time, you need to know exactly where Karcist is, because a
dragoon is always bad news (when an opponent).  Keep a healer handy; you'll
need one.

Victory Conditions: Protect Eleanor!
War Trophies: 1000 Goth, Sherwood Hat, Sword Emblem, Cup of Life, Dragom Eyes,
              Altar of Resurrection, Stone of Swiftness, Fafnir!
------------

Just before you kill the bastard, the dragoon asks you if Eleanor is worth
protecting.  Is she worth making Briffaut your enemy?  Of course, you know
the RIGHT answer, but does Alphonse?  As he dies (and leaves you the Fafnir),
Alphonse goes to check up on Eleanor... who still seems upset at you.

Next, you see a scene where Alphonse and Eleanor get a little bit of a heart
to heart talk... About time.  As it turns out, Cybil helped clear a few
things up, so you're not in hot water any more.  Cool of her, I say.

As it turns out, Eleanor actually knows Berevra, and more imporantly, she
knows where the golden mermaid is!  She shows you a necklace that Berevra
gave to Eleanor, and we learn a bit more about Eleanor's character.  She
then tells you where Berevra went all those years ago... but only after you
tell her that you're going to go alone, that you care for her well being.

One of the more interesting sequences, however, comes when you say, "Don't
worry, Eleanor.  I'll come back.  I promise..."
Eleanor doesn't take that the right way, though.  She won't stay, waiting for
you again.  She won't go through it all again.  In other words, "I want to be
with you..."

Now, you're given another IMPORTANT choice.  Do you take her with you, or do
you continue to be a jerk and reject her?  I'm sorry, but even I'm not mean
enough to say no to her.  I mean, she is OBVIOUSLY the love interest, so why
not? ^_~  Still, here is the choice:

       A: "OK.  Let's go together."
       B: "If you are so serious..."

Do me a favor... Don't choose B.  If you do, I won't have any specifics for
you, so you might be a bit out of luck if it changes the ending too much...
Sooo, without further ado, we just got another party member!

Not only do you take Eleanor with you, though, but she insists that you teach
her how to fight.  In other words, she's going to be a good, strong, and
versitile character.  Now, take it back out to the world map and let's check
out how things stand!

As you'll notice, a new area has appeared (Aquila) just to the East of the
fortress of Formido.  Guess where you're going?  Yep!

Now, what makes me a bit ill is that, despite that whole conversation, and
the emphasis placed on Eleanor coming with you, she isn't a controllable
member of your team yet.  Ugh.  Oh well, prepare for the next battle and
walk over to Aquila.  FIGHT IT OUT!!

--- BATTLE 11A: AQUILA VOLCANO ---
Suggested Level: 17-19

**Enemy Units**
Hawkman x 2
Gremlin x 2
Red Dragon x 2
Cerberus

**Friendly Units**
Eleanor (Guest)
Alphonse
7 Party Members

Prelude Story:

When you arrive at the volcano, Alphonse and Eleanor have a small dialogue
about the fact that they are PASSING THROUGH A VOLCANO.  You know, I'm with
Alphonse here... It sounds _really_ insane.  Still, Eleanor asserts that it
is necessary, as it's the shortest route.

Tactics:

The most imporant thing to notice about this level is all the LAVA.  Lava
is an awful thing to have on a map, since no one can walk over it unless
they float.  Therefore, the gremlins have a huge advantage in that respect,
but otherwise, they still suck.  Don't worry too much about them, as they
are merely minor annoyances.

On a positive note, you're tactically in good standing (beside the lava),
especially since you have the higher ground on the volcano.  All you have
to do is worry about the people who can close the gap on you quickly (any
flying enemy).

The real enemies to concern yourself with in this battle are the dragons,
especially since by the time the two forces clash, they will likely be ready
to hit someone with their fire breath attacks.  This will be bad news if
you're not ready for it.  Also, as usual the hawkmen are serious threats,
since they have strong attack as well as flight, so they can come right at
you immediately.

In this battle, you'll also be introduced to the Cerberus unit.  With
above-average attack, but sub-average movement, they're very similar to
the dragons.  Beware when they get close, but you will have some time to
prepare for that.

Basically, I suggest taking out the hawkmen first, which should be rather
easy seeing as they will bum-rush you.  Then, focus on the cerberus, with
that annoyingly effective mesmerize...  After they're all gone, the dragons,
with their insanely high HP and all, are ready to get their butts handed to
them.  Who are we to say no?  Then, finally, the annoying gremlins (who are
just one SMALL step above fairies in usefulness).

Still, if your team is strong enough, you might be able to take out the
gremlins before the dragons even reach you.  In that case, by all means take
them out.  No gremlins deserve to live for too long.

Victory Conditions: Defeat All Enemies!
War Trophies: 200 Goth, Healing Seed, Sorcerer's Cup, Crown of Intellect, Cup
              of Life, Mirror of the Gods, Sword Emblem, Stone of Swiftness.
Special Trophy: EPIC OF TINEA...
------------

After the battle, Eleanor is overlooking a cliff, and she knows that somewhere
near there is where the golden mermaid went.  "East of Aquila, where the mid-
summer sun warms the ocean."

However, just then a very familiar voice chimes in... demanding for you to
hand over Eleanor!  As it turns out, Rictor followed you!!  Well, more
specifically, Father Hamen asked him to find Eleanor... Damnit.  It was
all in good intentions, but this is very bad.  Then, Father Hamen himself
appears, validating everything that Rictor has been saying.  Doh.

To make matters a bit worse, he accuses Alphonse of subverting her, saying
that we must have said something to bring her along with us.  He just out
and assumes we're the bad guys!  How rude of him!  The only thing you can do
is to ... ask her.

Then, that bastard Hamen starts talking trash about you.  He says that it was
a bad idea to save your life from the surf.  Oh, I'm really starting to hate
this guy... First hurting Eleanor, now this?  To further my point, Hamen won't
accept Eleanor's answer:
"I'm not coming back to the church."

Then all hell breaks loose (or it SHOULD).  Father Hamen smacks Eleanor.
Somehow, until this point, Alphonse remains motionless throughout this act.
What kind of father figure is this man?  He loves her more than anyone?
That's bull, I say.

Finally, Alphonse approaches Hamen and gives him a piece of his mind... only
to be lectured, then commanded to "give my Eleanor back to me."  This man
is so clueless, it's almost funny.  Even after all the dialogue, though,
Hamen is as determined as ever.  He will not let this reckless youth take
his beloved daughter from him.
He asks Rictor to take Eleanor FOR HIM.  Oh no he did not.

Rictor seems to reassess you now, though.  He realizes just how knowledgeable
you are of the situation.  Furthermore, he seems to understand just how
determined you are, but unsure about on what PATH you lie.
You learn a bit of useful knowledge from this talk, though:
 - The Sacred Spear is called the Longicolnis... (Why did they have to name
   it so horribly?) and it was created from the horn of a fallen angel!
 - It has actually pierced the Sacred Demon.
 - Rictor's actual mission, the entire time on the island, was to find the
   spear.  He just withheld that information from you...
Now for the real shocker...
 - Berevra is Eleanor's MOTHER!! O_o

Just then, a soldier approaches Eleanor, and Alphonse cries out.  After some
bragging from Rictor, a second soldier approaches him and swings a sword at
him.  Then, as if the situation needed no more excitement, Eleanor screams...

A tear drops from her face and all of a sudden, a purple-pink bubble envelops
her.  All three foes are affected, blinking momentarily, and then collapsing
(presumably asleep).

Alphonse walks over to the now frightened Eleanor whose necklace, it seems,
is blinking.  What power is this?  Eleanor doesn't even complete a sentence
before Rictor stands again and two more soldires appear, ready for battle.
As Eleanor and Alphonse are backed up against the cliff, one question is all
that's needed:  "Can you swim?"
The answer isn't really important, as both jump off the cliff and into the
water below anyway.

When the screen rises again, you see them both in a cave, safe, and with a
mermaid!  It gets better though, as the mermaid is GOLDEN... Berevra!
She thanks you for protecting Eleanor, but denies what Rictor says about her
being Eleanor's mother.  She then proceeds to tell you her history. (You all
can read it for yourselves =)
One bit worth noting: she witnessed the burning of the town 10 years ago...
This was also when she found Eleanor, as a crying baby, wrapped in a blanket.

After yet MORE talk of history and origins, the issue of the Sacred Spear is
brought to light, and you're asked why you desire it.  This is yet ANOTHER
important choice, as its answer may well determine how things END for you.

  A: "I seek its power."
  B: "Because of a promise."

Now, if you're honest, you'll choose B.  I did, so that's how this guide is
going to be written.  Still, if you want to be a powerhungry bum, choose A.
I don't know what happens, so let me know when you do. ^_~

After you choose *B*, Alphonse gives a little shpeal about his promise, and
about how he trusts Cybil.  He also goes on about how the world is, how the
island is, and why he can't let anyone have it outside of those he trusts.
After hearing all of this, you're told that it's hidden in a small shrine at
a beach, just north of your current location...  You're only getting it,
though, because you cared enough for Eleanor to protect her.  Awwww ^_^

Guess where we're going?  Just not before we deliver one final message.  After
all that, Alphonse tells Berevra that she can finally go home.  This is such
good news that Berevra actually cries, thanking her sister for being so kind.
It is quite a touching scene... and it's also the end of the first chapter.

Congratulations, you've made it this far!

------PART 3------
< < CHAPTER 2 (Path A) > >

Introdution:

Rictor Lasanti, visiting as a representative of Felis, announced in the month
of Oceano that the White Fang Troops of Rananculus had withdrawn from Anser.
Although the plans of the Batraals and their troops were never discovered,
since they had retreated, the issuea was assumed to have been resolved.
For the time being, the Order of the Sacred Flame was station in Scabellum,
preparing to return to Felis.
Meanwhile, after meeting the golden mermaid, Berevra, Alphonse and Eleanor
rejoined Cybil.
Alphonse and the others were stationed at Formido, the former stronghold of
the troops of Rananculus, resesarching the history of the spear.
The Batraals have a long history on this island. They rose to power after
the war with the mermaids and relocated to the northern part of the island.
It would come as no surprised if their heirs of the Batraals knew of the
Sacred Spear.
The island's stormy season was quickly coming to an end, and it would soon
be replaced by calmer autumn weather.

We first rejoin our hero in a meeting with Cybil a few advisors.  As it turns
out, Rictor is moving north with a few subordinates, headed toward Naja.  The
scout also reports that the rest of his troops not travelling with him will
return to Felis when the next boat arrives...  What this indicates, Cybil says,
is that he is now acting on his own... and that Felis was also looking for
the spear (duh).

After a bit more talk of politics (which I never really enjoyed anyway), you
learn that a war might start between Felis and the Church over this spear, if
it's put into the wrong hands.  To further the depth of all the scheming, it's
now very possible that the Duke of Felis was in league with with Lord of
Rananculus.  Otherwise, how could Felis have ordered so many troops to the
island to "quell the rebellion?"
The whole situation reeks of politics and lies.  Ugh.  But then again, all of
this is guesstimation (though rather good guesstimation, might I add).

From Ivanna, we learn that one of the Batraals of old was actually the Lucius
who Berevra fell in love with!  Wow, the twists the family trees have around
here. O_o  To just emphasize the Batraal way, though, he wasn't talked about
much.  'Lucius' was seen as a coward for condemning war...

A few final notes:
- Some survivors are currently living in Blete again (the town that was burned
  down 10 years ago, during the Reformation).
- There's a skilled magician living in the ruins north of Tinea.
  (Hint HINT: special character who might join you!)

As it stands, you're headed north, supposedly after Rictor, and not very well-
informed, but that's just the way it's going to be.  Let's see if we can't
stop in on that magician to see what's up, shall we?  We're moving out!

One last cinema awaits us, though, before we can go.  We catch up to Eleanor
and Alphonse, talking about the plans for movement.  Apparently, Eleanor isn't
too crazy about going through the Naja Forest.  She just says that Rananculus,
and the territory north of the forest, is VERY different.  You don't know the
half of it, yet.  Think snow... lots of snow....

Still, THIS whole conversation just boils down to ANOTHER question, one that
we've heard all too often.  "Can I come with you still?"  Of course, choose
option A, which allows her to join you, and you'll FINALLY get to control
Eleanor.  Yay.

When you take it back out to the world map, though, you notice something new.
All of a sudden, you have a CHOICE of where to go!  You can go to any of
three locations... But I'm going to have to do this one way...

From Formido, you now have the choice of going either south to Gryllus or
west to Vespa (which is your next 'official' destination, designated by the
blinking red pole).  *I* Chose to go south first, since I will have to pass
through Vespa later anyway.  I suggest you do the same...

The other path that opened up was to Belleza, north of Ardea, but since we
can't get there now, let's just leave that in the back of our minds for a
bit later.  For now, head toward Gryllus, but beware.  It might be useful to
buy a virtue spell or two in preparation for killing undead...
(hint hint: buy Exorcism or Faith)

---BATTLE 12A: GRYLLUS FOREST ---
Suggested Level: 19-20

**Enemy Units**
Ghost x 2
Undead Soldier (M) x 2
Undead Soldier (F) x 2
Undead Wizard (M) x 2

**Friendly Units**
Party Members (limit 8)

This is what you call an OPTIONAL battle.  It isn't required, and yet it's a
very good idea to go through it.  Trust me.  Still, it's also quite difficult,
and not for obvious reasons.  You shall see what I mean, though...

Just before the battle begins, you get a hint as to why things will be nasty
in this forsaken place as Alphonse comments about the souls of the dead
gathering here.  Then he hints at something: you can't afford to stay long...
Figure it out (if you don't now, you will later).

Tactics:

Many of the little undead buggers you encounter will have bows equipped, so
be ready to deal with mid-range attacks.  Also, the ghosts can teleport,
which means that nothing you can do will be able to "trap" them in a spot.
Back attacks galore from them should be expected.

On a brighter note, the river running through the battle field will slow down
all the normal undead enemies, leaving you plenty of time (normally) to deal
with the ghosts and first soldiers.  However, the wizards do get pretty into
it once their magic charges.

The real challenge of this battle comes in the form of RESURRECTION.  If you
take too long after felling one undead, it will revive itself a few turns
later, giving you fits (let me assure you).  The best way to beat this level
is to weaken all the opponents you can without killing them.  Then, all in
one turn, do a "blitzkrieg" style attack, killing everything.  (Or re-killing
if you wish... get it? ghosts...)

Oh, and if you didn't listen to me before, the Exorcism spell would do
WONDERS if you have it...

When the battle finally ends, you see a few lines by Alphonse, and then get
your cheesy reward...

Victory Conditions: Defeat All Enemies!
War Trophies: 100 Goth.  (Definitely not worth what we just did...)
------------

Well, again, you have the choice to go to another 'out of the way' battle,
in Blete, or to head on to Vespa, again.  As I will ALWAYS suggest, go to
the optional battle.  These normally yeild good results, though last time was
a definite fluke...

FIGHT IT OUT!!


--- BATTLE 13A: BLETE RUINS ---
[Rough outline contributed by beyowulf]
Suggested Level: 20-21

**Enemy Units**
Euphaire
Warlock
Undead Knight x 3
Undead Wizard x 2
Zombie Dragon

**Friendly Units**
Party Members (limit 8)

Prelude:

As you enter the field of battle, you're met by a proud young spellcaster,
Euphaire.  She seems a bit surprised that we've gone through the forest of
Gryllus unharmed, but she plans to make up for that.  Wonderful, isn't she?

Then, Alphonse has one of those killer lines that makes you want to just die
laughing.
"...You smell like... death.  Are you... alive?"
Heh.  Funny enough, though, it is a good question.  You see, Euphaire actually
has the soul of her dead mother inside her (long story).  She, however, just
returns that he has the smell of blood on him as well.  Finally, someone who
doesn't assume we're rookies, fresh for a beating.

Anyway, she's freaky, Alphonse is getting impatient, and the battle begins.
Let's do it!

Tactics:

First off, I want to point out that Euphaire has the Salamander summon spell,
and the wizards have Firestorm and Ice Field. To make the magical fun all the
more enjoyable, the Warlock has Flow Magic, which is used either to charge up
the magic of Euphaire (think SUMMON) or the other wizards (which hit multiple
targets).  Also Euphaire can charge up the wizards as well, leaving the warlock
to charge her up, and then ALL be able to cast Salamander and a various
ensemble of quite painful spells their next turn. Be prepared to get hit HARD
quickly.

Needless to say, play this one defensively.  You start off at a rather large
terrain disadvantage, having to climb up the fortress to Euphaire and her
wizards.  My suggestion for party building would be, "think flight."  If you
don't have the flight, get speed.  Ninjas and hawkmen will do wonders on this
relatively small field.

Another good addition to this battle, as I always say, is a priest.  You will
need all the healing you can get (so you might want a knight, too).  As I said
earlier, you will take damage, so prepare adequately for it.

Finally, I suggest taking a few strong elemental magicians.  Euphaire and
several of her other associates are of the Fire element, so a Water wizard or
siren would be good.

Basically, just go after Euphaire (or if you want the treasures, don't).  In
all likelihood, you will want to take down the Knights first, while trying to
stay away from the Dragon Zombie.  Then, focus all your forces on the warlock
and wizards.  They're very capable of dealing huge damage to your party.

If during any part of the battle, you really are on the ropes, change all of
your character strategies toward attacking Euphaire.  She loves to use Energy
Transfer, which takes some of her HP, so she will be weakened.
This isn't that hard a battle, but it can take some time...

Victory Conditions: Defeat the Leader!
War Trophies: 0 Goth, Salamander (Summon), Sword Emblem
------------

After the battle, you get a dialogue between Euphaire, Ivanna,  and Alphonse.
Basically, her mother's spirit left her body (the puff of smoke) and now she
is normal again.  To make things even better, she offers to join you for all
your troubles!  She asks to go with you to see her father, but still, it's
another great ally to add to your forces.  Say yes before you do anything
crazy!

The next day, you see Eleanor and Alphonse walking through Blete, the town
she was born in.  Not much to look at, is it?
"If something is forgotten, is it like it never existed?"
This is what prompts Alphonse to think of his father, who he had allowed to
fade from his thoughts.  He doesn't remember him well, nor does he really
choose to remember him at all, but some day he will... oh yes, he will.

Now, however, it's time to proceed to Vespa (again) so that we can get back
on the track for story progression.


--- BATTLE 14A: VESPA HILLS III ---
[Rough outline contributed by beyowulf]
Suggested Level: 21-22

**Enemy Units**
L - Beastmaster (Surgat)
Cerberus  x 3
Griffin x 2
Cockatrice x 2

**Friendly Units**
Party Members (limit 8)

Prelude:

When you get to Vespa Hills, another poor fool tries to hinder your progress.
The beast master is basically just a merc, hired by either Rananculus (or
maybe Rictor) solely to keep you back in Anser.  He brought quite a few beasts
with him, so be prepared.

Tactics:

This is a deceptively hard battle. Why? Well the beastmaster will occasionally
lend support to the beasts, but also because of the beasts special abilities
themselves. The Cerberus can use a fire breath attack that can cause sleep
while damaging multipe enemies in a 4-panel T shape. Likewise the Cokatrices
can petrify multiple enemies in the same way (4 panel AOE). To make matters
ever worse, the Griffins also have a special attack, which can damage multiple
enemies, but it's also *long_range*. The petrification is especially annoying,
since it will put a charcter out of the battle, unless you cure them.

Either bring a cleric/priest with 'Cleanse', or a fairy with the status cure
special ability. You will take pretty good damage this fight, unless you're
of high enough level (as suggested).

My best suggestion is to focus on taking out the death chickens before they
gather enough SP to hit you with Petrifying Breath.  This will take one of
your characters out of the fight for good (unless you cure with an item or
Cleanse).  It's also a good idea to take out the hellhounds, since they can
put people to sleep.  The griffins and beast master are of little threat,
since they only deal physical damage...

Pretty simply put, this battle isn't that hard.  Just keep someone around who
can heal status ailments, or can heal (one or both works just as well), and
you'll breeze through it.

Victory Conditions: Defeat the Leader!
War Trophies: 500 Goth, Beast Whip, Urn of Chaos, Tome of Discipline, Sword
              Emblem, Stone of Swiftness, Wisdom Fruit, Cup of Life, Crown of
              Intellect.
------------

After the battle, you see Alphonse issue some quick orders to the troops,
emphasizing both the need for speed and to stick together.

You're then taken to Naja Forest, where you see a scene with Rictor (who is
accompanied by two knights).  Rictor meets up with a "Mysterious Girl" with
short blue hair, who he apparently knows and calls Malicia.  However, when
he approaches her, she runs off into the forest.


--- BATTLE 15A: BELLEZA ---
[Rough outline contributed by beyowulf]
Suggested Level: 21-22

**Enemy Units**
L - Elrik
Ninja (F) x 3
Valkerie x 2
Witch x 2

**Friendly Units**
Euphaire (suggested)
Other Party Members (limit 7)

Prelude:

Surprisingly enough, the prelude here is rather short.  Basically, you're
given a small glimpse at the fact that Elrik and Euphaire have LOTS of
business to discuss, but no more than that, really.

Elrik says that he knows mistakes were made, and that he must correct them.
Unfortunately for our team, he thinks the only way to do this is to kill
poor Euphaire.  Quite a loving father, isn't he?

Tactics:

Somewhat easier than your previous battles, your main concern will be with
the enemy leader, Elrik. The ninjas will rush you while the rest tend to pull
back and defend Elrik. The ninjas should be easily dealt with, primarily due
to their lower defense.

Elrik will be on a higher elvation than you, and he uses the Fenrir (water)
summon!  It might take a while to get to him, especially with most of his
troops deployed in his defense, but bear with the attack... Flying units,
ninjas,and valkeries will be very handy here. He has a Golem summon, but
it's really more of a normal attack, as it doesn't hit but one character
(though with a range of 7 and decent power, it is still impressive).

It appears as though Euphaire is one of the primary targets in this battle,
which does make sense if you think about it.  Still, just be cognicent that
most of the long-range attackers will aim for her.

Another VERY noteworthy problem with this battle is that you cannot allow it
to drag on too long.  As your scouting should have shown you, Elrik has TWO
summon abilities at his disposal.  One, Fenrir, is similar to the Salamander
spell you already have, while the other, Summon Golem, is only a single-target
style attack, with only one very powerful summon attacker.

Elrik _will_ cast at least two summons in this battle, one on each of the
second and third turn (much thanks to the witches who use fluid magic for the
bum).  However, its up to you whether he will cast another after that.  My
strongest advice is to take out the WITCHES FIRST.  Without them, Elrik loses
an extra 20 MP each turn.  In other words, he can't summon every turn.
Similarly, keep Euphaire and a priest in your ranks, allong with whoever has
the Salamander summon, so you can fight fire with fire.

After your second phase, Elrik taunts Euphaire a little bit, but only then
do we get the impression that he still mistakes her for her mother.  He says
that she doesn't belong here... thinking that she's still undead.  Now this
is starting to make more sense...

Anyway, the battle shouldn't take too long after the witches are gone, and
after that, your priest will be lazy for lack of work.  Still, it is worth
your effort to keep one with you, just for the Salamander-per-turn advantage.
It took me 4 turns to kill every enemy and collect every treasure.  If you
aren't intereseted in that, it should take maybe 3.  Good luck!

Victory Conditions: Defeat the Leader!
War Trophies: 0 Goth, Fenrir (Summon), Sword Emblem, Warp Shoes(!), Stone of
              Swiftness, Spell Robe, Pointy Hat, Plumed Headband, Trident.
------------

After the battle, Elrik converses with both Euphaire and Alphonse (well, it's
more like Alphonse just observes the other two).  Elrik says we have the right
to kill him, but asks if Euphaire is upset with him.  When Euphaire responds
innocently and inquires about what he means, calling him "Father," it finally
dawns on Elrik that she is no longer possessed.  He has his little girl back
again...

After another bit of conversation, where you learn that he was experimenting
with a spell of spiritual transference, he states that, "It's futuile to keep
the souls of the dead in this world."  No, really?  A bit more touching
dialogue follows, and blah blah blah...

...Elrik offers to join you.  THIS is why this OPTIONAL battle is so worth
your effort!  (Like you didn't see it coming though)  Take note, for almost
ALL optional battles are VERY worthwhile in the long run.  Don't be too quick
to progress the story.

Note: the next "story progression" battle is always marked with a RED POLE.
** All other battles before that will be optional, and it is my strong
** suggestion that you visit these BEFORE proceeding.

Interesting note, after battle, in the shop here, you can recruit Giants. I
myself didn't as I was short of cash, but it will be interesting to see what
they can do, later...

Further notes: Fairies are now decently useful. Their first special ability
cures any abnormal status, and their second gives a character an extra turn.
Decent, but not worth bringing a fairy into battle for...


--- BATTLE 16A: NAJA FOREST ---
[Rough outline contributed by beyowulf]
Suggested Level: 22-23

**Enemy Units**
L - Siren (Grevis)
Wizard (F) x 2
Knight (F) x 2
Cleric (F)
Soldier (F)
Witch

**Friendly Units**
Party Members (limit 8)

Prelude:

When you arrive at Naja, you're greeted by a Siren, Grevis, who apparently has
some history with Alphonse.  As it turns out, she's now with Rictor, and her
orders are, prepare to be shocked, to kill you!  Wow, we didn't see that one
coming.  < Sighs >

As predicted, though, Rictor went to meet the Lord of Rananculus, and he left
these troops behind under Grevis knowing full well you would follow him.  In
short, we walked into an ambush.  Still, we expected nothing less.  Let's do
this!

Tactics:

Unfortunately, there isn't much to help you in this level.  You have scattered
trees, a river, and a little bit of terrain height variance, but generally,
this is a simple map.  As always, you start at a slightly lower altitude, but
in this fight that won't be of too much concern.  Still, it is a rather large
map, and the clash between the armies will take some time... (normally on the
second or third player phase)

Now, on to the major concerns.  Grevis packs some major firepower, but it's
all in the form of ONE SPELL.  Yep, you've probably guessed it by now, but
she also carries a summon: Gnome.  Also, if you scan the rest of her units (as
you should every battle), you'll see that she has a witch (which WILL do fluid
magic the second turn, readying Grevis for the 35 MP Gnome).  As with all of
the Summon fights, take out that witch first, if you'd like the battle to be
greatly shortened.

Since the troops here are all female, if you have the inclination (and a few
male characters of corresponding classes), this would be an especially good
time to be persuading enemies. The knights themselves have decent equipment.
Platemail and Earth Shields to be exact (the latter of which you get as a war
trophy). The wizards only have (that are worth mentioning) their wands and
their spells.  You get the Earth and Ice Wands as war trophies, so unless you
want to persuade just for spells...  Still, you might consider persuading
the Witch, since you could really use a good Fluid Magic spell...  Euphaire
is good and all, but having another magic juicer would be great!

Victory Conditions: Defeat the Leader!
War Trophies: 500 Goth, Gnome (Summon), Earth Shield, Earth Wand, Ice Wand,
              Cleanse (Spell), Sword Emblem, Water Garb.
------------

In her dying breath, Grevis comments on your strength and wonders why you
didn't join Rictor.  Then we are taken to a scene in Ostorea Castle.

Rictor appears before both Lord Naris Batraal and Nichart.  It seems Nichart
is a bit worried about Rictor, but Naris doesn't seem to fear him.  He points
out that Rictor only came with a few body guards... commenting that "He has
no inkling of the spear's true power."

As it turns out, Naris is willing to cooperate with Rictor, but only to gain
the spear.  Once that happens, we will see...  This is also when we get a
very brief introduction to 'the Twins,' Lethe and Cirvante, both sorcerers.
Nichart is apparently apprehensive about them as well, but Naris has had
enough of the incompetent general.


--- BATTLE 17A: SOTAVENTO ---
Suggested Level: 22-23

**Enemy Units**
L - Esquire (Nichart)
Knight (M) x 2
Valkerie x 3
Witch
Priest (M)

**Friendly Units**
Party Members (limit 8)


When you show up at the Sotavento, Nichart immediately recognizes you as "that
kid from the ruins."  He could at least know the name of the guy destroying
all of his plans!    He does seem to know lots ELSE about Alphonse, like where
his loyalties lie (with Cybil of Galius instead of Rictor of Felis).  Then,
we share a few mutually stupid insults, and the battle begins.  Yay.
One thing, though.  Nichart makes one comment that might be more than just
foreboding:
"finding the Sacred Spear is just the beginning."
I wonder what he meant...

Tactics:

As you should know very well by now, the Euphaire-Summoner combo is something
to use EVERY battle.  Keep this in mind also if you've managed to acquire a
Fluid Magic spell.  They are very helpful!

Now, you're at another disadvantage in terms of terrain, but by now you should
have a good method for dealing with that (think flyers and magic).  Also notice
that we're fighting right through the middle of a town, so you won't see too
many magic boosts by terrain.  These are just more things to keep in mind...

The priest has a 'Resurrection' spell on him, so its a VERY good idea to
persuade him to your side before defeating any other characters.  If you fail
to do this, however, and attack him hard instead, you still won't expect to
see many of these characters over and over again (because they won't be raised
by the priest once he builds the needed MP).  However, if you leave the priest
alone, prepare for this fight to drag out for quite some time...
[Note that he drops the Resurrection spell as his war trophy!]

This battle really isn't that difficult, especially once you do something with
the priest.  Just stick with it and cluster around any particular enemies that
you're having trouble with.  Oh, and it might be wise to rid yourself of the
witch, since she loves to paralyze your party members.  Good luck!

When you drop his HP down to 20 or below, Nichart does his usual thing and
flees.  Pansy.  However, he does challenge you to go to Ostorea Castle.  He
says we will find the truth there.  I think we'll find a trap, but oh well...

Victory Conditions: Defeat the Leader!
War Trophies: 2000 Goth, Resurrection (Spell), Earth Garb, Sword Emblem x2,
              Stone of Swiftness x2, Altar of Resurrection,
------------

After the battle trophies are allotted, Eleanor takes Alphonse to her old
house.  Remember, she originally lived in Sotavento...  You learn a bit more
about her past, like how she was bullied by people because she wasn't the
real child of her two parents.  Then, when they died, it only got worse...
Cut scene time!!


*** - 4 years ago - ***
Eleanor: Dimitri, where are you taking me in the middle of the night?  It's
 dark out here.  I want to go home.
< Dimitri turns but continues on, until... >
Eleanor: Allen, Mirrick...?!
< The two new boys crowd in on Eleanor >
Eleanor: Stop!  Stay away!  Dimitri... Why?!
Allen: Shut up, already!  Who else would take care of an orphan like you?
 You shoudl be more thankful.
Merrick: What's this...?  A pearl necklace?  Pretty fancy for an orphan!
Eleanor: Don't...Please...It's my only treasure... Someone, help!
Merrick: What is that light?
< A bright light surrounds Eleanor and knocks Merrick out >
Dimitri: Allen, look!  He's dead.
Allen: Whoa!  She's a monster!  She's going to kill us!!!
Eleanor: But, I didn't do anything...
Dimitri: You...You're not human after all.  That rumor about you being the
 child of a mermaid was true!!!
Eleanor: That's not true!  I'm...I'm...!!!
< Allen throws a rock at her >
Allen: Why don't you leave this town, monster!!!
< Allen continues to throw rocks as she runs away >
******************

Now you see why she is so alone and afraid at times... Poor Eleanor.  She can
only say that she wasn't running away, though.  She was running for her life.
That day, she ran so far that she ran straight through the evil forest and
ended up in Solea, at Father Hamen's church.

We then see some more mushy stuff between Alphonse and Eleanor ^_^ It all
ends, though, with Eleanor offering you the necklace Berevra gave to her all
too long ago... Strange, but what a show of love, or trust...

You're then taken to a smaller cinema between Cybil and Alphonse, outside in
the midst of the town.  Cybil inquires about Eleanor, tells you how good a man
you are, etc.  Then, when you both leave, the snow begins to fall.
The two of you walk into a shring (the one Berevra said she hid the Spear in).
Apparently, though, someone has already found it... All you run across is a
small dagger.  However, Alphonse has a plan...  He tells Cybil to spread the
rumor that he found the Sacred Spear, hoping to attract the attention of both
Naris and Rictor.  Then, as she goes off on her mission, he says that he is
headed to Ostorea, to see Rictor...


--- BATTLE 18A: HAENA ---
Suggested Level: 23-25

**Enemy Units**
L - Orson (Archer)
Archer (M) x 2
Ninja (M) x 2
Sword master x 2
Thunder Dragon

**Friendly Units**
Party Members (limit 8)

Prelude:

As you can bet, there is a decent bit of anger between Alphonse and Orson.
Orson, you see, has always been a very loyal man to Rictor.  In fact, it
is surprising that Rictor sees you as so great a threat as to send Orson
after you.  Still, the situation is better than that...

Orson himself is not TOO disagreeable.  He is at least kind enough to
recognize the skill of at least arriving at Haena, especially in one piece.
However, he also has another order to deal with.  Not only can you not pass
through, but he was ordered to take the Sacred Spear from you, at any cost.

Of course, being our little hero that he is, Alphonse says that he is here
only to reveal the conspiracy between Rictor and the Duke of Felis.  He then
makes a bit more conversation, ending in the fact that, should Rictor and the
Duke get the Spear, they would rebel against Lodis, which Orson just won't
accept.  In the end, Orson says we should retreat, and as a friend, he won't
stop us.  Too bad for him, but that just isn't in our game plan...
"It is an honor to fight with you, but I won't lose." -- Alphonse

Tactics:

First of all, I, as usual, suggest you bring a good priest into this battle.
You will take some good damage, and you will really want to have a priest
around to heal you up.  Also, as usual, bring the Euphaire-Summoner combo to
make this battle move more swiftly.

A few enemies have some nice items here. An archer has a Flame Leather(Armor),
a ninja has an Yomogi-U (Earth Katana), and, above all others on this map, a
sword master has the Teleport spell!!  This automatically makes him worth
persuading if you don't have this spell already, which you likely won't, and
besides that, he's a sword master!  Still, should you chose NOT to, he will
drop the spell anyway...

You start at a very low elevation. The enemy is higher ground. You can try
to go right, but the incline is quite steep and not all characters can make
it.
It is preferable to head along the right hand side of the map to assault your
foes, unless you have the flyers, or teleport boots, to assault from the right
side.  At the start, as the elevation is more gradual, you won't have much
trouble, but eventually, you will have to worry about where your characters
can move to...

However, from the very first turn, you will need to take a defense-relative
position.  Remember that you enemies have THREE archers, including Orson, as
well as their two ninjas and two sword masters.  In other words, almost all
of the opponents can hit you from long range.  They will do so.  Keep that
in mind, especially since you will not get close enough to hit them in your
first turn.  Also, this means that the enemies, save the dragon, are all
quite FAST.  This is just another thing to keep in mind...

It would be a wise suggestion also to bring several magicians with you beside
Euphaire and your summoner, because then you can also show a strong front from
a distance, and then later close the gap.  Still, that is about all I can say
to help for this level, except that these bastards like to use curative items
to heal themselves...  Good luck to you!

Victory Conditions: Defeat the Leader!
War Trophies: 700 Goth, Thunder Bow, Teleport (Spell), Thunder Chain, Yomogi-U,
              Flame Leather, Forest Boots, Sorcerer's Cup, Crown of Intellect
------------

After the battle, you see a dialoge between Orson and Alphonse.  You see,
even though they were enemies by orders, Orson always respected Alphonse...
A truly noble warrior, though naive.  To these praises, Alphonse can only
come back with praise of Orson's archery skills.  It would have been nice
had these two been allies, but fate determined that not to be... or did YOU?

In either case, Orson dies.  It is truly a shame that such a warrior should
fall simply because he knew no better, but that is how it goes...

You later join Alphonse and Cybil in a dialogue at their pitched-tent HQ.
She basically wants to know what the strategy will be.  Being the fool that
he is, though, Alphonse plans to charge in straight away.  Then, you're hit
with a small twist: Cybil wants to leave you.  Alphonse rants for about 10
message boxes, which really is important, but you CAN read...  In the end,
Cybil is leaving her job up to you.  Strange...

She says not to take offense, but she has one other matter to investigate
while on this, her home island.  Finally, with a few 'be careful's, she
leaves.

When you are finally taken back out to the map screen, you might not notice
that, in actuality, TWO paths have opened up to you to explore.  The obvious,
story-advancing level branches off directly from Haena to the northeast,
taking you to Ostorea Castle.  However, for now we shall take the OTHER level,
which is a branch off from Formido (also to the northeast), taking us to
Gracula.  Sure, it involves a bit of backtracking, but it's well worth it...

Remember, all optional battles have good rewards.  I wonder what this one
will offer up...  Fight it out!

--- BATTLE 19A: MOUNT GRACULA ---
Suggested Level: 23-25

**Enemy Units**
Cerberus x 2
Red Dragon x 2
Cockatrice
Gremlin x 2
Gremlin 3 (Lubinnya)
  ---> _Special_Note_: do not kill this gremlin, as it is really Glycinia's
       friend in disguise.  Also, make sure to bring Glycinia into this fight
       or you might not get her to join.  In other words, just make sure that
       Glycinia joined your team and is still alive...

**Friendly Units**
Glycinia
Party Members (limit 7)

Despite the fact that this isn't a required stage, it still doesn't look very
special at all upon first glance.  However, if you read my introduction to the
battle, you will see why it's worth visiting.  Also, if that wasn't enough,
the fact that Glycinia tells you about as much with her introduction to the
level might just hint at the true purpose of the level...

There are no special challenges here. Flying units are good , and fairies,
priests/clerics with Cleanse are useful due to the petrification attacks.
Lubina joins after the battle if you have Glycinia with you.  Also, have either
Glycinia attack Lubina (as the gremlin) or simply stand besideher to have the
identity of the mystery gremlin revealed!

The most interesting aspect to this level is likely the terrain.  You go
from active volcano on one end to a river.  This makes for a wide variety of
problems when considering troop movement.  Also, the way the opponents are
spread out makes it very easy to separate your own troops.  I strongly suggest
against this, as it makes it much more difficult to recover either HP or from
a status affect.

Finally, I would suggest to get Glycinnia beside Lubina as quickly as possible.
At least in that case you get a Guest who will aid in the battle.  Also, she
has the tendency to aim for the Cockatrice, which is a GOOD idea.  That punk,
when charged with enough SP, can be a handful...

If you need more tactical help, I'm really sorry... This isn't really that
hard of a battle. Good luck...
Just try not to die.  A priest would help a lot with that.

Victory Conditions: Defeat All Enemies!
War Trophies: 200 GP
------------

Now, back to the story... Be prepared...
The next battle will actually be more than just that.  You see, you're walking
directly into an ambush.  Congratulations.  However, nothing you can do will
stop that from happening.  Too late for that, but let's just get ready.  If
you have not yet done so, organize your troops.  Also, balance out their levels
as best you can through training.  You will need to have TWO SQUADS of troops
ready.  One can be stronger than the other, that's fine.  Still, trust me
here...  Plan out these squads carefully, because you may live to regret your
decisions.


Pre-fight Prelude:

You're greeted with a fairly cool scene between an 'Elegantly Dressed Woman,'
called Lady Malicia, and Rictor.  Malicia is the neice of Naris Batraal, which
is why she resembles Ivanna in her picture...  She wants to talk to Rictor,
apparently about nothings, though the conversation soon turns to the Sacred
Spear, and Rictor's failed attempts to gain its power.

The conversation then turns to betrayal.  Malicia warns that Naris might try
something funny, to gain the power all for himself, but that she will always
be on Rictor's side.  Could there be some sort of relationship between Malicia
and Rictor? I think Malicia would like for there to be, heh.

Just as they are about to take a romantic walk outside, Naris appears to talk
with Rictor.  Malicia leaves them to go outside and wait for Rictor.  However,
inside, Naris tells of his proctective position over Malicia, that he is all
the family she has.  Then, they go to business (finally).  Rictor is told of
Nichart's defeat at Sotavento, which somehow he can't believe.

Naris then turns the conversation toward Alphonse, asking if Rictor and he
were not old friends.  After some more talking and insults, you learn of some
unknown enemy, Margret, who is waiting for your arrival.  Rictor, it seems,
will also protect the castle.  Yikes, this will be bad...

Finally, we are taken to a scene with Ivanna and Alphonse.  You're told that
there are two separate entrances to the castle, and you'll be hitting both of
them at once.  However, this means you'll have to divide into two parties.  I
hope your troops are evenly balanced, because you will need strength in BOTH
parties here.

--- BATTLE 20A: WEST OSTOREA ---
Suggested Level: 24-26

**Enemy Units**
L - Sword master (Margret)
Duke Knight x 2
Archer (M) x 2
Hawkman x 2
Warlock

**Friendly Units**
Ivanna
Party Members (limit 7)

Prelude: (Part Two)

You are taken to a screen where Ivanna and Alphonse stand alone against snow-
covered ground.  To the east, you see a fortress wall, where a lone woman
calls you out... or actually, calls Ivanna out!  Yes, that's right.  Margret
is the sword instructor Ivanna cared so much for and talks so much about.
This will be an interesting fight...

The fight commences after only a brief talk between Ivanna and Margret.  Even
though the two share a great friendship, one has orders, and the other knows
what is best.  Ivanna says she will not stand down.  Let the fight begin!

Tactics:

This is a really tough battle, and there is no two ways about that. The
archers targeted my priest every single round. One of the archers has a
tundra bow which does lots of damage.  Also, be weary of the following:

- One, they're shooting from a very high elevation, and from that height they
 can target -anyone- on the screen!
- Two, the ground is 60% covered by snow.  This will severely inhibit your
 troops' movements.
- Three, the Tundra Bow in particular is ice elemental. Fire-elemental troops
 will take more damage, as wellas those on snow covered ground...

I strongly suggest you leave your healer out of this battle, if you only have
one.  If you are smart enough to have two, then by all means, split them
between the two missions.  Still, should you only have one, you might not
need that boost of HP here.  Save it for your next battle.  Besides, Ivanna
has the capacity to heal, if you left her in her knight class (which I REALLY
hope you did).

With that in mind, however, you need to build this team so that your OTHER
team will still be strong.  You really don't want the second battle to get
your units killed, and it will have that possibility.  I might suggest using
a few of your flyers here, because in the next battle they won't be needed
quite so much.  Also you need people with strong magic resistance in the NEXT
battle, so plan for that according to your own tastes...
For the record, I left my Euphaire-Summoner combo for the second fight, and
was quite glad I did, too...  (another good reason to leave your priest for
the next battle, might I add).

A good strategy for this battle is to bring your troops to the bridge in the
center of the stage. Positions your front-liners there. Do not go past the
center of the bridge, which will otherwise cause Margret to walk towards your
location. Other troops however will move towards you. When they get to you,
pull back a few squares. When they again move forward, surround them and finish
them. The archers will tend to hang back though. Once you've taken care of
everyone else, and Margret is already on her way towards you, send a flying
unit up there to take care of the archers.

I would also suggest trying to persuade the Warlock because he has both decent
equipment and a good spell.  Not only that, you never know when another good
character will come in handy.  If for nothing else, just liquidate his items,
general inventory, and dismiss him.  Still, try to persuade, as it will also
help ease this battle...

Victory Conditions: Defeat the Leader!
War Trophies: 600 Goth, Notos, Atropos, Saint's Shield, Healing Salve, Stone
              of Swiftness, Grincer Coat, Sum Mannus, Crown of Intellect,      
       Sacred Ring.
------------

When Margret falls, she congratulates Ivanna on becoming so strong, telling
her to learn the truth of her past, but that only Naris can give her the
answers she seeks.  As a token of her friendship, though, she gives up both
her sword, the Notos, and teaches one party member her prized sword technique,
Atropo.  I strongly suggest teaching that to your strongest swordsman,
normally Alphonse himself.


--- BATTLE 21A: SOUTH OSTOREA ---
Suggested Level: 25-26

**Enemy Units**
L - Esquire (Nichart)
L - Venefika (Lethe)
"An intelligent and deceptive sorceress with a brazen attitude. It seems she
only uses her power for her own gain."
Duke Knight x 2
Siren x 2
Priest (F)
Witch

**Friendly Units**
Party Members (limit 8)
>>note that these cannot include any of the 8 party members used above<<

Prelude:

Cirvante and Lethe accompany Nichart to this battle field, though it appears
they aren't quite content with what they find.  Cirvante comments on the
absence of Alphonse, and seems very disappointed.  Lethe seems to mirror that,
telling about her knowledge of Alphonse.  Nichart then chimes in, telling
them that they aren't really needed and that he can take care of things now
that Alphonse isn't around, but the Twins promptly remind him that he has
already lost twice...  In other words, they're threatening him.  Tisk tisk,
Nichart, you're a loser...

After a bit more dialogue, Cirvante, who is obviously put off by the absence
of Alphonse, leaves the battle field, saying that Lethe can have fun playing
with your troops.  How rude!  Still, it is good to see him go, because the
Twins when together are incredibly nasty foes to deal with.

Tactics:

This battle is somewhat easier than I though it would be, but only because
we came here second... Try to have a few flying units for this stage and send
them to deal with Lethe, who'll probably go either to either side of the
stage. While you're heading to the side Lethe chooses, harass the magic users
there as well. The Duke Knights are a threat, but not as a great as the mages.
Send maybe 2 front-liners after them, or as many as you feel you can spare.

The battle field is very similar to the West entrance, except with less snow
and an opposing orientation.  A few things to keep in mind here:
As with the last battle, you need to pick up all the hidden items NOW, because
you won't be able to return to this area in training or neutral encounters to
do so later.  Also, Nichart knows he has nothing to lose, and therein gives
everything he has to stop you.  He uses magic from the safety of his elevated
wall, but when approached, weilds Osiric's Spear with deadly force, even from
two spaces away.  Lethe is also a threat, if you don't get her out of the way
early.  She can hit you in one of two ways:
(1) charge up the MP of the other spell casters around her...
(2) smack your troops with the Thunder Flare ability.

I'm not actually sure which is worse, because her fluid magic will provide so
much MP to her allies that they won't ever have to worry about that again.
Still, her Thunder Flare is very strong, thanks to her high INT.  Great, isn't
it?  Still, knock her HP down to 0 as quickly as possible and she simply
teleports out.

The Duke Knights seem big and impressive, but they really more a distraction.
They both have heal spells and both will use them. A good strategy is knock
them down a bit, and use summon magic to one first then the other to finish
them off. This ensures a kill, a prevents waste.

Victory Conditions: Defeat the Leader! (Nichart)
War Trophies: 2400 Goth, Osric's Sphere, Firedrake Sword, Caldia, Healing
Salve,
              Cloak of Authority, Stone of Swiftness, Divine Radiance (Spell).
------------

Ready for the third part of this marathon?  Well, you'd better be.  We're now
entering the throne room.  Be prepared!  The good news, however, is that you
have access to all your troops again, so it isn't nearly as difficult.  You
can just use your super-powerful team of kick-ass warriors.


--- BATTLE 22A: THRONE ROOM ---
Sugested Level: 26-27

**Enemy Units**
L - High Priest (Rictor)
Knight (M)
Knight (F)
Duke's Knight x 2
Wizard (M) x 2
Witch

**Friendly Units**
Party Members (limit 8)

Prelude:

When you enter the throne room, you are met by Rictor, and Alphonse is NOT
glad to see that, let me tell you.  However, Rictor is in a giving mood now,
and since we've made it this far, he says he will tell you everything:

"15 years ago, William, the former Lord of Rananculus, told my father about
the Sacred Spear.  Since then, my father has been researching it secretly.
Naris Batraal knew nothing of the spear at that time, but at some point,
someone told him of its existence.  This led to the incidents involving the
White Fang Troops.
Meanwhile, my father sent me to this island using the conflict as a cover,
and I began my search for the spear...  This much, you must have guessed.
  Well, now I'll tell you an older story.  There was a man named Lucius in
the Batraal Family.  He was the one who ran off with a mermaid a few hundred
years ago.  Information regarding the stolen spear was recorded by her child."
 (Yes, I'm typed all this up for a reason.  Remember, Berevra said she didn't
    HAVE a child, right?)
"That's right... There is no member of the Batraal Family who is half human,
half mermaid.  The mermaid didn't know it, but Lucius had a child with a
human.  After that child became the 4th lord, the document containing the
secret of the spear was passed down to each successor.  If the Duke, Naris
Batraal, had killed his brother, he would have never have received that
information."

Then, your old friend, fool that he is, asks for Sacred Spear.  Too bad we
won't give up what we don't have.  Fight it out!

Tactics:

Not a hard battle, if you're prepared, just long and with lots of damage
involved.In my opinion, it is easily one of the most annoying in the game.
Rictor is still a high priest and therefore has the healing capability that
will make you hate him more than 1337-sp33k and al bhed combined.  However,
on top of this, he also has the Ignis Fatuus Summon, which he uses
mercilessly, compliments of the witch's constant use of the Fluid Magic spell.
He also has two knights capable of casting heal, and they'll definetly cast
it if anyone even comes close to about half HP.  Use a couple troops to
distract the Duke Knights, while one at a time try to take out the
spellcasters. Once that's done, concentrate on Rictor.

Still, the best approach might just be to take out Rictor first off, but I
wouldn't suggest it.  You'll want some of the extra items dropped by the foes
here.  Head for magicians first, especially the witch, and THEN take out the
knights.  From there, you're free to have all the fun you're up for.  It's
just getting past the initial onslought that might be a problem.  Have at
least one good healer ready for some incredibly busy times.

Interlude:

One of the interesting parts to this battle is when Rictor moves beside
Alphonse, you see a small dialogue where Alphonse asks if he was just being
deceived the whole time, was it intentional, etc.  Rictor responds that he
never even meant to deceive you, and that he would have told you should the
need arise, but you were the one who left!  (He's still pretty upset over
that).

Also, at the beginning of the second phase, Alphonse asks another question:
"Are your father's orders the only reason you're here?"
His response is actually pretty interesting.  He says that he wouldn't even
give the Spear to his own father, because all he wants are money and power.
Instead, he says, he would create his own country, defeating anyone who
resisted.  His dream, basically, is for a paradise of both land, people, and
a strong belief in God and his teachings.

To this, Alphonse finally sees that even Rictor has been blinded by the
Spear's power, and now he can't give it to him, or anyone.  "It has powers
that transcend those of humankind."  He's planning to take it to the Church
of Lodis, to prevent its misuse.  Of course, the Church might misuse it, but
he just can't see that.  Oh well...
With one final insult from Rictor, the battle resumes...

Victory Conditions: Defeat the Leader!
War Trophies: 3500 Goth, Petrifying Cloud (Spell), Dragon Helm, Warp Ring,
              Water Garb, Dragon Shield, Sorcerer's Cup.
------------

Just want to point out that in the previous battle, the Throne Room, it seems
that the regular knights in addition to Duke knights cannot be persuaded. I'm
not sure about anyone else, but I just couldn't even get close to persuading
one.

Anyway, after the battle, Alphonse hold usthe Spear, showing it to Rictor, but
does something quite weird.  He throws it beside Rictor, challenging him to
see if it was made by God.  However, he soon reveals that it's just a normal
spear, made of iron.  In other words, he told Rictor the truth, and that he
was fooled by rumor.  Then, Rictor's told about how someone had already taken
the spear, that all we found was the rose crest.... the Lasanti Family
Crest!!

This is the serious part of the conversation now.  Alphonse is telling Rictor
that he has been to the shrine outside Sotavento before!  However, at the
very instant when Rictor might figure it out, Malicia walks in telling him
to 'pull himself together.'  This is when Ivanna sees her...

Unfortunately, Alphonse either can't see her, or she is a ghost.  You see,
Malicia is Rictor's fiancee, but Alphonse can't see her!  Ivanna and Rictor
don't know how to explain it (nor do I, really, yet...).  In a few more
moments, Ivanna finally realizes that even Malicia isn't the real Malicia,
and is only an illusion.  That's when the fake Malicia hits Ivanna and
Alphonse with a shock wave, knocking them back.  She then escorts Rictor out
of the chamber.

Now, for the final battle of Ostorea Castle, you're headed to the Crypt.
This will be another trying battle, with enough healing on the opposition
side to drive a sane mad to the brink.  Now entering the Ostorea Crypt: sealed
by Naris 15 years ago, and for good reason.

--- BATTLE 23A: OSTOREA CRYPT ---
Suggested Level: 26-28

**Enemy Units**
L - Rictor (High Priest)
Angel Knight x 2
Knight (M) x 2
Valkerie x 2
Warlock

**Friendly Units**
Ivanna
Party Members (limit 7)

Prelude:

You see a scene with Alphonse and Ivanna, standing outside the doors to the
Crypt, wondering if Rictor really was taken in there.  Unfortunately, we all
know the answers to that.  This is the crypt where the Batraal Family buries
their dead, which might just include someone we know...  For some reason,
Naris ordered it closed 15 years ago, after the death of Ivanna's father.
This is also when we learn that Malicia died 7 years ago.  The girl we saw
was either a ghost or an illusion of some other sort.

Also, Alphonse wonders if the Sacred Spear isn't buried in the crypt with the
Batraal Family members.  What's more, we still can't forget that Rictor is in
there with the impostor... So we go to that scene.

'Malicia' and Rictor are in the crypt, and Malicia trying to push him to
remember the summer so many years ago, on the beach.  He says that he dropped
it in the castle, all that time ago.  Then, Malicia starts glowwing, a blue-
black flame surrounds her.  Then, she starts to go insane.  She yells for
Rictor to give the Sacred Spear back to her at once.  This isn't good...
  ....which is why, just at that moment, Alphonse charges into the crypt,
demanding to know who she really is.  That's when she leaves the fake body
of Malicia behind, turning into a blue fireball, and heads into Rictor's body.
Oh boy...

When Rictor rises, he is possessed by a demon calling himself Shaher.
"I DWELL IN THE DARKNESS OF THE HEART, PROJECTING ILLUSIONS FROM WITHIN.
LONG HAVE I WAITED IN THAT GIRL'S BODY.  I HAVE BEEN SEARCHING... FOR THE
BLACK FRAGMENT OF LONGICOLNIS, WHICH WAS BROKEN AWAY FROM MY BODY."
Yes, it was all in caps, and it's that annoying...  Still, we learn a bit
more about the Sacred Spear from this: that it was a part of Shaher not too
long ago.  We also learn that, with the Spear, Shaher will resurrect himself
and destroy all humans.  If that wasn't enough, he then summons some menions
to help him out.  Get ready to fight!

Interlude:

At the beginning of the second phase, Alphonse asks what happened to Rictor,
to which Shaher's only reply is "I HAVE RELEASED THE PAIN IN HIS HEART..."
I don't know about you, but I hate the guy now merely for the constant caps!
The fact that he's pure evil doesn't register until *after* that...

Actually, though, that isn't all that Shaher says.  He tells that Rictor was
actually jealous of Alphonse, for his lack of concern with status, for his
ability to express himself, and for his knowledge and morality.  It goes
without saying, though, that all of that was in caps, so I'll spare you me
telling you what you are bound to see anyway.... Heh.

Tactics:

No particular challenge here. One of the Male Knights has Cleanse, the other
has Heal. They're tending to heal itself alot making the battle a longer one
than normal.  Still, just sticking with the Euphaire-Summoner combo and using
the Atropos skill (which you just got!) will make this battle go smoothly.
Also, if you rememeber to heal your own troops, this battle will go without
too much of a struggle.

Worth noting is that your troops are separated from Alphonse at the battle's
start, with the rest of them up on the steps.  You're going to be at a large
disadvantage, especially with Alphonse out there by himself.  The best
strategy will be to get rid of the knights first, then the angel knights.
Still, remember that Rictor/Shaher still has the Healing abilities and Ignis
Fatuus Summon from last time, which will always make the battle interesting.

One more difficulty to notice is that the knight with Cleanse also has a Warp
Ring equipped.  This effectively negates the idea of 'surround for safety.'
Still, it is always best to swarm the enemies with numbers, so he should be
no problem.  The next is that darned warlock.  Like the witch from the
previous battle, his sole purpose for living is to use Fluid Magic and
charge Rictor's summon.  Of course, this means that you'll see Ignis Fatuus
(the awesome squirrel!) multiple times, or at least until you take out the
Warlock.  Do that ASAP!  The summon can tear through your lines with the
efficiency of a starved wolf seeing his first meal in days...

Also worth noting here, because you CANNOT GO BACK is that you need to pick
up the Ring of the Dead NOW!  It's located on tile (12,8) using the system
explained below in the Hidden Items section of the guide.  Get it.  Now.  It's
one of the few you will ever see and it leads to the creation of a lich!

Victory Conditions: Defeat the Leader!
War Trophies: 0 Goth, Ignis Fatuus (Summon), Cave Exploration (Quest), Crown
              of Intellect, Earth Javelin, Plumed Headband, Earth Shield,
              Needle of Light, Healing Salve, Warp Ring.
------------

After the battle, Shaher apparently has some problems with Rictor, his host.
You see, we see an internal dialogue of sorts wherein Shaher claims that
even Rictor's heart is denying him.  Then, we see the proof, as Rictor wants
the demon out of his body.  Unfortunately, the only way Rictor knows of to
do that is... suicide. In the end, the black flame of Shaher hovers over the
slumped body of Rictor, fallen because of his valiant fight against evil.

Shaher then charges Alphonse with a task: to go north, use the black fragment
to break the seal guarding his body, and free him.  Hah. Alphonse scoffs, but
then Shaher wonders why.  Even he can feel that Alphonse wants power, offering
him all that he has to offer.  It's quite an impressive speech, though all in
caps.  Read it carefully, because it's amazingly persuading...

...In fact, it's so persuasive that Naris can't help but take Shaher up on
it.  Yes, that's right, both Naris and Cirvante materialize and take the
fragment from Rictor's fallen body.  Then, Cirvante teleports them both away.

Rictor appears to be not QUITE dead yet, though, so Alphonse and Ivanna go to
him.  Still, all they hear are his last words.  Sad, really, that so proud a
warrior had to fall like this.  Still, due to the fact that Shaher did possess
his body for a while, he knows an awful lot about the current situation.

As it turns out, the black fragment was one that Rictor found in the temple
when playing with Malicia 15 years ago.  However, he dropped it into the
crypt -- through the floor (don't ask, I don't know) -- and forgot about it.
However the fragment was itself a piece of the Sacred Spear, and now Shaher
needs both to return to his body.  You see, he needs every piece of himself,
and without the fragment, he would have been lacking.  Your mission, choose
to accept it or not, is to find Shaher's body and destroy it before he can
return and destroy all of humankind everywhere.

With Rictor dying in Alphonse's arms and Ivanna merely looking on, then the
screen fades to black and you end the chapter.

------PART 4------
< < CHAPTER 3 (Path A) > >

"After the Sunset..."
Alphonse and his troops, after following Rictor Lasanti to Rananculus, were
eventually able to force the surrender of Ostorea Castle.
In Ostorea Castle, there were startling events.  The rumors regarding the
murder of Lord William, and the Lady Malicia being possessed, caused a state
of panic.
However, the superstitious people of Rananculus gave a warm reception to
Alphonse and his comrades for exorcising the evil spirit from the castle.
Ivanna Baraal, the oldest daughter of former lord, William,helped to calm
peple's fears.
Alphonse and his comrades, stationed at Ostorea Castle, were searching for
Naris and researching the history of the island, the Batraals, and the Spear.
Alphonse was deeply upset over the loss of his friend, Rictor, despite their
falling out.
However, if Rictor's father, the Duke, learned of Rictor's death he would
surely take some kind of action.  Alphonse was running out of times.
Meanwhile, a new year had begun.  One winter day, under a rare blue sky,
Alphonse tracked down the whereabouts of Lord Naris and prepared to chase
after him.
Naris, on the run with the spear fragment...
The peculiar twins helping him...
The Sacred Spear , Longicolnis, that has lost its power...
The enigmatic being that possessed Rictor.
Alphonse headed for the snow-capped mountains of the North to solve these
mysteries.  No one knows what awaits him there...

Once through that set of scenes, you're taken back to Ostorea Castle where
our hero is asking Ivanna for any more information she might have.  You hear
a bit about her past, which is good for those of you who missed it before.
Also, you learn a bit more about Lethe and Cirvante, like how Naris must
trust them an awful lot to be giving them such important positions.  But
that really doesn't help much.  Oh well...

The scene then goes to a 'scholar' who was researching in the castle library,
and they actually found some interesting things.  You hear a bit more about
the Batraal geneology, about Lucius and his wife Celena.  These two had a
child, who later became lord when Lucius fell in love with Berevra and left.
This is, however, when you learn that the spear itself was BLACK.  Doesn't
quite sound as holy any more, eh?

Then, a soldier has a bit more to add.  According to legend, the island of
Ovis was created by God as a PRISON.  Guessing what we've been through, the
answer to the obvious question (for who/what?) is obvious:  Shaher.  Shaher
was a 'sinful angel' who now sleeps in the mountain range in the north,
behind a wall of ice.

Now, cut to a scene between Alphonse and Eleanor on a balcony.  How cute.
Well, it also turns out that Shaher was the legendary archangel, but he
betrayed God for some unknown reason.  Gee, that sounds like fun...  In fact,
the theory that the two of them come up with sounds a LOT like what Bartleby
discovers at the end of the movie Dogma.  Shaher was the closest being to God,
the most brilliant, but he was confined to his job as an emissary to the
humans.  Now do you see why he might hate us a bit?  The angels fought _with_
the humans during the legendary Ogre Battle, but even that might have caused
a bit of resentment.

During this conversation, though, is when Cybil returns!  She is a close
member of the Church, remember, and so sheds some valuable light on the
subject further.  "The decent to earth means the loss of both power and
beauty...  It must be the most shameful punishment the residents of heaven
can receive."

As Eleanor eventually figures out, Shaher wanted to be loved by God as much
as the humans, and started a rebellion for no better reason than to grab
attention.  Sad, really, that for wanting to be more in God's favor, he
disobeyed God, and thus was cast out of favor, and out of heaven.  Shaher
envied humans, and that jealousy turned his heart black, leading to hatred.
            "...And hatred leads to the dark side..." -- Yoda
Still, out of all of this, there is something to be gained.  Cybil requests to
join you, and permanently this time.  You will have complete control, finally,
over one of the game's best spellcasters!

After all of that, we're finally taken back to the map screen.  However, as
you see, we have an optional battle to go through, before we just jump into
it, though, let's take on a few extra tasks!

> First of all, if you head to Ardea, you will encounter a scene where an Angel
Knight will fly down toward Alphonse and basically offer her services to you.
Her name is Lobellia, and it's generally a good idea to take her (if only to
turn her into a snapdragon weapon later).
> Secondly, head to Arena if you haven't already to collect the spear from the
queen of the mermaids.
> Finally, head to Solea (where Eleanor's old church is), and you will be shown
a scene between Eleanor and Alphonse.  You'll also be presented with a choice.
Either way, you'll get a decent item, but one way is OBVIOUSLY more caring than
the other...  The choice is yours (don't blow it ~_~).

After all that is done, you now have my permission to proceed on to the next
battle, even though it isn't a story battle.  Also, yes, you needed my
permission, get over it, ok? Head up to Rebanada, and fight it out!


--- BATTLE 24A: REBANADA CAVERNS ---
Suggested Level: 28-30

**Enemy Units**
Rimmon(???/Unknown)
2 Male Zombie Knights
2 Zombie Dragons
3 Ghosts

**Friendly Units**
Elrik
Party Members (limit 7)

Prelude:

When you walk into the cave, Alphonse comments that it can't possibly be
natural, to which Elrik responds by telling a story.  Apparently, the company
passed by an abandoned town on their way to Rebanada.  There was once a man
who lived there, but he lost his wife and sister to sickness.  Apparently, he
was pretty distraught and cursed God for not caring, etc.  Then, he took
himself into a form of exile, isolating himself from the world he no longer
cared to be a part of, ever cursing God.  Finally, the man went insane, ran
screaming from his house, and began killing villagers like a demon.  Luckily,
a priest was able to seal him.... in this cave.  Yay. Guess who we get to
fight now!  He's turned into some kind of 'abomination,' but it's still that
man-demon, a being without a soul... Sad.  Fight it out!

Tactics:

Nothing really tough about this stage. The undead are high level, but fall
easily to exorcism or banish. Rimmon is freakishly strong, but he can only
attack one character at a time. Patience will win the day here, assuming
you've got the healing capability to stay alive.

As usual, use the timeless Euphaire-Summoner trick, or now that you have
Cybil, you could just give her teleport and send in your strongest character
(preferably with Atropos) to take out the enemies as they come.  Also worth
noting is that the undead leave lots of room for 'banish' and 'exorcism.'

Treasures to know about: One of the dragon zombies has a necklace of resist...
This will make it much more difficult to get rid of, as it is now immune to
all spells and effects...  Also, the ghosts easch have status-affecting
spells, which do a great job of annoying me...
Still, a few summons and an Atropos should finish this battle rather quickly.

Victory Conditions: Defeat the Leader!
War Trophies: 200 Goth, Goblin Helm (unsure if more, other enemies are undead)
------------

As you deliver the final blow, it seems that Rimmon gets his human heart back
after all, realizing that his conscience has been ignored and screaming.  After
the battle, Elrik has some sage words to give, but they're really just his
pity directed at the fool of a man who traded his soul for power.

It is now suggested that you backtrack at least one level.  You'll understand
why in a little bit.  You see, by doing so, you unlock another secret battle,
except this time it occurs where you just fought.  The new enemy that you find
there is none other than the infamous demon SAIA!  He's drawn to the caves by
their last occupant, who you so politely destroyed.  Now, however, he's ready
to fight you, to test your might, if you will.

There are two possible options here.  One is that he CAN join your forces, and
the other, obviously, is that he dies.  Now, the choice is up to you, except
it is a bit more complicated than normal.  You have to make a decision about
who you want: Saia, the unique demon, or Lobelia, the angel knight.  They
cannot coexist, and Saia won't offer to join you if Lobelia is on your team.

For all intents and purposes, we will assume that you (somehow) got rid of
Lobelia for this battle, and that Saia can join you.  My suggested method for
this is to turn her into a snapdragon sword.  Having a virtue-element sword
later on will be a GREAT asset.  Trust me...

--- BATTLE 25A: REBANADA CAVERS, REVISITED ---
Suggested Level: 29-30

**Enemy Units**
L - Lesser Daemon (Saia)
Hawkman x 2
Gorgon x 3
Vrtra x 2

**Friendly Units**
Party Members (limit 8)

Tactics:

One thing to remember here is that the gorgons can paralyze anyone in their
sight path, thanks to their lovely Evil Eye ability.  The only way to stop
this effect, however, is to equip a shield...  Just keep that in mind.  My
advice is to take out the Gorgons first.  If you wish to make any sort of run
at winning this battle, take them out ASAP!

Victory Conditions: Defeat the Leader!
War Trophies:
------------

--- BATTLE 26A: HARMONIA ---
Suggested Level: 30-31

**Enemy Units**
L - Venefic (Cirvante)
L - Venefica (Lethe)
Daemon x 2
Gorgon x 2
Giant x 2

**Friendly Units**
Party Members (limit 8)

Prelude:

You finally meet up with the two Twins together.  Lucky you...

Tactics:

An easy battle.  The Daemons fall easily enough, especially to any magical
barrage, and the Giants can hardly hit -anything-.  What you may have to
watch for is the Gorgons who have an attack that affects all they face,
though it misses enough that its not really a cause for worry.  Still, keep
an eye on them, and try to spread your units out on the field.

Cirvante has Fiend's Grip and Lethe has Fluid Magic, a dangerous combo.
What's more annoying than anything is that the two bosses have monstrous
agility.  They will block most physical attacks, even from behind.  Use
anyone you have with area effect spells(which have 100% effectiveness
always).  That tactic will make the battle go 100 times faster.  One other
possible method is to try and paralyze the Twins, but if you actually get
one of those spells to hit, you're lucky enough to not have to worry about
the effect...  Still, a well-placed swallow's daze might just work!

NOTE!  You can get a RARE Ring of the Dead from one of the demons!  Simply
kill them with a virtue attack!

Victory Conditions:
War Trophies: 500 Goth, Sugar Cane, Fiend's Grip, Ring of the Dead
------------



--- BATTLE 27A: CHARADRIUS ---
Suggested Level:

**Enemy Units**
L - General (Naris Batraal)
"The current lord of Northern Ovis, Naris Batraal, has been proclaimed 'Lord
Protector' of Rananculus in honor of his bravery.  Weapons: Axe"
Duke's Kight x 3
Dragon Tamer
Mushu
Priest (F) x 2

**Friendly Units**
Party Members (limit 8)

Not an especially hard battle, but gets tricky because of the presence of the
two priests.  Either persuade them to your side, or get rid of them, but they
will otherwise make this harder than it should be.  Naris himself strikes hard,
and has a few multi-target attacks, one which causes damage and sometimes
sleep, plus he's also has at his disposal Ray Of Paralysis.

Recruiting a gorgon from the previous battle, and using her in this battle
helped immensely.  I am unsure whether or not if it was luck, but on the first
time I used petrifying gaze, it stoned, both Priests, the Mushus, and two
Duke's Knights.  The remaining Duke's Knight used items to return his comrades
to normal but it still gave me a leg-up in this battle.

Victory Conditions: Defeat the Leader!
War Trophies: 1000 Goth, Bloody Cleaver,
------------


--- BATTLE 28A: ANGEL'S HEADSTONE ---
Suggested Level:

**Enemy Units**
L - Lich (Mycale)
Dragon Zombie
Undead Wizard (F)
Undead Knight (M) x 2
Ghost x 2
Daemon

**Friendly Units**
Party Members (limit 8)


Victory Conditions:
War Trophies: 0 Goth,
------------

--- BATTLE 29A: GARDEN OF MEMORIES ---
Suggested Level:

**Enemy Units**
L - Female Angel Knight (Judecca)
Warlock x 2
Angel Knight (M) x 2
Daemon x 2
Giant

**Friendly Units**
Party Members (limit 8)


Victory Conditions:
War Trophies: 0 Goth,
------------


--- BATTLE 30A: HALL OF CORRUPTION ---
Suggested Level:

**Enemy Units**
L - Daemon (Rahouart)
Fallen Angel (M)
Fallen Angel (F)
Swordmaster x 2
Gorgon x 2
Vrtra

**Friendly Units**
Party Members (limit 8)

Watch out for the Gorgons.  They're the only ones who represent any really
significant danger to your troops.

Victory Condtions:
War Trophies: 0 Goth,
------------



---BATTLE 31A: HALL OF CONVICTION ---
Suggested Level:

**Enemy Units**
L - Fallen Angel (Shaher)
Daemon x 3
Angel Knight (M)
Angel Knight (F)
Fallen Angel (M) - (Cirvante)
Fallen Angel (F) - (Lethe)

**Friendly Units**
Party Members (limit 8)

Some friendly advice.  Between here and the next stage, you won't be able to
change party members, so do yourself a favor, bring two priests to this
battle.  You'll need it for the next stage.  Also, you don't need the Sacred
Spear to damage Shaher at this stage, normal attacks will work.  You will need
it next stage though...

Victory Conditions:
War Trophies: 0 Goth, Anbicion,
------------



--- BATTLE 32A: THE NETHERWORLD ---
[Basic outline contributed by beyowulf]
Suggested Level:

**Enemy Units**
L - Sacred Demon (Shaher)
"The embodiment of evil, residing in an unknown realm, he weilds  the power of
bane and blankets light with his black wings"
Dark Stalker x 2
"An invisible evil assailant that camouflages itself in darkness and attacks
unexpectedly.  It is said that Dark Stalkers are kin to vampires and
werewolves,
but no one knows the truth."
Hell Gigantes x 2
"Summoned from the depths of darkness in an unknown realm, the Hell Gigantes
is a blood-thirsty giant with terrifying destructive power.  Its iron-like
body and powerful fists more than compensate for its low intelligence."

**Friendly Units**
Party Members (from last battle)

Shaher will need to be hit with the Secret Spear before his barrier will come
down.  Once thats done, normal attacks will work on him.  I suggest using
Atropos on him, preferably having someone strictly dedicated to healing the
person using Atropos.  Shaher has 5 abilities.  'Shear', which does 50-100
damage to those standing right next to him.  'Day Of Judgement' which attempt
to afflict everyone with a status ailment.  Those with shields will
automatically resist this, those without shields may resist anyway.
'Apocalyspe,' which hits one person for about 80-90 damage, and 'Cataclysm,'
which hits *everybody*, even enemies, for 80-100 damage.

Victory Conditions:
War Trophies: 0 Goth,
------------



[FULL WALKTHROUGH NOW, BUT MUCH MORE EDITING TO COME IN FURTHER UPDATES!!!]
     ***just remember: im only human, and this is a LONG process***



______________________________________________________________________________
------PART 5------
< < THE CHOSEN PATH: B > >
"It doesn't seem right."

Like many other before you, you've taken the "heroic" route.  Congratulations.
You want a cookie?  < mumbles > do-gooder punk < /mumbles >
Anyway, what happens is that Alphonse says he's tired of putting up with the
secrecy, the unexplained orders, and all of what Cybil is doing.  He basically
says that he will repay his debt to her, but he is not her puppet (bravo)!
Finally, he'll find the sanctuary on his own, then return to her with details
about the spear.

Cybil, who is awfully quiet during that rant, merely says that she will trust
you, but you don't have any time to waste.  Alphonse then makes clear that,
after this mission, you will part company.  Ouch, insulting!  I like it!!

As with path A, your next scene is Alphonse talking with Ivanna, mostly about
the weather.  However, on this path, you'll be heading toward the Temple of
Sufrir, off the tip of the Numida Peninsula.  Ivanna then recalls that it once
sank into the ocean...

Finally, you get a little dialogue telling a bit more about who Ivanna is,
as well as the REAL reason you might be heading this way, you see that she
believes in both Alphonse and what he will do...  Awwww... Touching.  But
enough of that.  Time to get going.  We have still to reconcile with Rictor,
then fulfill our promise to Cybil!

Once you go back out to the world map, you'll notice that a new path opened
up to the south, beside Solea.  When you head in that direction, you will pass
over Solea itself, and get stopped by a story event...

You find Alphonse and Eleanor talking outside the church.  Eleanor simply
wonders why you've returned.  Alphonse, giving the MOST OFTEN USED LINE IN
RPG HISTORY, says, and I quote: "......"  Wow.  Isn't it amazing?

Seriously though, the conversation does go places, despite Alphonse being anti-
social.  Eleanor thinks something must have happened, and appears to hug our
hero.  Do I detect a love interest?? ^_~

When the screen rises again, apparently Alphonse told Eleanor everything, and
she just wonders if he's sure about himself.  Of course he isn't, but he won't
admit it...  He explains his reasonings, and even tells a lot about his past,
and she listens attentively.  "You can't always run away from difficult
situations."

Then, as if to confirm the obvious, he suggests that talking with her makes him
want to stay there forever (awwww), but he has obligations still to fulfill.
So, like the typical guy, he just leaves Eleanor after having HIS problems
solved, leaving her wondering if she will ever see him again.  Poor thing...
However, the game does have a heart, and gives you a RATHER EASY CHOICE:

A: "Of course I'll be back."
B: "I make no promises..."

If you have a heart, you'll choose the first one.  Obviously.  Eleanor seems
very content by this, and asks that you take care.  It is apparent that there
will be MUCH more to this love story than was disclosed here...
As you walk off, Eleanor whispers to herself something that should only prove
the above all the more blatantly...

However, should you choose the other option, you'll just make the poor girl
cry...  Heartless bastard!  Anyway, I hope you are only reading this for
kicks, because otherwise, you're just mean. *sniffle*

Still, the journey must continue.

--- BATTLE 7B: SUFRIR ---
Suggested Level: 10-11

**Enemy Units**
Gremlin x 3
Thunder Dragon x 2
Earth Dragon x 2

**Friendly Units**
Orson (Guest)
Party Members (limit 8)

Prelude:

When you enter into the dark catacombs, Alphonse sees his foes and makes a
rather dumb comment.  However, he is then met by a 'familiar voice.'

It appears that Orson has finally caught up with your unit, hoping to help in
your travels!  Actually, it seems that Rictor sent him to help you out, which
is rather kind of him.  However, you have this battle to deal with first off,
and those dragons don't seem to happy...

Tactics:

It is strongly suggested that you bring a cleric/priest into this battle,
since your troops are still rather weak.  Beware the long range attacks of
the gremlins, who will likely be doing the majority of the damage to your
troops.

The dragons are very slow, but have decent strength when they get in close.
Also, be wary of their breath attacks, which affect a 'T-shaped' set of four
panels in front of them.  When they charge up enough SP, this battle really
gets tough.

Stick with what works here.  Attack the beasts with long range spells or bows
if possible, then move in to start pounding.  When the worst comes to worst,
use your healer until exhaustion, and don't be afraid to use items (if you
really have to, though, you are too low in level).  Hawkmen are a blessing,
as are faster classes, like ninjas and valkyries.

Final thought here:  take out the dragons before they can charge their breath
attacks.  The gremlins just do too little damage to hit them first. The battle
took me just over 6 turns.  It isn't that hard with good tactics.  Good luck!

Victory Conditions: Defeat All Enemies!
War Trophies: 500 Goth, Mirror of the Gods, Cup of Life, Sword Emblem, Crown
              of Intellect, Stone of Swiftness x2, Sorcerer's Cup.
------------

After the battle, Orson offers to join you for good.  It seems that Rictor sent
him after he learned we had left Urodela.  Apparently, Orson was dismissed from
the troops so that he could join you without penalty.  Rictor's last order was
for Orson to help you, "even though you made yourself [Rictor's] enemy."



--- BATTLE 8B: ARENA ---
Suggested Level:

**Enemy Units**
L - Mermaid (Minerva)
Mermaid x 3
Hawkman x 2
Octopus x 2

**Friendly Units**
Party Members (limit 8)

This is tough battle, mostly fought in water, while raining, facing sea
enemies.  Do yourself a favor, and go straight for the boss.  However, do
not kill her!  Trust me on that...

Victory Conditions: Defeat the Leader!
War Trophies: 200 Goth,
------------


--- BATTLE 9B: RANA SEA ---
Suggested Level:

**Enemy Units**
L- Mermaid (Aerial)
3 Mermaids
2 Octopi
2 Fairies

**Friendly Units**
Party Members (limit 8)

Park your party on the island to your right, and wait for the enemy to come
to you.  Use range attacks to weaken the leader.  If your lucky, she'll pop
up onto the island where you are and give you a chance to nail her.

Victory Conditions: Defeat the Leader!
War Trophies: 2200 Goth,
------------

--- BATTLE 10B: SOLEA BEACH ---
Suggested Level:

**Enemy Units**
L - Dragoon (Karcist)
Archer (F) x 2
Thunder Dragon
Blue Dragon
Earth Dragon
Red Dragon

**Friendly Units**
Party Members (limit 8)

Another tough battle with dragons.  Concentrate on them one at a
time.  Since the Water Dragon has the Dragon Eyes equipped, it can't be
charmed, and is immune to all other status ailments.  Make sure you heal
Eleanor and keep her out of harms way.

One of the archers has a Sherwood Hat.  The Water Dragon has the Dragon
Eyes, so either persuade, or kill them.

Victory Conditions: Defeat the Leader!
War Trophies: 1000 Goth, Fafnir, Dragon Eyes,
------------


--- BATTLE 11B: MOUNT AQUILA ---
Suggested Level:

**Enemy Units**
Red Dragon x 2
Gremlin x 2
Hawkman x 2
Cerberus

**Friendly Units**
Party Members (limit 8)

A mostly fire stage, with some fire creatures, so you might even the odds
with Summon Tempest.  Other than that, a mostly straightforward battle.

Victory Conditions: Defeat All Enemies!
War Trophies: 200 Goth,
------------


--- BATTLE 12B: GRYLLUS FOREST ---
Suggested Level:

**Enemy Units**
Undead Wizard (M) x 2
Undead Soldier (M) x 2
Undead Soldier (F) x 2
Ghost x 2

**Friendly Units**
Party Members (limit 8)

What seems a straightforward battle, after a few turns more undead will
appear in the form of either ghosts, or male or female undead
soldiers.  You will need either Exorcism or Faith to finish this battle.

Victory Conditions: Defeat All Enemies!
War Trophies: 100 Goth,
------------


--- BATTLE 13B: VESPA HILLS III ---
Suggested Level: 21-22

**Enemy Units**
L - Beastmaster (Surgat)
Cerberus  x 3
Griffin x 2
Cockatrice x 2

**Friendly Units**
Party Members (limit 8)

Prelude:

When you get to Vespa Hills, another poor fool tries to hinder your progress.
The beast master is basically just a merc, hired by either Rananculus (or
maybe Rictor) solely to keep you back in Anser.  He brought quite a few beasts
with him, so be prepared.

Tactics:

This is a deceptively hard battle. Why? Well the beastmaster will occasionally
lend support to the beasts, but also because of the beasts special abilities
themselves. The Cerberus can use a fire breath attack that can cause sleep
while damaging multipe enemies in a 4-panel T shape. Likewise the Cokatrices
can petrify multiple enemies in the same way (4 panel AOE). To make matters
ever worse, the Griffins also have a special attack, which can damage multiple
enemies, but it's also *long_range*. The petrification is especially annoying,
since it will put a charcter out of the battle, unless you cure them.

Either bring a cleric/priest with 'Cleanse', or a fairy with the status cure
special ability. You will take pretty good damage this fight, unless you're
of high enough level (as suggested).

My best suggestion is to focus on taking out the death chickens before they
gather enough SP to hit you with Petrifying Breath.  This will take one of
your characters out of the fight for good (unless you cure with an item or
Cleanse).  It's also a good idea to take out the hellhounds, since they can
put people to sleep.  The griffins and beast master are of little threat,
since they only deal physical damage...

Pretty simply put, this battle isn't that hard.  Just keep someone around who
can heal status ailments, or can heal (one or both works just as well), and
you'll breeze through it.

Victory Conditions: Defeat the Leader!
War Trophies: 500 Goth, Beast Whip, Urn of Chaos, Tome of Discipline, Sword
              Emblem, Stone of Swiftness, Wisdom Fruit, Cup of Life, Crown of
              Intellect.
------------


--- BATTLE 14B: BELLEZA ---
Suggested Level: 21-22

**Enemy Units**
L - Elrik
Ninja (F) x 3
Valkerie x 2
Witch x 2

**Friendly Units**
Euphaire (suggested)
Other Party Members (limit 7)

Prelude:

Surprisingly enough, the prelude here is rather short.  Basically, you're
given a small glimpse at the fact that Elrik and Euphaire have LOTS of
business to discuss, but no more than that, really.

Elrik says that he knows mistakes were made, and that he must correct them.
Unfortunately for our team, he thinks the only way to do this is to kill
poor Euphaire.  Quite a loving father, isn't he?

Tactics:

Somewhat easier than your previous battles, your main concern will be with
the enemy leader, Elrik. The ninjas will rush you while the rest tend to pull
back and defend Elrik. The ninjas should be easily dealt with, primarily due
to their lower defense.

Elrik will be on a higher elvation than you, and he uses the Fenrir (water)
summon!  It might take a while to get to him, especially with most of his
troops deployed in his defense, but bear with the attack... Flying units,
ninjas,and valkeries will be very handy here. He has a Golem summon, but
it's really more of a normal attack, as it doesn't hit but one character
(though with a range of 7 and decent power, it is still impressive).

It appears as though Euphaire is one of the primary targets in this battle,
which does make sense if you think about it.  Still, just be cognicent that
most of the long-range attackers will aim for her.

Another VERY noteworthy problem with this battle is that you cannot allow
it to drag on too long.  As your scouting should have shown you, Elrik has
TWO summon abilities at his disposal.  One, Fenrir, is similar to the
Salamander spell you already have, while the other, Summon Golem, is only
a single-target style attack, with only one very powerful summon attacker.

Elrik _will_ cast at least two summons in this battle, one on each of the
second and third turn (much thanks to the witches who use fluid magic for
the bum).  However, its up to you whether he will cast another after that.
My strongest advice is to take out the WITCHES FIRST.  Without them, Elrik
loses an extra 20 MP each turn.  In other words, he can't summon every turn.
Similarly, keep Euphaire and a priest in your ranks, allong with whoever has
the Salamander summon, so you can fight fire with fire.

After your second phase, Elrik taunts Euphaire a little bit, but only then
do we get the impression that he still mistakes her for her mother.  He
says that she doesn't belong here... thinking that she's still undead.  Now
this is starting to make more sense...

Anyway, the battle shouldn't take too long after the witches are gone, and
after that, your priest will be lazy for lack of work.  Still, it is worth
your effort to keep one with you, just for the Salamander-per-turn advantage.
It took me 4 turns to kill every enemy and collect every treasure.  If you
aren't intereseted in that, it should take maybe 3.  Good luck!

Victory Conditions: Defeat the Leader!
War Trophies: 0 Goth, Fenrir (Summon), Sword Emblem, Warp Shoes(!), Stone of
              Swiftness, Spell Robe, Pointy Hat, Plumed Headband, Trident.
------------

After the battle, Elrik converses with both Euphaire and Alphonse (well, it's
more like Alphonse just observes the other two).  Elrik says we have the right
to kill him, but asks if Euphaire is upset with him.  When Euphaire responds
innocently and inquires about what he means, calling him "Father," it finally
dawns on Elrik that she is no longer possessed.  He has his little girl back
again...

After another bit of conversation, where you learn that he was experimenting
with a spell of spiritual transference, he states that, "It's futuile to keep
the souls of the dead in this world."  No, really?  A bit more touching
dialogue follows, and blah blah blah...

...Elrik offers to join you.  THIS is why this OPTIONAL battle is so worth
your effort!  (Like you didn't see it coming though)  Take note, for almost
ALL optional battles are VERY worthwhile in the long run.  Don't be too quick
to progress the story.

Note: the next "story progression" battle is always marked with a RED POLE.
** All other battles before that will be optional, and it is my strong
** suggestion that you visit these BEFORE proceeding.

Interesting note, after battle, in the shop here, you can recruit Giants. I
myself didn't as I was short of cash, but it will be interesting to see what
they can do, later...

Further notes: Fairies are now decently useful. Their first special ability
cures any abnormal status, and their second gives a character an extra turn.
Decent, but not worth bringing a fairy into battle for...


--- BATTLE 15B: BLETE RUINS ---
Suggested Level: 20-21

**Enemy Units**
Euphaire
Warlock
Undead Knight x 3
Undead Wizard x 2
Zombie Dragon

**Friendly Units**
Party Members (limit 8)

Prelude:

As you enter the field of battle, you're met by a proud young spellcaster,
Euphaire.  She seems a bit surprised that we've gone through the forest of
Gryllus unharmed, but she plans to make up for that.  Wonderful, isn't she?

Then, Alphonse has one of those killer lines that makes you want to just die
laughing.
"...You smell like... death.  Are you... alive?"
Heh.  Funny enough, though, it is a good question.  You see, Euphaire actually
has the soul of her dead mother inside her (long story).  She, however, just
returns that he has the smell of blood on him as well.  Finally, someone who
doesn't assume we're rookies, fresh for a beating.

Anyway, she's freaky, Alphonse is getting impatient, and the battle begins.
Let's do it!

Tactics:

First off, I want to point out that Euphaire has the Salamander summon spell,
and the wizards have Firestorm and Ice Field. To make the magical fun all the
more enjoyable, the Warlock has Flow Magic, which is used either to charge up
the magic of Euphaire (think SUMMON) or the other wizards (which hit multiple
targets).  Also Euphaire can charge up the wizards as well, leaving the
warlock to charge her up, and then ALL be able to cast Salamander and a
various ensemble of quite painful spells their next turn. Be prepared to get
hit HARD quickly.

Needless to say, play this one defensively.  You start off at a rather large
terrain disadvantage, having to climb up the fortress to Euphaire and her
wizards.  My suggestion for party building would be, "think flight."  If you
don't have the flight, get speed.  Ninjas and hawkmen will do wonders on this
relatively small field.

Another good addition to this battle, as I always say, is a priest.  You will
need all the healing you can get (so you might want a knight, too).  As I said
earlier, you will take damage, so prepare adequately for it.

Finally, I suggest taking a few strong elemental magicians.  Euphaire and
several of her other associates are of the Fire element, so a Water wizard or
siren would be good.

Basically, just go after Euphaire (or if you want the treasures, don't).  In
all likelihood, you will want to take down the Knights first, while trying to
stay away from the Dragon Zombie.  Then, focus all your forces on the warlock
and wizards.  They're very capable of dealing huge damage to your party.

If during any part of the battle, you really are on the ropes, change all of
your character strategies toward attacking Euphaire.  She loves to use Energy
Transfer, which takes some of her HP, so she will be weakened.
This isn't that hard a battle, but it can take some time...

Victory Conditions: Defeat the Leader!
War Trophies: 0 Goth, Salamander (Summon), Sword Emblem
------------

After the battle, you get a dialogue between Euphaire, Ivanna,  and Alphonse.
Basically, her mother's spirit left her body (the puff of smoke) and now she
is normal again.  To make things even better, she offers to join you for all
your troubles!  She asks to go with you to see her father, but still, it's
another great ally to add to your forces.  Say yes before you do anything
crazy!

The next day, you see Eleanor and Alphonse walking through Blete, the town
she was born in.  Not much to look at, is it?
"If something is forgotten, is it like it never existed?"
This is what prompts Alphonse to think of his father, who he had allowed to
fade from his thoughts.  He doesn't remember him well, nor does he really
choose to remember him at all, but some day he will... oh yes, he will.


--- BATTLE XB: NAJA ---
Suggested Level: 21-22

**Enemy Units**
L - Siren (Grevis)
Knight (F) x 2
Soldier (F)
Wizard (F) x2
Witch
Cleric (F)

**Friendly Units**
Party Members (limit 8)

Unlike the 'A' route, this time enemies have a stronger magical offense
than physical, by replacing the ninjas with wizards.  Try to bring two
clerics into this battle, as the witch will use 'Fluid Magic' on Grevis to
charge up her Gnome summon, and the other wizards are nothing to sniff
at.  Like on 'A' route, the enemy has good equipment so persuade some
enemies if you can.

Victory Conditions: Defeat the Leader!
War Trophies: 500 Goth, Gnome (Summon),
------------

--- BATTLE XB: HAENA ---
[Rough outline contributed by ultron]
Suggested Level: 22-23

**Enemy Units**
L - Duke Knight (Khodar)
Duke Knight x 3
Earth Dragon
Dragon Tamer
Dragoon x 2

**Friendly Units**
Party Members (limit 8)

Prelude:

...

Tactics:

__Information on Khodar__
  Class: Duke Knight
  Level: 20 (max, which is why suggested is 22+)
  Element: Earth
  Alignment: Lawful
  Equipment: Gram, Tower Shield, Brigandine // Exorcism, Heal


A battle of medium complexity, this should be rather simple if you've got any
skilled spellcasters.  As you see, the enemy has no spellcasters at all (worth
mentioning is that the Dragoons can cast spells, but not very well), and only
one of the Duke Knights carries a bow.  This means you've only got to get
close to your foes for them to be able to touch you!

However, this battle can be quite difficult, because all these guys have high
defense, lots of HP, and most if not all of the Duke Knights have the Heal
spell equipped.  To simplify fighting this battle, bring in the now-infamous
Euphaire-Summoner team.  Have two characters equipped with Fluid Magic if you
want the battle to go even faster still, and charge Euphaire or the summoner
up so that they can use their Summons.  Target one enemy at a time and they
should be toast in no time.

Side Note: ALL of the enemy characters have pretty nice equipment, so I very
strongly suggest you take them all out.  Here is a list, though, so you can
pick and choose which ones are the most important to you:
    Dragoon1   -   Dragon armor
    Dragoon2   -   Ice blade
    Earth Dragon - Dragon eyes
    Dragon Tamer - Dragon Gem sword
    Duke Knight1 - Ice shield
    Duke knight2 - Winged shoes
    Duke knight3 - Heavy armor

Victory Conditions:
War Trophies: 1000 Goth, Gram, Dragon Armor, Ice Blade, Dragon Eyes, Dragon
              Gem Sword, Ice Shield, Winged Shoes, Heavy Armor.
------------



--- BATTLE XB: WEST OSTOREA ---
Suggested Level:

**Enemy Units**
L - Swordmaster (Margret)
Duke Knight x2
Archer (M) x2
Hawkman x 2
Warlock

**Friendly Units**
Ivanna
Party Members (limit 7)

Tactics:

This is a really tough battle, and there is no two ways about that. The
archers targeted my priest every single round. One of the archers has a tundra
bow which does lots of damage.  Also, be weary of the following:

- One, they're shooting from a very high elevation, and from that height they
 can target -anyone- on the screen!
- Two, the ground is 60% covered by snow.  This will severely inhibit your
 troops' movements.
- Three, the Tundra Bow in particular is ice elemental. Fire-elemental troops
 will take more damage, as wellas those on snow covered ground...

I strongly suggest you leave your healer out of this battle, if you only have
one.  If you are smart enough to have two, then by all means, split them
between the two missions.  Still, should you only have one, you might not need
that boost of HP here.  Save it for your next battle.  Besides, Ivanna has the
capacity to heal, if you left her in her knight class (which I REALLY hope you
did).

With that in mind, however, you need to build this team so that your OTHER
team will still be strong.  You really don't want the second battle to get
your units killed, and it will have that possibility.  I might suggest using
a few of your flyers here, because in the next battle they won't be needed
quite so much.  Also you need people with strong magic resistance in the NEXT
battle, so plan for that according to your own tastes...
For the record, I left my Euphaire-Summoner combo for the second fight, and
was quite glad I did, too...  (another good reason to leave your priest for
the next battle, might I add).

A good strategy for this battle is to bring your troops to the bridge in the
center of the stage. Positions your front-liners there. Do not go past the
center of the bridge, which will otherwise cause Margret to walk towards
your location. Other troops however will move towards you. When they get to
you, pull back a few squares. When they again move forward, surround them
and finish them. The archers will tend to hang back though. Once you've taken
care of everyone else, and Margret is already on her way towards you, send a
flying unit up there to take care of the archers.

I would also suggest trying to persuade the Warlock because he has both decent
equipment and a good spell.  Not only that, you never know when another good
character will come in handy.  If for nothing else, just liquidate his
inventory and dismiss him.  Still, try to persuade, as it will also help ease
this battle...

Victory Conditions: Defeat the Leader!
War Trophies: 600 Goth, Notos, Atropos (technique), Saint's Shield, Healing
              Salve, Stone of Swiftness, Grincer Coat, Sum Mannus, Crown of
              Intellect, Sacred Ring.
------------



--- BATTLE XB: SOUTH OSTOREA ---
Suggested Level:

**Enemy Units**
L - Esquire (Nichart)
L - Venefica (Lethe)
Priest (F) x 2
Duke Knight x 2
Siren x 2
Witch

**Friendly Units**
Party Members (limit 8)

>>note that these cannot include any of the 8 party members used above<<

Prelude:

Cirvante and Lethe accompany Nichart to this battle field, though it appears
they aren't quite content with what they find.  Cirvante comments on the
absence of Alphonse, and seems very disappointed.  Lethe seems to mirror
that, telling about her knowledge of Alphonse.  Nichart then chimes in,
telling them that they aren't really needed and that he can take care of
things now that Alphonse isn't around, but the Twins promptly remind him
that he has already lost twice...  In other words, they're threatening him.
Tisk tisk, Nichart, you're a loser...

After a bit more dialogue, Cirvante, who is obviously put off by the absence
of Alphonse, leaves the battle field, saying that Lethe can have fun playing
with your troops.  How rude!  Still, it is good to see him go, because the
Twins when together are incredibly nasty foes to deal with.

Tactics:

This battle is somewhat easier than I though it would be, but only because
we came here second... Try to have a few flying units for this stage and
send them to deal with Lethe, who'll probably go either to either side of
the stage. While you're heading to the side Lethe chooses, harass the magic
users there as well. The Duke Knights are a threat, but not as a great as
the mages. Send maybe 2 front-liners after them, or as many as you feel you
can spare. The battle field is very similar to the West entrance, except with
less snow and an opposing orientation.  A few things to keep in mind here:
As with the last battle, you need to pick up all the hidden items NOW,
because you won't be able to return to this area in training or neutral
encounters to do so later.  Also, Nichart knows he has nothing to lose,
and therein gives everything he has to stop you.  He uses magic from the
safety of his elevated wall, but when approached, weilds Osiric's Spear
with deadly force, even from two spaces away.
Lethe is also a threat, if you don't get her out of the way early.  She can
hit you in one of two ways:
(1) charge up the MP of the other spell casters around her...
(2) smack your troops with the Thunder Flare ability.
I'm not actually sure which is worse, because her fluid magic will provide so
much MP to her allies that they won't ever have to worry about that again.
Still, her Thunder Flare is very strong, thanks to her high INT.  Great,
isn't it?  Still, knock her HP down to 0 as quickly as possible and she
simply teleports out.

The Duke Knights seem big and impressive, but they really more a distraction.
They both have heal spells and both will use them. A good strategy is knock
them down a bit, and use summon magic to one first then the other to finish
them off. This ensures a kill, a prevents waste.

Victory Conditions: Defeat the Leader! (Nichart)
War Trophies: 2400 Goth, Osric's Sphere, Firedrake Sword, Caldia, Healing
Salve,
           Cloak of Authority, Stone of Swiftness, Divine Radiance (Spell)
------------


--- BATTLE XB: THRONE ROOM ---
Suggested Level:

**Enemy Units**
L - High Priest (Rictor)
Knight (M)
Knight (F)
Duke Knight x 2
Wizard (M) x 2
Witch

**Friendly Units**
Party Members (limit 8)

Prelude:

When you enter the throne room, you are met by Rictor, and Alphonse is NOT
glad to see that, let me tell you.  However, Rictor is in a giving mood now,
and since we've made it this far, he says he will tell you everything:

"15 years ago, William, the former Lord of Rananculus, told my father about
the Sacred Spear.  Since then, my father has been researching it secretly.
Naris Batraal knew nothing of the spear at that time, but at some point,
someone told him of its existence.  This led to the incidents involving the
White Fang Troops.
Meanwhile, my father sent me to this island using the conflict as a cover,
and I began my search for the spear...  This much, you must have guessed.
  Well, now I'll tell you an older story.  There was a man named Lucius in
the Batraal Family.  He was the one who ran off with a mermaid a few hundred
years ago.  Information regarding the stolen spear was recorded by her child."
 (Yes, I'm typed all this up for a reason.  Remember, Berevra said she didn't
    HAVE a child, right?)
"That's right... There is no member of the Batraal Family who is half human,
half mermaid.  The mermaid didn't know it, but Lucius had a child with a
human.  After that child became the 4th lord, the document containing the
secret of the spear was passed down to each successor.  If the Duke, Naris
Batraal, had killed his brother, he would have never have received that
information."

Then, your old friend, fool that he is, asks for Sacred Spear.  Too bad we
won't give up what we don't have.  Fight it out!

Tactics:

--Both the Male & Female Knights are special characters.  They have death
--poses and death quotes.  They can't be recruited, and the Female Knight has
--the Dragon Shield, and the Male Knight has the Dragon Helm.  The witch has
--the petrifying cloud spell, so don't miss that.

Not a hard battle, if you're prepared, just long and with lots of damage
involved.In my opinion, it is easily one of the most annoying in the game.
Rictor is still a high priest and therefore has the healing capability that
will make you hate him more than 1337-sp33k and al bhed combined.  However,
on top of this, he also has the Ignis Fatuus Summon, which he uses
mercilessly, compliments of the witch's constant use of the Fluid Magic spell.
He also has two knights capable of casting heal, and they'll definetly cast
it if anyone even comes close to about half HP.  Use a couple troops to
distract the Duke Knights, while one at a time try to take out the
spellcasters. Once that's done, concentrate on Rictor.

Still, the best approach might just be to take out Rictor first off, but I
wouldn't suggest it.  You'll want some of the extra items dropped by the foes
here.  Head for magicians first, especially the witch, and THEN take out the
knights.  From there, you're free to have all the fun you're up for.  It's
just getting past the initial onslought that might be a problem.  Have at
least one good healer ready for some incredibly busy times.

Interlude:

One of the interesting parts to this battle is when Rictor moves beside
Alphonse, you see a small dialogue where Alphonse asks if he was just being
deceived the whole time, was it intentional, etc.  Rictor responds that he
never even meant to deceive you, and that he would have told you should the
need arise, but you were the one who left!  (He's still pretty upset over
that).

Also, at the beginning of the second phase, Alphonse asks another question:
"Are your father's orders the only reason you're here?"
His response is actually pretty interesting.  He says that he wouldn't even
give the Spear to his own father, because all he wants are money and power.
Instead, he says, he would create his own country, defeating anyone who
resisted.  His dream, basically, is for a paradise of both land, people, and
a strong belief in God and his teachings.

To this, Alphonse finally sees that even Rictor has been blinded by the
Spear's power, and now he can't give it to him, or anyone.  "It has powers
that transcend those of humankind."  He's planning to take it to the Church
of Lodis, to prevent its misuse.  Of course, the Church might misuse it, but
he just can't see that.  Oh well...
With one final insult from Rictor, the battle resumes...

Victory Conditions: Defeat the Leader!
War Trophies: 3500 Goth, Petrifying Cloud (Spell), Dragon Helm, Warp Ring,
              Water Garb, Dragon Shield, Sorcerer's Cup.
------------


--- BATTLE XB: OSTOREA CRYPT ---
Suggested Level:

**Enemy Units**
L - General (Naris)
Duke Knight x 4
Priest (F)
Knight (F)
Knight (M)

**Friendly Units**
Party Members (limit 8)

Tactics:

Not a difficult battle, but keep the balance of your party favored towards
melee fighter, as a number of the enemy are equipped with powerful elemental
weapons.  Naris himself likes to use Ray Of Paralysis, and it works enough
of the time to be a threat, so bring a priest with Cleanse, and Heal Plus.
As usual, I highly recommend bringing a Summoner to this party.  Be careful
and you should have no trouble.


Victory Condiditons: Defeat the Leader!
War Trophies: 0 Goth, Bloody Cleaver, Cave Exploration,
------------


          [MUCH MORE TO COME IN FURTHER UPDATES!!!]
***just remember: im only human, and this is a LONG process***

______________________________________________________________________________
------ PART 8: ENDINGS!! ------
[From paths A and B -- SPOILERS!]

Now, the tricky part to this section is figuring out what endings you could
get.  There are a total of 3 separate endings you could get simply from making
different decisions from the Angel Headstone battle onward, which is why this
section is here.  Below I will detail every ending, as well as how to get it.
Be warned once again, however, that there are MASSIVE spoilers below:

ENDING A
Requirements: Path A, have Eleanor in your party for the final battle.
Game Text:


ENDING B
Requirements: Path B, have Eleanor in your party for the final battle.
Game Text:


ENDING C
Requirements: Path A, but without Eleanor in the final battle.
Game Text:


ENDING D
Requirements: Lose the final battle to Shaher...
Game Text:



-----------------------------------------------------------------------
VII.  Quest Mode (or how to get the items hidden on secret maps)
-----------------------------------------------------------------------

Well, I would give you a general rundown of what Quest Mode is exactly, but
the game itself does a fine job of that... So here is what it has to say!

 "Quest Mode is an optional mode based on your saved data from the central
  adventure.  The purpose of this mode is to explore and strengthen your
  troops while collecting treasure.  On the map, numerous enemies will block
  your path.  The treasure you earn depends on the outcome of the battle.
  If you defeat the enemy quickly, without taking much damage, you will be
  better rewarded.  Experience points cannot be earned in this mode."

Pretty self-explanatory, isn't it?
Anyway, this section isn't over yet!  We still have lots more to cover,
especially since I know that there will be lots of questions still...
Also, I'll give you a bit of a walkthrough eventually (I hope).

When?
After you've beaten the second battle (Port Scabellum) and save your game,
on the main menu screen, before you even say to continue your game, you are
presented with a new option: Quest Mode!

What?
Basically, this is just a way for you to go back and explore maps you've
already battled on, finding hidden items, etc.  It's a very nice addition to
the play mode options, and it allows for some very powerful stuff early on...

How?
Quest mode can be accessed only in a special manner.  By clearing some battles,
you have a chance of obtaining a special book.  Books will allow you to explore
lots of different scenarios, which is what Quest Mode is.

So?
In Quest mode, you have the chance to find rare items and build up your funds.
Also, these items return to your saved data file, so you can use them in your
normal games.

And?
Another bonus for Quest mode is the ability to exchange items and characters
with other players by way of the game link cable.  Nice eh?


NOTE: After you complete each stage the first time, the enemy party will
      change for each subsequent visit.

One last thing, contributed by fenrir knight:
"This isn't super obvious and isn't in the manual so I thought I'd post it
for those that don't know.
In quest mode you can change the rule from defeat leader to deafeat all. The
reward for doing so is you get 3 items instead of 1 and they seem to be higher
quality.

on the first quest, defeating all enemies in 10 turns got me a tundra bow,
leviathan mail, and abyss robe. I thought that was pretty good. Better than the
rings and wands I was getting from just defeating the leader ^_^"

Well said, and an excellent tip... Besides, it's worth it, even though it will
take you longer, for the extra prizes.

< STAGE 1: >
"...once fruitful land swallowed by swamp."
                 --NUMIDA CHRONOLOGY

Cost: 0 Goth
Level: Swamp
Victory Condition: Defeat the Leader (or) Defeat All!
Default Limit: 20 Turns
Party Maximum: 5 characters
Opponents' Level: 15
Suggested Level: 14+

Opposing Leader: Calais
Class: Ninja (F)
Talents: Ice Field, Shuriken Barrage
Element: Water
Equipment: Yu-giri, Ice Chain, Leather Hat

As the level opens, the ninja leader, Calais, wonders if you came to the swamp
by way of hearing the rumor of the treasure.  She then tells the obvious, that
she won't just give it to you.  Well, I was sort of hoping not. ^_^
Fight it out!

If you've done any scouting at all (read: looked at the level), you'll see that
the majority of the battlefield is composed of one massive swamp, typically 2
steps deep.  This can be a MAJOR problem tactically, unless you brought some
flyers with you (which I suggest).  Also note that the opponents are all level
15!  However, there was one bright spot.  For me, all but ONE character (the
archer) was of the water element.  Fire spells anyone?

Still, getting started, you'll see that the opposing force is content just
staying where they are, and where they have the advantage.  My suggestion is
taking a few characters equipped with bows, a magician (or two), and a healer.
You will NEED the healer, if for no reason other than any archer or ninja will
do some heavy damage early.  Another problem here is that these classes are
insanely fast.  But then again, that could just be the fact that she's LEVEL
15, and you won't be anywhere near that when you first get the Numida Chron.

No matter what, I strongly suggest you focus all your attacks on the ninja
(leader).  Your only goal is to defeat her, and once you do, you'll be
rewarded greatly!  I did it my first time with the 20 day option, finishing
WELL under that time limit, and got 200 Goth and a Fire Wand.

Completion Chart, Defeat Leader:
20 Turn Setting --- 200 Goth, Fire Wand
10 Turn Setting --- 400 Goth, Beast Whip
7 Turn Setting ---- 700 Goth, Flame Bow
2 Turn Setting --- 1200 Goth, Flame Bow

For a more complete chart, this was contributed by Terence of GameFAQs:

Defeat Leader:
 1- 3 Turns: Level 5 Prize, 1200 goth
 4- 5 Turns: Level 5 Prize, 1000 goth
 6- 7 Turns: Level 5 Prize, 700 goth
 8- 9 Turns: Level 4 Prize, 500 goth
 10-11 Turns: Level 4 Prize, 400 goth
 12-15 Turns: Level 3 Prize, 300 goth
 16-20 Turns: Level 3 Prize, 200 goth
 21-25 Turns: Level 2 Prize, 100 goth
 26-30 Turns: Level 1 Prize, 50 goth
 31-99 Turns: Level 1 Prize, 25 goth

Defeat All:
 1- 9 Turns: 2x Level 4 Prize, 1x Level 3 Prize, 1200 goth
 10-12 Turns: 2x Level 4 Prize, 1x Level 3 Prize, 1000 goth
 13-15 Turns: 1x Level 4 Prize, 2x Level 3 Prize, 700 goth
 16-18 Turns: 2x Level 3 Prize, 1x Level 2 Prize, 500 goth
 19-21 Turns: 1x Level 3 Prize, 2x Level 2 Prize, 400 goth
 22-25 Turns: 2x Level 2 Prize, 1x Level 1 Prize, 300 goth
 26-30 Turns: 1x Level 2 Prize, 2x Level 1 Prize, 200 goth
 31-99 Turns: 1x Level 2 Prize, 2x Level 1 Prize, 150 goth

  So, to summarise... you will never get the top, level 5 prizes for your
  quest if you pick Defeat All. It's good if you want lots of half decent
  items, but if you want the best (Glass Pumpkins from the 2nd quest, for
  example), you want a low turn Defeat Leader.

Thanks Terence!


< STAGE 2: >
"...golden place in the highlands...dragon..."
                 --EPIC OF TINEA

Cost: 3000 Goth
Level: Volcano
Victory Condition: Defeat the Leader (or) Defeat All!
Default Limit: 20 Turns
Party Maximum: 5
Opponents' Level: 20
Suggested Level: 21+

Opposing Leader: Khiel
Class: Valkyrie
Talents: Firestorm
Element: Fire
Equipment: Earth Javelin, Flame Leather, Plumed Headband, Greasy Boots

This battle is only difficult because of the lava dripping down the volcano's
surface (and subsequently filling lots of places on the battle field).  My
best suggestion to anyone on this level is to use FLYING characters, or the
warp shoes/ring (if you have them).

The enemies all start off to the right hand side of the volcano, with your
troops gathering on the left.  Really, just move as quickly toward the other
side as you can, then just unleash any attacks you know of or have.  There
really isn't much strategy to this quest, but that's not really news...

A very good strategy is to take Euphaire and ANYONE with a Summon spell into
this battle.  Euphaire's Shaman skill, energy transfer, allows for a first turn
summon if you do it right.  Still, you won't be able to reach the opponents
until your second turn, so youre just building more MP (never a bad thing).
Then, with your second turn, the Summon alone should be able to take down the
relatively weak valkyrie...  Piece of cake!

Defeat All:
 1-2 Turns: 2x Level 4 Prize, 1x Level 3 Prize, 5000 goth


< STAGE 3: >
"...streams flowing east deep within a cave..."
                 --Cave Exploration

Cost: 6000 Goth
Level: Cave
Victory Condition: Defeat the Leader (or) Defeat All!
Default Limit: 20 Turns
Party Maximum: 5
Opponents' Level: 25
Suggested Level: 27+

Opposing Leader: Zweig
Class: Warlock
Talents: Petrifying Cloud, Ray of Paralysis, Barren Soul
Element: Fire
Equipment: Balmung, Nathalork Mail, Sacrificial Doll


*NOTE: You can only get ONE Necromancy Spell by any method in this Quest.
    Also, this spell is only acquired once you win 10k Goth in one Quest.
   - On the first successful completion of this Quest, you get the book
    for the Batraal Chronology!

Defeat Leader:
1-3 Turns: Level 3 Item, Necromancy*, 10000 Goth*
5-10 Turns: Level 2 Item, Necromancy*, 5500 Goth

For this battle, I turned to one method:  Teleport-Atropos.
I got Euphaire into the battle to give MP to a spellcaster with Teleport
on the first turn.  Then, that spellcaster would teleport my character with
Atropos (Alphonse in my case) to the enemy leader.  In one hit, Alphonse
would take all but 20-30 HP away from the enemy leader.  In one more turn,
it is quite simple to finish the job.
This method is also wonderful because it NO LONGER MATTERS WHERE YOU SET UP
YOUR TROOPS!  The teleportation will take your character to any part of the
map, regardless of distance.  Then, just hack away at the leader and enjoy
the benefits!

Defeat All:
1-3 Turns: 2x Level 3 Prize, 1x Level 2 Prize, Necromancy*, 10000 Goth*.


< STAGE 4: >
"...a caveuntouched and forgotten..."
                 --Batraal Chronology

Cost: 15000 Goth
Level: Cave
Victory Condition: Defeat the Leader (or) Defeat All!
Default Limit: 20 Turns
Party Maximum: 5
Opponents' Level: 30
Suggested Level: 32+

Opposing Leader: Byron
Class: Swordmaster
Talents: Ray of Paralysis, Pelting Fury, Swallow's Daze
Element: Wind
Equipment: Notos, Leviathan Mail, Armlet of Agility, Dragon Eyes.

Defeat Leader:
1-3 Turns: 22000 Goth, Lachesis*, random item.
10 Turns: 12000 Goth, Lachesis*, random item.

The strategy for this battle was the exact same as with Quest 3.  Teleport
your Atropos swordsman to the leader and in two turns, he should be dead (the
enemy leader I mean...)

*NOTE: You can only get as many Lachesis Scrolls from this Quest as you need.
    However, you can teach it to only one character.  This is the tricky bit:
    When you beat the level, you get the scroll, but if you use it, you cannot
    get it again...
    Lachesis is a skill for bows.


< STAGE 5: >
"...at the bottom of a crevasse, shielded by ice."
                 --Tundra Geology

Cost: 28000 Goth
Level: Cave
Victory Condition: Defeat the Leader (or) Defeat All!
Default Limit: 20 Turns
Party Maximum: 5
Opponents' Level: 35
Suggested Level: 40+

Opposing Leader: Dionyde
Class: Priest
Talents: Divine Radiance, Heal Plus
Element: Earth
Equipment: Saint's Shield, Southern Cross, Holy Comet, Firecrest

Defeat Leader:
1-3 Turns: 40,000 Goth, Clotho*, random item.
6 Turns: 30,000 Goth, Clotho*, random item.

Easily the hardest part of this battle is the fact that the priest has a
Firecrest equipped.  Add this to her shield and very strong defensive items
and high level, well, you've got a good bit of work cut out for you.  Still,
use the Teleport-Atropos method and this will go smoothly.
Also worth noting, the Gorgon can be a problem if the battle doesn't end
quickly, so again, I strongly suggest the Teleport-Atropos method.  It might
seem cheap (because it is), but it will guarantee you a victory.
This battle is easily won, even at a slightly lower level than 35, if you
remember to bring in a few summoners with you.  Then, after the initial turn's
Teleport-Atropos, you can charge them up (and by the third turn, they should
be in range).

*NOTE: You can only get as many Clotho Scrolls from this Quest as you need.
    However, you can teach it to only one character.  This is the tricky bit:
    When you beat the level, you get the scroll, but if you use it, you cannot
    get it again...
    Clotho is a skill for spears and thrusting swords.


Here is another suggestion, submitted to me by ROGUE-Gladiator!
It will pretty much work with any of the maps...
Anyway, here we go [edited for style]:

--- Team ---

-Deneb (Any witch will do, I just use Deneb)
Class: Witch
Spells-  Teleport, Fluid Magic, Temptation
Equipment- (Irrelevant)

-Euphaire
Class: Shaman
Spells: Firestorm, Salamander, Energy Transfer
Equipment: (Irrelevant)

-Alphonse
Class: Swordmaster
Spells: Constrain, Pelting Fury, Swallow's Blade (I didn't give Atropos to
him...)
Equipment: High Defens Armor (Movement isn't very important), Same Element
Katana

-Another Swordmaster or Dragoon
Class: ...look above
Spells: My Dragoon has Atropos
Equipment: A strong weapon, Good Defensive Armor

- your Summoner
Class: anything that can summon
Spells:...Summons
Equipment: Intellegence Raising items

--- Strategy ---


Your Turn:
DO THIS FIRST, get Eupharie to energy Transfer your Witch.   Once your witch
has its energy, move it to either Your Draggon or Swordmaster, or to Alphonse
and teleport him to right beside the Leader of the enemy group.   When you're
next to the enemy, use either a swallow's Daze (Paralyse the enemy), Atropos,
or Just a Regular attack.  Maybe move your summoner in some if you have a
teleporting summoner or flying.  DO NOT MOVE YOUR OTHER MELEE CHARACTER!!
End your turn.

Their turn:
Everyone on the other team (unless they're alot of magic users) should attack
the guy next to the leader.  This is why i use a Dragoon.  Every hit should
be weak because of his insane defense, so he'll sit there, wondering why the
enemy doesn't attack him.  if the leader attacks you, then you'll whittle his
health down even more (he just is asking for death).

Your turn:
If the map is small and easy for your summoner to navigate, get Euphaire to
Energy transfer  your summoner.  Now, get your summoner into a close enough
position, if you can.  SUMMON THE LEADER!!  If the leader is still alive, get
your witch to teleport the other melee character in, and attack the leader.
IF HE IS STILL ALIVE, hit him with Atropos.  IF HE IS ALIVE AFTER ALL THAT...
you shouldn't be trying to beat this quest yet.  It is amazing if any character
can withstand 2 ATROPOS, and a Strong atack, and a SUMMON!

If you wanna keep going, fine.  Just be warned... some of your people may
die, especially if you use two atropos, thus cutting the efficency of the
your killing ability.  If you think this is the case, you may wanna subsitute
the summoner for a priest, and heal your front liners.

This is a good Strategy to get the leader killed in 1-3 turns (If you're
Strong enough).  You get your troops in their, and deal high level damage,
and the first three quests (I haven't tried the batrall Chronology, wanna save
up for Firecrest first) Have pretty weak leaders in terms of abilities.  this
also, if your fast enough, keeps wizards and warlocks from charging up and
using spells on you, mainly because they, or their leader, is dead before they
can even say hocus-pocus, and shoot magic at you.  This, however, isn't a good
Defeat all strategy (I haven't tried it on defeat all at least).

< END OF CONTRIBUTION >


-----------------------------------------------------------------------
VIII.  Character development... How do I...?
-----------------------------------------------------------------------

< < CLASS CHANGE REQUIREMENTS > >
***Please Note:  For all Stat Gains/Level Bonus  1 swing on every stat!
***Do not tell me that my gains are wrong unless you note a change that
***is OUTSIDE THE ALLOWED  1 RANGE.  Thank you.

For the record, and because many people have asked for this information,
the classes that allow for the greatest stat growth are as follows:
Please note, however, that these may not be the most USEFUL classes when
it comes to battle, but they are merely the classes that offer the greatest
bonuses (for level building)...

Male:
The Warlock class allows for likely the most balanced stat growth of any,
as well as boasting some of the higher gains.  It can handle itself well
in the magical realm as well as being an adept swordsman.

Female:
There are actually two classes, each devoted to different things, that best
suite female growth.  The first, the knight class, is easily the best class
for a female fighter.  The second, the siren class, is one of the best
spellcasting classes in the game.  They aren't very well balanced, and in
the case of the physical class, a Valkyrie normally is more useful, but for
stat-boosting alone, the knight and siren classes are better.


--
Soldier
--

Appearance: Much like the soldiers from the N64 incarnation of the series,
           soldiers are just humans, lightly armored (more like padded), and
           with a hat, which is actually how you differentiate between the
           two sexes.  Males have a blue hat while females wear silver.
Game Text: The basic class where all characters begin.  With evenly
           distributed abilities, these characters are quite versitile.
Requirements: Available to any human character
Alignment: L, N, C
Movement Type: Walking/Wading (M), Walking/Semiaquatic (F)
Base Move: 5
Preferred Weapon: Sword or Bow
Talents: None
Thoughts: The soldier is the basic class for all human characters.  It
          has fairly balanced stats, and is accessible to either sex.
          Unfortunately, the soldier class allows for no strengths, but
          that also implies no true weaknesses (save its low stat bonuses).
          Keep this in mind, because it will definitely limit how much
          time you leave a character there.  In my opinion, soldiers are
          good for the first few battles and that's it...

*Level Bonuses*
HP:  +8
MP:  +2
STR: +3
INT: +4
AGI: +5
PAttack:  +3
PDefense: +4
MAttack:  +4
MDefense: +4

--
Archer
--

Appearance: Very similar to the soldier in terms of appearance, archers
           appear as very lightly armored troops, seen with (again) funky
           caps on their heads.  For males, the cat looks like a hunter's
           floppy hat, including the neck flap.  For females, there is a
           bit more style.  They sport a blue, rimmed hat with a feather!
Game Text: Skilled rear support characters who excel at shooting arrows.
           Useful in many situations.
Requirements: 37 Agility
Alignment: L, N, C
Movement Type: Walking/Semiaquatic
Base Move: 6
Preferred Weapon: Bow
Talents:
Thoughts: Also similar to soldiers in this category, archers have fairly
          weak stat gains, special abilities, and talents.  Their only
          true advantage lies in the fact that they can use distance
          weapons (like bows, and later guns).  Still, you might find use
          for them because of their range.  I didn't.

*Level Bonuses*
HP:  +7
MP:  +3
STR: +4
INT: +3
AGI: +7
PAttack:  +4
PDefense: +4
MAttack:  +3
MDefense: +3

--
Ninja
--

Appearance: As always, the ninja is the stereotypically shadowed fighter.
           In this game, they're normally clad in green, with a mask to
           cover their mouth and face (female) or simply the hood on their
           necks and back (male).  Typical ninja, really.
Game Text: Highly trained spies who act aunder a veil of secrecy.  Ninjas
           are experts in martial arts and can cast low level spells.  They
           can move up to 3 steps up or 4 steps down and can walk unhindered
           on water.
Requirements: 36 Strength, 37 Agility
Alignment: L, N, C
Movement Type: Acrobatic/Waterwalking
Base Move: 7
Preferred Weapon: Katana
Talents: Shuriken sBarrage, (Attack Spell)
Thoughts: With the ability to throw shurikens at its opponents, both of the
          two talent slots for the ninja are pretty helpful (especially the
          firstr, which is an attack spell). The ninja is also pretty darn
          fast, with a movement rate much faster than many other classes,
          averaging at about 7...  Unfortunately, it becomes overpowered
          later in the game, especially once other chaotic classes become
          available.  Still, it's a very good class for a chaotic character.

*Level Bonuses*
HP:  +5
MP:  +3
STR: +4
INT: +5
AGI: +6
PAttack:  +4
PDefense: +4
MAttack:  +4
MDefense: +4

--
Wizard
--

Appearance: Another simple class description, the wizard dons a hooded
           Cloak (male) or just a cape (female), grabs a staff, and
           goes to work casting all sorts of wonderful magic.  Dressed
           primarily in green, this class is very easy to spot.
Game Text: Wizards typically attack from a distance using magic and
           are not very good at hand-to-hand combat.  They are most
           effective at the rear, supporting the troops and using lower
           level attack spells.
Requirements: 16 MP, 26 Intelligence
Alignment: N, C
Movement Type: Trudging/Wading
Base Move: 4
Preferred Weapon: Wand
Talents: (Attack Spell) x 3
Thoughts: The wizard is your basic magical attacker.  They can equip 3
          spells, preferably of their own element (but not necessarily),
          to deal out massive damage to the opponent.  At close range,
          wizards use their puny wands to try and make their opponents
          die of laughter (giving them enough time to move back and blast
          everyone with enough attack magic to drown a hippo).

*Level Bonuses*
HP:  +5
MP:  +6
STR: +3
INT: +6
AGI: +4
PAttack:  +3
PDefense: +3
MAttack:  +7
MDefense: +7

--
Cleric
--

Appearance: Annoying little buggers (only when on the opposing team),
           dressed in blue, with a circular, dome-like hat over pig-
           tails (female), or just a blue, collared suit (male).
Game Text: Clerics rely on God for strength, miraculously healing comrades
           and helping lost souls return to heaven.  One of the few classes
           that can use healing spells.
Requirements: 18 MP, 28 Intelligence
Alignment: L, N
Movement Type:
Base Move: 4
Preferred Weapon: Staff
Talents: (Healing Spell) x 3
Thoughts: The cleric is your healer, plain and simple.  They cast magic,
          sure, but all that magic is good for is to heal.  They have
          ZERO offensive capability, except for when they strike with
          their puny little staves.  Still, despite all that, they are
          _immensely_ useful throughout the game with their 3 talent slots
          dedicated to white magic spells.  Trust me, get a cleric (or
          later a priest) and keep them.  You will NEED a healer!

*Level Bonuses*
HP:  +5
MP:  +5
STR: +3
INT: +6
AGI: +4
PAttack:  +3
PDefense: +3
MAttack:  +7
MDefense: +7

--
Knight
--

Appearance: Armored up and ready to brawl, the knight looks his role.
           They're equipped in heavy mail, which slows them down a bit,
           but are all shiny and use big swords! Oh, and don't forget
           the plume on the back of their visored helmets... SWEEEEET!
Game Text: Knights display unwavering courage and value courtesy, honor,
           and pride.  They surpass normal soldiers in ability and can cast
           certain spells of virtue.
Requirements: 51 Strength, 53 Agility
Alignment: L, N
Special Reqs: Knight's Certificate Emblem
Movement Type: Walking/Wading
Base Move: 5
Preferred Weapon: Sword (or Thrusting Sword)
Talents: The knight actually has a talent slot, which is used as support
         to heal themselves and then lay even more devastation down
         upon their enemies.
Thoughts: The actual talent of the knight lies solely in its ability to
          kick SERIOUS ass physically, while not being TOO slow (like
          beasts).  Sure, they don't counter as often as other classes,
          and by the end of the game they're replaced by sword masters in
          terms of dominance (who isn't?), but they're about as well
          rounded as you can get without being completely useless.

*Level Bonuses*
HP:  +8
MP:  +3
STR: +6
INT: +4
AGI: +6
PAttack:  +7
PDefense: +9
MAttack:  +4
MDefense: +4

--
Priest
--

Appearance: When you upgrade your cleric to a priest, they decide to
           change colors on you.  Going from blue to green, the priest
           decides that they need a more uniform look, donning a collar
           (like a real priest, wow), and making their hats edged with
           white.  They still love those robes though...
Game Text: Priests are trained in the use of higher level spells of
           virtue.  Only this class can cast Resurrection, a spell that
           retrieves the souls of the dead adn revives their flesh.
Requirements: 76 MP, 96 Intelligence
Alignment: L, N
Special Reqs: Heavenly Spirit emblem, only have killed at MOST 10 enemies
Movement Type: Trudging/Wading
Base Move: 4
Preferred Weapon: Staff or Cane
Talents: (Healing Magic) x 3
Thoughts: Basically just an upgraded cleric (go figure), and therefore
          the fact that the priest can use 3 talents, all dedicated to
          white magic, should be of no surprise to you.  They, unlike a
          cleric, actually do get decent stat bonuses.  No wonder they're
          the upgraded form... Keep them as your utility healer once you
          can get them.  They just make clerics obsolete, and you WILL
          need good healers in this game.  Trust me.

*Level Bonuses*
HP:  +6
MP:  +6
STR: +4
INT: +6
AGI: +4
PAttack:  +4
PDefense: +4
MAttack:  +6
MDefense: +6

<-< MALE CLASSES >->

--
Beast Tamer
--

Appearance: An old, balding man with a silver beard, the beast
            Tamer walks around with a blue shirt on green pants.
            Hey, don't blame his fashion sense on him, it's all
            The programmers.
Game Text: Beast Tamers are among the few humans that magic beasts
           such as Griffins will open their hearts to.  These male
           warriors enhance magic beasts' power when they are in close
           proximity.
Requirements: 142 HP, 34 Strength
Alignment: L, N, C
Special Reqs: Male only, killed AT MOST ONE beast
Movement Type: Walking/Wading
Base Move: 6
Preferred Weapon: Whip
Talents: None
Thoughts: Equipped with his trust whip, the beast master gets no
          truly valuable talents, except that all your beasts within
          a 3 square radius around him get an attack increase.  In
          all honesty, they're not very good at any one area, and are
          actually about even with a soldier in terms of stat growth.
          Sad, isn't it?  Experiment with one, but trade it in for a
          decent class later...or sooner, if possible.

*Level Bonuses*
HP:  +6
MP:  +2
STR: +5
INT: +3
AGI: +5
PAttack:  +5
PDefense: +5
MAttack:  +3
MDefense: +3

--
Warlock
--

Appearance: These look a LOT like the old doll mage classes from
            The N64 version of Ogre Battle.  Clad in a green jacket,
            a green headband is the identifying feature of this class,
            holding back the long hair.
Game Text: A male spellcaster, deceivingly harmless in appearance, who in
           reality manipulates awesome magical power.  A Warlock can fight
           bravely at the front lines or sustain the troops with support
           spells from the rear.
Requirements: 78 MP, 90 Strength, 76 Intelligence
Alignment: L, N
Special Reqs: Male only, The Pen and the Sword Emblem
Movement Type: Walking/Wading
Base Move: 4
Preferred Weapon: Sword
Talents: Barren Soul, (Supplemental Spell) x 2
Thoughts: Surprisingly enough, the Warlock reprises his role from the
          original game as a decent combination fighter.  With 2 talent
          slots available for support magic to slow and inhibit your foes,
          another slot used for an attack, which automatically deals
          damage to the target of its opposite element, and surprisingly
          decent physical attack, the warlock is one of the most balanced
          classes in terms of ways of inflicting damage.  He can immobilize,
          burn you with magic, or just flat out pound you physically.  Think
          of him as your utility infielder... a character that can do it all
          pretty well, but none of it really spectacularly.

*Level Bonuses*
HP:  +7
MP:  +5
STR: +5
INT: +5
AGI: +5
PAttack:  +5
PDefense: +6
MAttack:  +5
MDefense: +5

--
Swordmaster
--

Appearance: Looking surprisingly older than many of the other classes
            (except of course the male wizard who I swear must be 80),
            the sword master has silver hair with a goatee, a green
            shirt, and blue fencing pants.  Rather cool looking, actually,
            but I miss the closer cut hair they used to have...
Game Text: Swordmasters can swiftly strike down opponents with blindingly
           fast sword-handling, and they can also use support spells.
Requirements: 95 Strength, 111 Agility
Alignment: L, N, C
Special Reqs: Male only, Book of Initiation Emblem
Movement Type: Walking/Wading
Base Move: 6
Preferred Weapon: Sword, Katana
Talents: (Supplemental Spell), Pelting Fury, Swallow's Daze (lvl 20)
Thoughts: Like the ninja, the sword master can throw weapons at his
          opponent, but he is much stronger, and more versatile than
          that.  They can also use one slot for supplemental magic,
          outdoing the warlock at his own game.  Also of note: the
          sword masters just OWN in this game.  Powerful, fast, and
          with good magic resistance, these are your strongest (non-
          magical) male characters...  Very close with the dragoon,
          but still edging it out as the title-holder!

*Level Bonuses*
HP:  +6
MP:  +3
STR: +6
INT: +3
AGI: +5
PAttack:  +5
PDefense: +5
MAttack:  +3
MDefense: +3

--
Dragoon
--

Appearance: By far the coolest looking class in the game, the dragoon
            comes styling in his GOLD armor, complete with full helmet
            adorned with two feathers about the ears (like wings).
            They also have a blue cloth around their waste, but generally,
            if you see gold, it's likely a dragoon.
Game Text: Also known as dragon slayers, these powerful male warriors can
           overwhelm dragons, or any creature, for that matter.  They can
           use missile type spells.
Requirements: 215 HP, 109 Strength, 94 Agility
Alignment: N, C
Special Reqs: Male only, Dragon's Scale Emblem
Movement Type: Walking/Wading
Base Move: 5
Preferred Weapon: Sword or Spear
Talents: (Attack Spell)
Thoughts: Dear lord, these guys are sweet.  Equipped with either a spear
          or sword (they're good with either), the dragoon can also
          use an attack spell.  They also do increased damage to dragons
          (a definite plus), and have probably the highest strength and
          defense of any human class in the game.  However, they do fall
          down in one respect: their magical attack and defense are a bit
          weak, so the sword master may actually win this battle... O_o

*Level Bonuses*
HP:  +7
MP:  +2
STR: +6
INT: +3
AGI: +5
PAttack:  +6
PDefense: +7
MAttack:  +3
MDefense: +3

<-< FEMALE CLASSES >->

--
Valkyrie
--

Appearance: Like an amazon with wings in her hair, the valkyrie dresses
            lightly, with a blue skirt and green tunic.  The wings on
            their heads are definitely the defining feature.
Game Text: Valkyries are versatile female warriors who fight well both on
           land and water.  They supplement their physical abilities with
           low level attack magic.
Requirements: 38 Strength, 41 Intelligence
Alignment: L, N
Special Reqs: female only, Lancer Emblem
Movement Type: Snow-Walking/Semiaquatic
Base Move: 6
Preferred Weapon: Spear
Talents: (Attack Spell) x 2
Thoughts: Doing fair amounts of damage with a spear, the valkyrie also
          gets two talent slots devoted to attack magic!  These gals are
          easily the best female attacking class, and are also amazingly
          well rounded.  Use them, especially if you want a physical-
          attacking female.  Also worth noting: all male allies withing 3
          panels of a valkyrie get +1 on their mental gauge.

*Level Bonuses*
HP:  +6
MP:  +3
STR: +5
INT: +5
AGI: +5
PAttack:  +6
PDefense: +6	
MAttack:  +5
MDefense: +5

--
Siren
--

Appearance: Very stylish!  The siren comes dressed to kill in a blue,
            feather-trimmed dress and coat ensemble.  With long flowing
            hair, it's obvious that they don't expect to do much physical
            fighting.
Game Text: A stunningly beautiful spellcaster that is well acquainted with
           all kinds of powerful attack spells.  Her INT and MP increase
           faster than a wizard's.
Requirements: 60 MP, 60 Intelligence
Alignment: L, N, C
Special Reqs: female only, Philosopher's Stone Emblem
Movement Type: Trudging/Wading
Base Move: 4
Preferred Weapon: Fan
Talents: (Attack Spell) x 3
Thoughts: Much like the wizard, the siren gets 3 talent slots for purely
          offensive magic.  Whatever you thought you had in the wizard,
          the siren is better.  They're only really limited by their
          smaller number of spells they can use.  Still, definitely
          worth using in ANY army.  Stronger than a wizard, but not as
          good as a lich.  Great intermediate class!

*Level Bonuses*
HP:  +5
MP:  +7
STR: +3
INT: +7
AGI: +3
PAttack:  +3
PDefense: +2
MAttack:  +7
MDefense: +7

--
Witch
--

Appearance: Picture perfect witch, complete with a blue-black, pointy
            hat, skimpy mini-skirt, and cute chick! ^_^''
Game Text: Witches specialize in using supporting spells such as Ray of
           Paralysis.  They do not have strong attack spells and make poor
           fighters.  A witch's beauty may be her strongest weapon.
Requirements: 38 MP, 35 Intelligence
Alignment: N, C
Special Reqs: female only, Vixen's Whisper Emblem
Movement Type: Trudging/Wading
Base Move: 5
Preferred Weapon: Wand or Staff
Talents: Charm, (Supplemental Spell)
Thoughts: The witch is not just any other spell-caster.  She has
          some of the better rounded level up stats of a magical class,
          but her main problem is that she cannot cast offensive
          magic.  *Sighs*  Still, with slots for 2 Talents, one of
          which charms an enemy, the witch is still SLIGHTLY useful.
          Oh well, her supplemental magic is decent, and an enemy
          that can't hurt you is only one step away from the grave.

*Level Bonuses*
HP:  +5
MP:  +6
STR: +3
INT: +4
AGI: +6
PAttack:  +
PDefense: +
MAttack:  +
MDefense: +

--
Dragon Tamer
--

Appearance: A cute little girl with a dragon's... skull... on her...
            head.  Ok, maybe not so cute any more.  The dragon tamers
            also dress in blue (a remarkable trend, lol) and have long
            golden hair.
Game Text: Dragon Tamers handle dragons gently and will enhance the power
           of dragons within a range of 3 panels.  This female class can
           cast missile type magic and are unforgiving to those that would
           hurt a dragon.
Requirements: 140 HP, 12 MP
Alignment: L, N, C
Special Reqs: female only, killed AT MOST ONE dragon
Movement Type: Walking/Wading
Base Move: 6
Preferred Weapon: Thrusting Sword
Talents: (Missile Spell)
Thoughts: With her thrusting spear, the dragon tamer is ready to give women
          their own version of a beast tamer.  Similar to a beast tamer,
          dragon tamers give DRAGONS within 3 squares a power up (big
          whoop).  Unfortunately, they are too much like beast tamers
          for their own good, and should be experimented with, but still
          upgraded to better class.  Their only positive note is that they
          do get one spell slot, but only for a lower level missile spell...
          This gives them a decent ranged attack ability, somewhat increasing
          their effectiveness, but not much.  Thrusting swords are decent...

*Level Bonuses*
HP:  +6
MP:  +3
STR: +4
INT: +4
AGI: +5
PAttack:  +4
PDefense: +4
MAttack:  +4
MDefense: +4


-- SPECIAL CLASSES --

--
Angel Knight
--

Appearance: If you want to know, just think of it as a knight with a
            halo and wings.  They're not as obviously clad in armor,
            but instead dressed in blue tunics.  Rather innocent looking,
            actually.  Still, don't let that appearance fool you...
Game Text: Only a seasoned warrior with a pure heart can transmigrate to
           become an Angel Knight.   These flying characters have the ability
           to cast spells of virtue.
Requirements: 215 HP, 66 MP, 89 Strength, 81 Intelligence,
      88 Agility
Alignment: L
Special Reqs: Archangel's Feather emblem, die in battle to have a
         chance of transforming into one... the % is higher for a
         character with a greater biorhythm...
Movement Type: Flying/Wading
Base Move: 6
Preferred Weapon: Thrusting Sword
Talents: Poignant Melody, Banish (lvl 15+)
Thoughts: All angel knights are blessed with two holy abilities, both of
          which do nothing but complement their already good standing as
          a powerful character in your army.  The first skill is curative
          in nature, restoring HP and MP to the caster, while the second
          is like an exorcism attack.  Overall, stronger than a knight,
          especially with the banish special, but still nothing too
          special in terms of strength or speed.  A very solid class.

*Level Bonuses*
HP:  +6
MP:  +3
STR: +5
INT: +6
AGI: +6
PAttack:  +5
PDefense: +5
MAttack:  +5
MDefense: +5

**for more info on this class, see the Random Questions section**

--
Lich
--

Appearance: Think walking pile of bones, hidden underneath a very sweet
            black cloak, and there is your lich.  They have a golden ring
            encircling their heads, with a streak of blue down the front
            of their robes, but otherwise, black.  Evil, hehe.
Game Text:
Requirements: 118 MP, 134 Intelligence
Alignment: C
Special Reqs: have a Ring of the Dead equipped, then die in battle
Movement Type:
Base Move:
Preferred Weapon: Wand
Talents: (Attack Spell+) x 3
              --> Includes Necromancy
Thoughts: Wow.  The undead wizard of the game is also one of the most
          badass classes, period.  The lich has the unique ability to
          equip 3 talents which can range from ANY of the schools of
          attack spells (including even necromancy!).  In all honesty,
          a lich can wipe out the enemy with such raw efficiency that
          you might wet yourself in ecstasy.  It is the best unit in
          the game, especially when you just want pure devastation.
          Get one.  Now.

*Level Bonuses*
HP:  +4
MP:  +6
STR: +2
INT: +7
AGI: +4
PAttack:  +
PDefense: +
MAttack:  +
MDefense: +

-- UNDEAD CLASSES --

--
Ghost
--

Appearance:
Game Text: An undead character whose soul exists outside of a physical body.
           Ghosts are unaffected by physical attacks.  They can use low level
           bane spells, and though they may run out of HP, they will resurrect
           after a certain amount of time.
Requirements: Transforms when Necromancy is cast on a knocked out character.
Alignment: L, N, C
Movement Type: Teleporting/Floating
Base Move: 7
Preferred Weapon: Staff
Talents: (Bane Spell) x 3, Life Suck
Thoughts: Another ick.  If you should happen to lose a character to a ghost,
          it really is an awful loss.  Sure, they can fly, but that's about
          their only advantage.  They have two taltent slots with are used on
          a pathetic bane attack spell (pathetic due to their stats), and
          life suck, which is only decent if you're getting rocked in the HP
          damage.

*Level Bonuses*
HP:  +5
MP:  +5
STR: +4
INT: +6
AGI: +4
PAttack:  +
PDefense: +
MAttack:  +
MDefense: +

Undead Soldier

Appearance: Same as the normal soldier, except all colors are turned to grays.
Game Text: Undead soldiers are restless souls which hae been granted the
           power of darkness and the ability to resurrect.  While they have
           the same abilities as they possessed before death, their first
           attacks now have poison.
Requirements:  Transforms when Necromancy is cast on a knocked out character.
Alignment: L, N, C
Movement Type: (Same as normal soldier)
Base Move: (Same as normal soldier)
Preferred Weapon: Sword, Bow
Talents: None
Thoughts: The only thing worse than a soldier is an undead soldier.  Wow,
          these guys suck awfully.  Their sole benefit is the ability to
          inflict poison damage with their swords or bows.  Yay....

Undead Wizard

Appearance: Same as the normal wizard, except all colors are turned to grays.
Game Text: Undead wizards are restless souls which have been granted the
           power of darkness and the ability to resurrect.  While they have
           the same abilities as they possessed before death, their first
           attacks now have poison.
Requirements:  N/A
Alignment: L, N, C
Movement Type: (Same as normal wizard)
Base Move: (Same as normal wizard)
Preferred Weapon: Staff or Wand
Talents: (Attack Spell) x 3
Thoughts: Surprisingly good for an undead class, it is a shame you can't get
          one.  Oh wait, no it isn't... Undead characters suck.  Similarly to
          Undead Soldiers, these bastards can inflict poison with their
          physical attacks.  Boooo to that.


-- DEMI-HUMAN CLASSES --

--
Hawkmen
--

Appearance: With a blue headband under some scraggly hair and a pair of
            wings on their backs, hawkmen are pretty easy to spot...
Game Text: These valiant, winged fighters crave battle.  They live much
           longer than humans, but maintain a youthful appearance.  Because
           of their wings, terrain is not a factor.
Requirements: Hire, Persuade
Alignment: L, N, C
Movement Type: Flying/Wading
Base Move: 6
Preferred Weapon: Hammer
Talents: Thunder Arrow (level 10+)
Thoughts: Flight! This is by far their most useful ability, that they
          can soar above any obstacle and land further away on the map.
          Another advantage to the hawkman is that he is treated basically
          like a human warrior, but with wings.  Sure, he can't equip as
          much armor, and his customization is limited, but still!
          Hawkmen can also learn the thunder arrow talent, which only
          make them that much more useful!  Definitely get one!

*Level Bonuses*
HP: +7
MP: +2
STR: +6
INT: +3
AGI: +5
PAttack:  +6
PDefense: +6
MAttack:  +3
MDefense: +3

--
Fairy
--

Appearance: Tiny floating cocoon-like things with wings.  Think of a
            fairy as a very small person, normally wearing blue or green
            with closely cut hair.  They remind me of dolls...
Game Text: Tiny, flying demi-humans.  Though they're not very impressive
           at fighting, Faries make cute mascots on the battlefield.
Requirements: Persuade, (Special Character)
Movement Type: Flying/Floating
Base Move: 6
Preferred Weapon: Bow
Talents: Fairy's Kiss (level 10+), Fairy's Embrace (level 15+), Magic
         Missile (level 20+)
Thoughts: Ick.  Unfortunately, fairies aren't overly powerful (actually
          I wouldn't even use the word powerful to describe them).
          They have decent MP stats, though, and a few useful skills...
          They can heal status ailments, cure a bit of HP, but their best
          skill by far is the Fairy's Embrace, granting the target an extra
          turn in combat!  Don't bother attacking normally, they suck at
          that. Badly. They're only worth attacking with once they've learned
          the magic missle skill, which STILL sucks.

*Level Bonuses*
HP:  +3
MP:  +6
STR: +3
INT: +4
AGI: +8
PAttack:  +3
PDefense: +2
MAttack:  +4
MDefense: +4

--
Gremlin
--

Appearance: Ugly little green dude, about the size of a fairy, but
            with horns, a tail, and some evil-looking bat wings.
Game Text:
Requirements: Persuade
Movement Type: Flying/Floating
Base Move:
Talents: Abyss
Thoughts: Without the fact that the gremlin flies, it would be terrible.
          It relies upon two talents, both of which are weak, that
          can cause confusion or petrify the opponent.  Wow < sarcasm >.
          Awful in combat, except for their status effects.

*Level Bonuses*
HP:  +4
MP:  +5
STR: +4
INT: +4
AGI: +7
PAttack:  +
PDefense: +
MAttack:  +
MDefense: +

--
Mermaid
--

Appearance: Half fish, half woman, and with some coral sticking out
            above her ears.  Typical mermaid, really.
Game Text: A demi-human whose upper body is human and lower body is fish.
           Mermaids live in the sea and can swim competently.  Echoing
           from craggy shorelines, their voices can revitalize listeners.
Requirements: Persuade, (special character)
Movement Type: Snow-Trudging/Aquatic
Base Move: 4
Preferred Weapon: Spear
Talents: Speed Up, Lullaby (level 10+)
Thoughts: A class that, unfortunately, only does really well in water.
          The mermaid has one talent slot for a skill that increases
          speed, while another uses a lullaby (guess what that does).
          Not amazing, and actually rather disappointing.  Oh well...

*Level Bonuses*18
HP:  +6
MP:  +2
STR: +4	
INT: +4
AGI: +4
PAttack:  + (142)
PDefense: + (102)
MAttack:  + (106)
MDefense: + (147)

--
Gorgon
--

Appearance: Think Medusa.  The gorgon has snakes for hair and a body (below
            the torso) to match.  Half snake, half woman, and all evil.
Game Text: A monster with a snake-like body and snakes protruding from its
           head.  Gorgons have the power to petrify enemies.  Don't forget
           to equip a shield when facing them.
Requirements: Persuade
Preferred Weapon: Bow
Movement Type:
Base Move: 5
Talents: Evil Eye
Thoughts: The gorgon actually is a decent character.  In fact, they are
          some of the FEW demihumans even remotely worth your time in
          adding to your army.  With their Evil Eye ability, they can
          petrify even the worst of baddies.

*Level Bonuses*
HP:  +5
MP:  +4
STR: +5
INT: +6
AGI: +4
PAttack:  +
PDefense: +
MAttack:  +
MDefense: +

--
Giant
--

[contributed by Invisible]
Appearance: A giant, muscular man who wears a bear skin.
Game Text: Giants, while not intelligent enough to equip weapons, can swing
           their arms like logs and their fists like rocks to wreak havoc
           among the enemy.
Requirements: Persuade, Hire
Preferred Weapon: (Can only equip accessories)
Movement Type: Snow-Trudging/Wading
Base Move: 3
Talents: Titan Crush
Thoughts: ...No.  Please, don't bother, unless you just want one for the sake
          of 'completeness.'  They don't equip anything, save accessories, and
          even those can't make them worthwhile.  Just let them be... Awful.

*Level Bonuses*
HP:  +
MP:  +
STR: +
INT: +
AGI: +
PAttack:  +
PDefense: +
MAttack:  +
MDefense: +


-- BEAST CLASSES --

--
Octopus
--

Appearance:  Umm... I hope you're joking...  It's red, and... well, an
             Octopus.  Tentacles and stuff...
Requirements: Persuade, Hire
Movement Type: Trudging/Aquatic
Base Move: 3
Talents: Strangling Tentacles
Thoughts: The octopus does very well in water, but if you remove it onto
          dry its slightly higher-than-normal strength to good use.  It is
          slowed, however, since it has a slightly lower movement rate on
          dry land, and its one talent is rather mediocre, requiring LOTS of
          SP to perform...  Not worth your Goth or the turn to persuade.

--
Griffin
--

Appearance: Think about a lion with an eagle's head and wings.  They're a
            smooth golden color, save their white heads and yellow beaks.
            Cool looking, but hardly worthwhile...
Game Text: A magical winged beast with the body of a lion and head of an
           eagle.  Through Griffins' attack power is not high, they have
           a unique attack, Windstorm, that draws on the power of their
           wings.  They are unaffected by terrain type.
Requirements: Persuade, Hire
Movement Type: Flying/Wading
Base Move: 4
Talents: Windstorm (level 10+)
Thoughts: With one talent slot devoted to wind storm (a decent, ranged
          area-effect skill), griffins can be useful at times.  They have
          similar attack power to humans or hawkmen, and generally are
          less versatile.  Get a hawkman if you want a flying attacker...

*Level Bonuses*
HP:  +7
MP:  +3
STR: +4
INT: +5
AGI: +3
PAttack:  +
PDefense: +
MAttack:  +
MDefense: +

--
Cockatrice
--

Appearance: Weird looking!  Think of a chicken, but with a funky,
            dragon-like tail.  The cockatrice is one ugly... yeah.
Game Text: A magical beast with the body of a chicken, a snake's tail, and
           scales.  Since Cockatrices can fly, they're unaffected by terrain
           type.  Their petrifying breath attack turns foes to stone.
Requirements: Persuade, Hire
Movement Type: Flying/Wading
Base Move: 5
Talents: Petrifying Breath
Thoughts: Hehe, chickens (as I like to call them) have the annoying
          ability to PETRIFY.  Add this to their flight, however,
          and you can see why they are somewhat decent additions to
          your own army.  Still, not nearly as good as a hawkman, and
          only slightly better than a griffin.

*Level Bonuses*
HP:  +8
MP:  +3
STR: +4
INT: +3
AGI: +5
PAttack:  +
PDefense: +
MAttack:  +
MDefense: +

---
Cerberus
--

Appearance: Think two-headed dog and you will soon get the picture.
            Very purple, with a sweet, fire-like mane.
Game Text: A mythical two-headed, four-legged canine whose breath can
           put foes to sleep.
Requirements: Persuade/Hire
Movement Type: Walking/Wading
Base Move: 5
Talents: Mesmerize
Thoughts: Another large character that is only decent, the cerebrus
          uses its one talent on a fire mesmerize attack that can also
          induce sleep.  Like all beasts, stronger attack than a human,
          but otherwise less useful...

*Level Bonuses*
HP:  +6
MP:  +3
STR: +6
INT: +5
AGI: +4
PAttack:  +
PDefense: +
MAttack:  +
MDefense: +


-- DRAGON CLASSES --

--
Thunder Dragon
--

Appearance:  A very typical dragon.  It is focused on the Wind element,
             which means lots of thunder and lightning (hence the name).
             It's a beautiful shade of *purplish-blue*  Sweet!
Requirements: Wind elemental
Alignment: L, N, C
Movement Type: Trudging/Wading
Base Move: 3
Talents: Thunder Breath
Thoughts:

*Level Bonuses*
HP:  +8
MP:  +4
STR: +8
INT: +4
AGI: +3
PAttack:  +8
PDefense: +9
MAttack:  +4
MDefense: +4

--
Earth Dragon
--

Appearance:  Think about the typical Dragon, except this one is GREEN,
            and it is centered on the Earth element.  Hmm... Difficult,
            I know, but you can do it.
Requirements: Earth elemental
Alignment: L, N, C
Movement Type: Trudging/Wading
Base Move: 3
Talents:
Thoughts:

*Level Bonuses*
[ SAME AS THUNDER DRAGON ]
HP:
MP:
STR:
INT:
AGI:
PAttack:
PDefense:
MAttack:
MDefense:

--
Red Dragon
--

Appearance:  If you really need a description here, it's a bit sad...
            It's a basic dragon, with a red color scheme, and it has a
            strong tie with the fire element.  Shoots fire, breathes
            fire, and might even live in fire.  It's a RED DRAGON...
Requirements: Fire elemental
Alignment: L, N, C
Movement Type: Trudging/Wading
Base Move: 3
Talents: Fire Breath
Thoughts:

*Level Bonuses*
[ SAME AS THUNDER DRAGON ]
HP:
MP:
STR:
INT:
AGI:
PAttack:
PDefense:
MAttack:
MDefense:

--
Blue Dragon
--

Appearance:  See Red Dragon, except replace all instances of the words
            "Red" with "Blue," and "Fire" with "Water."  Done!
Requirements: Water elemental
Alignment: L, N, C
Movement Type: Trudging/Wading
Base Move: 3
Talents: Cold Breath
Thoughts:

*Level Bonuses*
[ SAME AS THUNDER DRAGON ]
HP:
MP:
STR:
INT:
AGI:
PAttack:
PDefense:
MAttack:
MDefense:

**SPECIAL NOTE**
The following dragons are evolutions of the 'base level' dragons.  As such,
they automatically have the skill of whatever class they were previously.
Therefore, if a Thunder Dragon evolves into a Vrtra, it will retain the
Thunder Breath attack of the Thunder Dragon, even in the Vrtra form.
       [Thanks to Questionable for that information!]

--
Mushus
--

Appearance:
Requirements: dragon, 259 HP, 130 Strength, 69 Agility
Alignment: L
Movement Type: Trudging/Wading
Base Move:
Talents: Automatically comes with Charisma emblem.
Thoughts:

*Level Bonuses*
HP:  +9
MP:  +4
STR: +8
INT: +5
AGI: +4
PAttack:  +7
PDefense: +8
MAttack:  +5
MDefense: +5

--
Naga
--

Appearance: A golden, snake-like dragon.  The naga has scales running
            down its spine as well as a mane-like array of scales.  Very
            cool. ^_^
Requirements: dragon, 259 HP, 130 Strength, 69 Agility
Alignment: N
Movement Type: Trudging/Wading
Base Move:
Talents:
Thoughts:

*Level Bonuses*
HP:  +9
MP:  +4
STR: +8
INT: +5
AGI: +4
PAttack:  +7
PDefense: +8
MAttack:  +5
MDefense: +5

--
Vrtra
--

Appearance: A purplish dragon, standing on his hind legs, and with two
            powerful wings behind him.
Game Text: An evil dragon with pitch black scales, Vrtra inspires fear
           with its daunting wings.  Its breath has the power of its element.
Requirements: Dragon, 259 HP, 130 Strength, 69 Agility
Alignment: C
Movement Type: Trudging/Wading
Base Move: 6
Talents: Flight!  That's right, the Vrtra can fly!  Also, it has the breath-
         attack according to its element and comes with the Blood Reign
         emblem preloaded.
Thoughts: A decent ally, but an even better foe.  Yes, the Vrtra is another
          of those creatures where the computer seems to get an upgraded
          version of what we get.  Unfortunate, but true, these things rock
          for the computer and are only marginal for us...

*Level Bonuses*
HP:  +10
MP:  +4
STR: +7
INT: +5
AGI: +4
PAttack:  +8
PDefense: +9
MAttack:  +5
MDefense: +5

--
Dragon Zombie
--

Appearance: A large, pruple dragon, complete with freaky eyes and a boney
            structure.  Walking on all fours, the wings on its back are
            very pronounced, flapping up and down as it moves.
Game Text: A dragon that's been revived after death.  Terrifying and violent,
           Dragon Zombies attack using venom.  They will also resurrect after
           being slain in battle.
Requirements: Transforms when Necromancy is cast upon knocked out dragon
Alignment: N/A
Element: Bane
Movement Type: Trudging/Wading
Base Move: 4
Talents: Rotten Breath
Thoughts: Think undead version of a dragon.  That's what this is.  It has the
          slightly worse stat growth, as well as Rotten Breath as its sole
          talent, but it automatically revives after a few turns of death.
          Nice, if you think about it.  Still, I prefer the normal, living,
          regular and GOOD dragons.  This is just if one happens to die...

*Level Bonuses*
HP:  +7
MP:  +4
STR: +7
INT: +4
AGI: +3
PAttack:  +
PDefense: +
MAttack:  +
MDefense: +


-- UNIQUE CLASSES --

--
Sorceress (Cybil Alinda)
--

Appearance: In a long and flowing purple dress to compliment her long blonde
            hair, cybil is both beautiful, and imposing.  Her eyes are stern,
            as is her control over the wind elemental spells...
Game Text: Beautiful, solitary, and wise, a Sorceress is experienced in
           casting elemental and high level bane spells.
Requirements: Only Cybil can be of this class.
Alignment: L, N, C
Movement Type: Walking/Wading
Base Move: 5
Preferred Weapon: Fan (or Wand)
Talents: (Attack Spell) x 3
Thoughts: Simply amazing.  The fact that you get Cybil early in the game only
          makes her that much more incredible.  WIth three openings for
          attack spells and strong stats in a lot of areas, she is easily one
          of the more useful characters you find.

*Level Bonuses* 6
HP:  + 157
MP:  + 58
STR: + 41
INT: + 88
AGI: + 47
PAttack:  + 60
PDefense: + 44
MAttack:  + 88
MDefense: + 98

--
High Priest (Rictor Lasanti)
--

Appearance: Well groomed, this tall, blonde man is an imposing sight to
            behold on the battlefield.  Though a priest by trade, his blue
            and white robes also hide a fencing sword, capable of destroying
            his enemies.  He chooses to tie his hair back behind his head.
Game Text: High-ranking priests who have dedicated themselves absolutely to
           the teachings of the god Filarhh, for whom they receive protection.
           High Priests can use all spells of virtue.
Requirements: Only Rictor can be of this class.
Alignment: N/A
Movement Type:
Base Move: 5
Preferred Weapon: Sword (Foil)
Talents: (Virtue Spell) x 3
Thoughts: Depending on which path you choose, you might be blessed enough to
          have this powerhouse join you.  Pray that you do.  Basically an
          upgraged priest who can also FIGHT, Rictor is a serious threat on
          the battlefield.  Get him, if you can.

--
Shaman (Euphaire)
--

Appearance: A bouncing, blonde-haired young woman with a rather conservative
            dress of blues and greens.
Game Text: One who can hear the voices of the spirits that dwell in nature.
           Shaman are both with the ability to use elemental and summon spells.
Requirements: Only Euphaire can be of this class.
Alignment: L,N,C
Movement Type: Walking/Wading
Base Move: 5
Preferred Weapon: Staff (or Wand)
Talents: (Attack or Summon Spell) x 3, Magic Flow
Thoughts: The shaman's magic flow ability, letting her transfer her own HP to
          an ally to heal them, only adds to her already useful skills (namely
          the summons).  A great mage, decent fighter, and overall EXTREMELY
          useful when building a small party, the shaman class is very
valuable,
          but that's just Euphaire, so it's no surprise.  As a healer, however,
          she will require a bit of help, since a shaman can't equip a healing
          skill like clerics and priests.  Still, worth having in any party.

--
Summoner (Elrik)
--

Appearance: Similar at first glance to a cleric, the Summoner is dressed in a
            blue cloak with white trim.  He wears his long, brown hair down
            his back, freely.  He also has flecks of green in his appearance,
            making him look very similar to Euphaire (go figure).
Game Text: By meticulously researching spells, Summoners can call on the power
           of many spirits and demons.  They can use all elemental and summon
           spells.
Requirements: Only Elrik can be of this class.
Alignment: L,N,C
Movement Type:
Base Move:
Preferred Weapon: Staff (or Wand)
Talents: (Any Elemental or Summon Spell) x 2, Summon Golem
Thoughts: SWEEEEEEEEEEEEEEEET.  This is what all of your spell casters should
          be like... in their dreams.  Elrik can use ANY spell in the game,
          including summons.  He has some great stat bonuses, too.  If all that
          wasn't enough, just think that you can get him relatively early in
          the game!  w00t!  Get him to join you. Soon.  Then, you can watch as
          he sends his little sacrificial doll tottering out toward the enemy,
          just to blow up with them as they start to laugh.  Heh, suckers...

--
Witch* (Deneb Rhode)
--

Appearance: Dressed all in red, stylishly might I add, Deneb isn't an uncommon
            sight in ANY Ogre Battle or Tactics Ogre game.  In fact, she has
            been in ALL of them.  Still, her regular witch attire is merely
            complemented by the fact that its ALLLLLL RED!  Very nice.
Game Text: A Witch and THE Witch, Deneb, are totally different, as different
           as pumpkin and squash!  Do you understand how different they are?
           Don't get confused!
Requirements: Only Deneb can be of this class, though there is no "obvious"
              difference between this and the 'normal' witch class.
Alignment: N,C
Movement Type: Trudging/Wading
Base Move: 4
Preferred Weapon: Staff (or Wand)
Talents: Temptation, (Status or Summon Spell) x 2
Thoughts: She has slightly better level up gains than do normal witches, and
          she can also cast summon spells.  If that weren't enough, with Deneb
          in your army, you now have access to a "secret shop" where you can
          sell some items for MUCH LARGER PRICES (read: glass pumpkins)!  The
          shop also carries items found nowhere else, so check that out.  Oh
          and Deneb is no slouch in battle either.  To make her even better,
          Deneb also gets an incredibly useful (and effective) 'super-charm'
          type skill.  See for yourself, but it hits multiple targets and with
          above average accuracy.  Very nice indeed!

--
Lesser Daemon (Saia)
--

Appearance: Looks pretty much like a gargoyle, complete with two small horns
            atop his completely slate-gray appearance.  The two wings mounted
            on his back only make him look all that much cooler.
Game Text: Evil warriors that are loyal only to their own desires.  Lesser
           Daemons are not as powerful as other daemons and can only use
           lower level bane spells.  They are about as intelligent as humans.
Requirements: Only Saia can be of this class.
Alignment: N/A
Movement Type: Snow-Walking/Wading
Base Move: 6
Preferred Weapon: Hammer, Axe
Talents: (Bane Spell) x 2
Thoughts: Better than Lobelia, and since that's your choice, get him.  In
          fact, get him and turn Lobelia into a snapdragon sword.  YES!


-- ENEMY CLASSES --

For the record, all of the classes in this section can only be accessed
by the computer enemy.  Please, do not ask me how to acquire them.  Also,
notice that NONE OF THEM HAVE REQUIREMENTS.  That is, again, because you
cannot get them.  Don't try to persuade them, it will not work. Thanks
in advance...

--
Bandit
--

Appearance: The first boss of the game, Stan, is a bandit.  As you soon
            see, these guys are very... purple.  They look like Vikings,
            complete with their own set of horns on their helmets.  Yay
            for ugly costumes!
Movement Type: Walking/Semiaquatic
Base Move: 5
Preferred Weapon: Axe
Thoughts: Even equipped with an axe, the bandit doesn't have incredibly
          high attack.  Still, his defense is decent, and he is a worthy
          adversary... sort of.

--
Duke Knight
--

Appearance: Very similar to a knight, meaning that they are clad from head
            to toe in silver armor.  The duke's knight, however, has no
            opening for his face to shine through (probably lucky for us).
            They also wear a blue cape on their back.
Game Text: A knight that serves and defends the family of the Duke of
Rananculus.
           Duke Knights are loyal retainers and well acquainted with both sword
           technique and spell casting. They cannot be persuaded.
Movement Type: Walking/Wading
Base Move: 6
Preferred Weapon: Sword
Thoughts: Interesting enough, these guys are pretty good foes.  Strong,
          decently fast, and evil as all get out, a duke knight is no
          force to be ignored... at first.

--
Esquire (Nichart)
--

Appearance: A tall, blonde man, heavily armored in various blues and black.
Game Text: A servant of Naris Batraal, this knight is a master of the spear,
           which he proudly uses to salute his lord.
Movement Type: Walking/Wading
Base Move: 6
Preferred Weapon: Spear
Element: Water
Thoughts: An imposing foe, Nichart uses his mastery of the spear to strike both
          swiftly and powerfully at his enemies.  Armed with attack magic also,
          the Esquire can be a hand full at times.

--
Swordmaster (Margret)
--

Appearance: A fair-haired woman, clad in silver plate mail, but wearing a red
            dress with white trim underneath.
Game Text: Because of her rare talent with the sword, she has been educated in
           even the most coveted sword techniques.  A swordsman like her only
           comes along once in a generation.
Movement Type: Snow-Walking/Wading
Base Move: 7
Preferred Weapon: Sword
Element: Wind
Thoughts: She comes with the Atropos skill.  What do you think I think of her?
          Margret is incredible, but especially with her sword.  Her reputation
          is not without cause, as you will learn before she is done with you.
          Trying to stay away is the best course of action, but she will hit
you,
          and when it happens, you will hurt.  A lot.

--
Venefika (Lethe,Cirvante)
--

Appearance: A fair-haired woman, clad in silver plate mail, but wearing a red
            dress with white trim underneath.
Game Text: An intelligent and deceptive sorceress with a brazen attitude. It
           seems she only uses her power for her own gain. -- (Lethe)
         - A deceptive two faced sorceror who only acts in his own best
           interest.  He is an intelligent and powerful foe. -- (Cirvante)
Movement Type: Walking/Wading
Base Move: 6
Preferred Weapon: Wand
Element: Wind
Thoughts:  The Twins are two of the strongest spellcasters in the game.  Both
           are adepts, and they seem to function the best when together.
           Luckily you won't see that often, assuming that you make the right
           choices.

--
??? Unknown (Rimmon)
--

Appearance: The boss from the Rebanada Caverns, this is your typical ugly
demon.
            Possessed by pure evil, this brute has transformed into a
gray-skinned
            killing machine with no soul.  At least he still has that cool
looking
            set of shackles (or whatever they are) and shredded cloak.
Game Text: Once human, Rimmon was driven to the brink of insanity where he was
           possessed by an evil fiend, a demon that clashed with humans in
ancient
           times over rule of the land.
Movement Type: Snow-Trudging/Wading
Base Move: 5
Preferred Weapon: None (fists)
Thoughts: Even without any weapon of sorts, this demon has 315 STR (at level
32).
          He will hit your troops hard, but luckily he only can hit one at a
time.
          He also has equipped the Goblin Helm and some Heavy Armor, so he's
          pretty well suited for defense.  He's truly a bastard, dishing out
lots
          of damage just because he can...  Still, killing him is that much
more
          gratifying.

--
Daemon
--

Appearance:
Game Text: Denizens of the Netherworld that can be summoned by wizards.  Their
           evil spirited nature, rather than their grotesque appearance, causes
           aversion
Movement Type: Walking/Wading
Base Move: 5
Preferred Weapon: Axes, Hammers
Thoughts: With average stats in most areas, including some pretty monumental
HP,
          probably the worst aspect of these dudes is that they have the
ability
          to equip any spell.  Luckily, you won't see them with that much
variety.

--
Dark Angel
--

Appearance:
Game Text: A fallen angel at odds with God and exiled from heaven.  Their
           feathers, like their hearts, have been stained black with
corruption.
Movement Type: Flying/Wading
Base Move: 5
Preferred Weapon: Thrusting Swords
Thoughts: Unlike their holy counterparts, these badboys (and girls) use MP in
the
          place of SP in their spells.  They also come with pretty good stats,
          which isn't fair considering all we losers get is the Angel Knight...
          Why couldn't the Angel Knight use real spells?  Dang...

--
Dark Stalker
--

Appearance:
Game Text: An invisible, evil assailant that camouflages itself in darkness and
           attacks unexpectedly.  It is said that Dark Stalkers are kin to
           vampires and werewolves, but no one knows the truth.
Movement Type: Acrobatic/Water-walking
Base Move: 7
Preferred Weapon: Katana
Thoughts: Think the evil version of the ninja, and that's what these buggers
are.
          Luckily, they have fairly low strength, which also mimics the ninja.
          Of course, they're weak against virtue attacks, but they dodge damned
          near everything, so they can be large pains in the ass...

--
Hell Gigantes
--

Appearance:
Game Text: Summoned from the depths of darkness in an unknown realm, the Hell
           Gigantes is a blood-thirsty giant with terrifying destructive power.
           Its iron-like body and powerful fists more than compensate for its
           low intelligence.
Movement Type: Trudging/Wading
Base Move: 4
Preferred Weapon: None (fists)
Thoughts: Oi... So this is what happens when giants use steroids?  These punks
          have way more strength than they will ever need, and they like to use
          it... a lot.  Luckily, they're slower than molasses on a cold day, so
          you should be able to avoid their blows.  If they land them, though,
          you'll wish that they had been a tank instead...


-----------------------------------------------------------------------
IX. All you ever wanted to know about EMBLEMS!!
-----------------------------------------------------------------------

Emblems are one basic way of increasing a character's cool points. ^_^
No really, emblems are earned occasionally, along with experience points
and levels, for performing extraordinary actions on the battle field.
There are 32 emblems in total, some good, some bad.  No one character can
have all of them (since some vary from species to species), but humans can
have some shape or form of all 32.  Still, some emblems are negative, so why
would you desire those, besides for bragging rights?

While some emblems are awarded for disgraceful deeds, most are very noble
rewards, and worth collecting.  In fact, many are prerequisites for specific
class changes.  If you want to be a sword master, for example, you must have
the Book of Initiation emblem to access the class.

That said, here are the emblems!


Animal Hunter

 Appearance: A white-bladed sword sinking into a black paw print.
 Game Text: Honors one who slays 5 ferocious beasts.  Trust from beasts will
            be lost.
 Requires: Defeat 5 beasts
 Effect:   50% penalty when persuading beast classes.


Arbitration

 Appearance: A white piece of parchment with a quill writing
             across it, an ink bottle off to the upper left.
 Game Text: Awarded for persuading enemies to have a change of heart, without
            resorting to fighting. Increases persuasiveness.
 Requires: Successfully persuade 5 times.
         (For Alphonse, possible through the fortune teller's questions)
 Effect:   30% bonus when persuading.


Archangel's Feather

 Appearance: Two white, feathered wings, placed side by side (as
             if arranged on a person's back, with a halo above...
 Game Text: Presented by Archangel when dead are revived.  Required to
            become an Angel Knight.
 Requires: Return to battle (from knocked out condition) with Resurrection
           spell or Altar of Resurrection, or other item.
 Effect:   Prerequisite for Angel Knight class.

--->As one helpful contributor just pointed out to me, it seems nearly
    impossible to get this for Alphonse.  However, here is a guaranteed
    strategy!
Buy a Sacred Stone of Bliss from Pumpky's shop and give it to Alphonse.  Kill
him in actual battle and he will automatically revive (the game will not end)
and get the emblem.  It is sort of depressing paying 6400 goth for an emblem,
but it is a guaranteed way to get it to work, without the threat of seeing
"GAME OVER."

Berserk

 Appearance: An ungly brown hood, made of furs, with the mouth of
             some animal opening up.
 Game Text: Awarded in praise of ability to kill with one stroke.  Affects
            changes in luck.
 Requires: Defeat an enemy at full HP with one strike from a weapon.
      **NOTE** An instant kill will also work here.
 Effect:   Lengthens the period of biorhythm.


Blood Reign

 Appearance: A blood-red sword with purple hand-guard and red hilt...
 Game Text: Award for killing 25 foes.  It terrifies enemies within 3
            panels of the owner.
 Requires: Kill 25 enemies
 Effect:   Drops Mental Gauge by 1 for all enemies within 3 panels
            of character.


Bogus Hero

 Appearance: A sword broken sword, surrounded by red streaks.
 Game Text:
 Requires: Level up 20 times in Training.
 Effects:  No critical hits occur.


Book of Initiation

 Appearance: Golden scroll, bound by a red ribbon.
 Game Text: Awarded for skill in dodging enemies' attacks.  Required
            to become a Swordmaster.
 Requires: Block or evade 3 physical attacks IN A ROW.  These do not
           have to all be in one battle.  Training is acceptable.
 Effect:   Prerequisite for Sword master class.


Broken Heart

 Appearance:
 Game Text:
 Requires: Fail to persuade female enemies 10 times
 Effect:   Decrease average biorhythm value


Bullpen Ace

 Appearance: A spear overlayed on a soldier's helmet/shoulder pads.
 Game Text:
 Requires: Defeat 20 targets in Training.
 Effects:  Increase damage done by character in Training by 25%.


Centurion

 Appearance: A blue banner flag, lined with gold, and flapping in the
             wind on a golden pole.
 Game Text: A tribute to one who defeats all enemies on the battlefield.
            Increase power.
 Requires: Have one character deliver finishing blow to all enemies
            in a stage (In Vs. Battle, opposing team must consist of
            at LEAST 3 characters).
 Effect:   Strength +20.


Charisma

 Appearance: A red ring-looking object, encrested with a white jewel.
 Game Text:
 Requires: Have either Strength, Intelligence, or Agility of 350.
 Effects:  Raise Mental Gauge by 1 for all comrades within 3 panels
            of character.


Don Quixote

 Appearance: Yellow-bladed windmill with a red roof and white base.
 Game Text: Warning for those who rush into battle hastily, suffering a
            brutal counterattack.  Are they playing a few cards short of
            a full deck?
 Requires: Receive damage of 2/3 (of character's maximum HP) from
            a target's counterattack.
 Effect:   Intelligence -10.


Dragon's Scale

 Appearance: A light green fin-looking scale, semi-triangular, sort of.
 Game Text: Honors one who slays at least 5 dragons.  Required to change
            to Dragoon, but the trust of dragons will be lost.
 Requires: Defeat 5 dragons
 Effect:   Prerequisite for Dragoon class, 50% penalty when persuading
           beast classes.


Embodiment of Desires

 Appearance: Purple treasure chest with an open lid and sparkling
             golden coins inside!
 Game Text: Recognizes expert treasure-hunting ability.
 Requires: Pick up treasure 5 times (can be buried or war trophy).
 Effect:   Increase buried treasure's rank by one.


Exorcist

 Appearance: A golden cross held upon a white ribbon.
 Game Text:
 Requires: Banish 5 undead
 Effect:   Drops Mental Gauge by 1 for all undead enemies within
            3 panels of character.


Fist Fight

 Appearance: A purple-gloved fist, balled and ready to strike.
 Game Text: Awarded to heroes who defeat enemies with bare fists and no
            equipment. Their fists become even more lethal.
 Requires: Defeat a target in battle without any equipment.
 Effect:   Increases damage done by bare hands.


Gibe of Fallen Angel

 Appearance: A folded, single, white angel's wing...
 Game Text: Dishonorable emblem for clergy members who slay numerous living
            beings despite their sworn duty.
 Requires: Defeat 3 enemies with physical attacks as either a Cleric or a
           Priest. (NOTE: Atropos, Lachesis, and Clotho do not count!)
 Effect:   Alignment moves toward Chaotic by one level.


Grozz Nuy's Emblem

 Appearance:
 Game Text:
 Requires: Go through all 8 classes; Dragons only.
 Effects:  Mental Gauge becomes permanently fixed at +2.


Heavenly Spirit

 Appearance: 2 Green-edged snowflakes with blue interior coloring.
 Game Text: Awarded to healing comrades on the battlefield.  Required
            to become a Priest.
 Requires: Use healing spells or specials 20 times.  Training is acceptable.
           (NOTE: You can also use Sacred Rings 20 times for the emblem.)
 Effect:   Prerequisite for Priest class.


Knight's Certificate

 Appearance: Red-plumed knight helmet, visor open.
 Game Text: Awarded to courageous warriors who attack head on.  Required
            to become a Knight.
 Requires: Perform 15 physical attack from front or side (not behind or
            from a distance).  Training is acceptable.
 Effect:   Prerequisite for Knight class.


Lancer

 Appearance: A white-tipped, brown-shafted spear, wrapped in a green
             cloth or scarf near the head.
 Game Text: Awarded for striking 2 enemies with one piercing attack.
            Required to become a Valkyrie.
 Requires: Damage 2 enemies with one attack from a piercing weapon.
           Training is acceptable.
 Effect:   Prerequisite for Valkyrie class.


Lucky Soldier

 Appearance: A bright green, three-leafed clover.
 Game Text: Awarded for returning from a battle in VS Mode unscathed.
            Increases luck.
 Requires: Go through Vs. Battle without taking any damage.
 Effects:  Increase average value of biorhythm.


Mark of the Elite

 Appearance: A white, tied scarf.
 Game Text: Praises those who fulfill the Winning Condition with only
            a few characters.
 Requires: Clear a stage with 2 or fewer characters in your Attack
           Team... Guest characters count toward that number.
 Effect:   Gain 100 EXP and Increase level by 1.


Mark of Valor

 Appearance: A simple white flag/banner.
 Game Text: Honors heroes who fulfill the Winning Condition in VS Mode.
            Stabilizes luck.
 Requires: Win a Vs. Battle.
 Effects:  Decrease amplitude of biorhythm.


Miracle

 Appearance: White-blue circle surrounding a sword's blade.
 Game Text: Praises the miraculous dodging of an attack when nearing
            death.  One miracle leads to another.
 Requires: Block or evade a physical attack when severely wounded...
            HP is at 5% of maximum or less...
 Effect:   Increase probability of critical hits; Negates effect of
            Bogus Hero Emblem.


Philosopher's Stone

 Appearance: A funky purple rock, shaped sort of like a diamond.
 Game Text: Presented to spellcasters who effectively use area-effect
            spells and defeat many foes.  Required to become a Siren.
 Requires: Defeat 2 enemies with one spell or special attack.
 Effect:   Prerequisite for Siren class.
     ***It is also possible to get this emblem by using an Orb
     ***and killing two foes.

Relix's Emblem

[Contributed by mogmaster]
 Appearance:
 Game Text: Prestigious for men who use their talents effectively and gain
            experience in all classes. Recovers fear and fosters success
            in battle.
 Requires: Go through all 14 classes; Male characters only.
        (for Alphonse only, clear the game)
 Effects:  Mental Gauge becomes permanently fixed at +2.


Ripple's Emblem

[Contributed by Terence]
 Appearance:
 Game Text: A tribute to women who use their talents effectively and gain
            experience in all classes. Removes fear and fosters success
            in battle.
 Requires: Go through all 14 classes; Female characters only.
 Effects:  Mental Gauge becomes permanently fixed at +2.


Self Preservation

 Appearance: Blue medal with a golden square in the middle and a
             silver clasp.
 Game Text: Awarded for using a counterattack to finish off a foe.
            Increases counterattack ability.
 Requires: Defeat an enemy with a counterattack.
 Effect:   Increases damage done by character's counterattacks.


Sniper

 Appearance: Red apple being struck by a blue-feathered arrow.
 Game Text: Awarded for accuracy in missile attacks,  Increases
            agility.
 Requires: Hit target(s) with bow or crossbow 5 times IN A ROW.
           *Will work in Training Mode*
 Effect:   Agility +10.


The Cycle of Life

 Appearance: A purple Mobius band with a red sparkle in the middle.
 Game Text:
 Requires: Use Reincarnation when in Ghost or Dragon Zombie form
        (For Alphonse only, go through the "bad" ending)
 Effect:   Raise Mental Gauge by 1 for all undead comrades within
            3 panels of character.


The Pen and the Sword

 Appearance: A white-bladed dagger overlayed on a red bound book.
 Game Text: Awarded for experience in hand to hand combat as well as
            the use of destructive magic.  Required to become a Warlock.
 Requires: Defeat 4 enemies with physical attacks as well as 4
           enemies with spells or specials.
 Effect:   Prerequisite for Warlock class.


Veteran Soldier

 Appearance: A blue, cracked armlet in front of an old brown shield.
 Game Text: Awarded to all charcters in a victorious battle in VS Mode.
            Increases the basic stats.
 Requires: Defeat an enemy in Vs. Battle.
 Effects:  Strength +15, Intelligence +15, Agility +15.


Vixen's Whisper

 Appearance: Purple witch's hat with a red brim and a red heart floating
             off to the upper left of the hat.
 Game Text: Awarded for using feminine persuasions to befriend enemies.
            Required to become a Witch.
 Requires: Successfully persuade a Male enemy; Accessible to female
            characters only
 Effect:   Prerequisite for Witch class.


War God

 Appearance: A grey, dragon-like mask.
 Game Text: Honors those who deal ferocious blows to their foes.  Increases
            strength at the expense of intelligence.
 Requires: Deliver 200+ damage with a single physical attack.
 Effect:   Intelligence -30 and Strength +30.


-----------------------------------------------------------------------
X. Everything you hoped you'd never know about Items or Magic
-----------------------------------------------------------------------

< < EXPENDABLE ITEMS > >

- SNAPDRAGON -
  Drakonite Spellbook.  Permanentely changes the caster into a sword.
  Found as buried treasure or recieved from fallen foes, the weapons forged
  from these books are the most powerful in the game.

*** Curatives ***

- Healing Leaf -
  Curative herb that restores 50 HP to a single character.

- Healing Seed -
  Herb used to restore 100 HP to a single character.

- Healing Salve -
  Herb salve used to restore 150 HP to a single character.

- Healing Essence -
  Curative extract that restores single character to full HP.

- Magic Leaf -
  Curative herb that restores 25 MP to a single character.

- Magic Seed -
  Herb used to restore 50 MP to a single character.

- Magic Salve -
  Herb salve used to restore 150 MP to a single character.

- Wisdom Fruit -
  Fruit that restores 100 HP and 100 MP to a single character.

- Angel Fruit -
  Fruit that restores full HP and MP.

- Altar of Resurrection -
  Ancient altar used to bring back dead characters.

- Antidote -
  Herb used to cure Poison.

- Revive Stone -
  Chimera tail/dragon fang pill that cures Petrification.

- Sacred Stone of Bliss -
  Sacred gem that retrieves the wearer's soul upon death with full HP.

- Sacrificial Doll -
  Item that can be equipped to prevent Instant Death.

- Spirit Fruit -
  Fruit of Titania the Fairy Queen that cures abnormal status.

- Transferring Stone -
  Gem that allows the user to exit a battle.

*** Offensive ***

- Dowsing Rod -
  One-handed weapon, Power 0.  Strange wooden rod that senses the number of
  hidden treasures on the satage and deals corresponding damage.

- Orb -
  Crystal orb containing the formidable power of the elements.
  (Found only in the Secret Shop, accessed with Deneb, or as a very rare item
   in Quest Mode)

- Savage Bugle -
  Bugle of barbaric Gallaba Trive that summons a storm.

- Tathlum -
  Two-handed missile attack (Bane); Range 7, Power 44; Magic Stone whose
  name means "Light Speed."


*** Stat Enhancing ***

- Stone of Swiftness -
  Magic stone that raises AGI, increases speed.

- Sword Emblem -
  Sword-shaped item that raises STR, increasing power of attack.

- Cup of Life -
  Cup of mysterious liquid that increases the max HP of the user.

- Crown of Intellect -
  Crown that raises INT, affecting the soul.

- Sorcerer's Cup -
  Cup of mysterious liquid that increases the max MP of the user.

- Urn of Chaos -
  Causes pandemonium and lowers user's alignment.

- Tome of Discipline -
  Lawful scroll that raises reader's alignment.

- Mirror of the Gods -
  Mirror that reflects the user's element on the target.


< < EQUIPMENT > >
*** Weapons ***

[SWORDS/GREATSWORDS]
- Short Sword -
  One-handed; Power 30; Good sword for beginners.

- Long Sword -
  One-handed; Power 40; A large hacking sword.

- Claymore -
  Two-handed; Power 48; A ring is attached to the hilt of this large
  Sword with V-shaped hilt.

- Ice Blade -
  One-handed (Water); Power 52, Fire RES +5; Frozen sword of ice.

- Sum Mannus -
  One-handed (Wind); Power 54, Earth RES +5; A lightning sword.

- Firedrake Sword -
  One-handed (Fire); Power 56, Water RES +5; A flaming sword.

- Gram -
  One-handed (Earth); Power 58, Wind RES +5; Elven sword that shines because
  of its unique forging.	

- Fafnir -
  One-handed; Power 58, Attack PWR up VS dragons; Used by Sigurd to
  defeat the dragon Fafnir.

- Laevateinn -
  One-handed (Fire); Power 60, Water RES +5; Flaming sword of Surt, destine
  to consume the world in fire.

- Notos -
  One-handed (Wind); Power 62, Earth RES +5; Double-edged sword of Notos,
  god of the South Wind.  1 of 4 Relics of the Wind.

- Oracion -
  One-handed (Virtue); Power 71, INT +8, Bane RES+5, Banish effect; Rumored
  to allow communication with the gods. 1 of 4 Divine Armaments.

[RAPIERS]
- Rapier -
  One-handed; Power 35; Flexible sword designed to pierce armor joints.

- Estoc -
  One-handed; Power 40; Slender thrusting sword with a knuckle guard on
  the hilt to protect user's hand.

- Dragon Gem Sword -
  One-handed; Power 48, Dragon handling; Sword with dragon's gem
  adorning the hilt and enables communication with dragons.

- Inca Rose -
  One-handed (Fire); Power 52, Water RES +5; Thrusting sword known as the
  "Rose of the Desert."

- Peridot Sword -
  One-handed (Water); Power 60, Fire RES +5; One-handed cold peridot sword.

- Needle of Light -
  One-handed (Virtue); Power 60, Bane RES +5; Thrusting sword that draws on
  sacred energy and light.

- Sword of Tiamat -
  One-handed; Power 60, Attack PWR up VS dragons; Dragonslayer created
  from the fangs of Tiamat.

- Balmung -
  One-handed; Power 64, Attack PWR up VS dragons; Dragonslayer created
  from the claws of the dragon Fafnir.

[KATANAS]
- Kagari-bi -
  Two-handed (Fire); Power 52, AGI +4, Water RES +5; Far Eastern katana
  that glows with searing flames.

- Matsukaze -
  Two-handed (Wind); Power 52, AGI +4, Earth RES +5; Far Eastern katana
  that produces blades of wind.

- Yomugi-u -
  Two-handed (Earth); Power 52, AGI +4, Wind RES +5; Far Eastern katana
  that intensifies the user's power.

- Yu-giri -
  Two-handed (Water); Power 52, Fire RES+5; Far Eastern katana that gleams
  with dew.

- Answere -
  One-handed (Bane); Power 68, Virtue RES +5, Bane RES -5; Assassin sword
  whose name means "to answer." 1 of the 4 Netherworld Weapons.

[BOWS]
- Short Bow -
  One-handed missile attack; Range 5, Power 20; Wooden bow that isn't
  exceptionally powerful, but lightweight.

- Bow Gun -
  One-handed missile attack; Range 6, Power 30, AGI +1; Accurate wooden bow.

- Great Bow -
  Two-handed missile attack; Range 5, Power 35; Yak horn bow.

- Composite Bow -
  Two-handed missile attack; Range 7, Power 44, AGI +1; Bow reinforced by
  flexible metal.

- Sandstorm Bow -
  Two-handed missile attack (Earth); Range 6, Power 48, Wind RES +5; Bow
  passed on from the time the ancient kingdom Habiram sank into the desert.

- Thunder Bow -
  Two-handed missile attack (Wind); Range 6, Power 50, Earth RES +5; Bow of
  Thor, god of thunder.

- Flame Bow -
  Two-handed missile attack (Fire); Range 6, Power 52, Water RES +5; Arrows
  so fast that they burst into flame.

- Tundra Bow -
  Two-handed missile attack (Water); Range 6, Power 54, Fire RES +5;  Bow
  found in a pillar of ice and freezes foes instantly.

- Sherwood Bow -
  Two-handed missile attack; Range x, Power 54, PWR up VS beasts & dragons;
  Wooden bow that masks the bowman's presence, leaving target off guard.
  One of 4 Enchanted Hunting Wares.

- Crescente -
  Two-handed missile attack (Virtue); Range x, Power 60, AGI +8, Bane RES +5,
  Paralysis effect; Bow once used by a lovestruck girl to send a love letter
  to the stars.

[STAVES/WANDS]
- Sugar Cane -
  One-handed; Power 16; Sweet candy cane, decorated with red and white food
  coloring, that tickles the minds and tastebuds of small children. Be careful
  not to gain too much weight!

- Scipplay's Staff -
  One-handed; Power 20, INT +10; Wooden staff made from Scipplay Cypress.

- Ice Wand -
  One-handed (Water); Power 20, INT +20, Fire RES +5, Ice Field effect; Magic
  staff that Ice King Horribus is sealed in.  Fixed chance of breaking.

- Wind Wand -
  One-handed (Wind); Power 24, INT +19, Earth RES +5, Thunder Flare effect,
  fixed chance of breaking; Staff used by fairies.

- Fire Wand -
  One-handed (Fire); Power 26, INT +17, Water RES +5, Firestorm effect;
  Magical staff that Firebird, the spirit of fire, is sealed in. Fixed chance
  of breaking.

- Earth Wand -
  One-handed (Earth); Power 26, INT +18, Fire RES +5; Staff that draws on
  the spiritual power of the Earth.

- Kerykeion -
  One-handed (Bane); Power 32, INT +28, Virtue RES +5, Dark Quest effect;
  Staff of the god Hermes, decorated with entwined serpents.

[FANS]
- Battle Fan -
  One-handed; Power 44,; Iron-plated fan.

- Caldia -
  One-handed (Virtue); Power 52, AGI +8, Bane RES +5; Heart-shaped fan used
  by dancing maidens to worship the goddess of beauty.

- Hyacinth Fan -
  One-handed (Wind); Power 54, Earth RES +5; Translucent hyacinth metal fan
  that shines gold in sunshine.


[AXES/HAMMERS]
- Francisca -
  One-handed; Power 40; Small, light axe.

- Halt Hammer -
  One-handed; Power 40; Stone-crushing hammer.

- Frozen Axe -
  One-handed (Water); Power 56, Fire RES +5; Shining silver axe known as the
  "Winter General" and useful in cold.

- Hammer of Tears
  Two-handed (Water); Power 62, Fire RES +5; Stunning hammer formed from a
  tear of Basque, god of the sea.

- Euros -
[Contributed by NeoFlare]
  Two-handed (Wind); Power 62, Earth RES+5; Hammer with the power of Euros,
  god of the East Wind. 1 of 4 Relics of Wind.

- Prox -
  Two-handed (Fire); Power 64, Water RES +5; Two-handed flaming axe.

- Earth Dragon Axe -
  One-handed (Earth); Power 68, Wind RES +5, Attack PWR up VS dragons; Wide
  blade used for decapitation.

- Boreas -
  One-handed (Wind); Power 70, Earth RES +5; Deadly axe with the power of
  Boreas, god of the North Wind.  1 of 4 Relics of the Wind.

- Bloody Cleaver -
  One-handed (Bane); Power 72, Virtue RES +5, LifeForce effect; A huge
  butcher's knife with the LifeForce effect.

[WHIPS/FLAILS]
- Leather Whip -
  Two-handed; Power 45; Leather whip.

- Beast Whip -
  Two-handed; Power 52, Range 2, Beast handling effect; Whip that allows
  communication with beasts.

- Flame Flail -
  Two-handed (Fire); Power 60, Water RES +5; Two-handed chain flail.

- Rapture Rose -
  Two-handed (Bane); Power 66, Virtue RES +5; Thorn whip made from rose vines.

- Holy Comet -
  Two-handed (Virtue); Power 62, Range 2, Bane RES +5; Sacred whip that
  emits a brilliant light.

[SPEARS]
- Pike -
  Two-handed piercing; Power 42; Metal spear with high attack power,
  despite its slenderness.

- Trident -
  Two-handed piercing; Power 55, AGI +3; Spear with 3-pronged tip.

- Volcaetus -
  Two-handed piercing (Fire); Power 64, Water RES +5; Spear retrieved from
  the once active volcano of Mt. Aquila.

- Osric's Spear -
  Two-handed piercing (Water); Power 66, Fire RES +5; King Zamora's ice spear.

- Earth Javelin -
  Two-handed piercing (Earth); Power 68, Wind RES +5; Spear that draws its
  power from the Earth.

- Zephyrus -
  Two-handed piercing (Wind); Power 70, Earth RES +5; Spear of Zephyrus, god
  of the West Wind, which never misses.  1 of 4 Relics of the Wind.

- Longicolnis -
  Two-handed piercing; power 74; Black spear created from the horn of the
  fallen angel.  It can pierce the skin of the Sacred Demon.


*** Shields ***

- Chocolate Shield -
  One-handed; PHYS DEF 10, Spell DEF 5, PHYS RES +15; Shield made from sugar
  and cocoa beans.

- Tower Shield -
  One-handed; PHYS DEF 15, Spell DEF 5, PHYS RES +10; High defensive power,
  but slows movement.

- Dragon Shield -
  One-handed; PHYS DEF 20, Spell DEF 5, PHYS RES +20; Def up VS dragons;
  When equipped, user is transformed into a dragon.

- Ice Shield -
  One-handed (Water); PHYS DEF 20, Spell DEF 10, PHYS RES +25, Fire RES +20;
  Shield of the frost giant Firbolg.

- Flame Shield -
  One-handed (Fire); PHYS DEF 20, Spell DEF 10, PHYS RES +25, Water RES +20;
  Shield forged by the fire djinn Efreet.

- Earth Shield -
  One-handed (Earth); PHYS DEF 20, Spell DEF 10, PHYS RES +25, Wind RES +20;
  Shield of Dryad, the forest nymph.

- Thunder Shield -
  One-handed (Wind); PHYS DEF 20, Spell DEF 10, PHYS RES +25, Earth RES +20;
  Shield of the thunder beast Nue.

- Saint's Shield -
  One-handed (Virtue); PHYS DEF 20, Spell DEF 15, PHYS RES +25, Bane RES +25;
  Shield protected by Oberon.  1 of 4 Divine Armaments.


*** Armor ***

- Hard Leather -
  Armor made of an animal hide.
  PHYS DEF 9, Spell DEF 5, PHYS RES +3.

- Robe -
  Light robe that isn't very durable.
  PHYS DEF 3, Spell DEF 10, PHYS RES +1.

- Spell Robe -
  Heavy cloak woven with metal fibers; Enhances spell power.
  PHYS DEF 12, Spell DEF 15, INT +5, PHYS RES +4.

- Fur Coat -
  Expensive coat made from animal pelts.
  PHYS DEF 15, Spell DEF 5, INT +5, PHYS RES +5.

- Robe of Abyss -
  Robe of vast darkness.
  PHYS DEF 15, Spell DEF 20.

- Cloak of Oath -
  Cloak given to those ordained as saints.
  PHYS DEF 15, Spell DEF 20.

- Earth Garb -
  Robe with the power of the Earth.
  PHYS DEF 15, Spell DEF 20, INT +5, PHYS RES +5, Wind RES +10.

- Wind Garb -
  Replica of the robe worn by Skyfarer, as depicated in an ancient relief.
  PHYS DEF 15, Spell DEF 20, INT+5 PHYS +5, Earth RES+10.

- Fire Garb -
  Robe which was found buried in volcanic ash.
  PHYS DEF 15, Spell DEF 20, INT +5, PHYS RES +5, Water RES +10.

- Water Garb -
  Garmet worn by priests of Titania, queen of the fairies, protected by
  the spirit of water.
  PHYS DEF 15, Spell DEF 20, INT +5, PHYS RES +5, Fire RES +10.

- Cloak of Authority -
  Cloak designed to resist the effects of elements.
  PHYS DEF 15, Spell DEF 30, PHYS RES +5, Wind RES +5, Fire RES +5,
  Earth RES +5, Water RES +5.

- Pure-White Dress -
  White dress worn only by noble, purehearted women (Virtue). Its godliness
  repels impurity.
  PHYS DEF 15, Spell DEF 25. INT+15, PHYS RES+5, Virtue RES+5, Bane RES+10.

- Chain Mail -
  Armor made of woven chain links and reinforced iron plates.
  PHYS DEF 18, Spell DEF 5, PHYS RES +6.

- Grincer Coat -
  Camouflage cloak dyed in the colors of the forest; 1 of 4 Enchanted
  Hunting Wares; PHYS DEF 18, Spell DEF 5, PHYS RES +6, Earth RES +2,
  DEF up VS beasts.

- Saint's Garb -
  Blessed clothing tailored by the disciples of light.
  PHYS DEF 18, Spell DEF 10.

- Earth Leather -
  Enchanted hard leather bearing the emblem of Earth.
  PHYS DEF 18, Spell DEF 10, PHYS RES +6, Wind RES +10.

- Ice Chain -
  Enchanted chain mail that uses the strength of Ice.
  PHYS DEF 18, Spell DEF 10, PHYS RES +6, Fire RES +10.

- Thunder Chain -
  Enchanted chain mail that uses the power of Lightning.
  PHYS DEF 18, Spell DEF 10, PHYS RES +6, Earth RES +10.

- Flame Leather -
  Enchanted armor that uses the power of Fire.
  PHYS DEF 18, Spell DEF 10, PHYS RES +6, Water RES +10.

- Cursed Garment -
  Cursed clothing tailored by the disciples of darkness.
  PHYS DEF 18, Spell DEF 10, PHYS RES +6, Virtue RES +10.

- Robe of the Wise -
  Cloak that enhances spell PWR with interwoven crystals.
  PHYS DEF 18, Spell DEF 25, INT +5, PHYS RES +6.

- Candy Armor -
  Delectable armor made from hardened sugar.
  PHYS DEF 24, Spell DEF 5, PHYS RES +8.

- Plate Mail -
  Upper-body armor composed of iron plates.
  PHYS DEF 30, Spell DEF 10.

- Brigandine -
  Armor made of leather and plate, but lighter than plate.
  PHYS DEF 30, Spell DEF 10, AGI +5, PHYS RES +10.

- Southern Cross -
  Lucky armor with the emblem of the Southern Cross, rumored to have
  been worn by the gods. 1 of 4 Divine Armaments.
  PHYS DEF 30, Spell DEF 30.

- Heavy Armor -
  Heavy plate armor reinforced with additional plates.
  PHYS DEF 39, Spell DEF 10, PHYS RES +13.

- Black Armor -
  Armor stained in black blood and guarded by evil spirits.
  PHYS DEF 39, Spell DEF 15, PHYS RES +13, Virtue RES +15.

- Rune Plate -
  Blessed, full-body armor with runic inscriptions.
  PHYS DEF 39, Spell DEF 15, PHYS RES +13, Bane RES +15.

- Leviathan Mail -
  Armor modeled after Leviathan, an enormous creature of the Oberron Sea.
  PHYS DEF 39, Spell DEF 15, PHYS RES +13, Fire RES +15.

- Phoenix Mail -
  Armor hewned from the legendary Phoenix.
  PHYS DEF 39, Spell DEF 15, PHYS RES +13, Water RES +15.

- Peregrine Mail -
  Armor made of the feathers of the eagle Hraesvelg.
  PHYS DEF 39, Spell DEF 15, PHYS RES +13, Earth RES +15.

- Nathalork Mail -
  Armor fashioned from the hide of the ferocious Nathalork.
  PHYS DEF 39, Spell DEF 15, PHYS RES +13, Wind RES +15.


*** Helmets ***

- Bandanna -
  A light, cloth headwrap.
  PHYS DEF 3, Spell DEF 2, INT +5, PHYS RES +1.

- Leather Hat -
  A tanned leather hat.
  PHYS Def 6, Spell DEF 2, PHYS REF +2.

- Sherwood Hat -
  Hat adorned with a branch from Sherwood Forest.  1 of 4 Enchanted
  Hunting Wares.  Improves attentiveness.
  PHYS Def 6, Spell DEF 5, AGI +5, PHYS RES +2.

- Plumed Headband -
  Lucky plumed headband.
  PHYS DEF 6, Spell DEF 5, AGI +5, PHYS RES +2, Bane RES +4.

- Pointy Hat -
  Wide-brimmed, conical hat.
  PHYS DEF 6, Spell DEF 10, INT +5, PHYS RES +2.

- Candy Helm -
  Sweet helm made of hardened honey.
  PHYS DEF 21, Spell DEF 2, PHYS RES +7.

- Holy Crown -
  Blessed crown used by priests.
  PHYS DEF 21, Spell DEF 10, INT +5, PHYS RES +7, Bane RES +5.

- Goblin Helm -
  Helmet worn by a legendary sword master who defeated 100 foes.
  PHYS DEF 21, STR +20, AGI +5, PHYS RES +7, Virtue RES +20.

- Iron Helm -
  Iron helmet that leaves portions of the head unprotected.
  PHYS DEF 30, Spell DEF 2, PHYS RES +10.

- Dragon Helm -
  Helmet crafted from the skull of a dragon.  Transforms user into a dragon.
  PHYS DEF 30, Spell DEF 5, PHYS RES +10, repels dragon breath attacks.

- Freude Helm -
  Sacred helm of Filarhh.  1 of 4 Divine Armaments.
  PHYS DEF 30, Spell DEF 10, PHYS RES +10, BANE RES +10, repels darkness.


*** Accessories ***

- Amulet -
  Necklace known as the "Eye of the Basilisk."
  Prevents petrification; Spell DEF 20, INT +7.

- Armlet of Wisdom -
  Bracelet that enlightens its wearer.
  Spell DEF 10, INT +15.

- Circlet of Wisdom -
  Circlet adorned with a crest of wisdom.
  PHYS DEF 15, Spell DEF 15, INT +10, PHYS RES +5.

- Cassowary Feather -
  Feather of extinct Cassowary.
  Beast handling effect; Spell DEF 10.

- Dark Ring -
  Ring confining a fairy who fell victim to evil temptation (Bane).
  Spell DEF 10, INT+8, Virtue RES+5, Dark Quest effect.
  Fixed Chance of breaking (**Note** Dark Quest is Fiend's Grip**)

- Dragon Eyes -
  Gem ring resembling dragon eyes.  Wearer transforms into a dragon.
  Prevents abnormal status; Spell DEF 15, INT +8.

- Dragon Gem -
  Orb created by the Drakonites and used to communicate with dragons.
  Dragon handling effect; Spell DEF 10.

- Earth Ring -
  Earth crystal ring (Earth).
  Spell DEF 10, STR+4, INT +4, Wind RES+5, Crag Crush Effect. Fixed chance
  of breaking.

- Firecrest -
  Red gem confining the soul of the Divine Dragon.  A sacred treasure.
  PHYS RES +30, Wind RES +30, Fire RES +30, Earth RES +30, Water RES +30,
  Virtue RES +30, Bane RES +30.
    (Found only in the Secret Shop for 32000 Goth)

- Firedrake Ring -
  Fire crystal ring (Fire).
  Spell DEF 10, STR+4, INT +4, Water RES+5, Firestorm Effect. Fixed chance
  of breaking.

- Forest Boots -
  Silent walking boots.  1 of 4 Enchanted Hunting Wares.
  PHYS DEF 9, Spell DEF 2, AGI +4, PHYS RES +3.

- Glass Pumpkin -
  The witch Deneb's lucky magic pumpkin.  Rumor has it that one shop in
  particular will buy it for a good price.
  PHYS DEF 15, Spell DEF 15, PHYS RES +5, Wind RES +5, Fire RES +5, Earth
  RES +5, Water RES +5, Virtue RES +5, Bane RES +5.

- Greasy Boots -
  Boots known as "black beetle feet."
  Enable water walking; AGI +4, PHYS RES +3.

- Necklace of Resistance -
  Far Eastern necklace said to resist spell effects.
  INT +10, Bane RES +5.

- Pearl Necklace -
  Rare lavender pearl necklace that gleams softly.
  Prevents abnormal status; Spell DEF 20, Fire RES +10.

- Ring of Flight -
  Ring crafted from the wings of a Chimera.
  Enables wearer to fly; Spell DEF 5, INT +3, AGI +4.

- Ring of Flotation -
  Ring crafted by priests of the Basque Sect which enables wearer to walk
  on water; Spell DEF 5, INT+3, AGI+4.

- Ring of the Dead -
  Ring granting immortality.
  Allows for transformation into Lich class, Spell DEF 10, INT +8.

- Sacred Ring -
  Healing ring blessed by the Archangel Eustus.
  Spell DEF 10, INT +8, Bane RES +5, Heal effect.

- Snow Boots -
  Leather-soled boots that prevent slipping on ice.
  PHYS DEF 9, Spell DEF 2, AGI +4, PHYS RES +3.

- Warp Ring -
  Ring made by fairies that enables movement between dimensions.
  Allow teleport-style movement; Spell DEF 5, INT +3, AGI +4.

- Warp Shoes -
  Shoes crafted by mischievous fairies.
  Allow teleport-style movement; PHYS DEF 9, Spell DEF 2, AGI +4,
  PHYS RES +3.

- Wind Ring -
  Wind crystal ring.
  Spell DEF 10, INT +4, AGI +4, Earth RES +5, Thunder Flare effect.


< < MAGIC SPELLS > >
Worth Noting: All Area-Effect spells increase from 1 to 5 panels affected
  when the caster's INT passes 70.  (Thanks to Questionable for verifying!)

*** Wind Elemental ***

- Air Blade -
  Missile; 6 MP, Range 7, Area of Effect (AOE) 1; Spinning ring of wind.

- Harnella's Influence -
  Global Support; 10 MP; Strengthens Wind, weakens Earth.

- Thunder Flare -
  Area-Effect; 12 MP, Range 6, AOE 1-5; Lightning strike damages foes...
  AOE increases with caster's INT.

- Summon Tempest -
  Global Support; 15 MP; Summons storm.

- Haste -
  Support; 20 MP, Range 7, AOE 1; Temporarily increases speed and allows
  movement beyond normal range.

- Teleport -
  Support; 25 MP, Range 1, AOE 1; Teleports ally.

*** Fire Elemental ***

- Fireball -
  Missile; 6 MP, Range7, AOE 1; Fireball that damages foes, burns fields,
  and melts snow.

- Zoshonel's Influence -
  Global Support; 10 MP; Strengthens Fire, weakens Water.

- Firestorm -
  Area-Effect; 12 MP, Range 6, AOE 1-5; Pillars of fire damage foes,
  burn fields, and melt snow.
  Area of Effect increases with caster's INT.

- Ray of Paralysis -
  Support; 15 MP, Range 7, AOE 1-5; Paralyzing ray...
  Area of Effect increases with caster's INT.

- Clear Sky -
  Global Support; 15 MP; Drives away wind and rain.

- Molten Blade -
  Support; 20 MP, Range 7, AOE 1; Temporarily strengthen ally's weapon.

*** Earth Elemental ***

- Acid Vapor -
  Missile; 6 MP, Range 7, AOE 1; Vapor that corrodes target.

- Berthe's Influence -
  Global Support; 10 MP; Strengthens Earth, weakens Wind.

- Crag Crush -
  Area-Effect; 12 MP, Range 6, AOE 1-5; Damages foes with falling boulder.
  Area of Effect increases with caster's INT.

- Constrain -
  Support; 20 MP, Range 7, AOE 1; Temporarily lowers speed and restricts
  movement by changing target's movement type.

- Hurdle Wall -
  Support; 20 MP, Range 7, AOE 1; Moves ally to adjacent panel regardless
  of elevation.

*** Water Elemental ***

- Ice Javelin -
  Missile; 6 MP, Range 7, AOE 1; Piercing ice spear.

- Purify -
  Support; 10 MP, Range 7, AOE 1; Recovers target from abnormal status
  (paralysis, charm, sleep, confusion, poison).

- Grueza's Influence -
  Global Support; 10 MP; Strengthens Water, weakens Fire.

- Ice Field -
  Area-Effect; 12 MP, Range 6, AOE 1-5; Damages foes by freezing the air.
  Area of Effect increases with caster's INT.

- Slumber Mist -
  Support; 15 MP, Range 7, AOE 1-5; Foes lured to sleep by chilling breeze.
  Area of Effect increases with caster's INT.

- Poison Squall -
  Support; 20 MP, Range 6, AOE 1-5; Saturates air with toxic elements,
  damaging and poisoning foes.
  Area of Effect increases with caster's INT.

*** Virtue Elemental ***

- Lightning Bow -
  Missile; 6 MP. Range 7, AOE 1; Bolt of electrical energy hits target.

- Heal -
  Support; 8 MP, Range 7, AOE 1;  Recovers HP of living character, excludes
  undead.

- Cleanse -
  Support; 10 MP, Range 7, AOE 1; Recover from abnormal status.
  (stone, paralysis, charm, sleep, or confusion)

- Heal Plus -
  Support; 12 MP, Range 6, AOE 1-5; Multiple characters recover HP, excludes
  undead.
  Area of Effect increases with caster's INT.

- Faith -
  Global Support; 15 MP; Hearts are purified by God's greace, and the undead
  that are about to revive are banished.

- Tranquillize -
  Global Support; 15 MP; Negates support/fear effects.

- Full Heal -
  Support; 18 MP, Range 1, AOE 1; Recovers target's HP fully (not undead).

- Exorcism -
  Area-Effect; 25 MP, Range 5, AOE 1-5; Banishes undead (can't resurrect).
  Spell does not affect undead that are reviving.
  Area of Effect increases with caster's INT.

- Divine Radiance -
  Effect; 30 MP, Range 7, AOE 1; Delivers massive damage.

- Ignis Fatuus -
  Summon; 35 MP, Range 5, AOE 13; Summons Ignis Fatuus, the spirit of light.
  Number of summons depends on caster's INT.

*** Bane Elemental ***

- Nightmare -
  Area-Effect; 8 MP, Range 7, AOE 1; Foe drifts into unconsciousness and is
  damaged by malignant visions.

- Fluid Magic -
  Support; 8 MP, Range 7, AOE 1; Transfers MP to an ally.

- Cursed Existence -
  Global Support; 15 MP; The undead are immediately resurrected by the evil
  god, Asmodee.

- Brain Sap -
  Area-Effect; 15 MP, Range 4, AOE 1; Absorbs MP.

- Enfeeble -
  Area-Effect; 15 MP, Range 4, AOE 1; Absorbs HP.

- Fiend's Grip -
  Area-Effect; 18 MP, Range 6, AOE 1-5; Damages foes by the hand of an evil
  spirit.  Area of Effect increases with caster's INT.

- Time Flux -
  Support; 25 MP, Range 6, AOE 1; Allow second turn.

- Necromancy -
  Support; 25 MP; When cast before battle's end, revives dead characters as
  undead.


< < SUMMONS > >
*NOTE* For all summons, the number to be expected will be one for
       each 20 INT of the caster.

- Salamander -
  Summon (Fire); 35 MP, Range 5, AOE 13; Summons Salamander, spirit of Fire.
  Number of summons depends on user's INT.

- Fenrir -
  Summon (Water); 35 MP, Range 5, AOE 13; Summons Fenrir, the spirit of Ice.
  Number of summons depends on user's INT.

- Thunderbird -
  Summon (Wind); 35 MP, RNG 5, AOE 13; Summons Thunderbird, the spirit of
  lightning. Number of summons depends on user's INT.

- Gnome -
  Summon (Earth); 35 MP, RNG 5, AOE 13; Summons Gnome, the spirit of earth.
  Number of summons depends on user's INT.

- Ignis Fatuus -
  Summon (Virtue); 35 MP, RNG 5, AOE 13; Summons Ignis Fatuus, the spirit of
  light. Number of summons depends on user's INT.


< < ABILITIES > >

- Atropos -
  Power 60; Special sword technique (sword/katana/axe) in exchange for HP.

- Banish (Angel Knight lvl 15) -
  Area-Effect (Virtue); 25 SP, Range 6, AOE 1-5; Sacred prayer that damages
  foes mentally and banishes the unnatural.
  Area of Effect increases with user's INT.

- Barren Soul (Warlock) -
  Direct Attack (All Elements); 25 MP, Range 1, AOE 1; Attacks with a sword
  that has materialized from the element opposite of your foe's.

- Cheer (Mermaid lvl 15) -
  Effect (Wind); 22 SP, Range 5, AOE 1; Listeners are temporarily uplifted by
  this lively, booming voice.

- Cold Breath -
  Breath Attack (Water); 20 SP, AOE 1-4; Damages foes with breath of cold.
  Fixed chance of sleep.  Area of Effect increases with caster's INT.

- Energy Transfer (Shaman) -
  Effect (Bane); Range 7, AOE 1; Recover MP in exchange for HP.

- Evil Eye (Gorgon) -
  Effect (Bane); 30 SP, unlimited range; A deadly gaze that petrifies foes who
  are not protected by shields.

- Fairy's Embrace (Fairy lvl 15) -
  Affect (Virtue); 25 SP, Range 1, AOE 1; Allows second turn while recovering
  HP with the healing power of a fairy.

- Fairy's Kiss (Fairy lvl 10) -
  Effect (Virtue); 15 SP, Range 1, AOE 1; Cures abnormal status while
  recovering HP with the healing power of a fairy.

- Fascination (Witch) -
  Area-Effect (Bane); 15 MP, Range 7, AOE 1-5; Charms enemies with a little
  flirtatious batting of the eye lashes so that they join your troops.
  Area of Effect increases with caster's INT.

- Fire Breath -
  Breath Attack (Fire); 20 SP, AOE 1-4; Damages foes with breath of fire.
  Fixed chance of confusion.  Area of Effect increases with caster's INT.

- Lullaby (Mermaid) -
  Effect (Wind); 15 SP, Range 6, AOE 1-5; Listeners will be lulled to sleep
  by this peaceful melody.
  Area of Effect increases with caster's INT.

- Magic Missile (Fairy lvl 20) -
  Missile (Virtue); 15 SP, Range 7, AOE 1; Sacred pellet.

- Mesmerize (Cerberus lvl 10) -
  Breath Attack (Fire); 20 SP, AOE 1-4;  Damages foes with dark fire.
  Fixed chance of sleep.
  Area of Effect increases with user's INT.

- Pelting Fury (Swordmaster) -
  Missile; Range 7, AOE 1; Hurls a stone at the enemy.

- Petrifying Breath (Cockatrice lvl 10) -
  Breath Attack; 25 SP, AOE 1-4, Fixed chance of stone; Damages foes with
  petrifying breath.  Area of Effect increases with user's INT.

- Poignant Melody (Angel Knight) -
  Area-Effect (Virtue); 20 SP, Range 6, AOE 1-5; A requiem in the language
  of angels. Undead will recover HP/MP/SP.
  Area of Effect increases with user's INT.

- Poison Breath -
  Breath Attack (Earth); 20 SP, AOE 1-4; Damages foes with toxic breath.
  Fixed chance of poison.  Area of Effect increases with caster's INT.

- Rotten Breath -
  Breath Attack (Bane); 20 SP, AOE 1-4; Damages foes with putrid breath.
  Fixed chance of decreased equipment ability.
  Area of Effect increases with caster's INT.

- Shuriken Barrage (Ninja) -
  Missile; Range 7, AOE 1; Small weapons thrown at a foe with decent accuracy.

- Star Tiara (Eleanor) -
  Eleanor's Special Technique; 60 MP; Gathers the light of the stars to damage
  foes and banish the undead. The caster forgets this spell after use.
    NOTE: It returns after she levels up or beats a Quest or battle.

- Strangling Tentacles (Octopus lvl 10) -
  Tentacle Attack; 25 SP, AOE 2; Furious 8-appendage attack.  Fixed chance of
  confusion.

- Summon Golem (Summoner) -
  Summon (Earth); 20 MP, Range 7, AOE 1; Summons Golem, an enchanted mud doll
  that can be unleashed on the enemy.

- Swallow's Daze (Swordmaster) -
  Direct Attack; Forfeit HP, Range 1, AOE 1; Topples and paralyzes foe with
  the force of sword-wind (katana).

- Temptation (Deneb only) -
  Deneb's special skill; 15 MP, Range 7, AOE 1-5; Being in the service of
  Deneb is a dream come true, no matter how brief!
  (Think of Fascination, but much better -- more effective)
  Area of Effect increases with Deneb's INT.

- Thunder Arrow (Hawkman lvl 10) -
  Missile (Wind); 15 SP, Range 7, AOE 1; Bolt of lightning shocks enemy.

- Thunder Breath -
  Breath Attack (Wind); 20 SP, AOE 1-4; Damages foes with breath of
  lightning.  Fixed chance of paralysis.  AOE increases with caster's INT.

- Titan Crush (Giant lvl 10) -
  Missile; 20 SP, Range 7, AOE 1; Crushes foe with gigantic boulder. Powerful,
  but not always accurate. 90 power.

- Windstorm (Griffin lvl 10) -
  Area-Effect (Wind); 20 SP, Range 7, AOE 5; Tiny tornado hits target.


-----------------------------------------------------------------------
XI. Cheaters do prosper, at least in this game...
-----------------------------------------------------------------------

- DENEB -

One of the major secrets in the Knight of Lodis is the ability to recruit
Deneb, the seeminly immortal witch who has appeared in every Ogre Battle and
Tactics Ogre game to date.
How does this trick work?  Well, simple:

(1) Begin by recruiting a female soldier, making sure her alignment is
    chaotic (or neutral will also work).  Her element is up to you.  Then,
    name here Deneb.

(2) Next, in battle, persuade a male character to join your forces, giving
    Deneb the Charm Emblem necessary to become a Witch.

(3) Finally, gain the necessary stats for the Witch class transformation, and
    go through with it.  Upon completion, the portrait picture for the witch
    should change, and you no longer have just any old character.

Congratulations!  You now have added Deneb Rhode to your squad.  She has
slightly better level up gains than do normal witches, and she also has extra
abilities.  If that weren't enough, with Deneb in your army, you now have
access to a "secret shop."

*NOTE*
Once you change the character into the Witch class, you will be UNABLE to
undo the change.  You do get a pretty funny comment from the Witch herself,
though, should you try it.  Check it out, if you so desire...


- SECRET SHOP! -

First of all, this trick can only be accomplished after you have added Deneb
  to your army, which means you have to have done the above (hint hint).
After that has been done, go to the Scabellum level on the world map.
Entering into the Shop command with Deneb in your army, you will notice
  some changes.  Most notably, there is now a Pumpkinhead behind the counter
  of the shop
Also, the inventory of the shop will have changed quite a bit...
Particularly worth noting in the inventory are the items known as Orbs.  Yes,
  they are very expensive, but they're worth every Goth... Trust me.

Also worth noting:
Once you have Deneb, you can access the secret shop at any time, even if the
Deneb character dies.  Don't ask me how or why, I merely report the facts.
Still, this is rather good news... to some.


- Quick, Painless, Effortless Powerup -
[Contributed by Zach Collins]

First, you'll need 2 clerics with heal.  This needs to be their only spell
(or at least no attack spells).  Next, unequip them of all their weapons and
shields.  Now, start training mode with one cleric per side and no one else.
Set them both to computer players and let it play.  Your clerics won't do near
enough damage to come close to killing each other, and if they ever DO, the
computer AI will probably just use cure and recover it all anyways.  You can
leave this on as long as you want, you don't need to worry at all. They'll
continue to gain experience from curing and hitting each other, AND in the
meantime pick up several medals and hidden items throughout the level, and
without a hint of thought from the player.  After they've reached a desirable
level, press R and leave training.  Now startup training again with the two
clerics on a team, and your other characters on another team (Make sure you
control both sides and that everyone is unequiped of weapons).  Have the team
of non-clerics simply attack the clerics from behind.  If the clerics get low
on life, make them cure themselves.  In no time at all, all your characters
will be at equal levels to your clerics.  Just remember to requip everyone
after battle ;)

**My Thoughts:**
Yes, very simple to do, but very time consuming... Quick might not be the
appropriate word...


- GAME NAMES -

And now, a few minor codes, that everyone typically knows, but still need to
be included... Yay!  For both of these, you simply need to name your MAIN
CHARACTER or any RECRUITED CHARACTER the following... I believe that the caps
are also important, so keep the caps lock on.

 MUSIC_ON
  Allows for you to enter into the music test option.  (If you don't know
  what that does, it basically allows you to preview/hear all the songs
  and musical tracks in the game)
***NOTE!!!  THIS CODE ONLY WORKS ON THE JAPANESE VERSION OF THE GAME***

 MUSIC.ON
  Allows for you to enter into the music test option.  American version.

 DEL_DATA
  Deletes all saved data.  Pretty self-explanatory... I would hope.
***NOTE!!!  THIS CODE ONLY WORKS ON THE JAPANESE VERSION OF THE GAME***

 DEL.DATA
  Deletes all saved data.  Pretty self-explanatory... American version.

- HIDDEN ITEMS -

[Contributed by DeadS and Terence and DeadS]

*NOTES:* All coordinates take the BOTTOMMOST corner of the map to be (0,0)
On some maps, (0,0) will be impossible to get to; if this is the case, then
the co-ordinate for the bottommost deployment square will be given to the right
of the dimensions of the map; you must then use that as an offset to find the
correct tiles.
  Also, the coordinate system reads as follows:
           (X,Y) = (push UP X times, push LEFT Y times) for Type A
           (X,Y) = (push RIGHT X times, push UP Y times) for Type B

Each co-ordinate can give you a certain treasure. Most of the time, you will
find one of the three groups of Random Treasure; these groups give you
different
items depending on your biorhythm and the actual group. Group 1 is mainly low-
level weapons with a few healing items. Group 2 is mainly items that can raise
your stats permenantly, but you will still find a few healing items and rarely
one or two weapons. Group 3 is the rarest and has the most expensive and
interesting items; you will find stuff that can change elements and alignments
here, as well as Seraph's Plumes (increases movement), Orbs and so on.

Locations that will always yeild the SAME TREASURE are marked with ALL CAPS!!
Levels that have been checked over and are correct have been marked with a *.

Lutra (14x13)*
( 2, 1): Group 1 Random Treasure (2s Ground)
( 7, 7): Group 1 Random Treasure (2s Ground)
(13, 4): Group 1 Random Treasure (2s Rocks)
(13,10): GLASS PUMPKIN (7s Ground)

Scabellum (18x16)*
(6,12): Group 2 Random Treasure (9s Ground)
(8, 2): Group 1 Random Treasure (2s Stone Floor)
(12,6): Group 1 Random Treasure (7s Ground)
(15,2): DRAGON SHIELD (4s Ground)

Solea (22x13)*
(13,1): Group 1 Random Treasure (2s Sand)
(15,7): Group 3 Random Treasure (8s Plain, BURN)
(19,0): Group 1 Random Treasure (4s Ground)

Vespa (14x18)*
( 2,11): Group 2 Random Treasure (3s Plain, BURN)
( 6, 3): GLASS PUMPKIN (3s Ground)
( 6,13): Group 2 Random Treasure (6s Plain, BURN)
(11, 9): Group 2 Random Treasure (7s Plain, BURN)

Formido (13x13)*
( 0, 6): Group 2 Random Treasure (4s Plain, BURN)
( 3, 1): Group 1 Random Treasure (2s Rocks)
( 9, 6): Group 1 Random Treasure (9s Ground)
(12,12): DRAGON GEM SWORD (18s Stone Floor)

Ardea (18x14)*
( 3,11): Group 1 Random Treasure (6s Ground)
( 4, 0): Group 2 Random Treasure (3s Plain, BURN)
(17, 5): Group 1 Random Treasure (5s Gravel)

Urodela (13x15)*
(3,13): HYACINTH FAN (2s Ground)
(7, 5): Group 1 Random Treasure (5s Ground)
(7,12): Group 3 Random Treasure (8s Plain, BURN)
(12,0): Group 1 Random Treasure (5s Ground)

Bison (13x19)*
( 0, 1): Group 1 Random Treasure (3s Ground)
( 0, 7): Group 1 Random Treasure (3s Ground)
( 0,12): Group 3 Random Treasure (2s Plain, BURN)
( 1,18): Group 1 Random Treasure (3s Ground)
(12,12): Group 2 Random Treasure (2s Plain, BURN)

Sufrir (13x19)*
( 0,10): Group 3 Random Treasure (6s Stone Floor)
( 1,13): Group 1 Random Treasure (9s Rocks)
( 3, 6): Group 1 Random Treasure (4s Rocks)
( 8, 9): Group 1 Random Treasure (6s Rocks)
(11,16): ICE WAND (16s Rocks)

Arena (15x13)*
(2,11): Group 2 Random Treasure (3s Ground)
(7, 1): Group 1 Random Treasure (2s Ground)
(11,8): Group 1 Random Treasure (3s Gravel)
(12,1): Group 1 Random Treasure (2s Ocean)

Rana (21x17)*
( 3,15): Group 1 Random Treasure (2s Rocks)
(11,10): Group 1 Random Treasure (2s Ground)
(16, 1): ICE BLADE (2s Ground)
(16,13): Group 3 Random Treasure (3s Ground)

Aquila (17x15)*
( 2, 2): VOLCAETUS (2s Ground)
( 8,11): Group 2 Random Treasure (14s Ground)
( 9, 3): Group 2 Random Treasure (7s Ground)
(11, 7): Group 1 Random Treasure (14s Ground)

Gryllus (13x20)*
(1,17): Group 2 Random Treasure (7s Plain, BURN)
(5, 7): GLASS PUMPKIN (3s River/Lake)
(6, 2): Group 1 Random Treasure (3s Gravel)
(7, 6): Group 1 Random Treasure (3s River/Lake)
(9, 9): Group 2 Random Treasure (5s Plain, BURN)

Blete (18x14)*
( 6, 6): Group 1 Random Treasure (9s Rocks)
( 7,12): Group 2 Random Treasure (12s Plain, BURN)
(10, 1): Group 2 Random Treasure (3s Ground)
(17, 1): Group 1 Random Treasure (8s Rocks)

Belleza (14x12)*
( 0,11): SNAPDRAGON (4s Plain, BURN)
( 1, 7): Group 2 Random Treasure (4s Ground)
( 3, 2): Group 3 Random Treasure (3s Ground)
( 6, 9): Group 3 Random Treasure (11s Ground)
(11, 0): Group 2 Random Treasure (4s Ground)

Naja (22x16)*
( 4, 1): Group 1 Random Treasure (2s Ground)
( 7,13): Group 1 Random Treasure (4s Plain, BURN)
(13, 2): Group 1 Random Treasure (2s Gravel)
(18,14): Group 1 Random Treasure (5s Gravel)

Sotavento (14x13)*
( 0,12): Group 3 Random Treasure (8s Ground)
( 3, 6): Group 1 Random Treasure (4s Gravel)
( 9, 6): Group 1 Random Treasure (7s Ground)
(12, 0): SNAPDRAGON (6s Gravel)
(13,10): Group 2 Random Treasure (11s Ground)

Haena (19x13)*
( 0, 5): Group 1 Random Treasure (6s Ground)
( 6,10): Group 1 Random Treasure (11s Ground)
(12, 8): Group 1 Random Treasure (14s Ground)
(14, 0): Group 3 Random Treasure (13s Plain, BURN)

Gracula (16x22)*
( 2,11): Group 2 Random Treasure (3s Ground)
( 4, 3): Group 3 Random Treasure (2s Ground)
( 5,17): Group 1 Random Treasure (8s Ground)
(14, 8): Group 2 Random Treasure (10s Ground)

>West Ostorea (23x16)*
( 2, 1): Group 3 Random Treasure (4s Stone Floor)
(10, 4): Group 1 Random Treasure (7s Snowy Plain, BURN)
(10,15): Group 1 Random Treasure (7s Ground)
(16, 6): Group 3 Random Treasure (10s Snowy Plain, BURN)
(20, 1): PHOENIX MAIL (21s Stone Floor)

>South Ostorea (23x16)*
( 0,15): LEVIATHAN MAIL (11s Snowy Plain, BURN)
( 1, 0): Group 2 Random Treasure (4s Snowy Plain, BURN)
( 8, 7): Group 2 Random Treasure (8s Snowy Plain, BURN)
(13, 3): Group 1 Random Treasure (7s Stone Floor)
(22, 7): Group 1 Random Treasure (12s Stone Floor)

Throne Room (13x21)
No Treasures

>Crypt (20x16)*
(12, 8): RING OF THE DEAD (1s Stone Floor)

>Ostorea (18x14)*
( 6, 7): Group 1 Random Treasure (3s Ground)
(12, 4): Group 1 Random Treasure (4s Ground)

>>NOTE:<< Ostorea is the training version of Ostorea. Ostorea West, Ostorea
        South and Crypt cannot be returned to (at least that I know of); you
        must get the items during your battles there.

Rebanada (17x16)*
( 5, 6): Group 3 Random Treasure (8s Ground)
( 7,14): Group 3 Random Treasure (14s Ground)
(15, 2): TATHLUM (9s Ground)

Harmonia (17x21)
( 3, 4): Group 3 Random Treasure (4s Snowy Field, BURN)
( 7,10): Group 1 Random Treasure (4s Ground)
( 9,16): Group 1 Random Treasure (5s Snowy Plain, BURN)
(14, 3): Group 3 Random Treasure (5s Snowy Field, BURN)

Charadrius (14x19)
( 2,17): Group 3 Random Treasure (11s Snowy Plain)
( 3, 5): Group 3 Random Treasure (8s Snowy/Icy Plain)
( 9, 4): Group 3 Random Treasure (8s Snowy/Icy Plain)
( 9,11): Group 3 Random Treasure (10s Snowy/Icy Plain)
(13, 5): Group 3 Random Treasure (13s Snowy Plain)

Angel's Headstone (23x15) (Bottommost deployment is: 1, 5)
( 9, 7): Group 3 Random Treasure (16s Snowy Field, BURN)
(14,12): Group 3 Random Treasure (21s Snowy Field, BURN)
(15, 5): Group 3 Random Treasure (20s Snowy Pavement, BURN)

Hall of Corruption (15x21)
No Treasures

Garden of Memories (18x18) (Bottommost deployment is: 2, 1)
( 4,11): Group 3 Random Treasure (14s Snowy Field, BURN)
(10,17): Group 3 Random Treasure (23s Snowy Field, BURN)
(15, 3): Group 3 Random Treasure (13s Snowy Field, BURN)

Hall of Conviction (22x14)
No Treasures

??? (12x12)
No Treasures


[/Massively important contribution ^_^]


-----------------------------------------------------------------------
XII. All your random questions are belonging HERE!
-----------------------------------------------------------------------

______
Q: "Mental Gauge?!?!  What is it?  What does it do?  Etc!"

A: From my play experience, and what I have read, the mental gauge is more
than just luck, it's a measure of attitude of the character.
It works on a scale from -2 to +2, measuring the character's possible
performance in a battle situation.  The (+) numbers run more along the lines
of bravery, meaning that the character will deal higher damage, might counter
more often, and might evade more.  The (-) numbers imply cowardice, which
would be the opposite of the effects I just mentioned ^_~

And now, to quote from the Manual itself...
"The mental gauge represents a character's state of mind.  When the character
is in proimity to certain comrades or enemies, the gague level increases or
decreases in relation to the character's confidence or fearfulness.  Each
character's mental state affects his/her ability to attack and defend."

Now, for some of the true definitions...
 (+) =  Improved fighting ability, greater chance of a critical hit...
  0  =  Fighting ability unaffected
 (-) =  Increased fear, take more damage, get less critical hits.



Q: "What does this have to do with a character's biorhythm?"

A: Absolutely nothing.

A huge rumor about the biorhythm concept is that it's the same as the mental
gauge, which I have found to be incorrect (with a little bit of help, mind
you).  The two concepts are not related, in any way.  Sorry for the confusion.

For some facts, however:
You can, or your characters can, through different acts and numbers of
battles, increase or decrease their biorhythm.  Also, as is evident in the
above sections, you can get emblems which affect the biorhythm OR mental gauge,
either increasing, decreasing, or fixing them, but the two are SEPARATE and
NOT EQUIVALENT.

Q: "What is biorhythm then?"

A: Oh boy... For this answer, I'm going to go straight to Terence, who just
gave a damned fine answer on the GameFAQs boards.

"The biorhythm in KoL is thus a hidden sine wave whose statistics are different
for each character. Some character's have a sine wave that repeats more often,
some have one that varies more, some have one that start at a different date,
etc., etc.

Thus, there are three definitions that are important here:

Biorhythm: The above hidden sine wave thingimajig. By using your biorhythm and
the current date, you determine your Luck.

Luck: A hidden stat that is *never* told to you and the results of which are
never shown to you *before* you make a move. For example, a 99% hit rate might
be a lot lower if you had bad Luck, but it would still show 99%.

Fortune: What you see when you press Select on someone's name. This is not the
same as Luck. It is not the same as Biorhythm. What it does is give you an
indication of what your current position along the biorhythm is (but only
roughly), as well as give you basic stats on what your biorhythm is set up as.
Of course, most of this information is useless unless you know the whole list
of fortunes, but the FAQ I just submitted should change that."

[Note to all -- see his FAQ for future information on this subject]


______
Q: "What is the training mode?  How does it work?"

A: Training is basically a way for you to level up your troops by pitting them
against each other.  I know that sounds a bit weird, but in reality, it's an
awesome tool.  Instead of actual combat, though, you don't have to worry about
some uncertainties...  You can make it so you control both teams, or just one,
or even neither.  It's all up to you.  You also get to choose the teams.  It's
really a great way to level build.
You can train in any location that you've visited, assuming that you are
currently standing there...  The training mode is only available upon
completion of your second battle.  Don't ask about it, or even try to train
before then.  Still, after those twenty minutes it takes to go through those
two battles, you can train whenever you like.

______
Q: "Can you permanently lose any of your characters (should they die) while
training? Also, can you gain exp in this manner? items?"

A: Ok, this will be a long explanation...  Unlike a normal battle, when a
character "dies" in training, they merely vanish, assumedly returning to your
HQ.  All that means is that it's the end of training for them.  They're fine...
no harm done... and lots of experience gained! ^_^
Similarly, because the characters don't actually die, you don't get the typical
'war bonus' (which is normally just taken from their equipment anyway).  You
don't get items from training, just experience, and occasionally Emblems.

______
Q: "I don't understand the significance of the fortuneteller.  What does it
do, and what affect does it have on the game?"

A: The fortuneteller is at the very beginning of the game, following the
introductory scene with Alphonse and Rictor.  Not only does she ask the
question that leads you to entering your key information (name and birthday),
but she also asks the 'main questions,' which have been a big deal in every
Ogre Battle or Tactics Ogre game.  You know, the questions that determine
your element, what your initial units will be, and your main character's
starting stats.  Needless to say, it's a fairly important thing, at least
until you get deep into the game.

______
Q: "What is persuasion and how does it work?"

A: Well, similar to recruiting in a manner of speaking, persuasion is another
way of bolstering the ranks of your army.  However, persuading a character is
MUCH more difficult than just going to a shop and recruiting one.  Why, do you
ask?  Simple... let's begin the lesson! ^_~
  To persuade an enemy, you have to follow these simple steps:
     1 - weaken
     2 - confront
     3 - flirt
Now I realize how simple that looks, but let's still go through it in more
detail.

First, you have to weaken him/her.  Yes, much like in that darned pokemon
game, you can only persuade when the HP of your target is low.  I think this
is because you're showing your strength to the opponent, making them want to
join such a strong group.

Second, you have to confront them.  Now, what this basically means is that
you have to be standing beside them.  You cannot persuade from 2 squares
away, 3 squares away, or even 20 squares away.  You have to be right next to
them.

Finally, and here's the really hard part (right...), you have to talk to them.
Now, the reason I called this "flirt" was simple: it is always easier to
persuade with a member of the opposite sex.  ALWAYS. (Sort of makes sense
though, doesn't it?) This will count as your action for the turn, and you
cannot change your direction afterward, but trust me, if successful, that
won't really be a concern.

Another kinky twist in this system seems to, yet again, follow the "flirt"
method.  Creatures and characters of like species seem to persuade others of
their species well.  For example, use a hawkman to persuade a hawkman.  Also,
humans of similar classes will persuade each other much more effectively.  In
other words, trying to persuade a magic user (e.g. a wizard) with a soldier
will not work as well as trying to persuade the same wizard with a siren, or
witch, or wizard of your own.

I guess the whole "flirt" thing really DOES work well ^_~  I'm brilliant!

Now, if all of that has been done correctly, and the target is low enough HP,
you'll get a new addition to your army!  Congratulations!

One more detail brought up recently by a lucky contributor (goes by Michael S)
is that the 'magic number' for persuasion seems to be 5 HP.  At that point, you
have a MUCH IMPROVED chance of persuasion.  However, at 6+ HP, your percentage,
and therefore your actual rate, will be diminished.  Aim for 5 HP and you'll be
good to go.

______
Q: "What are some of the advantages/disadvantages of persuading an enemy?"

A: Besides the addition of another person to your army, you get a few perks.
For example, when you persuade a person in battle, they IMMEDIATELY join you,
which means that they can then help you win the REST of the battle.  This is a
huge benefit, especially if you have already lost a character, or are merely
outnumbered.
Another very important benefit is that they come FULLY EQUIPPED.  That's
right, anything that the character has on them, or has learned, comes with
them when persuaded.  This is a huge deal, especially when, later in the game,
the enemies have incredible weapons to steal and such.
The only real disadvantage that I see from persuading is that, for the rest
of the battle, the persuaded character has the Guest AI and with the low HP
you've given...  Yes, the Guest AI really bugs me, as it should you.  Even with
that, however, you've now got another person to fight with you, so that will
always be good...

______
Q: "Can you connect the English version of TO:KoL with the Japanese version
 of the game? If so, what are the limitations?"

A: [Contributed by evilwasabi]
 "I have both and tried it, and for switching all items, except the
 Longiculnis, it works. You cannot switch players though, even if the name
 of the player on the japanese version is in english. Versus is bugged. You
 can make it so player 1 will always win and player b will get a draw if you
 do the following:
 Have the player 1 part of the link plugged into the system running a US cart,
 and plug the 2nd player part into the japanese, then in setting up the fight,
 make the japanese unit go first. The battle will begin, but immediately flake
 out, and all the players on the US side will get lucky soldier emblems, if
 they haven't already recieved them, and the fight will end. If you try hooking
 them up any other way the game will simply conk out."
   [/Contribution]

______
Q: "What do all the different types of Movements mean?  How do they work?
 And what's with the second movement type?"

A: There are two categories of movement: Active and Passive.  Each of these is
the subdivided again into 5 different categories.  Just for simplicity's sake,
here they all are:

ACTIVE MOVEMENT:
1 - Walking
 Walking characters are your basic kind of movement.  They can move vertically
 2 steps up or drop 3 steps down.  Thee warrior classes generally take this
 movement style.  These are just your simple style of walking, like a soldier
 has.
2 - Trudging
 The second most common style of active movement, trudging characters are
 generally heavier and have less movement.  Dragons, beasts, and spellcasters
 generally fall into the trudging category.  They are limited in vertical
 movement to 1 step up and dropping only 2 steps.
3 - Acrobatic
 The most nimble of characters fit into this style of active movement.  These
 characters can jump up to 3 steps upward and drop up to 4 down.  Ninjas are
 the most common example of this category.
4 - Flying
 Winged creatures and characters employ this style of active movement.  Very
 helpful in combat, flying characters don't have to worry about height at all
 when moving. They do have to worry about walls and rocks, however, which
 might block their paths of movement.
5 - Warping
 The ability to move to any destination instantly, and that with no movement
 cost, warping avoids terrain, obstacles, and ANYTHING in its path.  A
 character with this movement style can move freely to anywhere withing their
 movement range.  Unfortunately no ordinary human has this ability...

PASSIVE MOVEMENT:
1 - Wading
 The most typical category, characters are not very good at moving in water,
 although they sure try their hardest and can move up to one step below the
 water's surface.  Movement in water will make their attack and defense
 greatly drop.
2 - Semi-Aquatic
 Characters in this category are able to move in water up to one step below
 the surface (like wading), except that their attack and defense only go down
 slightly, as compared to wading characters which go down significantly.
3 - Waterwalking
 Instead of sinking in water, these characters have the ability to stand on
 its surface as though it was land.  Still, as with semi-aquatic characters,
 the attack and defense do suffere a bit from this exertion.  (Walking on water
 is not easy work!)  Ninjas are the prime example of this category.
4 - Aquatic
 Aquatic characters specialize in movement in water.  They can move one step
 below the surface without losing much energy.  However, they are not capable
 when it comes to movement OUTSIDE of the water.  Mermaids and octopi are
 examples...
5 - Floating
 As this type sounds, characters do not touch the land they are on.  They never
 touch ground, even over water, and can move and stop anywhere, except where
 there are obstacles.  Fairies, gremlins, and ghosts are examples...

______
Q: "What are the elements in this game?  How are they used?"

A: Ok, there are 6 key elements in any Ogre Battle game.  They've been the
same in all of them, and this is no different.  However, just to humor you,
here they all are:

- Wind -
 Goddess Harnella (goddess of the sea) controls this element.  Mainly, it
 influences a character's agility and the weather.  Wind is opposite the Earth
 element, so it does more damage to (but also recieves more damage from) earth.
- Fire -
 Goddess Zoshonel controls this element.  It influences the weather along
 with all things created by humans.  It strongly opposes Water...
- Earth -
 Goddess Berthe (goddess of the harvest) leads the Earth.  It influences
 the land and stongly opposes Wind...
- Water -
 Goddess Grueza is the embodiment of Water.  It controls rivers and oceans
 as well as having the effect of purifying, driving evil away.  It strongly
 opposes the Fire element.
- Virtue -
 Ishtalle, goddess of light and war, controls Virtue.  It gives "new life
 to people and repels the poewr of darkness (bane)."
- Bane -
 The only male god, Asmodee, controls the powers of Bane.  This element can
 influence the very essence of time, also capable of bending people's minds
 against their wills (or the wills of the gods).  It strongly opposes Virtue.

______
Q: "Where do you get necromancy? I can't find it anywhere!"

A: [Contributed by evilwasabi]
One confirmed location for the necromancy spell was found in Quest Mode,
In the Batraal Crypt.  Some have said that you need to Defeat Leader in
under 10 rounds (which is rather simple).

______
Q: "What can you tell me about angel knights?"

A: [Contributed by TetraFluoride]
On Transmigration
    When a character transmigrates he/she does receive a small amount of
experience points.  This does not happen when a character is normally
revived.  I had my priest with 0 biorhythm transmigrate 6 out of 12 times,
that seems about right.  Angel Knights use SP so any current MP the character
had is converted into SP.  Also, all spells that were equipped are removed
and placed in the inventory.

On Angel Knights
  An Angel Knight has no alignment, only an element.  One really weird thing
involves giving an Angel Knight the dragon equipment (Dragon Shield, Dragon
Armor, Dragon Helm, Dragon Eyes).  Normally this gives the user the
corresponding elemental breath attack at the price of 20 MP/SP.  They are:
Wind- Thunder Breath, Water- Cold Breath, Fire- Fire Breath and Earth- Poison
Breath.  Because the Angel Knight is Virtue I wasn't sure what was going to
happen but after transmigrating/testing/resetting five times she had the
Thunder Breath each time.  My priest was Water elemental which makes me
believe that Thunder Breath is the "default."

As you probably know, Alphonse cannot become an Angel Knight, but he can
still get the emblem.  Alas, when he dies you get a game over screen before
anything else can happen.  Alphonse (and any other character) can get the
Archangel's Feather emblem in Training mode with any of the normal ways to
revive.  Therefore, there is no need to waste a Sacred Stone of the Bliss
(which is quite expensive...)

One more thing that you probably want or need to know:
Angel Knights cannot use the Mirror of the Gods or have them used on them.
Similarly, the alignment altering items cannot be used on them.  They will
forever be missing any alignment and Virtue in element.


Q: "Ok, so how do I GET an angel knight?"

A: This is more of a list than I care for, but here we go:

(1) - Meet the stat requirements for the class...
      215 HP, 66 MP, 89 Strength, 81 Intelligence, 88 Agility, Lawful
(2) - Get the Archangel's Feather emblem for your character...
      (kill the character in a REAL battle and then revive them in some way)
(3) - Kill the character in a REAL battle, and pray.

That's it, unfortunately.  After their 'death message,' you will either see,
or not see, another text box pop up, indicating their transmigration to the
angel knight class.  If no such box pops up, revive your character again and
keep on trying.  Sooner or later, the odds favor the change to angel knight.
Sooner or later...

______
Q: "Where can I find a Ring of the Dead?"

A: [Taken from the message boards, posted by Destin]
There are three Rings of the Dead.

- Buried treasure in Ostorea Castle [Crypt] (Chapter 2)
(12, 8) 1 Step, Stone Floor

- Dropped by a Daemon in Harmonia (Chapter 3)

- After defeating Rimmon at Rebanada (Chapter 3), return to Rebanada and fight
Saia. After the battle, tell Saia that you fight for peace (Choice B) and he
will give you the ring. Doing this means you CAN NOT get Saia, you MUST do
this before getting Lobelia in Ardea. If Lobelia is with you when you begin
this battle Saia just dies at the end and you can't get Saia or the ring.

______
Q: "How do I get the emblems that require you to be all the classes?  For
humans,
    doesn't that require you to be both a lich and angel knight?  Help!"

A: Yes, it does require just that.  Here is one set of solutions, provided by
   a nice contributor.  Keep in mind that this is NOT the only way to do it,
   but it is one way...

To get a Grozz Nuy's Emblem (Dragon)
1. Start with a lvl 19 dragon, Try to get it to be lawful or choatic
2. Use 3 mirror of the gods to change it to each element
3. Make it level-up in training
4. Change it's alignment with the urn of chaos or tome of displince. (If the
dragon is neutral, you'll have to use three items instead of two.)
5. kill it in training and revive it into a zombie dragon.
6. Use recarnation...
7. Emblem recieved

To get a Ripple's Emblem (Human)
1. Start out with a lvl 10 female soldier(Neutral).
2. Get it a sniper emblem.
3. Change it to archer, ninja, wizard, dragon tamer and cleric.
4. Level it up until it meets the stats for siren/cleric.
5. Get knight emblem and change to knight
6. Change back to cleric.
7. Get Heaven's Blessing Emblem
8. Change it to priest.
9. Change it to a wizard.
10. Kill two enimies with the wizard.
11. Change to Siren.
12. Get Lancer Emblem.
13. Change to Valkyire.
14. Get Vixen's Whisper
15. Change to witch.
16. Change alignment to lawful.
17. Get stuff to become angel knight.
18. Change to angel knight.
19. Kill the angel knight in training.
20. Change it to a ghost with necomancy.
21. Use reincarnation to change it back to a soldier
22. Change it to a lich.
23. Recieve emblem

______
Q: "What do people mean when they refer to 'Set Items?'"

A: The so-called Set Items are the items that come IN SETS.  Here, the easiest
way to explain this is to just list them all, and their benefits.

- Divine Armaments Set -
 Effect: Provides wearer complete protection from the Bane element.
 Includes:
  Oracion
  Saint's Shield
  Southern Cross
  Freude Helm

- Dragon Set -
**Contributed by Tetra via email (who is the MAN)**
 Effect: Gives the user the 'breath attack' of their element.  A character that
         wears the Dragon Set also gives dragons and other wearers of the
Dragon
         Set that are on the same team +1 to their mental gauges if they are
         within 3 spaces. This is identical to the Dragon Tamer's ability. In
         fact, if a Dragon Tamer adorns the Dragon Set she will give +2 to her
         corresponding allies!

**NOTE: For Bane- and Virtue-elemental characters, the breath attack will
depend
        on the terrain they're standing on.**
 Fire Breath -- Gravel, Tar
 Cold Breath -- River/Lake, Ocean, Channel, Ice Field, Snowy/Ice Plain
 Poison Breath -- Ground, Stone Floor, Stone Roof, Rocks
 Thunder Breath -- Plain, Swamp

 Includes:
  Dragon Shield
  Dragon Armor
  Dragon Helm
  Dragon Eyes

- Enchanted Hunting Set -
 Effect: Gives the user a large boost in speed and accuracy of attacks.
         It also increases the user's movement by 2.0 (which is partly
         how it does the above...)
   *** Thanks to Tetra and Almasy for the further information! ***
 Includes:
  Sherwood Bow
  Sherwood Hat
  Grincer Coat
  Forest Boots

- Candy Set -
 Effect: Restores to the user 10% of max HP after any turn (when damaged).
   *** Thanks to Mike82819 and Tetra for confirming this! ***
 Includes:
  Sugar Cane
  Candy Armor
  Chocolate Shield
  Candy Helm



-- Ummm, yeah!
-- For right now, just the randomness of these comments will have to do!
-- w00t!  I'll update later!


________________________________________________________________________
************************************************************************
************** (XIII)  A Few Final Comments to All of You **************
************************************************************************
________________________________________________________________________


If you have an idea for a question to add, or just have a question you
want answered, before you submit them to me, make sure you check to
make sure they are not already in the FAQ.
I'll be more than happy to take any questions and answers that you may
find useful, but please, make sure, before you send it my way, that
I don't already have it in here.  It is such a pain to sort through
all the mail as it is.

## Contributors, and Thanks: ##

Yes, most definitely, thanks deserve to be given to many people.  But
where do I start?  That is the hardest part.

One of the first people to really help me out gave me a bit of info on both
the story and the introductory segments.  Landon (from www.tacticsogre.com)
helped me by giving the numbers and points for the Fortune Teller questions
as well as their effects.  He has also provided an extra host for the FAQ.
If that wasn't enough, the simple maintenance of his site, and the continual
update of information on there has been of insanely high value to me.  Then,
to top all that off, he contributed almost an entire set of class level-up
bonuses.  Wow.  I just don't know what I would have done without his extra
resources.  Thanks Landon!!

Another huge figure in this, with lots of knowledge on the OB/TO universe and
a near-encyclopedic obsession with figuring it all out, Rashidi has been
invaluable.  He knows, easily, the most on this series I have ever witnessed,
except perhaps goukei (with whom I talk very little, unfortunately).  Still, he
has been a great help, especially filling me in on what history I really should
know.  Thanks a million Rashidi!

As if my list were to have no end (which is a good thing), another large
contributor, especially early on when I needed just basic information on
levels, as well as alternative tactics, was Haunter12O.  He helped give me
a different look at some levels, showing me some things I might otherwise
have overlooked.  He also wrote a few segments for me, giving a slightly
more tactical approach to some battles.  Overall, his contributions have
been invaluable.  Haunter, I salute you! ^_^

As if to finish what Haunter started, beyowulf came along and began doing a
really great job with some of the battles, greatly aiding my walkthrough
progress.  All in all, he actually took the A Path through to completion in
a much shorter time than I did.  However, he also added significantly less
commentary.  Still, he did a GREAT job, and he really helped me out...

Throughout the FAQ-writing process, goukei's website has been an INCREDIBLE
resource.  Not only was it the inspiration for the OB Encyclopedia that
Destin and Rashidi have been working on for so long, but it also had an
incredible list of items that was nearly complete, and complimented what I
had already gathered to do almost EVERYTHING for that section.  His hard work
on that page has made this FAQ so much easier to write, it's incredible...
A million thanks go out to goukei!

More great help came from both DeadS and Terence, who wrote up a lot of
the hidden item locations for me.  Without that, I am SURE it would have
taken a lot longer to put in this guide...  Both of you did an outstanding
job, and thank you so much!

Another notorious shout out is for the man called Questionable.  Especially
after the first release of the FAQ (version 2.0), he did some hardcore
gaming to help fill in the gaps for stat increases.  Going beyond the call
of duty, he gave complete stats for several questions, as well as a few
item descriptions.  Then, as if he was just a contributing machine, he aided
me in lots of other ways, such as finding flaws in the guide, filling in more
spells that I had missed, and just generally doing LOTS of useful things, all
to make this more complete.  Overall, he was just a great contributor!

And now, due to a MAJOR oversight, I am quite pleased to add to this list the
man known as Tetra!  He has provided far too many contributions for me to list,
but among the list should be a serious job of editing, some outstanding emblem
contributions, and even more that I just can't remember due to my own small
memory. ^_~  Either way, huge amounts of thanks to Tetra, and an apology for
not doing this earlier!

I suppose after that it is only right to thank the major contributors, who I
have taken quotes from or asked specific help of:

Destin, fenrir knight, aragornanduril, Id of Ith, Dakotazout, Jarek,
Nico Silius, mikee83, Michael S, mogmaster, Austerity, Zach Collins,
Neoflare, ROGUE-Gladiator...

...and everyone else who helped me compile questions, answers, and just
generally, on both the GameFAQs boards or those who just contributed ideas
in emails and IMs.

Last but definitely not least, I'd also like to thank every member of
the two Ogre Battle and Tactics Ogre Boards on GameFAQs.com, for either
directly or indirectly you have contributed to this.  Even if you just
asked one simple question once, or flamed someone else, you have helped
me somehow.

One final note:

You could take all my advice and just take my word for everything, but still,
I learned all this from going out and doing it, playing the game, and having
fun.  That is, and has always been, the best way to figure out the answers to
your own questions.  I suggest you get to it.  good luck

Have fun!  That is what this game is meant for.  If you find yourself
starting to hurt your controllers and throwing them across the room in
a fit of anger, why not take a break for a bit?  Come online, go to the
boards, and let the vets flame your aggression out of you.  It will be fun
(for us), I promise.  If that doesn't float your boat, then just remember:

This FAQ is designed to help the individual, over-asked questions as well as
provide a basic walkthrough.  If you want one with a bit more depth, check
some of the other FAQs, but don't expect too much.  That's about it... except
for the legal stuff.

This guide should only be found on the following sites.  Please please please
let me know if you find it elsewhere, since i will then need to contact
someone about a little problem...
      www.gamefaqs.com
      www.tacticsogre.com
      www.gamespot.com
      www.neoseeker.com
      www.cheathappens.com
      www.ign.com
      www.mmxt.cjb.net

This FAQ is the property of bearsman6, Sean Sexton, and the rest of his
numerous personalities.  Any use of this FAQ without his (our) permission is
strictly prohibited.  If you would like to get in touch with him,
please direct all comments and email to bearsman6@hotmail.com.
If that wasn't enough, you can almost always find me on the game boards at
www.gamefaqs.com.  I am constantly patrolling the board for this game,
especially, though under various names.  If you have a question, just post
there and address it to bearsman6 and I will answer in one of my many forms.
Fine fine, here is the list so far: bearsman6 (the obvious choice of
champions), Sixx, BLEEP (don't ask, please), prose, Iguana Lightblade, nine11,
something xzotic, and another, but you don't need to know that one.

Thank you again, to all that contributed and helped along the way, especially
all my awesome vets at the OB boards.  Without you, I would never have cared
enough, really(c) to write this...  Thanks again.